The Key

Detective L

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❝ Don't stop. You'll never stop - you'll keep going forward. No matter what happens. The flame of ambition burns wildly in your soul. A wild flame, a roaring fire. Keep it in check, lest it consume you whole.
Type: Offensive
Rank: A rank
Range : Mid
Chakra : 30
Damage : 60
Description:
-The user performs the Dog -> Rat -> Ox handseals and greatly manipulates his Katon chakra.The user uses shape manipulation to form multiple (6) "swords" made of Fire that hovers above the user. With a simple hand gesture,the user can send and control these swords to move towards the enemy and impale them.Due to their heat,as they are practically pure fire that is greatly concentrated to a sword form,they would easily burn through the opponent with ease.By performing the Snake handseal,the user is able to make these "swords" explode by easing the concentration of the swords and allowing the to become just fire without form,creating a small explosion where the sword was impaled.
Note:The user can make up to 6 of these fire swords,and less,depending on the situation.
Note:No A rank Fire techniques for the next turn
Note:Can only be taught by -L-
Note: Usable 3 times and they last only a moment if they aren't used to attack
Taught to:
1. Howard
2. Ian
3. Akasha
4. Question
5. Tsuki
6.
Type: Supplementary/Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user launches condensed fire chakra in the form of a tangible blood-red colored net, generated from a weapon's length or body part (hand or foot), and simply throws it over the intended target(s) with a simple slashing motion from the weapon or waving motion from the body part. The net further binds and restricts opponents' movements by constricting to their form. This net appears elongated and somewhat narrow and can vary in size depending on what the user sees fit (cannot imprison something larger than half the size of Gamabunta). After throwing the net, the user can stab the net with the tip of their weapon by, for example, throwing the weapon towards the net or alternatively perform the tiger hand seal. Doing so will create orbs of fire on the constricted parts of the net that soon after erupt into a large and devastating explosion.
Note: Can only be used thrice per battle
Note: Two turns cooldown between usage
Note: Cannot use S-Rank and above fire in the same turn
Rank: S
Type: Attack
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: Performing the Tiger, Horse, and Rat handseals the user will concentrate a massive amount of fire chakra deep into the ground below the enemy. Like an eruption the fire will burst through the ground and take the form of a rapidly growing tree that expands upwards (up to 15 meters) ripping and scorching through the earth and burning everything near it. After the technique is over, it leaves the area a barren scorched land.
Type: Offensive, Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: User of the technique will release katon chakra in radius of up to 7 meters around opponent heating up the ground to the points of melting (depending on the terrain that is in question) whilst emitting heat waves with a redish hue to them. Just touching the heated ground would make damage to the opponent. The heat waves would give a mirages so to say, similar to the wavy lines that could be seen whilst looking at longer distances in deserts. The katon chakra around opponent would be capable of staying there up to two turns before dispersing and thus loosing its effects. Interesting to the technique is that in the case of either opponent or user using technique based upon wind, the heatwave would burst into flames because of oxygen feeding fire.
Note: Lasts for two turn or until an explosion occurs
Note: Can only be used twice per battle
Note: Can only be Taught by Akasha
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Emergence of Kulhu is a technique where user would release katon chakra around their opponent. Now this chakra would emerge from the ground in shape of numerous small participles of fire that when collected into a single structure take form of tentacles. User will be capable of forming up to four tentacles which main purpose would be as to harm opponent by making all different kinds of lashing movements however if user so wishes he can control these tentacles. Their size can be up to five meters in lengt. User will also be capable by performance of a single seal make the small fire particples from which they are formed actually explode forming a maelstorm in which center opponent will be standing.
Note: Can not be used in consequent turns.
Note: Can only be used four times per battle.
Note: Can only be Taught by Akasha
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30 (-10 per turn of sustaining)
Damage: N/A (+10 to leg taijutsu, -10 due to first degree burns during fourth turn of use)
Description: The user forms the bird hand seal as they gather a good amount of katon chakra. After gathering the katon chakra, the user channels their katon chakra into both of their feet. By using shape and nature manipulation, boots of fire form around the user's feet and reach all the way up to their shins. Due to the immense heat of the boots, they grant the user a couple of advantages in combat. First and foremost, the boots increase the user's leg taijutsu attacks, simply due to the heat when the opponent gets kicked. Another cool perk of the boots is that if the user steps on a muddy surface, the mud would harden near instantly where they wouldn't sink, due to the boot's heat. Lastly, if the user kicks at the opponent, embers from the boots would branch off and go towards the opponent. If the opponent were to be hit with this technique, the embers would light their clothes on fire and eventually burn them to a crisp. This ability is used in close quarters, nothing longer. After having the boots sustained for three turns, it begins to burn away the cloth around the user's legs, causing first degree burns on the user's legs.
Ω Can be used twice per battle
Ω Can last up to four turns, then disperses
Ω No S-rank katon in the next two turns
Ω Can only be taught by Penguin.
Rank: S
Type: Supplementary
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: After a string of hand seals, the user stomps his leg on the ground, causing a small earthquake, during the earthquake the user infuses fire chakra into the the earth calling forth all igniting minerals and then sends them towards their enemies underground, once the minerals reach the enemy(approx. 20 meters), all the minerals will ignite and will burn the ground beneath the opponent, as he falls into the pit, other minerals will ignite and will burn the surface of the earth, resulting in the opponent getting severe burns.
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage points: 90
Description: The user will focus a large amount of Katon Chakra into their hand in a near instantaneous speed resulting in a high build up in the fastest possible time. The user will then punch their hand forward releasing this high amount of Chakra as a constrained blast of fire that is releases like a flame thrower. This fire will take form an a Giant Eel that rivals the size of a large summon. This Eel can then be directed at a target where it will smash into it with extreme burning and crushing force before expelling out leaving the surrounding area in flames. Because of the sudden build-up of Katon Chakra in the opponents hand, it will be burnt to such a degree that during the attack it will turn black and after the attack the hand will crumble away as ash leaving the user with only one good hand. On top of the overall usage of chakra, the user will cause a slight strain to his Katon Chakra supply making him unable to use powerful Katon for awhile.
Note:
-Can only be used one time per battle
-No Katon Above A-ranked Next 3 turns.
-This Jutsu can only be taught by Serpent
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra Cost: 50
Damage points: 90
Description: The user will focus his chakra around themselves and an opponent(s) and clasp his hands together creating a symbolic ring of flame that will manifest and entrap the user and target within it's high walls. The user will then rise their hands in the air releasing the Chakra in an all out blaze. Anyone other then the user (summons, ally's, opponents, etc.),will be burned as columns of flame rise from underneath them. The columns will then form into massive serpents that can further be directed at the opponent as they condense and smash into them before dispersing into a mighty blaze. The intense heat will be enough to char flesh while even in close proximity to the flames. It is for this reason the user will be chard as well. The output of chakra will cause the user to feel drained, leaving them in a dizzy state, With the added burns the user will be limited on his overall movement. This will cause him to move two ranks slower for a short time.
Notes:
-Can only be used once per battle
-Can only be used by a Katon specialist
-Cannot use Katon above A-rank for 2 turns
-Cannot use techniques above A-rank next turn
-Dizzyness and Limited movement lasts 2 turns
-Can only be taught by Serpent
Rank: C
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 30
Description: This technique allows a user to create a forward aimed and oxygen enhanced explosion. As this technique has been designed without the use of hand seals and to be performed at extremely close range, it has potential lethality if it strikes a solid hit on an opponent. It's explosive nature has been gauged to be roughly the same as an explosive tag with the explosion projected forward instead of the normal omnidirectional behavior.
Rank: C
Type: Offensive, Supplementary
Range: Short - Mid
Chakra cost: 15
Damage points: 30
Desription: The user will perform the Tiger hand seal and release small flame embers that resemble flickers of fire that come off a campfire and the user can send these in multitude of ways, use as distractionary means by sending them into the face of the target or combine them with other techniques to enhance their power. This technique can also be used in conjunction with the Earth release: Dust Spray Technique or to ignite low rank (B-Rank and below) Wind jutsus.
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will expunge a powerful blast of fire from their mouth that first takes form of a flamethrower reaching out three meters infront and then is capable, capable of converging on a large area of 20 meters in length. This Technique works well in conjunction to Water Release: Spirited Mist Technique to create a scolding wave of water that scorches the area.
Note: Can only be used 3 times per match
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: +10/20/30
Damage Points: N/A
Description: Flames of Purgatory is a technique used to extend the fundamental properties of Katon jutsu. It is considered a passive technique, is instantly activated and can apply to all future fire techniques. The effects of this jutsu are quite simple - the alteration, when applied, will utilise the infusion of additional chakra into the chosen fire technique (10/20/30) to greatly increase the exothermic power of the technique in question. From this the chosen fire technique will be produced in a state that is far hotter than usual. This won't translate into a direct increase in physical damage; what it will result in however is that the affected fire technique will radiate waves of chakra as heat as it travels. The intensity of the heat produced by these chakra waves will be so great that any enemy that stays within the vicinity (short range) of a Purgatory infused fire technique for more than a turn will begin to experience fatigue symptoms, losing (2/5/10) health from the next turn onwards per turn. As a result, it is vital that enemies extinguish the flames of Purgatory infused fire techniques on the turn that they are produced (in which case they will suffer no tangible effects), otherwise their stamina and physicality will be gradually reduced by the waves of heat so intense that prolonged exposure could lead to severe negative effects in accordance to health lost. Naturally, the intensity of the heat waves produced by the flame scales upwards in accordance to the amount of chakra added to the fire techniques creation. The greatest drawback of this technique is the large expenditures of chakra that it's affects require. This technique can be deactivated at will, lasting four turns maximum, with its effects persisting in fire techniques that it is applied to within this period until their very expiration. It can be activated twice. Once this technique ends it cannot be activated for two turns thereafter
 
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Detective L

Active member
Legendary
Joined
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Messages
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Kin
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Kumi
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Trait Points
0⚔️
❝ Dark clouds gather and a rumbling can be heard. It will spread, like branches of Yggdrasil, your influence, your power. A crackle of lightning will indicate your arrival and prowess.❞

Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a large amount of raiton chakra into their fingers they then stab their fingers into an opponent at close range releasing the raiton chakra violently shocking the opponent's internal organs causing organ failure
~Can only be used once per battle~
~Can only be used by me and who I teach~
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user begins by performing two hand seals, once done he uses shape manipulation to change Lightning Chakra into the form of 5-10 tiny birds, which resemble the appearance of Deidara's explosive clay birds, the user then provides it with static properties. Upon finishing the steps above, he then throws them at the opponent with excellent precision and upon contact due to the static nature of the birds, it sticks to them and causes a short range explosion.
Notes: Can only be taught by Ezio..
Notes: Only usable twice per battle
Notes: No Lightning jutsu higher than A-rank, next turn.
Type: Attack/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: By generating electricity within his body, the user can increase the power of his next lightning jutsu (+1 rank for A rank and below or +10 damage for S-rank). When used on its own the electricity can be discharged from the user's body to shock a nearby enemy.
-Usable 4 times per battle
-No earth or wind jutsu while the charge is present
Rank: B
Range: Short
Type: Supplementary
Chakra: 20( 10 per turn)
Damage: N/A
Description: A technique where the user does a small sequence of 2 hand seals and release raiton chakra to make himself flicker like a pulsating light rapidly turning on/off/on/off repeatedly. Others will literally see the user appear and disappear as he flickers and their eyes will find it very difficult to follow the user.If they focus their eyes to see the user,their eyes could suffer making it harder for them to concentrate their eyes on the user.A more pronounced eye damage from the bright flickering is temporary blindness which lasts for a few seconds,if not careful. The result is a confused opponent having difficulty tracking and following the user's movements, his position or his actions.This technique is very effective when used in conjunction with Taijutsu.This technique does not work against Doujutsu.
♦Lasts for 4 turns
♦Usable 2 times per battle
♦Can only use lightning techniques while active otherwise the technique ends.
♦Doesn't affect doujutsu.
♦Can only be used/taught by Igneel
Type: Supplementary
Rank: A-rank
Range:Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will start off by concentrating Raiton chakra through his body and through the air and then perform a short row of 4 hand seals. Doing this, will allow him to make all his lightning attacks glow in a blinding light, making the opponent hard to see through them. The lightning would be so bright that the opponent will barely be able to see through them. Yet, any Doujutsu can see through the light up easily. The lightning will blind anyone in short range from the lightning, but won't affect them past that distance.
Note: Lasts for 2 turns.
Note: Once per battle.
Note: Every wind jutsu that the user uses will be weakened with 1 rank (meaning if the user uses S rank wind – it will become A ranked)
Note: No S or above Lightning for 1 turns after this jutsu is over.
Type: Supplementary
Rank: A
Range: Short-Long
Chackra cost: 30
Damage ponts: N/a
Description: The user will perform 2 hand seals and then release little steams of lightning from his hands. The lightnings are very strong and influenced with chakra which makes it hard to cut through them with ordinary kunais and ninja tools, however they are vulnerable to wind attacks. By using these steams of lightning the user can shot them at some tree and pull himself to the tree, thus avoiding attack. The user can also use them to move kunais and other ninja tools by attaching the steams to the kunais.
Note: Can only be taught by PowerOfDarkness
Note: Can only be used 3 times per battle.
Note: No S rank Raiton techniques while the ropes are in play.
Note: The Ropes stay on the field for 2 turns
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A (30 if the victim breaks free)
Description: The user shoots a bolt of lightning towards the enemy, however once it hits, it doesn't do damage to the victim, instead it puts static electricity in them and sticks them into any surface they touch (including themselves). The victim must be Sage rank or have enhanced strength to break through the static charge, if they do, the electricity will discharge but they will take a little electrocution.
Note: Must wait 1 turn to use again.
Note: Only three times per battle
Rank: B
Type: Supplementary
Range: Self
Chakra Cost: 20(+5 to each lightning attack)
Damage Points: N/A
Description: The user cloaks the sounds made by his lightning attacks, making them stealthy. This acts through the fact that the user concentrates a much higher amount of chakra over his lightning, that act as a thick layer, covering any sounds(as crackling) that the techniques make. This does not silence any other techniques, and if the lightning destroys something it is out loud, and not silent.
* May be used twice per battle.
* Lasts 3 turns.
* Must be taught by Shigure.
Rank: Forbidden
Type: Attack
Range: Mid-Long
Chakra Cost: 50
Damage Points: 90 (+20 to user, and 10 additional damage to the opponent the next round.)
Description: The user charges natural lightning from around him into both his palms, as he charges it, he slowly releases chakra from his hands, and two bolts of lightning get created in the user’s palms.As he fully releases the lightning chakra, the ground starts shaking and the user travels at very high speeds towards his enemy.Once reached his target, the user stabs him in a diagonal way with both bolts.If, during the attack, the lightning is watched through a microscop, there can be seen small chakra streams that spread throughout the lightning, and once hit the enemy, the streams get out of the lightning and affect him at a cellular level, and the opponent doesn’t notice in the beginning, but later on he starts feeling pains and gets muscle cramps.The small streams of chakra affect the user too, while he is holding both bolts in his palms.
- May be used once per battle.
- If the enemy is hit, the cellular damage is unavoidable.
- Can be teached only by Shigure and Kaito.
Type:Attack
Rank:A
RangeShort-Long
Chakra Cost:30
Damage Points:60
Description:The user smashes his/her hands together creating lightning chakra. The user then concentrates it in the middle of his/her hand, the size vary depending how much chakra you put in it. The user then can throw it, the grenade when fully charged creates a 10 meter lightning explosion.
Rank: Forbidden
Type: Defence
Range: -
Chakra Cost: 55 (+20 each turn active)
Damage Points: - (-40 to the user when armor is activated, -5 damage per turn, whilst active, +20 to all Lightning Jutsus, -10 from any Lightning Jutsu)
Description: The user gathers all positive electrically charged Ions in the nearby enviroment, creating an ultimate armor of Lightning that is capable of rejecting all positive and negative electrons that are coming in touch with them.The user's speed increases to Lee's 3rd Gate speed and his general competence in Lightning attacks increases.Each turn the armor is active, the ions zap the user's skin causing discomfort while he moves around.The first time the armor is activated, it slightly burns the surface of the skin.
- Once the armor is deactivated, it cannot be activated for the rest of the battle.
- May be taught only by Shigure.
Type: Supplementary/Offensive/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 ( 5 additional Cp for every turn sustained)
Damage Points: (5-80)
Description: The user will gather a large amount of Lightning Chakra and perform 3 hand seals. The user will then release the chakra, manipulating it to create a creature or creatures composed of extremely focused lightning. These "servants" take on the appearance of small, yellow, white or blue, cylindrical, creatures with either one or two eyes. The lightning composing their bodies is extremely focused, that it makes little to no sound. These servants require constant chakra to stay on the field. The technique revolves around affecting the servants in 3 specific ways. Their first way is through their ability of complete mastery of shape manipulation, allowing the user to freely manipulate their focused body, or parts of it, into any form they desire. For example, the user can manipulate a servants arm to become a spear of lightning (extends to that of mid-range), form both arms into a shield of sorts for both offensive and defensive purposes, or manipulation for supplementary uses such as manipulating their arms into wings to fly and etc. The second ability comes in two forms. The first form involves reverting the focused electrical bodies of the servant(s) into an unfocused electrical current, similar to a Chidori Nagashi, they can revert back to focused form through a handseal. The other form is simply causing their body to explode into an electrical explosion. However, servants that are self-destructed via the electrical explosion method are completely lost afterwards. The final ability allows the user to have the servant(s) passively split and combine following basic Rank Splitting principals (e.g. 1 S-Rank Servant can divide into 4 B-Rank Servant & 4 B-Rank Servant can combine into 1 S-Rank Servant.) A user is capable of forming 1 S-Rank Servant or several lower-rank Servant from the beginning. In the event that a Servant is destroyed, the Rank of the existing Servant do not change (e.g. 4 B-Rank Servant are out on the field, one is destroyed and 3 remain, the 3 remaining B-Rank Servant stay B-Rank). Also due to how focused/concentrated the lightning is, it does not get conducted by liquids such as water (This of course does not apply to when a servants reverts to unfocused electricity).
Note: User can only use lightning based techniques or techniques utilizing basic chakra while sustaining the servants.
Note: The rank of each attack or defense of a servant correlates to the specific rank of the servant
Note: The size of each servant is dependent on the rank
Note: Servants destructing into an electrical explosion are completely lost afterwards
Note: Shape Manipulation is limited to the Servants bodies. As such, they cannot release projectile attacks
Note: The Servants last a maximum of 4 turns
Note: Can be used 2 times per battle
Note: No S-rank lightning in the next turn.
Note: Can only be taught by Yusei
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: This jutsu creates electrical clouds around the area that attract metal, any metal projectiles thrown will be altered because of the clouds. This can be dangerous for both parties.
Note: Lasts for 3 turns, after the 3 turns are over, not new metal is attracted to the point.
Type: Supplementuary
Rank:A
Range:Short-Long
Chakra Cost: 30
Damage:N/A
Description: The user compresses a large amount of raiton chakra in their hand creating a bright light orb that radiates a large amount of momentarily blinding light. The user then releases the raiton ball, the ball floating high into the air, and acting as a lightsource illuminating the battle field. The floating ball of energy can float to a new position on the users command.
~Can only be used 2x
~Last for 3 turns
~Blinding flash of light doesn't affect dojutsu users
 
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Detective L

Active member
Legendary
Joined
Jan 10, 2013
Messages
19,342
Kin
2,224💸
Kumi
3,141💴
Trait Points
0⚔️
❝ You don't know anything - you have no idea what's coming. No idea what you're capable of, what's inside you. What you know is a but a drop of water, the truth is an ocean.❞

Type: Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user focuses water to cloak around them, forming some shapes the user wants around them. While cloaked the user can scretch the water around them to attack, (like the kyuubi cloak) and form fists, hands, tendrils, etc.......(its like the kyuubi cloak but with water)
Note: Lasts for 2 turns.
Note: Needs water source to use the jutsu.
Note: Only useable for once per battle.
Note: Only taught by Question
Type: Defence
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: A wall of water rises in front of you. When an object contacts the water, it turns into ice.
Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user performs 3 hand seals as they send their suiton based chakra to a water source, spreading their chakra in accordance to the area size the user chooses to affect. They then control their chakra to blend with the water to form spheres of water that possess sticky, adhesive properties in a similar manner as Water Style: Starch Syrup Capture Field. Depending on the affected area's size, the spheres themselves will vary in quantity and size. If the affected area is a localized short range radius, then no water source is required and only a single sphere will erupt and it would be large enough to engulf 5 shinobis inside of it. If the affected area is a localized mid range radius, then each sphere would be as large as that of "Water Release: Gushing Water Imprisonment", enough to engulf a single shinobi (one person per sphere). Finally, if the affected area is a localized long range radius, then each sphere would only be large enough to engulf a shinobi's limb (so 6 of them fused together would be enough to entirely engulf a single shinobi). These spheres of adhesive water begin to rise from below the water source's surface. They rise up towards the sky up to mid range from the water source's surface. That is only the case for those spheres which did not get attached to nor engulfed something larger than themselves. As they rise up, the spheres gradually stick with eachother, turning into larger spheres which then becomes heavier. Once the maximum height is reached, all the adhesive liquid spheres that have overwhelmed something will compress themselves slightly, crushing whatever's inside of them as they then fall back. The localized long range affected area variant, from its beginning, will partially incapacitate targets who gets in contact with the adhesive liquid spheres because of the spheres overwhelming different parts (normally limbs) of their body. When multiple spheres overwhelm parts of the same target's body they then fuse with eachother to finally engulf the target entirely. This entire process can be hastened if the user has already engulfed their desired target or target's body part into a sphere. If that's the case, then they can immediately, by mental command, trigger the compression of said sphere(s) to damage the target(s) and end the entire jutsu instead of waiting for all the spheres to rise up to mid-range in height. The mid-range and long-range radius variants can be made in such manner that no spheres would rise beneath the user or certain allies if these are inside the affected area.
Rank: A
Type: Attack | Defence
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses water chakra in any part of his body which he intends to use to attack or defend from an attack (e.g. fists, palms, arms, legs, etc) and when attacking or defending, releases and molds the water to an expanded size of that body part. For example, if the user wants to punch an opponent with his/her right fist, he/she releases water from that fist, quickly shaping it into that same fist but a faster and larger size of it, dealing more damage to the opponent and leaving them soaked. If it's a kick, then the water released is molded into the shape of the user's leg but a faster and bigger size. The releasing of the water is really fast, making it seem like user is punching/kicking them out of their body. The size of the expanded water body part is the same as an Akimichi's but does not have the solid property of a normal hand since it is water. The user can punch/kick out the expanded water body parts multiple times, although not more than 3 times with one .
-Usable 4 times per battle and only on one particular limb at a time.
-Can only be taught by Naizen.
Type: Offensive/Attack
Rank: A
Range: Short - Long
Chakra: 20
Damage: 40
Description: This technique can only be used when the target is standing on water. The user will first wave 1 hand-seal. Doing so, will focus chakra into the water below the opponent, then the water opens up in a square shaped box below the target, making them fall in. Afterwards the user if wanted may wave 1 more handseal and cause the sides of the cube to close in on each other with tremendous strength, violently crushing the victim to a bone-breaking degree due to the pressure of the water. This technique is very versatile, for it can be as wide and as deep as the user wants, within narutoverse logic and reason; to fit the entire body or just a part, meaning the user can open it only wide enough to make 1 of the opponent's foot fall in and then crush it [ if wanted ]. This can be done wide enough to make 5 bodies lined up fall inside, and as deep as 10 meters, however, the larger the space, the more it takes to close in. Nevertheless the process in which it opens and shuts is rather fast. It can be shut just enough to prevent foot or body movement, not crushing the trapped body [part].
- May only be used x3 per battle.
- Must be taught by Loki
Type: Supplementary
Rank: C
Range: Short-Medium
Chakra: 15
Damage: N/A
Description: After forming the bird hand seal, the user sends his chakra onto into the ground. This chakra forms an extremely fast current of water to be formed about a meter deep and a meter wide. Anything that enters the current has its speed tripled due to the current's extreme speed. At the end of the current is a wall of water with high viscosity chakra content, cushioning the impact of anything that hits it.
Note: Can only be used twice.
Note: Can only be taught by Penguin.
Note: Lasts a single turn.
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: After performing the Bird hand seal, the user releases chakra one meter away from the opponent, in as many as four different spots. The chakra in the air starts gathering moisture, forming many golf ball sized penguins up to fifty count at once. The penguins themselves may be small, but are as sharp as razors. The penguins then charge/descend at the opponent as soon as they take form.
Note: Can only be used four times.
Note: Can only be taught by Penguin.
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user concentrates his chakra into any water source to make a couple of large tendrils quickly rise out and head into the air at high speeds. The liquid is composed of a very adhesive mixture and is able to stick to anything it touches. The tendrils latch on to anything airborne that the user controls them to and then brings it crashing down.
Note: Can only be used 4 times per battle
Note: Can only be Taught by -Danzo-
Type: Supplementary
Rank: A rank
Range: Short – Mid range
Chakra: 30
Damage: N/A
Description: The user starts by forming three hand seals, and then manipulating Water within reach (short to mid range). The user will then insert his chakra into the water source, and cause this Water to turn into a dark, black flammable oil. This happens quite fast, and can easily be set ablaze with any fire based jutsu. This technique can be used to change the properties of Water, within reason, basically only allowing the user to change a water source of small size into the dark flammable oil. When used in a large water source, only a small patch will be changed.
-Can only be taught by -L-
-Can only be used twice a fight
-Requires mastery of Water to be used
Type: Offensive, Supplementary
Rank: B
Range: Short – Mid
Chakra: 20
Damage: N/A
Description: The user channels their suiton chakra into a water source within mid-range of them. The chakra will target the location where the opponent is standing and change the properties of the water in a 1x1x3(long x wide x deep) meter area giving them syrup and glue-like properties. This prism of water will suffocate them if they do not escape from it. They will sink at a fairly fast pace.
Note: Can only be used twice per battle.
Note: Can only be taught by Drackos
Type: Supplementary
Rank: B - Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: After concentrating their chakra into the water and doing the hand seals: Ram → Tiger → Boar, the user creates two columns of water that appear on either side of the opponent, and rotate around each other and forms a helix in which each column closes in after the other, pushing the opponent against the column which is closing in, which pushes back against the other and so on.
Notes:
- Water source is required
- Can only hit a single opponent
- Can only be use 3 times in a battle
- Can only be taught by Ouacus
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short (Created in short, Mid range reach)
Chakra: 30 (-10 Chakra per turn)
Damage: N/A (60 if used Offensively)
Description: The user will perform a series of three hand seals ( Ram - Horse - Tiger ) and send water-based chakra in an area around them within short-range. He will materialize sticky water, similar to the water found in (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field, and shape into the shape of a sphere. The water created in this technique differs from most water, where it has a shiny luster and acts as a mirror rather than being completely blue or translucent. The blob of water is quite useful and has two main abilities. Firstly, the blob, if within three meters of the user, acts as a near-instantaneous defense against a wide array of attacks. It is a sentient being that can grow in size, up to twice the size of the user and immediately cover the user (transparent from the inside) in a sphere of its own body (Shape is changeable to an extent; it could be a wall, block, cube, vortex-like shape, etc). The water body would be able to defend against a multitude of attacks by using its body, and more specifically, the sticky aspects of its composition. If a physical and tangible based attack, such as earth or earth based elements, is sent out by the target, that attack would stick into the blob's body and cling to it. If an energy based is released, like Fire, or Lightning, it would simply act as a normal Water Defense. A secondary ability sacrifices the blob itself. Through a single hand seal, a multitude of tentacles can burst forth from the main body of the blob up to mid-range. It is capable of grabbing a hold of enemies around the battlefield, and either pierce them, or grasp them and pull them into the main body. If the enemy is successfully trapped within the main body, the sticky-like composition of water would make it difficult to even move. The user can choose to keep the enemy within the body as a form of torture, or use chakra to increase the density of the water, which would easily crush a normal human.
Notes&Restricitons:
Note #1 The blob can only be created three times and lasts in the battlefield for up to three turns.
Note #2 The blob itself is a sentient being that can act on its own accord. It simply feeds from the users' chakra per turn to allow it to maintain the blob. Because of the constant donation of chakra, if it is not completely destroyed within one turn, then the blob would regenerate off of the users' chakra.
Note #3 The blob itself is relatively slow and moves at the user's walking speed.
Note #4 Can only be taught by EdwardSama
Note #5 The second ability is the only offensive component of this technique. The initial activation despite being near-instant is purely defensive in usage.
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Eurybia's Chronosphere is a technique of water release whereas user manipulates water molecules around their surrounding reaching up to mid range radius. With application of processes of both nature and shape manipulation they would cause water molecules to change their properties to a sticky, adhesive like nature. However such process wouldn't quite be visible by a normal eye nor would it deal any damage. The water molecules would stay around both the user and opponent in a four turns span and user won't be able to use them as to directly attack their target however everything that enters radius of the water molecules would have its speed decreased until it completely loses its momentum and collapses. The decrease in speed wouldn't affect the user themselves due to users chakra being infused within the molecules. Same would apply to jutsus user uses. The molecules would immediately converge onto entities which are in motion and which speed is above the one of the user's when this technique was activated. Additionally, the molecules in the surrounding will be able as to be mentally maneuvered by user's will in addition with hand gestures however never as to form shapes and constructs and never to be used offensively. When they attach themselves onto an entity of sorts within their range, user would be able to via mental command control movement of the said entity and even push it towards the one who initially sent it, however following elemental weaknesses and strengths. Additionally this could only be used once during duration of the technique and such would have effects on the technique itself, making it wear off quicker (duration decreases by one turn).. Within the Chronosphere, the speed of an entity moving would be decreased up to four times compared to their original speed. This would apply only to solid entities. The closer they are to the one who performed this technique the greater is reduction of speed due to the more and more molecules attaching themselves onto an entity. Although the movement of user wouldn't be affected within the Chronosphere, movement of those whose chakra signature is differing would (This would also apply to allies of the one who performed the technique due to the difference in chakra signature). Despite not being able as to use the molecules of adhesive liquid as to offend opponent directly, if they attach onto the body of them, their movement capabilities would gradually decrease. However this happens over time, as more and more molecules attach to ones body. Furthermore, user would be able as to use the molecules as to completely stop specific part of the body (joints, hand, leg etc.) they are enveloping by mentally moving molecules once during duration of this technique. This wouldn't make damage to the one within the Chronosphere, however it wouldn't allow them to perform specific movements. Keeping in mind that it would only work on people who are in motion and who's speed is greater than that of the user when this technique was first activated.
Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Akasha
Type: Offensive
Rank: A
Range Short - Long
Chakra: 30
Damage: 60
Description: In order to activate Shiryu Haiwo, the user will wave a set of two hand seals (rabbit > dragon) infusing chakra into the water below the target. After doing so, either one or up to four rather large and sharp spears of spiralling water to hurl upwards in order to impale the target set by the user. These spears are large enough to even surpass a large boat in height, covering at most up to 20 meters into the air. This technique was developed to assault mainly air bone opponents, or even opponents riding their sumons in the air, sharp enough to impale large summonings (albeit, not as large as gamabunta). However, a water source is required to be located (always) in the area below the target. Thus, it's a technique mostly useful when fighting on open water where both fighters are on water, such as lakes/oceans. Although creating a water source (with another technique) on the area below the target will also work. The spears are so devious, that with constant chakra control, the user is able to make them turn in mid air and attack side ways; useful to keep pressure on the target should they move in mid air. Although, the latter requires constant chakra, so the user cannot use any other techniques when manipulating the spears.
- Can only be used x3 per battle.
Rank: B
Type: Supplementary
Range: -
Chakra Cost: 20
Damage Points: N/A
Description: A tear falls from the user's eye on water, making it's volume grow to a relatively large lake.
-May be used only by Reido Kira.
Type: Supplementary
Rank: E
Range: Short
Chakra Cost: 5
Damage points: N/A
Description: The user will lay down in an water source and flop around like a fish. this causes small amounts of water to splash up on any nearby opponent(s). This is often used as a taunt to anger an opponent before battle.
Note:
-Requires a Water Source
-This Jutsu can only be taught by Serpent
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Description: The user will make a single handseal forming a basic Dome of water around them that is able to block incoming techniques of the appropriate rank. The dome is able to be maintained so after blocking the attack, the user will form another handseal causing the water to explode outward forming small hair like needle of dense water in all directions. These Needles cannot penetrate targets of greater density.
Notes:
-Can only be used twice per battle
-Requires a 2 turn cool down
-Requires a water source
-If maintained, the user spends another move.
-Can only be taught by Serpent
Type: Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage points: 80
Description: The user will make 4 handseals, forming a whirlpool from under the opponent, this whirlpool will pull the opponent deep into the water and then form into a dome that will be spinning at high speed. because of the speed, the water is capable of shredding flesh. If the opponent is already under water, the Dome can be produced without the need of the whirlpool, allowing for a faster delivery of the attack.
Notes:
-Can only be used once per battle.
-Requires a Water Source.
-No S-ranks or above next turn.
-This Jutsu can only be taught by Serpent
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage points: 100
Description: After the user catches their opponent in "Water Style: Water Prison" the user will make a single handseal with their free hand. this causes the pressure of the water to build as if going deep into water, this causes the trapped opponent ear drums to burst. the pressure will continue to build until the opponent is completely crushed by the Jutsu, however because the user's hand is withing the water, their hand will be crushed as well.
Note:
-Can only be used after "Water Style: Water Prison"
-Can only be used once per battle
-This Jutsu can only be taught by Serpent
Type: Supplementary/Attack/Defence
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage points: 90
Description: Before or After making contact with an opponent the user will drawl water from there own body and form small thin yet dense spikes as thin as needles stick out throughout there body or designated area of the user. This will form a defensive lair of countless needles that can easily pierce into an opponent. When these needles stab into an opponent they take old keeping the opponent stuck in the connected area almost like glue, although this is causes by small barbs located at the ends of each spike. Upon the users will they can release the water outwards in a large blast that will blast back the opponent causing extreme crushing power and force sending them flying backwards. Because of the use of the users own water within his body this Jutsu causes extreme dehydration. This makes the user feel drained and dizzy as well as blurs his vision stunting his ability to see well. This will also cause the user to look slightly "aged" after use of this Jutsu.
Note:
-Can only be used one time per battle
-Dehydration last for two turns
-This Jutsu can only be taught by Serpent
 
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Detective L

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❝ You'll hear whispers. Of the past and of the future. Of what has happened and what's to come. Like a gust of Wind, temporary yet profound.❞

