>> Demonic Chamber Of Secrets <<

Hell Autarch

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秘密の悪魔商工
DEMONIC CHAMBER OF SECRETS|HELL AUTARCH'S CUSTOM TECHNIQUES

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"
He was standing at the end of a long, dimly lit chamber. Towering stone pillars entwined with more serpents, rose to a ceiling lost in darkness, casting long, black shadows through the odd, greenish gloom that filled the place"


INTRODUCTION

The Demonic Chamber of Secrets was created under the dungeons of Shadow Castle by Orochimaru. The Demonic Chamber of Secrets was home to an ancient Basilisk, which, according to legend, was intended to be used to purge the area of Uchiha born ninjas. The Chamber is flanked with towering pillars entwined with carved wood, and a tall statue of Orochimaru is at the far end. The basilisk rests within the mouth of the statue, possibly symbolising Orochimaru's ability to speak Parseltongue

 
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Hell Autarch

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残党
INDEX|PERSONAL CUSTOMS

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"It's almost unbearable, isn't it… the pain of being all alone. I know that feeling; I've been there, in that dark and lonely place, but now there are others, other people who mean a lot to me. I care more about them than I do myself, and I won't let anyone hurt them. That's why I'll never give up. I will stop you, even if I have to kill you! They saved me from myself. They rescued me from my loneliness. They were the first to accept me as who I am. They're my friends"

APPROVED TECHNIQUES

1. [Katon: Hephaestus's Hono Buritt] - Fire Release: Hephaestus's Burning Blade (6/6)
2. [Raiton: Anzû no Asento] - Lightning Release: The Ascent of Anzû (6/6)
3. [Bakugeku-te Geijutsu: Hon'nō] - Bombardier Arts: Instinct (0/6)
4. [Genjutsu: Yoru Wa Yamideari Kyōfu no Furu] - Illusionary Arts: The Night is Dark and Full of Terrors (6/6)
5.
[Genjutsu: Kyōsei] - Illusionary Arts: The Compulsory (6/6)
6. [Bunpuki no Gakki] - Bunpuki's Instrument
(0/6)
7. [Katon: Korona Taizen] - Fire Release: Corona's Compendium (4/6)

8. [Katon: Korona no Onkei] - Fire Release: Corona's Blessing (4/6)
9. [Katon: Tanatosu no Yuigon] - Thanatos' Testament (5/6)


CUSTOM WEAPON

1. [Majutsu] - Witchcraft
APPROVED SUMMONS

1. [Kuchiyose no Jutsu] - Bombardier Beetles

APPROVED FIGHTING STYLE


APPROVED ELEMENT


APPROVED CUSTOM CLAN TECHNIQUES

 
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Hell Autarch

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精神
INDEX|LEARNED CUSTOMS


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"Amazing… The brilliance of the blade… the design. They're all beautiful! I want to take them all home!"


LEARNED CUSTOMS

  • FIRE RELEASE
    • [Katon: Shisan e no Hai] - Fire Style: Ashes to Asset
    • [Katon: Yugure ni Dasuto] - Fire Style: Dust to Dusk
    • [Katon: Kuryouken] - Fire Release: Baskerville
  • WATER RELEASE
  • EARTH RELEASE
    • [Doton: Tougijou no Gaiten] - Earth Release: Arena of Apocrypha
  • LIGHTNING RELEASE
    • [Raiton: Tsuyoi Mentsu] - Lightning Release: Mighty Visage
    • [Raiton: Risaikura] - Lightning Style: Recyler
    • [Raiton: Taiyou Senshu] - Lightning Release: Auriel's Shot
    • [Raiton: Shinme Kyohaku] - Lightning Style: Shooting Stars
    • [Raiton: Hiken; Tsubame Gaeshi] - Lightning Release: Concealed Sword; Shallow Return
    • [Raiton: Akarui Souguu] - Lightning Release: Luminous Encounter
  • WIND RELEASE
  • SAND RELEASE
    • [Suna Kesshu] - Sand Gathering Assault
    • [Subaku Shiroryuu] - Desert Dragon
    • [Suna Kawa] - Sand River
    • [Suna Dai Teitaku no Jutsu] - Sand Mansion Creation Technique
    • [Daishi no Me] - The Fourth Eye
    • [Bunpuki no Jesshi Keitai] - Bunpuki's Embodiment
    • [Bunpuki no Yuigon] - Bunpuki's Testament
    • [Maku no Bachiatari] - Mark of the Accursed
    • [Māku no Nekuromansā] - Mark of the Necromancer
    • [Tenkū Tsubasa no Tengu] - Heavenly Wings of Tengu
    • [Akuba no Faraon] - Curse of the Pharaohs
    • [Enkidu] - Heavenly Binding Chains
    • [Amaterasu no Yokei] - Blessings of Amaterasu
    • [Suna/Fuuton: Subakukazedama] - Sand/Wind Style: Desert Wind Bomb
  • NINJA TECHNIQUES
    • [Ninpo: Tamashī Yakiire Yoku] - Ninja Arts: Soul Hardening Greed
    • [Ninpou: Hime Hogo] - Ninja Arts: Goddess Protection
  • ILLUSION TECHNIQUES
    • [Genjutsu: Ketsuraku Chuushin] - Illusionary Arts: Missing Heart
    • [Genjutsu: XO/Hosuto] - Illusionary Arts: XO/The Host
    • [Genjutsu: Kibou Tama] - Illusionary Arts: Trick Shot
  • HAND TO HAND TECHNIQUES
    • [Taijutsu: Sekai no Omo-sa] - Body Arts: Weight of the World
  • SWORD TECHNIQUES
  • VILLAGE CUSTOMS
    • [Ninpou: Kumogakure no Jutsu] - Ninja Art: Hidden Cloud Technique
    • [Raiton: Ryuusandan Haratsu Ami] - Lightning Release: Sharpnel Explosion Net
    • [Raiton: Raiya Houchou] - Lightning Release: Lightning Arrow Step
    • [Raiton: Hiraishin no Jintai] - Lightning Release: Human Lightning Rod
    • [Raiton: Chidori Zenkai] - Lightning Release: One Thousand Birds Perfect Form
SHARED WEAPONS

1. [Amanozako] - Heaven Opposing Everything
LEARNED SUMMONS

1. [Kuchiyose no Jutsu] - Cone Snails
  • [Ensui Katatsumari Kuchiyose: Otomeza] - Cone Snail Summoning: Virgo
  • [Ensui Katatsumari Kuchiyose: Mizugameza] - Cone Snail Summoning: Aquarius
  • [Ensui Katatsumari Kuchiyose: Iteza] - Cone Snail Summoning: Sagittarius
  • [Ensui Katatsumari Kuchiyose: Futagoza] - Cone Snail Summoning: Gemini
  • [Ensui Katatsumari Kuchiyose: Shishiza] - Cone Snail Summoning: Leo
LEARNED FIGHTING STYLE


LEARNED ELEMENT


LEARNED CUSTOM CLAN TECHNIQUES

 
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Hell Autarch

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火災税関
FIRE CUSTOMS

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"Then they continue to burn until their target is completely eradicated ... Even if the target is flame itself!"

MY TECHNIQUES

1. (Katon: Hephaestus's Hono Buritt) - Fire Release: Hephaestus's Burning Blade (6/6)
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user channels their Katon chakra to their lungs and expels out a single large kunai shaped projectile of fire. The kunai is really dense thus allowing it to penetrate through most defenses as well. At any point after the kunai is released, the user can choose to have the single kunai explode into hundreds of normal sized ones which would continue to move in the same direction, encompassing an area of 8m. The kunais, regardless of whether it is the larger kunai or the smaller ones will explode when the user weaves a single handseal. Upon exploding, they will release a lot of heat as well as a bright light, covering an area with a roughly 5m radius from the point at which they exploded. The light can lead to temporary blindness for the opponent if he sees it, whilst the heat can deliver first-degree burns.
Note: It depends upon the user whether he chooses to have the larger kunai divide into the smaller ones or not.
Note: The original larger kunai is roughly 5m in length, and 6m in width.
Note: Can be used thrice per battle
Note: Can only be taught by Hell Autarch

  • Penguin
  • Deviation
  • Omega
  • Vegeta
  • Vayne
  • Klad
2. (Katon: Korona Taizen) - Fire Release: Corona's Compendium (4/6)
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: Brother technique to Ifrit’s Inventory, Corona’s Compendium also allows for the materialization of constructs through the rapid release and conversion of fire chakra. Corona’s Compendium however is far more specialised than Ifrit’s Inventory. For starters, the released chakra does not form into the normal flames of fire release as it instead opts for a more incorporeal form of pure fire chakra. The constructs, typically orbs but capable of adopting any shape, whether it be that of tools, shapeless blasts, spikes, shields or so on, do not interact with tangible matter on a physical level but instead phase into them on account of their lack of a physical form. However in wake of their phasing the original substance is not left untouched, but is instead turned to ash (or vaporized into gas in the case of water-based liquids). In the case of energy based elements that Corona’s Compendium cannot phase into, it simply interacts normally as a fire-elemental chakra clash. The constructs created by Corona’s Compendium can be utilised for attack or defense, sustained and freely controlled.
Notes:
- Flames can only be materialized within short range of the user and while sustaining them the user can only mold fire chakra
- When clashing against stronger constructs, Corona’s Compendium will merely deliver internal damage that reduces the structural integrity of the object, rather than turning the entire entity to ash/vapour.
- Constructs can only be created through Corona’s Compenium 3x
- No Fire techniques above A rank for the rest of the turn and next turn.
  • Scaze
  • Kryptic
  • Vayne
  • Nakiri
3. (Katon: Korona no Onkei) - Fire Release: Corona's Blessing (4/6)
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Sister technique to Corona's Compendium, Corona's Blessing is an infusion technique that, when used, will alter the nature of the next used fire technique. Instead of producing tangible flames, the users next fire technique will instead take the form of pure fire chakra which, just like in Corona's Compendium, will phase into physical constructs on contact to deal internal damage. That is, instead of an external clash of flames versus an opposing matter, the produced fire technique will instead phase into the opposing matter and either turn it to ash, or vaporise it into a harmless gas, from the inside out. In the case of energy based elements that a fire technique altered by Corona's Blessing cannot phase into, it simply interacts normally as a fire-elemental chakra clash. Due to having no independent effect of its own, Corona's Blessing and the affected fire jutsu can be performed in virtually the same timeframe.
Notes:
- Can only be performed 3x
- Once used the user must wait a turn before using again.
- When clashing against stronger constructs, the fire technique will merely deliver internal damage that reduces the structural integrity of the object, rather than turning the entire entity to ash/vapour.
  • Scaze
  • Kryptic
  • Vayne
  • Nakiri
4. (Katon: Tanatosu no Yuigon - Fire Release: Thanatos' Testament (5/6)
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Thanatos' Testament is an infusion that was developed to rectify some of the perceived faults of ash based fire techniques. Of the basic five elements, Fire release is undoubtedly the most inherently destructive, as even the tiniest flame can, under the right conditions, spread like wildfire to burn down entire habitants or even civilisations. This raw proficiency for destruction however is neutered in the ash based fire techniques as ash generally lacks the ability to set structures alight. Thanatos' Testament however seeks to remedy this. Ash based techniques infused with Thanatos' treasury will, upon contact with a weaker inorganic structure, rapidly corrupt said structure and convert it to ash - just as a normal fire technique would set alight that which it contacts. As this technique has no independent uses of its own, but is instead reliant on being performed alongside an ash based fire technique, it can be performed within virtually the same timeframe as another technique.
Notes:
- Can only be used 4x.
- Cannot be used on consecutive turns.
- No ash based Fire techniques above A rank next turn.
- Cannot not work on living beings
- In the case that the Ash technique clashes with a stronger jutsu, the aforementioned technique will only have superficial portions turned into Ash. The technique will, however, still maintain its structural integrity and function normally.

