Hashi's secrets

Lytes

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My Personal Custom jutsus
01. ( Ninjutsu: Tatsu Kaze) - Dragon dive --No Spot(s) Left
02. (Fuuton: Chishi) - Wind Release: Fatality--No Spot(s) Left
03. (Doton: Harumagedon) Earth Release - Armageddon - 3 spot(s) left
04. (Fuuton: Senshi Futan) - Wind Release: Warrior's burden - 1 spot(s) left
05. (Fuuton: Tōri o kurūzu)- Wind Release : Cruise down the street - 4 spot(s) left
06. (Fuuton: Kazetōshi no yoi bōru) Wind Release : Airy balls - 6 spot(s) left
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Taught to me
01. ( Shuriken Dokudokushi Suki Mushi ) - Poisuonos Nano - Bug Shuriken.
02. ( Katon: Ke-shō Doroppukikku ) - Fire Release: Singeing Dropkick.
03. ( Fuuton: Kaze no yūrei ) - Wind Release: wind ghost.
04. ( Doton: Doro Yubi Funsha Kei ) - Earth Style: Mud Finger Jet Whip
05. ( Raiton - heki zairu ) Lightning Release - Rope of Bolt
06. ( Genjutsu: Sono Kagai ) - Illusionary Arts: The assault.
07. (Katon: Ka Stáfe ) - Fire style: Mosquito Staff
08. (Raiton: Hakai Mecha)- Lightning release: Destruction of Mecha
09. (Fuuton:Senpuku Senbon)-Wind Release:Whirlwind Needles
10. (Doton: Meiun Hishou) – Earth Style: Doom Flight
11. (Fuuton: Chō Stáfe ) - Wind style: Butterfly Staff.
12. Genjutsu: Tabe ari|Illusionary Technique: devouring Ants
13. (Doton: Tengoku no hakushu) Earth release: heavenly clap
14. (Suiton: Mizu Handou) – Water Style: Hydro Kick
15. ( Katon Enjin ) - Fire rings
16. Illusionary Arts : Underground Burial (Genjutsu : Chika Maisou)
17. (Meiton: Inperiaru Kyuutai) Dark Release: Imperial Orb
18. Doton Gi Sochi- Earth style deception step
19. Fuuton: Handan no Rixyuutsume(Wind Release: Dragons Claw of Judgement)
20. Water Style: Hidden Dragon Claw [Suiton: Kakusare Ta Doragon No Tsume
21. (Kuchiyose: Go-rudo Neko)-Summoning: Gold Cat
22. (Burūsouruseibā) - Blue Soul Saber
23. Doton: Doroppu Bokkusu | Earth Release: Drop Box
24. (Doton: Cybele Negai) l Earth Release: Cybele's Boon
25. (Fūton: Iongēto)- Wind Release: Aeon Gate
26. (Suiton: Hakai torentokomando)- Water Style: Destruction Torrent Command
27. (Futon: Iongeto Reishiki)- Wind Release: Aeon Gate Type 0
28. (Fuuton: soudai hando)Wind release: Majestic Hands
29. (Senbon Kusa)-Grass Senbon
30. (Katon: Doraibu) – Fire Release: Drive
31. (Katon: Reijingu Tsuchi Doraibu) – Fire Release: Raging Earth Drive
32. (Katon: Reijingu Doraibu)-Fire Release: Raging Drive
33. (Kenjutsu: Supuritto Shikon) – Sword Technique: Split Fang
34. (Joushou Kashou Hoi-ru) – Ascending Burn Wheel
35. (Hanma Gigei- Yajuu Dageki) Hammer Arts - Beast blow
36. (Yajuu Shindou) – Beast Impact
37. (Katon: Yaketsuku yōna Hebi Kazangan Toreiru) – Fire Release: Searing Serpent Lava Trail
38. (Suiton: Yorokobi) Water Release: Rapture
39. (Suiton: Shokubai) Water Release: Catalyst
40. Wind Style: Let it Fly
41. (Fuuton: Kaze no Vànô ) - Wind Release: Rise and Shine
42. Raiton: Zeusu no Waru-Hi - Lightning Style: Zeus's Evil Concubine
43. Vivre Card
44. Ameton: Arashi no Kuro | Rain Release: Black Storm
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Summoning: Bengal Monitor
1. (Kuchiyose No Jutsu: Ekitenshu) - Summoning Technique: Ekitenshu
2. (Kuchiyose No Jutsu: Ekitei) - Summoning Technique: Ekitei
3. (Kuchiyose No Jutsu: Ekikappa) – Summoning Technique: Ekikappa
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Summoning: Hooded Pitohui
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Custom Weapon
1. Iris (3/6)
2. Kaminari-gatana : Lightning Katana
3. Seidai Hoippu | Justice Whips
4. ( Calydonian suringushotto) – Calydonian Slingshot
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Bartholomew Custom Clan Jutsus
1. Paw Arts: Repel (Nykyujutsu: Oshi)
2. Paw Paw Arts: Impact Dial (Nykyu Nykyu no Mi: Inpakuto Daiaru)
3. Paw arts: Slapping thrust pressure cannon (Nykyujutsu: Tsuppari Pad Hō)
4. Paw Paw arts: Pressure cannon (Nykyujutsu: Pad Hō)
5. Paw Arts: Train Wreck (Nykyujutsu: Tore-n Keigei)
6. Secret Paw Art: Embrace of the Grotesque Martyr - Nykyu Hijutsu: Houyou no Igyou Junkyousha
7. Paw Arts: Pulsus Coration (Nykyujutsu: Chiyu Oshi)
8. Paw arts: Ursus Shock (Nykyujutsu: Urususu Shokku)
Personal Bartholomew Custom Clan Jutsu
9. Sei-Ashi No Mi: Haiseki - Holy Paw Arts: Boycott
10. Nykyu Nykyu no Mi: Nykyu Engi - Paw Paw Arts: Paw Amplification
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Sunagakure Village Customs

1. (Katon: Kikokanten) Fire Release: Climatic Drought
2. Futon: Kazeuo no jutsu) ‡ Wind release: Grand war prison technique
3. (Katon Genjutsu: Sabuku Stroke) - Fire Style Demonic Illusion: Desert Stroke
4. (Futon/Katon: Sutenresu koppu) Wind/Fire Style: Stainless Shard
5. Fuuton/Katon: Ken Odoriko) Wind/Fire Style: Sword Dancer


CFS - Infinite Quad-Wielding (1/6)
1. Infinite Quad Wielding Stab
2. Infinite Quad Wielding Control
3. Infinite Quad Wielding Bounce
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CFS - Ways of an Avenger
1. Ways of an Avenger Elemental Charge
2. Ways of an Avenger Charge
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CFS - Ways of the Sai
1. Way of the Sai Fork Vengeance
2. Way of the Sai Quick hammer
3. Way of the Sai Shadow seil
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CT - Custom Technology
1. Archive | Akaivu
2. Akipa-ruk
 
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Lytes

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Doton


(Doton: Harumagedon) Earth Release - Armageddon
Type: Offensive
Rank: F - Rank
Range: Short - Long
Chakra:50
Damage:90 (-10 to user)
Description:This user bites his thumb as if performing a summoning ritual, claps and then slams his hand on the ground while releasing doton chakra into the ground to about 30 meters beneath the targeted ground surface, using this chakra, the ground beneath the targeted area (about ground level to 30 meters depth) will crumble into chunks of earth varying in size which are launched at incredibly high speed into the sky, similarly to the effect's of Pein's planetary devastation technique the chunks of earth will skewer and crush anything in its part upwards leaving behind an huge crater in the ground. However, these chunks of earth won't just launch upwards indefinitely, they would converge above the targeted area forming an huge mountain(bigger than or same size as the Doton : Mountain smash jutsu depending on the amount of chunks) which then descends at incredible speed crashing back into the ground and crushing any unfortunate being beneath it. In summary, ground turns to chunks of Earth that go up high in the sky and converge to form a mountain which then drops back to where the chunks have ascended.
Note : The targeted area for this jutsu can range from a landmark to a short range radius although the depth to which the earth crumbles (30 meters) remains the same.
Note: This technique unlike chibaku tensei only raises earth and not people or animals or clones or summons etc.
Note: Can only be used once per battle.
Note: User receives 10 damage for the chakra strain.
Note: No Earth jutsu in next turn
Note: Can only be used on earthen plains
Note: Can only be taught by Mako.☼

(Doton: Cybele Negai) l Earth Release: Cybele's Boon
Type: Supplementary
Rank: C-S
Range: Short - Mid
Chakra: 15-40
Damage: 30-80
Description: The user sends out his chakra up-to mid range all around him and creates an underground to surface syringe out of earth. This is done by having the user manipulate the earth underground to physically take on the form of a syringe, that is connected above ground, via a pore(s). The syringe is sealed tight, below ground has the users chakra channelled into it. As soon as water passes over the pore(s) or hole(s) above ground, the syringe - seal is complete and the user manipulates the earth seal plunger downwards. This makes the water above ground get sucked down wards extremely quickly due to the massive suction force accelerated by the users chakra. The suction force of this technique is strong enough to suck even extremely large bodies of water underground almost instantly. The size of the The syringe must be made large enough to quickly suck in water, however creating a syringe too large will lead to an ineffective seal and a syringe too small would not suck up all of the water. Therefore to achieve the desired affect the user must ensure theyuse the correct amount of chakra to create a syringe that is most effective at absorbing water. Then if the user desires, they can instantly, force the lowered chunk of rock (plunger) back up, forcing the mass of water back up towards the surface with a great deal of force erupting from the surface like a short burst geyser, water and chunks of earth flying in the air.The jutsu however is not only limited to water/other liquids, and can suck in other objects as well like swords, armour etc. For other objects the overall process remains the same but the user will manipulate the pore or hole to actually rise out a bit and latch onto the object to aid in suction. Objects that arent liquid in nature can however be damaged as they they are sucked in.
Note: Can only be taught by Strawberry
Note: Can only be used twice a battle
Note: Water pulled underground can be used like a water source
Note: User cannot use any jutsu as long as he has the syringe active
Note: Only works on things that are along the ground

(Doton: Kotai Bayloz) - Earth Release: Solidified Bayloz
Type:Offensive/Defensive
Rank:S-rank
Range:Short-Mid (Made in Short-Range)
Chakra:40
Damage:80
Description:After doing the neccesary hand seals of Ram>Tiger, the user either claps his hands together or slams them on the ground channeling earth chakra on the groundand creating a Knight like monster with the height of 4 meters composed of solid rock, the creature is named after a medieval brave knight Bayloz who fought with several monsters while he himself being one but helping people, it's said that during his final battle he fought with his own brother and both of them died in that battle, the Bayloz looks exactly like a giant medieval knight with a solidified body and the strength of a monster, the Bayloz has high durability and it follows elemental interactions, the Bayloz is connected to the user by manipulating him and controlling him with his chakra, it's like a earth puppet but it gets manipulated by channeling your own chkara to him, due to the hardness of his body he is quite strong able to shatter through A-rank defenses easily (It follows the elemental weakness and strength of course) with the help of its strong fist or legsthough he has the speed of a normal kage rank user, another unique ability of the Bayloz is thatwhen in a water or mud surface he cantransform into mud, the Bayloz can turn its body into mudcompletely or partially helping the user stand in mud or water surfaces without a problem, also when hit with weakerjutsus it heals the damage that is caused by the jutsu easily and if a body part of the Bayloz is his then it can be reformed again but needs to be in contact with either a mud or water source. The Bayloz can also interact with other mud sources, using his ability to turn into mud,Bayloz can create mud balls, mud ropes, spikes etc. from either his hands, legs or a part of his body or a mud source.
Note:It can only be used twice per battle and lasts for four turns.
Note:The user is unable to use S-rank and above Earth jutsus in the following turn.
Note:The Bayloz can use the ability to turn into mud thrice in a battle.

