Délta's Book of Immortality

Delta

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Welcome to My Customs thread

Welcome to all who view, this is my Custom thread, here you will find a list of all my Learnt and Created Customs. All the techniques here i have either created or been taught. My created techniques will have a Number next to them, the techniques i have learnt will not be numbered.














Above you can find quick links to each of my customs, The Customs i WILL NOT be teaching to anyone are My Custom weapon and "(Raiton: Puroton Kikou)Lighting Style: Proton Armour" So don't even bother asking me. Thanks for viewing, may Immortality favor you in battle
 
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Summons:Jaguars
(Kuchiyose no Jutsu: Hunahpu to Xbalanque, Hiro-tsuin sono Taiyo to Tsuki) - Summoning Technique: Hunahpu and Xbalanque, the Hero Twins of the Sun and Moon
(Kuchiyose no Jutsu: Hunahpu to Xbalanque, Hiro-tsuin sono Taiyo to Tsuki) - Summoning Technique: Hunahpu and Xbalanque, the Hero Twins of the Sun and Moon
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Hunahpu and Xbalanque are twin brothers who were born with differing coloration. Hunahpu has the traditional orange fur with black rosette spots, while Xbalanque was born with the more rare black melanism coloration. As the two brothers grew and became more powerful, they began drawing comparisons to the sun and moon, thus earning their nickname as the Hero Twins of the Sun and Moon. Both jaguars are of similar size and stand on all fours with their backs reaching up to about six feet. Hunahpu is proficient in the fire element and is capable of using up to A-rank techniques. He also has the passive ability to sense body heat making him an excellent tracker. Xbalanque is proficient in the wind element and is capable of using up to A-rank techniques. As a melanistic jaguar, Xbalanque is able to extend the jaguar ability to hide their presence from non-sensor ninja to include chakra sensory techniques, making him a stealthy opponent. While masking his chakra, he cannot use any chakra based jutsu of his own without allowing his chakra to be sensed. The twins share a mental link with each other which allows for them to communicate through their thoughts, though this doesn't extend to the summoner. Both summons are considered A-rank individually.
-Can only be summoned once per battle.
-Lasts 4 turns once summoned.

Just combining those two summons into one. The bold are changes to their abilities, the rest is stuff they had in the approved versions.
Summoning Jutsu: Tezcatlipoca, God of Jaguars
Summoning Jutsu: Tezcatlipoca, God of Jaguars
(Kuchiyose no Jutsu: Tezcatlipoca)
Type: Supplementary
Rank: S
Range: n/a
Chakra Cost: 45
Damage: n/a
Description: Tezcatlipoca is one of the key Gods of the Aztec people. When he takes his animal form he becomes a Jaguar. He is the boss summon for Jaguars and is around the same size as Gamabunta. Jaguars have the strongest jaws of all the big cats as evidenced by their preference to deliver killing blows by biting the skull of their prey rather than the throat, they also eat turtles by crushing their shells. Using this bite Tezcatlipoca can bite through incredibly strong defensive techniques (A-rank and below). Jaguars are also masters of stealth and ambush made possible by their ability to mask their chakra from normal ninja, though not sensors. Tezcatlipoca is adorned in Aztec tribal gear such as feathers, piercings, armor and a green cloth ties around his waist. His chakra natures are water and wind he can use up to A-ranked water techniques and A-ranked wind techniques.
~Must have signed a contract with Jaguars.
~Can only be summoned once per battle.
~Lasts four turns once summoned.
~Can withstand up to 160 damage (2 S-ranked attacks)

Secret Jaguar Art: Welcome to the Jungle
Secret Jaguar Art: Welcome to the Jungle
(Hijaga-jutsu: Uerukamu dzukiza Junguru)
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 45
Damage: 0
Descritpion: This technique is an adapatation of Jiraiya's crushing toad stomach technique which reverse summoned the user and their opponents into the stomach of a toad on Mt. Myoboku. In this variation the user reverse summons him and his opponent deep into the homeland Rain forest of the Jaguars. Giant trees fill the forest with their thick canopies hundreds of feet in the air and to those below looks like a pitch black night sky. The thickness of the canopy blocks out light limiting vision to both the user and the opponent so that nothing can be seen at long range, at mid range a person's silhouette can be seen while at short range they are fully visible. In this forest it is constantly raining in a heavy down pour that saturates the area. This location is a specifically forbidden section of the forest due to its mysterious and sacred past. People who remain here too long will be forcible removed after three turns by unknown forces.
~Can only be used once per battle.
~Must be capable of summoning the boss Jaguar summon.
~No Jaguar summonings or reverse summonings can be used for the remainder of the battle.
~Inside this area the user is incapable of using Fire or Lightning techniques.
~Must be taught by Typhon.

Secret Jaguar Art: Were-Jaguar
Secret Jaguar Art: Were-Jaguar (Hijaga-jutsu: Were-Jaguar)
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra Cost: 60 (-15 per turn)
Damage: +10 to Taijutsu, Wind and Water (and rain if applicable) (-15 to the user per turn)
Description: After years of training with Jaguars the user is taught a secret forbidden jutsu that allows them to access the power of the Jaguar. By summoning energy from a hidden idol that belongs to the Jaguar God Tezcatlipoca the user is able to transform into a were-jaguar. Their eyes become ovular and cat-like granting the ability to see clearly in pitch black conditions, their jaws grow stronger and their teeth become pointed. They grow a tail with spotted fur and their nails grow into razor sharp claws. The transformation grants the user increased strength close to that of a sage mode user. They also gain the passive Jaguar ability to hide their presence from non-senor type ninja. However, it takes a tremendous toll on the body and restricts the use of earth and fire elements. The technique will wear off after three turns and will leave the user exhausted.
~Can only be used once per battle.
~Must have signed a contract with the Jaguars and have been trained in its use.
~Lasts three turns once initiated.
~Gives the user a strength boost similar to, but slightly weaker than sage mode.
~Gives the user +10 damage to taijutsu, wind and water (and rain if applicable).
~The user loses the ability to use genjutsu, fire and earth elements.
~The user takes 15 damage every turn.
~The user is left exhausted when the technique wears off.
~Must be taught by Bahamut.

(Kuchiyose no Jutsu: Nanaki) - Summoning Technique: Nanaki
(Kuchiyose no Jutsu: Nanaki) - Summoning Technique: Nanaki
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Nanaki is a descendant of Hunahpu, the Hero Twin of the Sun and the son of Seto. Like his father he holds a strong affinity for fire, and has even surpassed his father in its usage. Like most Jaguars he stands on all fours and has the traditional orange and black coloration. When on all fours his back reaches five feet, slightly smaller than Hunahpu. His powerful jaws are capable of crushing any physical defense C-rank or below. While not as physically impressive as some of the other warrior jaguars, his skill in fire usage is unrivaled. Once he enters combat he continually focuses fire chakra throughout his body causing his orange and black fur to turn a fiery red while a flame grows from the end of his tail. While in this Lunatic High his fire techniques gain 15 damage, though he receives that much more damage from water. He can use fire ninjutsu that the user knows up to A-rank and his normal attacks such as clawing and biting gain an additional heat element. Twice per battle Nanaki can use an A-rank attack called Sled Fang. With this attack he focuses fire chakra to his paws while hunkering down. He then uses the build up fire and releases it through his feet to launch himself forwards at rapid speeds (2x kage speed) where he claws through the target, coming to a sliding stop several meters behind them. Once per battle he can use a unique S-ranked fire technique called Cosmo Memory. He rears his head to the sky and howls manifesting a ball of flames high in the air. Numerous smaller balls of fire circle and collapse into the central one, raising its heat while keeping it condensed. Once the final one merges with it the ball releases the pent up heat as a focused blast down at the target. It starts out a couple of feet in diameter and rapidly expands to a short-range radius, incinerating everything in its reach.
-Lasts four turns once summoned.
-Can only be summoned once.
-Lunatic High is B-ranked, counts as a move to activate, and lasts as long as he is summoned.
-Sled Fang is A-ranked and can be used twice.
-Cosmo Memory is S-ranked and can be used once.
-Disperses regardless of turn after Cosmo Memory is used.

https://animebase.me/threads/new-techniques-from-typhon.765208/#post-21862082

Link to my training,my signing and my permission from typhon
 
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Dark Release Customs

#1 (Meiton: Heru Supea) Dark release: Hell Spear
(Meiton: Heru Supea) Dark release: Hell Spear
Type: Offensive/Defensive
Rank: A rank
Range: Short
Chakra: 30
Damage: 60
Description:The user will first have to absorb a technique using Dark release:Inhaling Maw. After the technique has been absorb the user will cover their left arm in a layer of Meiton chakra. Once fully formed the shape gives off the appearance of a jaggered shield that is attached to the users arm.Being made of pure Meiton chakra this shield can withstand S rank fire wind and lightning attacks. If the user see's fit this can also be used as a weapon with the shields jaggered appearance being quite sharp. The user can use this weapon as a form of offensive close ranged combat or as a shield to deflect different techniques.
Restrictions
Can only be used twice per battle
Lasts 3 turns when used as a close combat weapon
While in use no other dark release techniques can be used
Can only be taught by Delta
What this technique looks like

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People ive taught this to:
-Nathan..
-Albel Nox,

#2 (Meiton: Kyūketsukō usabarashi) Dark Release: Inhaling Diversion
(Meiton: Kyūketsukō usabarashi) Dark Release: Inhaling Diversion
Type: Offensive
Rank: A rank
Range: Short-Long
Chakra: 30
Damage: (Technique dependant)
Description: This is an advanced method of using the technique Inhaling maw. Instead of storing the foreign chakra the user instead redirects it back at the opponent. The way this technique works is by increasing the flow of chakra to Inhaling maw causing it to absorb chakra twice as fast as the regular inhaling maw. While this happens the user links his top and bottom square chakra network creating an arc between the two from which chakra can travel. As the user absorbs chakra it is sent into this new link and has Dark chakra added to it, once the chakra is added the technique is fired back at the opponent. From using this method the original attack is strengthen and more potent. This method is fairly fast, as it release chakra at the same time it absorbs leaving little window for opponents to react.
*Note* Any technique redirected gains plus 1 rank to its original power(I.e A rank becomes S rank)
Restrictions:
Can only be used 3 times per battle
Jutsu Follows Dark release's absorption rules
Can only be Taught by Delta



People ive taught this to;
-Nathan.