Type: Offensive
Rank:A-Rank
Range: Short
Chakra:30
Damage:60
Description:The user will grasp there hands together,in a prayer form.The user will begin gathering chakra to the arms,they will then manipulate there chakra to create to long wind blades extending from each arm.After to which the user using chakra manipulating will propel them self foward at great speeds and slash along the torso of the opponent,leaving a X cross there chest about 2 inches deep causing mild bleeding.
~Can ony be used 3 times per battle~
~Cannot use another hand required jutsu while in effect~
Type : Supplementary
Rank: C rank
Range : Mid
Chakra : 15
Damage : N/A
Description : The user starts by performing the Snake handseal and then greatly concentrating his Wind chakra.The user create a flat blanket of highly dense air beneath the opponent,barely visible,only giving off a slight shine and a slight feeling beneath the opponents feet.The user will then perform a hand gesture to any direction,which will cause this blanket to be pulled from underneath the opponent's feet,greatly affecting their balance and causing them to fall towards the opposite direction.
-Can only be used 4 times a fight
-Can only be taught by -L-
Type: Offensive
Rank: B rank
Range: Mid range
Chakra: 20
Damage: 40
Description: By performing two handseals, Rat -> Snake, the user will create a ball of dense Wind in the air above the opponent which is barely visible to the naked eye, but can be felt due to the energy of the Wind chakra it is gathering. Then by using shape manipulation, the user is able to form the ball of Wind into thin wires that spread out from the central point of the ball outwards into a dome of sharp, thin Wind-based projections that look like a bird cage around the opponent. Then by a snap of the user's fingers, the dome of sharp Wind projections would close in on the opponent with great speed, cutting him up within it.
Rank: D
Type: Supplementary
Range: Short-Mid
Chakra: 10
Damage: N/A
Description: With one handseal, the user creates a gust of wind that envelopes a distant shuriken or other small object and lets the user manipulate it in midair.
-Usable 3 times per battle
-Can only be taught by Katonpwnz
Type: Supplementary
Rank: B rank
Range: Short – Mid range
Chakra: 20
Damage: N/A
Description:
The user start by manipulating his Wind based chakra into the area surrounding the opponent (short range). By manipulating it with great precision, the user will form extremely small but dense shards of wind that vibrate at an extreme speed. These shards are about the size of an average ring and are about 30 in number, they can only be seen by a white glance it gives off. They vibrate at a stationary point and cause an eerie and somewhat deafening
screech, due to the friction caused against the air itself. This causes the opponent to be distracted, and allow the user ample moments to attack.
Restrictions:
-Can only be used 4 times a fight
-Can only be taught by –L-
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user focuses their wind chakra on the floor underneath their opponent as they perform 2 hand seal before stomping down on the ground causing a strong, but harmless, torrent of wind to shoot up from underneath the opponent. The user will then manipulate the torrent of wind in order to create a concentrated orb of wind that encloses around their opponent trapping them in a small circular space. The space inside the orb is tight, leaving them in a sitting position before it gradually shrinks until the opponent is forced to take a fetal position like the times when they were in their mothers womb. The wind orb consists of many racing wind currents that rapidly circulate around the opponent, creating a near solid concentrated wind orb inside and out, while making it difficult for the opponent to breath as outside air cannot penetrate the orb leaving them with the little amount of air that was captured when the orb first formed. The orb is strong enough to withstand most elemental and raw chakra attacks, following the strengths and weaknesses, and once inside if the user does not counter correctly their attack may end up backfiring, but if they do not escape in time then the user will faint due to lack of air.
NOTES
►Can be used once per battle
►No wind over A rank next turn
►If the opponent does not escape the orb by next turn they will faint due to lack of oxygen
►Can only be taught by Zanda
Type: Supplementary/Offensive
Rank: A
Range: Short-Long (made at short)
Chakra: 30 (+5 per turn if sustained)
Damage: N/A (60 if used offensively)
Description: The user gathers wind chakra below their feet which is then manipulated into becoming a jet of wind that lifts the user above the surface they're standing on, whether it's ground, water source, etc. The jet of wind is large enough for the user to stand on. This jet of wind is immediately upon creation controlled by the user to travel the trajectory they desire while they themselves are standing on it, allowing them to travel that same trajectory. They are capable of moving freely above a surface and even sending themselves to mid-air or maintaining their airborne position. The user can perform other techniques while riding the jet if it were to be sustained for multiple turns. Its traveling speed is astounding yet the user and the jet of wind can be seen and tracked with the naked eye. Traveling with such speed would allow the user to (upon creation of the jet) even evade medium-scaled attacks such as "Fire Style: Fireball Jutsu" and the likes of it while also potentially approaching their opponent. Once done, the user can leave the jet, leaving it to continue in a straight trajectory as it turns into a gale of slicing winds that leaves severe cuts on anything on its path. A notable attribute to this technique is that its formation is near instantaneous, which allows the user to evade close quarters combat attacks.
Note: Usable 3 times per battle
Note: Can be sustained for up to 3 turns
Note: Must wait 1 turn to re-use once the jutsu ends
Rank: B
Range: Short - Mid
Type: Offensive/Supplementary
Chakra: 20
Damage: 40
Description: The user performs two quick hand seals and focuses a large amount of wind chakra into the air surrounding the opponent. The user then causes wind to gather behind the target and take on the form of a large dark/evil spirit. The wind spirit would then raise its arms and wrap it around the opponent's body to force him into a submission maneuver, however, the effects of the wind is on a minimal scale and would only cause several small cuts across the body (nothing fatal). As a result, the target would be unable to move for as long as the wind spirit is holding onto him. The wind spirit takes time to form and can be felt in the atmosphere around the opponent. To maintain the form of the wind spirit, the user would have to consistently feed chakra to it and any performance of another technique utilizing chakra would cause the wind to lose form and disperse.
Notes- Can be used 3 times per battle.
- Size of the wind spirit is entirely up to the user, however it may not exceed a length of five meters
- Can only be taught by Yashiro.
Type: Attack/Supplementary
Rank: A
Range: Mid-long
Chakra: 30
Damage: 60
Description: The user first gathers wind chakra in either of his hand and throws it either in a forward or diagonal direction in form a sphere which would be the size of a person's head. With the sphere in position, it starts pulling things towards itself with immense force. With the nearby small objects within the sphere, due to the sheer pressure in the core, it suddenly explodes sending out the objects and particles in all directions except for the side of the user who would remain protected. The other variation of this technique is the user can divide the one big sphere into smaller ones and place them according in their positions utilizing chakra.
Note: Can only be used thrice per battle
Note: Needs two turns cool down between each use
Note: The user must be mid-range away from the technique to avoid getting throwed away
Note: Can create upto 10 smaller spheres
Note: The sphere can suck in small weapons and particles but not big objects like summons or human beings.
Note: Can make a human go off balance if the sphere is near him/her
Note: Can only be taught by Excālibur
Type:Supplementary
Rank: C
Range:Short
Chakra: 15
Damage:N/A
Description: After channeling chakra throughout his/her body. The user will quickly release the chakra outward short range around all sides of their body, creating a sphere. By doing this, it creates a wall of thick pressurized air that can slow down the movements of incoming projectiles, jutsu, and even opponents that may be attacking the user at a untraceable speed. This jutsu does not block said techniques but it allows the user to easily side step or block against said projectile. In the case of movements made by the opponent within short range of the user, the user will have to use a little more chakra to produce a thicker air around them. This jutsu doesn't significantly slow down all movements made with the sphere, but it does allow the user to become aware of anything entering the sphere because it is basically made out of the users chakra.
-Usable 3 times per battle
-Must be taught by Sir Hoshigaki
Type: Supplementary
Rank: A - Rank
Range: Short
Chakra: 30
Damage: 60
Description: The practitioner of the jutsu begins to spin their sword clockwise while concentrating wind chakra into it before stopping the blade. Releasing one last burst of chakra into it while holding the sword upside down in their hand, a widening tornado-like blast that only allows the opponent to see the silhouette of the user, which is fired forward toward the target.If no sword is available for the user, they can use their hand but need to make the Snake → Rat → Sheep hand seals.
Note:
- Can only be used three times per battle
- Can only be taught by Ouacus
Picture:
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Rank: A
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: The user does one handseal, and the air in on of 4 different locations, North, East, South West, will compress and assume the shape of a hawk, soaring in the air about 20 meters from the ground, and Long range from the opponent(s). It will glide around in a circle, always keeping the same distance from their correspondent target. With one seal, the user can make this wind-hawk (One at a time, or as the user wishes) shoot itself at speeds slightly higher than the current sniper bullets, and will assume a similar shape, aiming to pierce the opponent in a specific (or not) place, depending on the accuracy of the user of this technique.
*Can only be used once. The hawk must be dispersed or used before the user (And only the specific user) of this technique can preform any other jutsu. If the user of this technique is knocked unconscious, killed or vanished, the hawk will vanish.
Once targeted (At the beginning of the jutsu) the hawk can't change opponents, and will disperse harmlessly if the said opponent vanishes, looses consciousness or get's killed.
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra: 20 (-10 per turn)
Damage: N/A
Description: The user performs two handseals, thus coating their entire body in chakra. At that point, any time something tangible (minus whatever they’re walking on) gets within an foot of their body, a tiny burst of air will move out to block and try and displace the attack. This technique is used against object like techniques such as arrows, swords, or anything else. The burst of winds quickly rushes pushing out into the distance knocking all that gets close enough away from the user, to keep the user safe.
-Note: Lasts for 3 turns
-Note: May be only usable thrice.
-Note: Only works on small to medium tangible objects.
Type: Supplementary/Offensive
Rank: A
Range: Mid-long
Chakra cost: 30
Damage: 60
Description: The user initiates this technique by first holding the Snake hand seal, this will allow him to focus his Fūton chakra in and around his body, the chakra will emanate from him starting at short range and then grow to mid ranged using the air as a medium. Following this the chakra will then compress the air that is present within short ranged of the user to form a flattened, circular, 2-D disk of having only a height and diameter of 2x2m. It can be formed either in front, behind, above, below, or beside the user, given it has the necessary space to do so and appears to be a small barrier of the sort complete with elaborate green glowing patterns, all formed by shaping the air to produce these cosmetic effects. Once the disk is formed the user will then place an object into the 'gate' and watch as his chakra that had spread to mid ranged prior form an identical gate of the same 2-D dimensions (2x2m) open up on the battlefield, however, when using it to attack/affect an enemy the user can only form this second gate five meters from the opponent in any direction (above, beside, below, etc) given it has the space to do so. This second gate will reproduce exactly the same object that was placed into the previous gate in the form of B ranked, compressed wind shaped by Fūton with added speed on exit, similar to a firing mechanism. This means, if the user placed a kunai in the first gate the second gate will open and release a pure Fūton replica of the kunai. The technique is very specific and only relies on the exact instructions given to the first gate, if the user only places half a kunai inside gate #1 gate #2 will only release half a kunai and similarly, if the user inserts a full kunai the second gate will emit a full kunai. Objects placed in the first gate remain unaffected whatsoever as they aren't physically altered in any way, instead the object will just pass through the gate to end up on the other side like shining light through a glass. This means even body parts can be placed in the gate to create pure Fūton replicas elsewhere up to mid ranged. Once the second gate releases its Fūton replica it then closes as it can only replicate one object each time it is used, after this one object is replicated the first gate will also close as its job is now done. However, only physical objects can be sent through this gate, energy based objects and attacks such as fire, lightning, or even raw chakra will simply disrupt the delicate balance of chakra that composes it. Only the first gate is capable of copying objects and the second is the only one capable of replicating said objects. The Fūton replica that would be created by the second gate is green in hue with a slight visibility, it is perfectly shaped wind that houses tangibility and can interact with solid objects as well as intangible attacks such as Raiton and Katon.
Note(s):
- Can only be used three times per battle
- Only one object can replicated at at time and only once per use
- Requires a 2 turn cool down
Type: Offensive
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: The user form three hand seals and focuses his Wind based chakra before himself, to create a clone which forms from thin wires of Wind, into a copy of the user. A slight shine is given off by the clone, which differentiates the clone from the user. However, this clone is much different from a usual elemental variation. Due to being made of thin wires of Wind, rather than just unfocused Wind, this clone is capable of forming his hands into thin wires that can extend towards the opponent (up to Mid range), and can inflict cutting damage, due to the sharpness of the wires. The clone is also capable of grabbing onto opponent with said wires, and constricting their movement, and cutting them. With another hand seal, the clone is capable of exploding into the thin wires that creates an omni-directional blast, releasing said wires in all directions around. This explosion spans up to Short range around the area where the clone is. The power of the explosion is also B rank in power. The clone is capable of using all of the wind techniques the user knows and non-elemental abilities such as Nin, Gen, Tai, Ken, etc.
Illustration of how string clone forms:
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Notes:
-Can only be taught by Detective L.
-Can only make 2 clones per fight, though not at the same time.
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra cost: 50
Damage: 90 (-40 from user)
Description: After successfully devising the parent technique, Yosamu pushed himself yet again, to break all the boundaries that obscured his initial success and developed a successor technique that far surpassed the first. He named it, Type 0, because it was the final form of the ingenious jutsu, set to annihilate the greatest of foes. This move, required immense amounts of chakra from the user being converted to Futon at a near instananeous pace. The user will gather this great amount of energy within himself and hold both his hands outwards, as if getting ready to hug something but as he does this he/she's actually releasing all this stored chakra across the battlefield in an omnidirectional manner starting from short ranged reaching up to long ranged, a gate will open up short ranged from the user as this happens. Then, the user will run a physical non-chakra coated object through this initial gate, just like the parent technique. But, instead of just one portal opening 5 meters from the target multiple gates will open, amounting to the hundreds, each with elaborate patterns on their 2D shape. The object that the user had placed through the first gate would get replicated by this multitude of gates and will be multiplied accordingly. Meaning, if the user had thrown a kunai through the first gate, the gates that follow would each release a single Futon replica of this said kunai which would in turn fire hundreds of replicas at the target all collectively amounting to Forbidden rank. But it doesn't end there, the gates will close as usual after releasing this replica, but will continue to repoen to fire more replicas of the said object, they will continue to reproduce these replicas at a rapid pace with the Futon projectiles appearing as green streaks of light. The gates open and close at the speed of a blinking eye, releasing only replica at a time, but in the company of the many other gates these replicas appear infinite. The gates will continue to rain down the projectiles on the enemy for two whole turns and their arrangement can be set in any order by the user. Meaning, he can choose to arrange the firing gates in a wall formation, a dome formation, a concave/convex formation anywhere as long as it stays 5 meters from the opponent. With chakra guidance and control the user can even open the firing gates in his vicinity as well, having the projectiles rain around him without as much as touching a hair on his head. Throughout the technique however, he must stay focused and can't mold any other forms of chakra until the technique ends or is destroyed. After this technique ends, the user is left much fatigued, as that much chakra takes a strain on his reservoir and physical well being. His speed will fall by two ranks and the user will have sore painful limbs for two turns after using this technique.
Note(s):
- Can only be used once
- Lasts 2 turns
- After this technique, user can't mold above B ranked Wind next turn, then nothing above A ranked Wind the turn after, until the fourth turn after this technique he may use up to Forbidden ranked Wind jutsu
Type:Supplementary|Defensive
Rank: A
Range: Short
Chakra: 30 (- 5 chakra per turn to sustain the power of the wind currents)
Damage:N/A (+10 taijutsu)
Description: the user makes use of his wind chakra and manipulates wind currents around him within short range, these wind currents are completely harmless and carry no offensive properties and simply swirl around the user acting as a type of defensive barrier against electrical attacks which causes them to dissipate, however will not block anything that is physical by nature such as the earth or metal or the opponents body.
The wind currents when activated, swirl around the users body forming a type of aura which is limited to short range, the winds are clearly visible and when the user performs taijutsu of any kind it causes the wind to rush towards and around the user, a suction effect is essentially created around the striking limb, the wind moves towards but around users body leaving the users body unrestricted by the winds themselves and the suction effect itself would be around the actual limb used to strike, this rids the user of any wind resistance against his strikes allowing for quick and silent strikes.
The wind causes a vacuum like effect as previously mentioned dragging in all within close range in the direction the user is facing to a certain extent, this essentially means an opponent within short range will be dragged closer to the users strike and this will create a second force, the force of the opponents own movement. This effect slightly increases the users damage from taijutsu attacks.
Due to the vacuum effect created by the winds it makes it more challenging for the opponent to evade and hinders them from moving their limbs with ease due to the wind sucking them in.
- Can only be used three times per battle
- Lasts 3 turns
- Must wait two turns before using again once the jutsu has ended
-Can only use Wind and non-elemental abilities while this is active
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their wind chakra. This is usually used in close combat where the user will release their wind chakra around a part of their body covering them in wind. This wind is rotating around their body like a rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this wind created be the user, it will great a burst of wind on impact from the user, creating seveal wind slashes forwards which can cause 2 inch cuts on an opponent.
Note: can stay active for 2 turns at a time
Note: Can't use fire jutsu at the same time
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will expel wind from their mouth which they will form into a very wide and thin 'sheet' of air. As it is released the user can shape this sheet into any form desired (cone, dome, sphere etc), the main advantage of this technique is that it is very good at containing and moving any type of air based gas, mist, poison, toxin etc. After containing or moving the gas the user can at any time perform one hand seal and cause the sheet to rupture, either at one point (pushing the gas in one direction) or completely(releasing the gas in that area). Its also worth noting that due to the strong wind currents that form the sheet, coming into contact with it directly would push the enemy back and knock them over, though with no lasting damage.
Note:
~Can only be used three times
~Can move or contain a max of A rank gas, poison etc
~Can only be taught by xHoudinii
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A (+20 to hot/cold techniques)
Description: Doom's Devour is a wind technique which is used to supplement techniques of elements which traits are one of heat or coolness within reason. It can be applied to both basic and advanced elemental natures. By knowing that each body that produces heat creates an air-cloak around themselves as to be capable of protecting from being affected by real temperature by feeling one which is eather few degrees cooler or hotter, user would use wind chakra as to eliminate it before the intial techniques reaches them. With performance of a single hand seal, user would coat a technique with wind chakra which function would be the one of affecting the air-cloak which is produced around entites. By doing this, the temperature that is felt by the technique intially sent would either increase or decrease (depending on the element used) due to opposing technique/entity not being in possession of the air-cloak which they are creating as to cushion the climate. So if a scorching technique is affected by the wind, it will not increase its size, flames and similar, however temperature which is felt by the opposing party would increase due to them not possessing the usual air-cloak which protects them from the said conditions. This technique is initiated with a performance of a single hand seal and due to its nature being the one to supplement other techniques once used it will happen in corresponding time-frame to the technique which it was used with. This would increase the damage of hot/cold techniques due to the increase in heat or coolness which is felt by those who are not enveloped by the air cloak.
Note: Can only be used three times per battle
Note: Can only be Taught by Akasha
Note: Cannot be used with streaming techniques unless the user possesses a kekkei genkai which allows them to mold wind and x-element simultaneously or YY.
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage: 60
Description: the user gathers a lot of wind chakra into his back creating 2 large wings and 2 small wings made out of wind , the 2 large wind wings can be used to fly or to guard the user against incoming attacks, and the 2 small wings are made to increase the speed of the user while he's flying in the air, when the user activates this technique , he's pushed into the air upwards from the thrust of the wind that comes out of his back.
Note: Can only be used 4 times per battle.
Note: as long as this technique is active the user cannot use any fire based techniques
Note: Can Only be used by ~Crow~
Rank: A
Type: Supplementary, Defence
Range: Short - Mid
Chakra cost: 30
Damage point: N/A
Description: The user makes the ram hand seal and then releases their wind chakra into the air around them. By Forcing wind currents in the air to clash with each other they then cause a static type effect that forces the wind to become still thus negating wind techniques within the vicinity.
Note: Can only work on A rank and below wind techniques and can only be used every two turns and only 3 times per battle
Type: Attack/supplentry
Rank: A
Range: Short-Mid
Chakra Cost: 25
Damage Points: 45
Description: The user will stand like the picture shown below. Then the user will be begin to swing his front arm around in a slicing motion, but as they do, the users body will change to a blast of wind (in the same way suigetsu can replace his body with water) sending them selves at great speed as a slicing wind at the opponent. Though this leaves the user vulnerable to fire attacks if the opponent can see the user. This can also be used in avoiding attacks. The user can reform at any point. But if they dont, they become a slicing blade of wind and reform to their normal selves with their hand up in the air like they just slice the opponent across the chest, which they will have done in there wind form.
Note: Only doujutsu can see the wind.
Note: The user takes double damage in wind state from fire attacks
Note: Can he heard by sound users, can only be heard by non sound ninja when the battle field is near silent
Note: Only be used twice
Note: Cant use fire jutsu in same turn due to the concentration of wind chakra.
 
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Detective L

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Messages
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❝ The undeniable weight of your choices will shatter the very Earth upon which they have been decided.❞

Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will perform a single handseal and slam their hands onto the ground before causing a wide portal to open up above the battlefield (Similar to Earth Release: Sticky Earth Drop). From the portal, a heavy downpour of adhesive rain will be let forth with the exception that the droplets are composed entirely of sticky mud rather than water. Once the droplets of mud make contact with anything, the mud will swiftly harden into sturdy, solid rock. However, since the droplets of mud are made from the user's chakra, they will be unaffected by its stickiness and droplets which come into contact with them will not harden into rock. As a result, this technique can be used to encase the opponent in a makeshift prison of rock or even to convert the surface of nearby water sources and swamps into earth, restricting their usage. Since the downpour spans over the course of two turns, conventional methods of offsetting the technique are negated (e.g. Chidori Nagashi) as at best they'll have a momentary effect. To effectively counter this technique, the opponent can use a continuous lightning-based technique (e.g. the Raikage's Armour) or acquire a suitable shelter/defense to seek cover under. Another way of countering this technique is the destruction of the portal itself with a strong enough technique (following Earth's elemental strengths and weaknesses).
Note: Lasts two turns
Note: Can only be used twice per battle
Note: Cool down of two turns in between usages
Note: Can only be Taught by Ndlovu
Type: Offensive / Supplementary
Rank: S rank
Range: Short - Mid (within the mud)
Chakra: 40
Damage: 80
Description: Using pre existing mud, which is great in size, the user will send his chakra into it to form a dragon. This dragon is great in size, reaching up to 7 meters in length if the mud source is as great as it is upon performance (Doton: Yomi Numa) - Earth Style: Swamp of the Underworld) which is of A rank. If the user were to form a dragon from mud source which size is similar to one after performance of (Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop, its size would be up to 5 meters. This dragon is going to stay on battlefield as long as there is a mud source but it cannot be regenerated. If the dragon were to leave the source, it can be active on the ground as long as it has not been destroyed. With another handseal, the Dragon can be dispersed into a larger number of smaller dragons whom's tasks are to completely cover the opponent in mud while at the same time creating damage because of blunt damage which is made as they stumble upon the enemy. The dragon can be used for defense following elemental weaknesses and strengths as well as a source for performance of other techniques that require mud. It can be used to attack opponent and cause blunt damage by hitting them. If the source of mud is of A rank or S rank, keeping in mind that source is of same size as it is formed upon performance of Swamp of the underworld Dragon which is formed will be of S rank (its length would be either six or seven meters). If the source is of B rank, the Dragon will be of A rank and its length would be up to 5 meters. If the mud source is of C or D rank, its length would be up to 3 meters.
Notes:
-Can only be used twice (2) per battle.
-For the technique to be performed, one needs mud on the battlefield.
-The dragon can not fly
-Can only be taught by Kuroh
Type: Defensive, Supplementary
Rank: D-Rank
Range: Short
Chakra: 10
Damage: N/A
Description: The user sends their earth chakra into the ground directly in front of them causing a four legged table to rise from the ground. The earth will naturally detach itself from the surface which will enable the user to kick or flip the table over. The table can be used to block kunai, swords, and other basic ninja tools. Elemental weaknesses and strengths do apply.
Note: Can only be taught by Drackos
Type: Supplementary/Offensive
Rank: A
Range: Short - Long (Can be infused short or long range)
Chakra Cost: 30 (10 for every more construct infused)
Damage Points: N/A (20+ if used offensively)
Description: The user will gather their earth chakra and manipulate it so it activates an ability; where certain structures of earth techniques when protruded from the ground, out of the user's body or from the sky, will have either- sticky adhesive mud or flammable like substance of mud, infused inside the body of the solid structure as a passive ability when being released (still costs a move). What this means is the structure of earth will have the same appearance physically but instead of being completely solid will have a substantial amount of mud inside its physical structure masking its appearance from the opponent's view (will not fool certain dojutsus and sensory). The structure will be able to remain stable since the mud will be compressed and its body structure will still be solid allowing it to remain its base of movement and operation. This technique has some different characteristics which allows it to be of use. The first basic ability is how the user is able to manipulate the sap of mud to be released out of the structure of earth oozing out of its body (the earth structure's body). What makes this significant is, for example, if one was pierced by a stone spike, the user can literally now force the spike to ooze mud out of its structure and into the body of the opponent injecting them with the mud or even around the body restricting their movement. However, when this concept is used, the structure of earth will no longer be of use for manipulation purposes since the mud will literally overtake its body as it oozes out. The second basic ability is, where the user will literally have the mud inside of the body of the earth structure ooze outward in similar fashion, however this mud is flammable mud. Large amount of mud can (however has limitations and dependability) flood the battlefield and restrict anything coming into contact (for the adhesive mud) or be used to set up an explosion (flammable mud) with the use of external resources such as fire attacks, explosive tags, etc. The flammable mud can not be set by itself. The amount of mud that can be infused in the structure of earth mainly corresponds with just how large the structure is. In some cases this can harm the opponent as well if the mud comes into contact with the user themselves. The user can also infuse mud into more then one construct but with more chakra cost required.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be taught by Noni
Note: Can only create flammable mud or sticky mud
Note: If the earth construct is struck by a lightning technique equating to the elemental properties and weaknesses, then the mud within will be rendered useless and out of the user's chakra control but if flammable mud within survives the attack without hardening, then it can still be set on fire
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Burrow Strike of Psamathe is technique of earth release element which can both be used as to make offense and escape enemies attack. User would through the rapid release and manipulation of chakra change the ground upon which they are standing to the one of sand in a similar manner as done when performing (Doton: Moguragakure no Jutsu) – Earth Release: Hiding like a mole technique, which would allow them as to move through it. Traversing through the ground they would be capable of reaching up to long range from their initial position. However unlike the previously mentioned technique, user would leave a trail behind them. This trail would be in form of up to six spikes that can emerge only above the surfaces the user went through before once again arising from the ground. User can chose where they would make the spikes rise. Additionally, with the emergence of the spikes so will be the sand and small participles of earth found underground. This would happen due to the user using the ground through which they were moving so as to make spikes arise. The participles which would follow the spikes would move outwards which would cause the target they are effecting to lose their ability of sight unless defended for a turn in which they were created.
Note: Can only be used thrice per battle.
Note: Can only be Taught by Akasha
Rank: S
Chakra Cost: 40
Damage Points: 80
Description: The user is able to quickly call forth a burst of Earth chakra from his body, almost immediately vanish inside a large turtle shell. The shell is made of thick earth and crystals, deeply compressed, which makes it an almost perfect defence against blunt or sharp attacks (The table of elemental weaknesses still maintains). With one handseal, the user can make the shell dismantle, and shoot outwards chunks of rock.
*Due to the chakra strain, the user won't be able to perform summoning jutsus in the next turn, nor use Earth jutsus higher than A rank, and in the next turn won't be able to use higher than S rank*
*The shell happens as fast or faster than Gaara's dome*
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Point: 60
Description: The user spreads his doton chakra and does 2 hand seals, he then makes up to 10 earth dwarfs(1meter height) emerge from the ground. The dwarfs however can't use any jutsu but they are very fast and each of them holds a kunai which can be used to stab the opponent. The dwarfs are as fast at running as they are when digging and moving through the ground where they can hide objects or lay traps or perhaps hide themselves from prying eyes.
-useable only 3 times
-they stay on the battle field for 3 turns and unless destroyed
Type: Supplementary
Rank: A rank
Range: (Can be infused short or long range)
Chakra: 30 (+10 for alternative use)
Damage: N/A
Description: A technique created to enhance the effectiveness of an Earth Release user. Through the formation of two hand seals, the user will sacrifice a portion of their chakra, in order to enhance their Earth based techniques which are released from the ground, for the next two turns. Utilizing the concept from the technique, (Doton: Hokoriheki no Jutsu ) - Earth Release: Dust Wall Technique, the user will cause all their Earth based techniques which rises/emerges from the ground, to release a wave of dust based particles outwards, to a short range area around the technique's emergence, and affect anyone close to it. The bigger the emergence of the technique, the more dust is created (comparing Stone Spikes, and Earthen Golem). The dust is capable of blinding the opponent, or simply creating an efficient smoke screen for the user to attack the opponent. Alternatively, the construct can maintain the dust within it, and with either two hand seals, or two turns, the dust can be released outwards in a blast like way, dealing no damage though but acts as a more focused release of the dust instead of simply covering an area with dust, but aimed at specific spot or person.
Notes:
-Can only be taught by Detective L.
-Can only be used two times per fight.
Rank: B
Type: Offensive
Range: Short
Chakra: 20
Damage: 40
Description: While close ranged with an opponent and facing hand to hand combat. the User will quickly drop to one one arm and spin around in a break-dancing manner in order so kick the opponents legs and send them off balance. As this happens, the user will be focusing chakra with the hand connected to the ground as an earthen fist will form over there hand. Once the opponent is knocked off balance, the user will spring up bringing the earth infused fist along the opponents body in an uppercut manner dealing a damaging blow to the opponent as the fist crumbles, this hit will send the opponent into the air.
Notes:
-Can only be used once per battle
-Can only be taught by Serpent.
Type: Attack/Defense
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage points: 40
Description:a large wall raises from the ground in front of the user, the wall then shoots hundreds of little bullets at there opponent.
Notes:
-This Jutsu can only be taught by Serpent
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: A large 25ft wall raises from the ground in front of the user, this wall is extremely dense and is able to block A-Rank attacks. The wall then brakes apart and shoots hundreds of little bullets at the opponent.
Notes:
-Can only be used twice per battle.
-This Jutsu can only be taught by Serpent
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 (+10 Per-Turn)
Damage points: N/A
Description: The user picks up a small rock and molds it into a bird, the bird then fly's high in the sky and scout's the battle field. the user's and Stone Scouts vision's are linked.
Note:
-This Jutsu can only be taught by Serpent
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30 (+15 Per-Turn)
Damage points: N/A
Description: This is an Advance form of "Doton: Ishi Sekkou" The user will picks up small rocks and throw them in the air. The rocks mold into a bird shape, the birds then fly's high in the sky and scout the battlefield. the user's and Stone Scouts vision's are linked.
Note:
-This Jutsu can only be taught by Serpent
-Maximum of 4 Stone Scouts.
-Can only be used once per Battle.
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40 (-15 chakra per turn)
Damage points: N/A (30-80 damage if used to attack the opponent)
Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will perform the Snake handseal and focus their doton chakra into the earth below to create a subterranean field of semi-sentient (similar in nature to the Earth Golem technique for example) tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril is fifteen meters in length (can reach up to the edge of mid-range from the user's position) but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. All of the tendrils collectively make up one, gargantuan creature which is sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn. This technique has various forms and the special ability of the tendrils hinges upon what form the user chooses to create. Depending on which one of the three forms is chosen, all of the tendrils will only have a single ability and it will be the same one for all of them (e.g. they can all alter weight). This means this technique effectively only has one special ability when used (either Earthly Tether, Enter the Void or Become Earth; never two or all three). Using these tendrils in order to attack and inflict harm on to the opponent count towards one of the user's three moves per turn and it's rank will vary depending on what percentage of the tendrils are devoted to this attack e.g. using all of the tendrils will make this an S-Rank, using half of the tendrils will make this an A-Rank, et cetera. The minimum proportion of tendrils that can be invested in any given attack is 1/8th of the total meaning such an attack would possess the power of an C-Rank. Simple tasks (which more often than not include one or a few tendrils at most) such as merely making contact with entities to use their special ability, lifting up/moving around objects/people and anything else which isn't directly offensive or defensive in nature will not count towards the user's jutsu per turn limit.
Earthly Tether
The special ability of the tendrils in this structure is their capability to freely increase or decrease the weight of anything the touch (up to a scale of factor of ten times their original weight as in the A-Ranked weight alteration techniques). Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.
Enter the Void
The next form grants the tendrils the ability to apply the Hiding in Rock property to anything they touch and maintain contact with. As long as the tendrils maintain some form of contact with what they're touching, they can freely traverse through the earth with whatever it has a hold of. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.
Become Earth
The third and final form grants the tendrils the ability to harden anything they touch (similar to Earth Release: Earth Spear). As with the previous ability, as long as contact is maintained so will these hardening effects. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.
Note: Lasts four turns (unless cancelled)
Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Earth on the turn this technique is deactivated
Note: User is restricted to Earth-based elements (e.g. Steel) and non-elemental abilities
 
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Detective L

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Messages
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❝ A corrupted Ninshū, now boiled down to parlor tricks and showmanship. You are above it, and will discover what it was and shall be. The truth lies hidden - yet within reach.

Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 10
Damage Points: N/A
Description: The user does the Tiger hand seal. When your opponent attacks you, you disappear into 10 birds flying and chirping away.
You reappear 30 meters away from where you disappeared
Type: Attack
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user begins by gathering a decent amount of chakra into their palm clutching their hand tightly into a firm fist. Then while performing a punching motion the user releases the vast amount of chakra compressing it through shape manipulation into multiple small dense clusters of chakra that shoot outwards towards the opponent or opponents. These small dense clusters are released all at once and create a widespread burst of chakra bullets that can attack multiple opponents head on. Due to the compression and manipulation of the chakra bullets as they are released the chakra is on par with jutsu that go through form manipulation. These chakra bullets have enough force to break multiple bones such as ribs and do some internal damage such as bruise internal organs and throw the opponent/opponents back a bit but is in no way fatal. Only ten bullets of chakra can be made from this jutsu and they reach out to Mid Range at max. Each bullet is about 5 inches in diameter.
Notes:
-One set of ten bullets can be released from one hand, or two sets of five from both hands
-No other basic ninjutsu the turn this is used
-Can be used thrice
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: With one handseal, the user is able to create a small chakra burst on the palms of the opponent, when he/she's holding something (such as a sword, or a kunai, etc). The burst will invariably make the hand open, and shoot the object outwards. If in short-range, the user can choose to make the object fall on her hand. Mainly this is a distraction jutsu, as most opponents, Sannin and above, will have the necessary reflexes to re-catch the weapon again after it is shot a small distance (arm's range or elbow's range). The user can shout: "Expelliarmus", if the user
is a geek.
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This jutsu is simply an expansion of a basic ninja skill learned in the academy. The basic transformation jutsu allows the user to transform himself into virtually anything based around his imagination. The technique is designed to allow someone to use a larger amount of chakra, and shape control, in order to be able to transform inanimate objects around him, that he is touching in a similar way to the canon transformation technique. The user uses shape transformation, and extremely precise chakra control to not physically change it but to change its appearance in a way similar to the transformation jutsu. Like the transformation technique, the object's actual physical properties are not changed. For example if the user was to transform a brick into a feather, the newly transformed feather would weigh the same as a brick, and have the same mass; the reverse is also true. In addition, the transformation will revert after being hit by a elemental jutsu of B rank or below, following the elemental strengths and weaknesses.
#Can only be taught by Vex
#No ninjutsu above A rank same turn or next turn
#Can only be used three times per battle
Rank: S
Type: Supplementary ~ Attack
Range: Short
Chakra Cost: 40(+10 per turn)
Damage Points: N/A
Description: Tonkuusho is a type of Taijutsu which allows the user to fight with the opponent from any position, even by not looking at him. The user begins charging chakra around him in high amounts, creating a sort of invisible cloak of chakra which the user can feel around him(1.3 meter radius), thusforth, whenever the opponent strikes inside that chakra cloak the user can feel exactly where. This is nothing like the Byakugan's abilities however, as the user does not have a 360 degree view of everything around him. Tonkuusho is recommended to be used only for Taijutsu, as the radius around which the chakra cloak floats around is very small.
- The cloak can be held as much as the user wants to, however it costs him 10 chakra per turn.
- After it's been deactivated the user cannot activate it again for the rest of the battle.
- Must be taught by Shigure.
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Magnus' Polarity is a supplementary technique which is used in conjuction with bodies (either elemental techniques which are rather solid and within reason or weapons of sorts) in motion, or rather to supplement the way in which they move. The user of the technique would perform but a single hand seal before making changes in the air which is surrounding the specific body/entity. By changing the pressure (in the air) around them they would cause for change in their trajoctory. Increasing the pressure at the specific part of the entity would cause for increase in speed on that side and decreasing the pressure points at specific parts of the air would cause for decrease in speed in that direction. By changing the amount of pressure in the air applied to the specific parts of the body of the entity would actually cause a change in direction. This could also be applied to taijutsu to a certain degree or when someone is in motion by releasing chakra around the specific part of their body. Once applied this technique is instantaneous as it doesn't have effects on its own but rather only when used in combination with other techniques or bodies.
Note: Can only be used twice per battle when used in combination with Taijutsu
Note: Can only be Taught by Akasha
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30 (-5 per additional platform)
Damage: (+20 to taijutsu)
Description: The user leaps powerfully off the ground and into the air. At the designated location, the user manifests a super-flat, hexagonal platform of chakra that rests vertically in the sky. Using the platform, the user pushes off in order to change his direction. Adding to this movement, the platform’s special characteristic comes into play. When the user connects with it, the platform recognizes the user's chakra. This immediately activates a chakra based, high-tension spring connected to a flat base (which is what the user is standing on) that is intended to propel the user off. This section is located wherever the user connects with the platform. This propels the user from the platform at speeds exceeding his ordinary capabilities. At each successive platform, the user’s speed increases by 25% (up to a max of 100% of their base speed) because of his continually increasing speed being accelerated by the springs. (Ex: The user rebounds off two platforms, each spring increasing his speed by 25%. The user now travels through the air at 1.5x his base speed). As long as the user has his speed increased by at least one platform, the user’s next immediate taijutsu technique is empowered by +20. (Ex: The user rebounds off of one spring, gaining speed. Using the speed and increased force, the user travels towards the ground and punches the opponent with the enhanced strike). The speed gain only applies to the user’s traveling speed while utilizing the springs and is not a sustained ability.
- Usable three times per battle
- Damage increase applies to only one taijutsu technique used in conjunction/after this technique
- No basic ninjutsu above A-rank the same turn
Type: Defensive
Rank: A
Range: Short
Chakra Cost: 30
Description: As shinobi tap into their elemental chakra to learn how to harness and use them, they become proficient in manipulating the element itself within their body. This technique is an advanced yet simplistic defense which utilizes the basics of elemental chakra manipulation. This technique allows a shinobi to essentially block/deflect enemy techniques akin to how they would block taijutsu techniques. This is accomplished by focusing into one’s body, typically their hands and arms, the same elemental nature being used against them. When met with direct contact with the concentrated area, instead of the jutsu damaging the user, the jutsu is met with a coating of chakra and little more than the feeling of a force hitting against them until the jutsu is dispelled. Of course this isn’t an assured defense to all techniques; however, the stronger a shinobi is with a specific element, the stronger their defense with this jutsu can become.
Note: This technique can be used with any elemental nature that the user knows how to use
Note: This technique can be used to forcibly block or repel, deflect away, or simply coat themselves to render a normally fatal technique less severe. In the case of the last level the defense becomes weaker and damage will be sustained.
Note: This technique works against elemental A-ranked and below (B-rank if the user coats their body and takes brunt of attack). For elemental specialties, the user can deflect elemental techniques S-rank and below (A-ranked if they coat their bodies)
Note: Against advanced elements (KG or CE's anything that requires more than one base element manipulation) This technique's defense is down graded by one rank equivalent per the above.
Note: This technique can be used only once every 2 turns. If used to block an S-rank technique, this technique can only be used once every 4 turns.
Note: Can only be used a max of 4 times.
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: User sends chakra to his 5 senses to increase them substantially increasing his hearing,touch,smell,sight and taste,allowing them to detect incoming attacks more quickly (sight,hearing,touch) and track his opponent's movements even in dense surroundings like a jungle or mist.(sight,hearing,smell)
-Once per battle
-Only taught by Professor Sarutobi
-Lasts for 5 turns or until canceled.
Increases user's reaction speed x1.5
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: A technique requiring the user to channel chakra across the targeted area of their body or the entirety of it. This technique is used after performing a jutsu which alters the state of the user's body through any form of Ninjutsu, allowing the user to channel chakra to the affected area & conceal it's appearance while still maintaining the traits of the original technique. This is a passive technique performed within the same timeframe as the original, timed so the opponent is left unaware of any transition made to the body. Applied to techniques that coat the user's body or merge with their skin with chakra, a prime example of this in effect is when performing "Earth Spear" which hardens the skin while also becoming much darker in colour, Leviathan's Deception retains the physical trait of the steel-like skin while concealing the change in colour, thus leaving the hardened skin to go unnoticed. Another usage allows the user to perform Leviathan's Deception when transitioning their entire body to a state of chakra that combines with it usually causing the user to lose their Solidity, this technique however allows the body to retain it's solid form & the user's original appearance while still being made up of pure chakra & keeping the traits of it i.e, the user manipulates their chakra across the body to convert it into pure fire, Leviathan's Deception retains the user's original form & anything that comes in contact with the user would simply "phase" through them while being burned, as such is fire's nature. The targeted area of the body after would simply "grow" back until complete. Strengths & Weaknesses of the original jutsu still apply while this is active.
- Requires a chakra cost of -5 each turn to sustain if the original jutsu lasts for more than a single turn.
- Cannot be used on jutsu that extend out form the body, such as "Doton: Hardening Technique"
- Taught by Method
Type: Offensive
Rank: A rank
Range: Short
Chakra: 30
Damage: 60
Description:An effective close quarters Ninjutsu move that is used take advantage over opponent's Taijutsu moves. As the opponent performs a Taijutsu move on the user, the user will seemingly try to take the hit. Just as the opponent's body is about the land a hit on the user, The user will continuously make chakra infused explosive tags appear all over their body more like creating a frontal replica of the user made of explosive tags which will take the impact of the attack leaving only a part of the impact of the attack to affect the user. These tags will attach themselves to the opponent and spread rapidly throughout the entirety of the opponent in a very minuscule interval of time. It will be more like the opponent is kicking on a thick pile of paper, with the tags attaching themselves to the opponent's body rapidly. The user will take a part of the impact force produced by the opponent's taijutsu move to his advantage and get's himself pushed back, short range from the opponent. With a single handseal, the user can either tighten the chakra infused tags to completely restrict the movement of the opponent and explode the tags on his own will or simply explode the tags to create a stationary yet powerful explosion that causes massive damage to the opponent. The user will be able to tank up to B rank taijutsu with negligible damage using this technique however if the user tanks Taijutsu A rank and above, the user will take damage equal to one rank less of the tanked Tai move.
Restrictions:
- Can be used 3 times per battle.
- No ninjutsu above S rank in the same turn and above A rank in the next turn.
- Can only be taught by -Best-
 
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Detective L

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[ Genjutsu ]

Rank: A
Range: Short - Mid
Type: Supplementary
Chakra: 30
Damage: N/A
Description: The user performs a set of 4 hand seals and casts the target within an illusion, In said illusion the target would see it starting to rain across the entire battlefield, as the droplets of rain touches the targets body it undergoes a drastic change. The target would experience an altered skeletal muscle performance in his/her muscle tone, like an unusual "tightness", stiffness and/or "pull" of the muscles, making it hard for the target to grasp things like kunai's, swords etc, along with failure to perform hand seals and/or move around correctly. This change in body structure within the illusion would trick the opponents brain into believing that grasping things and performing handseals in reality is just as difficult, resulting in failure to perform hand seals and/or proper movement.
Note - Can only be used twice per battle.
- Effects of the illusion lasts for an entire turn.
- No genjutsu may be used in the following turn.
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A (60 from abdominal pain)
Description: The user performs 3 hand seals, placing the opponent under an illusion. Within the illusion, the opponent will start to feel the effects of Polyphagia, an increase in appetite, but to a greater extent than usual. The opponent will become so hungry that he would turn to start feeding on himself as a result of a hunger that can not be satisfied. The effects of the illusion are quite subtle as the hunger starts off quite simple and subtle, only causing a slight discomfort once the illusion has been cast. After a single turn, the hunger would be so extreme that the opponent would eat any organic material in order to satisfy the hunger that plagues him. This organic material can range from himself, to any tangible material, like wood from trees, and even the very soil or earth the opponent stands upon. Due to the severe hunger, this illusion forces the opponent to focus on subduing this extreme hunger and the opponent would go to any length to subdue it. Based on the materials eaten during this feeding frenzy, the opponent will suffer severe abdominal pain, and cause internal damage.
Note:
-Can only be used twice per battle.
-Lasts for two turns.
-Takes one turn to be activated, the next turn the effects will be felt.
-Can only be taught by Detective L
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: A Genjutsu used mainly to mock or distract the opponent. With two hand seals, the user will induce the opponent in a Genjutsu, where the opponent would start to feel as though a large amount of slugs are situated in his throat, and they are moving towards his mouth, with gooey slime. Due to the human gag reflex, the opponent would feel the need to get rid of these slimy slugs by throwing up, and this allows the user to attack within this time window. The slugs keep on generating as one is released, making it extremely disgusting for the opponent. In reality, the opponent is standing still, as he tries to release himself from the Genjutsu.
Notes:
-Can only be used three times per battle.
-No S rank and above Genjutsu in the next turn.
-Can only be taught by Detective L.
Rank: A
Type:Supplementary
Range: Short-Mid
Chakra Cost:30
Damage Points:N/A
Description: This Genjutsu will affect the sense of hearing of the opponent. The user first make 6 hand seals and then will hum in a low rhythmical beat and tap their feet to the beat which will bind the opponent who will hear it. The victim will feel their body moving to the beat and wont be able to move on their own free will. The victim will then be moving towards the source of the sound. This Genjutsu will only restrict the movement of the opponent. The opponent will still see and feel what is happening around him.
Note: Since its a sound base, a strong sound can cancel the humming and tapping of the user
Note: This jutsu only affect the legs of the opponent, leaving him fully capable of performing hand seals.
Note: Cant be seen by Dojutsu.
Note: Genjutsu last 2 turns.
Note: No other Genjutsu until the end of the battle.
Note: Can only be use/taught by WastedMonkey
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique is a technique designed for torture. Activated through the snap of a finger, the user places the opponent in an illusion where several skeletal, carnivorous, aggressive fish materialize around the opponent. Upon its materialization, the fishes proceed to devour the opponent in any way the user intends them to; whether by robbing them by their limbs, or simply tearing out chunks of flesh, whatever the degree of gore, the fishes will never kill the opponent. However, the effects of the fishes mauling is felt by the opponent in reality. For example, if their legs were torn off, they'd imagine unbearable pain, and shock from losing their legs. In addition to the mental stress and pain, they would also, due to the reality of the illusion, believe that they can no longer use their legs. Hence, any damage sustained within the illusion is believed to be real until the illusion is released.
Note:
- Can only be used 3x per battle
- No A-rank and above Genjutsu for the next 2 turns
Type: Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: (60 to mental stress if unbroken)
Description: After stringing together the Dog -> Tiger -> Bird hand seals, the user points at their opponent as they insert their chakra into their opponent's chakra network, triggering a genjutsu. The genjutsu would start off by making an old wooden house appear around both competitors, ten meters by ten meters in length. The old house would have a senile, dancing penguin with fresh bite marks belonging to that of a spider in one corner of the room, laughing hysterically as his skin begins decaying whilst looking upwards at the cracked and cobwebbed covered roof. On the command of the crazed penguin, by pointing one flipper upwards then slamming it down towards the opponent, hundreds of spiders consisting of black widows, funnel webs, brown recluses, etc. would come down dangling from their webs. Eventually, the webs would wrap the opponent up from head to toe as the spiders sank their venomous fangs into the opponent's silk covered flesh, causing immediate pain. The side effects from the venom, numerous in number, would include things like the opponent's flesh to deteriorate from the enzymes in the venom, immediate flare ups in temperature, and in worst cases could result in death. In reality, the user would become paralyzed from the pain of the genjutsu, breathing very heavily as they break out in sweats. If the opponent wouldn't break the genjutsu in time, within one turn for the toxins to take full effect, they would die in said genjutsu and suffer eighty damage from mental stress, but be broken from the genjutsu.
✦ Can only be used two times per conflict
✦ Can only use B-rank or lower genjutsu next turn
✦ Can only be taught by Penguin.
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: The user forms two hand seals, and induces a Genjutsu on the opponent. By the user's choice, the Genjutsu affects the opponent by causing a loss in physical function of one specific limb, albeit, with more precision after choosing a specific limb to affect. The Genjutsu lends from the concept of Somatization, where the victim loses function in a specific area of his body with no apparent organic basis. For example, the user of this Genjutsu can choose to cause the loss of motor movement of the opponent's hand, thus causing the opponent to feel as if he has no hand, although it is unharmed. This would cause the opponent to drop a weapon he might be holding in his hand at that time. However, this Genjutsu is severely limited to only being able to affect a single limb, at a time (counts the same for precision of said limb).
Notes:
-Can only be taught by Detective L.
-Can only be used three times per fight.
-No Genjutsu above A rank in the same turn or the next.
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: N/a
Descriptions: The user of this technique will weave two handseals and clap his hands together, placing his opponent under a genjutsu. In this illusion, the opponent will begin to suffer from the effects of Hypertrichosis, commonly known as Werewolf Syndrome. This will make the opponent start to experience rapid hair growth on the entirety of their body. This can make the opponent struggle to breathe or move due to the binding of the mass of hair they believe they are covered in.
-Used thrice per battle
Type: Supplementary | Offensive
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A (60 if successful, stress on the mind)
Description: A Genjutsu induced through the formation of three hand seals. The technique starts off by the sound of a woman screaming and wailing, as she rises from the ground, bound by a large amounts of ropes all around her body. Her face, one of a beautiful woman, but her body, grotesque and bleeding. Once emerged (happens fast), the ropes tighten and squeeze her body causing it to suddenly bursts into several small demonic crabs which explode towards the opponent. These crabs are quite fast (same speed level as the opponent one is facing) and also have extremely sharp pincers and exo-skeletons. As they get closer, become even smaller and smaller, decreasing in size, but increasing in number. The crabs would easily flood the opponent, biting into their skin (or rather pinching with pincers) and creeping underneath their skin. Move into any openings like the eyes, ears, mouth, nose etc. All this causes extreme stress on the opponent's mind, however, does not hinder the opponent's movement in reality. After a single turn (if not countered), the opponent would feel the damage on his mind, and pass out.
Notes:
-Can only be taught by Detective L
-Can only be used twice per fight
-No S rank Genjustu in the same turn or one turn afterwards
Type: Supplementary/Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user performs a sequence of three (3) hand seals whilst focusing their chakra into the mind of their target. By making mention of the word "Retract", the genjutsu is activated, causing the target to start seeing and believing that suddenly all their clothing starts retracting/pulling inward and sucking their entire body sort of into a dark vortex, but more like the fiber within the clothing starts to retract and reshape into a tiny ball of cotton or wool, consuming the target's entire body. At first it feels as though the clothing is only getting tighter, however, not long thereafter or almost immediately thereafter, the clothing starts to completely squeeze the body, sucking violently inward and compressing the target's body into a small, hand sized ball of fiber. It consumes the flesh then moves to the bones, crushing the bones and compressing the entirety of the targets body into one small ball of fiber. The whole experience delivers excruciating pain to the opponent due to him believing what is actually happening to him. Should the fiber be allowed to completely retract, the target would completely lose his senses of sight and hearing, as the world around him darkens entirely with the target appearing to have been absorbed into a dark vortex from his point of view. With the fiber retracting, the target is subdued by the excruciating pain of having his entire body crushed and consumed with extreme force. At first, movement does not prove impossible whilst the clothes only starts pulling tight, hand seal performances and body arts are all possible. However, at the moment of the body being completely engulfed, movement is completely hindered to the point where hand seals cannot be performed and bodily movements completely restricted.
Note - Can only be used twice per battle.
Note - No genjutsu during the same turn nor the one thereafter.
Note - Can only be taught by Yashiro.
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/a
Description: This illusion is triggered when the user claps his hands together as the opponent watches. This illusion affects the opponents ability to make accurate ocular calculations. More specifically, the illusion has an affect on the opponents depth perception and the nerves synchronizing the eyes, making it impossible for the opponent to attack with accuracy with techniques that are projectiles or anything else requiring accuracy to strike. Specifically, through the effects of the illusion the opponents depth perception would continuously change, the minor adjustments making it impossible for the victim to judge distance. On top of the hindrance to their perception, the illusion would work to offset the synchronization between the victims left and right eyes. For example, while under the illusion the opponents left eye would not be focused on the exact spot as the right eye anymore, throwing off accuracy. The opponents eyes would fail to work together, each eye slightly misaligned from its opposite, a necessity to use the eyes to measure anything or work to their full potential. The techniques subtle effects would be what makes it so useful to its caster, the opponents would see the same stuff, but the slight disturbances would not give a true representation of the measurements and calculations a Shinobi would have to make.
-Usable Thrice
-No Genjutsu could be layered over this
Rank: A
Type: Offensive
Range: Short to Mid
Chakra Cost: 30
Damage Points: 60(mental stress)
Description: Irony Flash is a genjutsu that uses bright flashes as a medium for being triggered. Once a flash of bright light touches the eye, caused by flash bombs, explosions, techniques, etc., the user can trigger this genjutsu upon their opponent. It's a natural movement to flinch or cover your eyes when faced with blinding light, and as the opponent recovers they will notice their legs from the ankle down being tightly binded by vines as two more pop out of the ground before tightly binding their hands. As the opponent is being binded they will face a massive wave of ninja tool projectiles that approaches them from every frontward angle possible. The wave of ninja tools will cover the skies as they cascade upon the opponent, their body feeling the effects of every projectile piercing their body, as the massive onslaught continues. In reality the opponent is immobilized as they suffer from the effects of the genjutsu until broken, and if they die in the genjutsu then they faint in real life as their body tries to cope with the mental stress.
NOTES
►Can be used 4x per battle
►Can only be triggered after the opponent is exposed to a bright light
►Can only be taught by Zanda
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user will perform a single hand seal Tiger and will disrupt the opponents chakra within their brain. By doing so casting an illusion that the user shows mangekyou sharingan in their eyes. The real effects set into the opponent, the chakra that is disrupting the flow of the opponent will send a subliminal message to the opponent that they are moving at half the speed of their base speed. Thus, moving slower than they normally would. Which effects all movements of the opponent, to include his reaction speed. The mangekyou sharingan is for distraction purposes only and doesn’t carry any abilities of the real mangejyou sharingan. This genjutsu does not effect any jutsu’s that the opponents use’s. The speed of the jutsu’s that they might use is still the same and will not appear any different when used normal. Only effects the physical speed of the opponent to include his reaction speed.
Note: Able to use twice per battle
Note: Last 3 turns
Note: No S rank genjutsu before and after the use of this genjutsu
Note: The user will not have the abilities of any sharingan techniques or it's abilities to precieve motion.
Note: Any jutsu used by the opponent other than Taijutsu and Kenjutsu techniques that doesn't involves any kind of elemental ninjutsu will not have effect on it's speed of travel. Only the time it takes to perform each jutsu would be effected as it would need physical requirements of movement.
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will perform a series of five hand seals and then slam their hand on the ground. Instantly putting the opponent under a genjutsu where they will see an illusion of a summon to appear before the user. The summon will actually be any summoning animal within their summoning contract. It could be any of the contracts they have signed [two within the rp]. Once the illusion is set, the opponent will see that animal just like a summon. As the hand seals and the slaming of the ground is mimicing the act of actually summoning their animal. The summon however will be able to perform any of the actual summoning animals abilities though it will have no effect on the opponent. However, they can create an illusion that they use their actual abilities. The summoning animal is intangible and will not take any physical harm. The only way to get rid of them are to break the genjutsu.
Note: May be able to use three times per battle
Note: Last the turns of their summon animal within the contract [No more than 5]
Note: The abilities of the animals will not have an effect on the opponent.
Note: The summoning animal will be intangible and can not be harmed in anyway
Note: Must have a signed summoning contract to able to use this technique
Note: Must be taught by Vision
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will charge their chakra into both of their hands and then clap it quickly. The opponent, soon as he hears the clapping sound of both hands [the chakra is released through the hands as the user is clapping and traveling through the sound that makes when clapping] the opponent will be placed under a genjutsu that mimicks the physical symptoms of having low or absent blood circulation on the opponents inner ear. This will induce a high pitched noise which will cancel out all other noises, essentially rending the opponent deaf for the duration of the illusion. This will affect his balance and his ability to reason such is the disconfort felt by the constant noise. Precise movement like long sequences of handseals (more than 4) or strong taijutsu (above C-Rank) are impossible. The targets handseal speed lowers to half as well as his movement speed. His hearing is also completely negated, even if he has otherwise enhanced hearing (this is an illusion, not a sound technique itself so everyone is affected by it). In reality, the target is perfectly fine physically and all the symptoms he experiences (loss of hearing, loss of balance, loss of mental and physical agility, etc) are illusionary and come from the effects one would experience if the illusion was indeed real.
Note: Able to use three times per battle.
Note: Last three turns unless broken.
Note: Can afect anyone in range
Note: Can not use or layer another genjutsu while the opponent is under this genjutsu.
Note: Can only be taught by Vision
Type: Supplementary
Rank: D
Range: Short-Mid
Chakra: 10 [-5 per turn]
Damage: N/A
Description: An Omnidirectional genjutsu that gets triggered through constant chakra output with a waving of the hand, from the user's body. Once an opponent or opponents get close enough to the user. The opponent will be put under a simple genjutsu where they will see who ever the user wishes. All the traits and characteristics will be present and the voice will be emulated to perfection.
Note: Constant chakra usage to perform the genjutsu, can not use any other jutsu when this genjutsu is active
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user performs 3 handseals and creates a genjutsu that latches onto the opponent's brain, gaining control of the user's chakra. It will suddenly and powerfully make the opponent fear his own jutsu, which will translate in seeing the jutsu transform into something menacing or deadly to the user. For example, turns a dragon fireball around and has it attack the opponent, turns an earth armor into a spiked one, where the spikes grow inwards instead of outwards, etc etc. This only works on jutsus of the same rank as the technique. Genjutsu specialists will be able to affect 1 rank above. As the genjutsu kicks in, the target will hear a loud church bell ringing on their ears, and they'll see their jutsus stop. Then, a few seconds later, a second ring will be heard, and the jutsu will turn on them.
In case of the Kurama, the effects actually become real. By latching itself on the part of the brain that controls the chakra, shortly after preforming the technique, the genjutsu will have the opponent resume the contact with the jutsu and have it's own chakra reshape, re-manipulate the jutsu into what the genjutsu is creating.
*Affects 1 person per usage*
*In case of the Kurama, the genjutsu is short-ranged*
*Can only be used once every 2 turns*
*Can only be used 3 times*
*Kurama's restrictions only apply when the Inner Demon is activated
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user would cast an illusion immediately and unknowingly when the opponent have suffer any kind of pain, cut, wound etc. (it can be minor or life threatening). The illusion causes the opponent's pain, wound, cut etc. to becoming extremely painful and have the opponent severely afraid of their wounds which causes them into a state of complete horror-struck
Note: Can only be used twice
Note: Only Anbu K, Axle & Eddy allow to use
Note: This genjutsu is done by sound of a clap
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A (60 if successful)
Description: The technique starts off with forming a single hand seal, which places a Genjutsu on the opponent, however, one of a dormant nature. The Genjutsu stays dormant within the opponent until he uses a technique that forms smoke or any smoke that might occur on the battlefield, like a summoning technique (includes summoning animals, clones, and even weapons) or from an explosion, to the burning of papers. This sets the Genjutsu in motion, where the pearly white smoke of the technique quickly forms into a darker more sinister version which engulfs the opponent. As it takes over the opponent, it enters his eyes, nose, mouth and even ears, causing massive amounts of pain and discomfort as the smoke becomes sharper as it enters the openings. The rest of the smoke would constrict the opponent's body, holding him in place as it enters him. Once inside the body, the smoke expands, and would cause the explosion of inner organs or parts, up to the users creativity. The smoke can be manipulated to be very sharp, or simply be smooth. All of this occurs within the illusion, and has could cause mental stress on the opponent's mind after a single turn if not countered.
Notes:
-Can only be taught by Detective L
-No S rank Genjutsu for the next turn
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 0
Description: An opposite of a genjutsu that removes gravity. This increases it albeit one or two things involved. after 2 handseals, the genjutsu is cast. This works on an opponent that is suspended in air maybe through a flight technique, wings, etc. Considering the type of flight mechanism, if its a kind of wings, the target who is in the illusion suddenly sees his wing tear/break and thus he would start falling due to him unable to sustain his flight. Perhaps what gives the target flight is a technique that uses raw chakra/energy like Mu's flight jutsu, the target would immediately feel a massive continous amount of pressure succumbing him to a strong gravity pull and thus would begin to fall. If the flight technique used is a wing, the pair of wings break and when it is recasted, they break again until the target is actually out of the illusion. This genjutsu also ofcourse may be used if an opponent is temporarily airborne maybe due to a high jump or through the usage of a suplementary jutsu to sustain a guided and premature flight/glide like using the wind stream jutsu. The genjutsu make it seem that gravity has just richocheted high and the victim has been forcefully succumbed to fall due to immense gravity. In real life, the victim is still there though mere hovering on a spot or perhap continues to glide in the direction he was moving. However he may actually fall in real life though at a normal rate, if his flight technique needed focus to sustain.
NOTE: Usable 3x per battle
NOTE: One turn rest inbetween usage
NOTE: No genjutsu above A-rank next turn
Rank: A
Type: Supplementary/Defence
Range: Depends on the enemies' genjutsu range.
Chakra Cost: 30
Damage Points: -
Description: Reverspective is the short form of "reverse perspective", that makes the user's image distort, and it's distorted form creates two projections of itself, that in the enemies' eyes they go up and down, while the room/enviroment starts moving from left to right, making the enemy dizzy.
- May be used only through direct eye contact.
- May be used and teached only by Reido Kira.
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user performs a single handseal placing the opponent in a genjutsu where the metallic weapons in their possessions begin to turn against them. The weapons begin to morph and shift before the opponents very eyes; growing needle like spikes and skewered protrusions that begin to burrow deep into the opponents body. Continuing to produce their almost never ending protrusions while in the opponents flesh, the cold minute senbon like structures rapidly grow and branch out; causing excruciating pain as they do so.
Note:
- Can only be used 2x
- No genjutsu above A rank for the rest of; and the next turn.
- Can only be taught by Scaze
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user performs 3 handseals, placing the opponent under a genjutsu. In the genjutsu pressure is applied to the spots that are most likely to induce gargalesis, tickle spots. At first the pressure starts out as a incredibly light and cold touch, however the sometimes rhythmic and sometimes erratic strokes begin to grow firmer and firmer, evolving into gentle caresses, and before long morphing into heavy strokes. The once cold touch also begins to grow warmer and warmer while the frequency of the strokes increases. As the opponent is tickled they might begin to involuntarily twitch, perhaps even laugh. However after but a few blissful moments the pleasurable yet distracting tickling turns into rather painful scratching. The opponents skin feels raw as the now sandpaper like pressure ravages their body, the previously warm touch grows to become searing hot, scorching the users skin; and painting them an awful shade of red. The relentless frequency granting no time for relief. The scratching soon begins to reach its dreadful crescendo, the enemies clothes becoming bloodstained as their flesh starts to melt and peel. Molten melting fat weeping along the users skin, eroding into the flesh, further adding to the abhorrent wounds. Broken skin quickly develops into large chunks of meat, fat and muscle that slowly and painfully oozes away. Leaving the opponent a bloody mess. Of course, all the while the appropriate sounds are produced to compliment the situation. In reality, the opponent experiences crawling and itching upon their skin as the Knismesis takes effect, and then becomes ticklish as it advances into the next stage, increasingly so over time. This occurs not necessarily because it may be the enemies natural reaction to tickling, but rather because the Genjutsu amplifies the enemies sense of touch, therefore overstimulating their sense to a degree in which they feel ticklish regardless of their usual physiological reaction. Therefore while an enemies reaction to the Knismesis and Gargalesis may be different (Eg, they may not laugh, or they may burst out in hysterics) , the experiences of Knismesis and Gargalesis are forced, thus eliminating the reliance on an enemies personality and personal habits. Although naturally, an enemy who has never been ticklish before would have even more reason to suspect a genjutsu - a slight pitfall in the technique. Of course, because this is a Genjutsu, there can be no prior anticipation to the 'tickling', therefore it's usually far more effective and productive than if you were to tickle someone physically as no physiological defense can be formed to limit a reaction until you actually begin to feel ticklish. Needless to say the tickling can make it incredibly hard for the opponent to concentrate, leaving them rather vulnerable. As the Genjutsu goes into its final rather gruesome stage, places such as the armpits, knees, ribs and soles of the feet would be heavily affected. Making movement of these regions either incredibly difficult, or in a few occasions impossible as long as the opponent remains in the illusion due to the pain and the feeling of tendons, muscle and sinew being burned and torn within the Genjutsu. The excruciating pain felt within the illusion will likely have an impact on the opponents mind, leaving the opponent in mental pain and ailing them with mental exhaustion. The opponents body may also remember this sensation, possibly linking any kind of physical touch to this experience; creating rather adverse effects. Of course much like in reality, even when the physical pressure ends, the opponent may still cringe and shirk from the "after touch". The pace of intensity of this Genjutsu is subject to the users intentions upon casting it. The most obvious weakness of this illusion would be its surreality, and the fact that this Genjutsu only affects the opponents sense of Sight, Hearing and Touch.
Note:
- The user is capable of targeting specific spots if they so wish.
- Can only be used 2x
- No Genjutsu A rank or above for the rest of, and the next turn.
- Can only be taught by Scaze
Type: Offensive
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The Cruciatus Jutsu is one of the three Unforgivable Jutsu, usage of any appropriate for a death sentence on the user. Considered the most sadistic of the three, the Cruciatus Jutsu is associated with Pain, as that is it's primary effect and objective. Beginning by channeling high amounts of Ototon chakra, the user begins by releasing this chakra through the usage of a lone word. Upon speaking the word "Crucio", the user triggers a high frequency, but low energy wave to be released, casting a genjutsu on the target, casting excruciating pain on the victim. As the genjutsu is cast, the target doesn't see his surroundings change at all, only the user speaking the words and feeling as if pressure is pushing on the body, seeing slight ripples emanating from the user, causing the target to potentially believe this is a projectile approaching the target that is causing damage. Considering the fact that this curse doesn't physically harm the victim, it only stimulates pain receptors, overloading the with such high signals that it impairs motor abilities over time, the concept of pain being so high that they cannot physically move. While seemingly lasting a long time due to the echoing of the user's voice in the genjutsu, the actual illusion lasts only 2 turns, causing pain the entire process, but should the user subject an opponent to it for more than a turn, the target's mind will be broken, causing them to become vegetative, and comatose.
Note: Note: This jutsu can only be used 3 times a battle, lasting 2 turns each use.
Note: After each usage, the user must wait at least 2 turns before using again.
Type:Supplementary
Rank:B
Range:Mid
Chakra:20
Damage:N/A
Description: After making a hand gesture towards the opponent, the user will trap said opponent into a genjutsu. While trapped in the genjutsu the opponent will see themselves as an elderly man aged between 80-90 years old. Along with the opponent seeing themselves as an elderly man, they will also feel as how they look. Meaning that they will become an older man at mind. Knowing their limitations as an older man, any movement becomes difficult and their overall speed decreases one rank as well as slightly slowed handseal speed. This is describing the generic 80-90 old person, and not the extremities. Temperature change will cause them to feel uncomfortable and change in air pressure will make them feel short of breath. In reality however, they will be fine, with no issues.
-Can only be used/taught by Sir Hoshigaki
-Can only be used 3 times per battle
Type: Supplementary/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The User performs a sequence of three hand seals and focuses their chakra into the opponent's chakra network. Once the illusion has been cast, It begins the affects on a subtle scale at first before escalating into one gruesome illusion yet beautiful at the same time. During the turn the illusion has been cast, the target would experience a tingling sensation within their bodies, almost as if a seed had begun sprouting it's roots through the body. The target would also have his sense of smell disrupted by the smell of flowers and pollen, compelling the target to sneeze constantly, which in fact would also disrupt the targets sense of sight as with each sneeze the eyes automatically close. Following in the next turn, the roots begin sprouting into flower buds which escalates the affects of the illusion, now the sneezing becomes uncontrollable as the smell becomes even stronger. The target would even begin tasting the flowers overwhelming even the targets sense of taste. The taste of the flowers or roses depends on the user, for example, a tropicana rose for instance tastes like a blade of grass, the pale lavender colored roses have a distinct taste of Black Pepper where as the dark red ones have a faint soapy taste etc. the tastes depends on flower or rose being used for the illusion. During the following and final turn, the roots and flowers would have spread throughout the target's body, leaving no space for further development, the flowers/roses would then burst forth from the target's body, forcing it's way out and inevitably destroying the target's body from the inside out. Ripping apart every fiber of their being and delivering overwhelming and excruciating pain as the target nears death. In reality, during the final turn whilst the target feels as though he is dying, he only drops to the ground unconscious and completely at the mercy of the user.
Note - Can only be used once per battle.
Note - No genjutsu in the following turn.
Note - The illusion remains in affect for three turns, following the loss of consciousness in the third turn and the end of the illusion.
Note - Can only be taught by Yashiro
Type: Defensive
Rank: D-S
Rank: Short
Chakra Cost: 10-40
Damage: N/A
Description: This technique is first and foremost a counter genjutsu technique. This is a self-inflicted genjutsu where the user actively disrupts his own chakra internally when he recognizes that he is under the effects of another illusion by forcefully using his chakra control, will power and skill to take control of the enemy technique and shift its target. The effects of this illusion are simple, when the user is under the spell of another genjutsu he will create a black illusionary body before himself that stands outside the realm of the casted illusion. In the moment they stare at one another the body of the user is replaced with the black phantom he created. In summary the phantom takes the place of the user while the user is freed from the illusion and cast back into reality. This technique works by the logic of disrupting an illusion by layering an illusion that conflicts with another. As the user is disrupting their own chakra system, the necessity for hand seals for lower ranked disturbances is unnecessary. However, for higher ranked genjutsu, the seal of confrontation (or Tiger seal) will be needed to appropriately mold a the chakra disturbance high enough to counter-balance.
Note: Must have mastered and specialize in genjutsu to learn this technique.
Note: This technique can be used without hand seals against genjutsu D-ranked through B-ranked. For A-ranked genjutsu and above and Sharingan genjutsu, this technique will require the shinobi to cast a hand seal.
Note: This technique can be done throughout the battle with the exception against S-ranked techniques. The S-ranked version of this technique can only be used 2 times per battle.
Note: This technique can only be used once every 3 turns.
Note: Any illusion up to S-Rank, Doujutsu, Regular or Sound based, can be countered through this technique
Type: Supplementary
Rank: C
Range: Short - Mid
Chakra: 15
Damage: N/A
Description: To perform this Genjutsu the user just has to have some sort of vision on the opponents body. In the Genjutsu the user can alter the length of their weapons or limbs. This is used to put off the opponent in close combat and can be very useful if doubled up with certain Genjutsu.
Restrictions
– Can only be taught by Kryptiic
– Can only be used 4 times per fight.
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/a
Description: This technique is a counter illusion applied by a Shinobi who understands and makes use of the necessity of pain to be released from an illusion. After using a logical deduction to figure out they are in an illusion, the caster of this technique will place an illusion on themselves. Affecting their own chakra flow, the caster would fool his brains nerve receptors through the illusion to amplify the sense of self-imposed pain. This illusion would serve the purpose of aiding the Shinobi to escape an illusion by making their brain believe they are under more pain then they really are. Falsifying what they really experience, the pain imposed for example by a kunai simply nicking the the users skin would now feel more like the kunai was just stabbed into them. While the user is under this illusion, it could backfire if an opponent lands a technique, as the user would feel a false pain far beyond what the opponents technique actually delivered. The illusion would immediately end after its use in conjunction with a source of pain to escape an illusion, the illusion itself dispersing from the faux pain it enabled.
-Usable 4 times
- User could not use S rank Genjutsu the subsequent turn to this one
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will and cast an illusion on the opponent's mind that sees a single figure appearing on the terrain- this figure can be anyone and anywhere the user chooses but it can't be made within 5 meters of the opponent. This figure will have a distant look at everything, as if looking through you and won't appear to be concerned with the world around them. They can't move, can't talk, not even think- they are essentially living statues. If left ignored by the opponent after one turn this figure multiplies into two figures with the second one being set anywhere the user pleases, even beside the opponent which is unlike the first figure. After the second turn these two multiply into 8 figures, and after the third turn 16 and so on until the entire field is completely filled and the opponent has nowhere to move. In reality, these multiplying statues are actually explosive kunai that the user throws at strategic locations- of course the opponent wouldn't actually see when the user throws these kunai. The more turns that pass the user throws more around the field until it is riddled with explosives. Then, with a single hand seal the user will detonate all the tags he had set. The aim is to get as many as close to the opponent as possible to ensure death before the illusion is broken.
Note(s):
- Can only be done 3x
- Requires a turn cooldown
Type: Attack
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user transfers his chakra into the opponent's mind meanwhile performing a single handseal, the "Ram" handseal, casting an illusion into the opponent causing him to see the ground below him divided into two sections, a right section which moves at the right direction of the opponent and a left section that moves at the left direction of the opponent, leaving the opponent without any solid ground. Meanwhile the ground is moving countless chains shows up from the space that is left by the divide of the two earth sections. These chains are manipulated by the user, giving him the capability of binding the opponent with the chains, inflicting damage with the chains etc.. . Leaving the opponent open in reality and inflicting damage to him because of the amount of stress caused form the illusion.
Note: Can only be taught by Kamishiro
Note: Can only be used 3 times a battle
Note: Can't use any genjutsu technique higher than A-rank at the same turn
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user creates a sound based genjutsu by saying the trigger word Faded, causing sound waves to vibrate amongst the enemy's body from the ground upwards, vibrating heavily and causing a genjutsu to activate that causes the target to feel as if their body is vibrating viciously enough to cause their body to begin to fade away from their legs upwards, as if they are being erased. The genjutsu is further supplemented by causing the enemy to experience pain, while not actually being subjected to physical torture and instead having it be the result of sound waves vibrating amongst the eardrums in the middle ear, which resonate through the liquid filled body and through the three small oscilles that aid in the transmission and amplification of the vibrations in the ear drum. As they become naturally amplified, the sound waves resonate amongst the primary auditory cortex within the brain, causing the sound waves to spread throughout the brain and allow the wave to fool the brain by replicating the feeling of intense pain within the body while not actually aflicting the target, making pain based releases ineffective against it (that's not to say that other releases won't work). The brain sends the signals to the various pain receptors of the body throughout the nervous system, first taking effect at the legs of the target and swiftly making it's way to the head of the target, causing the target to faint from simulated pain of the user's main organs and respiratory system fading away.
*Can only be used 2 times a fight*
*Requires a break of at least 2 turns in between usage*
*After using, the user cannot use Sound for two turns afterwards*
*Usage of jutsu causes constant pain throughout the target during the duration of the genjutsu, preventing pain based releases*
*The user can only use either one wind or one lightning jutsu the same turn this is used and can only use a jutsu of the alternating element the following turn.*
Type: Offensive | Defensive
Rank: A -Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user will form 3 handseals, causing a genjutsu to occur. While the target holds a weapon or instrument(anything you can hold), the user is able to use this genjutsu to make it appear as if the held object turns into a fox. The illusionary fox then attacks the target, grabbing there limbs and preventing them from moving. This can also work on elemental techniques usede by the enemy, having the technqiue appeared to have changed into a fox as well. This adds some uniqueness as the user can make the fox appear as if it was created from the element its self, meaning creating a fire fox if used on a fire technique etc. The technique lasts for 3 turns to which the user can transform as much objects as they want within this interval. The user can also add extra effects like smoke , heat(for fire) and so forth as well to add more realism.
*Each usage lasts 3 turns*
*Can be used twice per battle*
*Can only be used by Fox Signers*
Type: Supplementary
Rank: S
Range: Short-Medium
Chakra: 40
Damage: N/A
Description: The user forms a single hand seal and inserts their chakra into their opponent's brain, disrupting their chakra flow, inflicting upon them a dormant yet powerful genjutsu. When an opposing ninja uses one of the basic five elements, this genjutsu would activate. During the process of channeling that specific elemental chakra, the opponent would begin to feel more energetic than usual, hyper, and upbeat. Their breathing would begin to become faster, their heart pounding from the excitement of using that element. It would mimic a high, satisfying the victim beyond their wildest dreams. Wanting to continue to feel the excitement of the high, the victim would find themselves using element they just used more and more throughout the match to get the rush from the genjutsu, otherwise they would begin to come down from their high, crashing relatively hard. If the victim goes without two turns of using that element, their base speed would be halved, as well as being unable to use S-ranks and above for two turns from the lack of energy and crashing.
Note: Lasts for five turns
Note: Can only be taught by Penguin
Note: Can only be used twice per conflict
Note: No Genjutsu in the turn before
Note: No Genjutsu in the same turn above A-rank
Type: Supplementary
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: By activating this genjutsu though the click of a finger, or any sound the user releases sound waves that travel towards the opponent and induces a genjutsu that follows the following the victim's mind begins repeating a simple pattern. Four drum beats in a second by second loop, constantly repeating in their mind. The sound of it tears away at the victim's mind, leaving them mentally weak until their mental state deteriorates to a point where their reaction time is halfed from the annoyance from the drums playing in their head.. The way this works is it plays havoc on the brain's capabilities of identifying touch, smell, sounds, sights, etc. The brain detects this sound as an anomaly, so it shuts down the auditory senses, rendering them basically deaf. That doesn't work and the sound still plays, so it starts shutting down the senses, one at a time until there's nothing left to shut down. The sound's still playing though, so it does one last thing; One last ditch effort to try and remove the sound. The brain shuts down areas that pertain to logic and reasoning, leaving the victim in a state of disarray, but the sound plays on still. Whilst in reality the opponent is a broken mess, and unable to move.
Notes:
- Can only be used twice per-match. Must wait two turns to use it again
- Cannot be layed.
- No genjutsu for one turn after the use of this.
- Lasts two turns unless broken.
- Can only be taught by Nathan.
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: The user will start off by forming three hand seals, and induce a dormant Genjutsu on the opponent. The Genjutsu would cause the opponent experience effects based on the materials they come into contact with, as it encompasses three materials, namely; mist, dust, and steam. Through either the opponent's mist, or the users, the opponent will experience the mist to become colder to the touch and start to constrict them as it gets more compressed, and presses against their body, limiting their movements within the mist and making it difficult for them to traverse through it. Through dust formed with Earthen/Wind techniques, or the user/opponent's, and when under the effects of this Genjutsu, the opponent will encounter a tingling sensation, as it feels like the dust enters into their pores, or through every open orifice and drastically increase the opponent's weight, of their clothes and their own body, making them slower as they perceive themselves to be heavier, and causing them to move at two ranks lower than their normal rank when affected by the Genjutsu. Through either the opponent's steam, or the users, or when two techniques clash and create steam, the Genjutsu will take effect. The opponent would perceive the steam as having acidic properties, as their skin begin to form boils and sores, and the acidic nature of the steam would affect the opponent's clothes as well. In reality, nothing happens to the opponent, only within the Genjutsu. Only one of the effects can be done at a time, and after doing so, there should be a two turn cool down between them.
Notes:
-Can only be taught by Detective L.
-Can only be used three times a fight.
-No A rank and above Genjutsu in the next turn, and S rank and above in the one after that.
-A two turn cool down between each effect of the Genjutsu, and only one effect at a time.
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60 (At the end of the 2 turns)
Description: After preforming the necessary seals (Hare → Boar → Dog → Tiger) The caster creates the illusion of four large bangle tigers rising from the ground below their opponent. The tigers will then proceed in a formation formation to pin down the opponent, sinking their claws and teeth into the legs, and upper body of their opponent (tigers may attack by biting into the lower ribs and kidney areas, the pectoral, arm and/or shoulder regions...will be specified by caster). The victim experiences several hundred lbs of force applied to them not to mention a powerful jaw strength, pinning them to the ground. The victim will naturally topple over in the real world from the illusion and the perceived force applied to him.
~Can only be taught by Reborn
~ Jutsu lasts 2 turns
~Renders victim unconscious after 2 turns from pure trauma (almost 2 tones of pressure, blood loss perceived)
~Can be used 2 times per battle
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (+10 each person above 2)
Damage: N/A
Description: This technique was specifically designed for several opponents in the case of being outnumbered or simply to make the battle easier. The caster will make the Horse → Bird seals to initiate the illusion. The illusion will first have the victims experience the sensation a huge gust of wind mixed with dust as if their opponent is using a wind technique. The resulting seensation will block their vision (no physical harm comes from the gust). Once the victims regain their sight, both victims will look upon their comrades and see the image of the shinobi they were fighting and see their comrades to be their enemies and they will see an image of their partner having been killed. In the case there is more then two opponents being manipulated by this jutsu, each shinobi will see several copies of their opponent, as if they've used the Shadow Clone Jutsu. While they fight their comrades as enemies, the actual caster of this jutsu will be out of their sight and vision. This jutsu is meant to cause mass confusion and chaos among ranks and hopefully getting the enemy to injure their own lines or even kill them. While this illusion is in play the caster can move about freely as a result.
~Since this jutsu has a range of people greater then one, intense focus is required meaning no other genjutsu can be used while this one is active
~Can be used 2 times in a match
~This jutsu can only be cast on a maximum of 4 people at any given time and can only be used on different victims
~This technique can only be taught by Reborn
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: This technique was derived from Yondaime Hokage's Dead Demon Seal. The user will create the Bore → Hare Seals and then clap his hands together to initiate the illusion. Once the illusion is initiated the victim will begin to experience an excruciating wave throughout their body. While this happens the victim will see and feel their hands and feet becoming black and the pain in those sections of their body will feel even more excruciating. The process the victim feels himself going through is similar to the affects of the Dead Demon Seal as it happened on Orochimaru's arms, necrosis (The Death of cells). The necrosis of the victims hands and feet spreads up their arms and legs and onto their body. Once this has spread to the entire body from the neck down, the world around the victim will become a dark mist of bloody crimson and the Death God will appear before the victim and place his hand on the their head. The victim will feel as if the soul from his head is being pulled out and the necrosis of the rest of his body from the neck up will occur.
~This technique lasts 4 turns unless broken. During the first turn the victims hands and feet will turn black as a result of the affects of the illusion. The second turn will cause the illusion to spread to completely immobilize and affect the arms and legs. The third turn will cover the rest of the body from the neck down and in the final turn the Shinigami will appear and the user will feel the soul from their head being pulled out by the shinigami, which will cause the illusion's affect to spread from the neck upwards.
~This technique can only be used twice per battle and one must skip two turns before attempting the second time.
~If used twice the user cannot use genjutsu for the rest of the match
~No other genjutsu can be used while this technique is in play
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage: N/A
Description: The Jōmyō Inin or "Mortal Dictata" is a Genjutsu developed by a skilled Uchiha during one of his episodes of meditation. The nature of the illusion was a paradox placed on his mind that tampered with how he perceived opportunity and misfortune. He later recorded these feelings and became able to replicate them in the minds of others through chakra, making it a Genjutsu. The technique begins with a Ram hand seal and placing the chakra on the opponent(s)' mind. The illusion has two parts; fortune or misfortune, and will be highlighted below.
Fortune | Kōun: This side of the illusion tampers with the opponent's visual cortex where it completely changes the appearance of the user and his techniques. The user will appear gravely injured and weak in the opponent's eyes. This can be anything from missing limbs to profuse bleeding. Again, this is a visual illusion is does not actually tamper with the opponent's cognitive perception of the user, it only provides visual stimuli that would lead him/her to believe the opponent is actually injured. The second use to this side of the technique is how it affects the visual information of the user's jutsu as well. In other words, a grand fireball from the user may appear like a measly fireball to the opponent.
Misfortune | Fukō: This the second side of the illusion changes the opponent(s)' visual perception of the user and his techniques so that they appear much more superior to theirs. The user may appear godlike (as in vastly superior in strength and not looking all shiny and golden), in their peak condition and appear very capable of combat. This also applies to the techniques where a simple wave of water may appear even more devastating, like tsunami level. Of course the illusion doesn't actually change the rank and damage of the user's techniques, it only changes the appearance and will go as meticulous enough to alter the terrain to compliment the false powered jutsu. Such as the trees being flung about from the water waves to houses being decimated.
Both sides, Kōun & Fukō, when used individually are S ranked in strength. However, they can be used simultaneously, but only on different minds. Meaning, the user may place Fukō on one opponent and Kōun on another at the same time they activate this technique. This can lead to incoherence between allies and further aid the user. However, it is impossible to cast both sides of the illusion on one person at the same. However, if this double use is used both the techniques Kōun & Fukō become A ranked in strength while the overall technique itself is immediately spent twice and hence can't be used again. But if the user applies one at a time he may wait a while before using it again.
Note(s):
- Can only be used 2x.
- Kōun & Fukō lasts 2 turns each on the opponent(s), with a three turn countdown between each individual use.
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60 (mental stress)
Description: The user will perform the Ram hand seal, sending chakra onto the opponent's chakra parthways in order to disrupt it and induce an illusion upon the enemy. The illusion is quite complex. It begins when the enemy feels that their bones/skeletal system are hastily moving out of place inside their body as it eventually breaches through the layer of skin, and are now outside their body. However, the illusion continues with the bones extending and wrapping itself with great force around the opponent while tightening and tightening, with every passing second. For instance, the rib cage would wrap around the enemy's torso, and then tighten, restricting the opponent from movement completely. Of course, with the total loss of the skeletal system, compounded with the skelton's grasp upon their body, the target would have no ability to move. Now, without the skeletal system as a support for the body, the effects of gravity on the targeted body would be heightened, thus making it harder to breath. If the target does not break out of the illusion within two turns, they will pass out from the lack of oxygen available (suffocation) in the illusion as well as the compression resulting from the skeleton's grasp.
Notes & Restrictions:
Note: Can only be used 3x per battle; No A-rank Genjutsu in the same, or next turn.
Note: Can only be taught by Edward
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user will make a single handseal and focus their chakra to disrupt the opponent's chakra flow, this in turn causes the opponent to be caught in this Genjutsu that will make the opponent think that they are deep underwater with high pressure allowing this Genjutsu to bind the opponent making them unable to move.
Notes:
-Paralyzing lasts 2 turns
-Can only be used twice per battle
-Requires a 4 turn cool down
-Cannot use Genjutsu Next turn
-Can only be taught by Serpent
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 40 Chakra
Damage: N/A
Description: After shooting or throwing a projectile or ninja weapon, the user uses the sound of the moving object as a trigger for a powerful illusion. The sound of the object would not be enough on it's own to trigger the illusion, so the user has to use his chakra in order to amplify the sound. The powerful illusion consists of tricking the opponents hearing, using the basic principle of incoming sound, called Doppler effect. The doppler effect works by making the sound of an incoming object much louder than it is, as it's moving away from the person. This happens because the sound waves of the incoming object get shorter and shorter as it's getting closer to the listener and longer and longer as it's receding. Using his ability to control sound with his chakra, the user would disturb the opponents chakra flow, causing confusion in his hearing and making incoming objects appear much closer. Using the genjutsu he can also make the opponent hear the object coming from behind, or any other side of choice. The purpose of this genjutsu is to effectively confuse the opponent and trick his senses, making him unsure whether to trust his hearing or vision, giving the user a short window to take advantage against the opponent.
Note: Usable only twice per battle
Note: Only McRazor can teach this
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: Flash-taunt is a close combat, sound based genjutsu. It's special because of its characteristic to be triggered rather quickly, while in close, hand to hand combat. To trigger the genjutsu, the user will focus an amount of sound chakra into his bladed weapon or his limbs and engage into a fight. The moment his weapon or limbs collide with his opponent's, they would release the usual sound (clash of metal weapons or a dull thump of limbs) with infused sound chakra, causing the soundwave to spread and trick the opponent into a genjutsu where the user flashes from his previous position, appearing right behind the opponent, with a sharp kunai pointed at his neck, aiming at his spine. In the illusion the user stabs his kunai in the opponents neck, causing pain and slight momentary loss of limb function. Off course the illusion is momentary and it will happen at the speed a ninja would be otherwise able to perform the same movement in reality. However, because it masks the users real presence, its exceedingly useful to deliver severe blows unnoticed.
Note: Usable only twice per battle
Note: Only McRazor can teach this
Note: Cannot use any other technique while using this nor can the opponent be attacked with Ninjutsu when he is caught in the illusion
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: Egret's Purview is a dormant type of genjutsu whose activation precedes a motion of sorts made by the one who is placed under it. However before that user would drift any type of paper in the air, as if they were drawing with a brush (including explosive tags and similar) as an outset to the genjutsu whilst releasing their chakra towards their opponent. The genjutsu affects only the neurons sent by the brain through the spinal cord which have effects on the muscles and movement of the same. Essentially, person who is under the illusion will have parts of the body through which muscle-movement neuron transmits turn into paper which incessantly extends forwards. Once under the illusion if they try to make movement of sorts with their body (extending, flexing, abducting and similar), parts of the body through which the neuron in questions moves will fluently transmute into never ending coil of paper which progressively enlarges as long as the signals to the brains are shipped. If the illusion has not been broken but they change the signals they are sending for motion E.G.; from leg to arm, the said arm would also go through the changes, without the part of the body who was initially converted changing back to its original form. Unlike the sharingan technique which completely turns body into that of paper as well as causes the burning effect, this technique only affects parts of the body through which the muscle moving neurons are moving.
Note: Can only be used thrice per battle
Note: Can only be Taught by Akasha
Type: Supplementary
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage Points: N/A
Description: The user channels Ototon chakra and speaks in a snake like dialect called Parseltongue, aimed at various snakes. This serpentine language allows the user to talk to snakes in a language only the user and the animal can understand. The purpose of this is to deliver special coded messages that can't be deciphered by others. This however is only the basic application; by applying Ototon chakra, the user uses sound waves to cast a genjutsu upon the beasts that allow him to revert their minds to a primitive state, one where they rely on their normal, primal instincts and capabilities. This is achieved by simulating a period of unrest in the brain ( similar to going two days without sleep ) to rewire their brains, re-directing activity from the calming and rational prefrontal cortex to the "fear center" -- the amygdala. This causes the brain to revert back to more primitive patterns of activity, in that it was unable to put emotional experiences into context and produce controlled, appropriate responses. The purpose of this is to break them down and weaken mentally to a state where the user is able to use the same Sound waves to implant ideas into the snake's mind, encoding specific commands to them. This allows the user to "control" the snakes in a way that appears like the user in a way similar to Kotoamatsukami, but only works on beings of a lesser kind, only affecting snakes. The power needed to sustain and control a snake is based on it's individual ranking, allowing him to control up to S ranked snakes, i.e. to speak and control an A ranked snake, a genjutsu of A rank is needed to be cast. The user is able to use the C and B ranked variants without restraints; the A ranked version can only be used 5 times while the S ranked variant can only be used twice. The S ranked version lasts only two turns, which each lower rank lasting one turn longer than the previous rank, going from 2 for S up to 5 turns for C rank.
Note: Requires both Sound and the Snake Contract.
Note: Can only be used on Snakes (Vex included).
Note: A rank and above can only be used 3 times in total, split across A and S rank in whichever way the user chooses.
Note: After using the A rank version, the user is not able to use it in the next turn. If S rank is used, this time doubles
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: Once the genjutsu has been initiated the illusion traps the victim in a white empty room like space, once there a mirror will appear in front of the victim and then the victim looks at the reflection of his own image in the mirror, then suddenly the victim is then trapped inside the mirror. The user will then appear in this white room and with a snap of his finger the mirror will shatter pieces along with the victim. The victim will feel the sensation of their entire body being broken into hundreds of pieces, the purpose of this jutsu is to weaken a targets defense as well as to render their vision slightly so that they are unable to battle properly.
Note: Can only use every three turns and no genjutsu useage the following turn.
Note: Can only be used 3 times per match.
Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
A powerfull technique were the user takes control of the enemy's 5 senses and makes him experience anything he can imagine. These illusions however are bound by the normal natural laws of Narutoverse (gravity, kinetics, etc) making it impossible to create unreal (in the context of Narutoverse) situations or scenarios. They can and may also be used to cause the enemy pain or distress or simply serve as a distraction or to camouflage the user in an escape or an attack. The genjutsu itself is done by performing 3 hand seals (Tiger+Ram+Horse) while inserting your chakra into the enemy's brain, disturbing his chakra flow and quickly gaining control over his senses. If the user is within short range of the enemy he can perform this technique with either 1 hand seal (Ram) or by looking directly into the enemy's eyes.
Note: Can only be used thrice per battle
Note2: User can't perform other Genjutsu in the same turn
Note3: User can't perform any technique above S-Rank on the same turn
Note4: Can affect multiple enemies
Note5: Can only be taught by Scorps
 