(Doton: Tengoku no hakushu) Earth release: heavenly clap
Type: offensive
Rank: s-rank
Range: short - mid
Chakra cost: 40
Damage points: 80
Description: The user makes two hand seals and turns the ground beneath the target into mud(a pit 2 meters deep and 2 meters radius with target as center ) after making the mud pit, user will then manipulate the mud in the pit to form two ropes of mud(10 centimeters thick) which binds the target and lift them up in the air(10 meters maximum ) after the target has been lifted up into the air the user manipulates the earth on the battle field and forms two huge hands from the ground (each palm from the hand has the same size as the b-rank earth lid) the user will then manipulate the hands to clap crushing the binded target in between.
Note - can only be used once
Note - must have mastered earth to use
Note - can only be taught by me
Note - no s-rank earth and above in same turn and the turn after
Note - when the hands start emerging the user will loose concentration of the mud binding the target, this will make the target start to fall.

Doton: Doroppu Bokkusu | Earth Release: Drop Box
Type: Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user summons a square-shaped box of earth(without the bottom) that falls over him and those around him, protecting them. This box can protect everyone in it from Water attacks up to Forbidden rank and all other elemental attacks up to S rank, excluding Lightning which is only up to A rank. It can also protect against special elemental abilities such as Lava, Rain, etc according to their respective strengths and weaknesses towards earth. Its walls have a thickness of 3ft, its lenght and breadth is 16ftx16ft while its height from the ground is 8ft. The box disappears after one turn (or earlier if the user wishes).
-Only sensors and byakugan users are aware of what is going on in the box and vice versa.
-Usable only twice per battle
-User cannot perform any other earth technique in that turn.
-Can only be taught by Naizen.

(Doton: Meiun Hishou) – Earth Style: Doom Flight
Type: Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A (Opponent may be knocked out)
Description: User stomps the ground and two S-rank pillars of earth immediately sprout from the ground and intertwine to bind the opponent, then separating from the ground to further launch towards the sky while forcibly carrying the opponent along with them. And if they don’t escape the bind they are assured a freefall crash to the ground, where they will be knocked out.
Note: This move can only be used/taught by BluePhenix.
Note: User cannot perform any other earth technique in the same turn that this move is used.
Note: This move's effectiveness will vary with the user, i.e. for opponents with rank less than or equal to that of the user, this move is so sudden that, by the time they react to it, they will already be launched in the air. However, for an opponent of higher rank or one of equal rank but who makes use of a speed-enhancing technique such as gates, he will have the time to react before being completely launched into the air.

Doton: Doro Yubi Funsha Kei - Earth Style: Mud Finger Jet Whip
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage: 60
Description: An alternate earth release where the user compresses mud into his fingers then shoots out fast concentrated mud which are still connected to the fingerthrough an elastic and glossy thin line of mud. The tip of the whip is made of dense mud with a cone shape while the lines connecting the cone shaped tips to the fingers are light, flexible and elastic wires of mud with glossy appearance and ancient markings on the body. The jet while been shot, can be manouvred in mid air before it hits an obstacle. it can be disconnected or retracted backinto the fingers at the user's will but making another shotafter it is being called back into the fingers will count as another move. 10 jets can be shot at a time with the 10 fingers while this is upto the user, he can reduce the amount of jets he wants to shoot by using less fingers.
Must be taught by Priest
Useable 5 times per match
Re-shooting after retracting back into the fingers counts as a move

Doton Gi Sochi- Earth style deception step
Type:Supplementary
Rank:C Rank
Range:Short
Chakra:15
Damage:
Description:This jutsu is primarily used in short range and close combat fighting. The user can focus their earth chakra into the ground at any point where the enemy is about to step, and proceed to lower that small portion of earth for that step. The earth section being lowered is very precise to the enemies foot size, and also the exact moment the enemy steps onto the ground. The section of earth will drop down one foot into the ground and will delay an enemies movements and creativity for defending briefly, hopefully causing an opening to attack. This jutsu is fast as it is simplyfocused on one foot of the enemy while they are in movement.
Restrictions:
can only be used on land
can only drop down the earth not lift it.
can only be taught by Juha

 
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Lytes

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Suiton
(Suiton: Shokubai) Water Release: Catalyst

Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user focus his chakra into any water on the battle field, water which can either be a passive water source or water source as a result of water techniques used on the terrain. The user can use this technique to take control of A-rank and below active water jutsu/source. The user makes the entire water body to rapidly sink be absorbed into the ground and while it may seem the user is only making the water vanish, the user would make the water to compress into patches and once again seep out of the ground though a little compact, small but compressed. The water would re-emerge as small several puddles of water scattered around the field. The puddle of water looks gentle and peaceful until any chakra presence comes into a perimeter of 1 meter radius from the puddle. It reacts and releases all the pent up compressed energy within itself as the water undergoes a cataclysmic explosion sending dangerous upthrust of dense water into the sky that
quickly expand into a 2m radius column of water geyser. The geyser carries a very destructive force that can break bone with ease and they would affect anything up to 2m from its position.
NOTE:
- The puddles last 3 turns before the rescind back to the ground dormant.
- The power of the each puddles is divided to the amount of puddles made, ranging from a one to ten. So with less puddles the force the geyser carries is more compared to more puddles. S-rank force is only one puddle is made, A-rank each for two puddles, B-rank each for 4 puddles, and so on.
-Puddles cannot be created directly beneath an opponent
- 3x per battle with a 2 turns in between usage
- No S rank Suiton the same turn this is used

(Suiton: Yorokobi) Water Release: Rapture
Type: Supplementary
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user after a single handseal, focuses his chakra onto on spot up to 20meters and the chakra acts like a suction to all volatile liquid that has its base as water. An exception is CEs that has water as one of its components. If the CE is purely water + chakra manipulation, then it would affected . This is akin to how one can use his chakra to gather black clouds into a spot, though the user would also need to use his chakra as a transporting medium to guide the volatile liquids to this spot. This includes mist, water droplets, rain, water molecules etc. They would gather from around a long range vicinity into that spot, coagulating and compressing into an unstable ball similar to the unstable water balloon during rasengan training. The unstable ball of compressed water then explode after a turn or prematurely when the user wills it or something punctures it. The explosion however carries an omnidirectional punch that extends to a 10meter radius, a reason why he has to form the ball a little further from himself.
NOTE:
- 2x per battle
- 2 turns in-between usage
- No S-rank suiton in the same turn.
Taught to me by Twilight here

Suiton: Hakai torentokomando)- Water Style: Destruction Torrent Command
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: A unique and tricky technique, requires the finesse of a water affinity to be completed perfectly due to its complexity and range. The technique begins with two hand seals (Ram➡Boar) where the user will begin an uppercut motion with his dominant arm, as he does this a thin film of water flat and round spanning 5m in diameter and mere centimeters in height would condense from the air above him. As he punches, his hand passes through this film sending splashes of water into the air above. As the splashes fly upward they grow exponentially in size gathering moisture from the atmosphere while joining together until 4 dense comets of water each the size of an adult bear come crashing down anywhere the user wills up to long ranged. The user can choose to release all comets at once for maximum splash damage or one at a time for strategic importance, however at one at a time the user has to remain focused on the technique and is unable to perform any other chakra needed techniques until the move is finished.
Note(s):
- Can only be done 2×
- Bios with Suiton primary affinity can perform this without the need for hand seals
- Requires a turn cool down


(Suiton: Mizu Handou) – Water Style: Hydro Kick
Type:Supplementary
Rank:B
Range:Short-Long
Chakra Cost:25
Damage Points:N/A
Description:The user gathers a large amount of water chakra under any of his feet and release it as a geyser of water to launch himself in any direction, depending on the angle that his feet maintain with the ground. This is basically used to shift in the blink of an eye from short to mid range and vice versa, or from mid to long range and vice versa. When using Hydro Kick, the user’s feet must be in contact with the ground/earth to give appropriate power to the geyser.
Note:Can only be taught by BluePhenix.
Note:Can only be used five times per battles due to the stress it poses on the ankle of the user.
Bluephenix allowed all his customs be used by me Mako

Water Style: Hidden Dragon Claw [Suiton: Kakusare Ta Doragon No Tsume]

Type: Attack
Rank: C-Rank
Range: Short-Long
Chakra: 15
Damage: 30
Description: The user will channel his/her suiton chakra into their feet then channel it from their feet under the ground, they then form it into a dragon like claw that is roughly the size of a grown adult, the user then rises the claw from underground and hits the opponent with the claws causing a deep cut on the both of the opponents arms and the opponents chest.

 
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Lytes

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Wind

(Futon: Iongeto Reishiki)- Wind Release: Aeon Gate Type 0

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.


(Fuuton: Kazetōshi no yoi bōru) Wind Release : Airy balls
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: A trap jutsu initially made to hurt or perhaps kill trespassers, the user weaves three handseals and releases his wind chakra into the air around the battlefield. Using the chakra, he compresses the air in several spots into balls the size of a regular tennisballs that lay dormant, the balls are transparent and virtually undetectable by regular eyes. The balls lay dormant until anything of enough mass bumps into them (Such as the opponent, clones, summonings and jutsus). When the balls are disturbed, the compressed air violently explodes in a 5 meters radius dealing damage to anything caught within its range.
Alternatively the user can create the compressed air balls on his palms without need for handseals similarly to the rasengan before tossing it at targets. When this alternate method is used anyone paying attention would be able to see the movement of the tossed balls through the air. The ball explodes on hitting a target and explodes in a 5 meters radius dealing damage to anything caught in it (user included).
Note: The balls stay for 2 turns before crashing to the ground and exploding on contact.
Note: Maximum of 10 balls can be created at a time regardless of method.
Note: The air balls can't be created within 5 meters range of opponent unless user is also in short range
Note: Usable 5 times per battle with 2 turns cooldown.
Approved Here

(Fuuton: soudai hando)Wind release: Majestic Hands
Type:
supplementary
Rank: S rank
Range: Short-Long (Made Short-Range of the user but can travel up to long-range)
Chakra: 40
Damage: 80
Description: The user performs the hand seals boar>>Ram>>Horse then clapping his hands together the user creates two large-sized hands having a maximum size of 5 metres in length and 3 metres in breadth, but the user can vary the size of the hands, with the minimum size being that of a normal hand. The hands can manifest solid-like properties, being able to deal physical damage (all within reason), it can also manifest a blunt wind force as strong as a powerful wind storm, however the user cannot manifest both, further more, the wind hands is not attached to the user but is created above the user, within short range. While the jutsu is active, the users hands has to remain together and cannot use another technique. The speed of the hands is as fast as a generic wind jutsu, finally the hands can be used for different purposes, only limited to the users imagination (also within reason, the hands cannot perform handseals for a jutsu for example), and also each hand can perform entirely different task, depending on the user, but the hands cannot be more than 10 meters apart.