#3(Meiton: Kuro Nagareboshi Kumo) Dark Release: Dark Meteor Cloud
(Meiton: Kuro Nagareboshi Kumo) Dark Release: Dark Meteor Cloud
Type: Offensive
Rank: S rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will being by absorbing a jutsu(A rank or above) using Inhaling Maw. Once completed the user will begin to channel the dark chakra out of his bottom square and into the sky above the opponent, the user will begin to form a large cloud above the opponent made up of dark chakra. Once formed the user will cause the cloud to rain down 5mx5m balls of dark chakra down onto the opponent. these are shaped like meteorites as they pummel down to the ground. The sheer power of the chakra is enough to break bones and upon contact and severly burn the opponent. Using this jutsu the user can rain down over 20 balls of dark chakra onto the opponent until the cloud disappears. The cloud covers and area 10 metres in every direction from the center of the opponent. If the user is closer to the opponent then 10 metres he will have to defend against the jutsu as well. This jutsu will also destroy everything within its radius

Restrictions:
Must use Inhaling Maw prior
Can only be used once per battle.
Can only be taught by Delta

taught to
Nathan.

Link to Approval:

#4(Meiton: Kuro Renda) Dark Release: Dark Barrage.
(Meiton: Kuro Renda) Dark Release: Dark Barrage.
Type: Defensive
Rank: B rank
Range: Short-Mid
Chakra: 20(+10 for every extra shot fire)
Damage: 40
Description: The user will begin by holding both his hands up with the palms facing towards the sky. The he will condence dark chakra inside his body and cause it to seep out of his palms and form small balls of dark chakra around the size of a cannonball. Then by using brute strength the user will throw the balls at the opponent. Upon impact the balls will explode into a maelstorm of dark chakra severely burning the opponent. This jutsu isn't limit to just two shots as the user can continually form and throw these balls. The balls form rather swiftly about the same speed as a chidori. Each 2 balls are equivalent to a B ranked Dark release technique.

Can only be taught by Delta

Link to Approval:
(Meiton: Gōsuto Hanabi) Dark Release: Ghastly Fireworks
(Meiton: Gōsuto Hanabi) Dark Release: Ghastly Fireworks
Type: Offensive
Rank: A-rank
Range: Short to Mid range
Chakra: 30
Damage: 60
Description:
After the absorbing the enemy's energy based technique using Dark Release: Inhaling Maw the user will mold the chakra from Inhaling Maw into their left arm, then user extends their arm forward and releases ghosts from a sphere in his/her left wrist. They seem to follow a set and guided path and they differentiate from it but they can cause enough damage to an opponent by slamming and leaving deep burning marks onto there stomach. The ghosts the user fires are only small (about two feet wide and five feet long) and shoots what seems to be an endless wave of Dark Fireworks.
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Taught by Nathan here:

(Meiton: Tsuji Giri) - Dark Release: Night Slash
(Meiton: Tsuji Giri) - Dark Release: Night Slash
Type: Attack
Rank: A-Rank
Range: Short - Long
Chakra Cost: 30
Damage: 60
Description: The user will hold their palm outwards and a sword made out of dark chakra will come out of their meiton mark on their palm. This sword can be used to combat against other weaponry that utilizes chakra to increase their strength. If the user swings their sword, they can release the sword as a long blade of dark chakra at the target.*
Restrictions:
~Usable twice.

taught by Xanthe here:

(Meiton: Kurai Kurage) - Meiton: Dark Jellyfish
(Meiton: Kurai Kurage) - Meiton: Dark Jellyfish
Type: Offensive / Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The user will focus their Dark Chakra and form 3 handseals. After finishing the three handseals, they form a large, floating body of Dark chakra with 10 extending arms of Dark Chakra that forms a fist on each one (Each fist having a destructive force that can break bones), a Dark Jellyfish. The body of the jellyfish moves slowly through the air but the arms can attack swiftly. The jellyfish's body can absorb C-Rank jutsu and after doing so, can burst in a large mass of blue fire that burns anything short-range of it.
Restrictions:
~Usable once.
~After absorbing 3 attacks, the jellyfish will vanish in thin air.

Taught by Xanthe here:

(Meiton: Kemono no tsume) - Dark Release: Claw of the Beast
(Meiton: Kemono no tsume) - Dark Release: Claw of the Beast
Type: Offensive
Rank: B
Range: Short-Long
Chakra Cost: 25
Damage: 50 (60 if absorbed a jutsu)
Description: The user will touch one of their hands to the ground while releasing Dark chakra at any location. At that location, a large claw will emerge out of the ground and will be controlled by the user. The claw can absorb C-Rank or lower jutsu and once it does, it grows much larger in size. It can emerge quickly and silently.
Restrictions:
~The claw cannot move from it's original position.
~Usable three times.
~Can only absorb one attack. Any B-rank and above technique will destroy it afterward.

Taught by Xanthe here:

(Meiton Kemuri) Dark Release: Dark Smoke
(Meiton Kemuri) Dark Release: Dark Smoke
Type: Supplementary
Rank: A-rank
Range: Mid
Chakra: 30
Damage: -
Description: The user preforms three hand seals, and then gathers up dark chakra into there mouth. Then they blow out a thick purple smoke like fog that has such force that it can down medium to large trees within it's path. This technique also drains the chakra of whoever is caught into it. The smoke like fog is so dense that only very high ranked wind techniques are able to blow it away. The fog drains enough chakra that the victim is only able to use A-rank and below techniques.
Note: Takes the fog one turn to form.
Note: The fog lasts for 3 turns once formed.
Note: Can only be used 3 times per match.
Note: S-rank wind techniques are the only techniques able to blow away the smoke like fog.
Note: Person trapped in the fog can only use A-rank and below techniques for two turns.
Note: Can only be taught by Nathan.

Taught by Nathan. Here --> <---

(Meiton: Sekai Wa Bunkatsu) Dark Release: Worlds Split
(Meiton: Sekai Wa Bunkatsu) Dark Release: Worlds Split
Type: Offensive
Rank: A-rank
Range: Mid-range
Chakra: 30
Damage: 60
Description:
After the use of Dark Release: Inhaling Maw the user concentrates a large amount of their dark chakra into the palm of their hand, the user can generate a dark force that will darkened their hand, after doing the hand seals Goat → Dog the user will simply wave his arm; and the dark release chakra is release from the users upper square on their hand and released in straight line to create large-scale explosions (the scale of said explosion has the power to send two full grown people flying) in a linear pattern.
Notes:
- Can only be use twice per-match.
- Must have used Dark Release: Inhaling Maw before use.
- The explosions only go up to a mid-range radius.
- Can only be taught by Nathan.

Taight by Nathan here:

Meiton: Tezukami Tora Ryuka (Dark Release: Grabbing Tiger Dragon's Fire)
Meiton: Tezukami Tora Ryuka (Dark Release: Grabbing Tiger Dragon's Fire)
Type: Offensive/Defensive
Rank: D-S
Range: Short-Long
Chakra Cost: Varies (10-40)
Damage: Varies (20-80)
Description: This is a masterful technique of those who possess the Dark Release kekkei genkai. This technique utilizes both of the defining characteristics of Dark Release in a single technique. This technique is a classic example of using your opponent's force against them. The user will first hold both his hands out with their fingers crouched like tiger claws. When their opponent's attack gets within short range, the user will immediately begin siphoning out the chakra and absorbing their technique with his left hand, while simultaneously converting the absorbed chakra into Dark Chakra. When the absorbed chakra becomes dark chakra, the user will then emit the chakra from his right hand, in the form of purple and black flames in a large constant stream. The stream of dark flames will take the shape of a large dragon as it heads towards their target. Though the dragon is naturally large, depending on the strength of the technique being absorbed, the overall damage inflicted varies. If hit in close range with this technique, the victim will receive major internal damage (level of damage varies based on rank of technique).
Note: In this technique the user is both drawing in and converting chakra for it to be released. There is a one second delay from the beginning of the absorption of your opponent's technique to the conversion and release of the dark chakra as an attack.
Note: The absorbing process follows the same principles and guidelines of Dark release.
Note: If this technique is used to absorb and redistribute a technique of S-rank or above, the user cannot use S-rank Dark Release techniques and up for the next turn.
Note: This technique can only be taught by Reborn
Note: S-Rank version can only be used 3x per match.

Taught by Reborn here:

(Meiton: Oni Kasai) Dark release: Demon's Fire
(Meiton: Oni Kasai) Dark release: Demon's Fire
Type: Offensive/Defensive
Rank: S-rank
Range: Short/mid
Chakra: 40
Damage: 80
Description:
The user performs Tiger → Goat→ Dog → Horse hand seals, then by releasing their dark chakra, the user (up to 5 metres around the user) is surrounded by blue flames that absorbs the chakra of anyone who touches it.
Note: Can only be used once per match.
Note: Can only be taught by Nathan.

Taught here:
 
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Lightning Release Customs

#1 (Raiton: Puroton Kikou)Lighting Style: Proton Armour
(Raiton: Puroton Kikou)Lighting Style: Proton Armour
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will start by creating proton particals from their raiton chakra inside their body and separating them from the main source of Raiton chakra inside their body . Once completed the user will expel the protons outside his body attaching them on the outside of his body like armor. By doing this it creates an Armour of Raiton Protons that cling to every inch of the users body. By doing this it creates a Magnet affect making all Raiton based Techniques unable to strike or even get near the users body without being diverted away. By expelling Raiton Protons outside of the users body any lightning attack will be unable to make contact as the Protons coming together from opposing Raiton based techniques will cause a negative reaction and push each other away thus making any Lightning jutsu curve around the user leaving him harmless.
Restrictions:
Lasts for 1 turns once activated.
Can only be used thrice per battle.
Can only be taught by Delta

Approved here:

#2(Raiton: Raiton Ringu) Lightning Release: Lightning Ring
(Raiton: Raiton Ringu) Lightning Release: Lightning Ring
Type:Offensive
Rank:S rank
Range:Short-Mid
Chakra:40
Damage:80
Description: A Kenjutsu based jutsu created to take down fast ninja that can't be perceived with the users own eye sight. The user will begin by channeling large amounts of Raiton into their blade to prepare for the attack. The user will then take a low stance, both arms will be crossed with the right arm over the left arm with the blade tip pointing towards the users left. Bending the knee's the user will put their right foot forward and slightly twist his back and hips towards the left. When positioned the user will then spin on his ball of his right foot, at the same time the user will swing their right arm across their body while pushing off with their left foot to creating a spinning motion. As the blade is swung the user will release the Raiton in the sword causing it to begin being release in an arc. As the user spins a full 360 degree turn he will unleash all the Raiton causing a ring of lightning to spread out from the users original position up to mid range. Anything cause inside the ring will be cut in half with ease due to the momentum of the swing and the cutting power of Raiton giving it the power to slice through almost any armor or defense(Within Reason).

Restrictions:
Can only be used twice per battle.
No S rank or above Raiton jutsu for the next turn
Can only be taught by Delta.