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Detective L

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[ Kenjutsu ]


Type: Offensive
Rank: B
Range: Short
Chakra cost: N/a
Description: The user enters 'Crane Form', a unique Kenjutsu stance in which the user utilizes 4 swords at the same time ; one in each hand, one in his mouth and finally one in the crevice between his leg and thigh.This causes the user to clench the sword,only standing on one foot giving him the look of a crane.This style has been compared to Killer B's Seven Swords Dance.While based off this style,Crane Form focus's much more on control and creating openings by attack the enemy on every level of height.To best utilize the styles potential, the user performs spins and jumps at high speed.The swords can be charged with Chakra to increase their cutting and attack power.
Rank: S
Type: offence
Range: Short
Chakra cost: 40
Damage points: N/A
Description: This is a style of Chinese martial arts where the user uses precise chakra control to move half a step out of the way when being attacked at close range. The user is then facing the side of the enemy. The enemy can only react to this attack and counter if they are advanced taijutsu users because they have been trained in advanced levels. This advanced technique can be followed up with an attack to counter their move.
Note: can only be taught by Zenryoku
Note: Can only be used twice per battle
Rank: A
Type: Offensive, Supplementary
Range: Short
Chakra cost: 30
Damage points: 60
Description: By using the art of Iaido the user will quickly draw their katana at a incredible speed striking upwards towards the targets torso causing them to become open and then the user will follow in with a horizontal slash across the chest and arms to deal a devastating blow and rendering the targets arms useless by slashing the tendants within the arms and then will flick the blood from the katana and re-sheave the katana.
Note: Can only be used by a samurai biography.
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: A variant form of Iaido where the user takes a reverse hand to draw their katana at quick speeds. The form doesnt have quite the reach as standard Iaido but its perfect for close and tight situations. The user when using the reverse quick draw form they will bend their knees and they draw the katana with their back hand facing down and when fully unsheaved switched to the back hand facing up and by finishing the attack the user springs up to add extra speed to the deliverance of the attack. (Note on the difference of the two: standard Iaido is a wide draw method with the elbow facing outwards so the range is also longer, where as reverse hand iaido has a shorter draw arc as the elbow is closer to the body and facing down giving the draw a almost parallel line to the body allowing for better use in close range however the reach is short).
Note: Must have first been taught Iaido and have a samurai biography.
Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user will use the art of iaido whilst under the influence of Elder Teachings Sixth Sense to quickly draw their sword and slash at their target with fast accuracy delivering a total of 9 strokes hitting the targets in multiple critical area's to disable them and prevent them from continuing from moving. (attacks mainly dealt to the forearms, inner thigh's chest and stomach)
Note: Can only be used 3 times and must first activate Elder Teachings: Sixth Sense
Note: Can only be used by a samurai biography and must know Elder Teachnins Sixth Sense and be taught by Zenryoku
Rank: S
Type: Offensive, supplementary
Range: Short
Chakra cost: 40
Damage points: 80
Description: This technique is an adaption to half step where the user will make a simple three stepping method when a target attacks them. The user will move to the side the target when they attack and then taking a short step backwards quickly drawing their katana whilst stepping forwards again to slash the target using the momentum of the step forwards aswell as the quick draw. This technique is done in a matter of seconds.
Note: Depends upon the rank of the user in how fast this technique is performed , and may only be used twice per battle.
Note: Requires a samurai biography.
Note: can only be used three times per battle
 
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Detective L

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[ Mokuton ]

Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: A Dome of wood will suround the opponent, the opponent wouldn't be able to see anything expect darkness, and when the user clasp his hands together multiple spikes stabs the opponent from every angle impaling the user in the dome, but especially from underneath, those wooden spikes has solid state and will get straight trough the user his flesh in a instant.

[ Akimichi Geijutsu ]

Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 15 ( -5 per turn )
Damage Points: N/A
Description: A passive Akimichi ability, where the user will through the rapid conversion of calories into chakra, release a large amount of steam from their person, or limb. Once any type of transformation takes place ( change in shape, into a larger shape of a hand for example ), the user will passively release steam from the changed body part en masse ( unleashing it outward in a 360 degree radius ). Although passive, this steam does no damage to the opponent, and merely acts as an aesthetic but also serves as an obstruction of the opponents' vision. This remains active throughout once activated, and since it carries no offensive capability, can be used in the same time frame of the initial technique.
Note: Can only be used twice and once activated, remains active until the user stops it himself.
Note: Although the steam acts as to obstruct vision, the enlarged limbs are too large to properly hidden. Only smaller tools such as kunai/shuriken would be properly hidden from sight.
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra cost: 30 (-10 per turn)
Damage points: +20 to Akimichi Techniques
Description: The Elemental Emperor can only be utilized after activating or performing one of the Akimichi Clan's related expansion techniques. After expansion, the user will coat that entire limb(s) and or body part(s) with one of the basic five elemental affinities for offensive and defensive purposes.
Doton: Similar to the 'Earth Spear Technique', the user will channel his/her earth chakra throughout the expanded limb(s) and or body part(s) and harden it to a steel-like quality for enhanced blunt force.
Suiton: The user will channel his/her water chakra throughout the expanded limb(s) and or body part(s) and materialize from the moister in the air a water source in which it is shape manipulated into vortex of water type drill around the expanded area.
Fūton: The user will channel his/her wind chakra throughout the expanded limb(s) and or body part(s) and manipulate the air currents around the coated area to manifest a cutting-edge tornado around it.
Raiton: The user will channel his/her lightning chakra throughout the expanded limb(s) and or body part(s) and coat the area with highly concentrated lightning having the piercing and numbing properties of chidori.
▵ Requires an Akimichi Biography
▵ The user is restricted to only using the channeled affinity while this technique is active
▵ The technique will stay active as long as the expansion technique which was used or a maximum of 2 turns per use
▵ Only one elemental affinity can be used per turn
▵ Can be used five times per battle
▵ Must be taught by Hard

[ Nara Ichizoku ]
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user raises their shadow up all around them in the shape of bars that have a tip like a spear. This is a defense against attacks and opponents. The user can manipulate the shadow bars to focus on one side or all around. The bars are two inch which and a inch thick that raises above the user height four extra inches. The bars has a inch space in between each one when surrounding the user all around.
-User must have learned to use Shadow Sewing to learn to make their shadow rise from the ground.


[ Meiton ]

Type: Supplementary | Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30 (+5 each turn)
Damage Points: -
Description: This technique requires the user to have absorbed chakra from an opposing technique with the use of "Inhaling Maw" or Dark Release variants able to absorb chakra. The user manipulates his chakra & releases thousands of minuscule Dark spores that spread across the field reaching Mid range in mere seconds. The spores are imperceptible by regular means, relying on a chakra sensory or doujutsu user to be able to detect the chakra itself. The spores are almost sentient creatures, able to be controlled not only by the user, but by their hunger of chakra. Being drawn toward foreign chakra the spores begin to feed on it, eating away until nothing is left dispelling the opposing technique itself. Due to the large number of spores, they are able to feed through the technique swiftly. The spores are only effective on energy based techniques A Rank or the equivalent of it, Strengths & Weaknesses apply. Unable to feed through such element as Earth, Water or a majority of solid objects & after having absorbed chakra & dispelled the opposing technique, the spores rush back toward the user's marking, able to use the chakra to perform Dark Release techniques. The spores are able to remain on the field for up to two turns without feeding on a chakra source.
- Can be used twice.
- Can absorb only one set of spores each turn
- Taught by Method
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (+10)
Damage: -
Description: The user begins by channelling chakra across the palm branded by a Dark Release symbol. Upon doing so they continue to manipulate their chakra & thrust the selected arm forward, releasing an increasingly large blast of wind at high velocity. The wind, beginning from the palm, spreads out & covers a 120 degree angle in front of the user with the wind soon forming a wave as it travels forward. The wind is only strong enough to simply stop an opposing object in it's tracks, objects such as small projectiles, ninja tools & even humans. The wave is only able to travel up to a short range distance (this could range from 5-7 meters) until becoming ineffectual, though is only needed to travel up to short range regardless. Upon releasing the wave, soon after, the user continues to hold their arm up as they activate their Dark symbol, requiring an extra 10 chakra, this immediately begins to absorb the chakra & rapidly pull the blast of wind back toward the user's palm. though unlike a regular absorption, the user is also able to attract an object caught within the wave, forcibly pulling it back toward the user due to the amount of pressure produced by the wind. The pulling effect acts similar to Pein's technique but far less effective, as it does not suspend the opponent, it simply creates a difficult circumstance for them to promptly manoeuvre in enough time as they are dragged in by the wind & forced so in a short distance. The chakra absorbed allows the user to perform a Dark release technique at a later stage.
- Can be used 4 times
- Requires a space of 2 turns between each use
- Taught by Method
- Due to the release of wind and absorption it would take up two of the users three moves per turn.
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: -
Description: A release ability which begins with the user channeling a mass of chakra that is released as a thick cloud, tightly encircling the user. As it spreads around their entire body the user is able to manipulate the cloud to abruptly burst out with great force in all directions, while continuing to rapidly spiral around in a fierce manner. Anything within a short range distance, caught within the initial burst is pushed back into Mid range, throwing the target with great force as it pushes them back, enough to topple them onto the ground.
Now taking on the form of a whirling mist, it hinders the sight of anything caught within, while also affecting both opposing Sensory & Doujutsu Bios due to the mass of surrounding chakra. The Dark chakra itself is able to severely burn on contact, while also causing internal damage if the opponent is still caught within the mist on the user's next turn. The internal damage prevents the opponent from functioning at full capacity; severely affecting their gross motor skills. While all parties are in contact with the mist the user is able to detect any abnormalities within it; this ranges as a type of sensing, though only through direct contact with the mist & the user is unable to specifically distinguish objects inside, simply relying on size, shape & movement of the objects.
-The mist resides on the field for 3 turns, though the user must pay 5 chakra each turn to continue it's whirling motion.
- Requires a waiting period of 2 turns after each use
- Unable to perform Dark release techniques of A rank & above for the next turn after ending
- Can be used 2 times
- Taught by Method
Type: Supplementary
Rank: A
Range: Long
Chakra: 30 (-10 chakra per turn to maintain)
Damage: -
Description: An absorption technique which requires the user to place their palm which carries the dark marking, against the ground to release chakra into it. The user releases a plethora of chakra into the earth, which reaches up to Long Range. They continue to manipulate the chakra to form dark tunnels that spread underground covering a majority of the earth & connect to the ground. Whenever the opponent performs a technique which requires contact with the ground or forms from the earth itself, the tunnels begin to siphon the chakra & neutralise the technique before allowing it to fully form. The user must supply 10 chakra each turn after which continously fuels the tunnels, & must place their palms against the ground each time they absorb the chakra within the tunnels. Each time the user absorbs the chakra, it requires one of three moves to do so. Following Dark's S&W this is effective against S ranks weak to Dark, A ranks neutral & B ranks strong to it.
- The user is unable to perform A rank or above Earth jutsu while active
- Can only be used twice.
- Taught by Method
Type: Defensive
Rank: B rank
Range: Short-Mid
Chakra: 20(+10 for every extra shot fire)
Damage: 40
Description: The user will begin by holding both his hands up with the palms facing towards the sky. The he will condence dark chakra inside his body and cause it to seep out of his palms and form small balls of dark chakra around the size of a cannonball. Then by using brute strength the user will throw the balls at the opponent. Upon impact the balls will explode into a maelstorm of dark chakra severely burning the opponent. This jutsu isn't limit to just two shots as the user can continually form and throw these balls. The balls form rather swiftly about the same speed as a chidori. Each 2 balls are equivalent to a B ranked Dark release technique.
Can only be taught by Delta
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 each turn)
Damage: 80
Description: A technique sort by near all masters of Dark Release. It was seen as one of the greater Dark release techniques & was most powerful in terms of defence compared to other Dark jutsu. The user is required to absorb three A Rank energy based using the "(Meiton: Kyūketsukō) - Dark Release: Inhaling Maw" technique or any related technique that absorbs strengths & weaknesses apply in regards to the absorption ability. The user is unable to perform any Dark release jutsu that require the usage of Inhaling Maw or related beforehand, otherwise they will have to absorb the chakra once more. After having successfully performed the requirements needed, the user is able to release the chakra through the diamond marking on their hand. The chakra begins to crawl across the user's arm, completely covering it while shortly after the rest of the body. The user is coated in a thick blanket of purple Dark chakra with hints of black hue, almost as if merged with the user's skin. The user's eyes become pure white. The abilities of the technique are not fully known, yet three have been revealed & shown to prove very useful for any situation(Offensive, Defensive & Supplementary).
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Offensive | The offensive capabilities of this technique are primarily simple forms. The user is able to create jet black structures across their body, varying from simply weaponry such as swords, axes & whips etc, each of them equal to B Rank dark release techniques. The user is able to perform all dark release jutsu of A rank & below without the need of "Inhaling Maw" by sacrificing a turn of this technique, thereby using the dark chakra already held by the technique as a source. During close combat the user is slightly more resistant to melee attacks due to the surrounding dark chakra.
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Defensive | The most notable part of the technique. The user being covered entirely of Dark chakra, is able to absorb any technique composed of Wind, Fire, Lightning & Raw Chakra, without the need of performing the "Inhaling Maw" technique, instead posting this as reference & using one of three moves allowed each turn. The opposing jutsu would simply pass into the user, being absorbed by this technique. If a technique of S Rank or Forbidden (Forbidden dependable on the jutsu itself) is absorbed then the user has the choice of either using the contained chakra to perform a dark jutsu or to add an additional turn to this technique. The user is still able to absorb chakra from Water release jutsu of C rank or below, but has no other effect towards the water source.
Supplementary | Using this part of the technique allows the user to empower Dark jutsu. By sacrificing a turn of this technique the user is able to strengthen Dark related techniques by one rank, S rank simply gaining extra damage (+20 Damage). Another use of this ability allows the user to siphon chakra form the opponent when they are in contact with them. Each time the user comes in contact with their opponent, they passively absorb 50 chakra, adding to their own supply.
None of the above are passive techniques other than the ability to absorb chakra on contact & to the least require the user to reference which ever they use as one move out of their three. Being able to use Lightning & Fire jutsu, the colour of the jutsus performed gains a dark purple hue, this of course is purely cosmetic. While in this form the user is able to perform Dark, Lightning & Fire jutsu of all ranks, & Ninjutsu of A rank & below. The user is left unable to perform Earth, Water or Wind jutsu while this technique is active. On activation of this technique, due to the dark release chakra spreading not just outside of the body, but covering a majority of the chakra network (a reason to why the user is only able to use certain elements), it is able to release the user from genjutsu of S Rank & below.
- This jutsu originally last 5 turns
- Can be used twice per battle
- Can only be Taught by Method
- No S-Rank or above Dark on the turn this ends and the turn after
- The user is unable to perform Lightning or Fire jutsu of S Rank on the turn this technique ends
Type: Offensive/Defensive
Rank: D-S
Range: Short-Long
Chakra Cost: Varies (10-40)
Damage: Varies (20-80)
Description: This is a masterful technique of those who possess the Dark Release kekkei genkai. This technique utilizes both of the defining characteristics of Dark Release in a single technique. This technique is a classic example of using your opponent's force against them. The user will first hold both his hands out with their fingers crouched like tiger claws. When their opponent's attack gets within short range, the user will immediately begin siphoning out the chakra and absorbing their technique with his left hand, while simultaneously converting the absorbed chakra into Dark Chakra. When the absorbed chakra becomes dark chakra, the user will then emit the chakra from his right hand, in the form of purple and black flames in a large constant stream. The stream of dark flames will take the shape of a large dragon as it heads towards their target. Though the dragon is naturally large, depending on the strength of the technique being absorbed, the overall damage inflicted varies. If hit in close range with this technique, the victim will receive major internal damage (level of damage varies based on rank of technique).
Note: In this technique the user is both drawing in and converting chakra for it to be released. There is a one second delay from the beginning of the absorption of your opponent's technique to the conversion and release of the dark chakra as an attack.
Note: The absorbing process follows the same principles and guidelines of Dark release.
Note: If this technique is used to absorb and redistribute a technique of S-rank or above, the user cannot use S-rank Dark Release techniques and up for the next turn.
Note: This technique can only be taught by Reborn
Note: S-Rank version can only be used 3x per match.
Type: Offensive
Rank: A
Range: Mid - Long
Chakra: 30
Damage: 60
Description: A release type technique which requires the user to have Dark chakra stored within their mark. The user focuses their Dark chakra, makes two handseals, & releases it as a large sphere of light blue flames, the size & appearance being similar to "Fire Release: Great Fireball Technique". The technique follows a direct path & can, on impact, explode into a maelstrom of blue flames that covers a Short range from the point of impact, anything caught within radius is left severely burnt, while direct impact results in a high chance of death. Alternatively the user is able to form a single handseal which not only forces the sphere to explode prematurely/on demand, but also releases smaller spheres from the explosion which target the opponent & dash toward them. The rank of the spheres is determined by the number created, beginning from B rank for a single orb. This requires an extra 10 chakra to perform.
- Can be used 3 times
- Taught by Method
Type: Offensive
Rank: A rank
Range: Short-Long
Chakra: 30
Damage: (Technique dependant)
Description: This is an advanced method of using the technique Inhaling maw. Instead of storing the foreign chakra the user instead redirects it back at the opponent. The way this technique works is by increasing the flow of chakra to Inhaling maw causing it to absorb chakra twice as fast as the regular inhaling maw. While this happens the user links his top and bottom square chakra network creating an arc between the two from which chakra can travel. As the user absorbs chakra it is sent into this new link and has Dark chakra added to it, once the chakra is added the technique is fired back at the opponent. From using this method the original attack is strengthen and more potent. This method is fairly fast, as it release chakra at the same time it absorbs leaving little window for opponents to react.
*Note* Any technique redirected gains plus 1 rank to its original power(I.e A rank becomes S rank)
Restrictions:
Can only be used 3 times per battle
Jutsu Follows Dark release's absorption rules
Can only be Taught by Delta
 
