[CJ] Kaos teaches me EIG

Lord of Kaos

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The last one was approved sometime last year. Like last fall, before Sept. One of the last jutsu I got approved I think.

Now, these next two are a combo pair.

Sealing Technique: Hermes' Reply| Fuuinjutsu: Hermes' Touben
Type: Supplementary
Rank: D
Range: Short (When seal is applied on the object)
Chakra Cost: 10
Damage Points: N/A
Description: The user applies a sealing formula to a case of sorts (the 'case' doesn't necessarily have to be a case. It can be a letter, door, scroll, jar, box, suitcase, etc. Anything that can be opened can have the seal applied to it. After applying the seal, it seems to disappear on the object but is still there, just no longer visible. Seemingly doing nothing, the seal allows the user to know if the object has been opened. Once the object is opened, the seal is broken and the user is mentally alerted. Using the principles of chakra taught by the second Hokage, when the seal is broken, the tiny fraction that dissipates and alerts the user, also creates a fleeing chakra signal. This can be used to attach a paper bomb to the "case" which is automatically detonated once the seal is broken ( Quantifiable as 10 damage from the explosion of a paper bomb ). This usage is supplementary, and works with 1 paper bomb placed at the same time as the seal, it serves no purpose deactivating genjutsu or enemy seals.

Wind/Sealing Technique: Ouranos' Gift| Fuuton/Fuuinjutsu: Ouranos' Houtei
Type: Supplementary
Rank: C
Range: Short-Long
Chakra 15
Damage Points: N/A
Description: The user applies a sealing formula onto a paperbomb, infusing a small amount of wind chakra in it. While harmless on it's own, once the tag detonates, the burst of wind will feed the explosion, making a single tag as destructive as three, the norm being 10 damage. The seal is applied in short range, and seems to disappear afterwards. The secondary use of this seal is that, while activated, the user can, with a single handseal, release the seal, which will detonate the wind-powered tag, just like a normal tag, but, with the presence of the seal, the user is able to access it at any range, making it a perfect remote controlled bomb.

The purpose of the first was to create a seal that I apply to an item and can be mentally alerted when it was "opened". These can be anything that opens, such as a door, scroll, jar, hand, mouth, legs - the choices are endless. The original goal was to make this with my Akuma bio or a Minato bio and send a Kage a scroll with this placed on it so I could know when they received it. Of course, once alerted, I'd teleport there and kill them unexpectedly. It had great NW usage before SY's rules were introduced.

The second one is a seal that allows a paperbomb's explosion to triple, making it 3 times as deadly. As a normal paper bomb (freeform) does like 10 damage, this equates to 30 damage. The ideal usage was to apply both these seals at the same time on a target, like a prisoner or w/e unknown to them and when they open their mouths to speak - boom, face gone.

Questions?
 

Lord of Kaos

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Meh, limited NW access....

Sealing Technique: Earth Style: Hades' Underworld Grasp. ♆ Fuuinjutsu: Doton: Aidaou Yomi Haaku
Rank: A
Type: Supplmentary/Offense
Range: Mid-Long
Chakra Cost: 30 (-10 per turn to maintain)
Damage Points: 60
Description: The user channels doton chakra in his feet and the earth under him at the same time. He then makes a string of 3 handseals (Snake - Horse - Tiger) and stomps the earth with great force, causing a large, 3 meter tall humanoid earth statue in the form of Hades, God of the Underwolrd, to rise up from the earth near the target, similar to Hade's Tombstone Transport. As he raises from the earth, he extends his arms, grabbing the enemy in his clutches. As he grabs him, a fuuinjutsu seal around his arms activate, draining the target of chakra while crushing him with his arms, preventing him from using high ranking jutsu of A-rank and higher while he's on contact with him. As he drains the chakra, he lifts the target up, and slams them into the earth with great force. He can either appear beside, in front of or behind the enemy, raising up face first.
*Can only be used 3 times a fight*
*After using, the user cannot use any Fuuinjutsu over B rank for two turns*