Approved here:

#3(Raiton: Hebi Maisō) Lightning Release: Snake Burial
(Raiton: Hebi Maisō) Lightning Release: Snake Burial
Type: Offensive
Rank: S rank
Range: Mid range
Chakra: 40
Damage: 80
Description: The user will begin by forming 2 handseals and channeling Raiton chakra into their leg. Once the handseals are completed, the user will stomp their foot. As they do this, they will channel their chakra into three separate points around the battlefield. The first will be directly in front of the user, the second and third will be at an equal distance away from the opponent to the left and right, forming a triangle of chakra with the opponent being in the center. Once the chakra forms, the lightning will form into three large five meter long snakes. The snakes then travel along the ground from all three locations towards the opponent. Once the snake get into range, the two back snakes will coil around the opponents legs and arms binding them and delivering paralyzing electrical shocks to the opponent while the third will lunge at the opponent acting like a lightning spear and impaling the opponent. The three snakes act on their own, and don't require chakra to fuel them, therefore, once activated, the snakes will lock onto the opponent and wont stop pursing until they either kill them or the opponent moves out of range. Each snake can reach fifteen meters in every direction from the summoned location, and all three snakes can launch themselves up to fifteen meters into the air, meaning to dodge this technique the opponent needs to enter long range away from the original position of activation or move into long range from the ground. If the opponent enters outside of the snakes target range, all three snakes will automatically disperse.

Restrictions:
Can only be used twice per battle with a two turn cool down in between usages.
Once the technique is activated, the user can use other jutsu as the technique is self fueling and doesn't require the user to focus on it.
The snakes maximum range is 15m in each direction from the point of activation.
The technique will stay activated for a maximum of 2 turns before the snakes will disperse.


Raiton: Doragon-Ken - Lightning Style: Dragon Blade
Raiton: Doragon-Ken - Lightning Style: Dragon Blade
Rank: S
Type: Attack/Defense
Range: short-long
Chakra Cost: 40 (- 15 for each turn its in use)
Damage Points: 80
Description: By charging the user's lightning chakra, he shall focus it in an blade like huge dragon shaped lightning from his hand (like a dragon chidori spear) but it can be moved like huge link to so that its flixable if the user want to and can make huge damages to the opponent and perfect against others earth jutsus.
~ Can only be user once times in a battle.
~ Can't stay more than two turns.
~ -10 for each time its in use for the user's health for it injures his hand.
Taught by Seblax here ---> <----
 
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Fire release Customs

#1 Fire Style: Blade Swing Fire Strike(Katon:Ken Yurasu Katon Dageki)
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
(what this technique looks like)
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X-Approved-X


Taught this to:
-Noni1997
-Cursed Prince

(Katon: Debiru Maw) Fire Release: Devil's Maw
(Katon: Debiru Maw) Fire Release: Devil's Maw
Type: Offensive
Rank: A
Range: Short
Chakra:30
Damage:60
Description: The user will first gather up chakra in his body which he then slams his weapon onto the ground. Upon the weapon hitting the ground the user releases the chakra he just gathered up through the weapon and into the ground, which in turn causes an upward burst of flames and small, hot molten, jagged, sharp rocks to rise up hitting the opponet, and causes massive 3rd degree burns and serious punktured wounds.
Note: Can only be taught by AlbelTheWicked
Note: Can only be used twice

Learnt from Albel Nox here -----> <---------
 
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Water Release Customs


From Father
1. (sution: mizu safubo-do) suiton: water surfboard
Rank: A
Type: attack/ sup/ defence
Range: short-long
Chakra: 30
Damage: 60
Descriptions: with a few hand seals the user creates a water surfboard which is hard enough to be stand on and allows the user to surf on water at high speeds. it also allows the user to glide in the air and ground. if the jutsu is used as an attack, the edge of the board is sharp enough to cut rock (depends on the size of the rock) and trees. The user can also use water replacement jutsu at the same time allowing the user to go through some attacks (depends on the attack, will not go through solids). the board can regenarate if on/in water (like the water shark jutsu).. this jutsu takes 5 chakra points after every turn..
note: it can also be mixed wit other elements.. like earth (mud) to make it strong and harder.. lightnin (chidori... it will also have the same ability as chidori).. wind (increased speed and cuttin abilities) fire (just makes it hot.. meltin any ice) and the board can be controled like a puppet..

2 (suiton: mizu rasen ken)-water style: water spiral blades
Rank:A
type: defence/ attack
Range:Short
Chakra Cost:30
Damage Points:60
Description: a couple of hand seals, the user creates blades of water which is mixed with wind. It is formed under the user's feet and spins at high speeds around the user like the user is in a water cacoon. it will protectin the user from taijutsu and short distance jutsu (like rasengan, shadow clone explosion, etc). If the oppoenent trys to punch or kick, their limbs will be cut of. This can also protect the user from attacks that are thrown (kunai and shurikens) and also fire jutsu

3 (suiton: mizu bakuha) water style: water explosion
Rank: A-S
Type: attack
Range: short - long
Chakra: (A rank: 30) (S Rank: 50)
Damage: (A rank: 60) (S Rank: 100)
Descriptions: with just one seal, the user can make any water substance and water source explode in a huge blast. this just can be mixed with other water jutsu, even water clone jutsu. note once used the jutsu the water will be still there.. it wont disappear.. it will be just scattered every where and the larger the source of water the greater the damage.

once used = No S-rank jutsus next turn
used twised= no S rank or A rank jutsu next turn
Can be used 3 times per battle

4 (Suiton: mure akume kekekomi)-Water Style: herd of wild horse stampede
• Rank: S
• Type:attack
• Range:Short-Long
• Chakra cost:60
• Damage Points:100
• Descripton: after few hand seals, the user will create a wave of water which can level the area around the user and it is shaped like a stampede of wild horses. this wave can crush bones and rocks.. it can also drag opponent underwater by the current of the wave makin them unable to get to the surface.
note can be mixed with mud (the area will be covered in huge layer of mud that can bury the opponents under this really huge layer of mud) and lightning (shocks the opponent and paralysises them)
note can: only be used once and no S rank jutsu next turn

5 (Genjutsu: jaki de-mon) genjutsu: evil spirit demon
rank: A
range: short- long
charka cost: 40
damage cost: N/A
discription: after a hand seal, the user concentarte his chakra into mist to create a demonic figure that paralysis the opponent(s) with fear. the opponent will freeze in their tracks (figure of speech) and will quiver with fear when they see the demon.
co create: Ero sennin

6 (sution: tako shokushu)- water style: octopus tentacle
Type: attack/Supplementary/ defence
Rank: A
Range:mid
Chakra Cost: 30
Damage: 30
Description: the user creates 4 water tentacles on his back, that he can control each of them freely. the user is also able to use the water in the tentacls to create other water jutsus. it can also rengerate only if there is a water source. it cost+5 for every turn it is used on the battle field and it has limited amount of water so the user cannot create huge water jutsus and the user can create 5 water jutsus usin the octopus tentacle when there is no water in the battle field.

7 (Suiton: juuhou hassuru ) - Water Style: heavy artillery fire

Rank:A
Range:Short-Long
Chakra cost:30
Damage Points:60
Description: After a few hands seals, the user can fire multiple Suiton: Taihoudan (Water Style: Water Gun) from a near by water source instead of the users mouth. the water bullets are fired at rapid succession at the opponent.
side note: this jutsu can be mixed with wind jutsu to increase the power of the attack.

8 suiton: kibaku bisai mizu bomu (water style: explodin mirco water bomb)
Rank: S
Type: Attack
Range: Short-long
Chakra Cost: 65
Damage Points: 130
Description: after performin the neccessary hand seals, the user will spit out chakra infused water. the user will create a huge pillar of water and once it reached its maxmium height, the pillar will explode into a fine cloud of microscopic water bombs.
These tiny bombs will be controlled by user's chakra as they move towards their target. The target will then unknowingly breathe in the cloud. These tiny bombs will then travel throughout the body and detonate, causing microscopic explosions.
This in turn causes the body to disintegrate on a cellular level.
*have to wait 3 turns for the pillar to reach its max height.*
*can only be used once and now S rank jutsu for the next turn*

9 (suiton: nagasu (water style: to shed blood)
Rank: B
Type: Attack- defence
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: the user will perform the necessary hand seals can create a water spike in the hands. the spikes are like (Suiton: Mizu Kuri No Yaiba) - Water Style: Sword of Draining and the spike is held on the forearm like guren's crystal spike jutsu.
the spikes are detachable and can be reformed. the tip of the spike is very sharp and the side is ridged, makin it anble to shred flesh off (like kisame's sword, only when pulled back). the user will stab the opponent, loggin and detachin the water spike in the opponents body.
once stabed the opponent will slowly start to lose some blood bcoz the spike is shaped in such away that it will drain blood of slowly. if the opponent trys pull it out, the spike will rip the flesh and make the wound bigger, causin more blood loss.it is very painful. The opponent can only be stabed 6 times b4 he dies of blood loss.
*-5 chakra points are taken when the spike is reformed*

10 suiton: 1000 mizu hebi)-suiton: 1000 water snakes

Rank: S
Type: Attack
Range: Short-Long
Chakra Cost:40
Damage Points: 80
Description:the user creates 1000 water snakes, its just like Water Style:Infinite Shark Frenzy. the snakes bind the opponent and attack them(bite or constict). once bitten the opponent will not be able to move (for 3 turns because he/she is still bound) this jutsu has poison mixed in it so that when the snakes bite the opponent they loses 10 health for 3 turns.

11 (Suiton:Tsuin Suiryudan)-Twin Water Dragon
Rank:A
Type:Attack
RangeShort-Long
Chakra Cost:30
Damage Points:60
Description:Two huge rushing water projectiles in the shape of a twin dragons that dont have to attack at the same time(both dragons are made at the same time but users has option to only make on attack and doesnt cost extra to keep on the field) but are a part of one jutsu.

12 (Suishi Awa no Jutsu)-Drowning Bubble Jutsu
Rank:A
Type:Supplementary
Range:Short
Chakra Cost:30
Damage Points:N/A(hold target still and ends game if targets doestn escape in 3 turns)
Description:A slick assassination technique. The user creates a blob of water, and makes it float using chakra. The water blob is then positioned on front of the target's mouth and nose, to halt breathing. The target will breathe in the water instead, and drown.

14 (Kaze no Jutsu)- Air Vanishing Jutsu
Rank:S
Type:Supplementary
Range:Short-Mid
Chakra Cost:40
Damage Points:N/A
Description:The masters of water jutsu can learn this. The user can use chakra to condense a small part of the air. The user then can blend in their appearance with the water particles in the air to create an invisibility. The best jutsu for preparing an assassination.