  • Scaze
  • Kryptic
  • Vayne
  • Negative Knight
  • Nakiri
OTHERS TECHNIQUES

1. (Katon: Shisan e no Hai) - Fire Style: Ashes to Asset
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: A unique fire style jutsu based on chakra flow abilities. This particular technique focuses on the unique aspect of some fire release jutsu, namely those based on explosive ash, such as Asuma's technique he used vs Hidan. By forming this explosive ash the user is capable of applying the ash to his limbs or any weapons he uses. By activating this jutsu the user is able to release the ash during taijutsu or other weapon attacks. Though this costs a move slot each time the ash is released. By using the momentum behind physical attacks the user of this jutsu is capable of sending streams of red hot ash from the seals to augment the range of the attacks and cause increased damage in close range. However as to prevent the user suffering from his own jutsu, the ash from this seal can only be caused to explode with a subsequent technique this technique must be a higher ranked fire technique due to the strength of the chakra stored in the ash release and it's density. In regards to scaling each time the jutsu is used, the user may release an amount of ash with a maximum range of mid. If it was to travel in a straight line from the user to mid ranged. A total of 15 meters, this can also be used to form the ash in to smaller patterns that instead have wider ranges provided they follow the initial dimensions. This ash behaves in an adhesive manner sticking to enemy targets similar to boiling sugar. Alternatively, the ash can be streamed into another Katon jutsu increasing it's damage by +20 while occurring in the same TF but of course costing a move.

~Notes~
- Once activated remains active for the rest of the battle.
- Each time the ash is used it costs a move slot.
- Must be taught by -Vegeta
2. (Katon: Yugure ni Dasuto) - Fire Style: Dawn to Dusk
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The follow up jutsu to the Technique - Ashes to Asset, this technique allows the user to supercharge fire chakra in to any ash present on the field from the ashes to asset technique. Causing the ash to become incredibly volatile before triggering a large explosion that causes considerable damage to anyone caught in it's range. The size of the explosion will be entirely dependent on how much ash is present on the battlefield

~Notes~
- Usable twice per battle.
- Once used the user may not activate ashes to assets abilities for three turns.
- Must be taught by -Vegeta
3. (Katon: Kuryouken)- Fire Release: Baskerville
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-15 to user)
Description: The user will begin this technique by channelling fire chakra through their arms and into their hands. Due to the amount of chakra that travels through their arm, the user experiences an incredibly painful level of damage to the limb which causes a degree of numbness. The user then proceeds to clap their hands together and from them a huge amount of superheated ash will spew forth. This ash has a unique composition that unlike normal ash is formed of dense, heavy particles which without the aid of chakra, would only hang in the air for a limited time before falling to the ground.(As a secondary effect the heavy ash is unaffected by conventional wind blasts that could disperse regular ash.) Upon being formed the ash will first quickly surround the user before it billows upwards to form into a large cloud of ash shaped like the head of a Hellhound.

As it surrounds them the user will manipulate the ash so as to not come into direct contact with it, keeping it a distance from their body without jeopardizing its form.Due to the ash's density and heat it will not allow any threat to effect or pass through it unscathed(following elemental adv/disadv). The user can form either one, two or three heads depending on their needs but doing so however will decrease the rank for each respective head (eg. S rank each for two heads).

The Hellhound is intangible in form, allowing it to pass around and through solid/physical obstructions that would hinder tangible objects while remaining unaffected. As the Hellhound makes contact with and passes through targets or techniques it would incinerate them from the exposure while causing a layer of ash to stick to them. The layer of ash would encase the target or technique, forming a compact shell over them that would make it quite difficult to move. The heavy ash by nature is sparingly spread out while in the air which makes it impossible to ignite under normal circumstances, however when it is concentrated in a layer it is able to be ignited by external sources which has explosive results. When the hellhound is sent to attack the entirety of the ash goes with it, so it no longer surrounds the user.

Note:
~Can only be used once per battle
~No katon techniques above S rank in the same turn or the next
~Due to the damage to the users arms they cannot use arm-based taijutsu attacks in the same turn or the next two turns.
~Can only be taught by xHoudinii
 
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Hell Autarch

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地球税関
EARTH CUSTOMS

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"It really is ... unexpectedly strong ..."

MY TECHNIQUES

1.

OTHERS TECHNIQUES

1. (Doton: Tougijou no Gaiten) – Earth Release: Arena of Apocrypha
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will focus their doton chakra into the ground and raise countless pillars from within it all across the terrain, each pillar comparable in size to the ones created in Earth Release: Destructive Rising Rock Pillars. Instead of spiked tips however, each pillar has small circular platforms (diameter of two-meters) that can be stood upon with no threat to the user or the opponent. Each platform is positioned a few meters from the others surrounding it, meaning the user/opponent can jump from platform to platform to navigate the new terrain. While this technique is largely supplementary in use, the one danger it poses occurs when their party falls off the structure. After emerging fully, a multitude of protrusions of mud will surface from inside each of the large pillars of stone. Along the “body” of every pillar will be countless tendrils of sticky mud that are semi-sentient. These writhing tendrils cross and overlap, creating a veritable forest void of light. Anyone who falls off the structure will have these tendrils lash out at him/her, capturing them due to it’s adhesiveness and subsequently suffocating them as they “sink” into the tendril (similar to Swamp of the Underworld). This technique will last for three turns on creation before becoming a “lifeless” structure devoid of any chakra. The pillars and platforms will remain if not destroyed before then and the mud that constituted the tendrils will simply fall back to the ground in a cascade, burying anyone unfortunate enough to be beneath them.

Note:
Lasts for three turns
Can only be used twice per battle, must wait 2 turns between re-using
No A-Rank or above Earth in this turn or the user’s next turn
 
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Hell Autarch

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稲妻税関
LIGHTNING CUSTOMS

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"All I have to do is guide it straight through your skull"
MY TECHNIQUES

1. (Raiton: Anzû no Asento) - Lightning Release: The Ascent of Anzû (6/6)
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 to maintain after initial turn)
Damage Points: 80
Description: The user performs a single hand seal, generating a stream of lightning that surrounds the users body. The stream of lightning is subsequently shaped into thousands of high-density bird-like creatures, resembling hummingbirds. These creatures are entirely composed of lightning, one inch in length, and possess an extended beak, which acts as 'stinger' for piercing purposes. These creatures, each possessing the capability to fly can be commanded by the user to attack the opponent using their beaks, though stings by these creatures cause only minor damage and numbness, the effect can be drastically increased when they attack and successfully sting the opponent in large numbers. The user can alternatively command these creatures to cover up his entire body, forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user. These creatures can only disperse if they're destroyed, the user deactivates the technique or if the user performs a technique from another element. Manipulation of these creatures for offensive or supplementary purposes does not make them get used up. The user cannot use any technique from the Basic Five, except for Lightning for as long as this technique is active. Doing so would result in these creatures dispersing. The only case or scenario where this is not applicable is when the user has mastered Yin and Yang. However, the user is free to utilize any Elemental Kekkei Genkai they possess, as long as one of the two elements that compose that given KG is Lightning.
Note: Commanding these creatures counts as one of the three jutsus per turn, regardless of the extent of their manipulation in a single turn.
Note: A quarter of these creatures (B Rank) are enough to completely cover up the body of the user or the opponent.
Note: The user cannot use Lightning S rank and above the turn after deactivating the technique
Note: Can only be used twice per battle
Note: Can only be taught by Hell Autarch
  • Omega
  • Priest
  • Venom
  • ReXii
  • Loki
  • Yusei
OTHERS TECHNIQUES