Note: The user cannot use wind for the turn after technique is used.
Note: Can be used twice, with a three move interval.
Note: Can only be taught by elmage


(Fuuton: Kaze no Vànô ) - Wind Release: Rise and Shine
Type: Attack
Rank: S-Rank
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing wind chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large solidified wind pillars that are 10m in height and very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't directly act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars (20 damage). The pillars rise in a way to surround the target with the target as the epicenter and one blunt pillar also rising beneath the user to rise him above the soon to come mayhem, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent or lifted on his designated pillar, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also.
• Usable twice with 2 turn cool down between uses
• The jutsu can be performed at long range, but the radius of the pillars is mid range only..
• No Fuuton above A-rank next turn.


(Fuuton: Chō Stáfe ) - Wind style: Butterfly Staff
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 wind currents and forms a staff made of condensed wind. The staff is approximately the same height as the user and about a foot in diameter and is very similar to the wind blade technique, in both visual tangibility and cutting potential
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 wind blade
Mid range use:
The staff can also be used at a range, in which it gained.its name "butterfly staff". The user can simply throw the staff like a spear but as It's 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 butterfly's. This allows the staff to not only pick up speed and killing potential but also also allows the user to control it in mid flight to hit opponents. While be 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 which results in the wind exploding into a 7m wide vortex of wind that would suck things from 5m out into it 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..


(Fūton: Iongēto)- Wind Release: Aeon Gate
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


(Fuuton: Chishi) - Wind Release: Fatality
Type: Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user will infuse two weapons with wind chakra by simply touching them, the user will then throw them at opposite sides of the opponent completely missing them, at the moment the weapons pass by the opponent the user will perform an handseal connecting thefuuton chakra from both weapons forming a dense green coloured line of fuuton chakra which has the same cutting power as the Wind Blade technique between both weapons cutting the opponent. The maximum distance that can be between these two weapons for this technique to work is mid-range (fifteen meters).
~Can only be taught by Mako.
~Can be used thrice in a battle.

Taught to Rohasu, Robot Boy, Littlefinger

(Fuuton:Senpuku Senbon)-Wind Release:Whirlwind Needles
Type:
Attack
Rank:A
Range:Mid
Chakra:30
Damage:60
Description:The user will perform a single hand seal and exhale his wind chakra into his into his hand.The exhaled chakra will continue to flow around the users hand.Then the user will slash through the air horizontaly with the hand in wichhe had exhaled his wind chakra to and launch dozens of sharp wind senbons from the pattern he had slashed the air.
~Note:No A rank or above wind technqiues in the same turn.
~Note:Can be used twice per battle


Fuuton: Handan no Rixyuutsume(Wind Release: Dragons Claw of Judgement)
Type: Attack
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will perform the dragon hand seal thenrelease their wind chakra into the air and form it into 3 swords the user will then shoot them up into the sky to the point were they are not visible, the user will then gather windchakra onto the three sword to form Claw made of 3-Blades, the user will then direct the claw towards the opponent hitting the opponent causing devastating damage and making a 3' crater appear.
Note: Can only be taught by Rohasu


(Fuuton: Senshi Futan) - Wind Release: Warrior's burden
Type: Supplementary
Rank: A Rank
Range: Short - Mid
Chakra: 30 (-10 per turn to keep active)
Damage: N/A
Description: A jutsu originally developed to be used on prisoners ,the user performs a lone handseal before focusing their fuuton chakra around their target's ankles or wrists, using this chakra the user will compress the air around the joint until it's very dense and heavy, so dense that it gives off a bright blue glow, this "heavy air" is attached to the ankles or wrists depending on which joint is targeted, due toits immense density and small volume, the compressed air has a lot of mass and weight and would weigh down the targeted joint.
Note: The compressed reduces the target joint's speed by 5 points i.e if a target's leg speed is 20 and this jutsu is used on his ankles, his leg speed gets cut down to 15 as they aren't used to the immense weight and also the damage from this joints is reduced by 10 i.e say...if this jutsu is used on a ninja's wrist, the punches or palm thrusts jutsu the target pulls off from this hand gets a - 10 damage as long as this jutsu is active.
Note: Cannot be used on summons
Note: Can only be used 3 times a battle with 2 turn cool downs
Note: Lasts 2 turns for every usage.
Note: Can only be taught by Mako.


(Fuuton: Tōri o kurūzu)- Wind Release : Cruise down the street
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage: N/A
Description: A stealth technique used to catch a foe off balance in battle, before using a Fuuton jutsu, the user performs a single handseal pumping more fuuton chakra into the technique, this chakra allows the user to dissipate the wind technique upon creation into a calm, yet fast non violent breeze that'll travel on a straight or curved path towards the target however this change is temporary, upon traveling a distance of the user's choice in between 5m - 15m, the wind will form back into the original jutsu e.g the user performs an handseal before perform the A rank Wind blade jutsu, upon moving the hands to start the jutsu, rather than a Blade of wind materializing from the user's hand, a calm breeze would start from the user and move towards the opponent after which the breeze would materialize the blade of wind at least five meters from the opponent. Due to the extra fuuton chakra added to the transformed wind jutsu its rank is increased by +1.
~ The breeze can be seen by naked eyes
~ Can only be used on projectile wind jutsu i.e wind jutsus that travel from the user to the opponent
~ Can not be used on Forbidden rank wind jutsu
~ Can only be taught by Lytes
~ Can be used five times per battle.
Approved here

(Fuuton: Kaze no yūrei) - Wind Release: wind ghost
Type: Offensive
Rank: B-Rank
Range: Short-Long Range
Chakra: 20 Chakra
Damage: 40 Damage
Description: After releasing the gathered fuuton chakra throughout the user's mouth. the released wind will be shaped into a ghost's upper body (of the same size of a mature man) then a second before reaching the target it will turn into a gust of wind strong enough to make a four meters tall tree fall down. the user is able to create up to 2 ghosts in one time
note: if the user makes 2 ghosts each ghost is equal to C-Ranked fuuton jutsu
note: only FeeLPaiN can teach this jutsu


Wind Style: Let it Fly
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user focuses his wind chakra into his bowels, you know, where the poop comes out from and then while mixing wind chakra with the foul gaseous entity present in there, let's out a thumping one. The wind chakra amplify the gaseous waste and what would be coming out would be akin to spewing a stream of wind technique from the mouth like the
"dust wall" technique albeit this is coming out from the user's behind. Aided by wind, the annoying gas would immediately fill the entire vicinity and severely be a form of distraction for those around as the immediate air becomes foul with a orange hue capable of forcing one to hold their breathe, be irritated and be blinded due to the color. Inhaling the gas could cause anyone apart from the user to puke and fill sick. With the annoyance and distraction, chakra focus becomes a bit of a hassle thus reducing the power of techniques used by those with keen sense of smell and taste (Ganmi and Inuzuka only) by one rank. This technique rips a hole in the back of the user's pants.
NOTE
-Can only be used once
-Last 3 turns on the field if not dealt with.
-No S-rank fuuton in the same turn.

Taught to me by Twilight here.
 
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Fire
(Katon: Yaketsuku yōna Hebi Kazangan Toreiru) – Fire Release: Searing Serpent Lava Trail

Type: Offensive/Defensive
Rank:S
Range:Short-Long
Chakra:40
Damage:80
Description: After creating a shadow clone, the user will form an earthen creature made and controlled by him whether it be made of mud or solid rock, while the clone focuses his fire chakra and will manifest lances along its head, back, torso, and the sides of its arms(if it has any), as well as plates that the lances on the surface of the creature. Once they combine, the users will send the creature forward and slam it into the target(s), covered in scalding mud or knocked away (blunt force) and incinerated.
-Useable twice per battle with a 2 turn cool down period in between usages.
-No S-rank and above fire techniques next turn

(Katon: Reijingu Tsuchi Doraibu) – Fire Release: Raging Earth Drive
Type: Offensive
Rank: S
Range:Long
Chakra:40
Damage:80
Description: Is a larger variant of the raging drive technique. The user will weave the tiger hand-seal and stomp on the ground, having huge amounts of fire rise along the ground and is shot upward in the form a giant vertical column of fire instead of the three columns with the raging drive technique, which rises around the targets. The column forms around and traps the targets instead of rising underneath them and burning them. The user then manipulate the column and create a giant orb of fire that rises above the targets and then, turns into a giant lance of fire that descends onto the targets, incinerating them. The column when formed is several meters in height and covers a 5 meter radius.
-Useable twice per battle with a 2 turn cooldown period in between usages.
-No S-rank and above fire techniques next turn


(Katon: Ka Stáfe ) - Fire style: Mosquito Staff
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 while releasing fire from his palms and forms a staff made of condensed fire. The staff is approximately the same height as the user and about a foot in diameter and is very much similar to that of the flaming dragon heads that took on a more solidified state of fire.
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 blade able to cut through most objects like butter
Mid range use:
The staff can also be used at a range, in which it gained.its name "Mosquito staff". The user can simply throw the staff like a spear but as It's 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 Mosquito's. This allows the staff to not only pick up speed and killing potential 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 which results in the fire exploding into a 7m wide vortex of flames that would burn things to a crisp.
~ Only teachable by Shady
~ Only usable once per match
~ Staff lasts 3 turns unless thrown, then it ends that same turn..


(Katon: Katon Enjin) Fire release: Fire rings
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user starts by waving the ram handseal then the user channels his katon chakra from his body to the air around the target and uses the katon chakra to form a body of fire that is shape manipulated into 5 balls of fire with adjustable size(length and thickness) (1 above the target, 1 in front of the target, 1 behind the target, 1 to the target's right and the last to the target's left) that later rush in to burn the target in the middle at the user's command. The fireballs can also be used as protection for the user or an ally by just creating it around the person.
Note
- The size of the fireballs can be adjusted to suit the user Costing a move per change
- Can only be taught by Twilight .
- Can only be done thrice with two turn cooldown in a battle.
- The jutsu lasts for one round.
- Cannot do any fire jutsu in the same rank this technique is used
- Cannot use any jutsu above A rank in the next round
- Can only use fire jutsu while active.


(Katon: Reijingu Doraibu)-Fire Release: Raging Drive
Type: Offensive/Defensive
Rank: A
Range: Mid (Short when using it for defense)
Chakra: 30
Damage: 60
Description: The user begins by weaving the tiger hand-seal and releases rising fire along the ground and is shot upward in the form of three vertical columns of fire that rise around the targets. The user then manipulates the three columns and creates an orb of fire from each one that rises above the targets and then, turn into lances of fire, one from each orb, descending onto the targets.When dealing with a close-range attack, the user can release his fire chakra and have the rising fire surround him and position the three columns anywhere he likes to block the attack and if possible, afterwards, change them into orbs before transforming them into lances. When using this method, the user can have the lances enter a ring-like formation around him, while spinning around him, and have them fly outward in different directions.
Restrictions:
-Can only be taught by fang.
-Usable only three times per battle.