15 (Cho-kingu Kiri no Jutsu)- Choking Fog Jutsu
Rank : C
Type:Supplementary
Range:Short-Mid
Chakra Cost:10
Damage Points:N/A
Description: After creating the proper handsigns, you must condense the mist into a dense choking fog. The protection of the mist goes away, but the enemy is forced to leave the mist area. Perfect for escapes.
Note:Hidden mist jutsu is required for this jutsu

16 Water releaseGrasping jutsu Double
Rank
Type:Supplementary
RangeShort
Chakra Cost:10
Damage Points:N/A
Description:Two streams of water head towards the opponent in the form of hands that grab on to and then holds the target in one place.
Kisame Mizukage co-created this jutsu and is able to use this jutsu

17 (Mizu Sousou)-Water Burial
Rank:B
Type:Attack
RangeShort-Mid
Chakra Cost:20
Damage Points:40
Description:water that crushes the opponent with high pressure after it covers there whole body.
Kisame Mizukage co-created this jutsu and is able to use this jutsu

18 Suiton: mugen chippoke mizu piranhas (Suiton: finite tiny water piranhas)
Rank: s
Type: supplymentary
Range: Short-long
Chakra Cost: 40
Damage Points: +30
Description: the user creates a school of infinite tiny piranhas that can tear flesh from bone. It + 30 more damage when used wit other jutsus

19 Suiton: o-dobi (Suiton: water of life)
Rank: B
Type: supplymentary
Range: Short
Chakra Cost: 100
Damage Points: N/A
Description the user creates a suit of water that cover the body, that can heal the user or anyone 1 inside it (must be in the suit of water for 4 turns to heal | chakra: 100)

20 Suiton: kujo tsunami nami (Suiton: destructive tsunami wave)
Rank: s
Type: attack
Range: Short-long
Chakra Cost: 70
Damage Points: 100
Description: it?s a mixture of Suiton:Baku Shuishouha)-Water Style:Bursting Water Wave, the user creates a Hugh tsunami while performing the bursting wave, that can level the entire area. It moves at high speeds, can break the opponents bones, and drown them in the water . variations : mud (the wave is mixed wit earth to create a mud tsunami wave, after its over the mud hardens and bury the opponent in mud) lightning ( the wave is mixed wit lightning and it can shock a large army)

21 Suiton: gisugisu mizu kaishuu (Suiton: atmosphere water collection)
Rank: B
Type: supplymentary
Range: Short-long
Chakra Cost: 20
Damage Points:N/A
Description:the user collects water from the atmosphere (it takes 3 turns to collect the water)

22 Suiton: taiyou bakufuu (suiton: salor blast)
Rank: s
Type: supplymentary
Range: Short-long
Chakra Cost: 70
Damage Points: 100
Description: after usin the suiton: atmosphere water collection (waitin for 3 turns) the user creates a hugh, really thick water disk high above the clouds and it is frozen (bcoz its realy cold). The disk magnifies the suns rays to blast a beam that hits the opponent wit pin point accuracy, after the blast the disk brakes and ice shards falls on the opponent. It?s a one hit K.O (exceptions are time/space jutsu)
Note: can only use once per battle

23 Suiton: taiyou furea- (suiton: solar flare)
Rank: B
Type: supplymentary
Range: Short-long
Chakra Cost: 20
Damage Points: N/A
Description: after usin the suiton: atmosphere water collection (waitin for 3 turns) the user reflects the sun?s rays to blind the opponent and to cancels shadows/ shadow jutsus in the entire area for 4 turns.

24 (suiton: nettou)-suiton: boiling water
Rank: s
Type: supplymentary
Range: Short-long
Chakra Cost: 70
Damage Points: 100
Description:the user boils the water at a really really high temp, so that it cannot be frozen..... all water jutsus performed on/in the boiling water is really hot (cannot be frozen), if the opponent is under water they will be boiled...(it last for 10 or 20 turns and i can use it twice)

25 (Mizu Taisou)-Imperial Water Burial
Rank:A
Type:Attack
RangeShort-Mid
Chakra Cost:30
Damage Points:60
Description:A water burial on a huge scale that can crush mutilply enemys once they`ve been caught in water
Kisame Mizukage co-created this jutsu and is able to use this jutsu


26 Destroying Water Burial

Rank:S
Type:Attack
RangeShort-Mid
Chakra Cost:40
Damage Points:80
Description:A huge variation of Imperial water Burial that crushes with such force that it leaves behind only a giant crater.
Kisame Mizukage co-created this jutsu and is able to use this jutsu

27 (Suiton:Suiryudan Rasengan)-Water Dragon Spiraling Sphere
Rank:S
Type:Attack
RangeShort-Long
Chakra Cost:40
Damage Points:80
Description:A water dragon with the added water rasengan that can blast an opponent in ints dragon form and then incase the enemy in a violent spinning sphere of water void of oxygen that is capable of braking the targets bones for the vortex that this jutsu makes(User must already know how to perform water rasengan to use this jutsu).
Co-creater Sakumo Hatake

28 (Suiton:Mizu No Muya)-Water Coccon

Rank:C
Type: Defence/Supplementary
Range: Short
Chakra Cost:15
Damage Points:N/A
Description:The user draws in water in the form of a sphere that surrrounds there body.The user compresses the water to add to its density making it a great defencive jutsu(this jutsu can be releasd form its compressed form by paying 3 chakra).

 
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Earth Release Customs

(Doton: Gareki no sakusei)- Earth Release: Rubble Creation
(Doton: Gareki no sakusei)- Earth Release: Rubble Creation
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A(+20 if used in combination with other techniques)
Description: This is a technique initiated almost in conjunction(that is to say, right after) with another technique. After performing a technique(which could be combined with this), the user simply chains another hand seal, initiating this, granting the technique it's additional boost. It would seemingly be performed in the timeframe of 1 move but would count as two. Through this technique, the user may, in any location of his choosing, choose to cause the rubble/soil sediments and small rocks/earth(if there are any present on the battlefield) to rise up. On its own, they possess little offensive capabilities. The most they could do would be to probably cause minor cuts and abrasions from the scraping of the rocks against the opponent’s skin. To a certain extent, it could cause irritation and obscure the opponent’s vision. Its true value, however, comes to light when combined with other techniques. When used in conjunction with Fire/Water/Earth/Wind techniques or other appropriate, logically speaking, feasible techniques, the additional rubble adds to the abrasiveness and overall power of the technique. This allows for greater impact and more severe injuries. Due to its supplementary nature, the technique may be initiated rather quickly, right after the previous technique. Alternatively, if the terrain does not provide any rubble/rocks on the ground needed for this technique, the user may simply expel the rocks from his mouth.

Note:

-Can only be used 4x per battle

Taught by Baldy here:
(Doton: Atlas' Kanwa, Shouhen Seken) - Earth Style | Atlas' Relief, Shattered World
(Doton: Atlas' Kanwa, Shouhen Seken) - Earth Style | Atlas' Relief, Shattered World
Type: Attack
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage: 80
Description: The user forms three hand seals and slams their palms on the ground. This raises a giant statue of the Greek legend Atlas behind the opponent. The statue is roughly the height of Gamabunta and is formed with his back to the target. He holds a mountainous sized boulder on his back designed to look like the earth. Despite its large size it forms quickly, similar to how earth release: mountain smash forms. Once formed his hands let go of the boulder causing it to roll off his back and drop onto the enemy below. When it hits the earth it shatters spilling out into a huge pile of rubble, with the target crushed beneath.
-Due to its size it can only be used once per battle.
-Can only be used by Kage or above.

Taught Here:

(Katon/Doton: Nayami sono Makai Ba-su) - Fire/Earth Release: Agony of the Hellish Birth
(Katon/Doton: Nayami sono Makai Ba-su) - Fire/Earth Release: Agony of the Hellish Birth
Type: Attack
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage: 80 (-10 to user)
Description: The user forms three hand seals and slams their palms on the ground. Doing this raises five large feminine statues in a pentagonal pattern mid-range around the target. Each statue is of a pregnant woman on her knees with her hands on her head screaming in agony. The wombs of the women are filled with dozens of jagged fist sized stones. Once the statues are raised the user forms two more hand seals and focuses a large amount of fire chakra into the wombs of the statues. With a third and final hand seal the wombs of the statues erupt in a vicious blaze of flames and shrapnel that decimate the area within the pentagon. The backs of the statues are more reinforced than the fronts which focuses the majority of the explosion towards the center of the formation, though some backlash is felt.
-Can be used once per battle.
-Only one other technique may be used in the same turn.
-No S-rank or above fire or earth the following turn.

Taught Here:

Doton: Haretsu no Cho'gath | Cho'gath's Rupture
Doton: Haretsu no Cho'gath | Cho'gath's Rupture
Type: Offensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Chakra Damage: 40
Description: The user does the snake hand seal and at the same time focuses his doton chakra under the opponent. This causes the ground to silently burst the opponent into the air (not very high, maximum 2 meter). This will happen quite rapidly, and due to the silence of the technique is extremely hard to detect. The user will then go into the second phase by using his chakra to manipulate the ground beneath the opponent (were he will land), which will cause small spikes (they would fit in a normal sized palm) to shoot out of the ground (they will leave the ground as projectiles with great force), and hit the opponent from underneath. These spikes shoot out as silently as the earth rises.

Note: Can only be taught by Wesobi
Note: This is an very silent jutsu, despite being an earth jutsu, and is very sudden.

Taught by Wesobi Here:
 
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Wind Release Customs

(Fuuton: Chakra Kenpa no Kaze) - Wind Style: Chakra Sensing Breeze
(Fuuton: Chakra Kenpa no Kaze) - Wind Style: Chakra Sensing Breeze
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: N/A
Description: A wind technique similar to the chakra sensing rain technique, the user infuses their chakra into the surround air create a light breeze across the battlefield. This breeze is capable of sensing the chakra of people or objects it comes in contact with. The breeze will die out after three turns once activated and can only be used twice per battle.
~Deactivates after three turns.
~Can only be used twice per battle.

Taught Here:

(Futon: Bushōgoma) - Wind Style: Lazy Spinning Top
(Futon: Bushōgoma) - Wind Style: Lazy Spinning Top
Type: Supplementary/Defense
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage: N/A
Description: The user will form three hand seals and gather the wind around an opponent into a vortex. The wind becomes a medium sized tornado that doesn't harm the target, but traps them in rapidly spinning walls of wind. The wind is in close proximity to the target making them susceptible to fire techniques while they're trapped in the tornado. This can also be created around the user as a means of defense.
-Can be used twice per battle.