1. (Raiton: Tsuyoi Mentsu) - Lightning Release: Mighty Visage
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra Cost: 50
Damage Points: 90 (-50 if used mid range from an opponent, -20 if used long range)
Description: Manipulating a large amount of Raiton chakra the user will perform three handseals and channel their built Raiton chakra into the sky creating the image of what looks to be a masked face in the sky about the size of the Earth Dropping lid. After they complete this using the immense amount of chakra the user will then send the visage crashing down upon the enemy with a great impact destroying everything mid-long range. The force at which the attack exerts, damages the user a little bit, along with the immense strain of using such a powerful and chakra taxing attack. The user must make sure they are not within the range of the core of this attack less they be caught in the destruction. After the attack is created a giant crater 15 meters deep can be seen at the area of attack. If the user uses this mid range from the opponent the user will be blown back to long range due to the force of the attack.
Note: Only usable 1 time
Note: No lightning above A rank during the turn this is used
Note: No lightning above A rank the next turn this is used
Note: No F-rank jutsu can be used during the turn this is used
Note: Can only use up to two techniques next turn due to chakra exhaustion
Note: Can only be taught by Omega
2. (Raiton: Risaikura) - Lightning Style: Recycler
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A (+20 to Taijutsu)
Description: Whenever the user is hit and at the risk of being paralysed by unfocused lightning, he quickly focus on his own lightning chakra throughout his body and tames the lightning current before it completely paralyses him. This is the same as mixing his lightning chakra with the opponent's lighning, collecting the opponent's lightning current using his own and redirecting them like a lightning rod into his fists, feet or both which he will now use to clad his fists/feet in a translucent but sparking lightning aura. This can be used to aid the user during taijutsu.
Note: Lightning aura lasts 3 turns
Note: Can only be used three times per battle
Note: No Raiton above S-rank the turn this is used.
Note: Only works on unfocused lightning like Nagashi
3. (Raiton: Taiyou Senshu) - Lightning Release: Auriel's Shot
Type: Supplementary/Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their raiton chakra into one or both of their open palms before channeling raiton chakra to create and shoot up to four rods consecutively at the slightest whim. After being fired, each individual rods can be split into ten smaller rods, totaling a daunting rain of miniature rods. Shortly after colliding with something, each rods will "explode" into a maelstrom of bright light and unfocused electricity (similar to that of Chidori Nagashi), not doing this immediately but with a few seconds delay. This allows the technique to negate the doton chakra within earthen structures from a distance as the rods will first dig its head into the target technique, before discharging into the section of earth (or any conductible contructs or materials weak to lightning) and neutralizing the chakra within it. The intensity of the light produced in this technique is equivalent to that of a flash bomb and the burst unfocused electricity of a single rods has a five meter radial reach. However, much like Nagashi if the rods is in contact with an object/person at the time it "erupts", the unfocused burst will be capable of traveling a much farther distance (mid-range reach) inside of the medium. If the user so chooses, he can detonate any amount of the fired rods prematurely to gain a tactical advantage (blinding the opponent). Alternatively, the user can fire the rods with a thin and barely visible thread of lightning attached to the end of the shot projectiles, in order to manipulate their flight path/trajectory mid-air and allow for more unexpected offensives. Naturally, this technique can be used to negate chakras other than doton e.g. Crystal, Wood, Steel, Bones and etc, as long as they possess a weakness to Lightning or can conduct it. Anyone or anything caught within an unfocused burst of electricity will suffer from slight numbness and sluggish movements for two turns. They travel at the speed of an regular fired arrow following the user's tracking speed and appear just like a normal fired arrow, except that the rods are a bit bigger than a regular size arrow" Each spear are of the size of a chakra rod that nagato/pein uses.
Note: Can only be used three times per battle
Note: Follows Elemental Strengths and Weaknesses
Note: Power of the technique is equally divided between the number of rods created
Note: Can only be Taught by Venom
4. (Raiton: Shinme Kyohaku) - Lightning Style: Shooting Stars
Type: Offensive
Rank: S
Range: Mid - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will initiate the technique by doing a set of 3 hand seals, ending with the boar handseal. Slamming their hands on the ground, channeling mass amounts of lightning chakra within the area below the target. The user will then shape and manipulate the lightning underground, causing countless of 10 inch in length lightning bolts to spring up from under the target(s) and the area up to 5 meters around them; resulting in a devastating assault. Ripping through the skin causing lethal damage after several thunderbolts hit the target. The thunderbolts once shot up from the ground spring upwards in such a fast pace they look like shooting stars from a distance. Because of the pace in which they hurl from within the ground and the area they cover, it's dangerous for the user to be six meters or less near the opponent, risking to be caught in the array. Thus, being a technique designed for distances that surpass short range.
Note: Can only be used x2 per battle.
Note: The user cannot use other S rank (or high) lightning in the same and next turn.
Note: Must wait a cooldown of 3 turns before using again.
5. (Raiton: Hiken: Tsubame-Gaeshi) - Lightning Release: Concealed Sword: Swallow Return
Type: Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: Swallow Return is a forbidden sword technique that requires extreme precision, first in lightning chakra control and second in swordsmanship. It's a technique to where three concurrent arching blades close on the enemy from all sides to create a pseudo prison. While the user downplays it as simply successive slashes, it is actually using lightning chakra to the highest potential to overload one's arms and sword to increase speed and cutting ability. It starts with the user raising his sword above his shoulder, channeling lightning chakra to the nerves in the arms and to his sword. Once the user has done that, he performs a flashing slash from his right to his left, followed by two seemingly simultaneous, over-lapping flashes that appears to disregard the concept of time and space, producing a slash attack that arrives from three different directions due to the increased reflexes of one's arms. The user then lifts his sword as it gathers all his lightning chakra towards the blade and delivers another downwards slash resulting in an explosion of chakra, damaging the opponent.
Note: Can only be used twice per battle
Note: Unable to use A-Rank or above Kenjutsu & Lightning for the following turn
Note: User's arms are slightly numbed afterwards
Note: Must have lightning as a specialty
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6. (Raiton: Akarui Souguu) - Lightning Release: Luminous Encounter
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This technique is based upon both the Thunder Dragon Tornado technique and could be considered a more advanced application of it. To begin the user will make contact with an object and focus their lightning chakra into it. They will then manipulate the lightning and cause it to spin quite rapidly around the object. This forms a swirling mass of lightning and electrical energy around the object that upon contact with the enemy would be quite abrasive. Alternatively, the user can use a single handseal to use this technique remotely on any object within short-range (excluding the opponent's clothes/attire but not any weapons they may be wielding).

This would literally rip them to shreds when exposed to it while also shocking them from the unfocused electricity. Due to the nature of the electrical energy it imbues the object with a useful electrical charge while surrounding and supporting the object. This gives it lift and allows the user to levitate and manipulate the object freely with hand movements. Due to the rapidly rotating mass of lightning it would give off a bright glow while it is formed around the object.

Note:
~Can only be used 3 times
~Cannot use lightning above S rank for one turn
~The caster is restricted to lightning techniques while this is active
~Can only be taught by xHoudinii
 
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Hell Autarch

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WIND CUSTOMS

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"The ability to cut and sever anything, it is very good for battles"

MY TECHNIQUES

1.

OTHERS TECHNIQUES

1.
 
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Hell Autarch

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SAND CUSTOMS

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"This is where it all starts for me. Starting with this small bond. I too want to become someone who is needed, instead of a weapon that is feared."

MY TECHNIQUES

1. (Bunpuki no Gakki) - Bunpuki's Instrument
Type: Supplementary/Defensive
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: N/A
Description: A brother technique to Bunpuki's Testament, this technique was developed to cover up the weaknesses left behind by the former. The technique involves the user placing his palm or making his sand come into contact with the ground. It specifically works with the sand absorbing all of the water present underground, turning the ground dry and forcing it to lose its bodies of water as well as vegetation. This induces a state of 'desertification' which causes the ground to crack up before breaking into hundreds of pieces. As such, the technique notably serves as an effective counter against Swamp related techniques. Alternatively however, the user can use the technique to directly absorb water sources clearing out the terrain of water. This prevents both the user and the opponent from using any Water technique above B Rank for a period of 4 turns, and any Water technique requiring a water source in general. The technique in a sense exploits the weakness of Sand to Water, and thus in fact also allows the user to use the sand to absorb Water techniques of one rank below (S-Rank counters A-Rank Water and Rain) by absorbing them. This technique however specifically targets wave/projectile based Water techniques and cannot be used to absorb water from other kinds of Water techniques; such as mist. The size and strength of the technique depends upon the chakra input.

Note: The users body is incapable of containing all of the water that it absorbs, and as such; the water is almost immediately released into the atmosphere in the form of vapour
Note: The S Rank version can only be used twice per battle, and the user may not use any Sand technique above A Rank in the same turn. The A rank version can only be used once per turn. In general, the technique can only be used four times per battle


OTHERS TECHNIQUES

1. (Suna Kesshū) - Sand Gathering Assault
Type: Offensive
Rank: S
Range: Short (Can be controlled from all ranges)
Chakra Cost: 40
Damage Points: 80
Description: The User gathers a great volume of sand and compresses it into a high-density shape. This greatly increases the hardness, creating a gigantic steel-like weapon in an instant. The weight and size of these shapes are so great, they can easily shatter bedrock and break through most defences with one hit. Because the weapon is made out of Sand, the shape can be whatever the user wants. This allows the user to create the best weapon for the fight, by taking into account the opponent's abilities and the surrounding environment.
Giant Spear: By forming the Sand into a triangular, spindle-shaped object (much like a pyramid) and tapering it into a sharp point at one end, the user creates a giant spear. The pyramid can also spin like a giant top.
Giant Hammer: By forming the Sand into a large rectangular shape, the area of contact is increased greatly, creating a giant hammer.
Note: Only last three turns
Note: Can only be summoned once
Note: Can not use other sand techniques while this is active
Note: Can only be used by Gaara
Note: Can only be created short range but can be controlled at all ranged
Note: Can not use A-rank sand for the following two turns
2. (Subaku Shiroryuu) - Desert Dragon
Type: Attack
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80 (+10 damage to the user)
Description: The user weaves a hand-seal and does a punching motion and using sand from the users sand gourd, the user will shape the sand into 3-4 different chibi-dragons that will try to bite, slash, and try to mangle the opponent.
Note: Can only be used three times
Note: Can not use A-rank sand jutsu the following turn

3. (Suna Kawa) - Sand River
Type: Offensive
Rank: B
Range: Short - Mid
Chakra Cost: 20 (-5 if made from dirt)
Damage Points: 40
Description: Gaara preforms two hand-seals and has a massive amount of sand and sends it towards an opponent in the form of a river that throws them off balance and carries them away from the user. This technique can also be used one self in order to gain distance from overwhelming enemies. if used one self it doesn't throw them off balance.
Note: Can only be used 3 times
Note: Can only be used if they grind it from the dirt
4. (Suna Dai Teitaku no Jutsu) - Sand Mansion Creation Technique
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: An old technique which was renewed and refined by Gaara. The User will preform the following hand-seals Snake → Rat → Ox → Ram → Snake slams their hands on the ground and then sends their chakra into the ground, Then Breaks down the earth minerals in the ground to make more sand. The User Gathers a large amount of chakra and then constructs the sand into building, much like the ones in Sunagakure.
Note: Can only be used once per turn and three times a match
Note: Can not use A-rank or above sand the next turn
Note: Can only be used by a Gaara bio
5. (Daishi no Me) - The Fourth Eye
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: The Fourth Eye is a more advanced version of the existing Third Eye technique developed by the Fourth Kazekage. Unlike the original technique, it allows the user to create two eyes out of sand capable of levitating. Both of these eyes maintain an invisible link with the optic nerve, thus allowing the user to see with these eyes. Naturally, it results in the user being unable to use both of his natural eyes however it allows the user to severely restrict any possibility of a blind spot and to observe multiple areas at once even if the users main body is restricted. The user can alternatively utilize the technique for long-distance spying, depending entirely on how the user chooses. Because the eyes are constructed entirely using Sand and are not truly connected with the users main body, it negates the possibility of any visual Genjutsu targeting the user.
Note: If the user chooses, he may create an additional two eyes (total of four). Doing so however halves the duration of this technique.
Note: The eyes can be destroyed by the enemy, or the technique itself can be deactivated by the user. When this happens, the user will be able to use his natural eyes again
Note: Once activated, the eyes remain passively active for 4 turns or until destroyed
6. (Bunpuki no Jesshi Keitai) - Bunpuki's Embodiment
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Mid
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description: The technique is based on Sand Attack Heaven Burial, and is a much more advanced variation of the original technique. It allows the user to create constructs anywhere on the field upto Mid-Range from the user, matching a specific part of the users body, such as the creation of a large arm or a leg. By compressing and hardening the sand to withstand damage whilst carrying a lot of force, it allows the user to easily utilize the technique for offensive or defensive purposes.. The structure created using the sand carries the ability to perform the exact same action as the user performs, thus a fist created from sand would deliver a punch only when the user himself performs a punch. The physical strength and size of the technique however depends on the chakra focused on each construct, thus making it very possible for one construct to be weaker than the other.
Note: To explain the size per rank, a B Rank construct would be 5m, an A Ranked construct would be 10m whilst an S Ranked construct would be 15m; in terms of length, width and height.
Note: The S Rank version can only be used twice per battle, with a 1 turn break between each use. Moreover, the user may not use above A Rank Sand techniques in the next turn if the S Rank version is used.
Note: Only one construct can be created per usage, and it disperses in the next turn following its usage.
7. (Bunpuki no Yuigon) - Bunpuki's Testament
Type: Supplementary
Rank: D-S
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: N/A
Description: Bunpuki's Testament was a technique developed by the first Jinchuuriki of the Shukaku, Bunpuki; specifically designed to counter Water and Rain Release users. The technique involves the user calling forth billions of sand grains from the ground and manipulating them to absorb the moisture in the air. The technique specifically works with the sand grains absorbing water droplets and as such, the technique is designed to disperse clouds or to alternatively negate mist by manipulating the grains to absorb all of the water present in the mist. The technique in a sense exploits the weakness of Sand to Water, and thus in fact allows the user to use the sand to negate Water techniques of the one rank below (S-Rank counters A-Rank Water and Rain) by absorbing them. The technique however specifically targets moisture-based Water techniques and cannot be used to absorb water from other kinds of Water techniques; such as a wave of water. The size and strength of the sand grains depends upon the chakra put into the technique by the user.
Note: The user cannot heat up the atmosphere if this technique is utilized to counter an opponent's technique, with the only exception being if the technique happens to overpower that of the opponent. The atmosphere will also heat up if this technique is used against natural clouds or mist, as in clouds/mist not infused with chakra.
Note: The user cannot heat up the atmosphere if this technique is utilized to counter an opponent's technique, with the only exception being if the technique happens to overpower that of the opponent. The atmosphere will also heat up if this technique is used against natural clouds or mist, as in clouds/mist not infused with chakra.
Note: The opponent and the user are rendered incapable of utilizing A Rank and above Suiton techniques for 4 turns if the sand grains happen to absorb most of the moisture in the air. It does not however affect Special Character Biographies such as Tobirama, who don't ever require the presence of a water source.
Note: The S Rank version can only be used four times per battle, with the user being unable to use S Rank and above Sand techniques in the next turn.
8. (Māku no Bachiatari) - Mark of the Accursed
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The technique 'Mark of the Accursed' is a unique technique that allows the user to differ from the usual manipulation of Sand. Generally, Sand is compressed and hardened however this technique brings in a distinct factor that involves the expansion of Sand structures. Basically, the user channels his chakra either into the terrain or any Sand structure present anywhere on the terrain, infusing his chakra into them and compressing them into thousands of 5cm spherical clumps of sand. Once the user has done so, he can manipulate the clumps to expand and instantaneously explode in a synchronized manner. This results in sand grains scattering across the terrain in an omnidirectional blast ranging upto Short Range from the techniques point of origin, though it's range in terms of height remains an exception as it reaches upto Mid-Range in that case. The sand grains essentially act as shrapnels and pierce right through the targets flesh and bone, as well as any other obstacle present in its course, completely destroying most of the surrounding. If the user somehow happens to be within the blast radius of the shrapnels due to any particular case of scenario, he can choose to utilize a Sand users capability to manipulate sand grains, and can as such alter the characteristics of the blast, changing it from being omnidirectional blast to an outwards 90°, 180° or 270° blast, one specifically targeting the opponent.