(Katon: Ke-shō Doroppukikku) - Fire Release: Singeing Dropkick
Rank: B
Type: Attack
Range: Short- Mid
Chakra: 20
Damage: 40
Description:

The user after performing the required hand seals Dragon→Horse→Rat→Hare→Tiger, sends fire chakra into their dominant foot and uses shape manipulation to create a flaming pillar that rises them up 5 meters into the air and detaches from the ground. After doing so, the user immediately performs a quick front flip, with the fire still attached to their foot and does an aerial drop kick. When the user’s leg is lowered from doing such kick, the long pillar of fire slams to the ground and incinerates their opponent upon impact.
Note: Must be taught by Yānks.
Note: Can only be used 3 times per battle


(Katon: Doraibu) – Fire Release: Drive
Type: Offensive
Rank: D
Range: short-mid
Chakra: 10
Damage: 20
Description: Is a smaller and weaker version of the raging drive technique. The user creates two vertical column of fire that raise in front of him, on his left and right. The user then manipulates the column and creates an orb of fire that rises above the user and target and then turns into lances of fire from the orb, diving into the target. These lances now have homing capabilities should the target evade them.
Restrictions:
-Can only be taught by fang.
 
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Raiton
Raiton: Zeusu no Waru-Hi - Lightning Style: Zeus's Evil Concubine
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40(-10 per turn)
Damage: N/A
Description: This is a daughter technique to . The user would focus his lightning chakra into his core and releases all over his body and outwards to form an invisible aura(short range around him) of alternative form of lightning which is the ElectroMagnetic Pulse. The user can extend the aura up to mid-range at lightning speed if he wants. This aura is likewise harmless, not able to shock, numb or paralyze nor would it relate with matter, but its work is to shut down all electricity it touches. Perhaps subtle and defensive as it is, it's non aggressive nature allows it to slow down and halt completely every free electron within an electricity force field causing it to end. A ninja hit by this would be unable to mold lightning chakra. He would be able to regain his lightning manipulation a turn after he leaves the vicinity of the aura. A drawback to this is that the user's lightning jutsu is also affected by this.
-User can't perform wind jutsu while this is active
-2x per battle
-2 turns inbetween usage
-No S-rank lightning in the same turn
-The user can't use Raiton: I-Emu-Pi the next turn after this is used and vice versa.
Learnt here

(Raiton- heki zairu) Lightning Release- Rope of Bolt
Type: Offensive/Attack
Rank: C-Rank
Range: Short/Mid Range
Chakra: 15 Chakra
Damage: 30 Damage
Description: The user making the necesary handseals (horse→snake→rat→snake) raises his clenched fist in the air and with lightning chakra creates a large bolt of lightning wich then is thrown up in the air, and by usinglightning chakra the user creates a rope like from the large bolt to his hand, and can us it to swing the bolt from any direction against the target.
*Note: Can only be used by Laufey.
*Note: Usable 3 times per battle.

(Raiton: Hakai Mecha)- Lightning release: Destruction of Mecha
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description:
The user will perform one hand seal and release from their body a surge of lightning bolts no more then the size of normal senbons. These lightning bolts however are extremely unique, they do not aim for the user but more so attempt to attach itself towards any metal or conductive material to lightning (Metal, Paper, fabric, etc) that are non-chakra infused. The lightning will tear through these material's with ease completely negating them in use. This however is limited in mobility, this technique can only be used with constructs it affects by destroying them as they are out on the battlefield and not in the opponents pouch.
Note: Can only be taught by Excālibur

 
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Ninjutsu


( Ninjutsu: Tatsu Kaze ) Dragon dive
Rank:
A
Type: Offensive
Range: Mid-Long
Chakra cost: 30
Damage points: 60
Description: The user performs the tiger handseal and starts by concentrating their raw chakra into the air above the opponent. After this, they then use this chakra to form several golden arrows about ten meters above the target that shower upon the ground at the user's command. They will first pierce through the opponent and then finally explode in a small radius upon the area it dropped on This jutsu can't be performed short range of the user so as not to damage themselves.
Note: A maximum of fifteen arrows can be created
Note: Can only be performed 3x in a battle with one turn cooldown
Note: Can only be taught by Hashirhamha
What it looks like :
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Taught to Strawberry, Osmon, Excalibur, Shady Doctor, Andrej, -Shino-

(Kuchiyose: Go-rudo Neko)-Summoning: Gold Cat
Type: Offensive
Rank: A
Range: short-mid
Chakra: 30
Damage: 60
Description: The user tosses a large scroll into the air above the targets head and forms the snake handseal to summons a large golden statue of a grinning cat that drops down onto the target, crushing them. The statue is the size of a standard toad statue found in Mount Myoboku.
Restriction:
-Can be used twice per battle..
-Can only be taught by fang.


(Burūsouruseibā) - Blue Soul Saber
Type: Attack, Supplementary
Rank: A
Range: Short to Mid
Chakra: 30
Damage: 60
Description: Burūsouruseibā is a ninjutsu that sends a threadlike object of chakra to pierce the target. The user initially gathers chakra in the shape of a sphere in between their hands. The chakra is used as a medium to send forth threads. These threads are materialized with pointed tips. The thread's characteristics are light color with a blue hue and 1 inch in width, and have the ability to bend and stretch. They are controlled by the users will and is able to travel in every conceivable direction up to mid-range from the sphere's position. They vary from penetrating the target's body to closing in and bind the target tightly. Multiple threads could be created as a web to pierce the target's body at all directions or warp around the target like a body cast, trapping them in a cage. Due to the advanced shape manipulation, it can play on par with elemental techniques.
~ Usable thrice per battle
~ Only taught by Anubis


(Senbon Kusa)-Grass Senbon
Type:Atack
Rank: D
Range:Short-Mid
Chakra:10
Damage:20
Description:The user sends his chakra into the grass near him and hardens it.After that the user would be able to fire the hardened grass from the ground like senbons at the oponent.
~Note:Can be only used on terrains with short grass.

Vi~vi~rukādo - Vivre card
Type: Supplementary
Rank: E
Range: N/A
Chakra: N/A
Damage: N/A
Description:
This is a special passive paper tag that contains the user's chakra signature and life force. By giving this paper tag to allies, they are able to trace and find the user. This is because there is a sealing script with an arrow inscription on the paper and the arrow is always pointing to the direction of the user's chakra thus moving like a compass arrow towards the direction of the
user. This can be used to locate the user and purely for rp purposes. Whenever the user is hurt and in danger, the paper turns gray in color and begins to burn slowly. It stops burning if the user's life is no more threatened and turns to ashes should the user's life fades.
Note: Only 3 can remain active at one time
Learnt here
 
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Genjutsu
Genjutsu: Tabe ari|Illusionary Technique:Devouring Ants
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Descriptions: This technique was previously used in the ancient times as a means of punishment to punish criminals or outlaws who hand committed treason or committed grievous offenses, its sole purpose was to kill its opponent in a slowly but painful manner, however such practices have long been abolished. The user of the jutsu performs the ox and tiger hand-seals in quick successions casting his opponent under a genjutsu wherehis limbs are being slowly and gradually devoured by termites and ants, the termites and ants start devouring the limbs and eventually progresses unto vital body organs until it reaches its heart, the ants and termites start by crawling up the opponents legs restraining it in the process, then further progressing upwards towards thier torso. However, in reality the opponent is unharmed, receiving only mental damage as the illusion progresses.
Note:Can only be taught by thunderbolt
Note:Can only be used three times

Illusionary Arts : Underground Burial (Genjutsu : Chika Maisou)
Type: Offensive
Rank: B
Range: Short - Mid range
Chakra: 20
Damage: N/A
Description:The User does the Ram -> Tiger -> Boar hand seals and traps the opponent in a genjutsu. When trapped in the genjutsu If the opponent take a step, more than 1 feet around him he will see an illusion like a Pit hole starts to form below the position where his feet is. The Pit hole size grows up to 3 feet in radius and 20 feet in depth.the time taken for the pit hole to form completely is 1 second.The formed Pit hole has earthy features as the Pit hole is mostly like a Hole in the ground that grows to a big size.The Pithole will be formed on what ever place the opponent lands his feet upon.
Note:*Can only be used when the opponent is on a earthen terrain. i.e Cannot be used when the opponent is on water.
*Can only be taught be Ciberr.
*Can only be used 4 times

(Genjutsu: Sono Kagai)-Illusionary Arts: The assault
Type
: Supplementary
Rank: C-rank
Range: Mid
Chakra: 15
Damage: 30
Description: The user performs just two hand seals and sends his chakra onto the opponent placing him under a genjutsu where depending on the battlefield the opponent will see four ninjas appear out of nowhere and attempt to attack him with swords in hand.
For example: If the battle is taking place on a forest, the four ninjas would jump from a tree and attempt to strike the opponent, if there's a water source close by the four ninjas would jump out of the water. The four ninjas strike at the same time, two of them attempt to strike the opponent straight away while the last two attempt to get behind the opponent and strike him from there. This causes the opponent some confusion and it also makes him concentrate on the ninjas leaving him open to any attacks.
Notes:
-Can only be thought by Kuroh
-Ninjas appear in the standard attire of the village the user belongs to
-Can only be used two times per battle
 
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Kenjutsu
(Kenjutsu: Supuritto Shikon) – Sword Technique: Split Fang
Type:Attack/Defense
Rank:S
Range:Short
Chakra:40
Damage:80
Description: While using the sword technique: lightning rod, the user will use the lightning currents flowed into the sword and combine immense amounts of lightning chakra with it, before thrusting the sword into the ground. The lightning from the lightning rod technique is released in a short-range burst, around the user to numb the target for two turns. With the target unable to move, the user will draw his sword from the ground and charging his chakra into his sword to perform a quick horizontal slash on an area on the target’s body before jumping into the air with a rising slash that deals multiple hits, and bifurcates that part as a result. The raw chakra that is used is leaked and visible, and giving it the appearance of a small whirling vortex like the lightning dragon tornado minus the dragon’s head.
-Can only be used once per battle
-The user is unable to use Kenjutsu techniques for two turns.
-The user is unable to use Kenjutsu above B-rank the following turn.

(Joushou Kashou Hoi-ru) – Ascending Burn Wheel
Type: offensive
Rank: B
Range: short-mid
Chakra:20
Damage:40
Description: A hammer technique where the user, focuses his lightning chakra into the hammers head and the end of the grip. The user then twirls, and throws it at the target as its twirling, creating a wheel with small blades/spear heads similar to the ascending earth technique's second application, on the ‘tire’ of the wheel. The target is then engulfed by a vertical column of electricity, upon impact. The technique also has numbing properties, numbing the targets body for one turn.
Restrictions:
-Can only be taught by fang
-Can be used up to four times
-must have a hammer

(Hanma Gigei- Yajuu Dageki) Hammer Arts - Beast blow
Type: Offensive
Rank: B
Range: short-mid
Chakra: 20
Damage: 40
Description: The user begins by smashing the target downward with their hammer and then launching upward. The user then, focuses their chakra into their hammer while spinning once and fires a large lion-shaped chakra blast at the target.
Restrictions:
-Can only be taught by fang.
-Must have a hammer in their bio

(Yajuu Shindou) – Beast Impact
Type: Offensive
Rank: A
Range: Short-long
Chakra Cost: 30
Damage Points: 60
Description: Using a hammer and imbuing large amounts of chakra into it, the user will perform a stronger version of beast blow. The user doesn't need to smash the target to initiate the attack but he does need to SPIN before releasing it. The lion's head is much larger than it was with the original, being of equal size to a large fireball, and has a greater reach than before.
-Must have a hammer to use this
-Usable up to three times.
 