Taught here:

Fuuton: Kishi no Jōdan | Jest of the Knight
Fuuton: Kishi no Jōdan | Jest of the Knight
Type: Offensive
Rank: B
Range: Short-Long
Chakra Cost: 20
Chakra Damage: 40
Description: The uses focuses his wind chakra to the left, behind and to the right of the opponent, and also infront of himself creating 4 small spheres of hissing wind at each location, about mid range from the target. He then sends the one infront of him at the opponent. While the opponent is busy defending from it, he can manipulate the other ones to strike the opponent from all sides.
Note: Can only be taught by Wesobi

Taught by Wesobi Here:

(Fuuton: Pin Kusshon) | Wind Style: Pin Cushion
(Fuuton: Pin Kusshon) | Wind Style: Pin Cushion
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user preforms three hand seals and raises their open palm towards a target gathering the wind around them into a sphere of dozens of wind needles. Once the needles are formed the user closes the hand causing the needles to all collapse onto the target delivering dozens of cuts. This technique can be used on two targets simultaneously by doubling the hand seals and using both arms.
-Can be used twice per battle.
-Counts as two moves if used on two targets.
-No S rank wind the following turn

Taught Here:

(Fuuton: Kazeyokoana) Wind Tunnel Transportation Technique
(Fuuton: Kazeyokoana) Wind Tunnel Transportation Technique
Type: Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 45
Damage: N/A (-10 to user)
Description: The user preforms a series of hand seals and creates a tunnel of wind between him and his opponent. This tunnel is crafted not for damage, so the sharpness of the wind is greatly reduce, and instead focuses on the pressure characteristic of wind. The user can then send weapons such as kunai or shuriken through this tunnel at tremendously high speeds. However the true purpose of the tunnel is to transport the user. By jumping into the tunnel the user is catapulted forward by the wind pressure at tremendous speeds. Upon entry into the tunnel the time it takes to reach the destination makes it impossible for the opponent to preform a series of hand seals. Because the pressure is pushing towards the opponent, objects cannot enter from that side and will just be immediately pushed away. When the user passes through their tunnel their body receives minor cuts on the surface of their skin.
~ Can only be used once for battle.
~ After being created it lasts for the duration of the user's turn.
~ The wind makes the user unable to hear or react to changes in the opponent's position when he is travelling in the tunnel.

Taught Here:

(Fuuton: Seion Mayubachi) | Wind Release: Serene Cocoon of Retribution
(Fuuton: Seion Mayubachi) | Wind Release: Serene Cocoon of Retribution
Type: Attack/Defense
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to user)
Description: The user begins weaving an intricate series of twenty hand seals. During this process wind begins to whip around them and lifts them into the air several meters. The wind builds and builds tightly enveloping the user in a swirling cocoon. The wind becomes so fast and so dense that it begins to take on a solid appearance, making a white, swirling ovular cocoon around the user which can defend them from incoming attacks. At its peak the cocoon creates a faint and soothing humming sound, a calm before the storm. Then at a moment's notice the user will stretch their arms out at their sides causing the cocoon to explode outwards in a torrent of large wind blades that decimates the battlefield leaving large scars in the earth all around. Due to the high speeds and density of the wind cocoon it becomes difficult to control causing minor backlash within, dealing numerous shallow cuts over the user's body.
-Can only be used once per battle.
-No wind techniques the following two turns.
-No Forbidden techniques the following turn.
-Can defend against neutral elements of the same rank, but will no longer be capable of being used offensively.
-Can defend against S-rank fire, but will no longer be capable of being used offensively.

Taught Here:
 
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Genjutsu Customs
#1 (Genjutsu: Kagirinai Seken Buruburu) Illusionary Arts: Unlimited World Shaking
(Genjutsu: Kagirinai Seken Buruburu) Illusionary Arts: Unlimited World Shaking
Type: Offensive
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will begin by making 2 handseals and then channel chakra into the opponent, mainly focussing on the inner ear. Once the genjutsu is in place the user will trigger the sensory inside the opponents inner ear causing him to believe the ground beneath his has started to shake. At first it is only a mild tremous enough to make one stumble, but this genjutsu works by, the more the opponent tries to stabilise himself the greater the shaking becomes. Inside the genjutsu as the opponent is trying to keep stable the ground will shake more violently with every attempt the opponent makes making it harder and harder to keep their balance causing them to keep stumbling all over the place essentially losing control of their body. Outside of the genjutsu the opponent will be stumbling around due to the affect the genjutsu has on the inner ear, except the symptoms are not as severe as inside the genjutsu. Inside the genjutsu the opponent will be unable to control their bodily movements making them stumble uncontrollably, while outside the genjutsu it would be a small stumble to the left and right making the opponents body unable to keep its center of gravity. The user is still able to see the world as it is and none of this other senses apart from his balance are affected.

Restrictions:
Can only be used twice per battle
Cannot be used twice in the same battle
Can only be taught by Delta

Link to Approval:

Taught to:
Reborn
The Mockingjay
<reserved>
<reserved>

(Sono Chou Tegotae )Illussion technique: The butterfly effect
(Sono Chou Tegotae )Illussion technique: The butterfly effect
Rank: S
Type:deffence/offence
Range:Mid/Long
Chakra:40
Damage:N/A
Description:The user casts an illusion on his/her foe,of rare beautiful coloured butterflies scattered around the battlefield.once the targets eye comes incontact with the pretty creatures,he is stunned and pleased at what he/she is seeing,stoping him/she from thinking about anything else but the creatures therefore completely restricting the movement of their whole body. -

-last for a turn and useable twice per battle.
-No A-rank genjutsu next turn
-can only be taught by Magic..

Taught by Magic.. Here:

Illusionary Arts: Ranningu Ahou | Genjutsu: Running Fool
Illusionary Arts: Ranningu Ahou | Genjutsu: Running Fool
Type: Supplementary
Rank: C-rank
Range: Short-Mid
Chakra: 15
Damage: 30
Description: After performing two hand seals the user will place his running target into a illusion where they believe that they have teared their ligament in their ankle causing severe pain. The damage of the ligament will result in the loss of applying weight on the injured foot.

Note:
Usable two times per battle.
Must be taught by -Cerberus-.

Taught by Cerberus here:

Illusionary Arts: Eyce (Genjutsu: Eyce)
Illusionary Arts: Eyce (Genjutsu: Eyce)
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After performing a single handseal, the user traps the opponent inside a genjutsu. With the genjutsu in place, the next step that the opponent takes is met by a sudden flash freeze which emanates from their feet and rises up quickly through their body before settling behind the eyes. The opponent then sees an frosted white veil begin to form over their eyes, giving the impression that his eyes have been covered in ice. With the veil also comes the inability to look in any direction other than forward.
-Cannot be used in successive turns-
-Can only be used four times per battle-
-Must be taught by The Mockingjay-

Taugh Here:
 
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Kenjutsu Customs

Speed rave (Issanniushi)
Speed rave (Issanniushi)
Rank; A
Type; Supplementary
Range; Short-Long
Chakra cost; 30
Damage points; N/a
Description; A sword fighting style that puts a large emphasis on overwhelming enemies with wide-ranged, speed-based combos. The user releases large amounts ki from his body and utilizes it all to mainly increase his speed, the magnitude of the ki slightly levitates the user above ground. The mode is wideranged andspeed is particularly raised upto these basis, the user will require a wide area to move at, attacking from different directions.
Note; Last 3 turn after activated
Note; Only usable 2 times per battle

Taugh by Xylon Here:

Kenjutsu: Kendō | Sword Arts: Way of the Sword
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

Taught by CursedPrince here:

(Kosen) - Iori's Teachings: Tiger Drill
(Kosen) - Iori's Teachings: Tiger Drill
Type: Attack
Rank: S
Range: Short
Chakra Cost: N/A
Damage: 80
Description: The tiger drill is an Ogame school technique in which the swordsman amplifies the piercing power of their thrust through body movement. They will hold the sword at the very end of the hilt in one hand and step forward while thrusting the tip of the blade forward. As they do this they twist the arm holding the sword while simultaneously twisting their body and back leg in unison, creating incredible piercing power similar to a drill. The strength generated from this is capable of piercing through armor such as chain mail or even another sword. This can also be preformed using the the hand in a claw position creating a rasengan-like blow that sends the opponent rotating through the air backwards.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice times per battle.

Taught Here:
 
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My Custom Weapon

Long Sword of the Demon Blacksmith (Muramasa no tachi)
Long Sword of the Demon Blacksmith (Muramasa no tachi)
Type: Weapon
Weapon rank: S
Range: Short
Chakra cost(s):
-30/turn the sword is unsheathed.
-30/Quickdraw used
Damage Chart:
Quickdraw(Short range)-A rank, 60
Quickdraw with a movement enhancing technique-S rank. 80
Description: Muramasa no tachi (Muramasa for short), is a modern sword named after the famous blacksmith, Muramasa. Although not crafted by Muramasa himself, the sword is his living legacy heavily emphasizing on attack strength. Opposite of most weapons, the blade is not ancient neither imbued with any magical forces. Instead it combines the Muramasa’s own sword crafting skills with a hint of modern ninjutsu & kenjutsu techniques to generate effective strikes with overwhelming damage output.

The sword is a “Tachi” not a Katana, with chakra receptors all around the hilt that manage inflow and outflow of energy across the sword and the user (general electrical energy from lightning release, but may involve other elements if used with a Custom jutsu). The hilt includes a switch the activates the receptors allowing the user to freely channel energy across the sword and his body. The sword is a vibroweapon, a high frequency blade similar to the ones used by Kirabi and Sasuke, meaning that it uses electrical energy to generate molecular vibration which, on physical contact, breaks the molecular bonds of other matter allowing the blade to effortlessly cut through objects. Murasama’s ancient sword development techniques were used to design the blade which makes it highly conductive, the different layers of alloy makes use of the peltier effect to keep the heat energy at the swords core without radiating any outside, the reduced loss of energy combined with the continuous supply of lightning chakra from the user soon charges the blade, changing its color to red. The sword leaks out electrical electrical energy of red wavelength, the red color is an indicator of the abnormal amount of energy flowing through the blade which allows Muramasa to cut objects better more easily than any other weapon known. The cutting potential of the sword could be defined with examples, Flying Swallow technique and both Sasuke and B’s vibroblades are able to pierce through steel with their weapons, Muramasa only takes this ability further effortless piercing through diamond, further more making it extremely lethal for person if hit directly by blade.