Note: Can be used four times per battle with a one turn break inbetween each use
9. (Māku no Nekuromansā) - Mark of the Necromancer
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Mark of the Necromancer is unique technique thats bring together both offensive, defensive and supplemental characteristics of Sand. The technique essentially works with the user coating his entire body with a visible layer of Sand. The technique can then continue to remain in a dormant state (this technique passively lasts a total of 3 turns before it automatically ends regardless of whether it was activated or not during that period) until the user either forcefully activates it or if the user is about to get struck in which case it activates regardless of the users will. This automatically results in the Sand layer manifesting in the form of a particular creature that can be manipulated to defend the user or alternatively fight the opponent etc. The creatures can reach up to heights of 2 meters and can attack with their respective traits. Physical attacks are useless against them as they will simply go through them with the exception of certain elements, following strengths and weaknesses. They can dissolve and reform or turn their bodies into blasts of sand to attack their targets or block incoming attacks. They can also scatter and compress into multiple sand bullets though doing so ends their existence. The creatures range from birds to insects to bats and reptiles.

Note: Only one creature can be created at any given time and the size of a creature can be increased up to 14m total, by drawing in Sand from the terrain. Doing so costs as a move however
Note: The scattering bullets and blasts count as a A-rank move.
Note: The user is capable of controlling the tangibility of the manifested creature, depending on his needs. It is however important to note that the user cannot repeatedly force the creature to switch from an intangible state to tangible and vice versa as this can only be done once per turn for the duration that this technique is active.
Note: The user may not use Sand techniques above S-rank as long as this technique is active
10. (Tenkū Tsubasa no Tengu) - Heavenly Wings of Tengu
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra Cost: 30 (-10 per turn to maintain)
Damage Points: 60
Description: The Heavenly Wings of Tengu is a unique technique that allows the user to manifest two massive sand-based wings on his back. This is done by manipulating sand either from the users gourd or the terrain, clumping them together and molding them in the form of wings. Whilst the primary function of the wings is to sustain flight, they possess other characteristics as well. Most notably, the user can utilize the wings for offensive or defensive purposes. Being extremely thin and sharp, the user is capable of using the wings to slice through incoming objects or alternatively sever the opponent in two. Similarly, by encasing their body completely with the wings, the user is capable of defending against incoming techniques, in accordance with the S/W of Sand. Apart from these generic traits, the wings also possess the ability to release a volley of blades (reaching upto Long-range) at the opponent. This ability is passive however, as the blades in question are no stronger than an average kunai. The user flies at their current running speed.

Note: The manipulation of the wings to defend the user, attack an opponent or simply move from one place to another collectively count as one of the three moves per turn, regardless of the extent of their manipulation.
Note: The technique can be used twice times per battle, with a one turn break inbetween each use. Whilst the offensive and defensive traits of the wings time out after four turns, the wings themselves can be passively maintained indefinitely. They will still however cost a move whenever utilized to fly from one place to another
11. (Akuba no Faraon) - Curse of the Pharaohs
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra Cost: 40 (-15 to maintain after initial turn)
Damage Points: 80
Description: The user manipulates sand either from the terrain and generates burst of sand that surrounds the users body. The stream of sand is subsequently shaped into hundreds of highly dense creatures, resembling scarab beetles. These creatures are entirely composed of sand, one inch in length, and possess an extended pincer, which acts as 'stinger' for piercing purposes. This jutsu involves the user forcing each and every beetle to exhibit rotational, vibrational and translational motion. With the beetles being in close proximity to one another, this generates heat energy in massive quantities, in turn preparing scalding hot sand. Given that each beetle possesses the capability of flight, and can be commanded by the user to attack the target using their pincers, they are essentially able to deliver blunt force upon impact and simultaneously burn the target. Moreover, due to the widespread collisions between the sand grains, it results in the production of light (due to Triboluminescence) that is directed straight at the target and can potentially blind him/her if no precautions are taken. It is important to however note that the beetles can be used for the multitude of purposes as the user can alternatively command these creatures to cover up his entire body (does not harm the user), forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user. These creatures can only disperse if they're destroyed, or if the user deactivates the technique. Once the technique is performed, it remains passively active and from the Basic 5 elements, the user is only able to utilize Wind and Earth techniques, these two being the two elements that compose Sand.

Note: Manipulation of the beetles counts as one of the three moves per turn
Note: A quarter of these of (B-rank) are enough to completely cover up the body of the user or the opponent.
Note: The user cannot use Sand S-Ranked or above on the turn this technique is deactivated.
Note: Can only be used thrice per battle.
12. (Enkidu) - Heavenly Binding Chains
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: 40-80
Description: Heavenly Binding Chains is a Sand Ninjutsu technique that works on the same basis as the Earth techniques Sticky Earth Drop and Dropping Lid, taking in their unique property of opening portals on the battlefield and 'summoning' the jutsu. This technique essentially works with the user opening a single portal (or alternatively upto 8 portals) on any particular location(s) on the field. Upon forming, each portal releases a burst of sand grains that proceed to instanteously harden and 'materialize' in the form of chains. These chains can generally be elongated, enlarged and even contracted, all depending primarily upon the users choice with each chain reaching upto a maximum of 15m from their point of origin. Most notably, each chain has a blade at its front which is capable of acting as a striking weapon when launched at high speeds. The user can also choose to have a single or numerous chains either partially or completely wrap around a target and bind it in place, with the user manipulating the chains to twist and tighten in order to inflict damage and potentially break the targets bones. Alternatively however, the user can simply bind a target without potentially harming him or even have the chains recede into the portal (after having bound the target) in order to drag the opponent towards the chains point of origin. It is important to note that the chains can be utilized for defensive purposes as well, such as the manipulation of the chains to create a 'defensive chain net'. In essence, the technique allows the user to conduct a vast array of actions and introduces a great deal of versatility as the user can manipulate the chains for numerous purposes.
Note: The chains last only a single turn and automatically disperse in the users next turn. Moreover, once this technique has been performed, the user can only use Sand and it's composite natures (Earth and Wind) from the Basic 5 Elements in the same turn afterwards.
Note: The Rank of each individual chain is inversely proportional to the quantity of the chains created. For example, if the S Rank version was used and two chains were spawned, they would be A-rank each. As such, for the sake of simplicity, besides creating a single chain, only an even number of chains can be created (2, 4, 6, 8).
Note: The S-rank version can be utilized thrice per battle and the user may not use any S Rank or above Sand technique in the same turn afterwards.
Note: The portals must be made at least 3m from the target.
13. (Amaterasu no Yokei) - Blessings of Amaterasu
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The "Blessings of Amaterasu" is a unique technique based on the Polarized Sand Formation: Burning Sand Camouflage and is an advanced version of the original technique. It works on the same basis as the original technique, with the user infusing his chakra into the sand, making the sand grains polarize and bend light; essentially causing the sand grains to be invisible to the naked eye. This practically makes it so that any Sand manipulated by the user becomes completely invisible to friend and foe. It is however important to note that Doujutsu users are completely capable of viewing the Sand as the technique simply affects the naked eye, and does not block off chakra. Similarly, those that possess Chakra Sensory are also unaffected by the technique, being able to identify the location of the Sand.

Note: The technique costs a move slot upon activation though it remains passively active afterwards. Moreover, the user may only use Sand, it's composite natures and the users main specialty for the duration this technique is active.
Note: The technique can be used twice per battle, lasting two turns each. Once this technique ends, there must be a atleast a one-turn break before it can be used again.
14. (Suna/Fuuton: Subakukazedama) - Sand/Wind Style: Desert Wind Bomb
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user will use their wind release to gather wind and sand together into a highly compressed sphere of wind and sand between their hands. At its peak the sphere will look to be a solid orb of sand around the size of a basketball. Once completed they will fire the sphere at their target at high speeds. On impact it will erupt into a giant storm of wind and sand that shreds apart everything caught within it. The scope of this storm is the same as the explosive radius of a typical tailed beast bomb, leaving a large barren field covered with sand in its wake. The Ichibi can also use this technique by constructing the ball using his tail and mouth.
-Can be used twice per battle by standard sand users
-Can be used once per transformation by the Ichibi
-No sand or wind techniques above S-rank the following turn
 
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Hell Autarch

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忍術税関
NINJUTSU CUSTOMS

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"Not ninjutsu, Ninshū! My Ninshū was created to inspire hope. Do not confuse it with ninjutsu, which was made to create war!"

MY TECHNIQUES

1.