Description is very clear lol

Sealing Arts: Summoning: Gourd of Sealing|Fuuin: Kuchiyose: Yuugao no Yuugao
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user makes a string of handseals and summons a gourd onto the battlefield in front of him. The gourd is around the size of the gourd of Gaara's back and has five seals representing the five elements on the sides of it. The user then takes two of those seals and deposits them into the gourd. A bright flash emits from the seal (not of blinding proportion) and the two elemental seals deposited are sealed from use by both the user and enemy as long at the gourd is present on the field. The gourd has a very large, durable and strong shield and armor encasing it that protects it from attacks of A-rank and below, making it very difficult to destroy.*
*Can only be used once*
*After using, the user cannot using and Fuuinjutsu for the next two turns*
*The user nor opponent cannot use either of the two elements selected by the user for the remainder of the fight or until the gourd is destroyed, whichever is shorter*
*the shield stops all A rank attacks and below, one S rank though destroys the shield and gourd.

Description is also clear, best way to prevent it from being destroyed it to keep it on your back after you seal the elements. Best usage is this + water or earth golem.
 

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Both awesome. Second one makes me wish I had an elemental sword almost. And yy. Why haven't you used this and the golem. To deal. Everything but fire and wind? Too easy lmao
 

Lord of Kaos

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Both awesome. Second one makes me wish I had an elemental sword almost. And yy. Why haven't you used this and the golem. To deal. Everything but fire and wind? Too easy lmao
I did. Remember the 5 vs 1? Sealed everything except Fire and used Meramera mode. Best 3 move combo.

Nekura next? Cant teach you Oni unless you are BK rank. z.z
 

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Nah, that fight was long over lol.

Nekura Ichizoku Hijutsu: Kuri Arashi no Hansenshugi )- Nekura Clan Secret Technique: Dark Storm of the Tranquil Demon
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description : One of the most powerful forbidden Nekura technique accessible to only a select few of Anshoku's clansmen. The user creates a portal a few inches in front of his mouth and channels large amounts of Keigoku through it. As he channels the Keigoku through it, he compresses it greatly, causing it to change in nature, becoming incredibly dense, taking up a corporeal form, resulting in a dark purple compressed sphere of destructive force. As it's released, the basketball sized sphere of keigoku disappears through a portal a meter in front of the user. Upon entering the portal, the amount of keigoku inside the sphere increases from being in direct proximity of its power source and the size of it grows exponentially, growing to the size of a 10 meter high sphere of malevolent chakra gaining in size and power. A third portal will then open in a location of the field, at least 5 meters from it's target and a vibrant purple light will begin to emanate from it ( this light doesnt blind nor confuse enemies or sensors) for a brief moment before the enlarged keigoku attack is released at great speeds, carving the earth as it travels towards its target. Upon contact, the sphere hits with great force, causing severe pain to the target and sending them hurling away with the Keigoku sphere. Being a Keigoku natured attack, physical damage is not all that is inflicted upon a target. As the sphere makes contact, the target mind feels massive migraines, and lightheadedness. Prolonged exposure with the Keigoku will cause the target to pass out from exhaustion.
However as incredible a technique it is, it holds some rather severe limitations. The user is only able to use it twice a fight, each time with a 4 turn break in between usage. The user also cannot use any Keigoku jutsu the next 2 turns and no S-ranks and above the next turn.
Due to the large amount of chakra needed to channel the Keigoku, the user is only able to use one other jutsu that turn. Despite being Keigoku natured, this jutsu is able to be crash through most S-ranked defenses with a tangible shape before dissipating.
The sphere is also able to be used against a target before the second portal is created. However this version is notably weaker than the full powered version, being able to be stopped by A ranked defenses. If the enemy is hit with the initial ball, then they will suffer from a mild migraine and slight fatigue. The user is only capable of releasing this jutsu two times before becoming so exhausted he will be unable to move for three turns.

Basically, a TBB made of Keigoku. It's extremely compressed to the point that it isn't intangible anymore. It makes use of Nekura's uses of multiple portals, pretty cool actually.
 

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Shady actually told me he's about to reply now. That's why he's viewing the thread.