However this attack strength, abnormal as it may be, isn’t Muramasa’s primary ability. Muramasa’s main feature is its sheath: where the sword helps maximize the cutting ability, the sheath helps the user muster enough strength, this means while Muramasa has the potential to cut through diamond, it is unable to without the proper input of force. Unique to the sheath is its ability to store energy for burst damage when unsheathed, its features a trigger which when released would launch the blade outside for a single “Quickdraw” technique, which provides the necessary strength to perform such a powerful slash. The Quickdraw technique is Muramasa’s signature skill, when released the blade is launched out of the sheath like a ballistic shot which allows a swift Iaido strike extremely difficult to track within close proximity. The technique would however possess a downside in precision, because of the speed of this technique the single strike wouldn’t land if used either a second early or a second late. Quickdraw skill generates great force, combined with the piercing ability of the blade it allows great feats for both offense and defense. I.e. If the Quickdraw ability is used to slice through an earthen projectile aimed at the user, Muramasa would slice cleanly through the projectile, but the force granted by the sheath will be enough to alter the trajectory of the projectile and divide it to move past the user without harm. For intangible objects, such as Wind or Water, the strike force will distort the shape. The Quickdraw skill ensures that the blade destroys anything with the potential to be harmed (With the exception of Indestructible objects and anything else within reason, the ability is not absolute), the damage is further enhanced if combined with techniques that allow extreme movement such as the Lightning release armour or Swift release Shadowless Flight technique due velocity multiplying force. The sheath is capable of holding other forms of Chakra and electric isn’t the only type of energy that can be channeled through the sword allowing it to be used for the user's other elemental CJ.
Note: The sword is indestructible. Quickdraw skill may only be used in alternating turns allowing a cooldown time for sheath to recharge.
-Appearance: & .

Approved Here:

PHP:
[b]Long Sword of the Demon Blacksmith (Muramasa no tachi)[/b]
[spoiler][b]Long Sword of the Demon Blacksmith (Muramasa no tachi)[/b]
[b]Type:[/b] Weapon
[b]Weapon rank:[/b] S 
[b]Range:[/b] Short
[b]Chakra cost(s):[/b] 
-30/turn the sword is unsheathed. 
-30/Quickdraw used 
[b]Damage Chart:[/b] 
[b]Quickdraw(Short range)[/b]-A rank, 60
[b]Quickdraw with a movement enhancing technique[/b]-S rank. 80 
[b]Description:[/b] Muramasa no tachi (Muramasa for short), is a modern sword named after the famous blacksmith, Muramasa. Although not crafted by Muramasa himself, the sword is his living legacy heavily emphasizing on attack strength. Opposite of most weapons, the blade is not ancient neither imbued with any magical forces. Instead it combines the Muramasa’s own sword crafting skills with a hint of modern ninjutsu & kenjutsu techniques to generate effective strikes with overwhelming damage output. 

The sword is a “Tachi” not a Katana, with chakra receptors all around the hilt that manage inflow and outflow of energy across the sword and the user (general electrical energy from lightning release, but may involve other elements if used with a Custom jutsu). The hilt includes a switch the activates the receptors allowing the user to freely channel energy across the sword and his body. The sword is a vibroweapon, a high frequency blade similar to the ones used by Kirabi and Sasuke, meaning that it uses electrical energy to generate molecular vibration which, on physical contact, breaks the molecular bonds of other matter allowing the blade to effortlessly cut through objects. Murasama’s ancient sword development techniques were used to design the blade which makes it highly conductive, the different layers of alloy makes use of the peltier effect to keep the heat energy at the swords core without radiating any outside, the reduced loss of energy combined with the continuous supply of lightning chakra from the user soon charges the blade, changing its color to red. The sword leaks out electrical electrical energy of red wavelength, the red color is an indicator of the abnormal amount of energy flowing through the blade which allows Muramasa to cut objects better more easily than any other weapon known. The cutting potential of the sword could be defined with examples, Flying Swallow technique and both Sasuke and B’s vibroblades are able to pierce through steel with their weapons, Muramasa only takes this ability further effortless piercing through diamond, further more making it extremely lethal for person if hit directly by blade. 

However this attack strength, abnormal as it may be, isn’t Muramasa’s primary ability. Muramasa’s main feature is its sheath: where the sword helps maximize the cutting ability, the sheath helps the user muster enough strength, this means while Muramasa has the potential to cut through diamond, it is unable to without the proper input of force. Unique to the sheath is its ability to store energy for burst damage when unsheathed, its features a trigger which when released would launch the blade outside for a single “Quickdraw” technique, which provides the necessary strength to perform such a powerful slash. The Quickdraw technique is Muramasa’s signature skill, when released the blade is launched out of the sheath like a ballistic shot which allows a swift Iaido strike extremely difficult to track within close proximity. The technique would however possess a downside in precision, because of the speed of this technique the single strike wouldn’t land if used either a second early or a second late. Quickdraw skill generates great force, combined with the piercing ability of the blade it allows great feats for both offense and defense. I.e. If the Quickdraw ability is used to slice through an earthen projectile aimed at the user, Muramasa would slice cleanly through the projectile, but the force granted by the sheath will be enough to alter the trajectory of the projectile and divide it to move past the user without harm. For intangible objects, such as Wind or Water, the strike force will distort the shape. The Quickdraw skill ensures that the blade destroys anything with the potential to be harmed (With the exception of Indestructible objects and anything else within reason, the ability is not absolute), the damage is further enhanced if combined with techniques that allow extreme movement such as the Lightning release armour or Swift release Shadowless Flight technique due velocity multiplying force. The sheath is capable of holding other forms of Chakra and electric isn’t the only type of energy that can be channeled through the sword allowing it to be used for the user's other elemental CJ.
Note: The sword is indestructible. Quickdraw skill may only be used in alternating turns allowing a cooldown time for sheath to recharge.
-Appearance:  [URL="http://www.eldojogamer.com/wp-content/uploads/2012/12/Metal-Gear-Rising-Revengeance-Samuel-Concept-Art-007.jpg"]Sword[/URL] & [URL="http://1-media-cdn.foolz.us/ffuuka/board/m/image/1365/39/1365396323164.jpg"]Sheath[/URL].

Approved Here: [url]http://narutobase.net/forums/showthread.php?t=157594&page=126&p=12923042&viewfull=1#post12923042[/url][/spoiler]
 
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(Kagatsuchi Kata: Hibashira) - Form of the Fire God: Pillar of Fire
(Kagatsuchi Kata: Hibashira) - Form of the Fire God: Pillar of Fire
Type: Attack
Rank: B/A
Range: Short
Chakra Cost: 20/30
Damage: 40/60
Description: The form of the fire god is a stance of the Ogame school in which the swordsman focuses on raw power for their attacks. In this technique the swordsman holds the sword over their head in their right hand with the tip pointed down so the blade is vertical and splitting their face. Their left hand is held horizonatally over their head with the fist bisecting the right elbow. They then flick the sword up while at the same time flicking their left hand up so both the sword and their left hand are now pointing up, and then they will bring the sword down in a whipping motion putting the full force of the attack in the tip of the blade. They use their entire body by dropping to the ground and bringing the left arm down as well to create as much power as possible. This makes their attacks capable of breaking through standard weapons such as kunai, shuriken, and even other standard swords. This technique can be upgraded through the addition of fire chakra causing the blade to glow red and sear through its target.
-Can only be used by a person trained in the Ogame school of kenjutsu.
-Can only be used twice per battle.

(Kagatsuchi Kata: Gurensen) - Form of the Fire God: Spinning Crimson Lotus
(Kagatsuchi Kata: Gurensen) - Form of the Fire God: Spinning Crimson Lotus
Type: Attack
Rank: B/A
Range: Short-Mid
Chakra Cost: 20/30
Damage: 40/60
Description: The form of the fire god is a style of the Ogame school in which the swordsman focuses on raw power for their attacks. In this technique the user stands with their right arm across their body bent at the elbow so their form is vertical and the wrist is in front of the left eye. The left arm is held perpendicular to the base of the right forearm across the chest and sword in the left hand with the blade extending back behind the swordsman. They will then drive their right elbow back and up while swiping the sword in the left hand horizontally across their body. This creates a circular attack that can strike multiple enemies with tremendous power capable of slicing through standard weapons within short range. This can be upgraded by adding fire chakra causing the blade to release a wave of fire to mid-range when swung.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice per battle.

(Mizuchi Kata: Gekirin) - Form of the Water Dragon: Imperial Wrath
(Mizuchi Kata: Gekirin) - Form of the Water Dragon: Imperial Wrath
Type: Attack
Rank: B
Range: Short
Chakra Cost: N/A
Damage: 40
Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. In this technique the swordsman stands with their left foot forward and knees slightly bent. They hold their sword over their right shoulder with their left forearm horizontal across their chest and their right forearm vertical at their side and their hands gripped on the sword just at their shoulder. The swordsman then steps forward and begins to swing the sword in a straight vertical motion. The obvious defense to this is to meet the sword high as it comes down. But as the swordsman swings down they quickly switch their hand position so the blade deviates to the left before continuing downward, creating an S-shaped attack. The quick movement allows the swordsman to move their blade around the target's defense and hit them.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used four times per battle.
(Mizuchi Kata: Tanryuu Hibaku) - Form of the Water Dragon: Rushing Rapids, Cascading Waterfall
(Mizuchi Kata: Tanryuu Hibaku) - Form of the Water Dragon: Rushing Rapids, Cascading Waterfall
Type: Attack
Rank: A
Range: Short
Chakra Cost: N/A
Damage: 60
Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. In this technique the swordsman holds the sword with both hands, one hand holding just under the hand guard and the other one gripping the bottom of the hilt. They then preform a vertical downward slash. As they swing down they release the sword with their forward hand and push forward with their hand holding the bottom of the hilt. This turns the downward slash into a forward thrust that extends the range of the attack. They then twist their arm holding the sword and continue the slash downward.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used three times per battle.

(Mizuchi Kata: Renkaiten) - Form of the Water Dragon: Ripples that Change the World
(Mizuchi Kata: Renkaiten) - Form of the Water Dragon: Ripples that Change the World
Type: Attack
Rank: S
Range: Short
Chakra Cost: N/A
Damage: 80
Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. With this technique the swordsman begins by holding the sword straight outward towards the target. They will then circle the sword around to their right and back above and behind their head ending with the sword being held horizontally back over the left shoulder so that the blade is completely hidden to the opponent. Then in a quick acceleration they swing the sword vertically downward with only the left hand on the grip. As the sword is moving down they then grab the hand guard with their right hand and push across turning the vertical strike into a horizontal strike while accelerating it even further. The combination of changing the direction of the slash while accelerating it at the same time makes it almost impossible to defend against.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice times per battle.
~Can only be reacted to by someone with enhanced reflexes (through doujutsu or a technique like the sixth sense).