OTHERS TECHNIQUES

1. [Ninpo: Tamashī Yakiire Yoku] - Ninja Arts: Soul Hardening Greed
Type: Supplementary, Defensive, Offensive
Rank: A
Range: Short
Chakra Cost: 30 (-10 per turn)
Damage Points: +15 to Tai
Description: A technique derived from the "Leech All Creation Technique" and partly inspired by the infamous "Earth Spear Technique" in use. The user will focus chakra throughout their entire body. The chakra has the unique property of assimilation, granting it the ability to assimilate a material upon contact and take on its traits. Unlike the technique from which it is derived from however, it does not convert the user into that material, rather specifically converts their skin, becoming slightly thicker as a result. The converted skin while slightly differing based on the material mimicking, for the most part provides a quick and durable defense to physical based attacks and heat based techniques of the same rank without any harm to the user. Yet with no difference in weight or bulkiness and therefore does not hamper the users movements in anyway. Also similar to its derived technique it constantly reforms as long as the user has physical contact with the material. Requiring the opponent to neutralize it with a technique of equal rank to completely stop the reformation rather then end it for a moment. Something to note is the technique despite being a defensive one, logically allows a minor enhancement to the offensive capabilities of the user. Capable of being used in a manner similar to earth spear, such as using ones hand to pierce the opponent. An additional perk of the technique is despite being a ninjutsu the mechanics of the technique are capable of being produced through earth release if the user is skilled enough in the element. Therefore earth specialists (primary or secondary) will be able to use this as an earth technique as well as being capable of using the technique as an S-rank once per battle (at the chakra cost of an S-rank), following earth's strength's and weaknesses of course.

Note: Lasts three turns*
Note: Can be used three times
Note: Can not be used in consecutive turns*
Note: No A-rank or higher Ninjutsu in same turn.
Note: Can only be taught by Yusei
2. [Ninpo: Hime Hogo] - Ninja Arts: Goddess Protection
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: After performing 3 additional hand seal the user would become capable of sharing the traits of any defensive technique with other people/summons, objects, or techniques. The technique works by creating a duplicate of the defensive technique. The armours created on others would have half the power of the original defensive technique.The power of the defensive technique is basically split between those it is shared with.. The armours would last one turn less than the original technique. The technique can only be used 4 times per battle with a turn interval between uses. The technique doesn't work on special techniques such as the Raikage's Lightning Armour or a Biju's chakra cloack.
 
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幻術税関
GENJUTSU CUSTOMS

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"You're already under my Genjutsu, there is no escape"

MY TECHNIQUES

1. (Genjutsu: Yoru Wa Yamideari Kyōfu no Furu) - Illusionary Arts: The Night is Dark and Full of Terrors (5/6)
Type: Offensive/Supplementary
Rank:
A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The technique is a simple and straightforward illusionary technique that affects the opponents senses. The technique works with the user weaving a single handseal and expelling smoke from his mouth which instantly materializes into a 'shadow figure', with the shadows face being that of whoever the user chooses. The shadow-figure is completely capable of manifesting weaponry from its body and the user can choose to have the original one divide into two or more shadow-figures. Alternatively however, the user can choose to 'give birth' to the shadow figure; more or less for aesthetic purposes. It depends entirely upon the user how he chooses to expel the shadow figure, with the size of the shadow being slightly larger than that of the user. Once this has been done, the shadow figure disperses and disappears from the field. This begins the second stage of the Genjutsu which continues for a specific period. It allows the user to materialize the shadow figure at any place on the field for any purpose at all, such as to stab the opponent or to bind the target in place before the shadow disappears once more. Any damage dealt by the shadow figure is felt and experienced by the target, for example the loss of limbs would incapitate the target, rendering them incapable from using that particular limb. However, in reality, no damage is actually dealt upon the target and it is completely mental stress that forces the body to assume that it has been injured.
Note: Activation costs a move slot, however the technique remains passively active afterwards. The manipulation of the shadows can easily be made part of the same timeframe as another technique. When the form appears it takes a couple of seconds to take it's form before it can strike.
Note: The effects of the illusion disparate when/if the illusion is broken.
Note: Can only be used four times per battle, and each use lasts for four turns.
Note: Can only be taught by Hell Autarch
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  • Yusei
  • Negative Knight
  • Klad
  • Vegeta
  • Jay
2. (Genjutsu: Kyōsei) - Illusionary Arts: The Compulsory (6/6)
Type: Offensive/Supplementary
Rank:
A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: 'The Compulsory' is a simple, and yet complex illusionary technique that was developed by Pernida Parnkgjas, designed specifically to aid the user in close combat but has since evolved to reach Mid Range as well. The technique activates with the user snapping his fingers which induces the illusion. The illusion however is not a Sound-based one but rather a visual Genjutsu. As such, it is extremely important for the opponent to have viewed the user snapping his fingers. In essence, the technique allows the user to bend and/or twist any object or even person in their surrounding vicinity. This grants the user the power to bend and even compress any tool or incoming projectile of their choice. As such, it leads to a great deal of versatility as the user may even choose to render any weapon into a practically unusable state by bending it. However, it is important to note that whilst bending an object i.e sword can change its direction in the illusion, the sword in question remains all the same in reality.Therefore, the user cannot actually utilize this genjutsu to evade weaponry. The illusion only exploits the targets willingness to assume that the weapon has been rendered useless, and naturally, it results in the target abandoning that weapon but in reality, there is no actual change. Alternatively, the user can choose to apply the technique upon the body of their target, manipulating a body part to twist and bend in order to break the targets bones, often creating the sound of snapping bones or even to such an extent that the selected part is reduced to a pool of blood. Any damage dealt by the illusion is felt and experienced by the target, for example the loss of limbs would incapitate the target, rendering them incapable from using that particular limb. However, this would in a sense be mental damage and not actual damage inflicted on the target. Regardless of that however, the user can easily submit the target to go unconscious by either delivering excruciating pain within reason or simply by 'severe bloodloss' which would in the illusion cause the target to faint. However, in reality, no damage is actually dealt upon the target and it is completely mental stress that forces the body to assume that it has been injured.
Note: It can only be used to affect a single object/body part per usage.
Note: The effects of the illusion disparate when/if the illusion is broken.
Note: Can only be used two times per battle, with a one turn break inbetween each use.
Note: Can only be taught by Hell Autarch

  • Yusei
  • Negative Knight
  • Nakiri
  • Joker
  • Vayne
  • Zaphkiel

OTHERS TECHNIQUES

1. [Genjutsu: Ketsuraku Chuushin] - Illusionary Arts: Missing Heart
Type: Supplementary
Rank: A
Range: Short - Mod
Chakra Cost: 30
Damage Points: 60
Description: The user will point to the users heart area which is the trigger for the genjutsu. Normally used as a tactic for interrogation. Once done, the user will make a hand gesture as if they were squeezing something that was in their hand. As they continue to squeeze their hand the opponent will feel sharp pains in their chest very similar to a heart ache, . The more the user squeeze his hands the more the heart of the opponent aches. which can feel like a punch in the chest all the way to a full on heart attack (the harder the grip the harder the effects of the genjutsu), which the opponent would have a majorly hard time breathing, restricting their movements due to the pain of feeling like having an heart/asthma attack (Lack of blood flow, lack of oxygen, etc). The air in the user palms represents the heart of their opponent. If the user so please he can indeed crush the air in his palm resulting in the crush of the opponents heart. This will cause pains beyond measure dealing mental pain. In the genjutsu his heart would be crush but since it is an illusion he won't, off course, die. He'll just experience massive pain. The user must state the type of pain they are inflicting

Note: Can use a max of 2 times
Note: Cant use this jutsu on the same opponent twice
Note: Deals mental pain regardless if the user crushes the opponents "Heart" or not
Note: If the user crushes the opponent heart, due to the massive pains the genjutsu will automatically be broken right as their heart is crushed
Note: This can last for 1 whole turn but cant use any other jutsu requiring chakra
2. [Genjutsu: XO/Hosuto] - Illusionary Arts: XO/The Host
Type: Supplementary
Rank: S
Range: Short - Mod
Chakra Cost: 40
Damage Points: N/A
Description: This technique, induced through the Tiger-Hare handseals, causes a trance-like state of euphoria to fill the target's body, similar to the effects of an intense drug high (but this confined to the opponent's senses rather than their state of mind). This intense euphoria enhances, rather than hinders, the target's five senses, but is in no way beneficial. Sensations that the target perceives become multiplied and compounded onto each other. For example, when the target hears a sound, it will appear to be coming from multiple places at once, echoing off of each other and create a cacophonous mess. Vision and touch would similarly be hindered. Images the target perceives become multiplied; what the target sees will become fractured and askew, aligning themselves similar to a kaleidoscope, making it hard to accurately tell the size, position, speed, etc. of what the target sees(cuts tracking by two).Sensations of touch will feel as though they are coming from all over the user's body. Essentially, XO/The Host ruins the target's ability to perceive their environment by causing the mind to believe the potency of their five senses have increased to a point where the sensations they pick up become indecipherable and confusing. This causes extreme disorientation to the target, making movement extremely difficult and leaving them dangerously vulnerable if not countered.

- Can only be used twice per battle with a two-turn cooldown between usages.
- No Genjutsu of any kind in the following turn
-Technique lasts for four turns total (unless countered).
3. [Genjutsu: Kibou Tama] - Illusionary Arts: Trick Shot
Type: Supplementary
Rank: A
Range: Short - Mod
Chakra Cost: 30
Damage Points: N/A
Description: This illusion can be applied on multiple targets after the performance of a single hand seal. The trigger for the activation of the illusionary effects can be the usage of any type of Nara related technique. The target must either see the technique being used, or be aware of the usage of a Nara related technique in general. The technique would cause those under it’s effects to experience a multitude of effects. They would see that either the user and any other living being present on the field has extended their shadow and connected it with theirs preventing their movement as a result. In addition to that, techniques that were in play would disappear, reverting the field back to its basic state, like removing a dust storm that was used. This also includes the Nara technique that triggered the illusion. Techniques used after are still detectable by the targets. Following the initial binding and movement restriction, the targets would then see their binder(s) moving, causing them to believe they are moving as well. In essence, the technique causes the target to believe that the basic Nara technique has been applied on them, with them being initially incapable of moving, then being forced to imitate the movements of their binders. The targets would be tricked into believing that they are being controlled. In reality, the target becomes paralysed immediately after the usage of a shadow technique. The technique doesn’t conceal the movements of the user, as such it can be a tell that something is off. The technique can be learned by non Nara's, serving as a cooperation technique between a Nara and the learner for example. The technique can be used three times, lasting the same duration of the Nara technique it was used with or 2 turns max. Additionally, the illusion can be performed in the same timeframe of using the Nara technique. This technique can only be used once every two turns and no genjutsu for the following turn after this is used.
 
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Hell Autarch

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体術税関
TAIJUTSU CUSTOMS

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"The lotus of Konoha blooms twice"

MY TECHNIQUES

1.

OTHERS TECHNIQUES

1. (Taijutsu - Sekai no Omo-sa) - Body Arts: Weight of the World
Type: Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: A unique taijutsu striking combination used in quick succession. From a grounded position the user will spread his legs slightly lowering his center of gravity in almost a very loose horse stance. From here they will deliver a single straight punch to the opponents upper rib cage and almost immediately they would be swinging their other arm as the first strikes, repeating this process to land a total of eight punches with incredible speed. The entire technique takes around three seconds to complete, which is the average time in real life for a trained fighter to deliver these types of attacks. While not that damaging the attacks serve to soften up the opponents rib cage creating a slight separation in the middle of them. This is where the final strike comes in to play. The user thrusts his hand forwards between the ribs targeting the sternum directly the hand is thrust using the fingertips with deceptive power. Should the attack strike the sternum it is aimed to flatten the sternal angle to achieve a similar effect to damaging the throat, the opponents blood circulation and breathing will suffer. Causing him to lose 30% of their speed. While the attack is typically non fatal it's unlikely many could fight in this condition and should they over exert themselves with excessive movements they would certainly run out of oxygen and collapse.

