-Gitanshu's Arsenal

Gitanshu

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Kei-Sekken

Also known as "Strong Worlds" taijutsu; This style of combat was invented by barbaric ice warriors who pillage villages taking down their mightiest warriors using this style. This style was later adopted by wise monks who were able to incorporate it into a even more deadly style of combat which would explain it's somewhat brutal and barbaric type of attacks. This style became known as "Kei Sekken" Strong World Taijutsu. Kei Seken is based off enduring blows to the body while performing one hit knockouts using all strength and energy into one specific blow rather than multiple ones. The user's stance is always having a fluid lower body while having a solid upper body (Opposite of gentle fists techniques that require fast paced with little damage) meaning that most techniques are slower but deal way more damage and this can be reversed to make kicks devestating. The fluid lower body is so that the user can move around freely and quickly while the solid upper body is to keep the muscles tense and clinched for powerful impacts(reverse if for legs). Some masters of this art were actually able to take it a step further and were able to incorporate their spirit and physical energy(chakra) into their body to increase it's reflexis, strength, and impacts to perform very powerful techniques that under normal circumstances, they can't perform (Nowhere near that of the 5th Hokage and Sakura although could be considered a water downed version). Most techniques of Kei Sekken involve enduring, countering, or dodging a technique and then performing a deathly blow to the opponent mostly through using a part of the body that can deal the most blunt damage such as the elbow, fist, knee, fore head, foot, etc. Its not the fastest style but it makes up for it in power

(Learning Requirements and pluses to learning):
-To learn this style, the user must already have a certain degree of strength and endurance(S-Class Ninja) and have trained in basic taijutsu as its not effective with people who are of weaker body or untrained.

-Pluses to learning is the strength and durability development in both mind and body. The user would be able to match someone a rank higher than him in both strength and endurance (Does not apply with being a sage). Also, the user could now ignore his/her surroundings except the opponent if he/she wants to.

Techniques

|Kei Sekken| Hardening Touch
Rank:B
Type:Supplementary
Range:N/A
Chakra:20
Damage:N/A (+5 to taijutsu due to hardened attack)
Description: A technique used in conjunction with taijutsu. The user coats his/her attacking limb in a flexible chakra capable of channeling any of the 5 natures while hardening that particular limb, making it feel like rock. When in contact with an opponent who for instance changed their body into water or hardened it through earth release, once this flexible chakra comes into contact with the opponent's body, it takes on the enemy's properties allowing the user to effectively hit the opponent regardless of their new defense while also doing extra damage due to the hardened limb.
Notes:
-User must know and have mastered all chakra natures up to B-rank.
-Doesn't work against defences of A-rank and above
-Can't be used on defences made of a KG
-Usable 5 times and last as long as the taijutsu technique used



"Kei Sekken" Strong World Reversal Blow
Rank:B
Type:Attack|Supplementary
Range:Short
Chakra:25
Damage:40
Description: One of the basic counters those who train in Kei Sekken learn after raising their endurance in battle. After being hit by the opponent in any location above the waist line that doesn't inflict great pain (such as being hit in the neck, jaw, or other very vital areas), the user counters by grabbing the opponent's arm/leg tight between their tricep and side so that they are locked in place for a moment (more effective with leg as they also lose balance). The user keeps hold of the arm/leg and channels chakra into their other elbow to increase impact and damage; Then performing a very powerful elbow drop into their stomach that is so pwerful, it knocks them out of the user's grip and sends them plummiting into the floor. This causes tremendous damage to the opponent's torso possibly fracturing the rib cage if aimed for the chest.
Note:Can only be used after being hit by a technique up to D-rank or free form taijutsu. The user still takes damage from that technique but due to endurance, they can still pull this technique off.
Note: Exceptions are being punched or hit in vital areas such as the neck, jaw, etc.
Note: Does not work on opponents with higher durability/stamina/strength etc. if stated in bio (meaning they are stronger or more durable then the user is so this wouldn't work)
Note:Must be S-Class or higher to use.