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Lytes

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Weapons
Iris
Type: Weapon
Rank: S
Range: Short
Chakra cost: N/A
Damage: N/A
Description: Iris is a cloak said to be forged from darkness itself , it's black in colour and it fits itself to the height and desires such as color, shape, size and accessories e.g hood of the user which if used correctly allows the user to camouflage with his surroundings although ninjas of higher rank, can easily spot the user, the camouflage only masks the user's appearance, it doesn't mask chakra, sound, scent etc, when viewed up close, the cloak seems to be made of several tormented souls each trying to break free from the cloak, the true substance used to create the cloak is unknown but it is known the cloak can passively block basic ninja tools without sustaining so much as a scratch. Iris has only one special ability and that is the ability to create chakra human figures out of itself, it is rumored that it's simply the cloak releasing a soul and forcing it to do the user's bidding, these figures are black as night (Like an human with no face nor hair then covered completely in black paint), these figures also bend and move the same way the human body does i.e the joints and movements and they vary in height and body proportion(still within humanly possibilities), plus they pack quite a punch possessing with each attack counting as A rank similarly to how an earth golem's freeform attack depends on its rank e.g A rank golem freeform = A rank damage . Each chakra human figure counts as A rank Wind and costs the user 30 chakra per usage , also, each figure must be short range from Iris at all times or it'll simply vanish and if the user chooses, he might decide not to create the figure fully i.e creating upper body etc the it still counts as A rank
~ Only one chakra figure can be created at a time and it costs user 30 chakra plus it counts as a move and each figure stays for a turn before running outta chakra and vanishing.
~ Can only be taught by Lytes.
~ The Cloak's is so evil and dark that everything that comes from it is affected by its color, In real terms, the cloak literally darkens any chakra that passes through it changing its color to black, furthermore, In the NV, it has been shown that elemental chakra can exist in various colour. If this explanation doesn't work, then, The wind chakra in the figures is so concentrated that the conc blue chakra appears to black
~ The cloak can withstand freeform Taijutsu and weapons such as kunais, even explosive tags, it can also withstand up to B rank jutsus, any more would damage the cloak


Kaminari-gatana : Lightning Katana
Rank: B
Type: Weapon - Offensive/Defensive/Supplementary
Range :Short
Chakra: ( 20 for lightning jutsus rank B and above
deflected, 15 for any Earth jutsu cut)
Damage : N/A
Description : The Lightning blades looks like an ordinary twin blade,with leather straps surrounding the area where the user holds it from, the leather is not ordinary leather as it is - for an unknown reason it is not able to conduct. They have a sharp tip which is useful against opponents at close range. The dual blade also has the ability to deflect small Lightning jutsus ranked C and lower without difficulty. Furthermore due to its sharp tip the sword is able to cut through Earth jutsus ranked B and lower.
Note: Lightning deflections counts as one of the users
move.
Note: Lightning deflection jutsu can be used 3 times.
Note: The blade can only be wielded by Devilicious and those he allows to wield it.
Note: The cutting of Earth jutsus ranked B and lower
counts as a move.
Note: Cutting Earth can only be done 3 times.
Note : I call the blade "Shinjitsu no ken"


Seidai Hoippu | Justice Whips
Type:Weapon
Rank:A rank(S rank when coated with elemental chakra)
Range:Short-Mid
Chakra:30(40 if coated with elemental chakra)
Damage:60(80 if coated with elemental chakra)
Description:These are special thick whips made from the thickest rubber and leather they are unbreakable and when waved, they can extend up to mid range from the user and can deliver massive pain and suffering if used ordinarily to whip a target. Apart from all these, the whips has one special ability which develops from the materials that the whip is made of, this is the ability of the whips to be coated with elemental chakra which gives the whips the power of the element it is coated with. If the element is coated with wind, it deals slicing damage. If coated with fire, it deals burning damage. If coated with lightning, it deals electrocuting damage. If coated with earth, it deals crushing damage. If coated with water chakra, it deals slashing damage.
Note
- The coating with elemental chakra is an A rank technique and is counted as one of the user's techniques.
- Each coating lasts for 3 rounds and deducts 5 chakra for each round maintained.
- Can only be given out by Shonnen.
- The user must have two whips in total at all times to be able to use it.
- The user must state having both whips at the beginning of each battle to use them.
- Each of the two whips can be coated with different elemental chakra at the same time.


( Calydonian suringushotto) – Calydonian Slingshot
Type: Weapon
Rank: B
Range: Short-Long
Chakra: n/a(-20 for light)
Damage: n/a
Description: Is a jet black and yellow, metallic slingshot. The slingshot has two rubber bands that can be stretched over the length of a person’s arm. At the base of the weapon, is a small cylinder-shaped metal attachment with a small wide lens. From there, the user can imbue chakra into it to aid the user’s aim when firing their special pellets or balls. With the wide lens, it emits a high-intense green-chakra light in order to see at night. The user can control the intensity of the light with their chakra and they can make the light zoom in and out (-10 = short-range, -15 = mid-range, -20 = long-range). The user can also make use of rocks if they happen to run out of ammo. The weapon was made to be able to handle the user’s strength so that it doesn’t break and allow their shots to pierce through tough material.
Chakra Metal Balls: These balls can be fired and channeled with chakra to expand for offensive and defensive purposes. These pellets are 1 inch in diameter, when fired they have B rank power and will have strong offensive capabilities, of bruising and fracturing bones. Firing these pellets counts as a move per turn and can reach up to long range

Explosive Pellets: These pellets are made of pure fire chakra. By focusing extra fire chakra (-5), the user can the pellets shine brightly similarly to the fire release: fire wisp, enough to make them blind an opponent after shooting it into the air. The user will focus their katon chakra into the their weapon as they draw the sling back to form the fire pellet which they can release up to long range. It will explode on impact with a 5m blast radius much like an explosive tag, but with B rank power. This can be used once per turn.

Mud Pellets: These pellets are made of condensed Mud with a harder rock outer layer that forms in the sling from the users chakra. The user can fire this up to long range and on impact the pellet will burst like a balloon releasing a mass of condensed B rank mud that is enough to cover an area twice the size of a shinobi, binding them in a sticky layer. The user can also release their chakra to cause this to burst at any point, to create a mud like defense. This can be used once per turn. (B rank)

Flammable Pellets: These pellets contain flammable gas in them and increase the spread/range of a fire jutsu, adding +1 range to fire release techniques and increasing their power by one rank, when they collide in them. (Short to Mid, Mid-range to Long etc.) This can only be used 3 times per battle as these will be pellets prepared before the battle. Can only be used once per turn. (B rank)

Lightning Balls: The user will form a ball of condensed lightning into the sling that they will fire at will, on impact it will explode outwards like chidori chidori remei, with the power to destroy and shock at the same time. The user can cause this to explode at any point through chakra control. This will have A rank power, and can be used once per turn.

Note: Can only fire one pellet per turn
Note: All abilities count as a move per turn and will follow the chakra cost based on their power, eg. B rank = 20 chakra to use
 
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Lytes

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Sunagakure Custom Jutsus
(Katon: Kikokanten) Fire Release: Climatic Drought
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description:
Superheating the surrounding air in the atmosphere to the levels of heat found in the desert, the user causes a drought by preventing clouds condensing and falling as rain.
~ Usable once per battle
~ Prevents up to A rank rain Jutsu for 4 turns
~ Only Sunagakure villagers may use this jutsu
(Futon: Kazeuo no jutsu) ‡ Wind release: Grand war prison technique
Type: Supplementary
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
An advanced futon technique that is used to trap a victim inside a virtually inescapable sphere of air. The user sends chakra into the air around the opponent(s). Then, the user preforms two hand-seals and causes the air around the opponent/opponents to compress around them, binding them encase them in a near-invisible spherical prison of wind trapping them and restricting their movements. Once trapped the target is unable to move while within it due to the density of the air. Because of the density of the air it can be used, to a limited extent, for defensive purposes if performed on oneself. While active, the user cant preform any hand-seals. The technique last 1 turn maximum and user must wait two turns before each use.
Note: Can use a max of 3 times
Note: No Jutsus above S rank in the same turn
(Katon Genjutsu: Sabuku Stroke) - Fire Style Demonic Illusion: Desert Stroke
Type: Attack
Rank: A
Range: N/A
Chakra Cost: 30
Damage: 60
Description: An illusionary technique used by Sand ninja to limit their opponent's abilities when attacking the village. The user forms three hand seals and focuses their fire chakra into the sand around the opponent. The heat warms the sand causing it to warm the air around the target triggering the illusion. Once the opponent begins to feel the heat they begin to get light headed, has trouble focusing and feels fatigued. This prevents them from preforming to the best of their abilities while under the illusion, limiting them to two moves a turn and nothing above A-rank.
-Can be used twice per battle.
-Must be performed on a sandy terrain.
-Effects last for three turns or until the illusion is dispelled.
(Futon/Katon: Sutenresu koppu) Wind/Fire Style: Stainless Shard
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: N/a
Description: The user will do 2 handseals (Dragon>Boar), and slam their hands on the ground channeling wind chakra through the ground. They will then manipulate the wind to surround the opponent in a 5meter radius, picking up huge quanities of sand with it as it surrounds the opponent. Even though the wind is carrying the sand particles, it look as if it is a sand technique but it isnt. The user will then do the tiger handseal causing fire to cover the whole outside of the sand surrounding the opponent. This will cause the sand to harden into a glass like material encasing the opponent inside looking like a glass orb with the opponent inside of it
Note: Must be used on a sandy terrain
Note: Can use 3 times
Note: Must wait 2 turns before using it
Note: Harder materials of the same rank or above can break through it (Earth, Steel, Crystal, Etc)
(Fuuton/Katon: Ken Odoriko) Wind/Fire Style: Sword Dancer
Type: Attack
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: This is a unique type of wind jutsu as it can only work on sand terrains, and only be trained sunagakure members. The user will do a set of 2 handseals then palm their hands on the ground, channeling their wind chakra through the sand. While In the ground the wind will rotate gathering sand through the wind, following right after 10 sharp swords made of wind will launch up from underneath the opponent in a 6Meter radius. As they shoot up, they stop mid air around the opponent. These swords are completely surrounded/coated with sand due to the rotation of the wind that pulled in the sand from underground so it would look like sand swords that launched through the ground. The user will then do the tiger handseal to channel fire into each of the swords causing the swords to turn into glass. As they turn into glass the user will do the half tiger handseal to send the Glass swords raining down on the enemy.
Note: Cant use another Fire or Wind jutsu In the Same turn as this
Note: Counts as 2 Jutsu slots
Note: Can be used twice and must wait a period of at least two turns in between usage.
Note: Can only be done in a sandy environment.
 
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Lytes

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Aburame
(Shuriken Dokudokushi Suki Mushi)-Poisuonos Nano-Bug Shuriken
Type: Offensive/Defensive
Rank:S
Range:Short
Chakra Cost:40
Damage Points:80
Description:
The user first takes out a hollow shuriken and holds it tight in his hand so the edges of the shuriken cut it.The user must hold the shuriken like that for 1 turn and whilst holding it the user sends his poisunous nano-bugs in to the empty part of the shuriken and around it wich causes that the shuriken becomes dark purple color making it easily distinguished from a regular one.The user will then throw the shuriken at his target as the shuriken is hollow and filled only with bugs it can travel only short range .The main flaw of the technique is that it can be countered by a mere shuriken while the nano bug shuriken is in the air.When the shuriken hits something solid it will open the tipes of the shuriken edges and out of them spray the nano bugs up to 10cm away wich can be easily noticed.If the poisonuos nano-bugs get onto any part of the targets body the bugs will get into his body,causing a very painfull but quick death.
~Note:Must be a member of the Aburame Clan.
~Note:Must have a Torune or Shikuro biography.
~Note:Can only be used twice per battle.
~Note:Can not use the Poisunous Nano Bug Technique for 2 turns
~Note:Can not use any Aburame technique for the turn this jutsu is used.
~Note:The shuriken must be held in the hand for one whole turn.
~Note:While the shuriken is held in the hand the user has reduced hand seal speed.
 