(Dokou Kata: Igari) | Form of the Earth God: Boulder Eater
(Dokou Kata: Igari) | Form of the Earth God: Boulder Eater
Type: Defense
Rank: B
Range: Short
Chakra Cost: 20 (+5 for earth chakra)
Damage: N/A
Description: This technique is used to both block an incoming attack and open an enemy's defenses. When faced with an incoming attack the user will position their blade to completely stop the attack. Rather than deflecting it, its positioned so the blades/weapons reach a stalemate and become locked. At this point the user takes a step forward while twisting their blade, pushing their opponent off balance and to the ground while also disarming them of their weapon. This leaves them wide open to a follow up attack. The user, if capable, can channel earth chakra through their blade to increase its defensive capabilities. This technique is only useful against other physical attacks such as kenjutsu or taijutsu. Elemental techniques such as fire, lightning or wind would be un-blockable through this method, though earth and water techniques can be split in half.
-Can only be used by a person trained in the Ogame school of kenjutsu.
-Can be used three times per battle.
-Can defend against B-rank and below attacks physical attacks (A-rank if used with earth chakra).

(Dokou Kata: Ganjoubachi) - Form of the Earth God: Stout Retribution
(Dokou Kata: Ganjoubachi) - Form of the Earth God: Stout Retribution
Type: Attack/Defense
Rank: A
Range: Short
Chakra Cost: 30 (+5)
Damage: 60
Description: The User will hold the hilt of their sheathed sword in one hand and the opposite end of their sheath in the other. When an opponent moves to attack with kenjutsu or taijutsu the user will block the incoming attack by holding their sheathed sword perpendicular to the incoming attack. With the attack blocked they will unsheathe their sword while pushing the blocked item out of the way with the sheath, creating an opening. In the same motion they will slash the opponent with their sword. Someone capable of using elemental chakra can increase the defensive strength of this technique by channeling earth chakra through the sheath. This doesn't do much, but it helps resist A-rank or below attacks designed for breaking through weapons.
-Can defend against A rank and below attacks physical attacks.
-Can only be used three time per battle.

(Oboro Kata: Kagenui) - Form of the Void: Shadow Stitch
(Oboro Kata: Kagenui) - Form of the Void: Shadow Stitch
Type: Defense/Supplementary
Rank: B
Range: Short
Chakra Cost: N/A
Damage: N/A
Description: The form of the void is a style of the Ogame school in which the swordsman makes quick movements to simultaneously dodge an attack and close the distance on their target. With this technique the swordsman rotates their body to narrowly avoid an incoming attack while simultaneously stepping forward to close the distance to their opponent. By doing this they move into extremely close range while the opponent over extends themselves, creating an opening for attack while the opponent is incapable of defending themselves. This can only be used to avoid certain techniques such as other kenjutsu or taijutsu, or even narrow elemental techniques. Larger techniques such as large fireballs would be too large to avoid.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice per battle.

(Ikazuchi Kata: Shidensen) - Form of Thunder and Lightning God: Purple Lightning Flash
(Ikazuchi Kata: Shidensen) - Form of Thunder and Lightning God: Purple Lightning Flash
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30 (+5)
Damage: 60 (+5)
Description: The form of thunder and lightning God is a style of the Ogame school which focuses on raw speed to attack the target. In this technique the swordsman will stand sideways and crouch down with their right shoulder tilted down. They will hold their sword with both hands vertically in front of the back shoulder and behind the head. They will then release their strength and throw their body towards the ground, appearing to fall. The hard fall will create speed which is then shot forward by using all of their strength to push off their back foot to create acceleration. This sudden burst of speed catches the opponent off guard as they're not expecting a lazy fall to turn into an extremely fast movement. The swordsman then finishes with and upward slash across the target's torso. If the swordsman is capable, they can add a lightning aspect to this attack by imbuing their blade with lightning, increasing its cutting ability slightly.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used thrice per battle.
~Can only be tracked by two tomoe sharingan and above.

Form of Thunder and Lightning God | Rumbling God
Form of Thunder and Lightning God | Rumbling God
(Ikazuchi Kata: Narukami)
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40 (+5)
Damage: 80 (+5)
Description: The form of thunder and lightning God is a style of the Ogame school which focuses on raw speed to attack the target. In this technique the swordsman will stand sideways and crouch down with their right shoulder tilted down. They will hold their sword with both hands vertically in front of the back shoulder and behind the head. They will then release their strength and throw their body to the down, appearing to fall. The hard fall will create speed which is then shot forward by using all of their strength to push off their back foot to create acceleration that sends them diagonally towards the opponent. As they approach the enemy they cross their legs creating an unbalance stance causing them to fall sideways. As they fall sideways they then push off their outside foot creating an instantaneous movement across the front of the target which is almost impossible to follow. Once across the front of the target the swordsman finishes with a diagonal slash across their torso. If the swordsman is capable, they can add a lightning aspect to this attack by imbuing their blade with lightning, increasing its cutting ability slightly.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice per battle.
~Can only be tracked by three tomoe sharingan and above.



Training in all techniques with Typhon here:
 
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(Hikasazanami-Ken Genjutsu: Hi-hirate kuresshendo) | Chop Hanging Rippling Fist Illusion Technique: Hidden Palm Crescendo
(Hikasazanami-Ken Genjutsu: Hi-hirate kuresshendo) | Chop Hanging Rippling Fist Illusion Technique: Hidden Palm Crescendo
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: For this technique the practitioner will form two hand seals and then slowly assume the basic stance of the Chop-Hanging Fist style. This activates the illusion portion of the technique. The opponent will see the user slowly lower their body, leaving brief after images. Once the stance has been reached the opponent sees the user disappear in a swirl of wind. In reality the user will have been focusing large amounts of chakra to their legs and will burst forwards once the illusion activates, closing distance at high speeds and unleashes a barrage of eight palms strikes in the blink of an eye, never stopping their forwards movement. The strikes and the damage from them will break the opponent out of the genjutsu (should they still be in it) by the time of which the user will have moves past them by about three meters.
-Can be used three times per battle.

taught here:

(Hikasazanami-Ken: Hyoro Darumadoru Kyuushuu) - Chop Hanging Rippling Fist: Swaying Daruma Doll Revenge
(Hikasazanami-Ken: Hyoro Darumadoru Kyuushuu) - Chop Hanging Rippling Fist: Swaying Daruma Doll Revenge
Type: Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: This technique is used to counter strikes towards the upper torso or head of the practitioner. Using careful chakra control they'll momentarily reinforce the point of impact to minimize damage while allowing their upper body to move with the strike by swaying their hips. They'll then use their hips to convert the momentum of their body and rebound towards the opponent at high speeds while striking out with both palms releasing a ripple through the opponent's body that can encompass their entire torso.
-Can defend A-rank and below taijutsu.
-Can be used three times per battle.

Taught Here:

(Hikasazanami-Ken: Hakai Pentaguramu) - Chop Hanging Rippling Fist: Destruction Pentagram
(Hikasazanami-Ken: Hakai Pentaguramu) - Chop Hanging Rippling Fist: Destruction Pentagram
Type: Attack
Rank: S
Range: Short
Chakra Cost: 40
Damage: 80
Description: This technique requires a high level of precision and chakra control, but when done properly is a devastating hand to hand technique. The practitioner will strike their target with five quick and seemingly weak strikes. With each strike they will release a ripple of chakra into the enemy's body that radiates out from the point of contact. These five strikes are delivered in a the shape of a pentagram, and each must have the same exact amount of chakra released. This causes the ripples to travel with the same wavelength along the skin and muscles of the target. When the ripples come in contact they build off each other due to constructive interference. They rapidly grow stronger until they create the phenomena of destruction, making the opponent feel as though their muscles have exploded inside their body. This leaves them almost incapable of movement as their muscles are torn to shreds.
-Can be used twice per battle.
-No Chop-Hanging Rippling Fist the following turn.

https://animebase.me/threads/new-techniques-from-typhon.765208/#post-21862082
 
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Kongoton: Kongo Kensetsu) - Adamantine Release: Adamant Construction
Kongoton: Kongo Kensetsu) - Adamantine Release: Adamant Construction
Type: Supplementary/Defense/Attack
Rank: D-S
Range: Short - Long
Chakra Cost: 10-40
Damage: 20-80
Description: This is a basic technique for creating adamantine structures and tool in various ways for any number of purposes. Much like comparable techniques for other elements, the user can create things like pillars, shields, walls, weapons, etc. This technique is limited to basic structures however, and cannot create complex and finely detailed things.
-S rank can be used twice per battle.
-B rank and higher requires at least 3 hand seals to use.

https://animebase.me/threads/new-techniques-from-typhon.765208/#post-21862082


(Kongoton: Adamant-hamasuta) - Adamantine Release: Adamant Hamster
(Kongoton: Adamant-hamasuta) - Adamantine Release: Adamant Hamster
Type: Defense/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: N/A
Description: The user stomps on the ground causing adamantine to rise up and enclose a target within a hollow sphere. This could be used to create a defensive barrier for the user, or trap the opponent within a prison. The sphere can be returned to the ground with another hand seal, if the user so chooses.
~Can only be used twice per battle.
~Can be broken through using the normal methods that destroy adamantine. (weaknesses listed in the submission, don't want to put them into the description since that would basically be telling the opponent how to break out of the technique.


(Kongoton: Kongote no Kyojin) - Adamantine Release: Adamant Grasp of the Giant
(Kongoton: Kongote no Kyojin) - Adamantine Release: Adamant Grasp of the Giant
Type: Attack
Rank: A
Range: Short- Long
Chakra Cost: 30
Damage: 60
Description: The user will form three hand seals and stomp on the ground, rising two arms from the ground in a desired location. The arms will begin to mimic the movements of the user's arms allowing them to be controlled. The arms themselves are fairly large capable of holding a large man with only their heads sticking out in a similar way to how Susanoo had grabbed Danzo. The grasp of these hands is strong enough to bind a target and crack bone, or crush earthen structures according to strengths and weaknesses.
-Can only be used up to 4 times per battle.
-Can't use other techniques while controlling the arms.
-Once control of the arms is lost, the technique ends causing the arms to freeze in place.
https://animebase.me/threads/new-techniques-from-typhon.765208/

(Kongoton: Kongo Hakari) - Adamantine Release: Adamant Scales
(Kongoton: Kongo Hakari) - Adamantine Release: Adamant Scales
Type: Supplementary/Defense
Rank: S
Range: N/A
Chakra Cost: 45
Damage: N/A
Description: The user focuses large amounts of chakra to their skin causing it to form scales of adamantine metal in the desired location. As adamantine is incredibly hard this boosts their defensive capabilities. Due to the metal forming as scales rather than a single layer, the user's movements at the joints are unhindered, but due to the weight their speed is reduced by 2 (based off the new speed chart posted by Mugi).
~Reduces user's speed by 2.
~Lasts a maximum of four turns when used.
~Can only be used twice per battle.