Funfact: there's a chance this is the tenth time I've read this technique the whole way through
 

Lord of Kaos

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I think that's all I can teach you right now. Oh wait, the 5 sensei jutsu.


(Futon: Boushi Bu-Meran Suraashu no Jutsu)-Wind Style: Spinning Boomerang Slash Jutsu
Type:Attack
Rank:B
Range:short-medium
Chakra Cost:25
Damage Points:40
Description:The user would make a boomerang shaped gathering of wind in each hand and throw them at their opponent and then the user would be able to control where it goes because of the flow of their chakra being in the boomerang. The user could then manipulate the chakra from a distant and adjust the height the boomerang is at and add more chakra to certain parts to make it turn in a certain direction.
*you can only make it move or curve through the air once.
*this jutsu can only be used by Kid Ace2392 or Lord of Kaos and people they teach it to.

(Futon: Kyokudo Bu-Meran Bakuha no Jutsu)-Wind style: Extreme Boomerang Blast Jutsu
Type:Attack
Rank:B
Range:short-medium
Chakra Cost:25
Damage Points:40
Description:The user would make several (up to 5)wind boomerangs and throws them at the opponent. As they get closer to the opponent, the user makes a hand seal(tiger), and the chakra spinning inside the boomerangs expand and explode.
*This jutsu can only be used twice in battle
*this jutsu can only be used by Kid Ace2392 and Lord of Kaos

Both are wack though smh
 

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We'll start with the Water natured one first, given Sharks are naturally water based summonings.

As you know, most sharks (in real life) exhibit some form of countershading, allowing the top of their bodies to have a color that closely matches the water and their underbellies generally being white. This gives them a sense of camouflage so to speak. They have a great sense of hearing, able to hear sound kilometers away in water and their sense of smell is perfected, to the point they can detect smells miles away with such clarity that they are able to tell the exact location and direction of the smell. They also, by nature, have powerful bites, having a high bite force. A well known trait of them is that their teeth are constantly growing, allowing them to lose hundreds of them over a lifetime. These are the basics of all sharks, so to speak. The sharks I've created, i tried to set the precedence of having them all contain these things.

What is unique about these Water Release based summonings are that while being one jutsu, the shark does not have to be the exact same one each time. Named Phorcys sharks, this is more so a subspecies of sharks aligned with Water Release. In their full grown size, only one can be summoned at any time. This shark is generally 4 meters long and bigger than most sharks. Along with the above stated traits, their bite force can deal S rank damage and is strong enough to bite through B ranked jutsus and use up to S rank water as well.

As I stated earlier, Phorcys is a subspecies, and not the name of a specific one. The sharks I created are unique in the fact that they also exist as a "baby" form. What is great about this is that it allows us to summon more than one, with reduced size and power of course, creating up to ten. They are able to bite through C ranked jutsus as well as the general abilities of sharks. They have a special attack to themselves as well, able to swarm a target and deliver hard hits and bites as they rush past him, each multiplied by ten.

However, the best ability of them ties in with their water nature. As Sharks are able to swim through water, Phorcys sharks are able to swim through any type of water source, including rain and mist. Seeping chakra through their bodies as they swim, they make it so they are able to stay afloat the mist and swim effectively. In the case of rain, they will never be able to stay afloat long and fall back into water at the end of that turn. Baby Phorcys sharks are able to last in rain for up to 2 turns before falling back into the water, moving at speeds slightly faster than the average ninja.


( Kuchiyose: Phorcys ) Summoning: Phorcys
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: Phorcys sharks are a genus of sharks closely related to Bull sharks, with Water affinity capable of reaching lengths of 4 meters long and stockier than most Sharks. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Phorcys sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They're excellent swimmers and can exert great strength though their jaws, with a bite force of up to 600 kilograms (1,300 lb), dealing S ranked damage. These sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks. They have the passive ability to swim through any type of water source, allowing them to leave the sea and "swim" through mist, making them deadly in the misty environment of Kirigakure. This is acheived through the use of employing water chakra to keep them afloat through mist and atop rain drops by causing the water to become denser under them as they swim, keeping them elevated. However, with the case of rain, there will never be enough rain to contain the density of these sharks so they inevitably fall back into the ocean by the end of that turn they are summoned, being able to be summoned up to 10 meters above the short range field of the user and able to be directed towards an opponent in order to allow the sharks to bull-dive direct into the opponent, biting them as it does so, with force of an A rank attack. These sharks, by nature, are able to use up to S rank water.