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Detective L

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[ Yugana Ken ]

Type: Nin-Taijutsu.
Background:
There once was a time, when there was little known about jutsu, or Kekkei Genkai. A simpler time, when most fought with their body's alone. Due to this many struggled to stay on top, creating different form's of Taijutsu. But one form stood above all, and was never defeated. This style was known as the Graceful Fist. Many relied on power, and simple physical strength. But one man realized that there was another way. A better, and more peaceful way to end a fued. Graceful Fist is purely based on patience, and striking with maximum effect. And this was the key to winning any fist fight. Nathan came along this style from an old man that he met from his journey.
Inner working's and Movement's of the Graceful Fist style.
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Description on the Abilities and Inner Workings of the Style:
The Graceful Fist style consist's of three main rule's. The first rule is to stay Patient and Calm at all time's, it is always the key no matter what's headed your way, breaking this rule can be fatal. The second rule is to stay fluid, a stiff fighter is always inaccurate. And the third rule, is to strike with Maximum effect, and we will get to that in the explanation here.
Movement and Style:
Graceful Fist is mainly performed with fluid movement of the body. The user will watch the opponent's every move, nothing get's past a Graceful Fist Master. You rarely block in this form of fighting, you will always counter. For example, if a simple quick punch is thrown, it can be blocked by simply moving the hostile fist out of the way with your wrist, this will also leave the opponent in an unstable position.
Striking with Maximum effect:
Graceful Fist user's also has knowledge over every single muscle that is in the human body, thus comes the striking with maximum effect. The strike will always be for an important area, more likely a pressure point.
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Nin-Taijutsu related effect's:
By utilising the Wind aspect of Graceful Fist, a user of the style is able to use it to enhance their striking power and overall effectiveness of the style itself. By using shape manipulation, the user is able to mould his wind chakra into sharp projections that extends from his fingers/fist. Then, by using their knowledge of the human body and the placement of the muscles, a Graceful Fist user can strike the opponent in a vital area or muscle, and severe it through the skin by precisely slicing it with the Wind chakra. This allows a Graceful Fist user to cut the muscles of the arm/leg etcetera causing the opponent to be greatly harmed and lessen their overall ability to use their arms/legs, giving the Graceful Fist user an advantage in battle.
The user of Graceful Fist is able to use Wind as a supplementary too. By coating their legs and arms in Wind chakra,and manipulating it with great precision, it allows the user to be more fluid when fighting. When coating the legs, it allows the Graceful Fist user to be light on his feet and move a bit faster and evade attacks from the opponent, thus countering with the Graceful Fist techniques giving the Graceful Fist user a upper hand.
With both these aspects, Graceful Fist users are able to easily evade and strike back with great precision.
Example Techniques:
Yūgana Ken: | Graceful Fist: Muscle Strike
Type: Offensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description:
The user will go into the Graceful Fist stance and by using their great knowledge about the muscles/pressure points in the human body. The user will aim for whatever muscle/pressure points and strike with a simple palm strike.
Notes:
- Must say which muscle they are planning to strike.
Yūgana Ken: | Graceful Fist:
Type: Supplementary
Rank: C-rank
Range: Short
Chakra: 15
Damage: N/A
Description:
By coating the users limbs with wind chakra, the user will be able to move much more fluidly, when the legs are coated with wind chakra, it allows the user to be light on their feet, and able to use Graceful Fist techniques with more ease, and move around with that same ease.
- Can only be used for Graceful Fist techniques, nothing else.
Yūgana Ken: | Graceful Fist:
Type: Offensive
Rank: C-rank
Range: Short
Chakra: 15
Damage: N/A
Description:
The user will gather a small amount of wind chakra around their hand and/or fingertips, and by using their great understanding of the muscles and pressure points, the user will place their hand on their target muscle or pressure point and the wind chakra will seep out of the users fingertips causing a cut around the skin, allowing Graceful Fist techniques to do more pain to the target.
- Can only be used for Graceful Fist techniques, nothing else.
Additional effects:
- Graceful Fist user's have great stamina. Due to you having to move at all times fluidly regarding the style, stamina is built.
- The user of Graceful fist will be able to take strong blow's, not only do you learn about pressure point's and muscular area's during the learning process, you must constantly resist these physical blow's. To be sure no Graceful fist user could really fight one another.
- A Graceful Fist user does not require hand-seals to use the Nin-Taijutsu of this style.
- In The Training process, you will strike hard object's with merely a finger or two, practising. Therefore the user's hand's and finger's will be rock hard.
Restrictions:
- Those who wish to learn this style must go though one training session with the creator [Nathan]
- A Graceful Fist user is not as strong as a normal strong fist user, so in a pure physical match, Graceful Fist is Outmatched.
- Must be at least Kage [post count] to learn this style.
- Must have both Taijutsu and Wind release completed.
- Can only be taught by Nathan.
____________________

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


Nathan., our loyal member, gave on the 3rd of January, 2014 a request for a Patent on custom fighting style Yūgana ken | Graceful Fist. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;



Yūgana ken | Graceful Fist

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Yūgana Ken: Tenkei Songu | Graceful Fist: Heaven's Song
Type: Supplementary, Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: Heaven's song is considered the basic form of the Graceful Fist. The user will gather a large sum of fuuton chakra towards every point of their body and release it forward to create a semi-transparent white aura around the users body (finger tips, limbs, stomach area, etc.). When releasing this style the users take up the properties of fuuton chakra that corresponds with Graceful fist. The user will feel much lighter and fluid when using the style, especially in hand to hand combat where the user will be able to react with ease. This is because Graceful fist allows the user to watch the opponents every move with high level of clarity, this allows the user to counter an opponents attack in hand to hand combat. Due to being much lighter with the wind chakra around their body the user will be able to leap further and move around quicker. The user will also obtain a higher attack potency in battle. The user, whenever they deliver a attack towards the opponent it will cause serious sharp cutting pain because of the attributes the fighting style takes up. The sharp pain is precise and accurate furthermore since the user has high knowledge of the human body, knowing where every muscle and ligament are located they can use this cutting property to cut the muscles because of the sharpness this fighting style grants towards the user. This means the user can rip a muscle of the opponents biceps for example and completely render that arm useless or move with serious pain.
Notes:
- Can only be used three times per-match.
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used in conjunction with Graceful Fist techniques.
Yūgana Ken: Mitsukai Yabureme | Graceful Fist: Angel's Tear
Type: Offensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: The user will gather a large amount of fuuton chakra towards both of their hands create a semi-transparent aura around their hand. The same process is done towards the users knees as well. The user will then dash towards the opponent and attempts to deliver a jumping knee thrust but the moment the opponent begins to react towards the knee thrust, because of the users clarity and reactive ability will then snap that same knee back basically faking the knee thrust and instead delivering a sharp finger slash in a horizontal manner while still in the air, towards the wound of the opponents neck, cutting that area completely which will generate serious pain towards the neck while at the same time the opponent will be unable to move their head around while blood spilling heavily from the area cut . The user will then land on the ground and once again deliver a finger slash but towards the solar plexus cutting it in half, finishing the opponent off.
Notes:
- Can only be used three times per-match.
- Must wait two turns before using this technique again.
- Must be a practitioner of Yūgana Ken | Graceful Fist
Yūgana Ken: Warai Doukeshi | Graceful Fist: The Laughing Court Jester
Type: Offense
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: A deceptive move for the fighting style. The user will gather fuuton chakra towards each of their hands. The user will use one of their hands, by opening their palm, and having their fingers face towards the eye of the opponent, the user will attempt to deliver a straight eye jab. The hand though, progresses at a normal pace, similar to regular ninjas. The main purpose is not to necessarily strike the eyes of the opponent but to force their attention towards the fingers. As the opponent focused towards the hand coming at their eyes, basically after the first hand jabs the opponent in their eye's at a normal pace track-able by normal ninjas, the user will right after hitting the opponent with the eye jab use their other hand to deliver a much quicker (matching the basic speed of the fighting style) and aggressive hit aiming towards the opponents chest, delivering a slash which is quite deep and a large amount of blood will begin to spill, inflicting serious pain. The opponent will be severely harmed if they take a full hit from this attack. It becomes extremely difficult for the opponent to notice the slash due to the distraction and pain from the finger jab which makes it a formidable technique, and difficult to deduce.
Notes:
- Can only be used twice in battle
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Must wait one turn before use again
Yūgana Ken: Kenwo Houki Shimasu | Graceful Fist: Relinquishing the Sword
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: A efficient and fast pace combo attack, the user will take a basic stance and channel fuuton chakra towards each of their hands increasing its cutting proficiency and accuracy. The user will first start off with aiming towards the wound of the opponents hand, severing it, and in quick succession the user will use their other hand to severe the wound of the other hand of the opponent. After severing that wound, the user will lift both their hands and slice the wound of the lower arm, this for each arm, done one after the other, similar to how the user severed the wounds of the opponents hand. Then with the same exact pattern but this time lifting their hands higher, they will severe the wounds of the upper arm located slightly under the shoulder, slicing the wounds one after the other. Due to the accuracy of each slice delivered, the user will be sure to slice only the wounds, basically leaving deep cuts (three on each arm) that will begin to spill blood slowly (though not something that will kill them). Due to having all the wounds of the opponents arms severed they will be completely rendered useless (the opponents arms). This means using hand seals or wielding weapons with the use of their hands would be impossible.
Notes:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used three times per-match
- Must wait one turn before using this technique again
Yūgana Ken: Kamino Ai | Graceful Fist: The God's Love
Type: Defence/Supplementary/Offensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description: This is one of the basic counters of the fighting style. When an opponent is attempting a kick towards the user in any directions or area of the users body, the user due to their flexible motion is able to move around to position himself properly to ready is counter. The moment an opponent attempts to kick the user, the user will gather fuuton chakra towards one of their hands and sharpen the chakra around their hand to increase its cutting efficiency. They will then use the hand that gathered the fuuton chakra, to block the attack. Not only does the opponent block the attack but since the style revolves around always countering an opponents movement, the user will immediately severe a wound of the opponents foot located around the ankle. For example if they are trying a round house kick to the users head, the user will block the kick while severing the wound located on the foot (around the ankle) by raising their hand to level with the wound, since that was the area attempting to make contact with the opponents head. The block and cut is basically done at the same time when contact is made, thus allowing this jutsu to keep true with one of the rules of the fighting style. This counter only works towards the lower body of the opponent, specifically their legs (Spinning kick, straight kick, etc). The severing of the wound will inflict an annoying, pinch type pain. Not only will this slow down the opponents movement but also it will begin to spill blood (though it will not necessarily kill them).
Notes:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used four times
Yūgana Ken: Buuto wo Houki Shimasu | Graceful Fist: Relinquishing the Boot
Type: Offense-Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: A corresponding combo similar to the other combos displayed by the fighting style. The user will take a basic stance and channel fuuton chakra towards each of their hands increasing its cutting proficiency and accuracy. The user will squat low or try to position his body in a way where he is level with the opponents legs. The user will thrusts both their hands towards the muscle of the opponents thigh, this muscle is located right on the hip flexor of the opponent and severe the muscle. After severing these muscles, the opponent will begin to shake starting from their feet and feel slight pain. In quick succession the user will lower their hands and thrusts both hands at the same time once again towards another muscle located on the thigh, that is located right in front of the quadriceps. After this the opponent will be unable to stay on both feet, they will likely fall over due to the fact they will not be able to stand properly because of the severed muscles on their legs. The opponent of course would not be able to even move around with their legs whatsoever, the blood spilling will not kill the opponent neither though but it will inflict sharp, pinch like pain.
Notes:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used three times per-match
- Must wait one turn before using this technique again and no Graceful Fist jutsu the next turn
Yūgana Ken: Kamino Sonci | Graceful Fist: The God's Respect
Type: Defensive, Supplementary, Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: This is one of the basic counters of the fighting style. When an opponent is attempting a kick towards the user in any directions or area of the users body, the user due to their flexible motion is able to move around to position himself properly to ready is counter. The user will gather fuuton chakra towards one of their hands and sharpen the chakra around their hand to increase its cutting efficiency. The moment an opponent attempts to use a upper body attack, they will use the hand that gathered the fuuton chakra, to block the attack. Now only does the opponent block the attack but since the style revolves around always countering an opponents movement, the user will immediately severe a muscle of the opponents hand located around the wrist. An example is, if the opponent is attempting a hook punch, the user will simply raise their hands to block the hand that the opponent is using to punch the opponent, but as they block they will keep their palm open and slice the muscle as they block the punch. The block and cut is basically done at the same time when contact is made, thus allowing this jutsu to keep true with one of the rules of the fighting style. This counter only works with upper body attacks (Punches, palm thrusts, etc)
Note:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used four times per-match
 
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[ Sohei no Junban ]


Type: NinBōjutsu
Background: In the time of monks and hermits, when chakra was being taught, but its limits were not fully understood, wars were beginning to grow at a faster rate. With more power, groups felt that they were able to retake pride they had lost, or gain treasures they sought. This was the chaos that the world felt.
The Sōhei, or Warrior Monks, knew the intentions of the Sage who taught strength to the people of his world, and knew that it was their job to protect the peace that was slowly being destroyed. The Sōhei who believed in the peace they knew the Sage stood for banded together under the name, The Order of the Warrior Monks.
This nomadic group of warriors traveled the world, looking for utilizes of the powerful energy called "chakra" who used this power for their own gain. As they found them, the monks attempted to subdue these people by force, with the sheer strength of their staffs. But even with their fluent fighting style of versatile strikes and defenses, the monks knew that they would not be able to defeat every chakra-user who fought for themselves. Yet they pressed on.
In one battle between the Order and a group of shinobi who wanted nothing more than to take every treasure they could find, the monks learned just how feeble their attempts were. Without killing a single member of the shinobi group, more than half of the Order was mercilessly slaughtered. But when his younger brother was slain in battle, the leader of the Sōhei no Junban took his staff and, in a fit of rage, proceeded to attack with both his and his brother's staffs in either hand. Being able to divert the attention of his opponents away from the true attack, as well as being able to defend from multiple different sides at once, gave the leader the edge he needed to kill but a single member of the shinobi group. And that small victory instilled in the Order the confidence to continue their attack.
The Order of the Sōhei was utterly defeated in battle. The twenty monks who were fighting for peace was reduced to a single free man, with everyone aside from their leader killed, and their leader captured. The one man, the youngest of the monks, just barely escaped with his life. The Order had managed to kill but three of the opposing men. But when compared to the sheer death that surrounded them when fighting with a single staff, the young monk could see the strength and advantage granted to one who used two weapons at the same time. And so the young man, having watched his leader fight with the new style, trained on his own, gathering a group of followers to reform the Order of Warrior Monks, after which the style was named, all of whom used two staffs in battle instead of one.
This style was then passed down through generations of Sōhei, advancing and becoming stronger with each passing generation. And this is where the Sōhei no Junban of today began.
Description on the Abilities and Inner Workings of the Style: Order of the Sōhei is a very flexable style which revolves around staffs acting as an extension of the users' body, mostly pertaining to the arms and hands. The user of Sōhei no Junban will utilize two staffs during battle placed in their left and right hand to serve as an extension to their limited reach. The user uses the two staffs in collaboration with each other in different ways, primarily for distracting and attacking. Because of the unique fighting style granted by using staffs, the user is capable of attacking in the same motion they defend in, and as such this style of fighting focuses on the users ability to perform quickly-executed combinations with both staffs under difficult conditions during battle. Most techniques are based on the concept that one staff is used for distraction or preoccupation, while the other staff is used for executing the main part of the technique that will deal damage, be the strong defense, or set the user up for a combination with a different technique from outside the style.
The style is famous for devastating combination attacks which utilize both staffs at the same time. The vast versatility in the style grants the user a great deal of possibilities in terms of techniques and derived fighting styles, as Order of the Sōhei revolves around defending and attacking either at the same time with different staffs, or in the same motion with the same staff while the second staff provides some other supplementary effect, dependent on the technique itself. Finally, monks of Sōhei no Junban have developed techniques for their fighting style which incorporate the usage of the basic five elements, empowering the impact their staffs have or changing what the best way to attack with each staff becomes.
Example Techniques:
(Raiton: Inka-Ten) Lightning Release: Flash Point
Rank: B
Type: Attack | Defense
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user begins by tossing one of their staffs lightly into the air. As the staff leaves their hand, the user concentrates raiton chakra through their other staff, held in their dominate hand, before throwing it at the opponent like a javelin. As the staff flies through the air, its speed and natural thrown distance increased by the raiton chakra, the staff releases all of the chakra channeled through it in a large cone shape, with the tip being the end of the staff, growing larger towards the user. This cone also gives off a bright light, similar to Lightning Illusion Flash Pillar. As the first staff flies through the air towards the target, the second staff falls to the ground, having the lightning of the first staff pass over it and coating it in a weak electric field. As the second staff falls, the user kicks it through the air, the raiton "coating" giving the staff the extra energy it needs to reach its target.
This technique differs from most jutsu which revolve around two parts, as instead of dividing the chakra evenly between the two parts, all of the chakra is focused through the first staff, allowing the lightning cone to act as a B-rank defense which also blinds the target of the user's actions while the technique is going on (specifically, kicking the second staff). This also means that the second staff only has a D-rank raiton "charge", as it passes through raiton chakra as it's used. The technique's strength comes from tricking the opponent into defending against the initial lightning javelin, and then having the second staff follow up quickly for a surprise attack.
Note and Restrictions:
Can only be taught by a master of Sōhei no Junban
Requires at least B-rank lightning training
The user doesn't use any chakra after initially filling the first staff with raiton to form the cone
(Roki no sagi) Loki's Deception
Rank: C
Type: Defense | Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: The user begins by spinning one staff in front of themselves at high speeds, the rotating action acting as a type of barrier to keep incoming attacks from landing. The user will then toss their spinning staff into the air, thrusting their other staff forwards to jab the opponent in the gut. Finally, as the user thrusts the second staff, they will reach up with their free hand and grab near the end of their first, now-airborne staff, swinging it down as a second attack to hit the opponent in the head.
Additional effects and Restrictions:
- Masters of the style are capable of utilizing a staff with as much strength and leverage one-handed as a person of equivalent raw strength two-handed
- Masters of the style gain the ability to add an elemental affinity to non-elemental techniques of this style, or even free-form movements, in order to add the equivalent of E-rank "elemental affects" to techniques (such as slight burning, paralysis, minor weight altering, cutting power, or slightly increased durability and ability to absorb impact, for fire, lightning, earth, wind, and water respectively).
- Masters of the style gain a stance known as "The Phantom Warrior", which is only the use of Sōhei no Junban through hovering staffs via Manipulate Advancing Blades (this "stance" is only available to specialists of the style and requires the use of the technique beforehand)
____________________

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

Nocturne, our loyal member, gave on the date November the 5th of 2013, a request for a Patent on Custom Fighting Style (Order of the Warrior Monks). I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Sōhei no Junban

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(Sōhei no Junban: Roki no sagi) ✖ Order of the Warrior Monks: Loki's Deception ✖
Rank: C
Type: Defense | Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: The user begins by spinning one staff in front of themselves at high speeds, the rotating action acting as a type of barrier to keep incoming attacks from landing. The user will then toss their spinning staff into the air, thrusting their other staff forwards to jab the opponent in the gut. Finally, as the user thrusts the second staff, they will reach up with their free hand and grab near the end of their first, now-airborne staff, swinging it down as a second attack to hit the opponent in the head.
Notes and Restrictions:
- The "barrier" created by the spinning action of the staff is able to intercept projectiles like kunai's and shurikens, and other weapons, like swords and daggers, provided that they do not exceed the size of the barrier itself and must follow elemental S/W. (Therefore, if it is a sword enhanced by lightning, depending on the rank of the lightning, it cannot be intercepted.) The barrier can also defend against C-rank and below Tai and Ken and D-rank and below solid elements (Like Earth and Water)
(Sōhei no Junban: Hephaestus Kougake) ✖ Order of the Warrior Monks: Hephaestus Gauntlets ✖
Type: Defense-Offense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Staying true to the fighting style, this incorporate's the usage of defending with a straight forward attack right after. The user will cross their two staffs forming an "X" shape by swinging each towards one another and interlocking them, this can be used to catch the opponent's limbs or weaponry attacks. After catching any type of material as mentioned above, the user will channel a significant amount of fire chakra toward's the upper end of the staffs where the material will be caught, one fire gauntlet (hand) will appear on both ends of the staff, so two in total, each gauntlet/hand is around one feet long with a high burning effect and are quite thin. The moment they make contact with the material it will clutch onto the material and be damaged but mainly depending upon the material caught. Metal materials (Non-Chakra infused) will easily be burned and melt rendering them useless, while body limbs will suffer from severe burns by the gauntlets.
Note: Can only be used thrice
Note: Must have fire up to A-Rank
(Sōhei no Junban: Anemoi Ridairekuto) ✖ Order of the Warrior Monks: Anemoi's Redirection ✖
Type: Offense-Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will start with a basic stance, holding each staff with both hands. One of the staffs will be held at the waist while the other will be held higher toward's shoulder height. Both ends facing toward's there target, the user will dash toward's their intended target and as they get within close range the user will start focusing wind chakra toward's the staff on the lower end at the waist while twirling it around in a clock wise formation, what happens is a small vortex that just covers the end of the staff which was pointed toward's the opponent will appear, the vortex with a lime green color no larger then three feetlong but very small in width, no larger then one foot high vortex, this way the staffs don't intertwine with one another , will produce a sudden but forceful suction which will momentarily attract the opponent inward closer toward's the user but also they will lose balance slightly. As the opponent is sucked in toward's the user, simultaneously with the staff being held at shoulder height, the user will thrust the end of the staff at the opponent aiming for the opponent's head causing mild damage and pain.
Note: Teacheable by Ace only
Note: Can only be used 5x
 
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[ Dracova no shinigami āto ]

Type: Other (Scythe Arts/Taijutsu/Kenjutsu Mixed)
Background: The Reaper Art Of Dracova is based off the belief that one should always finish a opponent with his/her own hands. The art was created by a great blacksmith and scientist known as Dracova. Dracova lacked discipline as a child to the point where not one swordsman dojo would accept his ignorance. Dracova thus had never learned to wield a sword. Years past, Dracova was still searching for a school that would accept him. This was a long journey. Dracova had seen and taken samples of different types of metals while on his journey in hope of that someday he would be accepted to a swordsman dojo and create his very own sword. Dracova's one dream was to become a mighty warrior in the ninja world. Dracova knew that he would not live forever thus he wanted to be remembered forever. As years past and Dracova was 18 he had still not found a dojo that would accept him. One day, Dracova came across a dojo hidden in the mountains. This dojo was named Reaper Academy.
Reaper Academy was a dojo which concentrated purely on the use of the scythe. With nothing left to lose Dracova decided to give the scythe a chance. 1 year had past and Dracova had finally but quickly learned everything that dojo could teach him. Dracova loved how wild the scythe was and the empowerment it had given him. Dracova at that point was close to having a piece of every kind of metal in the world in his possession. Dracova had left his dojo to travel to an oasis in which he would continue his training there. During his jounrey Dracova met a white haired blacksmith who told him "When you have enemies that you must defeat, you must take them down with your own hands. That is the pride of a scythe wielder".
Once at the oasis Dracova had found that he was physically strong enough to wield his scythe with only one arm. This brought back the memory of the old ma's words. This led Dracova to create multiple techniques using his scythe one handed. Most of these technique's finishing blows were with Dracova's opposite hand because of his pride. Dracova continued to train becoming stronger and stronger. As Dracova trained his chakra reserved became larger and larger due to the mist given off by the sacred oasis he trained in. Soon, Dracova had mastered his one handed scythe art. Dracova named it The Reaper Art of Dracova. There was one problem, no scythe could withstand the force used with the art. This led to Dracova mixing many rare metal materials from all around the world to create a almost flawless scythe. Dracova named the scythe "The Forgotten Reaper" as the scythe was fit for the Devil himself. This scythe would help Dracova go toe to toe with some of histories strongest ninja. Before Dracova had died he had dedicated his life to creating more and more almost flawless scythes until the day he died and past it down to his son. His son would be known as the Grim Reaper.
Levels of Mastery:
Grim Reaper (Creator)= Use/Learned all techniques.
Master= Use Learned S-Rank and below techniques.
Warrior= Use/Learned A-Rank and below techniques.
Novice=Use/Learned B-Rank and below techniues.
Description on the Abilities and Inner Workings of the Style: When using this art the body is very loose giving the user the ability to dodge incoming attack when trying to get close to the opponent. The user can add chakra to the scythe to increase it's size and shape in multiple ways. Depending on the level of mastery the user is allowed to store massive amounts of chakra into their hands without repercussion as long as they are at a certain level of mastery. While using this art chakra is constantly pulsing through your scythe, arms and hands. This is to keep the blood rushing to that particular area so that the user can wield his scythe one handed for a long period of time. While using this state the blood is flowing so rapidly throughout the user’s body they are in a state similar to an adrenaline rush meaning they can surpass there limit and ignore pain for a limited time. The user is causing great strain on his body by practicing this art. If not used carefully it could potentially kill the user.
Additional effects and Restrictions:
-You must have mastered basic taijutsu.
-You must wield a custom scythe approved by the current “Grim Reaper”
-You have the ability to release and manipulate chakra through your hand and scythe
-You are very tolerant to pain such as non-lethal stabs and blows to the body.
-You are granted enhanced reflexes slightly above that of a taijutsu specialist .
-You must be S-Class to begin training.
-You must have mastered basic kenjutsu.
-Can only be taught by Grim Reaper or a Master with the Grim Reaper's approval.
Example Techniques:
Dracova no shinigami āto: Shinigami no gurippu|Reaper Art Of Dracova: Reaper's Grip
Type: Offensive
Rank: A
Range:Short
Chakra:30
Damage:60
Description: The user will engage the opponent by quickly pouncing at him/her. While he/she is moving quickly they will use their scythe to knock dust/mud/rubble/water into the opponents face temporarily blinding them. Without hesitation the user grabs the opponent by the neck and releases a large concentrated mass of chakra into the opponents body. By doing this the user's chakra will interfere with the opponents chakra flow making it harder for the opponent to perform jutsu quickly. The user then jumps back before the opponent can retaliate.
-Must be taught by a Grim Reaper or Master
-The effect last for 3 turns.
-The speed of jutsu performance is greatly decreased.
Note: It is somewhat similar to the way Franken Stein used his scythe in his fight against Medusa. Though they are not the same.
I have made the required changes.
____________________

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

Shade Dracova, our loyal member, gave on the a request for a Patent on custom fighting style |Dracova no shinigami āto|Reaper Art Of Dracova. I, Riku.. of the Custom Fighting Style Bureau, by the power invested in me by Nexus, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


|Dracova no shinigami āto|Reaper Art Of Dracova

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(Dracova no shinigami āto: Majin Hanto) Reaper Art Of Dracova: Genie Hunt
Type:Attack
Rank:S
Range:Short-Mid
Chakra:40
Damage:80
Description: This is one of the 3 main techniques of the Reaper art this being the second. By circulating mass amounts of chakra through the sycthe. This technique resembles a massive halberd-like blade, expanding to 3 meters wide and 2 meters long. This technique is very dangerous to use with others around in a 5meter diameter. The user will swing the sycthe in a 360 degree angle towards the opponent increasing the cutting capability to its fullest degree. As the scythe is swung it will release chakra as a powerful thin line that cuts through anything in a 5meter radius with ease, easily able to cut through human flesh with extreme ease and earth (A rank). The line of chakra is so thin that it can barely be seen by the normal human eye.
Note: Can only be used twice with a two turn break in between usages.
Note: Cant use reaper arts , kenjutsu, nor taijutsu for 2 turns
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(Dracova no Shinigami āto: Tsuin majo hanto) Reaper Art Of Dracova: Twin Witch Hunt
Type: Supplamentary | Offensive
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/a (+20 to RAOD Techniques) (+10 to kenjutsu techniques)
Description: This is one of the two ultimate techniques of this fighting style. After the user has used the technique "Pulsating beat" they will channel mass amounts of chakra into their scythe, causing the scythe part to take the shape of a large crescent moon that glows with an eye in the middle of it that ranges three meters long. The moment this happen, the user will channel more chakra into into the scythe, causing chakra to travel alongside the body of the user into their free hand causing another identical scythe made from pure chakra with an bright blue glow. These two scythes are link via a chakra chain which can extend in the front of the user or the back of the user. This technique is/can be used as a host for other techniques, allowing the user to mix and be diverse with their techniques, incorporating regular kenjutsu in their fightings The unique thing about this technique is that the user is able to use two techniques in a single time frame using the twin scythe to their advantage.
Note: Can use twice and last 3 turns
Note: Cant use for 2 turns after its ended
Note: Can only use kenjutsu and RAOD techniques while active
Note: Though the attacks are in a single time frame, it still takes up 2 of the 3 user slots.
Note: This technique can be paired with regular kenjutsu techniques
(Dracova no Shinigami āto: Myakuhaku Hyoushi) Reaper Art Of Dracova: Pulsating Beat
Type: Supplamentary
Rank: A
Range: Self
Chakra: 30 (-10 per turn)
Damage: N/a (+10 to RAOD Techniques)
Description: This technique is one of the base techniques for the style, utilizing the pulsing and fueling of chakra into the users body. The user will raise their chakra levels by fueling the scythe with their own chakra allowing the recycle of that chakra to enter the scythe then back into their body. This allows the scythe to act as a host to chakra that constantly pumps into the users body, putting the user in a state of an adrenaline rush with the constant fueling of chakra, causing his scythe, arms, and arms to pulse with great strength. This makes both his physical strength, and the scythe stronger allowing free-form scythe strikes to be able to deal E rank damage, increasing the strength of the techniques as well. This technique is the host for other stronger techniques, needing this technique to be active for all of the forbidden techniques of this style.
Note: Can use twice with a three turn cool down.
Note: Last 4 Turns
Note: The user is physically stronger due to this technique being active causing his arms to be slightly bigger then normal (more muscular to give it a visual)
Note: Cant use any other cfs while this is active
 
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Detective L

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[ Musha Shukke Fuu ]