|Kei-Sekken| Strong World Long Shot
Rank:B
Type:Attack|Defend
Range:Short-Mid
Chakra:20
Damage:40 (20 mid-range)
Description: The only ranged technique within the Kei-Sekken style. The user channels a nice amount of chakra into the arm that will be delivering the punch. The user will aim for the target and punch the air at a fast rate. As they punch, they release the chakra like a sling shot in the form of a condensed burst that shoots through the air like a cannon before laying an impact on the enemy capable of knocking them back with a serious injury on the impacted spot. The impact is capable of breaking small boulders,walls or other small obstacles. (Terrain created from a C-rank doton can be broken with this move [within reason])
Notes:
-Usable 5x


Kei Sekken: Strong World Break Away
Rank:A
Type:Supplementary|Defense|Attack
Range:Short
Chakra:30
Damage:60
Description: When confronted by a dangerous taijustu "that the person can follow and counter", the strong world user counters by blocking the attacking limb with an opened palmed thrust through exerting chakra to slow down and degrade the force of the attack while hopping above and performing a hand stand on the opponent's head; grabbing the opponent's head with all their might to keep them in place while not being shooken off, also giving a little agony to the opponent. The user spins in place above the opponent, building up force while charging their attacking leg with chakra. The user then hops off the oponent's head while turning and flipping 180 degrees(to bring the user infront of the opponent and bring his/her leg closer to the opponent), performing a straight forward kick to the opponent's head while releasing that chakra creating a force capable of sending the opponent flying a range back, also dealing sever damage capable of breaking someone's neck.
Notes:
-Only able to counter A-rank taijustu "That the user can follow and counter effectively"
-Doesn't work if the first phase of the taijutsu is already a deathly blow.
-Usable 4x
learned here-
 
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Gitanshu

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Hoippu Geijutsu | Whip Arts
Type: Gentaijutsu
Background: While travelling trough the ninja world, -Severus Snape- came across a lot of different fighting styles, but one of them made the biggest impact on him, a Sannin from the leaf who used his hair as a whip. This inspired him to start fighting using a self-made whip. In the beginning this didn’t help him in his battles, it even caused him almost to die. Starting to combine his whip attacks with genjutsu, he realised that this was an really effective fighting style and started to use it.

Description on the Abilities and Inner Workings of the Style:
This type of genjutsu uses the whip the user carries with him to disturb the enemy’s chakra flow, by inserting a bit of the users chakra trough a whip into the opponents chakra flow. This disruption of the flow of chakra makes the enemy perceives illusions, which puts enemy under a genjutsu. The damage done by the Whip Arts is Physical (if hit by the whip) but can also be Mental (the genjutsu the enemy is put under).
Whip Arts techniques are usually fast but gracefully, relying on the short ‘whipping’ movements of the whip to hurt the enemy (If they did too much physical damage, the enemy they would automatically be released from the genjutsu) and then disturbing the enemy’s chakra flow to put them under a Genjutsu. The speed of the movements can be compared with the speed of an attacking snake, short but powerful.

Additional effects and Restrictions:
-Must be of at least Sannin Rank to learn
- Must have mastered Genjutsu
-The user biography must carry a (Custom) whip
-This style can only be taught by a Hoippu geijutsu Master

Techniques


(Hoippu Geijutsu: Akuma no ikari) | Whip Arts: Devils Rage
Type: Attack
Rank: B
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will move the whip around his body while channelling his chakra trough the whip. As the whip hits the opponent, a small amount of chakra of the users chakra will disrupt the opponent’s chakra flow, putting him under a subtle genjutsu B-Rank jutsu where he will feel a burning pain coming from the muscle's that are near the hit point. This pain will increase over the next 2 turns, if not broken out from the Genjutsu, until the opponent has the feeling that pain is too much, and can't use the hit limb any more, until broken out of the genjutsu.
Note: Requires Hoippu Geijutsu training
Note: Can only be taught by -Severus Snape-.