~Notes~

-Should this attack land successfully the afflicted may not move more than 5 meters per turn by moving directly with their own body.
-This attack also prevents the opponent from using any body flicker or variants of such.
-The initial eight hits have a stunning effect, should all eight hits land cleanly the ninth is almost completely unavoidable.
-Should the final strike land the speed debuff remains active for four turns.
- Can be used 1X per battle‏
- Must be taught by ReXii
 
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Hell Autarch

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剣術税関
KENJUTSU CUSTOMS

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"Your blade is dirtied with blood. Bluntness will not last! People are like swords!"

MY TECHNIQUES

1.

OTHERS TECHNIQUES

1.
 
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Hell Autarch

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村税関
VILLAGE CUSTOMS

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"All the people in this village are like a family"

KUMOGAKURE'S VILLAGE TECHNIQUES

1. (Ninpou: Kumogakure no Jutsu) - Ninja Art: Hidden Cloud Technique
Type: Supplementary
Rank: C
Range: Long
Chakra Cost: 15
Damage Points: N/A
Description: Usable by most members of the Hidden Cloud village, this technique creates a very thick group of ground-level clouds that covers the battlefield. The clouds are many times thicker than mist from the Hidden Mist counterpart jutsu and thus makes it harder to see and even more difficult to breathe in the clouds. Cloud ninja have no trouble breathing as they reside at such high altitudes that they have grown used to the atmospheric pressure, but against regular shinobi unfamiliar with life in the Hidden Cloud Village, they could potentially suffocate if the clouds are not dispersed within 5 turns. Like the Hidden Mist counterpart, the clouds are made up of the users chakra, making it impossible for Sharingan users to effectively use their sharingan in the Hidden Clouds.
Note: Can only be used two times a battle
2. (Raiton: Ryuusandan Haratsu Ami) - Lightning Release: Shrapnel Explosion Net
Type: Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: 40
Description: The user charges a large amount of Raiton chakra into a single kunai/shurikan and throws it at the opponent. The user then may preform a single hand seal and cause the raiton built up within the kunai to explode outwards causing the object to explode into multiple, metal shards covered in Raiton that are connected to each other by a multiple electrical currents, creating a net effect that will easily subdue an opponent.
3. (Raiton: Raiya Houchou) - Lightning Release: Lightning Arrow Step
Type: Supplementary/Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: (60 if used to attack)
Description: By harnessing the earth's electrical fields to generate electricity, this works as long as the user's legs are connected to the earth. When in use, this allows the user to nearly instantly to close short distances and strike within the same motion. Usable at distances of several feet or less, this allows one to deliver an electrically charged palm thrust should it connect. If no contact is made between the ground and the user's legs, this is unusable. There is a downside as the user cannot change directions once the technique is initiated, thus allowing a more skilled opponent to dodge if they see it coming.
4. (Raiton: Hiraishin no Jintai) - Lightning Release: Human Lightning Rod
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60 (if opponent is within the field)
Description: The user emits a powerful field of electrical energy; anyone caught within it gains a negative charge. The user positively charges the air around him, meaning that if the opponent is within the field he/she is constantly shocked by lightning. Although, raiton jutsu are almost impossible to dodge while within the field, the field only extends 10 meters from the user. This jutsu also does a great job of disrupting electrical jutsu aimed at the user.
(Last 3 Turns)
(Usable only once)
5. (Raiton: Ki no Za Raibun'ya) - Lightning Release: Tree of the Lightning Realm
Rank: S (Forbidden*)
Type: Attack
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user first begins by focusing a giant amount of lightning chakra, into there palm. But by using chakra compression, the user makes a small lightning "seed", which is so small that it is invisible to the naked eye. The user will the insert it into the ground. After exactly one turn the user will then do a one-handed tiger seal, causing a tree made of pure lightning to burst out through the earth at really high speed, which makes it nearly impossible to avoid. The tree will stab the opponent from below, and branches will stab holes in the victim. After the trees creation, the tree gives off lightning energy into the battleground that increases the users raitons jutsus power by +15
*It can be used at a much larger scale to hit multiple enemies, doing the same damage, but putting a huge strain on the user, thus doing +10 damage to him.
(Tree lasts for two turn)
(Can only be used once per battle)
(The jutsu is undetectable by the naked eye, and can only be detected by doujutsu and chakra sensory).
 
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Hell Autarch

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税関兵器
CUSTOM WEAPONS


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"My massive blade Samehada, doesn't slice... It shreds you to ribbons!"

MY WEAPON

1. (Majutsu) - Witchcraft
Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A (-5 passively each turn)
Damage Points: N/A
Description: Witchcraft is a cursed weapon said to have been developed by Moryo, a notorious shinobi from the Land of Demons, infamously known for his tyrannical rule over the country. The weapon came into existence after Moryo sacrificed hundreds of infants in hopes of pleasing a demon, causing an instant upsurge in the presence of vile and corrupt chakra in the region which then proceeded to manifest itself in the form of a garment.

Generally, while there are numerous abilities unique to Witchcraft, they are all however nonetheless centered around its link with the Bombardier Beetles. The first ability of the garment simply echoes the ability of its counterpart, the Beetles. Four scarf-like extensions protruding from above the shoulders and the back present on the garment mimic the sensory ability of the hair present on a Beetles body. The extensions passively detect the slightest change in pressure in the surrounding atmosphere up to Short Range from the garment and pinpoint the location of the source. However, this pertains only to anything that is smaller than the user. In case of sentient beings, objects, forms of energy/chakra that are larger and/or longer than the user, it extends up to Mid Range as they generally cause much greater fluctuations in pressure. Essentially, the entry of an object/person/technique etc into the vicinity results in force being applied to the surrounding air, which in turn alerts the user of the presence due to the air waves which are pushed and in turn come into contact with the extensions. This is primarily because the extensions are capable of picking up hydrostatic pressure, and can therefore detect even the minute change in pressure in the air. By identifying the magnitude of the pressure and force applied, the user can easily calculate the area of the object/person/technique in question and quickly deduce it's size and nature.

The second ability of Witchcraft is related to it's defensive characteristics. In essence, the garment works in a similar manner to the chitin exoskeleton of a Bombardier Beetle. In this case, the garment offers the same protection to the users body. It is important to note that while the garment visibly leaves out certain areas of the users body such as the face and the hands, this is however not the case as these areas are also covered but by a thin transparent layer. This layer of course does not hinder the users sensory abilities (sight, hearing, smelling etc) in any possible way and only serves defensive purposes. The chitin composition makes the garb completely impervious to any C Rank or below techniques, regardless of the nature of the technique. However, despite it's dexterity, the garment can still be destroyed as it can only defend against a single S Ranked technique once per battle or the power equating to an S rank technique, and although this does not destroy the garment, it completely negates its defensive traits. These passive defensive characteristics of the garment work simultaneously with another important passive ability of the garment, that is that if the user so chooses, he/she may have the garment instantly release the special liquid commonly secreted by the Bombardier Beetles in a greenish smoke/mist like form, with a radius reaching up to 5m from the point of origin. This allows the liquid to not only corrode through any surface that happens to be close to the user (C Rank and below) and push back an opposing mist/smoke/gas but most notably it can burn through the epidermal layer of the human skin with the user himself being the sole exception. Another important characteristic carried by the 'mist' is that it negates both Taste and Scent based sensory due to the extremely foul and pungent smell that the secretion has, and can prevent Sharingan users from accurately discerning the location of the user due to the mist having been infused with the users chakra. The mist lasts for a total of 2 turns following which it automatically disperses. This ability can be used a total of three times per battle with a two turn break inbetween each use

The third and final trait of the garment is its offensive ability, designed to pierce and eliminate the opponent. This ability converts the two waist sash extensions present in the front, and the four cloak extensions at the lower back into A Ranked individual demonic tendrils, with each tendril having a maximum length of upto 10m. In essence, the user can manipulate the extensions, utilizing them as sharp hardened tendrils to either pierce through the targets body or bind it in place. Alternatively, the user can manipulate the tendrils to hurl objects at the target, simply move around (akin to Doctor Octopus) or even utilize the tendrils to launch the user in a particular direction by pushing against the earth, allowing the user to rather quickly travel distances upto 15m. The most important trait of the tendrils however is that when they are destroyed, they each release a sudden burst of B Ranked Bombardier Beetle secretion that specifically targets the opponent and is notably neutral to elemental techniques, rapidly corroding through any surface including the human flesh and bone, reaching up to 5m from the point of origin. The conversion of each extension into a tendril lasts only for the duration of the turn in which this ability was activated, reverting back to their original form in the next turn and if they are destroyed, the extensions can be restored after a period of 3 turns, although it costs as a move to do so and the usage of 40 chakra. In regards to the manipulation of the tendrils, it costs as a move per turn, with each tendril being A Rank in strength, neutral to elements like the secretions. Whilst the user can combine the tendrils to attack or defend, the Rank of a pair of tendrils collectively remains S Rank. Moreover, the tendrils can only be used once per turn, with a one turn break in between each use.

Note: In accordance with the Bombardier Beetle Summoning Contract, those that have signed the Contract and the Bombardier Beetles themselves are not affected by the secretions.
Note: The garment will automatically release a burst of corrosive mist if stolen and worn by anyone other than the user, killing that person
Note: Whilst the garment generally starts out in an active state, if the user so chooses, he may deactivate the garment and can reactivate it at any later stage costing a move to do so.
Note: The user must have signed the Bombardier Beetle Summoning Contract
Note: Can only be worn by Hell Autarch
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OTHERS WEAPONS


1. (Amanozako) - Heaven Opposing Everything
Type: Weapon
Rank: S
Range: Short - Long
Chakra Cost: 40 [upon initial activation; -5 to maintain]
Damage Points: N/A
Description: Amanozako is a special gourd developed by the first Jinchuuriki of Shukaku, Bunpuki. The Gourd was constructed for the very purpose to aid any and all Sand users on the orders of the First Kazekage. Physically, the Gourd is the same in appearance as the Gourd normally worn by Gaara, with the only difference being that the Gourd predates Gaara's Gourd by more than a hundred years. The Gourd serves to imbue elemental chakra into Gaara's sand, and infuse with it, allowing the Sand to gain multiple new properties; each depending on which element was infused with the Sand. Therefore, it allows the user of the Gourd to access five different abilities, related to the five basic elemental natures. The Gourd passively releases chakra that it absorbs from the user into the surroundings and imbues all of the sand in the vicinity (upto mid-range) with the chakra. As such, it grants the user the power to apply the abilities of the Gourd upon Sand from the vicinity.

The Acrimony of Akurojin
This ability involves the user infusing Katon chakra with their Sand. It results in the sand heating up, and causes the sand to deliver first-degree burns to anything that it comes into contact with; with the user himself being the only exception. Unlike Red Sand, the sand does not become non-polar, nor is it hydrophobic. As such, the ability does not grant normal Sand to obtain Red Sand abilities at all, with the normal sand heating up due to the Katon infusion being the only similarity; that too to much lesser degree than the Red Sand. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Fiery Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to overpower Fire, Earth as well as Wind. Sand however continues to remain weak to Lightning, and becomes twice as weak to Water.