Type: NinTaijutsu
Background:
Fighting technique and styles don't just pop out of thin air. Most of the times, there are events that take place, or a following or something that triggered the creation of some type of styles, or religions even that do this as well. The Musha Sukke Fuu's story is no different then these. The creators of such a fighting style are no more then monks. Literally, "Musha Sukke Fuu" Stands for "The Warrior Monks Way." Now, being monks, they are not violent people in the least bit at all. This particular fighting style in derived primarily as a defensive style, however, that's not to take away form the fact that it indeed has offensive capability.
The creation of Musha Sukke Fuu, as a formalized martial art, is attributed to Dong Haichuan in the early 19th century, who apparently learned from Taoist, masters in the mountains of Iwakagure. There is evidence to suggest a synthesis of several pre-existing martial arts taught and practised in the region in which he lived, combined with Taoist circle walking. Because of his work as a servant in the Imperial Palace, he impressed the Tsuchikage with his graceful movements and his skill at martial arts and became an instructor and a body guard to the court. Dong Haichuan taught for many years in Iwa, eventually earning patronage by the Imperial court.
Famous disciples of Dong to become teachers were Ichiro Tamazaki, Kisihmo Kayuga, Raiden Matzui, Ike Lennon, Ma Weiqi , Liu Baozhen, Liang Zhenpu and Liu Dekuan. Although they were all students of the same teacher, their methods of training and expressions of palm techniques differed. The Cheng and Liu styles are said to specialize in "Pushing" the palms, Yin style is known for "Threading" the palms, Song's followers practice "Plum Flower" ( Mei Hua) palm technique and Ma style palms are known as "Hammers." Some of Dong Haichuan's students, including Ike Lennon, participated in the Boxer Rebellion. In general, most Bagua practitioners practice either the Yin , Cheng, or Liang styles of Baguazhang, although Fan, Shi, Liu, Fu, and other styles also used to exist. However with time those other styles and formations of the said style became lost as its creators and followers either died and vanished.
It is said that only four of those who did such still exist, the Four masters of Musha Sukke Fuu. These teachers are Ichiro Tamazaki(尹福), Kisihmo Kayuga(程廷華), Raiden Matzui(宋長榮), Ike Lennon(劉鳳春).Each one resides in a different country, or so they say. There are very few people who even know of the fighting style and the rumors, and even fewer who practice it.The base style known today is really more of a combination of things from the past of the branch teachers, those of the past present. The thing about Musha Shukke Fuu, is even though they are Monks, they traditionally don't mind mixing styles, especially of the same base such as Musha Sukke Fuu. In fact, that's hows it came to be what it is today, or so it is said.
Really, know one ever seems to know, and nothing more of which is ever really mentioned in the history books to prove otherwise. It is a really secretive style to begin with, and finding it would require ones full study and seeking of, and the actual finding of one of the few masters, should they still even exist.
Description on the Abilities and Inner Workings of the Style:
Stage One: The Art of the Spirit (Chakra) Sphere.
The main art of the Musha Shukke Fuu, is the knowledge of creating the Chakra Sphere. This is the most basics of basic fundamentals with the style. Without the Chakra Sphere, the art could not exist. The Chakra Sphere is a small, hollow sphere of chakra that hovers over one's head. It is however, clearly visible to to others and can be touched, and popped rendering it useless furthermore. The Chakra Sphere consists of one's own chakra, and thus can be reentered into one's body in such a way, with of course proper training, in a way that may be used as an attack within said style. User usually concentrates in meditation in order to learn how to do this incredible feat. The stance is nothing short of a learning method for the Chakra Sphere Creation. User sits Indian style with crossed legs and rests his hands together forming a special handseal. This handseal is created by pushing the users palms together, and crossing the middle and ring fingers, as the pinky fingers and index fingers clasp together. The thumbs cross as well. Eyes close, and user sits straight upward and meditates. This allows easier flow of chakra within ones chakra system. After hard training, the user becomes able to do this very quickly, for ease of use in battle without the meditation.
Stage Two: Reduce, Reuse, Recycle.
Once Chakra Spheres have been properly summoned, the next challenge the user faces is having the Chakra Sphere re-enter the body for technique use. This is quite simple to do, and Requires a great deal less of training then first summoning the chakra spheres did. The user simply had to do said technique, and handseals and think about the sphere striking their body, and it should happen with rather repetitive training. This stage of training is perhaps the quickest and easiest stage of training. This reduces chakra output, reuses the chakra that is output, and recycles and leftover from the technique, because the chakra is still trapped within the body.
Stage Three: Striking by Striking.
Once the user has mastered the summoning of chakra spheres, and then mastered how to channel them throughout the body, The user now must undergo training to learn how to strike a foe while doing so, while channeling the chakra sphere. This isn't easy. User must stand in front of a stray dummy, tightly packed of course, and continue striking it until it explodes in a small 'boom' where the user strikes. It sounds easy and repetitive as well, but it is truly a lot harder then it sounds. Once the explosion had been seen, the user will repeat this until mastered, where every strike will be a minor explosion. At this level, the user will have mastered the art of the Chakra Sphere.
Stage Four: Fighting Style
After being able to create an explosive burst using the chakra spheres after they enter the hand, the user must then practice using it with taijutsu strikes. In order to incorporate this, a fighting style was created, in which the user will learn to blend the chakra sphere with aggressive, seemingly linear movements and explosive power that's most often applied from a short range. A practitioner uses coordinated movements to generate bursts of power intended to overwhelm the opponent, while simultaneously attacking and defending. During this stage the user will learn that the spheres can be imbued with elemental chakra as well.
Stage Five: Techniques
This is the stage in which the user begins and starts training techniques within the fighting style that involve training and special usage of the Chakra Spheres. Specialized techniques that deal in both offense and defense, are the techniques listed below within the style. Mastering all these techniques takes time, but when accomplished, the user will achieve the Master rank within the monk society. This style is different from gentle fist, in many areas. Gentle Fist uses quick, and precise strikes to deal internal damage to the chakra circulatory system by injecting chakra into the body. This style however, uses chakra in the creation of spheres of
chakra with which the user is able to take them into his body, and use them to deal damage along with taijutsu. Gentle Fist's movements are also different, in that they are much more agile and fluid. Users of
Musha Shukke Fuu however, are much more linear and have more explosive power. This proves that Gentle Fist and Musha Shukke Fuu are inherently different, and that the style will be used differently.
Example Techniques:
Musha Shukke Fuu (The Warrior Monk's Way)-Aurelian Blast
Type:Offense
Rank:B
Range:Short
Chakra:20
Damage:40
Description: The user concentrates chakra, and forms a small sphere of chakra which orbits the user. The sphere of chakra then enters the user, as he enters into a combat stance. The chakra sphere is a translucent sphere of pure chakra, which orbits around the user slowly, before entering his body. Upon doing so, the user concentrates his chakra and runs up to the opponent delivering a powerful uppercut. Upon the point of impact, a small explosion would happen that does damage to the opponent, and sends him flying upwards.
Musha Shukke Fuu (The Warrior Monk's Way)-The Dark Seducer
Type:Offense
Rank:A
Range:Short
Chakra:30
Damage:60
Description:The user concentrates his chakra, materializing a small translucent sphere of chakra which proceeds to orbit the user in a slow manner. The sphere of chakra would then enter into the user's body, and the user would run at the opponent before delivering a powerful roundhouse kick, which would cause an explosion on impact. The afflicted area would have extensive bruising and even burns from the nature of the explosion.
Additional effects and Restrictions:
- User gains above average strength and speed when compared to the average strong fist master.
- User must be trained by -L-
- User must have Mastery of Taijutsu.
____________________

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

-L-, our loyal member, gave on the date the 16th of July 2014 a request for a Patent on Custom Fighting Style (The Warrior Monk's Way). I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Musha Sukke Fuu

Powered by Caliburn

Copyright 2014, Madāra Uchiha, NarutoBase.net

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Type: Offense
Rank: B rank
Range: Short
Chakra: 15
Damage: 30
Description: This jutsu is considered the basic form, and principle behind the entire custom fighting style. The user enters a low stance, focusing primarily upon offense and precision strikes. Upon materializing chakra sphere(s), the user will then absorb the chakra spheres into his body incorporating them into his taijutsu. Through fast paced, precise, and linear attacks with explosive power, the user will attempt to deliver one or multiple taijutsu blows to the opponent. With each landing strike, the user will cause a small 'boom' or explosion with the strike in order to amplify and enhance the effects of the user's blows. The damage caused is mostly external, although with some internal effects. The most common effects are broken bones, bruses, and possibly minor cuts depending on the nature of the taijutsu blow. While using the style, the user will of course have slightly enhanced speed and strength as is evident by a user of Musha Shukke Fuu. Regardless of how many blows the user lands, the amount of chakra and damage will always equate to that of a B ranked jutsu.
Restrictions:
-Can only be used in conjunction with Musha Shukke Fuu jutsu
-Must be a practicioner of the CFS 'The Warrior Monk's Way'
-Can only be taught by Detective L
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The technique starts off by absorbing the chakra spheres materialized to perform the Warrior Monk's Way's techniques. The user will then channel the explosive power to his dominant arm, compressing the power throughout it, creating a reddish hue to form around said arm (only cosmetic). The user will then deliver a punch to the opponent's stomach and release the compressed power of the spheres all at once upon impact, creating a much larger boom, an effect caused by the sudden release of the spheres all at once. The technique leaves massive burns across the opponent's torso and back in the aftermath of the explosion, with matching damage internally and externally.
-Can only be taught by Detective L
-Can only be used three times per fight
-No S rank Warrior Monks techniques for one turn after using this
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Type: Offensive/Defensive
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: After reabsorbing the materialized chakra spheres required to use the Warrior Monk's Way fighting style, the user will, while in close quarters of an enemy, channel the power of the spheres through his dominant leg. He will then stomp on the ground ahead of himself and release the explosive power into the ground below. This results in the explosive effect of the fighting style to result underground, erupting upwards with enough force to propel and shake the ground underneath the opponent. This knocks the opponent off of their feet due to the force shaking the ground, as well launching sharp and heavy debris upwards and into the opponent's body, damaging them simultaneously. The user can also choose to release the sphere deep underground, and release the sphere upwards, causing the boom effect that the fighting style is known for, and hitting the opponent into the air. However, if the user chooses to use this, only a single sphere can be released deep underground, instead of several that would cause the disruption of the ground in the first usage of the technique. The explosive effect happens almost immediately after the user's foot makes contact with the ground, making it a very fast technique.
-Can only be taught by Detective L
-Can only be used four times per fight
Type: Supplementary | Offensive
Rank: S rank
Range: Short - Mid range
Chakra: 40
Damage: 80
Description: This is one of the strongest Warrior Monk's Way techniques which require from user great knowledge in using the style. The technique is not preceded with any kind of movement made by the user but rather just absorption of a single chakra sphere. This increases potential effectiveness of the techniques whilst decreasing the time needed for it to be completely performed. Once the user absorbs a sphere of chakra into their body they would immediately afterwards release it from each tenketsu of their body, creating an omni-directional blast which easily reaches mid range distance from initial place of its release to far off point. However this blast has a slight twist to it, due to it not being completely uniformed but rather assembled of a great amount of smaller sphere which rapidly spread so to give out a blast effect. Due to nature of how this technique is performed, it can easily break through up to A rank genjutsu whilst simultaneously continuing with the offense.
Notes:
-Can only be taught by Detective L
-Can only be used twice per fight.
-No A rank and above Musha Shukke Fuu techniques in the same turn and the next
Type: Supplementary | Offensive | Defensive
Rank: A rank
Range: Short range
Chakra: 30 (-5 per turn)
Damage: N/A (60)
Description: An initiation and often times, a technique that signifies one mastering Warrior Monk's Way. Through the utilization of their chakra, the user will form a mass of several chakra balls, around the size of a small tennis ball, around them. These balls remain in continuous movement, slowly drifting around the user. This technique acts as a basis of using the style, and allows the user to easily introduce a new chakra sphere into their body, for offensive/defensive/supplementary purposes, for other techniques. These balls can be any color (cosmetic), fitting the user. Through manipulation, the user is able to launch these chakra spheres through hand gestures, while continuously filling the lost sphere, keeping them the same amount, continuously. Through hand gestures, the user can strike the opponent with the chakra spheres. While initially far weaker than the normal technique counterparts, the user is able to launch up to 3 chakra spheres at the opponent, aimed at striking different areas at once. One chakra sphere carries the strength of C rank, and together, they carry the defensive properties of A rank. In total, the technique lasts 3 turns, and is usable 3 times, with a two turn cool down in between. The user is not able to use S rank and above Warrior Monk Way's techniques for a single turn, after this has been used.
 
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Detective L

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[ Kasutamu buki ]

Type: Weapon
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The Gold Staff of Enel is told to be forged in the skies where the heavens are located. The staff is told to be the property of an almighty and powerful god of lightning, Enel. Although these were all myths, the two staff proved to be a relic, a symbol of the God's power. The story about the dual staff is a legend, nothing but a myth but it is a fascinating one. The staffs, according to tales, originated from a mysterious city above the clouds, often known as the heavens. The god who ruled during that time went by the name of Enel, a superior lightning shinobi that was described as a god from his powers and skills of the lightning element. Enel acquired the throne to the kingdom by defeating the previous leader at that time, and proclaimed himself as god. The past workers and peacekeepers that once worked for the previous god was forced to physical labor, giving up their lives to the god. The soldiers worked to build an ultimate weapon, a weapon so strong that it had the power to obliterate a whole country on its own. Needless to say, the Enel we speak of is described as a power hungry tyrant, and despite the title he gave himself, he was no where near the ethics of a god. The plan would have succeeded, and if it did, the shinobi world would, more or less be under hos control. No soldiers or villagers had the guts nor the strength to oppose him, and every spark of rebellion was to be taken care of by lightning, in other words, death. Before his plan was set in motion, he was defeated by an unknown shinobi. Legend has it that the man was defeated by a wanderer, and the god descended from his golden thrown in the city of gods to the floors of the deepest seas. Although his body was told to be irretrievable due to the amount of pressure under the sea, the only remembrance the "God" left behind is the two brightly-yellow staffs. The staffs are made entirely of gold. Although they look like plain and simple staffs, the abilities of the staffs are what intrigues modern-day historians who seek power in the world of the Shinobi. Although they were just myths, the two staffs left behind in the land of the ninja world would be a powerful tool, if given to the right shinobi. The only reason people believe and repeatedly hear the myth is because every once a while, the villagers under the Moon country would hear the ringing of bells from the sky. A truly majestic sound that soothed every man, woman, and children yet remain unknown up to this day. The only visible relic is the two staffs, currently wielded by Ace and those who he think is worthy. The story, however, has yet to be proven. This, however, is simply a tale that is most often told to children and is not real whatsoever. Though the relic (weapons) found near the location of the area is the sole reason many argue that such a city exists.
The weapon is a dual staff, including two staffs made of pure gold. It is about three meters tall and two inches in diameter. Despite the composition of the staff's, it is unexpectedly light. This is because of its fairly hollow insides, allowing the user to be able to channel chakra throughout the staff, enabling themselves to perform or activate certain abilities that correspond with the staff's. Because of its light weight, it can be hung behind the back and is easily accessible during battle. The staff itself, even when on your back, will make no difference towards the physical performance of the wielder. The user of the dual staffs will run, punch, kick, walk, move, etc as easy as they would without the staff's on their back. This, of course would have an effect on difficult and complex moves, like backflips, front flips, etc where the body needs to move in a manner that would cause the staff's to hit a solid object, like the floor. This does not mean that it is impossible, but more difficult to perform complex moves such as the ones described above. The physical attributes (height in general) of the user would also come into play whether or not a body movement, like flips, would be slowed down by the dual staffs.
The staff he is holding, but two of them.
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Abilities:

  • Transformation; Both the staffs are capable of transforming the physical appearance of the weapons. The transformation can only be applied onto the top part of the staffs, and only about 1 meter of the top of the staff can be modified. The user can change the shape of the top part of the staff by channeling lightning chakra into the gold, and turning it into lightning. They will re-shapen the lightning with the use of shape manipulation and shape it to the shape they desire the weapon to be. With further chakra manipulation, the user will solidify the lightning and turn it back to normal gold, with a different physical property. This can only be done to the specific weapons because of its mysterious composition of the two staffs. Each staff can be transformed twice, equalling four times and each time will cost 15 Chakra points and a jutsu slot. There is also a one turn wait to each time a staff can transform. Furthermore, the transformation is limited to the original size. You cannot transform it into a weapon that is longer then the original. Things that would work would be transforming it into a sharp-edged sword, able to perform kenjutsu techniques or a trident, and of course, up to the users imagination. It, however, cannot be used to create larger weapons, only weapons that would still fit in the staffs.Also, once the new tip of the staff impales an opponent/target, it can be heated and burn organs from the inside. This counts as a separate turn and does not count as a limit to the heating. Heating from the inside can only be done once.
    • Heating: Another ability that comes with the staffs. The user can channel lightning chakra into the insides of the staff and have it shape around the walls of the staff. (Keep in mind that the staff is fairly hollow inside.) By doing so, the user can heat up the gold of the staff, so hot that it could melt through B-rank steel release techniques without melting the staffs. The purpose of this is to attack when it is extremely hot and potentially cause severe burns to a target. This can only be done once per staff, equaling two times together. The actual heating of the staffs do not take that long, a second or two would suffice for the time it takes to reach such a warm temperature. Furthermore, the damage it deals is equivalent to an A-rank fire technique. This counts as a jutsu and costs 15 chakra
    • Lightning Strike: The user will channel lightning chakra into both of the staves and join them together, having them connect at the top part of the staves. They will release the lightning a few inches away from the two staves, floating in mid-air. It creates a ball of lightning, much like the shape of a Rasengan and can be released with great force, electrocuting any target. This lightning strike counts as a move and is equivalent to an S-rank lightning technique (40 chakra, 80 damage). It has a limit of three uses. Once per battle the user can sacrifice the abilities of the staffs by focusing an immense amount of lightning and unleashing a forbidden rank attack (50 chakra, 90 damage). However, he will be unable to use the staffs abiliites for the rest of the match and will face electrical damage to his hands, rendering his muscles numb for 1 turn.
Restrictions:
Note 1: Despite it being two staffs, you can only perform the abilities of the staffs one staff at a time, excluding the transformation ones (Meaning you can't create two whips at the same time, or heat up the staffs at the same time. You can, however, do it one turn at a time, in accordance to time frame.) Each ability used counts as a move.
Note 2: Can only be wielded by Ace. and those he allow.
Note 3: In NW, this can only be used by one person at a time.
Note 4: Heating and transformation is obviously short-range.
Note 5: The weapon can transform back to its original form an unlimited amount of time.
Note 6: It is indestructible.
Type: Weapon
Range: Short
Rank: A
Chakra: 30
Damage:
Description: This bisento as seen in the image below, is about 1.5 meters long with a 30cm blade on the end. It was forged as a gift for the sage of the sixth paths, made from an unknown metal that made it indestructable. A special red leather bandage has been wrapped around the staff where the user will hold it, to help improve their grip.
Staff abilities:
Indestructable
(Fūton: Kujaku Senpūjin) - Wind Release: Peacock Whirlwind Formation (B rank wind) can be used through the blade on the staff and gains one rank when doing so and can go up to mid range.
(Fūton: Kaze Gaeshi) - Wind Style: Wind Return can be used through the staff like it was seen being used through a sword and gains 2 ranks when doing so, meaning it can send back A ranks and below.
Bisento can dispel a Raiton jutsu up to B-Rank once per battle (this is done by the user channeling his Raiton chakra into the staff and hitting the jutsu with it, which disrupts, dispels or stops the jutsu) and/or dispel/disrupt/stop 1 complete A-Rank Raiton jutsu once per battle (with the same principle).
Kenjutsu techniques can be used through the blade on the end of the staff as it was a sword originally that was forged into the staff but only to a certain extent. (Such as blowing wind on the blade, releasing a chakra wave ect)
Resctrictions:
-All abilities of the staff count towards the move count and don't require hand seals if the user is holding the staff on his hands.
-When used to counter 1 B-Rank technique it can only be used again to counter another B-Rank.
-While holding the staff in his hands, the user can't use genjutsu as their chakra will be continuously channeled into the staff when holding it, and so the user can't focus their chakra into the opponent to create the genjutsu as they would normally do.
-To wield the staffs abilities the user must have it with him either in hand or strapped to his back.
-The staff can only be wielded by The Pervy Sage; if someone else tries to wield the staff it will become blazing hot burning all the leather burning who ever is holding it.
Rank: S
Type: Weapon
Range: Short-Mid
Chakra cost: N/A
Damage points: N/A
Description: Quick fingers and an eye for detail were the Dollmaster's trademarks. But only once did he use his skills to create a weapon. This was the result, as colossal as his dolls were delicate. In a small town once known as "Arashi" lived a man known as the Dollmaster, he was well known for his craftsmanship, building and designing anything from furniture to houses but nothing compared to his Dolls, every single doll different in detail from it's previous. ranging in sizes and styles. Over the years he made thousands of Dolls, all made for his private collection. Every year during the week long "Festival of Lights". The Dollmaster placed is Dolls out on display to shine under the fireworks. After seeing the delicate Dolls, the Leader of the town admired his craftsmanship and asked the Dollmaster to make a Sword for him. Although the Dollmaster had never made a sword, he was excited to take on the challenge. Over the fallowing weeks, the Dollmaster spent most of his time on the sword, he crafted an unique blade. Upon finishing it's final details. the Dollmaster was killed by having his neck slit, his blood spilling out over the blade, his body lied bleeding out over the blade for weeks until he was found in his workshop under his home. it is unknown why the Dollmaster was assassinated. Later, after the creation of the Ninja Villages, the remaining Dollmaster's Dolls where collected and put on display in a museum located in the Land of Waves. his sword was placed as his most regarded piece of work and held as his homesteads most prize treasure. After seeing the Blade and unknown Ninja stole it for himself, only then did he learn the blade's Dominic past. Hearing the Dollmaster's voice echo throughout his mind.
Abilities Notes:
-Because of the Blood absorbed from the Dollmaster, this blade gained his chakra and soul, allowing for the sword to contaminated with it's user as if it was the Dollmaster himself. This allows the Dollmaster's Blade to alert it's wielder of anyone up to a Mid-range area.
-Once per battle the Dollmaster is able to Infuse his Chakra into it's wielder. by using this foreign Chakra the Dollmaster is able to dispelled any Genjutsu up to A-rank, giving it's wielder a clean slate.
-The Style of it's blade, is unique as it is a chain blade, allowing it's wielder to extend it's reach and un-extend it's reach up to a Mid Range area.
-Because of the Dollmaster's eye for detail, this blade is razor sharp and made out of an unknown metal that and never dulls, it is as sharp as it was the day it was forged.
Restriction Notes:
-Can only Extend reach once per turn.
-Can only Un-extend reach once per turn.
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Detective L

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[ Yoso no Kumiawase ]

Rank: A
Type: Supplementary/Defensive/Offensive
Range: Short
Chakra Cost: 30
Damage Points: N/A (60 damage if used to attack the opponent)
Description: This technique is essentially the daughter technique of 'Earth/Water Release: Tyrannical Aggravation'. The user will release their doton chakra into the ground to cause a swarm of winged beetle-like creatures composed entirely of earth (and coated in adhesive mud) to surface beneath or around their position, each being the same size as an ordinary insect. The user will then focus their suiton chakra into each of the creatures to cause them to secrete a dense layer of adhesive water (Similar to Water Release: Starch Syrup Capture Field) from every point on their miniature bodies, causing the already present layer of adhesive mud to fuse with the sticky water to make for a very dense, viscous and adhesive mixture. As a result the insects become capable of traversing through even the densest and stickiest of mediums e.g. Swamp of the Underworld. This makes them extremely proficient in swimming through similar liquids, with their maneuverability being heightened the denser the medium they are traveling through. On land, these creatures are extremely sluggish, in water or when they are submerged with solid ground, they match the speed of an average aquatic creature, in adhesive mud and liquid metals, their speed is unsurpassed, partly because they aren't hampered by the sheer viscousity of such mediums. One final property granted by the adhesive water/mud-like layer is that the creatures become extremely resistant to burning and heat based elements (due to infusion of water), protecting the hard, rocky interior of the small creatures. Alternatively, these insects can be used whilst the user is submerged in a swamp or they can be spewed directly from the user's mouth as a ride-able wave, meaning the user doesn't have to be in contact with the ground to use this technique. In terms of offensive capabilities, each of the beetles have sharp serrated claws which they can use to assault the opponent with and can also extend small needle-like spiked protrusions of earth from any location on their bodies. In terms of defensive capabilities, the entire swarm of insects can collectively neutralize up to: S-Rank Fire, S-Rank Water, A-Rank Wind, B-Rank Lightning and B-Rank Earth. However, in neutralizing these jutsu, they will all be destroyed in the process. The special ability of these roaches is that they're capable of compacting their sticky bodies together to form various constructs such as a defensive dome around the user. The insects can even attach to the user's body to create a armour of sorts. Coupled with the ability of flight the beetles naturally possess, the user becomes capable of pseudo-flight. The real utility of this techniques lies in the fact that the swarm of beetles is capable of attacking from multiple angles. The beetles can passively merge and move through the earth, fly through the air, swim through water, swamp and even liquid metals.
Note: Creatures last for a maximum of three turns
Note: Can only be used 2x per battle
Note: Can only be taught by -Venom-
Note: Counts as 2 moves from the users 3 per turn limit.
Note: No insect can separate from the swarm to do its own thing
Note:
Type: Offensive
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: The user will get in a normal fighting position. Then, the user channels chakra into their front and back legs. The user quickly converts the chakra in their front leg into earth chakra and stomps of the ground releasing the earth chakra into the ground which kickd up a giant boulder into the air in front of them. The user then spins 180 degrees as he is converting the chakra in his back leg into fire chakra. In a fluid motion the user spin kicks the boulder with his back leg and releases fire from his heel which shrouds the boulder in fire and launches it off at the opponent. the technique can be used to break down defenses and comparable to a meteorite due to the way it rains down upon the opponent.
-Can only be taught/used by Shade Dracova
-Must have mastered Taijutsu due to the large amount of leg strength it takes
-Can only be used once a match
-Counts as two moves due to the exhausting it is to perform this technique.
-Must have mastered both Doton and Katon
Rank: S
Type: Attack
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user uses shape manipulation around his hands to conjure up a very hard and condensed staff of earth.. The staff is approximately the same height as the user and about a foot in diameter and is holds enough hardness and strength to attack with A-rank slashing capabilities. Upon creation, the staff is crafted to be more sharp with a pointed end to cut instead of dealing blunt damage.
Close range abilities:
The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of an S-rank earthen blade
Mid range use:
The staff can also be used at a range, in which it gained its name "beetle staff". The user can simply throw the staff like a spear but in mid flight, the user does a single hand seal, thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a beetle's. This allows the staff to not only pick up speed and killing potential (S-rank power) but also also allows the user to control it in mid flight to hit opponents. While being controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..
At any point while flying, the user can do one more hand seal whilst inserting fire chakra within the staff which results in the exploding outwards into a 5m wide vortex of fire with sharp earthen shards that would cause major fiery damage while also cutting anything that comes into contact with it up.
~Only teachable by Shady
~ Only usable once per match
~ Staff lasts 3 turns unless thrown, then.it ends that same turn..
~ Using the fire to make the staff explode costs an extra move, thus completing the entire jutsu takes up 2 slots
Type: Offensive / Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: Advent of Gibil and Girra is a technique where user will firstly release doton chakra within their vicinity as to take a shape of two skulls with an opening at the lowest point of it. These two skulls would be approximetely the size of human heads and their properties would actually be the one of adhesive mud. As soon as the skulls have been formed, user will release katon chakra where they are placed, making it arise from the ground taking shape of two spirits, with two hands, levitating through the battlefield and filling in the previously made skulls. These spirits would be formed of solid fire chakra, being capable of withstanding the weight of mud that would act as a protector from other techniques, however at all times they will have intangible layer of fire flowing through them. Both Gibil and Girra are capable of going to mid range from the user before dispersing however they can only be made in vicinity to the user, aka short range. Each turn they are active, user will only be capable of performing techniques of fire release and his chakra would be drained by ten points. They can stay on the battlefield up to three turns and can be made only twice per battle, however never in consequent turns. Now both Gibil and Girra have their specific traits. Gibil, is mostly known for his solidity. He is capable of extending different parts of his body as to form different solid form of fire that will aid him in battle and that he is capable of relasing which will upon impact form explosion, albeit they can only reach short range. It could be swords, shields and similar. Their size can vary as well as the rank, going up to B rank. However in the case where the extension has been destroyed, the rank from which it was will also effect the rank of the spirit itself. The main attack of Gibil however is to actually condense itself into the mud skull which represents its base after which it will propel towards the target. Because of the highly condensed fire within the mud, upon impact with a solid object it will explode forming a maelstorm which would be of A rank. Gibil would actually prematurely detonate in case where wind based attack is coming his way which would actually just add onto fire because of oxygen feading the flames, making it envelop it before descending towards them (the person who used wind attack). Girra on the other hand, is different from Gibil. Its main property is the one of light. Because of the brightness of its fire, upon its forming, it will blind opponent for few moments as he needs to get used to to its illumination. It is less solid than Gibil, and its main use is to actually send projectiles of fire towards the target. Projectiles size at its peak can be 3 meters in diameter and their shape varies depending on Girra's feeling which are reflected upon them. Projectiles can be of either C or D rank, and it can only release up to 4 projectiles of C rank before dispersing completely. Both Gibil and Girra can in case of danger actually condense themselfs into skulls which represent the base of them as to defend from attacks coming their way. Their reforming however would drain user of the technique by ten chakra points.
Note: Can only be used twice per battle
Note: No technique of S rank or higher of fire release in the turn they are made.
Note: They can not be made in consequent turns.
Note: They can be on the battlefield up to three turns before dispersing.
Note: When it comes to elemental techniques, user can only use element of fire whilst they are active.
Note: User would be drained proportioned amount of chakra to the rank of the ability that the spirit uses. (e.g. if spirit uses a projectile of C rank, user would be drained by 15 chakra point and similar)
Note: Each ability they use will also count towards the three jutsus limit.
Note: The ability of condensing themself into the skull will cost 10 chakra points as well as reforming back to their original shape.
Note: The jutsu would take two slots of possible three upon its activation.
Note: Can only be Taught by Akasha
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user first does a single hand-seal [Boar] and then stomping the ground with either foot. Doing so, the user will create an underground tunnel towards the area below the opponent, at the same time also raising a 10 meter tall and thick hollow cylinder of earth around the opponent, 5 meters in width. Afterwards the user will perform 2 handseals, this time sending wind based chakra into the tunnel already created, in form of rapid long and slicing wind blades. Following the cylinder, massive waves of slicing wind envelop the target from below, slashing their body and violently hurling them out of the cylinder drenched in their own blood. The stomps on the ground can be done in quick succession, making it appear as if the wind follows the cylinder's creation, in matter of seconds, after the handseals take place. Being that the wind part of this technique enters the play only after the earth structure is formed, this technique is not entitled to the usage of 2 elemental natures at the same time.
- No Earth or Wind A ranked technique can be used in the next turn.
- May only be used x2 per battle, but not in consecutive turns.
- Counts as 2 techniques.
- Can only be taught by Loki
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 50
Damage: 90 (-20 to the user)
Description: Requiem of Souls is one of the more powerful techniques which is actually a combination of both fire and earth release. It was named Requiem of Souls due to the amount of souls it so took within time of its existence and its power also increases with every new one it so takes. User would through the rapid release and conversion of chakra focus doton chakra within one of their limbs before slamming it onto the field upon which they are standing. With the slam onto the ground they would cause for firstly and omnidirectional wave of flammable, sticky mud to spread out underground within mid range radius. The mud would be quite adhesive and heavy and as soon as it forms, it would have similar effects to the swamp but at the same time it would be covered by a layer of earth above which would disable it to take its effects immediately. Now, as soon as they release the flammable mud they would release a pulse of warm katon chakra breaking the layer of earth which was covering the mud and igniting it, causing for an omnidirectional wave of demon like souls of fire to spread all around the user in mid range radius whilst leaving a wave of heat behind it. As soon as the mud forms, it would have similar effect as if the swamp was created within the battlefield. However unlike the swamp, characteristic to mud from this technique is that it would pull inside only those who have differing chakra signature as they've already been fed by their chakra (users) upon activation of this technique. And perhaps indeed, by using water one would be able to disperse the flames upon their combustion, the mud won't be so easy to get rid off. A mere spark of lightning would cause for layer of earth covering the mud to break, simultaneously it would also get ignited, due to heat emitted by it. Once the flames have been formed, using a wind jutsu would cause for them to explode into a maelstrom. In case whereas the flammable mud was ignited without user sending forth a pulse of their chakra as to arouse the flames but rather due to a different source (heat from lightning and/or similar), the demon like souls would always transit in direction of a person who has a differing chakra signature.
Note: The release of mud could only be noticed through means of sensory and/or doujutsu
Note: Can only be used once per battle
Note: Counts as two jutsus user can use per turn
Note: The jutsu would leave a great tool on the one using it and drain them off 20 chakra points and unable to use techniques which require more than two hand seals in two turns span (the one in which it used and the following one)
Note: Upon using this technique user won't be able to use A ranked jutsu of earth element and S ranked of fire within the same turn this one was activated as well as S ranked earth in the next one
Note: Can only be Taught by Akasha
 
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Detective L

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[ Bokkusukurage Shokan ]

Summoning Animal:
Box Jellyfishes (Cubozoa)
Scroll Owner:
Lili-Chwan
Other Users who have signed contract:
Summoning Boss if existing:
Maman Brigitte
Samedi of the Crossroads
Other Summoning Animals tied to contract:
Larvae
Polyp
Archipelago Boxes
Mamaragan
Mauna Loa
Coatrischie Boxes
Marinette
Agwe Boxes
Baron Cimitiére
Coco Macaque
Shango Boxes
Origin:
The Box Jellyfishes are from a secret coral reef on an archipelago simply called Shotou or Archipelago.
General Description:
Box jellyfish (class Cubozoa) are cnidarian invertebrates distinguished by their cube-shaped medusae. Box jellyfish are known for the extremely potent venom and are among the most venomous creatures in the world. Stings from these and a few other species in the class are extremely painful and sometimes fatal to humans.
Archipelago Boxes Venom: The standard venom produced by the archipelago boxes is an enhanced version of the standard Cubozoa venom. It contains a mixture of hemolytic and neuro-toxins. Upon infection, the target will feel great pain, worse than being burned, as the poison spreads. The hemolytic toxins and other disgestive enzimes will burn and melt the flesh they come in contact with producing terrible scars in their path. Some Archipelago Boxes may utilize a different variation of the venom, focusing on different venoms used by different species of the Cubozoa class, which will be fully described in the jutsu description of each summon.
Summon General Abilities:
Archipelago's Box Jellyfishes have varying heights. Some can be as small as a phalanx from the floater to the tip of the tentacles, while others reach can have floaters as big as elephants, like some Myobokuzan frogs are significantly bigger than normal.
Their venom, produced by the various nematocysts found in their tentacles, contains a powerful cocktail of hemolytic and neuro toxic enzymes. This venom can be manipulated with chakra, creating something that's similar to water jutsus. Proper jutsus will be submitted as Box Arts.
In case of an unsuccessful summon, the user may call forth a larvae, which will grow into a polyp and then into a grown medusa in 2 turns, or a polyp, which will grow into a medusa in 1 turn. Neither is able to use Box Arts or chakra, except special cases (which will have their own jutsu), but polyps will have some nematocyst in their tentacles, though not as abundant as a grown medusa.
Summoning:
The person who signs this contract is able to summon Box Jellyfishes from Archipelago, and can also be summoned by them, and gains access to the Box Arts. In case of an unsuccessfully summoning, or the usage of a very small amount of chakra, the user calls forth a larvae or a polyp, which require 2 and 1 turn to grow into adult boxes. The canon Summoning Jutsu calls forth average Archipelago Boxes from varying heights, all venomous and with a random weapon, but require a water source in order to be successful. Using specific amounts of chakra, the user can summon special boxes, with special abilities, all up to the Boss. (Which will be submitted using the official template)

Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user summons large polyp, with a body the size of an adult man, and a mouth filled with long tentacles. It has Lightning affinity, which give's it's translucent body and tentacles a strong electrical charge reacting automatically to any existing lightning in the surrounding area, up to 15 meters around it, as if it was a lightning rod. This means that while it is in play, for 2 turns, neither the user or the opponent can efficiently preform a lightning jutsu, as it will get pulled and absorbed by Mamaragan. It can absorb 80 chakra, 160 Damage Points of Lightning/Electrical based jutsu. Once the quota is reached, Mamaragan will burst open and expel several (10-20) tiny and light medusas, which are light enough to move through the air, and use small electrical discharges to change direction. This medusas will stay alive for 1 turn, and will produce powerful lightning discharges whenever they come in contact with the opponent, sending out a paralyzing wave which will lock the target's muscles for 1 turn, preventing movement. They fly at a normal pace, as if freely floating in the air currents.
*While in Polyp form, it is able to use its tentacles to move and/or thimble it's way around the field. In Medusa form, the small entities will just be attracted by the opponent's chakra, with no conscientious movement. They will not attack the user or fellow Box Jellyfishes*
*In Polyp form the tentacles can be used to wrap and bind a nearby (short-range) enemy while shocking him on contact (B-Rank) numbing his nerves*
*Absorbing the techniques do not count towards the jutsu count. Releasing the medusas counts as 1 jutsu. The electrical discharges from the medusas have a power equivalent to A rank, but do not count has a different jutsu from their release.
*The Polyp lasts 4 turns. If it reaches the 4 turns or the Lightning Absorption quota, it will release the medusa, if it is forced to vanish, it will not*
*The Medusas will stay on the field for 1 turn, before drying out. They do not contain poison*
*No other Box Jellyfish can be summoned on the field while Mamaragan's Polyp is in play*
*Can only be summoned once per battle*
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Mauna Loa is a huge box jellyfish with Fire Affinity. It has a floater 0.5x0.5m and tentacles reaching up to 10 meters. Having affinity with fire allows him to heat up his body to extreme temperatures, while the chakra protects him from drying/burning and thus death. He uses his body temperature to either swim in the ground, leaving behind a trail of molten rock, or hovering in the air, by shifting the temperatures and creating air pockets, both techniques equivalent to an A rank technique, thus counting towards the jutsu count. He is able to use Fire techniques up to S-rank.
*The user is able to summon him already on the ground or hovering, both Summoning and the Hoovering/Ground technique counting as 1 jutsu. Shifting between ground/air afterwards will count as additional jutsus*
*While in water, if still hot, Mauna Loa will produce steam*
*Lasts 4 turns max*
*Can only be summoned once per battle*
*Mauna Loa's techniques count towards the users move count*
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Coatrishie is a clan of Archipelago Boxes that has wind chakra, and a higher resistance to drought. They come in various sizes, from very small ones to large enough to carry 2 people in their floater. They can swim freely through the air as they can through the water. Twice per battle, they can charge wind jutsu on their tentacles, acquiring a saw-like appearance, equivalent to A rank and will last for 2 turns max each time.
*Can only stay on field for 5 turns max unless there is a water source nearby, in which case they can bathe in the water and renew the duration of their stay by 5 more turns*
*Can only summon up to 3 Coatrishie per battle but only one at a time*
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Marinette is large yet slender box jellyfish with Earth Affinity. Because of that, although strong and steady, she appears to be drier and more frail than other boxes, almost as if made of sand cloth,allowing her to remain out of water. She is able to freely alter her weight from milligrams to tons, with earth chakra, and move underground as if it was water. Combining both, she can propel herself out of the ground and soar in the air for quite long time, almost as if floating. She is a master of Ta Moko. Increasing the height and hardness of her thin tentacles, she can increase their size with such speed and strength that they act like bullets, at a speed that isn't easily discernible for untrained eyes (non Strong Fist Masters) or people with at least 1 Tomoe Sharingan or Byakugan.
*Except when using Ta Moko, Marinette's ability to shift her weight costs 1 jutsu*
*Can stay in battle for 4 turns max*
*Can only be used twice if not injured*
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: Allows the user to summon a mist composed of thousands of nano-sized box jellyfishes. The mist moves concisely as a whole. Due to their small size, they don't require a large amount of water as per se, rather each individual is able to survive inside very small water sources, which would enable them to survive, for example, inside the droplets of the mist or inside the human body. Using their powerful venom, they infect the body and eat away the flesh, causing great pain throughout the process. Since they're minimal they are unable to preform jutsus of any kind. As they're summoned they bring forth a water mist, distinguishable from the regular mist by the naked eye only because of an soft and discrete unnatural glow on the droplets of the mist, as if it it alive, unless they're summoned directly into water, thus keeping the glow but summoning no additional water.
*Visible to the naked eye*
*It is possible to be infected and not feel severe effects, rather just pain from the venom, if the boxes are blocked early on*
*Can only be used once*
*Can't be summoned directly on the opponent. The combined amount of boxes is about 1 cubic meter*
*If summoned on rain, they'll fall to puddles, and are unable to move out of the puddle unless they find adjacent water pathways*
*Last 2 turns in the battlefield, take care of an average adult within a turn*
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user performs a couple of handseals, summoning a giant jellyfish underground. The jellyfish possesses several dozens of tentacles, instead of 4. After being summoned, Baron Cimitiére rises them above ground, bursting forth with great power and strength, similar to the final dance of the Kaguya, having the same power as it. Afterwards, it can wrap around his opponents to crush them and poison them with it's venom.
*Can stay in the battlefield for 3 turns*
*Can only be summoned twice, if he didn't sustain critical damage*
*Requires two turns in between usage*
*The user must be on the ground or less than 10 meters from it to summon Cemitiére*
*The first outburst is a result of a chakra infused outburst, similar to an S rank, same as the rank of the technique. The initial outburst and the summoning technique count as 1 jutsu. The outburst can't happen any other time*
*Cannot use the chakra outburst if summoned second time*
Type: Supplementary
Rank: D
Range: Short (summoning the Larvae) / Long (On transmission)
Chakra Cost: 10
Damage Points: N/A
Description: Allows the user to summon and vanish a pair of Coco Macaque. These Larvae are all linked together by chakra, so much that by charging chakra through one will be felt by the others. The user of this technique will summon a larvae on him/herself, and the other on any Box short range from the user, allowing the user to charge chakra through the Coco Macaque that will be felt by the Box, and the other way around as long as the larvae are in the user's and targeted Box's possession. Through a common understanding, the different intensities of the chakra information or frequency of information allows messages to be sent through any distance.
*It transfers just a signal, a small fluctuation. It is neither able to break someone from a genjutsu or block an attack like Minato's technique. It's like morse code. It's purpose is the same as morse code, being a form of primitive communication.*
*Coco Macaque twins can stay indefinitely in the battle, but there are only 4 pairs of twins in Archipelago (per contract holder)*
*Can be used by other Boxes*
*These larvae can't use jutsus*
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Shango are a specialized type of Box Jellyfishes that are able to hibernate underground, until a foreign chakra steps within their close vicinity. Once it happens, they quickly lash out at their prey, shooting their thread-like tentacles and wrapping around the opponent, carving the skin and injecting their poison. This happens in a blink of an eye, almost as fast as Gaara's sand defense. They're trap-summons, and, upon preforming 6 handseals, they're summoned into the ground anywhere within range. Although able to stay indefinitely on the field, they are short lived after being triggered (1 turn). Each of them is roughly the size of a fist.
*Can only summon up to 4 per usage*
*Can only use 1 time per battle*
*Can't be summoned already in the direct vicinity of any opponent (right beneath their feet).
*Only one of the Shango can use Box Arts
*Triggering a Shango does not count towards the user's jutsu count*
*Foreign chakra is anything outside the Box Contract, as such, it will not react to fellow summons or summoners (even if used by different members), but will react to allies*
*Triggering reacts by pressure and chakra, trying to detect living animal organisms, thus, unless the jutsu mimics animal life (Shadow Clones, Organic Elemental Clones, Summon Animals) it won't get triggered. Again, Shadow Clones, Summoning Animals, Organic Elemental Clones (Wood Clones, Mushroom Clones, etc) will trigger the trap.*
*User can't preform any other summon in the same and next turn*
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Point: N/A
Description: The user preforms one handseal, summoning Maman Brigitte. She comes forth covering a great portion of the battlefield with a thick mist, throwing off chakra sensing techniques. The mist carries a strong genjutsu, A rank in strength, as it is filled with Maman's chakra, making the opponent hear obscenities coming from a female voice, without being able to detect it's origin. Anyone trapped within the mist is flooded with images of black roosters, dead spirits and a burning taste and smell of rum and red peppers, all rounded and perverted by Maman's voice as if mocking them and the ones they lost. Maman herself is a great box jellyfish the size of a human, light enough to swim through the mist, taking advantage of the confusion of her opponent to strike him from behind. This takes the concept of a living Genjutsu, of a mist, a summon and, genjutsu mixing together. The genjutsu constantly shifts it's chakra signal, making it so that it adapts to any shifts in the opponent's chakra flow, making this a constant genjutsu even if the opponent is able to constantly shift his chakra or body, as long as the opponent is in the mist, mid range from Maman
*The thick mist can't be broken or pushed away by anything lower than one rank bellow it's rank, the mist being A Rank. This is because of the consistency of the mist, battling against the power of the wind/scattering agent*
*The mist Mid-range from Maman throws off Natural Chakra gathering, preventing Sage Mode Users from gathering enough to break the Genjutsu. This has to do with the organic properties of the mist being so tightly woven with the animal's own sustenance and habitat, which throws off and severs the connection of the targets with the battlefield.*
*Can only be used once*
*Lasts 4 turns*
*The genjutsu strikes mid-range from Maman Brigitte, despite the mist covering up to 30 meters radius*
It works by physical contact with the water particles carrying Maman's chakra
*No paralysis type effects are achieved, its a technique that creates false surroundings*
*Any means of countering an A rank Genjutsu are fair game once the opponent is out of range from Maman. Otherwise, the user must counter the mist or Maman in order to be able to release from the genjutsu (the later being a method or releasing the genjutsu itself)
*Maman is unable to preform any Elemental Jutsu and can only attack using direct contact
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user preforms one handseal, summoning Baron Samedi. He comes forth covering a large portion of the battle fied with a thick mist, throwing off chakra sensing techniques. The mist carries a strong genjutsu, A rank in strength, as it is filled with Samedi's chakra, making the opponent hear continuous swearing and filthy jokes coming from a nasaly male voice, without being able to detect it's origin. Anyone trapped within the mist is flooded with images of skulls and top hats, dead spirits, a burning taste and smell of rum and tobacco, all rounded and perverted by Samedi's voice as if mocking them and the ones they lost. Samedi himself is a great box jellyfish the size of a human, light enough to swim through the mist, taking advantage of the confusion of his opponent to strike him from behind. This takes the concept of a living Genjutsu, of a mist, a summon and, genjutsu mixing together. The genjutsu constantly shifts it's chakra signal, making it so that it adapts to any shifts in the opponent's chakra flow, making this a constant genjutsu even if the opponent is able to constantly shift his chakra or body, as long as the opponent is in the mist, mid range from Samedi.
*The thick mist can't be broken or pushed away by anything lower than one rank bellow it's rank, the mist being A rank. This is because of the consistency of the mist, battling against the power of the wind/scattering agent*
*The mist Mid-range from Samedi throws off Natural Chakra gathering, preventing Sage Mode Users from gathering enough to break the Genjutsu. This has to do with the organic properties of the mist being so tightly woven with the animal's own sustenance and habitat, which throws off and severs the connection of the targets with the battlefield.*
*Can only be used once*
*Lasts 4 turns*
*The genjutsu strikes mid-range from Baron Samedi, despite the mist covering up to 30 meters radius. It works by physical contact with the water particles carrying Samedi's chakra
*No paralysis type effects are achieved, its a technique that creates false surroundings*
*Any means of countering an A rank Genjutsu are fair game once the opponent is out of range from Samedi. Otherwise, the user must counter the mist or Samedi in order to be able to release from the genjutsu (the later being a method or releasing the genjutsu itself)
*Samedi is unable to preform any Elemental Jutsu and can only attack using direct contact
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: Haka stands as an enhanced form of Killing Intent (Sakki). Works in all manners exactly like it, overpowering one's mind and paralyzing the targets with images of their death and torture, with the exception of one simply thing. Along with the chakra, the user secretes a fast wave of venom in it's gaseous state. This chakra-modified venom focuses solely the secondary effect of Irukandji syndrome, from the venom used by a certain specie of box jellyfishes, which is a sense of impending doom. While the Killing intent is chakra based only, thus easily overpowered by will alone, if the opponents are as strong as the user, Haka creates an added physical and physiological response to it, preventing even targets as strong or stronger than the user to break it by will as easily, having them suffer the same paralysis as if they were 2 ranks bellow.
*The venom wave only reaches Mid-range, thus the Haka continues as normal Killing Intent for longer ranges*
*Human users can't preform this technique, but the strength of Haka is based on the summoner's rank*
*The higher the user, the stronger the technique*
*Haka lowers the Target resistance to Killing Intent by 2 Ranks, even in bios that claim to be fearless*
*Venom produces ONLY the sense of impending doom. It has no Hemolytic of Digestive proprieties, neither does it produces pain*
*The user can control the Haka in order to not affect allies, even in radial uses*
*This technique is basically only a stronger version of Killing Intent (Sakki)*
Rank: B
Range: Self
Chakra Cost: 20
Damage Points: N/A
Description: This stands as the ability that Archipelago's Box Jellyfishes have to stretch out their tentacles 3 times the original size. Each usage allows the Box to stretch 2 tentacles, and then return them back to normal.
Human summoners mimic this technique by summoning a box on their back, with long tentacles, which wraps around the user's arms, legs and face, giving them the appearance of Moko, elegant carvings wore by Maori villagers, which can then manipulate and stretch the tentacles up to Mid-Range. The tentacles have the particularity of having one side with nematocysts and one side without. The side that attaches to the skin is without nematocysts.
*Each usage of the technique stretches 2 tentacles*
*Summoning the tentacled box uses the same technique, but requires 3 handseals*
*The tentacles last 3 turns on human summoners, after which, the user must wait 1 turn to summon them again*
*Human summoners have higher resistance to the poison, but are not immune*
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user secretes a large amount of venom, which assumes the shape of a big jellyfish. Then the user is able to control the jellyfish with a conjunction of various slap-like motions, gestures, making the jellyfish move (Up, Down, Sides, back, Front) and even change in shape (Become taller, blunter, sharper, bending, etc), in a large area around the user, up to Mid-Range around the user. The jellyfish can move as fast as the user can move. The jelly can be separated into up to 5 smaller jellyfishes.
*While controlling the venom, the user can't preform other jutsus except Taijutsu*
*The venom can be controlled for 2 turns, after which it falls motionless*
*The jutsu can only be used twice*
*Human summoners have higher resistance to the poison, but are not immune*
*Can only be used by Boxes*
Rank: A
Rank: Short
Chakra Cost: 30
Damage Points: 60
Description: Allows the user to summon several (up to 10) isolated nematocysts, of various sizes (from the tiny pin-sized nemoticysts of normal boxes to the massive spear/staff sized nematocysts of gigantic boxes). These can be wielded like weapons or thrown like projectiles (in the same manner as one throws kunais or shurikens). The user claps his hands and summons the nematocysts in front of him or in his palms, grabbing them to use. The nematocysts have only one autonomy, if the tips are stimulated, the injection mechanism is triggered, sending an infusion of Box venom directly related with the size of the nematocyst, otherwise, they're innanimate.
*charging chakra through the nematocysts while physically wielding them allows them to gain a certain steel-like quality, like a sword or a kunai. Throwing them or loosing physical contact will rever them back to soft organic material*
*triggering mechanism allows only one infusion, aftewards the namotocyst is reverse summoned*
*human summoners are more resistant but not immune to the venom*
*Can only be used once every 2 turns*
*Range pertains to the range of the summoning of the nematocysts and not their throwing, which is the same as the range at which the user can throw a kunai*
Rank: C
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: Similarily to ( Kouton: Haki ) Box Arts: Haka, this technique consists in a controlled burst of Irukandji venom, modified to enhance the impending doom syndrome with lethality or other venomous effects. Instead of focusing on fear and completely overpowering the opponent, Wasp Mele acts more discretely. It induces a certain feeling of shock and damage, as if they've been hit by a powerful attack. More physiological than physical, the effects is only able to make the target hesitate when performing techniques, and can even interrupt a succession of hand-seals. But it is easily brushed off and ignored afterwards. It has bigger effects on summons and clone jutsus. If a shadow clone is hit with the Wasp Mele, or any other sentient clone/technique, it will be tricked to immediately disperse. Similarly, summoned animals are tricked into reverse summoning themselves.
*It travels fast, up to 10 in less than a second, and hitting the full range (20 meters), in less than 2*
*Works on a Clone or Summon created with a technique up to and including A rank, or similar if the technique creates more than 1 clone/animal*
*Ineffective against resurrected bios, such as Impure World Resurrection or mushroom Nzumbes, or Boss summonings"
*Can only be used by Boxes*
*Can be manipulated to not affect the user or allies*
*Requires a 2 turn cool down*
 
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Detective L

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[ Mato sono Kanningu ]
Mato sono Kanningu - Mark of the Trickster
Type: NinGenTaijutsu
Background:
In the early days during Amegakures formation into a hidden village there was a young shinobi, gifted though he was in ninjutsu and genjutsu he lacked any prowess in taijutsu at all. This proved a major hinderance for him and culminated in the ninja losing a close friend during a mission, a barrier had been laid out for them as a trap that suppressed all access to chakra which left the shinobi almost useless as his friend died in front of him. He was grief stricken by this incident and seemed to give up on the life of a ninja altogether, simply staying in his room alone day in and day out. Although his friends tried to contact and even visit him he refused and they were saddened as he seemed swallowed by his own grief and guilt. One year after the incident the young man stepped out from his room once more having perfected his own taijustu style, using his expertise in ninjutsu and genjutsu to support him and make him into a deadly taijutsu combatant.
Description on the Abilities and Inner Workings of the Style:
Firstly this style revolves around two different and distinct layers designed to disorientate and hinder targets.
The first layer is focused on using concentrated lightning chakra in conjunction with attacking or defending movements. The user will focus their Raiton chakra into a part of their body or limb and from that create extremely bright flashes intended to distract, disorientate and hinder the opponent. These can either be a single bright flash, multiple flashes that are spread over a duration or multiple flashes that occur continuously throughout the attack. All of these flashes would temporarily blind the opponent for a period of time and serve to form an almost strobe like affect, making it quite difficult for the opponent to correctly read the practitioners movements and appropriately time their attacks or defense. Its also worth noting that transparent objects between the user and the target will not serve to protect them from the effects of the flashes. The flashes emanate usually from the main attacking or defending limb and will be outlined in each technique, while their area of effect is always facing away from the user so as to not hinder them as well. Users of this style will be able to take advantage of the blindness and disorientation caused by the flashes to alter their movements or attacks in the tight time constraints of battle, within reason.
The second layer to this style is that of a usually dormant genjutsu though this can vary from technique to technique. As the practitioner is creating flashes this causes a fluctuation of the ambient light in the area due to the glare of the flashes on the environment. Due to the intensity of the glare on the environment it will affect the eyes as they adjust for the sudden and large changes in brightness, this takes a few moments to fade completely due to the flashes strength. It is this steady 'fading' of the ambient light after the flashes and its effects on the eyes that is used as a medium to place genjutsu upon the opponent. The actual casting of this illusion can happen before or after a flash or even in the space between two, and once in place the illusion will remain latent until it is activated. The specific illusion can vary along with the illusions complexity and strength but in general the genjutsu will hinder or deceive the opponent when simple triggers are activated. (For example when the opponent throws a punch or sees fire.)
Example Techniques:
(Mato sono Kanningu): Kan Jugyou- Mark of the Trickster: First Lesson
Type: Offensive​
Rank: C​
Range: Short - Long (Long for the flash)​
Chakra: 15​
Damage: 30​
Description:
The user will throw a simple straight punch while focusing their lightning chakra into their hand. Once they begin this attack the user can create a flash forwards towards at any point during the attack. This flash would temporarily blind the opponent for just a couple moments, making it difficult for them to counter appropriately since they cannot see the practitioners movements. If they choose the user can take advantage of the momentary blindness and in the space of the flash angle their punch slightly differently, hitting up to a few inches away from their original target.​
(Mato sono Kanningu): Gyokaku Kemuri- Mark of the Trickster: Catching Smoke
Type: Defensive/Supplementary​
Rank: B​
Range: Short - Long(Long for flash)​
Chakra: 20​
Damage: N/A​
Description:
Upon seeing an incoming strike from an opponent the user will begin to focus raiton chakra into one of their limbs in preparation. The user will then move their limb in an attempt to either block or deflect the strike, as they begin to move they create a bright flash from their limb that would temporarily blind and disorientate their opponent. Using this as an opening will allow them to defend themselves as they wish before the opponent recovers a moment later.​
(Mato sono Kanningu): Shinkirou Tousou- Mark of the Trickster: Mirage Conflict
Type: Offensive​
Rank: A​
Range: Short - Long(Long range for flash)​
Chakra: 30​
Damage: 60​
Description:
The user will start by shifting their weight onto one leg and performing a roundhouse kick to their opponent and shortly after beginning to move they will focus raiton chakra in their leg and create a flash. As the flash fades away the change in ambient light is used as a medium to place a weak (C rank) dormant genjutsu upon them. This illusion is triggered by the next punch that the enemy throws, making it seem as if their arms have suddenly gone limp with no control over them. During the flash if they wish, the user can take advantage of the targets disorientation by shifting their body and changing their attack without losing momentum, within reason.​
Additional effects and Restrictions:
~Must have mastered Lightning Release and Genjutsu​
~Must be at least Sannin Rank for the necessary chakra control​
~Can only be taught by xHoudinii​
P a t e n t C e r t i f i c a t e

xHoudinii, our loyal member, gave on the 14th of March 2016, a request for a Patent on the Custom Fighting Style Mato sono Kanningu | Mark of the Trickster. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;

Mato sono Kanningu | Mark of the Trickster

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Copyright 2016, xHoudinii, NarutoBase.net

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(Mato sono Kanningu: Tou jin Buraindo)- Mark of the Trickster: Rob ‘em Blind
Rank: A
Type: Offensive/Supplementary
Range: Short (Long for the flash)
Chakra Cost: 30
Damage Points: 60
The user begins this technique by initiating a flash from their chest, arm or leg, from which they will continue to produce continuous flashes with very small intervals in between. The small degree of light fading between each pulse is used to place a genjutsu on the opponent, the genjutsu affects the opponents main five senses, muting them slightly making it more difficult for the opponent to notice and react to the user. (Hearing becomes muffled, vision becomes blurred etc) This effect is compounded with each successive flash as the opponents senses grow weaker, culminating with them disappearing completely as long as the illusion is active. The user can utilise the opening created by the flashes to chain together a combo of punches or kicks(Up to 5 strikes), transitioning between the two as they see fit while the opponent would be vulnerable from the bright light and illusion.
Note:
~Can only be used 3 times
~The illusion is B rank in strength
~Can only be taught by Houdinii
(Mato sono Kanningu: Ikasa Sakka)- Mark of the Trickster: Con Artist
Rank: B
Type: Offensive/Defensive
Range: Short (Long for the flash)
Chakra Cost: 20
Damage Points: 40
This is a specialty technique for those who possess the MoT for it is best used when they are falling, off balance or simply need to evade as it allows them to act both quickly and efficiently. The user will begin this technique by creating an initial flash from their limb or chest towards the opponent while they hold a second flash ready, the initial flash blinds the opponent temporarily and initiates a genjutsu as it fades. Timed with the flash of light the user will utilise their current posture and momentum to react accordingly, for example turning a fall into a roll along the ground to the side of the opponent following with a low leg kick to the opponent from a crouched position. This is but one example as this technique is limited only by how well the user can utilise their momentum, as they could do anything up to even turning a stumble backwards from an enemy’s successful attack into a back handspring while kicking the opponent in the jaw as they flip. The genjutsu that is initiated after the flash hides the user and causes the opponent to see an illusionary version of the user as the light fades, this illusionary clone appears to have jumped towards the enemy in an attempt to tackle them, spouting a loud war cry the entire time.
Note:
~Cannot be used in consecutive turns
~The illusion is C rank in strength
~Can only be taught by Houdinii
(Mato sono Kanningu: Uso Chiito Nusumu)- Mark of the Trickster: Lie Cheat Steal
Rank: B
Type: Offensive/Defensive
Range: Short (Long for the flash)
Chakra Cost: 20
Damage Points: 40
A quite simple and fast jutsu for a practitioner of MoT, this technique is primarily a counter strike attack, allowing the user to swiftly and smoothly execute a dodge/block and strike at the same time. With an attack approaching them the user will release a particularly bright and intense flash at the same moment that they begin to dodge or block ensuring it is hidden from their targets sight. This flash will be a trigger for a genjutsu that prolongs the opponents ‘whited out’ vision while also causing a loud and disorienting buzzing noise in the opponents ears until released. These openings allow the user to block and counter as they would like, for example, knocking the opponents arm to open up their ribs for a strike or to chain this together with another taijutsu attack. Due to the unique intensity of the initial flash the opponent would find their vision blurred once released from the genjutsu and they will take one turn to fully recover from its effects.
Note:
~Cannot be used in consecutive turns
~The illusion is B rank in strength
~Can only be taught by Houdinii
(Mato sono Kanningu: Nanpa)- Mark of the Trickster: Grifter
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short (Long for the flash)
Chakra Cost: 30
Damage Points: (60 if used to attack)
Description:
This is one of the core techniques for those bearing the Mark of the Trickster (MoT). With this technique the user can create several bright flashes (Up to 3) in tandem with their movement, their attack upon the opponent or their defense of an enemy's attack. The chakra generated flash would fade over a small duration after being triggered and is emitted from the users torso. The fading of a flash is used to place a dormant illusion upon the opponent that is triggered the next time they see water created from a water jutsu. Upon seeing this the illusion will activate making the water seem to expand many times over creating an oceans worth of liquid covering and obscuring the battlefield up to many meters overhead. They will find themselves not able to breathe while their movement speed is reduced by 25% due to moving through the liquid, these effects last until the illusion is released. Failure to release the illusion within two turns causes the opponent to pass out as their body is tricked into thinking it is in a state of oxygen deprivation.
Note:
~Can only be used 4 times
~The dormant illusion is A rank in strength
~Can only be taught by Houdinii
 
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Detective L

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[ Fuuinjutsu ]