(Hoippu Geijutsu: Indiana no Hanketsu ) | Whip Arts: Indiana's Judgement
Type: Attack/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is the ultimate defence of a Whip Art Master. The user will spin his whip,while focusing chakra in it, rapidly around his body, creating an impenetrable dome around him. While moving creating the dome, the sound will trigger a genjutsu upon the opponent. The genjutsu itself if simple, instead of seeing the user moving around his whip constantly, the opponent will only see the whip being moved around once before the user seemed to rest the whip again by his side, while standing in the same position. In reality, the user will continue the move the whip around while moving forwards, and as the user comes within hitting distance from the opponent, he will flick the whip forwards and catch the opponent around the neck, effectively strangling or killing them, depending on the kind of whip the user carries.
Note: Can only be user twice per battle
Note: Can deflect any B-Rank or lower Elemental technique's, but the technique is broken
Note: Can deflect any A-Rank or lower Taijutsu and Kenjutsu technique's (except EIG technique's)
Note: The genjutsu breaks the moment the whip stops moving.
Note: Requires Hoippu Geijutsu training
Note: Can only be taught by -Severus Snape

learned here-
Techniques
Techniques
 
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Elemental Combinations.

before new rules


(Doton/Fuuton: Nīdorutaretto)- Earth/Wind Release: Needle Turret
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user slams his hands on the ground and raises a 10x10 block of earth from the ground with many small holes in it that shoots countless needles of earth in any direction that are cloaked in wind to greatly increase their speed and piercing ability. As long as the user's hands stay on the ground, the turret can continue to fire. The user can use the same turret again later but it will count as another move.
-Can be created 3 times per battle
-No A-rank or higher wind and earth the turn after use

Doton/Fuuton: Shouchikubai Ashibishi (Earth/Wind Combo: Elevated Stepping Stones)
Type: Defense/Supplementary
Range: Short-Mid
Rank: A
Chakra Cost: 50
Damage Points: N/A
Description: 5 Large patches of earth infused with wind chakra raises out of the ground elevating the user. Can be used to catch the user while plummeting from the sky. Jutsu last for only 1 minute, before slowly sinking back into the ground.
Restricted to 3x per battle.
Only Oraan may teach


Raiton/Doton: Enkei Nokogiri)- Lightning/Earth Style: Circular Saw
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 60
Damage Points: 20x3
Desription: User Creates a Lightning Disk, making it slightly larger, and instead of throwing it aerially at an enemy hauls it to the ground. The Lightning Disk acts as a Circular Saw, that splits into 3 different smaller Lightning Disk that follow one after the other with a 1 foot gap in between each.
Note: Can only be taught by Loki.
Note: Can only be used 1 time per battle.





After new rules


Doton&Fuuton:Kuutaichimisairu Doroppukikku)-Earth&Wind Release: Air-to-surface Missile Drop-Kick
Rank:A
Type:Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user, While in the air focuses a large amount of wind chakra below their feet to push off the air behind them rocketing them downwards towards the enemy the user then directs their feet in front of them pointed at the enemy and focuses earth chakrainto their feet and legs to harden them increasing the damage on contact.
-Can't use for 3 turns afterwards and no A or above Taijutsu next turn.
-Only taught by Professor Sarutobi.