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Lytes

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Dark Release
(Meiton: Inperiaru Kyuutai) Dark Release: Imperial Orb
Type: Offensive
Rank: S-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description:After using Dark release: Inhaling Maw to absorb the physical and spiritual energy of the enemies technique, the user will perform one hand seal and then crosses his arms above his head to begin charging the jutsu, forming a small black orb which rapidly grows in size and also gains small white lights inside it, similar to the night sky. He then unleashes the orb at the target. The orb appears to be incredibly strong, and holds tremendous amount of power to crush its opponents. This technique is able to trap the enemy in itself. Once inside the enemy is surrounded by darkness and no sound. The person trapped in the technique is able to use A-rank and below water or earth techniques to escape from the orb.
Notes:
- Can only be used twice per match .
- Must have used Dark Release: Inhaling Maw before use.
- Have to wait two turns before you can use it again.
- The target once trapped inside the orb can only use A-rank and below water and earth techniques.
- Wind/Fire/Lighting have no affect if trapped inside the orb as those elements will only increase the power of the orb.
- The user can only have the orb active for a max of two turns.
- Can only be taught by Nathan.

 

Lytes

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Summoning Animal: Hooded Pitohui(Pitohui dichrous)
Scroll Owner: Priest
Other Users who have signed contract: Thaal Sinestro, Lytes
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: Arwin, Kullio, Dada & Ige, Seth, Owambe, Atukpa, Owokembe Rebi Ija
Description and Background
Origin:
Hooded Pituhois live and Originates from the tropical rainforests and jungles of Modakeke from the lower forests to sea level located Northeast of KIri .
General Description
Hooded Pitohui, members of the family Corvidae(crows, ravens, jays, etc.), are beautiful passerines, i.e., songbirds. Their wing, head, and tail feathers are black and their back and belly feathers orange. They have black legs ending in sharp claws and a black beak that is strong and sharp. Male and female birds have the same coloration. When threatened, these birds erect their head feathers to form a crest.
Their sizes varies from younglings to Adult birds. Some averaging sizes of a normal raven bird while others are as big as peins bird. Hooded Pitohuis are omnivorous, feeding on variety of berries and insects. This species were the first documented
poisonous birds. The poisons found in the birds' skin and feathers, A neurotoxin called homobatrachotoxin which for the most part, cause numbness and tingling, sneezing and other minor symptoms when touched. Serious side effects such as paralysis and death would occur if you came in contact with a
higher quantity of this poison. They acquire its poison from part of its food, the Choresine beetles. the exact same poison that is found in the slightly more famous “Poison Dart Frogs”.


Pitohui Arts
Pitohui Geijutsu: Hane Engi - Pitohui Arts: Feathery Omen
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Point: 60
Description: A Hooded pitohui hums a moderately slow tune which instantly puts anyone who hears it except the summoner and other pitohui summons, into a malicious illusion where large feathers grow all over the body of the opponent causing great pain as instead of normal thin hair occupying the sweat pores, they are critically expanded and strained with the growth of the large feathers from each of the pores making blood to ooze out painfully from the pores. This restricts the opponent
movement and also the opponent may collapse from mental stress is he doesn't release the illusion in 2 turns.
Note
++Useable 3 times per match
++No other Pitohui Art in the same turn or next
++No A-rank and above genjutsu in the same turn or next
++Can only be used by Hooded Pitohuis
++Must be taught by Priest
Pitohui Geijutsu: Pitohui Kawarimi - Pitohui Arts: Pitohui Substitution Technique
Type: Sup
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: After taking a brunt of an attack, A hooded pitohui would subsitute himself with feathers shaped inform of a pitohui which soon burst releasing purple colored neuro-toxin gas into the surrounding atmosphere(Short-range). Anyone that inhales the toxin friend or foe, suffers mild muscle paralysis and numbness for one turn. The hooded pitohui himself upon subtituting himself would have taken flight at extreme speed and would be mid-air making it look like it appeared in mid-air.
-Can only be used by Hooded Pitohuis
-Can only be used 1x and counts as a substitution as per the substitution restrictions.
-Must be taught by Priest
Pitohui Arts: Lost Religion - Pitohui Geijutsu: Senshukyo
Rank: A
Type: Sup
Range: Short
Chakra: 30(-10 per turn)
Damage: 60
Description: While the user is airborne, he claps and summons from Modakeke, a large purple Pitohui feather(size of a surfboard) under himself. The feather is able to hover in mid air and able to move in any direction at a time at kage speed. Though the feather can only keep floating if the user keeps fueling it with chakra. However this make the user unable to use non-elemental ninjutsu above S-rank while he's fueling it. Also while fueling it, the user can only use 2 other move per turn. When the user wills it, he is able to make it so that the large feather shoot out smaller quills from all sides except the area that conveys him. The quills are like senbons and contains toxins that causes total paralaysis. Getting struck by upto 5 of the quills will inject enough neurotoxins that can cause heart failure.
NOTE
-Last 3 turns
-Usable 2x per battle
-No ninjutsu above S-rank while active
-only 2 moves per turn while active
-The user needs to be standing on it to fuel it.
- The user can't use Pitohui Arts the next turn after this ends.

Pitohui Arts: Death is Bliss - Pitohui Geijutsu: Shikichi
Rank: A
Type: Offensive
Range: Short-Mid
Chakra: 30Damage: 60
Description: A very advanced genjutsu of the pitohui, tagged as one of their most powerful techniques though a brother technique to "feathery omen". A hooded pitohui would begin to hume a rather sweet and fast tune making anyone apart from the summoner and other pitohui who hear it, be draged into a malicious illusion. Their limbs begin to swell/bulge and then burst into a plume of feathers and purple neurotoxin gas while they themselves in their amputated form, float above the ground. Overwhelmed in the purple gas, their body begin to spasm due to the poison from the toxins, vibrating at intervals, their vision become blurred and they see hundreds of after-images of everything. The feathers however, converges behind him and forms into a very large hooded pitohui. The large pitohui figure swallows the target and suffocates him in its stomach. The mind however interpetes the situation in the genjutsu to be true thus makes the target surfer immense mental stress from the genjutsu. Outside the illusion, the target is just standing there, unable to use their four limbs. If the huge pitohui however succesully swallows the target in the genjutsu, the target would pass out at the end of the turn the genjutsu is cast due to mental exhaustion and the thought that they are unable to breathe and are suffocating due to them being swallowed by the pitohui that appear behind them. This means if the target is not succesfully swallowed in the genjutsu, he won't pass out.
-While the pitohui humes the song, he can't perform any other pitohui arts.
-No genjutsu can be used by the summoner in the same turn
-Last for 2 turns
-Usable 2x per battle with 2 turn rest inbetween usage.

Pitohui Geijutsu: Iyemoja no hōyō - Pitohui Arts: Embrace of Iyemoja
Type: Defense/Offense
Rank: S
Range: Close
Chakra: 40
Damage: 80
Description: The user claps, summons from Modakeke and clad his entire body in pitohui feathers. This feathers are light though thick as steel and able to tank B-rank and below techniques without notable effect though can be canceled out completely by A-rank elemental attack which would prompt the feathers to poof back to Modakeke. However their beauty lies in their complete immunity to pure taijutsu and in their own counter attack. If for example, an opponent tries to punch the user the feather can open up and form hard scales able to shave, pierce and impale the target's hands and because they are cursed with neurotoxins, they discharge mild toxins into the open wound of the target causing paralysis. More potent and lethal dose of toxins can be administered through a direct hit from the user's attack while wearing the feathers. The damage that would be recieved from this goes beyond total body paralysis as the target is prone to blood poisoning which could lead to neuro disfunction and cause the target to be unable to mold A-rank jutsus and above for 2 turns.
NOTE: Although the user still would be pushed by the force of the attack even if he receives no damage from them.
NOTE: Usable once per battle
NOTE: Last 4 turns
NOTE: No forbidden rank Ninjutsu(pure) while wearing the feathers.


Pitohui Summons
Pitohui Kuchyose: Arwin - Pitohui Summoning: Arwin
Rank: S
Type: Supplementary
Range: N/A
Chakra: 40
Damage: N/A
Description: The user smears blood on their palm, makes the neccesary handseals then presses their palm on the ground or clap both hands together to summon Arwin in a cloud of white smoke. Arwin is a large Hooded Pitohui(as large as Sasuke's hawk), elegant and beautiful but she still remains one of the most foulest among her specie. She is fast and has fluid and excellent manouvreability in mid-air and is able to navigate through dense clouds and fogy condition. She is with inteligence and she is as smart as Minato being able to access every battle situation with ease and come up with a counter very quickly. She can communicate with her summoner through Pitohuian Language which only the summoner or any body who signed the contract can understand.
Abilities:
-Arwin even as she is of moderate size compared to other hooded Pitohuis, posseses a very high content of neurotoxin in which a single scratch from her claws, beak, tail and wings would cause brief localized paralysis.
-She secretes odours to which anyone apart from the summoner that gets into short range of her would begin to feel tingling sensation all over themselves which is quite distracting and somewhat painful.
-She is able to mold chakra and she is good at it where she can use "Suiton" techniques upto A-ranks. This, she can spew directly from her mouth or form by flapping her wings.(she needs no water source as she can produce a voluminous water from her mouth, except in extreme cases where a very large water source is needed)
-She can also use Pitohui Arts, A set of arts that are taught to every capable pitohuis in the training mangroves of Modakeke by the elder sage of the Hooded pitohuis "Majele". (Pitohui arts would be submited separately)
NOTE
++Can only be summoned once
++Lasts 4 turns for each time summoned
++Can only be summoned when there are not more than one other hooded pitohui summoned.
++Can use water upto A-rank which would also take a spot in the 3 move slot of the summoner
++Hooded Pitohui summon can only be taught by Priest
Pitohui Kuchyose: Kullio - Pitohui Summoning: Kullio
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Kullio is a personal summoning of Priest who during their young age, train together and play together in the mountains of Modakeke. As Priest grow, so did Kullio and even both can't be separated except when one dies. Even Priest can't release Kullio as a summoning with his own free will except he wants to go himself.
Kullio was once a small messenger Hooded Pitohui with the size of ak dog. However as he grew, he became more though his size did not change. He wears a light blue armor on his back and a "Sacred" inscription on his head band tied around his neck showing their loyalty to Priest. However he is but with very large and light feathers even he as a whole is a very rare one among his species being enormously lightweighted which naturally grants him immense speed (twice that of a Kage rank bio). He can communicate with his summoner and through Pitohuian Language.
Abilities:
♦Kullio is also known as the store keeper being very skilled with sealing art using its body(stomach) and can store very large amount of items in his body by swallowing them though this does not in anyway increase his weight albeit his prowess in Fūinjutsu. Anything he swallows is frozen in time and can only escape using space time or if he releases them himself through regorgitation. The summoner can aswell hide inside Kullio and while inside, his chakra signature is completely hidden from the outside world.
♦Kullio is a master of Fūinjutsu, able to use Fuinjutsu upto S-rank that the user knows. Those that require handseals would require a gesture from his hood.
♦He also has some amount of neurotoxins though not enough to kill but can cause paralysis. Paralysis from his neurotoxin only lasts for 2 turns and takes one turn to be fully induced.
♦He can't be ridden as he's small(like Akamaru) and very light but can perch on its summoner's head without any stress/load on the summoner or hide within his cassock/clothings.
Note:
† Except for the summoner that can hide in Kullio while he's alive and sound, Kullio can only swallow/seal opponent that are weak and at the brink of death, depleted of chakra, paralized/passed out and thus can not swallow opponent that are well and able to fight. Except for the user, those that are swallowed would have their chakra drained into Kullio's infinite sealing space.
† Swallowing and regorgitaion sealing counts as a move each and cannot be used on techniques. The swallowing sealing itself is A-rank.
† Has a one-turn cooldown on using S-rank Fūinjutsu.
† Last 4 turns on the field and can be summoned once.