(Kongoton: Adamant-Shou) - Adamantine Release: Adamant Devastation
(Kongoton: Adamant-Shou) - Adamantine Release: Adamant Devastation
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 45
Damage: 90 (-10 to user)
Description: The user forms the boar hand seal and causes a pre-existing source of adamantine to burst sending out large spikes in every direction. For this technique to be effective the source of adamantine must be of at least moderate size and have been B-rank or above. These spikes are about a meter in length and travel at high speeds. This can be used on adamantine up to long range away, but the spikes only travel mid range from that object. The user is also susceptible to these spikes if they're not careful. As is usual with Adamantine techniques the use of this takes a toll on the user.
~Can only be used twice per battle.
~Does 10 damage to the user.
~Can potentially hurt or kill the user, if they're not careful in its usage.
~Requires a moderate source of adamantine.

(Kongoton: Shawa-kongo) - Adamantine Release: Adamant Shower
(Kongoton: Shawa-kongo) - Adamantine Release: Adamant Shower
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user will form three hand seals and then stomp on the ground. Upon doing this up to four dozen adamantine spears will fire out of the ground upwards, skewering whatever lays above them. These spears can be fired off at an angle as well allowing them to be aimed like a barrage of arrows.
-Can be used twice per battle.
-No adamantine techniques S-rank or above the following turn.

(Kongoton: Kongo Seki sono Hogosha) - Adamantine Release: Adamant Gate of the Guardian
(Kongoton: Kongo Seki sono Hogosha) - Adamantine Release: Adamant Gate of the Guardian
Type: Defense
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: N/A
Description: The user forms three hand seals and stomps on the ground causing a large gate made of adamantine metal to raise up in the desired location. This gate is similar in style to the Rashomon gates in size, but less demonic looking. Due to the incredible hardness of adamantine this gate is capable of defending against one S-rank technique or two A-rank techniques. It is invulnerable to those B-rank and below. The user can then open the gates by forming the snake hand seal.
-Can be used once per battle.
-Defends against one S-rank technique or 2 A-rank techniques, then its destroyed.
-Invulnerable to B-rank or below.

(Kongoton: Adamantaconda) - Adamantine Release: Adamantaconda
(Kongoton: Adamantaconda) - Adamantine Release: Adamantaconda
Type: Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage: 90 (-20 to user)
Description: The user preforms a series of six hand seals converting a large portion of the earth three feet beneath the surface into a massive snake of adamantine metal. Once formed the snake springs to life and begins to wriggle and move its body, ripping through the layer of earth above it and knocking the opponent high into the air and damaging their legs. The head of the snake then erupts from a location of the user's choice and shoots towards the target, crunching down on them with hundreds of needle like teeth and smashing them into the ground where its body coils tightly around them, crushing them. The snake itself is large enough to coil around a Gamabunta sized summon. This snake is not a self-acting entity and cannot move after the use of this technique.
-Can be used once per battle.
-No adamantine techniques the following two turns.
-No techniques above S-rank the following turn.

(Kongoton: Kongo Shiro) - Adamantine Release: Adamant Bastion
(Kongoton: Kongo Shiro) - Adamantine Release: Adamant Bastion
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage: N/A (-30 to user)
Description: The user slams their palms on the ground and uses a massive amount of chakra to create an adamantine structure around the battlefield. The look of the structure will be similar to that of a castle with four tall walls and towers at the four corners. There are several windows with bars covering them around the walls that allow light into the structure. The adamantine that this structure is made of can then be used as a starting point for other adamantium release techniques. But due to the size of this structure it greatly strains the user. They suffer moderate damage and fatigue which limits their abilities temporarily.
-Can only be used once per match.
-No techniques above S-rank the following turn.
-Leaves the user strained and unable to run or move correctly for the following two turns.

(Kongoton: Kokujō Tengen Myō'ō) - Adamantine Release: Divine Retribution, Black Ropes of Ruination
(Kongoton: Kokujō Tengen Myō'ō) - Adamantine Release: Divine Retribution, Black Ropes of Ruination
Type: Supplementary
Rank: Forbidden
Range: Mid range (for physical attacks used by the Samurai)
Chakra Cost: 50
Damage: n/a (+50 to Kenjutsu/Taijutsu)
Description: This powerful technique is considered the pinnacle of strength in the teachings of Adamantine release. The user smears blood along their dominant forearm and chains together a series of seven hand seals. Once done they draw a sword in their dominant hand which triggers the creation of this physical manifestation of Adamantine's awesome power. Out of the ground behind the user rises a massive adamantine Samurai torso. From its waist to its head it measures fifty meters. The giant will mimic the movements of the user allowing the user to attack through the giant. A replica of the sword drawn by the user is held by the behemoth and both weapons have a series of matching kanji running down the side of their blades. These kanji are used to transfer chakra from the user's sword to the Samurai's sword allowing the user to utilize chakra based kenjutsu through the giant. The size of the blade requires more chakra in order to use these techniques costing the user twice as much as usual. The raw power of the giant causes the attacks performed through it to be devastating in nature. Despite being nearly half the size of a boss summon, the giant's strength is capable of overpowering them. While incredible powerful the giant isn't without its drawbacks. The user can only use kenjutsu and taijutsu while its on the field, but most dangerous of all the injuries received by the giant are transferred on to the user as well. When the giant is destroyed or released by the user its body disintegrates into the air and leaves the user exhausted.
-Can be used once per battle.
-Lasts up to four turns.
-Only Kenjutsu/Taijutsu while active.
-Requires mastery of Fuuinjutsu due to the seals along the blades.
-Chakra infused Kenjutsu techniques cost twice as much when used through the giant.
-No Adamantine release for the remainder of the battle.
-No techniques above S-rank for two turns following its destruction or release.
-User is physically exhausted for three turns afterwards.

https://animebase.me/threads/new-techniques-from-typhon.765208/#post-21862082

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Delta

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Kyotoryu



Kyotōryū taijutsu: Fuugetsu
Type: Offensive
Rank: A
Range: Short: Short
Chakra Cost: 30 (If your speed is enhanced with chakra)
Damage Points: 60
Description: The user begins running at his opponent at extremely high speeds, (If closing a small distance, to gain the required speed, the user must use chakra in order to gain the speed and momentum.) with his arms behind him extended, collecting wind. He gains more and more momentum, and, upon reaching the opponent, he extends his palm, dragging the wind with his palm, and slams his palm into the opponent. The extreme momentum plus the wind gathered with his hand does massive amounts of damage to the opponent. The wind pushes the opponent across the battlefield, while releasing into the air behind him, blowing anything behind him back. (Note: This does not apply to humans. However, grass, swords and other ninja tools will be blown back.)
~Can only be used 5 times per battle.

What is should look like (Blue is wind):



[x]

Kyotōryū Taijutsu: Aerodynamic Movement
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user will utilize Kyotoryu's ability to allow one to control how their body is affected by wind-resistance to augment the agility of their movements. For example, the user could utilize their ability to move with reduced wind-resistance while leaping into the air, allowing them to reach greater heights/lengths at a fast speed, and then, on their descent, utilize their ability to have increased wind-resistance to soften their fall and allow them to position their body in mid-air to allow safe and pleasant landing.
Note: After initiating this technique, the user can freely utilize this form of movement for the rest of the battle.
Note: While using this form of movement, the effectiveness of the users blunt-force taijutsu (Strong Fist) is significantly reduced, causing the user to be more likely to utilize forms of combat like Kyotoryu and other forms of combat like it, which are not diminished by this movement.
Note: It doesn't drastically increase the speed of the user, only somewhat dampens and nullifies some of the effects Air has on the body movements.
 
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Rinnegan Customs.
(Saigo no Kōshi Kiyanon) - Final Photon Canon
Type: Offensive
Rank: S rank-Forbidden
Range: Short-Long
Chakra: 40-50
Damage: 80-90(-10 to user)
Description: Using the Asura path, the user will bring both his arms together, locking his fists out in front of him. Upon making this pose, the user will alter their arms to create a huge canon, the size of the users arm. Once done, the user will charge large amounts of chakra into his arms, charging up the canon before it fires a massive blast of chakra from the center. The blast from this canon far exceeds the width of the users arms, spreading outwards the moment it leaves the canon, encompassing a 5m radius. This massive blast will also tear up the ground in front of the user as it is fired. To further bolster this technique, instead of firing a Raw chakra blast from the canon, the user can infuse any Energy based element into the Canon(like Lightning or fire) before launching, creating a huge elemental canon blast from the users arms. This version, however, by being bolstered by Elemental charge, discharges upon firing, leaving burn marks down the users arm after firing the canon.

Notes:
S rank version can only be used 2 times per battle, with a 1 turn cooldown between shots.
Forbidden Version can only be used Once per battle. After firing, the users body reverts to its normal state, and the user cannot access the abilities of the Asura path for 2 turns.
The canon can only be boosted with Energy based Elements, therefore elements like Earth and Water, cannot be infused into the canon.
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https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-9#post-21916335 approved

(Asura/Preta: Baria Kakusan Taiho)Asura/Preta Path: Barrier Diffusion Cannon
Type:
Offensive/Defensive
Rank: S rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This is a jutsu which combines both the Asura paths mechanical cannons, and the Preta paths Absorption ability to create a technique which can both defend and attack and nearly the same time. With both paths active, the user will turn one of their arms into a cannon, while extending the other arm forwards, as an Enemy technique is about to collide. As the technique gets within range, the user will Activate the Preta path, absorbing the ninjutsu into their body. As this happens, the Asura path will trigger, causing a siphoning affect. Instead of the Preta path taking the chakra and spinning it to diffuse it, the Asura path will instead draw the foreign chakra into the cannon, storing it until the entire jutsu has been absorbed. As soon as the technique has been absorbed, the Asura path cannon will fire the jutsu as a raw chakra blast back towards the opponent. By using the Asura path to redirect the chakra, the user avoids any adverse affects that the body cannot handle while absorbing with the Preta path. The technique fired does not retain any Special qualities of the element absorbed, however, while the chakra is broken down, the jutsu released carries over the same strength as the original jutsu, instead of having the original techniques strength and weakness', it is instead reverted to the Asura paths Laser neutrality.. This entire technique is extremely fast, amplifying the absorbing ability of the Preta path to the max, the speed of this can be compared to the speed of Uchiha return, in the speed at which the jutsu is absorbed and then fired back.

Restrictions:
Requires both Preta and Asura paths to be active.
The Fired jutsu has the properties of Asura path, making it neutral to all.
The Absorbing ability has the properties of Preta Path, allowing the user to absorb up to S rank techniques, regardless of chakra cost or damage of the technique being absorbed.
Both Preta and Asura path techniques go on a cooldown for 1 turn after the first use, and two turns for the further two uses.
Can only be used 3 times per battle and counts as 2 jutsu per turn when used.

https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-13#post-21949691
 
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