taught here-

(Doton/Fuuton: Deburi Koudo) - Earth/Wind Style: Debris of Earth
Type: Offense
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage points: 90 (-30 to user)
Description: The technique requires a huge amount of earth chakra, so user claps his hands and sends his earth chakra throughout the ground. So after the whole battlefield is filled with user's earth chakra, the earth start shaking and shoots out infinite number of spear shaped pillars from the whole battlefield, with cannon speed. The length of each pillar is about 5m, and thickness is about half a meter. The spears are shot with that great speed that they reaches 50m height and covers the whole sky. And after they've reached their maximum height, they start falling and then user clicks his teeth and pillars gets coated in a very thick and sharp layer of wind chakra. So they falls with very great speed and user can direct them towards his enemy by clenching his fist and directing his hand towards his target.
Note: -When spears are been shot, so between every two successive spears there will be a gap of half meter which is equal to the thickness of one spear i.e. this technique uses half of the whole ground.
-1 Spear will not shoot where the user is standing. Or its upto the user if he don't want to shoot more than 1 spear.
-In order to use this jutsu user must not use any Earth jutsu in same and in previous turn.
-After using this technique user can't use any Earth technique for his next 2 turns.
-And no S-rank Earth in 3rd turn after using this technique.
-No S-Rank and above wind in same and in next turn.
-Can't use any S-rank technique in next turn.
- (-30) to the user because of excessive amount of chakra used
-Can only be used once per battle.
-Can only be taught by Enzup.

taught here-
 
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Gitanshu

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Nekura Clan techniques

Techniques


( Nekura Ichizoku Hijutsu: Zokugie ) - Nekura Clan Secret Technique: Unholy Conversion
Type: Supplementary
Rank: A
Range: Self
Chakra: 30 (+10 per turn)
Damage: N/A
Description: Once the Nekura casts this technique, it generates a small portal in front of him. From then onwards, whenever he shoots out a technique from him or from in front of him, a little Keigoku goes from the portal into the technique ( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well ). However, it does not work when techniques are being cast that come from other directions ( such as spikes from under the opponent, or wind from the sky ) as the portal is not near them. Since the amount of Keigoku used is small per technique, it only gives the opponent a headache and makes him lose concentration for a few seconds if it hits, however the effects stack- i.e, if the first time he loses conentration for two seconds, the next time his already weak mind loses focus for four, then six, and so on.
No Forbidden-rank Nekura techniques may be used while this is active.

(Noroidzi Hari no Nami) - Cursed Blood Needle Wave
Type: Supplemenary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: A simple but effective technique, the Nekura makes three handseals turning any existing Keigoku on the battlefield that he wishes ( such as that from any techniques the opponent dodges ) into a wave of sharp needles that then shoot at the opponent. Whatever the rank of the Keigoku technique this is used on, the needles will be of that same rank.*If struck by the needles, the opponent suffers from drawbacks of the Keigoku attack originally used (common effects are as small as small minor headaches to searing headaches, momentary loss of focus and temporary incapacitation for no more than 10 seconds).
Cannot be used on Keigoku attacks of S-rank and higher
Can only be used four times per battle.

(Bakudō no Shichijūkyū: Kuyō Shibari) - Way of Binding Number Seventy Nine: Nine Sunlight Traps
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user makes four handseals, causing eight small portals to emerge on all sides around the opponent, a metre away. Keigoku flows from these portals, before forming itself into a multitude of ropes, that seek to ensnare the target. If they are successful in capturing the target and immobilizing him, a ninth portal opens up a few inches in front of his torso, and completes the binding, restricting the opponent from all motion. If the opponent however, avoids being caught in the ropes from the first eight portals, nothing occurs. Upon being bound, the opponent takes 30 damage due to being in contact with Keigoku, and gets a searing headache that disrupts his concentration.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.

( Togesuzumebachi no Ame ) - Rain of Stinging Wasps
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 30 ( +5 per turn )
Damage: 60
Description: The Nekura clansman opens multiple portals in the sky, each one a few meters wide,causing small drops of Keigoku to fall from the portals like rain, in a shower of individual drops. Any non-Nekura caught in this rain will experience sudden sharp mental pain as the drops touch him. Due to the repeated falling of the Keigoku raindrops, they will not be able to focus enough to use techniques that require intense concentration ( Genjutsu, Fuuinjutsu, Medjutsu, etc. ) and cannot string together more than four handseals without pause.This technique can be used twice per battle; each use lasts for two turns, and there needs to be two turns gap between each use.
By sheltering under a suitable defense, the effects of this technique can be avoided.
The effects also apply to non-Nekura allies, and so this technique is not useful in combo battles or wars.

taught here-

 
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