The Sorrow of Shiryō
This ability involves the user infusing Suiton chakra with their Sand. It results in the sand becoming mushy and clay-like, clumping together, sticking to anything in comes into contact with; with the user himself being the only exception. These new characteristics of the sand are based on a technique utilized by Gaara, Little Quicksand Waterfall Flow and as such depend upon the concept of quicksand existing as a variant of Sand. It can also be used as a medium to conduct Lightning. However, the true purpose of this infusion lies in the fact that infusing the chakra with the quicksand alters the interaction of Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to become twice as strong to Fire and makes Water neutral to the Sand. The Sand however also loses its advantage over Earth, becoming neutral to Earth as well. Wind and Lightning continue to maintain their positions, being neutral and strong to the Sand respectively.

The Rage of Raijū
This ability involves the user infusing Raiton chakra with their Sand. It results in the sand being coated with the users chakra, allowing the sand to conduct Raiton and imbue itself with a current of unfocused Lightning, and numbs anything that the sand comes into contact with; with the user himself being the only exception. These new characteristics of the sand are based on a technique utilized by Gaara, Sand Lightning Needles which showcase and prove the ability to infuse Sand with Lightning. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Lightning Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Fire and becomes twice as strong to Earth. The Sand also becomes neutral to Lightning, however it results in the Sand becoming weak to Wind. Water continues to retains its position, being strong to the Sand.

The Trickery of Tengu
This ability involves the user infusing Doton chakra with their Sand. It results in the sand gaining earth-like properties, and allows the user to even utilize the Sand as a medium to conduct Earth Release Techniques. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Earthen Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Fire and Earth. The Sand continues to be neutral to Wind, but also becomes neutral to Water as well. It comes at a cost however, with Lightning becoming twice as strong to Sand.

The Greed of Gaki
This ability involves the user infusing Fuuton chakra with their Sand. It results in the sand becoming 2x as fast as Gaara's normal sand, and imbues Fuuton abilities to the Sand. The ability does not lighten the Sand at all, and the Sand continues to maintain the same impact force. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Earth, and makes Lightning neutral to the Sand. The Sand however also loses its advantage over Fire, becoming neutral to Fire as well. Wind and Water continue to maintain their positions, being neutral and strong to the Sand respectively.

Note: Interaction between a KG/CE/Advanced Element neutral to Sand, and an elementally-infused Sand depends directly upon the element selected by the user
Note: Infusing the Sand with an element is instant and can be part of the same timeframe as a Sand technique, however it costs as a move slot upon activation.
Note: The user can passively maintain any ability for as long as he chooses, until he decides to either deactivate the technique or infuse the Sand with another element.
Note: The user can infuse the Sand with only a single element at any given time.
Note: The user can infuse the Sand with an element upto five times per battle. It depends entirely upon the user which element he prioritizes in his selection.
Note: Can be only be worn by pop123 and those he allows, with only Sand users capable of using the Gourd.
 
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動物を召喚する
SUMMONING ANIMALS

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"You'd better prepare at least one hundred sacrifices after this, you got that?"

MY SUMMONING ANIMALS

1. [Kuchiyose no Jutsu] - Bombardier Beetles
Summoning Animal: Bombardier Beetle
Scroll Owner: Hell Autarch
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description of the Animal in Real Life:

Bombardier beetles are ground beetles (Carabidae) in the tribes Brachinini, Paussini, Ozaenini, or Metriini—more than 500 species altogether. Bombardier beetles inhabit all the continents except Antarctica. They typically live in woodlands or grasslands in the temperate zones but can be found in other environments if there are moist places to lay their eggs. Most species of bombardier beetles are carnivorous, including the larva. The beetle typically hunts at night for other insects, but will often congregate with others of its species when not actively looking for food. Like most beetle species, the Bombardier beetles possess an extremely resilient exoskeleton, and the capability of flight. The beetle generally depends upon its eyes, and antenna as sensory organs, the latter which is used for the sense of smell. They're most notable for the defense mechanism that gives them their name: when disturbed, they eject a hot noxious chemical spray from the tip of their abdomen with a popping sound.

The spray is produced from a reaction between two chemical compounds, hydroquinone and hydrogen peroxide, which are stored in two reservoirs in the beetle's abdomen. When the aqueous solution of hydroquinones and hydrogen peroxide reaches the vestibule, catalysts facilitate the decomposition of the hydrogen peroxide and the oxidation of the hydroquinone. Heat from the reaction brings the mixture to near the boiling point of water and produces gas that drives the ejection. The damage caused can be fatal to attacking insects. Some bombardier beetles can direct the spray over a wide range of directions. The boiling, foul-smelling liquid partially becomes a gas by flash evaporation and is expelled explosively through an outlet valve, with a loud popping sound. The beetles' glands store enough hydroquinone and hydrogen peroxide to allow the beetle to release its chemical spray roughly 20 times. In some cases this is enough to kill a predator.

Background of the Animal in the RP:

The Bombardier Beetles originate from Las Noches, a massive forest present in the Land of Demons. The Bombardier Beetles are generally prideful and haughty, an attitude they've developed after having been directly responsible for the annihilation of numerous Clans in the Land of Demons. All Bombardier beetles possess the capability of flight, a generic ability they share with numerous of their 'relatives'. Their true wings are however covered with an organ, the elytra which serves to cover the hind part of the body and protect the wings. The beetles generally utilize their antennae as a primary organ for smell, but can alternatively be utilized the physical environment. Every single Bombardier beetle specie possesses an extremely hard and tough exoskeleton, made up of numerous plates called sclerites. They serve to protect the beetle from damage but to also provide flexibility and quick movement, easily the equivalent of a S-Class Ranked Shinobi's speed for B-Rank Summons, Sannin Ranked Shinobi's speed for A-Rank Summons and Kage Ranked Shinobi's speed for S-Rank Summons. What primarily allows the Bombardier beetles to develop their own 'unique' identity is they are able to spray extremely hot, and foul chemicals from their abdomen, either pressurized, as a wave or projectiles in a specific direction. The chemicals are extremely hot and corrosive, easily burning through the targets flesh. The beetle themselves are naturally unaffected by the chemicals, and all those who sign the contract are similarly immune. This ability can be used by all Bombardier beetle summons, and counts as one of three moves per turn. The user does not however necessarily have to summon a beetle, and can choose to summon a Bombardier beetle larvae instead. The latter possess the capability to engage in metamorphosis, which works on the same basis as a snakes skin shedding, with the only exception being that it transforms the larvae into an adult beetle.

The Bombardier Beetles who had historically resided in Las Noches were subjugated by shinobi from the Land of Demons sometime after the First Shinobi War. The Bombardier Beetles were placed under a Genjutsu by the followers of Moryo, a demon that was imprisoned in the Land of Demons. This slavery and servitude to the shinobi of the Land of Demons continued for centuries, with the beetles being used in inter-clan wars and being responsible for thousands of deaths in each war. However, during one of these wars, the beetles would eventually break their shackles of servitude and massacre all of their previous masters. With time, the art to summon a Bombardier beetle would be lost and the beetles would freely live in Las Noches. Many years later however, Baraggan Louisenbairn would eventually encounter the Bombardier beetles in the Land of Demons and seeking to acquire a suitable summoning animal, he would defeat the Boss of the Bombardier beetles in combat. With their pride tarnished, the beetles would relent to becoming Baraggan's Summoning Animals but would secretly hold a grudge against him, ever mindful of how he had humiliated them.

All Signers of the Bombardier Beetle Contract can have on their person, should they desire, a Summoning Scroll and/or Tattoo, both of which can be given/administered by the current Contract Owner during the training session for the Summoning Contract.
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Bombardier Beetle Summons
N/A
Bombardier Beetle Arts
(Bakugeki-te Geijutsu: Hon'nō) - Bombardier Arts: Instinct
Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15 (-5 to maintain)
Damage Points: N/A
Description: The technique was originally developed by the Bombardier Sage, seeking to aid the signers of the Bombardier Beetle Contract in keeping track of their enemies. The technique primarily revolves around the sense of smell of a beetle and the general ability of beetles to detect pheromones that have been secreted from the body. Similarly, this technique works on the same principles and allows the user to detect pheromones secreted by any person in their surroundings; allowing the user to pinpoint the location of a person or otherwise even detect their presence. The technique however does not successfully work if the users sense of smell is hindered. Given that the scent in pheromones secreted by the human body differ from person to person, the user can easily differentiate between the pheromones of different people. The technique however is extremely specific, being designed simply to aid the user in detecting and tracking a person. It does not allow the user to sense chakra in any possible way.
Note: The technique can be used once per battle and lasts until it is deactivated. Activation costs a move slot, the technique however remains passively active afterwards.
Note: Must have signed the Bombardier Beetle Summoning Contract
Note: Can only be taught by Hell Autarch
OTHERS SUMMONING ANIMALS

1. [Kuchiyose no Jutsu] - Cone Snails
Summoning Animal: Cone Snail
Scroll Owner: Teno
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: Conus (Cone Snails) is a large genus of small to large predatory sea snails, marine gastropod molluscs, with the common names of cone snails, cone shells or cones. Conus species have shells that are shaped more or less like geometric cones. Many species have colorful patterning on the shell surface. Conus snails are mostly tropical in distribution. Because all Conus snails are venomous and capable of "stinging" humans, live ones should be handled with great care or preferably not at all. The species most dangerous to humans are the larger ones which prey on small bottom-dwelling fish; the smaller species mostly hunt and eat marine worms. Cone snails use a hypodermic-like modified radula tooth and a venom gland to attack and paralyze their prey before engulfing it. The tooth is sometimes likened to a dart or a harpoon. It is barbed and can be extended some distance out from the mouth of the snail, at the end of the proboscis. Cone snail venoms are mainly peptides. The venoms contain many different toxins that vary in their effects; some are extremely toxic. The sting of small cones is no worse than a bee sting, but the sting of a few of the larger species of tropical cone snails can be serious, occasionally even fatal to human beings. In recent years cone snail venom is showing great promise as a source of new, medically important substances Taking this into narutoverse. These Snails live in water, but is able to stay on land for long periods of time before they have to go back into the water. Their size ranges from that of a kunai, all the way to the size of lady tsunades slug. Cone snails do not have limbs so can not use any jutsu that requires handseals, or taijutsu, also can not walk but crawl using the slime on their bottom side infused with chakra to travel (Similar to how shinobis use chakra on their feet to climb, or stand on water) but make up for it by every cone snail have a cone shape shell that they can hide in. This is considered their ultimate defense, some shells being stronger then others., Also each cone snail posses a tooth inside their mouth that can extend, that holds a harpoon that shoots out towards their prey, causing the harpoon to inject inside the opponent releasing the toxins.. The harpoon contains a very dangerous poison depending on the size. The Smaller ones being a lesser rank in the cone snails poison is no worst then a bee sting causing slight swelling , as larger ones being a higher rank contains the poison in the harpoon to be fatal towards humans. The normal fighting style of these cone snails is, Their Shell for Defense, and Their Harpoons and Snail Arts (When submitted) for offense
Cone Snail Summons
(Ensui Katatsumuri Kuchiyose: Otomeza) - Cone Snail Summoning: Virgo
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/A)
Description: Virgo is considered the most beautiful and one of the strongest cone snails of them all. She is considered the mother of them all thus making her one of the 2 boss summon. She stands roughly stands 7 feet High, and 7 feet long (The shell is included in the size), only wide enough to carry two person on her shell. Her regular body is gray though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a deep water blue color with white streaks all down her shell with the virgo symbol (♍) on the side of her shell. She has a very soothing voice said to be as calm as the ocean, allowing her to speak fluent english. The shell takes the shape of a cone and is very sturdy, giving her immunity to B rank and below elemental techniques and up to A rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that came from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half). Just like every cone snail she has a harpoon for a tongue hers being twice the size of a kunai. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed (Only up to mid range and equally as fast as a normal shinobi but still easily trackable) and great strength Being S rank in strength The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste towards the opponents body system causing the opponents body to become fatigued. This will not allow the opponent to mold chakra above A rank (S-Rank and Forbidden), and Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart). Virgo can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense.Virgo being the mother of all cone snails is one of the 4 cone snails that has access to unique abilities far surpassing others. She is able to create 2 physical copies of her harpoon from the middle of her tongue (Not the harpoon part of the tongue but the extended part) These physical copies arent like clones as they do not disperse but are weaker in strength and size, being an inch smaller, dealing B rank damage.