Type: Supplementary
Rank: A rank
Range: Short
Chakra: 30
Damage: N/A
Description: After witnessing countless techniques, Dean created a specific seal that is placed on the summonings he owns, with the Kanji, "Stay". This seal would contain a set amount of chakra, and would only be triggered when someone uses a technique aimed at making a summoning disperse back to its homeland. This seal would activate, and release a surge of chakra from it, capable of flushing out the foreign chakra aimed at making the summoning disperse. The two would clash, and disperse, leaving the summoning unharmed and leave them to remain on the field. The seal is placed onto all summonings before hand, and is always on them when they are summoned into battle, though it should be mentioned in the biography.
Notes:
♦Can only be taught by Detective L.
♦Can only be used once per summon
Rank: A
Type Supplementary
Range: Short-Mid(length the range of the seals can reach up to draw someone or thing)
Chakra Cost: 30
Damage Points: N/A
Description: The user places seals on different objects(inanimate). These seals are connected via their kanji symbols. The seals are activated to draw each other close together. The seals can be activated one at time or multiples at once. These seals primarily for weapon users that uses multiple weapons and can't get them back since they are to far away to reach but can be used to draw in almost anything to another seal. The seals are activated with a hand seal. The speed that the weapon comes together is Sannin rank running speed
-Can only place four seals which is the max, no more can be placed until one of the seals is removed.
-The user automatically has a seal on themselves(must have this jutsu posted in the beginning of a match or in the bio) so that leaves three other seals to be used.
-Placing a seal, removing a seal and attraction(bringing them together) counts towards the three moves per turn
- Cannot be used with the projectile clone jutsu
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The jutsu is a seal on the user's body in the form of a tattoo. The tattoo is stylized with a musical note, and a kanji 楽 - meaning 'To Sing'. The user, by singing softly to himself an incantation Sing to me, O Muse would release the seal, the user's voice and his singing acting as the 'key' to the seal. The seal contains a simply adorned, but ancient appearing music box. The music box would then release one of three chakra based constructs, taking the appearence of beautiful women. The muses are extremely beautiful, The user is only able to summon one Muse at a time, and would be capable of summoning two of them total per battle with this tech. However, two muses cannot be on the field at the same time. The seal itself would be A ranked, while the muses are each S ranked sound constructs. Each of whom wears a classic Greek dress, and carries a unique intsturment, and having a unique ability. Rumored to require an incantation to serve ancient artists, philosophers, and poets inspiration - the nine muses was a jutsu developed by Vex utilizing sound jutsu. The Muses are meant to serve the user in battle, assisting him and providing support. Of course, each of them is based upon Sound Release, and has an ability relating to sound.The first three muses are:
Clio: The Muse of History and Wisdom.
This muse is the Muse of History and wisdom, and is commonly depicted with a book in one hand, and a clarion horn in the other hand. Her ability lies in the usage of echo location - by blowing upon her Clarion, she sounds out numerous low amplitude high frequency soundwaves around the entire field up to Mid range. Using principles of echolocation similar to the Inner Sonar Skill, the soundwaves travel across the field bouncing off of physical objects, allowing Clio to determine the location of objects, people, etc around the field up to mid range. The horn would constantly and passively redirect the information back to the user, giving him access to information that Clio gathers.
Euterpe: The Muse of Music
Euterpe is depicted as holding a flute in her hand, being able to use it as a medium for sound jutsu that the user knows. However, these sound jutsu's speed remains constant, equal to their original speed. Thus, destructive sound techniques would not, by any means, be 'sped up' through use through the flute. However, the jutsu would instead gain an increase in range, causing the sound to move one range higher than it normally would (I.E a short range sound jutsu would become mid ranged). This would not increase speed or power, simply range, and would only work on sound jutsu.
Thalia: The Muse of Comedy
The muse of comedy is depicted as a shorter woman, that however would carry a mask. The mask appears to be smiling, however this mask is imbued with sound chakra. Using her ability, Thalia becomes capable of putting on the mask and mimicking a person's physical appearance. Moreover, using sound chakra to gather the rhythm, melody, vocal patterns, and tendencies, Thalia becomes capable of mimicking their voice to such a degree that not even an extremely close friend would be able to tell them apart. However, if an enemy were to figure out her identity, she would be destroyed very easily.
Note: Teachable only by Vex
Note: Muses last 3 turns
Note: Tech can be used twice per battle, however two muses cannot be in battle at the same time
Note: No sound above A rank in the same turn
Note: Takes 5 chakra per turn
Note: Elemental weaknesses and strengths apply
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will have a seal placed on their body with the Kanji for a specific element. The seal can be passively activated in battle and it’s activation will restrict the user to a certain element (as well as the one’s it’s comprised of. In exchange for limiting the user to certain element(s), the user's techniques of the remaining elements will gain one rank and in the case of S-Ranks and above they will gain +20 damage. In the case of defensive and supplementary techniques, they will become capable of defending against techniques with 20 more damage points (only applies to S-Ranks and above). This counts as a passive boost rather than an active one due to the nature of the seal. To clearly illustrate the seal’s use in battle, if the user restricted themselves to Steel Release, they would still have access to Earth, Fire and any CE combinations of the aforementioned elements (elements that use solely earth, solely fire or Earth and Fire). Alternatively, the user can create the seal in the middle of a battle but this usage can only be used once. This usage is fast enough to be used in the same time-frame as the subsequent technique. Once activated, this technique lasts until canceled.
Notes:
-Can only be taught by Detective L
-Must be stated in user’s biography and can only be activated once per battle/event
-Alternative use can only be used once per battle
Type: Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This technique is composed of a sealing formula that remains active until triggered, this sealing formula bears the Kanji letter of "ガ" or in literal meaning "guard" which is located on the user's upper arm. This sealing formula erects an invisible barrier that's made around the user at all times but does not actually cost the user a move until it activates, the barrier works by detecting the chakra of a fast incoming technique and deflects it, causing it to dissipate and leave the user unharmed, the barrier's deflection ability is only triggered by a fast moving technique, basically a technique that can't be tracked by normal eye sight and requires at least a Sharingan or similar means to track, the barrier that's around the user detects the speed once the technique collides with the chakra released from the barrier that's around the user and the sealing formula glows suddenly, causing the barrier that surrounds the user to repel the incoming technique within short range of the user.
Note: Can only be trigger twice per battle.
Note: Can guard against up to an S-rank technique.
Note: The user can use it twice counting as two moves per turn and using +30 chakra with each usage to guard against a forbidden ranked technique, this can only be used once.
Note: No Fūinjutsu techniques in the same turn.
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: N/A (-30 on activation)
Damage points: N/A
Description: The user will have a seal on their body with the Kanji for a specific element and it will lay dormant until the user is physically struck, be it by an attack, weapon or an opponent. Whenever the user is physically interacted with (e.g. punched, stabbed, shot), their body will instantly exhibit all of the properties of the chosen element. This doesn't mean their body merely has the properties of the element but rather when interacted with the targeted part(s) of the body will passively dissipate into storm energy or harden into steel (effect depends on the chosen element). If for example the user is stabbed and they turn into storm energy, the bladed weapon would merely phase through their energy-composed body and leave them unaffected. On the other side of the scale, if the user's body hardens into steel then the attack will simply do them no harm. After the attack or strike has passed through them, their body will automatically revert itself to it's normal appearance. Since this technique usually only applies to specific parts of the body, any unconverted portions of the user's body can still be moved/controlled/used as normal. While in this form, the user can only use the element they transformed into, the element's it's composed of and any combination of the aforementioned element as well as any non-elemental abilities. This technique enables the user to defend against A-Ranks and below of neutral elements (B-Ranks and below for weaknesses, S-Ranks and below for strengths). If the user is struck with an attack that will neutralize their transformation, the two cancel one another out and the user reverts to their original form unharmed. If the user is struck with an attack that overpowers their transformation, the user's body reverts to it's original form and sustains the remaining damage (after the collision of techniques). The only exception to this rule is if the two chosen elements have no sort of interaction with one another (e.g. Fire and Lightning), in which case rank differences will not matter. Regardless of how the user is hit, this can be a full body or partial transformation (depends on the user’s choice). Should they be struck by a physical attack capable of cancelling out their transformation (e.g. a sword streaming nagashi), the sword will remain inside them on reversion and they’ll be impaled by the blade.
Notes:
-Can only be taught by Detective L.
-This seal can only activate twice per battle and lasts one turn
-This technique must be stated in user's biography
-Follows elemental strengths and weaknesses
-User must possess the given element and it cannot be a CE
-Happens passively but counts as one of the user's moves per turn
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will passively apply a seal with the Kanji for "Madness" on their body. This technique will both distort how their body but also their techniques appear. A barrier of chakra will form over their body in the form of a black haze of chakra cloaks the user's body without obscuring their sight. The haze casts anyone who looks upon it in an external genjutsu (A-Rank) that constantly shifts the user's outline like an off-focus photograph, thereby obscuring any discerning marks or features. The mist-like illusion also causes his image to double or triple randomly, making him appear to be a hallucination. It essentially creates the effect of the user's body flickering from side to side across a one-meter area too fast for the eyes to track without the creation of after-images. This isn't to be confused with the user moving back and forth, this effect can solely be attributed to the genjutsu induced by the haze and will occur even if the user is standing still. This throws off techniques which require a clear line of sight or concentration on the user's position. This effect will occur regardless of the opponent's tracking speed. As for the user's techniques, their distorted image will depend on it's state of matter. Solid techniques will appear pitch black with red lines of light across them, liquid techniques will appear as blood, gaseous techniques will appear as a black smog and energy-based techniques will appear a dark-red colour. This lasts until deactivated.
Notes:
-Can only be taught by Detective L
-Can only be used twice per battle
Type: Supplementary
Rank: B
Range: N/A (+1 range to technique applied to)
Chakra Cost: N/A (+20 to the technique used prior to this)
Damage Points: N/A
Description: The user will have a seal on their body that can be activated whenever they use a technique that sends chakra through or into the ground. Upon activation, the seal will pump extra chakra into the technique and thereby extend it’s range by one (e.g. short-range techniques will be able to reach mid-range and mid-range techniques will be able to reach long-range). The chakra used for this technique will be added to the cost of the jutsu that preceded this. This technique counts as a move but occurs in the same timeframe as the technique it's applied to.
Note:
Can only be used three times per battle
Must have a one turn cool down the least between each usage
Seal must be place within user's bio
Can only be taught by Venom
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (80 chakra for double usage)
Damage: N/A
Description: The user will have four seals on their body (must be stated in the biography) with the Kanji for “Curse” that can be passively activated (instant but still counts as a move) whenever the opponent uses a technique. The seal will will release an intangible barrier that expands outwards in all directions. The barrier instantly reaches long-range in every direction and serves to absorb chakra from the given technique in order to weaken it by a quarter . The amount of chakra absorbed is proportional to the power of the technique but one thing that remains the same is that the remaining technique will fall to three-quarters it's original power i.e. a 120 damage technique would fall to 90 damage (Forbidden Rank). The barrier is destroyed soon after coming into contact with the technique if it exceeds a traditional S-Rank in power but not before it leeches a quarter of it’s chakra in order to weaken it by the same degree. The user can instead activate two barriers rather than one to reduce the targeted technique to half it’s original power rather than a quarter. This will count as two of the user’s three moves per turn. This means this technique does not counter other jutsu in itself but rather aids the user in countering more powerful techniques by weakening them. Due to the barrier’s intangibility, it will can work on solid techniques as well as liquids, gases and energy-based techniques. It will also only shatter against non-physical techniques due to their ability to clash with the intangible barrier. The reason this seal needs to be passively activated (still counts as a move) is so the user can use a technique in the same-timeframe to counter the opponent's weakened jutsu. This technique can be used thrice per battle, be it three usages of the single version, three usages of the double version or any variation/combination of the two.
Note: Can only be used three times per battle
Note: No Fuuinjutsu techniques can be used in the user's same and next turn (when single version is used)
Note: No Fuuinjutsu techniques can be used in the user's same and next two turns (when double version is used)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 to the main two affinities of the user)
Damage:N/A (-10 to the main two affinities of the user)
Description: This seal must be either stated in the user's bio or placed on him before battle. This seal is linked to the users two strongest elemental abilities and only seeks to make them weaker in order to increase the power of the users Sealing Arts. When passively activated it will drain the user's two main elemental affinities of 10 points of chakra and damage automatically every time they're used, storing it within itself, and making the users techniques using those affinities weaker until its deactivated. It's true purpose will be triggered whenever the user utilizes the art of Fuuinjutsu, it will convert and release this stored power into any Fuuinjutsu technique whenever it is used, filling the technique with the energy it took from the user's elemental prowess. This results in every Fuuinjutsu technique the user uses gaining +1 Rank (if they’re A-Rank or below). On the other side, the main two elemental affinities of the user will automatically lose 10 damage and chakra each when they are used. Elements which are a combination of both of the weakened elements will also be weakened in the same way. This lasts until deactivated.
-Can only be used or activated once per battle
-Can't be used on bios without two elemental specialties
-Can’t be used on S-Rank and above Fuuin
-Can’t be used on Multiple Infinite Embraces
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 chakra per turn)
Damage: N/A
Description: The user will have a seal on their body with the Kanji for "Eternal". The seal lies dormant and is passively activated whenever the opponent tries to seal or drain the user's chakra and/or abilities. The seal will instantly release an intangible barrier that surrounds the user's body like an armour. Any abilities which act externally such as the canon techniques Multiple Infinite Embraces or Living Barrier will be unable to affect anything inside the barrier, namely the user's body. Seals which act internally will first have their chakra be absorbed by the barrier (happens instantly and so before they can come into effect) and once erected, the barrier will prevent any further insertion of chakra while active. The seal is self-sustaining and will involuntary leech chakra from the user's body. This is for the express purpose of maintaining this technique even when the user can't use or mold chakra. This is possible as the chakra still exists within the user as it is equivalent of their very life-force. This can counter S-Rank and below sealing techniques. This cannot be activated manually and will only ever activate under the aforementioned conditions. It lasts for four turns or until the ability attempting to seal or drain the user's chakra or abilities is no longer active, whichever is longer.
Note: Can only activate a maximum of thrice per battle
Type: Supplementary
Rank: C
Range: Short
Chakra cost: 15 ( -5 each turn )
Damage points: N/A
Description: The user forms a Fuuinjutsu that is simple in nature yet advanced in it's applications. Channeling chakra, the user creates a seal that is applied to a weapon of the user's choice. The purpose of this seal is to extend the user's chakra manipulation through an instrument of his choosing. This allows the user to release Jutsu from this instrument or item of choice as long as it's in the form of a streamed jutsu, like Great Majestic Annihilation or a projectile like Water Bullet. A one time use seal, this can be applied either in battle or pre applied before battle by placing in the user's bio. After applied, lasts until the user cancels it. In order for this to work, the weapon has to be in contact with the user's body or said jutsu will be released from their original point of release.
Note: Can only be used on weapons the user owns.
Note: This seal also binds the weapon to the user, meaning it can't be lost unless the user himself throws it away.
Type:Supplementary
Rank:A
Range:Short-Mid
Chakra:30 (-10 Per Turn)
Damage:N/A
Description:*The user will perform a single handseal and release millions upon millions of razor thin barrier stemming from himself and spanning out in every direction. The barriers will only react if another body touches them, and nothing else. So any elemental or otherwise technique will not be affected by the barrier whatsoever. Whenever another being reaches this barrier it will be activated. The barriers will begin to constantly be made and pushed outwards towards the opponent (but never extending past its range) so that with every centimeter the opponent tries to move towards him, they must resist the barriers being made and pushing out to them. This does no harm to the opponent, but it slows them down and thus gives the user more time to react, giving the user the equivalent of the additional reactions and tracking of Tobirama when this technique is in use (ie; Tobirama's reaction is 3x so it slows them down x3). The barriers, stemming from the user, move with him as well and thus he may move as he wishes.
-Can be used twice per battle
-Lasts 4 turns
-No A rank and above fuuin til the next turn
-Speed boosts for the user are nullified while this technique is active
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60 to opponent
Description: Based on the Sealing Trap Explosion, the user creates a cursed barrier around his person. This skin tight barrier is then made dormant until specific conditions are met. Should a jutsu of foreign chakra approach the user, the armor will react in such a way that, much like the parent jutsu, an explosion is generated. However, the difference between the two is that while the basic version is omnidirectional, this variant is a controlled outwards explosion generated towards the source of the foreign chakra. Due to the layer of chakra in the barrier around the body, the user is left unscathed as the barrier generated explosion disperses any attack of same chakra level or lower. Due to being an actual barrier and not a chakra shroud like with SM or Bijuu Modes, the user is left able to use other mode based jutsu while this lays dormant. Should an explosion occur in a direction, the user is able to release it from his fist instead of his entire front torso.
Note: Can be applied passively and pre-placed on the user's bio.
Note: After using, the user cannot use again for one turn and no S ranked Fuuinjutsu next turn.
Note: Can only be used or applied 4 times.
Note: User is able to release from two spots at once but requires two slots and the only way the user can have double usage at once but this requires one additional turn to the already 1 turn wait in between usages.
Note: Cannot be combined with techniques that increase the chakra cost of this jutsu
Type: Supplementary
Rank: B
Range: Short
Chakra cost: +20 to jutsu
Damage points: N/A
Description: A purely defensive and supplementary jutsu, the user creates a barrier around a selected shield, armor or other body used for defensive purposes. This can range from chakra armors to physical shields/barriers to raw chakra bodies around the user and various types of defensive jutsu. The purpose of this barrier is to reinforce the defense of the targeted jutsu by means of the barrier around it. What this does is add additional chakra to the barrier when it's created, increasing the power of the jutsu by 20 damage points by making a thin physical barrier around the jutsu made to act as a second layer around the jutsu to allow it to augment it's effects and defensive aspects. While simple, the barrier acts as a small coating that can only be described as skin tight in relation to how close it is to the jutsu it's applied to.
Note: Can be used 4 times with a 2 turn cool down in between usages.
Note: Because this jutsu's effects are reliant upon another jutsu being used, this can be used in the same timeframe as another.
Note: Cannot be used with Cursed Seal: Soter's Deliverance
Type: Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra: 30 + Damage absorbed
Damage:N/a
Description: Shell of the Black turtle is a powerful Defensive-Barrier Sealing technique, named after of the 4 Guardian Beasts Black Turtle (Genbu). The technique is performed using the boar seal, it forms an array of several hexagonal shields of solidified energy, the color of these shields is translucent red. The shields levitate around the user and move with him as he travels, the shields move with the users will and can be used to form a defensive grid as well as spherical barrier, because of the unique shape of the shields it makes the technique very versatile to both defend and attack at the same time. The barrier does not extends to user alone, the shields could be moved (Medium distances) to trap the opponents or to protect allies. Named after Genbu, the technique itself has outstanding Defensive capabilities though it requires an equally skilled user to wield. The shield has some drawbacks:
The amount of energy required to maintain the shield is proportional to the amount of energy being blocked by the shields. So to say, blocking a technique with 80 Damage requires a Chakra tax of 80, this makes the technique only suitable for users with good chakra reserves. Because the technique cannot be replayed over and over, its not too good for weak techniques, getting struck with strong techniques on the other hand consumes a good amount of chakra instantly (Chakra worth 2 S ranks, to defend against 1) which can be exhausting against overly powerful techniques. The defense is otherwise absolute but when put against close range techniques that require a constant supply of chakra such as Chidori, continuous contact will quickly drain the user’s chakra requiring him to break the technique if possible. When a shield breaks, it creates a small concussion knocking back opponent a few meters away.
Note: Last 2 turns, usable twice per conflict.
Appearance:
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30 (+10/turn)
Damage Points: 10/ turn (to the user)
Description: Dark Ecriture is a technique that allows the user to detect hidden seals within the users field of vision. The technique activates using a seal of confrontation following which many sealing formula appear around the users left eye. They then begin to sink inside using the lens which itself is a painful process where the user needs to keep his eye open. Once performed the seals inside the eye filter the users vision making everything appear grayscale. All seals however that are hidden or apparent starts to glow, the user is able to see the glow even if the seals are hidden behind objects or clothes. With added focus he is able to read them identifying their purpose.
Note: Usable twice in battle, Lasts 4 turns.
-Can only detect techniques up to its own rank.
Type: Supplementaty
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: (+20 to earth)
Description:
The user places a specific sealing tag onto the ground. Then by Clapping there hands together (does not require the hands to remain together) the tag will activate. This will send out a fire based ash which will work with the organic material throughout the ground. Turning the organic material into a strong B rank fire ash. This can boost the qualities and damage of any earth jutsu used for two turns (from the ground). Melding earth jutsu and the ash together into a combination of strengthening the earth's damage output. It will add +20 Damage to any earth jutsu and will also give those earth jutsu used a fire based attribute as well. This will cause severe burning upon impact of the ash based earth jutsu's. It can be seen by normal methods and doujutsu user's will be able to detect exactly what is happening. You can also feel the heat radiating from the ground as well as smell the burning organic material throughout the battlefield.
Restrictions:
+useable once per battle.
+Cannot be paired with forbidden ranked earth jutsu
+lasts for two turns.
+cannot use Fuin for one turn after the usage has finished.
+ Can only be paired with two earth jutsu per turn.
+ can only be taught by juha
Type: Supplementaty
Rank: B rank
Range: Short-Mid
Chakra: 20
Damage:
Description:
The user of this technique will have to first have any type of active barrier in place before using this jutsu. The barrier in question will be the focal point of this jutsu and will be enhanced or modified due to this sealing tag. The tag once placed upon any barrier will give the barrier a new type of quality. Making anything inside the barrier disappear by using the light to refract and hide anything inside.* The barrier itself will even become hidden to the naked eye. Making it seem like the user just up and vanished. Some might think of it as teleportation but in reality it is a simple mirror trick where the barriers properties are altered slight to hide objects inside it and the barrier itself.
The other quality this tag adds is that anything that comes into contact that is energy based with the barrier. It will redirect back towards the enemy. This will work for energy based jutsu up to and including C rank. Working like a strong deflector to bounce the energy off of the barrier and back at the enemy. The barrier once hit by anything will disrupt the mirror effect of hiding itself and the user however.*
The user inside the barrier can only use jutsu that originated from the ground during the usage of this. As any energy based objects from inside the barrier will disrupt it.
Restrictions:
-Cannot use any other barriers or seals while this is active.
- Cannot use S rank and above jutsu during this usage or it will disrupt the mirror effect.
-This ability will last as long as the barriers last.
- can redirect up to 2 C rank energy blasts per turn
-can only be taught by Juha
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: Equal to jutsu
Description: When an energy wave touches the user, be it the effects of a foreign ninjutsu or a defensive pulsating effect, a dormant seal triggers. The purpose of this seal is simple in it's usage and execution: when the foreign chakra nears the user's body, this seal triggers and a thin, unnoticeable to the human eye, layer of adhesive like chakra is released. The purpose of this is to "catch" the chakra of the aforementioned ninjutsus and bind it in place, preventing it from continuing it's actual effect. By doing this, the user both stops it as well as holds the chakra in place while the adhesive chakra quickly corrupts and eats the chakra within the jutsu, before rebounding it as a pure of raw chakra (travels at the speed of an average Wind jutsu), aiming to blast backwards in the direction it was released. Should the jutsu the user contained with this be of a defensive or supplementary nature, this jutsu will cause no damage to the target, instead it will negate it's usage.
Note: This is able to affect Ninjutsu of S rank and lower.
Note: This seal can be released up to 4 times per battle with a two turn break in usage.
Type: Offensive/Defensive/Supplemental
Rank: A Rank
Range: Short
Chakra: 30 (-10 per weapon)
Damage: 60
Description: The user after placing a unique version of the lightning blade creation seal on his body. Will perform two handseals before clapping his hands. Activating a powerful sealing jutsu on his body that allows him to summon a grand armory of weapons from his body at any point. Once activated the sealing technique remains able to summon and replace destroyed weapons from the users body. The weapons summoned can be hugely varied basic weapons of the users choice and when summoned will hover around his body within a 5 meter radius being controlled by his hand gestures in a similar fashion to the floating ninja tools jutsu. These weapons carry a static damage property of D rank damage each and the user is capable of having up to six weapons summoned at any one time. If destroyed another weapon can be summoned in it's place, upon summoning the weapons initially appear somewhat ethereal before forming completely, while this is only momentary it prevents the weapons just popping up in mid air with no forewarning. Essentially this jutsu gives the user a unique ability to have weapons readily available to him at any point. This jutsu is the cornerstone of the phantom swords techniques. These weapons are formed from raw chakra focused in a similar fashion to the rasengan making them capable of competing with elemental jutsu equally when released they are raw chakra which the user focuses causing the slight delay.
Notes:
-Once activated remains active until the battle ends-
-Summoning additional swords costs a move slot, but the user can summon between 1-6 swords for a single move slot depending on his needs-
-Must be mentioned in the users biography-
-Each individual blade is capable of taking D rank damage before breaking.
-Can only be taught by ReXii-
Type: Offensive/Defensive/Supplemental
Rank: S Rank
Range: Short
Chakra: 40
Damage: 80
Description: An improvement on the original Howling Phantom Swords technique, the user will sacrifice the ability to summon the six swords and instead replace them with a singular weapon of increased power, there are several of these weapons and each one has unique properties. But only one may be summoned at any given time. Summoning a replacement will cause the one present to vanish and it's effects will no longer be usable. This technique can be activated once the parent technique is active, and can only be sustained for four turns before reverting to the parent technique for four turns to recharge. At which point the user can reactivate it at the cost of a move slot. The abilities of the various weapons will be listed below. The technique works by supplying increased chakra to the parent technique. While the seal itself remains A ranked the chakra provided to the weapons is heightened.

Aqesiro
Sword that slices through space and time, allowing its wielder to warp at will.
The first of the swords and also one that may only be used by a Minato biography or a biography with access to the flying thunder god technique. The sword is marked with the seal of the FTG on creation, the blade takes the form of a scimitar with a single edged cutting blade. Reminiscent of a pirates sword. With a large square crossguard. As with all of the Howling Phantom swords it's composed of pure chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The blade allows the user to teleport to it once every two turns and this costs a move slot.

Secace
Storied sword that strikes with waves of resonance. Calls forth the formidable power of the Knightswords.
The second of the swords of the Armiger Arsenal. Secace takes the form of a longsword with a double edged cutting style. Reminiscent of a captains sword. With a circular crossguard. This sword is part of the elemental variants and allows the user to use the water element to resonate through the blade upon striking, it will cause water to blast through the opponent or object struck finding any orifice such as pores or porous material to penetrate the target causing heavy internal damage. As with all of the Howling Phantom swords it's composed of pure suiton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Galatine
Gallant greatsword that cuts through thin air to find its mark. Calls forth the protective power of the Knightshield.
The third of the swords of the Armiger Arsenal. Galatine takes the form of a greatsword with a double edged cutting style. Reminiscent of a giant knights sword. With a rectangular crossguard. This sword is part of the elemental variants and allows the user to use the wind element to create a large shield in front of the blade composed of pure wind chakra that is capable of blocking against attacks. As with all of the Howling Phantom swords it's composed of pure fuuton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Rhongomyniad
Lance that nimbly negates damage using displacement. Calls forth the preventive power of the Knightguard
The fourth of the swords of the Armiger Arsenal. Rhongomyniad takes the form of a large dragoon lance instead of a sword. The spear is three meters in length. Reminiscent of a spartans primary weapon. With a hooked end aimed to cause huge damage to an opponent. This sword is part of the elemental variants and allows the user to use the fire element to create a wave of fire aimed to consume attacks heading towards the user while pushing him 5 meters in an chosen direction. As with all of the Howling Phantom swords it's composed of pure katon chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Carnwennan
Daggers that light the darkness. Calls forth the paralyzing power of the Knightguard
The fifth of the swords of the Armiger Arsenal. Carnwennan takes the form of two large straight daggers instead of a sword. The daggers are large and double edged. Reminiscent of Roman Gladius though slightly smaller. This sword is part of the elemental variants and allows the user to use the lightning element to create a shroud of chakra to enhance the length of the daggers to roughly the size of normal swords. When this chakra clashes with an opposing technique one of two things happen, if it overpowers the technique the electricity will run through the length of the technique and travel on paralyzing the opponent, or if the techniques cancel each other the lightning shroud will explode in to a flash of blinding light capable of blinding an opponent. As with all of the Howling Phantom swords it's composed of pure raiton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.
Notes:
-Once activated remains active until the battle ends with the exception of it's cool down period-
-Summoning additional swords costs a move slot, but the user can summon any of the weapons listed-
-Must be mentioned in the users biography-
-Must have activated the parent technique to use this-
-Each individual blade is capable of taking S rank damage before breaking-
-Each blades ability can only be used twice per battle in addition to the rules in the moves-
-Can only be taught by ReXii-
Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: With a seal mark written "封" between their hands, the user utilises shape and nature manipulation by performing Rat>Ram>clap hands to create a sphere of wind. The wind sphere is about the size of a bowling ball held between the user's hands and it contains the seal mark in its center. Once made, the user can launch the sphere at high speeds towards his target. Once it reaches their vicinity(or on impact), the wind sphere expands to 5m(short range radius) while the seal mark simultaneously activates, sucking in everything nearby and finally; seals them inside the mark which corresponds to the one on the user's hand. The technique however cannot seal a human person but can seal summons, weapons/tools, clones, techniques (if feasible), Edo Tensei summons, etc. The user can perform the reverse order of hand seals and slam their hand on the ground to unseal the technique.
~ 3 times per battle.
~ No wind or fuuinjutsu in the same or next turn.
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20 chakra to the applied seal)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement to a seal, or an adjustment to sealing script, applied to other seals such as the generic Sealing Tag technique. This technique is designed to slightly adjust their sealing script so to emulate the effects of the Multiple Infinite Embraces. Through an infusion of chakra the applied sealing tag will, upon contact with its target, release an intangible barrier on its target, much like armor. Those entrapped within the armor will experience the disruptive effects of the Multiple Infinite Embraces, but to a lesser degree. The target will be unable to mold chakra above S-Rank while affected while also losing 50 chakra per turn, allowing the user to gain the stolen chakra. Unlike the Multiple Infinite Embraces, which can be escaped by destroying the barrier, this barrier can only be destroyed by destroying the tag which it is applied to. Because of the nature of this technique it can be used within the same timeframe as the tag which it is applied to. Can only be used two times per battle, with two turns in between each application. Its effects cannot be boosted to restrict the target further.
Type: Defensive
Rank: A
Range: Short
Chakra: 30 (-5 per turn)
Damage: N/A
Description: This technique operates akin to Sealing Technique: Living Barrier. However, unlike Living Barrier this technique specializes in the creation of a defensive barrier in order to protect the user. By crossing the user’s arms the user produces a barrier which emerges from their arms as a hemisphere/half-dome construct in front of them, protecting them from frontal attacks. The barrier is incredibly durable, only being able to be broken by A-Rank attacks, playing neutrally to elemental techniques. The advantage created through the use of Storm Crest is its potent speed, enabled simply by the user crossing his arms; this makes the technique very potent and possible to use, even in close quarters combat. When activated Storm Crest can be sustained at a minimal chakra cost per turn. Because the barrier is sustained by the user they are able to regenerate the barrier retroactively from its creation. As such attacks which lack the strength to destroy the barrier simply cause the barrier to return to full strength (at the cost of a move), requiring that the barrier be overpowered completely by an attack in order to neutralize it. Storm Crest can be used three times per battle with a single turn in between applications
Type: Offensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: N/A
Description: This technique employs the usage of barriers to create a technique designed to restrain targets. With a single hand seal the user causes a large geometric barrier to encapsulate the target in what appears to be a box. The walls restrain the target by pressing and squeezing down on the target; while they exert great pressure and effectively prevent the target from moving under normal circumstances they are harmless themselves. The barrier itself can fit to the size of its target, however it cannot reach sizes equivalent to boss summons. It can only be used to trap targets up to three times the size of an average human. The barrier is simple to escape, however, in that it only requires an A-Rank technique to shatter it from within. Unlike the Embraces, which specialize in sealing abilities and chakra, the Restraints of Phantasia is only able to restrain its target independent of the user. The Restraints can also be used on targets within mid-air, causing them to enter a sort of suspended animation within the barrier. Restraints of Phantasia can only be used three times per battle within two turns in between applications. No fuuin above A rank in the following turn
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-5 per turn)
Damage: 60
Description: This technique is the sibling of Sealing Technique: Ethereal Guardian. Like its sister technique, Ishtar’s Armory employs the same principle of malleability and versatility allowing the user to produce a wide variety of barriers. These barriers, like the familiars created by Ethereal Guardian, are limited only by the user’s imagination in their creation allowing the user to produce objects which range from simple geometric constructs, such as a pillar, to something as complex as a sword, kunai, bird, or dragon. Although, unlike the Ethereal Guardian, which allows the user to produce familiars which siphon chakra these constructs are static and simply drain the user’s chakra should they be sustained over multiple turns. The created objects cannot exceed a maximum of 15 meters in height or width. By default their created color, like Ethereal Guardian, is white. These constructs are created within short-range of the user and can reach up to long-range from the user’s position. They are capable of levitating by default, like Ethereal Guardian. The user is able to produce multiple constructs freely, following normal splitting rules. Ishtar’s Armory can be used four times per battle with two turns in between applications. In the following turn the user is unable to use Sealing techniques above B-Rank. Creations are only able to be sustained for up to two turns, during which it will occupy one of the user's three moves per turn.
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 chakra cost to applied seal)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement to a seal, or an adjustment to sealing script, applied to other seals such as the generic Sealing Tag technique. Physical Arctation is based on the principles of Sealing Technique: Artifice and Revision. This technique is designed to slightly adjust their sealing script so to emulate the effects of the Living Barrier. Through an infusion of chakra the applied adjusted script will release an intangible barrier on its target, much like an armor. Those entrapped within will experience the disruptive effects of the Living Barrier, but to a lesser degree. The barrier creates a seal which effectively seals away 40% of the target’s maximum chakra reserves while also preventing the target from using techniques above S-Rank. Unlike the Living Barrier, Physical Arctation will remain active until the seal which it has adjusted is destroyed. Because of the nature of this technique it can be used within the same timeframe as the technique it is applied to. Physical Arctation can only be used two times per battle, with two turns in between each application. Its effects cannot be boosted to restrict the target further.
Type: Supplementary
Rank: C
Range: Short – Mid
Chakra: N/A (+5 chakra cost to applied technique)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement passively applied to the Infinite and Multiple Infinite Embraces. When created the Embraces, both B and A-Rank versions, create a cuboid structure around its target(s). With the supplement Infinite Constriction the cuboid construct is modified to become far more malleable and instead fit itself around a single target trapping them within it. In order for this supplement to operate generic black sealing script will spread on the barrier produced; the script, while plainly visible, will not obscure vision of the target trapped within the Embraces. This can be best visualized as a tightly fit spandex suit which forms around the target and traps them within it, effectively making the Embraces a far more potent restricting technique. Because of this technique’s nature it can be applied within the same time frame as the Infinite Embraces and its variants. Infinite Constriction does not supplement the strength or durability of the Embraces and its variants.
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (-10 each turn)
Damage: N/A
Description: The user will weave several hands, erecting form their body a translucent, wisteria barrier that spreads throughout the battlefield. The barrier is intangible and carries no physical or damaging properties, allowing it to spread instantly to its full perimeter. The barrier carries a chakra-detecting property, allowing it to "analyze" techniques that exist within its range. The barrier is capable of detecting infusions or other enhancements throughout the enemy's techniques; upon detection of such a technique, the barrier will activate, forcibly stripping the infusion from the technique, absorbing this power into itself. The barrier does not weaken the technique in any way beyond that, and as such has no effect on techniques that are not passively or actively enhanced in some way. In addition to the previous effect, the user is capable of weaving an additional seal, allowing the absorbed power to be released back into a technique of their own. This action consumes a move slot in the turn used but is passive so as to allow the boost to be applied to a technique used. The user can only do this with one "stored" infusion at a time but is capable of choosing which in the event that multiple have been stripped. In the event that an infusion is stripped and stored, the chakra used is "purified" by the barrier, allowing the power to be applied to the user's jutsu even in the event that the original boost was only applicable to a certain type of technique.
Notes:
- No Fuuinjutsu above A-rank can be used in the same turn or next turn.
- Can only be used three times per battle, lasting for two turns per usage.
- Requires a two turn cooldown between erection of barriers
 
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Detective L

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[ Sentouryuu ]
Sentouryuu - Infinite Sword Style
Type: Ninkenjutsu
Background:
Killer B had always imagined a way he could use more then Seven Swords at a single time. Having developed the sword style by carefully observing other swordsman masters and their fighting style, later incorporating some aspects of their sword styles into the Infinite Sword Style. Many of his peers and clansmen find the Infinite Sword Style rather unorthodox, but due to Killer B’s unpredictable and odd nature, this type of fighting style rather suits him perfectly.
Description on the Abilities and Inner Workings of the Style:
This particular fighting style involves using many blades as possible rather than relying on a single good quality blade. This gives the practitioner an advantage and allows them to overwhelm their opponents with the large number of swords. These swords are scattered across the battlefield, making it so there is always a sword within the user's grasp. While using this style, practitioners use a variety of moves that make use of either a single blade or multiple blades at the same time. Using refined chakra control, this allows practitioners to implement a variety of techniques.
Because the blades are scattered across the battlefield, the user always has a blade, or multiple blades on hand ready for use. Due to the flexibility of the sword style, users can use the blades for various purposes beyond the conventional melee attacking, including use as projectiles, defenses, paths to walk on, increasing speed, pins to hinder the opponent’s movements, and also to attack the enemy multiple times simultaneously. Using this type of sword style is not as easy as it sounds, as one much have a natural gift for the arts of swordsmanship, including a better understanding of the various swords styles that exists.
Before or during a battle, the user will preform a special technique called Summoning Technique: Thousand Blades, to summon the swords into the battlefield. The swords are scattered across the battlefield in nearly every spot one can see. However, these blades are only able to be wielded by the user or someone who has learned the style. Since there are swords everywhere the user will always have access to a sword as this kenjutsu style allows for use of many kenjutsu styles in conjunction with the techniques only possible with this style.
Example Techniques:
Infinite Sword Style - Addition
Rank: A
Type: Attack
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Immediately following the connection of a robust swing with the intended opponent, the user releases the used blade and before the enemy can recover from the momentary stun inflicted by the previous blow, he attacks once again utilising one of the swords in the immediate vicinity. This process is then repeated a further eleven times in quick succession, from various angles and positions around the victim, ultimately leaving a total of twelve swords attached to their body. The extent of the injuries caused as a result of this technique, vary from minor to fatal, dependent entirely on how much the user desires to exact upon the target. However, regardless of the amount of damage inflicted, it can be doubled through the subsequent use of the Multiplication technique.
Infinite Sword Style - Multiplication
Rank: S
Type: Attack/Supplementary
Range: Short
Chakra: 40
Damage: (doubles damage points of Addition)
Description: Immediately following the use of Addition, whilst all twelve swords still remain momentarily attached to the opponent, the user proceeds to strike the entirety of the surrounding blades again in quick succession, with the final devastating blow dislodging the weapons so that they land in a circular formation around the target. This results in doubling the damage that was already previously inflicted on the victim, as each of the twelve swords slices into their flesh once again. As the total twenty-four strikes are received within such an incredibly short period, little to no opportunity exists for the enemy to mount a counter attack.
(Usable Twice)
Infinite Sword Style - Three Paths Shot
Rank: B
Type: Attack/Supplementary
Range: Short- Long
Chakra: 20
Damage: 40
Description: After taking hold of three swords and leaping into the air, the user throws them simultaneously with tremendous force, using both of his hands. Even if the blades miss their intended target, as each stands perpendicular to the ground along a single line, they can then be used as an improvised path that he can traverse to approach the enemy, whilst retrieving another sword in the process.
Additional effects and Restrictions:
-Must have mastered Kenjutsu
-Must have mastered Taijutsu
-Must have completed Basic NB Taijutsu

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




Eigth Sacrifice, our loyal member, gave on the 2nd of August 2015, a request for a Patent on the Custom Fighting Style Sentouryuu - Infinite Sword Style. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;





Sentouryuu - Infinite Sword Style



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Copyright 2015, Eigth Sacrifice, NarutoBase.net



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Sentoryuu| Mugen Ittōryū - Infinite Sword Style | Infinite Sword Attack
Type:Supplementary/Attack
Rank:A
Range: Short-Long
Chakra:30
Damage: 60
Description: The initializing technique for practitioners of the Infinite Sword Style, this technique varies among the practitioners of the style. Each user carries a special case that contains a countless number of katanas in a storage unit on the back of the hips. Every katana within this storage unit is tied to the user by his chakra. Depending on the needs, the user can spread any number of swords among the battlefield or can offensively launch these swords at the opponent using their chakra to have them home in on the opponent. Once on the battlefield the blades will only move if the user chooses and each sword is also placed in such a way that the user always has access to a sword. Those who attempt to touch any of the blades are instantly sensed by the user. These blades however are not indestructible as the user sacrifices the quality of the blade for the sheer quantity they bring into battle with them. However, when the blades are directly being used in the various techniques for the fighting style they are strengthened by the user's chakra so the blades do not break in normal circumstances or direct confrontation allowing them to be used for defensive purposes.
Sentouryuu ǂ Tōga - (Infinite Sword Style ǂ Sword Fang)
Rank: B
Type: Attack/Supplementary/Defense
Range: Short
Chakra: 20
Damage: 40
Description: The practitioner begins by taking three nearby swords and infusing chakra into the blades before dropping them inside the opponent's guard standing parallel to one another. This effectively cuts off the opponent's movement and make this attack nearly impossible to avoid without the opponent first releasing their weapon. The user will then strike all three swords with a powerful swing near their sunken tips, causing the entirety to slash upwards in a violent slash reminiscent of a fang.
Sentouryuu ǂ Suichoku no Narabi - Infinite Sword Style ǂ Vertical Line
Rank: A
Type: Attack
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user slashes the ground causing three nearby blades to rise up in front of them. Whilst all three swords remain momentarily suspended in the air, the user proceeds to hit the entirety in quick succession with the blade of the sword he is currently holding. Each sword is struck separately and in such a manner that they are launched directly towards the target along a linear trajectory, with a tremendous amount of force, meaning they act instead like long projectiles. The swords are are imbued with chakra during the launch and move with such force they can easily pierce through A-rank and lower techniques. As the user's held sword makes contact with each individual blade, he announces aloud the number of the strike, as follows: "One Sword" (一本, ippon), "Two Swords" (二本, Nihon), "Three Swords" (三本, Sanhon). If this technique is used as a follow up to Infinite Sword Style ǂ Sword Fang, the rank of this technique increase by one and gains +20 damage and can pierce through S-rank techniques.
Note:
Usable three times, S rank version only usable twice.
Although this technique can pierce through jutsu, it doesn't neutralize them in anyway.
Sentouryuu ǂ Tenka - (Infinite Sword Style ǂ Addition)
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Immediately following the connection of a robust swing with the intended opponent, the user releases the used blade and before the enemy can recover from the momentary stun inflicted by the previous blow, he attacks once again utilizing one of the swords in the immediate vicinity. This process is then repeated a further eleven times in quick succession, from various angles and positions around the victim, ultimately leaving a total of twelve swords attached to their body. The extent of the injuries caused as a result of this technique, vary from minor to fatal, dependent entirely on how much the user desires to exact upon the target. However, regardless of the amount of damage inflicted, it can be increased through the subsequent use of the Multiplication technique.
Note:
Usable three times per battle.
Sentouryuu ǂ Jōzan - (Infinite Sword Style ǂ Multiplication)
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: N/A
Damage: +20 to Addition
Description: Immediately following the use of Addition, whilst all twelve swords still remain momentarily attached to the opponent, the user proceeds to strike the entirety of the surrounding blades again in quick succession, with the final devastating blow dislodging the weapons so that they land in a circular formation around the target. This results increasing the rank of the technique by one and causes 20 extra damage to be inflicted on the victim, as each of the twelve swords slices into their flesh once again. This can happen all within the same time frame as the total twenty-four strikes are received within such an incredibly short period, little to no opportunity exists for the enemy to mount a counter attack.
Note:
Usable two times per battle.
Sentouryuu ǂ Sandōuchi - Infinite Sword Style ǂ Three-Shot Path
Rank: B
Type: Attack/Defense/Supplementary
Range: Short-Mid
Chakra: N/A
Damage: 40
Description: After taking hold of three swords and leaping into the air, the user throws them simultaneously with tremendous force, using both of his hands. Even if the blades miss their intended target, as each stands perpendicular to the ground along a single line, they can then be used as an improvised path that he can traverse to approach the enemy, whilst retrieving another sword in the process. It's also possible to throw another blade so that it collided with the others, sending the entirety hurtling towards the opponent.
Sentouryuu ǂ Konranshita Narabu - Infinite Sword Style ǂ Jumbled Lineup
Rank: S
Type: Supplementary/Defense
Range: Short
Chakra: 40
Damage: +20 to Kenjutsu
Description: This technique begins with the user revolving his body around a single point. The user swings his currently held sword in a circular motion, causing all of the blades in the immediate vicinity to be propelled upwards. By then utilizing the collisions between the swords to keep them aloft, he is able to ensure that he is continually surrounded by a large quantity of blades regardless of his subsequent movements, whilst integrating even more into the technique as and when necessary. By then adding chakra to the blades, they can increase the overall potency of their strikes as well. Due to the close proximity and number of the involved swords, the user can unleash the full potential of his expert swordsmanship to then bombard the enemy with an unrelenting stream of attacks from all directions. The versatility of this technique is unsurpassed, as it combines both a powerful defence and a comprehensive offense, yet still retains the capability to effortlessly switch between the two. This occurs due to the user being able to execute his other attacks more easily, without the prior need to gather and/or position the swords, whilst making it increasingly difficult for an opponent to engage him directly because of the presence of the adjacent blades.
Note:
Usable two times per battle.
Last three turns per use.
 
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