Pitohui Kuchyosei: Dada Kyou Ige - Pitohui Summoning: Dada and Ige
Rank: C
Type: Sup
Range: Short
Chakra: 15
Damage: N/A
Description: The user smears blood on their palm, makes the neccesary handseals then presses their palm on the ground or clap both hands together to summon Dada & Ige in a cloud of white smoke. Dada & Ige are a set of twin hooded pitohuis that are summoned on both shoulders of the summoner facing opposites sides(Dada on the right shoulder facing front while Ige on the left shoulder facing back).
Their appearances are that with moderately large wings, long sharp claws that contains no toxins, strong beaks with great amount of toxins, beautiful laced colors and as elegant as they are, they are cunning and also foul. Their sizes are that of a generic falcon and they are able to stay on the summoner's shoulder even during complex movement without falling off.
Abilities:
-They can't speak but can have a two-way telepathic communication with their summoner which thus gives the summoner a 360 field of vision due to their placement and focus.
-They can not use Pitohui arts
-They can spit continously a stream of 6inches chakra needles defiled with toxins able to contaminate the victim's blood and cause short term paralysis, death may occur if the victim recieves large quantity of the neurotoxins(meaning having more than 10 needles piercing him). Counts as a C-Rank Jutsu, Short Range, and a jutsu slot.
-They are a bit of jesters, cracking jokes with their summoner even during intense battle situations.
-Restrictions-
-Can only be summoned once
-Can only be summoned if there are not more than 2 Hooded Pitohui on the battle field
-Stay on the field for only four turns.
Pitohui Kuchyose: Seth - Pitohui Summoning: Seth
Rank: S
Type: Sup
Range: N/A
Chakra: 40
Damage: N/A
Description: The user smears blood on their palm, makes the neccesary handseals then presses their palm on the ground or clap both hands together to summon Seth in a cloud of white smoke.
Seth is a soldier, stoic though not fearsome because of his color. As big as Sasuke's Eagle, He is rare in terms of appearance amongst other Pitohuis as his entire self is clad in white feathers, although rumor has it that the whiteness is because Seth is pure and is almost with no toxins except for his claws and beak which a scratch could cause paralysis and that Seth is the essence of lightning. He has excellent manouvreability in mid-air and can communicate to the summoner or other Pitohuis through Pitohuian language though he rarely speaks except when it matters.
Abilities:
-He can use Pitohui Arts
-Seth is a lightning specialist and 1x per battle, he can turn himself completely into lightning though still taking his normal shape thus becoming intangible to physical things and immune to lightning but vulnerable to wind via elemental strenghts and weaknesses. Also he can move faster while in this form. However, he is not able to attack or convey the summoner in this form as he is intangible and touching him could cause electrical shock and total paralysis. This counts as a move and last only for 2 turns or when he abruptly turns back to tangible.
-1x per turn he can generate a flush of blinding white light that covers the whole terrain and even blinds the summoner. However, he can choose to propagate the harmless but blinding light into one direction like a beam.
-Seth is immune to A-rank and below lightning but in defense to other elements, he would discharge a focused omnidirection lightning surge(S-rank) up to short range around him, though he can only use this 1x per turn and counts as a move from the user's jutsu slot.
-1x every 2 turns, he can flap his wings to release in a widespread, hundreds of miniature golden(lightning) pitohuis that paralyses to the touch, this is A-rank and counts as a move.
NOTE
++Can only be summoned 1x
++Lasts 4 turns
++Hooded Pitohui can only be taught by Priest
++All of his abilities counts as moves from the users move count
Pitohui Kuchyosei: Owanbe - Pitohui Summoning: Owambe
Type: Suplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user smears blood on the Hooded Pitohui tattoo, claps or slams his hand on a surface to summon Owambe. Owambe is a very small pitohui, size of small akamaru and can be carried on the summoners head. She has no power whatsoever nor can she use any ninjutsu by herself. However with her on the field of play, every other hooded pitohui in Modakeke, has a special link to her that makes it so that with her on the field, their morale and will to protect her and her summoner becomes tripled thus they develop an extra saturation of toxin on their entity. This makes them instead of appearing an disappearing in a cloud of smoke, the cloud of smoke is replaced by a cloud of purple neurotoxin gas. The potency of the cloud of toxin is B-rank for any hooded pitohui that is summoned or sent back, Though other distinguishing affects may be noticed; If the hooded pitohui summoned while Owanbe is on the field is B-rank, A-rank, S-rank or even D-rank, the level of damage the neurotoxin does to anyone apart from the summoner and Owambe would be equivalent to B-rank damage. However, the distinguishing affects does not add to the damage, albeit only adding taste and longetivity to the condition. B-rank summoning: Paralysis for 2 turns, A-rank: Paralysis for 3 turns: S-rank summoning: Paralysis for 3 turns with extremely itchy skin + slight respiratory problems.
NOTE: Owambe can only be summoned once and can be on the battle field for 4 turns max.
NOTE: Once summoned though, only one other Pitohui can be in play at a time while she is on the field
Pitohui Kuchiyosei: Atukpa - Pitohui Summoning: Atukpa
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A(80 for physical attack)
Description: The user swipes blood upon the Pitohui summoning tattoo or uses the traditional summoning rites to summon Atukpa.
Atukpa is a moderately sized hooded pitohui with a size only 4x of that of his summoner. Apparently he can communicate with his summoner and other Pitohui's telepatically and only able to convey(carry) his summoner and non other. Atukpa is quite arrogant, though this is due to him being strong and special in his own way and he always see himself as the strongest. Atukpa is ferocious when he attacks physically using his claws and beak. Even the hooded tendril on his head which he can extend up to short range, packs a punch. His body is entirely black with hazy smoke always oozing out of his body. The smoke covers short range around him, apparently making everyone around him unable to see due to this smoke though this would not affect doujutsu users. Atukpa however, is able to see through the smoke easily. Like any other Pitohui, Atukpa is also cursed with potent amount of neuro-toxins which through the smoke exhuming from him, mild dosage of neurotoxins from his feather would mix with the smoke subtly affecting those in the smoke(except the user) causing their body to be itchy, distracting them from focusing much thus they are unable to use or sustain complex chakra control techniques like space time techniques and genjutsu. This is a slightly powerful form of as it does not poison but irritates and itches the skin and it only occurs when one is within the smoke. Should the enemy removes himself from the smoke vicinity, he won't feel the effect again.

Abilities
Atukpa is a fire specialist, able to user any fire technique the user knows. However due to the smoke always surrounding him, his fire techniques appears black in color except if the fire technique he uses is not originating from him. Due to his latent fire speciality and due his body all tempered and constantly exhuming strong heat signatures, Atukpa is not affected by A-rank and below fire techniques. His fire speciality allows him to be able to, just like the hozuki's water transformation but not totally, transform his entire feathers completely to fire(black in color) or ash albeit still having his body within the fire. In this form however, he won't be able to convey the user as the user would be affected by his nature. This ability is S-rank and can only be used once.
Once per battle, Atukpa can release a very large amount of ash(A-rank) that covers mid-range in a second. He can either release this omni-directionally or in a direction up to mid-range. This ash however does not cause immediate damage to anyone surrounded by it like the "Ash Pile Burning" Tech but what this does is it ignites any matter that are prone to flame except flesh. The ash serves as a conductor, igniting them and the flames are able to cause severe burns.
Atukpa's final ability is his ability to release hundreds of miniature black pitohuis made of fire(black) or hot ash. All of the miniature pitohuis amounting to S-rank in power.

Restriction
Can only be summoned once per battle
Lasts 4 turns
Every ability of Atukpa apart from passives, counts as a move from the user's move slots.


Pitohui Kuchyosei: Owokembe Rebi Ija - Pitohui Summoning: Owokembe Rebi Ija
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: O.R.I is a hooded pitohui that stands six feet tall, slender and stronger than she looks, being able to without much effort, split a large rocks in half with a single swing of her sword. She's a samurai, reserved and would not talk much except the information she needs to convey is vital. She is don is a white kimono while bearing two white swords.

O.R.I's abilities stems from her brute strength, agility and speed. She is unable to mold conventional elemental techniques but she makes up for it with her speed and close combat abilities. She's a weapon specialist, able to use only standard kenjutsu and samurai kenjutsu up to S-ranks. Her slim body build makes it possible for her to traverse from one point to another at 1.5x the speed of normal kage, either through flight. Her swords are very durable and quite lethal, being able to cut through A-rank solid objects at the expense of a move. Like every other Pitohui, O.R.I is foul and her claws and beaks contains neurotoxins that a simple scratch would induce total paralysis.
NOTE
Can only be summoned 1x
Last 4 turns




Tattoo
 
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Summoning Animal: Bengal Monitor
Scroll Owner: Lytes
Other Users who have signed contract: Layoola
Summoning Boss if existing:
Other Summoning Animals tied to contract: Ekitei and Ekikappa.

The Bengal monitors are related to the lizard species. They prey on invertebrates such as beetles, grubs, orthopterans, scorpions, snails and ants, and vertebrates such as bats, frogs, fish, lizards, snakes and rodents. They can feed on dead animals too. The Bengal monitors are capable of rapid movement on the ground. Their strong claws enables them to climb and dig well, and they can also swim well and stay submerged for at least 17 minutes. On the ground, they sometimes stand on their hind legs to get a better view or when males fight other males. On river banks, the pattern on their body provides excellent camouflage.

The Bengal monitor's natural abilities include exceptional eyesight—enabling the species to visually perceive movement within a range of 250 meters, which is coupled with a passive x1.5 tracking speed. The Bengal Monitors can speak the human language and also have a unique language of their own which the contract summoners learn, similarly to the frogs, snakes and slugs, the Monitors possess their own Kingdom, an Island which is basically a mountaineous forest surrounded by a dry beach

(Kuchiyose No Jutsu: Ekitenshu) – Summoning Technique: Ekitenshu
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Ekitenshu is the boss of Bengal monitors. His size stands somewhere between that of Manda and that of Manda II. Using his earth chakra, Ekitenshu is able to cause fissures and sprouting spikes by stomping on the ground with his feet or tail. He can dig large underground tunnels to create escape routes or to cause violent tremors beneath the opponent so as to collapse the ground beneath them as well, each ability counting as B-rank, being an earth specialist he is also capable of canon earth jutsus up to and including S-rank. Ekitenshu also infuses his scales with earth chakra to make them as sturdy as Earth Style: Hardening Technique. This process is referred to as “Dragon Scales” by Bengal monitors and grants him with a natural armor resistant to most jutsus. Similarly to most Bengal monitors, Ekitenshu is an excellent swimmer and fast runner.