Note: Last for 4 turns
Note: Every action done by this snail counts as a move (Excluding its defense), such as striking with the harpoon, and creating harpoon clones.
Note: The poison stays in the opponent body for 3 turns
Note: Can only be summoned once per battle
(Ensui Katatsumuri Kuchiyose: Mizugameza) - Cone Snail Summoning: Aquarius
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: (N/A)
Description: Aquarius is the only cone snail that is a master of an element (water), making her one of the elites among the cone snail family and one of the very few who can use an element freely. Aquarius is even said to be one with nature (Water). Aquarius is 2 feet long and 3 feet tall (The shell is included in the size), Being able to ride or attach herself to the user for mobility. Her regular body is dark blue though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her Shell is a clear water blue color with white speaks all across it, making it look like glitter all down her shell with the Aquarius symbol (♒) on the side of her shell. Her voice being almost identical to virgos, being as smooth as the ocean but can be distinguished if you been around them long enough. Being able to speak English properly. The shell takes the shape of a cone and is very sturdy but due to her size a disadvantage, giving her immunity to C rank and below elemental techniques and up to B rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that came from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half). Just like every cone snail she has a harpoon for a tongue hers being the size of a senbon. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed twice as fast as virgos due to her small body but at such a weaker strength being A rank in strength. The poison with this cone snail is one of the weaker ones, as it does no harm to the body physically .Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (Harpoon) and spread inside the opponents body with extreme haste towards the opponents body system causing the opponents body to become fatigued. This will only allow the opponent to use two jutsus in their next two moves, and Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart).Aquarius can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Aquarius isnt normally a fighter summon due to her unique abilities. Due to Aquarius being one with water, she is able to sense water up to 50 meters away allowing her to be alert with water be it from a distance or even below. Also due to her mastery of water, she is not only able to use the water element up to and including S-Ranks.

Note: Last for 4 turns
Note: Striking with the harpoon or using water jutsus count as one move per turn
Note: The poison stays in the opponent body for 2 turns
Note: No other summons on the field at the same time
Note: Can only be summoned once per battle
(Ensui Katatsumuri Kuchiyose: Iteza) - Cone Snail Summoning: Sagittarius
Type: Summon
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Sagittarius is the archer and assasin of the cone snail family. Due to their fighting mechanism this is very important and easily places him at the top with other with special abilities due to his quickness alongside his extreme great accuracy,and eye sight. Sagittaruis is 2 feet long and 2 feet tall (The shell is included in the size), Being able to ride or attach himself to the user for mobility. His regular body is a faded black color though you can never see his full body as its attached to the shell, you can tell by his eyes as they stick out from the shell along with his mouth. His Shell is a midnight black color with small white patterns all around it with the sagittaruis symbol (♐) on the side of his shell. His voice is very low but stern. He doesnt talk much unless he is talked to. The shell takes the shape of a cone and even though he is one of the smaller ones, his shell is very tough for his size giving her immunity to A rank and below elemental techniques and up to A rank Taijutsu (this does not include eig taijutsu) when he withdraws into her shell, this being his defense (This is excluding all techniques that came from below as he is vulnerable to all attacks from below due to the shell not covering the bottom half). Just like every cone snail he has a harpoon for a tongue his being the twice the size of a senbon. Allowing him to launch his harpoon (Tongue) towards an opponent with great speed twice as fast as Aquarius. Whats unique about this cone snail, is unlike all the other cone snails. His harpoon (tongue) contains no poison, but his harpoon shoots the fastest and is the strongest for its size being S rank in strength. Sagittarius is known for quick assassinations due to its incredible archer skills. He is able to track things faster then a normal shinobi (That of a tai master) , and can see twice as far as a regular shinobi. This is due to his harpoon (tongue) being able to reach long range unlike most cone snails as all of them except for one (excluding himself) reach up to mid range. His harpoon can pierce the flesh with extreme ease and like all of the cone snails. He can either hook his prey/opponent and retract his harpoon causing the opponent to retract alongside it, or not hook his opponent and retract it either way. Sagittarius tongue is extremely flexible, which wont allow his tongue to be severed unless its by strong piercing techniques (most wind, and lightning techniques (A rank and below). Kunais, Shurikens, swords, etc dont work)

Note: Can only be summoned once and can stay on the field for 4 turns
Note: The harpoon strike counts as a turn
Note: This cone snail does not contain any poison in its harpoon thus its only lethal if struck in a place such as the heart or brain.
(Ensui Katatsumuri Kuchiyose: Shishiza) - Cone Snail Summoning: Leo
Type: Summon
Rank: S
Range: Mid-Long
Chakra: 40
Damage: N/A
Description: Leo is considered one of the two strongest of the cone snail family in both offensive and defensive, and the only cone snail summon who is useless on land, but as strong as his sister summon Aquarius in water. Leo is known to have the bare roots of the cone snail family traits being a true aquatic hunter under water. Leo is roughly the size of katsuya (The shell is included in the size) and is the only summon that is summoned in a water source below surface. Though he is summoned on the ground level of the water source he is able to swim underwater with ease but due to his large body he dont need to move to strike his target. Her regular body is back though you can never see his full body as its attached to the shell, you can tell by his eyes as they stick out from the shell along with his mouth. His Shell is a goldish yellow color with what appear to be scar patterns all across his body with the Leo symbol (♌) on the side of his shell. Due to him being underwater most time, his voice is rarely heard verbally from the summoner but was said to be normal sounding from the regular snails as they can communicate with each other mentally, while able to communicate with his summonery mentally as well. Being able to speak English properly. The shell takes the shape of a cone and is very sturdy, strong, and durable, giving her immunity to A rank and below elemental techniques (Can defend against one S rank) and up to S rank Taijutsu (Excluding EIG Techniques) when he withdraws into his shell, this being his defense (This is excluding all techniques that come from below as he due to her shell not covering her bottom half). Just like every cone snail he has a harpoon for a tongue his being the size and thickness of a rope. Allowing him to launch the harpoon (Tongue) towards an opponent with great speed, increasing its speed by +3 of the users speed under water (Once the harpoon comes into the atmosphere, it slows down to the users base speed) Being S rank in strength. The poison with this cone snail is one of the weaker ones, but stronger ones at the same time. This cone snail harpoon is coated in toxins instead of it needing to be released. The toxin from the harpoon is a fast acting toxin which paralyzes the opponents whole body due to a simple scrap from the toxin from the users harpoon. The harpoon is clear thus making it hard to see underwater, but very easy to see above land. Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart). Aquarius can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. The unique thing about this cone snail is that it uses its harpoon for synergy for his special ability. Leo while underwater can extend its mouth up to 5 meters in all directions, using wind chakra to create a vortex from his mouth. The suction is very powerful being S rank in strength and extremely hard (though not impossible) to get out of the suction current. Being able to suck up large water sources into its body before having to stop. This will create a massive whirlpool above water, causing it to have a similar effect to the earth style antlion technique, dragging them into water, unless they get out of range.

Note: Can only be used once and last 4 turns
Note: Must draw blood and palm the hand on a water source to summon leo
Note: Every action done by this summon counts as a turn (This excludes his defense)
Note: The range of the whirlpool is roughly 10 meters wide, this can be dangerous for the user as well
Note: The summon suctions for two turns before having to stop, or if they decide to stop on their own
Note: The opponent have one turn to escape the current unless they will be swallowed up by the cone snail
(Ensui Katatsumuri Kuchiyose: Futagoza) - Cone Snail Summoning: Gemini
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Gemini is the most interesting summon out of the bunch due to their personalities. Gemini are twin fraternal siamese twins. One female and one male, being the prodigy of the slug snail family being one of the two boss summons next to Virgo. Their size is roughly a little bit bigger than a basketball and the shell is included in the sizing, thus they typically stay on the shoulder of the summoner. Despite being twins, their regular body colors are different. The male is white and the female is black, though you can never see their full body as its attached to the shell, you can tell by their eyes, as they stick out from the shell along with their mouth. Their shell is very unique also, as the color splits in half. It is black on the male side and white on the woman side with the gemini symbol (♊) on the very center of their shell. Both of them speak separate but their thoughts are linked together and communicate different. The female is very vocal and thorough, as the male doesn't like to talk much, but rather fight (though he will talk if he wants to). The shell takes the shape of a cone and is very sturdy, giving them immunity to B-rank and below elemental techniques and up to A-rank Taijutsu (excluding EIG techniques) when they withdraw into their shell, this being their defense (this is excluding all techniques that come from below, as they are vulnerable to all attacks from below due to their shell not covering the bottom half). Just like every other cone snail, they have a harpoon for a tongue—theirs being twice the size of a kunai. Furthermore, they are able to launch their harpoon (tongue) towards an opponent with great speed (only up to mid range and travels as fast as a thrown kunai), and with great power (being S-rank in strength and counts as a move). The poison residing in this cone snail is of medium scale potency. Once the harpoon hooks inside the opponent, the poison inside the harpoon will release from the tooth (harpoon) and spread inside the opponent's body with extreme haste towards the opponents body system causing the opponents body to become fatigued from the poison. The poison will spread each turn causing the opponent to become more sick and sick to where their senses are thrown off due to the poison shutting down their system and if not dealt with being lethal (after 4 full turns); depending on where the harpoon is shot, it can be immediately lethal as well (piercing through the head, or heart). Gemini can then withdraw the harpoon bringing the opponent with it or release the harpoon from the opponent's body, retracting the harpoon it itself. The cone snail's preferred tactics are withdrawing into the cone shell for defense and extending the harpoon for offense. Gemini being the most unique and considered prodigies, they learned to work in unison with not only each other, but also their summoner. They are skilled in the art of chakra sensing and chakra suppressing. The female is able to suppress her chakra and anybody else's if they are in physical contact with her. The male is able to sense chakra to a very powerful degree, and can extend this ability to the summoner so long as they're in physical contact.

Note: Can only be summoned once per battle, and stays on the battle for 4 turns
Note: No other cone snail be on the battlefield the same time as them
Note: Sensory takes up 1 move slot (does not effect time frame)
Note: Suppressing takes up 1 move slot (does not effect time frame), and whilst suppressing chakra, the recipients of the technique cannot use any other ninja skills
Cone Snail Arts
N/A
 
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