Note: Can only be summoned by those who have signed the Bengal Monitor contract.
Note: The summoner of Ekitenshu must be Kage rank or above.
Note: All abilities associated with a rank count towards the summoner's allotted moves per turn.
Note: Ekitenshu's "Dragon Scales" is resistant to A-rank jutsus and below, with the exception of lightning which is his elemental weakness and against which he is resistant up to B-rank jutsus only.
(Kuchiyose No Jutsu: Ekitei) – Summoning Technique: Ekitei
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Ekitei is a Bengal monitor who specializes in spying techniques such as camouflaging. He is normally the size of a regular adult Bengal monitor but will usually transform into the size of a lizard in order to hang/fuse to someone’s back and follow him (like a parasiting technique), his weight being so light that this person won’t know or suspect anything. While he does so, he will camouflage himself and be completely unseen from regular eyes. When Ekitei is summoned in battle, it will appear as a fail as he will already be in camouflaged mode (i.e. he will be the size of a lizard and hanging/fused to the summoner’s back, as well as camouflaged to deceive regular eyes). There, he will keep check of any disturbance in the summoner’s chakra flow and promptly release him from Genjutsu (up to A-rank), as well as link his vision to the summoner's vision and vice versa allowing the user to look out (requires physical contact) for any attacks coming from the summoner's back, alerting him of such dangers in a timely manner. Thus, while Ekitei is active, it is very hard to catch the summoner off-guard through the use of genjutsu and/or sneak attacks from his back.

Note: Can only be summoned by those who have signed the Bengal Monitor contract.
Note: The summoner of Ekitei must be Sannin rank or above.
Note: Only summonable once per battle, with a duration of four turns.[/COLOR]
Note: Camouflaging will not deceive Sensor-type ninja, including Byakugan users and Sharingan users. Furthermore, it will not deceive sensory techniques that makes use of physical conditions other than visual ones, such as Chakra Sensing Rain which makes physical contact, or the Inuzuka's smelling senses.
Note: Releasing the summoner from Genjutsu counts as a move.
Note: Being on the back of the summoner, Ekitei is unaffected by regular genjutsus as long as his presence is undetected
 
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(Mugen Yontōryū) - Infinite Quad-Wielding
Type:
Ninjutsu | Kenjutsu
Background: A monk from Sunagakure develop this fighting style becoming a renown knife expert. After his temple was pillaged by ninja who killed his brothers - being the lone survivor - the monk honed his knife skills to seek revenge. In the end of his revenge path, he returns to being a monk. He was later sought out by a boy name Kurapika who lost his family during the Great Shinobi World War. The monk refused to teach anyway the deadly fighting style for revenge, but after hearkening over Kurapika's story, he made an exception. Thereafter Kurapika was tutelage under the monk and learned all of his teaching of Mugen Yontōryū. Eventually, the monk passes away, leaving Kurapika the only individual known to utilize this fighting style. There are ranks allocated to this style.
Quad - Can wield max four knives simultaneously .
Tri - Can wield max three knives simultaneously .
Bi - Can wield max two knives simultaneously
The Description on the Abilities and Inner Workings of the Style: A style based on the user's knowledge of projectiles, kenjutsu and ninjutsu, curve knife(s) is wielded and then thrust or thrown like projectiles at the opponent.

Quick Thrust: Chakra amplifies the user's speed of their strike, causing the tip of the knife to hit the opponent multiple times in 1 single attack. This is controlled by the user who slightly bend their arm, jerking their blade into their opponent, focusing on a specific spot of the body. The strikes are delivered in quick succession, appearing as one strike. Although, showing less force behind the strike than attended, the damage sustain is more severe than what the opponent anticipated: losing an abundance of blood.​
Elemental Conversion: The elemental natures can be imbued into the weapon to add a greater effect.​


Flying Blades: Knives are augmented with chakra and thrown at the opponent. However, they are spun before reaching their mark. Controlling them with chakra similar to telekinesis, the blades can be controlled fluidly to move in all directions in short range while in mid and long range, the blade's direction can only be changed once(will submit jutsu) , the user can passively change the trajectory of the knives and return them to the starting point at which they were thrown (i.e the user). The knives can also be used with Shuriken Kage Bunshin no Jutsu to increase their numbers.​
Kurapika Handling: Improving the fighting style over time, Kurapika has been shown wielding four blades simultaneously in one hand. His knife of choice is the Karambit (a hand-held, curved knife resembling a claw).​


Example of Techniques:


Type: Supplementary
Rank: D
Range: Short
Chakra: -
Damage: -
Description: The knife is held in a reverse grip and when swung, it is curved in a sickle shape motion, where it is used to "hook" onto the opponent's weapons wielded or limbs and effectively yanking them away. This leaves the opponent open and defenseless which compliments the short range of the knife.




Type: Offensive
Rank: B
Range: Short
Chakra: 30
Damage: 60
Description: N/A




Restrictions:
~ Complete Ninjutsu and Kenjutsu
~ Must be Sannin rank
~ Only taught by Mako


Rank: B
Type: Offense
Range: Short
Chakra cost: 20
Damage Points: 40
Description : The user uses chakra to amplify the user's speed of his strikes for a moment, causing the tip of the knife to hit the opponent multiple times in what appears to be 1 single attack. This is controlled by the user who slightly bend their arm, jerking their blade into their opponent, focusing on a specific spot of the body. The strikes are delivered in quick succession, appearing as one strike. Although, showing less force behind the strike than attended, the damage sustained is more severe, the user's striking hand moves slightly faster than his base speed for the duration of the strike.
¬Bi wielders and above can perform the jutsu with both hands stabbing two different spots while the highest rank can perform this jutsu from up to mid range using their chakra to manipulate the blade similarly to Infinite Quad wielding - Control and stabbing their target with the same speed they would have attained with their hands.




Rank: A
Type: Supplementary/Offense/Defense
Range: Short - Long
Chakra cost: 30
Damage Points: 40
Description : This is the core jutsu of the flying knives aspect of the Infinite Quad wielding style created by Kurapika himself, knowing he could only wield four knives at a time with his hands, he decided to use his chakra to control the blades and this allowed him to control more blades similar to telekinesis which can be used in various ways, attacking from an opponent's blind spot, going around opponent's defenses to strike them, changing targets or even gathering into a formation to form a defensive wall around the user, the blades can be controlled fluidly to move in all directions. This weapons however can be infused with elemental chakra to deal more damage when hitting a target or to be capable of defending better from an attack, each element has its own effect when being used either offensively or defensively. The user can use his chakra to mark a target as the starting point of his blades and the blades would go after the target as long as the target is within sight/smelling/hearing/sensing etc range of the user, this jutsu costs B rank chakra and deals B rank damage, however if the blade possesses damage on it's own i.e already infused with damage, this will increase its rank by 1, doesn't boost F rank jutsus.

Offense - The knives upon hitting any target would send spikes of compressed water in all direction up to short range except the user's direction but the user can activate this prematurely.
Defense - When been used defensively starchy syrup leaks out from all the blades as they spin while connecting to the nearest wieldings creating a network of impenetrable wielding-water combo , this is most effective against other water jutsus as the syrup seals the cracks between the formation making it water proof.





Offense - Knives infused with fire chakra grow red as the blades get extremely hot leaving a red trail as it moves, upon hitting a target, not only would the wielding deal third degree burns to the affected area, they would also explode violently in a 1 meter radius sending hot shards of metal into the area, the user can will it to explode before making contact.
Defense - The wieldings after attaining the formation mentally ordered by the user would connect via flames to form a dense wall of flame so hot that if an human (even the user) comes 1 meter within the range of the wall, he/she would get terrible third degree burns, this is effective against CQC users and also wind jutsus as the flame ignites them causing them to explode safely from the user.



Offense - Wieldings possess more cutting power and the air 1 meter in diameter around them spins with them making the knives look like fuma shurikens
Defense - Wieldings constantly release a terrifying breeze which blows away everything in a direction, this is capable of even blowing a grown man out of short range.



Offense - The air 3 meters around the wieldings are electrically charged numbing the target however the wieldings would electrocute the target on contact.
Defense - Wieldings after attaining a formation get connected by ropes of lightning while been charged with Lightning, this isn't water proof like the Suiton counter part however it is effective against earth and solid elements.



Offense - The wieldings' weight can be increased or reduced to either deal more damage or move faster
Defense - The wieldings gain an increase in weight and durability, this is especially effectively against heavy earth jutsus.



¬When infused with chakra, the weapons play on equal footing with elemental techniques although the size of elemental technique must be put within reason
¬Quad wielders can passively launch the knives at a target telepathically although the direction can't be altered, this has no special damage boost, it's simply an alternative to throwing normal knives with the user's hands.
¬The knives under the effect of this jutsu are always spinning, spinning fast making it impossible for non practitioners of this style to catch it however the user can catch his knife.
¬Each elemental infusion can be 4 times per battle with 2 turns cool down.
¬When infused with chakra (elemental or not), the user is capable of manipulating the wieldings telepathically.



Mugen Yontōryū Baunsu - Infinite Quad Wielding Bounce
Rank: B
Type: Offensive/Supplementary/Defensive
Range: Short - Long
Chakra cost: 20 (-5 per turn)
Damage Points: 40 ( +20 If used with a taijutsu/kenjutsu related jutsu )
Description: An all-round use of the Infinite Quad Wielding fighting style. It starts with the user infusing Karambits in his area of awareness with fuuton chakra causing them to spin at high speed should any non practitioner of the style be silly enough to touch the spinning knives they'd take 40 damage.

On activation, the knives arrange themselves behind the user however the user can instead choose to arrange them in any formation he wishes. The spinning knives can then be willed to release strong bursts of wind that can be used to propel the user or allies at high speeds (x2) from short to long range in an instant which the user can combine with Taijutsu/Kenjutsu related attacks for extra damage.

Alternatively the user can use the strong bursts of wind to defend against attacks (B rank Wind S/W) and to attack/disorient opponents by battering them with bursts (40 damage) or to sustain a brutish form of flight similarly to a vertical wind tunnel. Similarly to Infinite Quad Wielding Control, the user can passively arrange the knives into whichever formation he desires at any point. The burst of wind only affects objects 5 meters from the knives and releasing any form of wind burst costs 20 chakra (besides flight)

When the burst of wind is used for movement, the user can decide to "latch" the knives onto himself/others with chakra so that they move with the user/allies.

- The infused Karambits lasts for 3 turns with a 2 turn cooldown and can be used a total of 3 times per battle
- Activation of this technique counts as a move while subsequently turns don't.
- When the burst of wind is used to propel the user or an ally (or both if they're within short range of each other) it counts as a move. Same for when used to batter an opponent (or opponents if they're within short range of each other). However when either form is used on activation, it doesn't count as a move and both happen in the same timframe.
- Flight is passive and doesn't cost a move.
- Naturally, practitioners of the style can catch the spinning blades should the need arise.
Approved here
 
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