Phorcys sharks are also able to be summoned in their younger form, summoning Baby Phrocys sharks, each with the size of 1 meter. These Baby Phorcys sharks are remarkably similar to their adult counterparts, able to bite through C ranked jutsus and swim through mist at a faster rate, slightly faster than the average ninja runs. As they are smaller than than full grown Phorcys sharks, they are able to last twice as long in the air before inevitably falling back into a water source. A special trait that baby Phorcys Sharks are able to perform that their Adult counterparts are unable to, having become more solitary and hunting alone, is the ability to swarm a target. If in a water source, the user can call these baby sharks up and direct them 20 meters into the air where they are multiplied into 10 shark-clones, all around the opponent. They then swarm inwards attacking him with all different angles inflicting damage equal to an A ranked attack. These 10 baby Phorcys Shark-clones are only able to attack and defend collectively, no one individual shark can be utilized by itself and their power is divided among them, being that more sharks, equals smaller and weaker individual clones. The clones last only until the attack ends.
Note: Only Last 4 turns at the most.
Note: Can only be summoned once per battle; baby Phorcys sharks are able to be summoned twice. But if Baby Phorcys sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Water up to S Rank (up to C rank for baby Phorcys).
Note: Using Phorcys to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using water jutsu and the swarming of baby sharks.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire.
 

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Man that's a lot to take in. So these have to be summoned in a source or around a water source to be effective right? Also, by "fall back into the ocean" you mean that they get de summoned right? And so if I use the shark to physically attack the opponent or break through a physical jutsu, the attack would be S ranked and if would count. But I can break B ranked stuff free form?
 

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That is correct on all questions except one. By fall back into the ocean, I meant that they would fall back into their water source.

Alright, now as I already listed the general abilities of sharks above, like I said, they apply for the later ones I teach as well. A notable difference, however, with Ceto sharks is that due to the shape of their head, they aren't able to bite with as great force as others. Their bites still deal damage, but more situational of course, like a normal toad slapping someone or something of similar nature. Instead, they use the shape of their head to ram into an opponent, able to break through B ranked elements that are solid based. Basically, anything that isn't energy based. Such as Earth, Water, Wind, steel, ice, etc. They are also able to use S rank Earth jutsus. Also, due to the shape of their head and placement of their eyes, Ceto sharks are able to see with 360 degree vision in the vertical place, which means they can see everything above, below and in front of them. By slightly turning it's head,it is able to see everything behind it as well, giving it a perfect range of field.

A trait of sharks is that they are able to swim passively through Earth as well as water. Moving through the earth allows them to move at the average speed of a ninja, but in water this speed is doubled, essentially to twice the speed of the Average ninja (normal Kage ranked with tai learned).

Inversely, they are able to be summoned in their baby forms, ranging from 2 to 3 meters long and being able to bite through C ranked defenses, but swim at half the speed of their adult counterpart. Should one collide with a person, they can crack bones on impact but disperse from the impact. Up to 5 baby sharks can be summoned at a time and are able to use an unique jutsu that allows them to swarm a target and bite their various limbs as the last one rushes and bites his head with bullet like impacts. They are able to use up to C rank earth.

( Kuchiyose: Ceto ) ♆ Summoning: Ceto
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Able to grow to lengths of 6 meters, Ceto sharks are a genus of sharks closely related to Hammerhead sharks, with Earth affinity. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Ceto sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. The positioning of the eyes, mounted on the sides of the shark's distinctive hammer head give the shark good 360-degree vision in the vertical plane, meaning they can see above and below them at all times. They possess the characteristic elongated head, which is a chakra focal point, thus much more resistant and strong. Rather than biting, they usually slam their heads on their prey, beating them to submission. Capable of driving it's hammer like head into the opponent to deliver bone crushing blows, Ceto sharks are capable of breaking through B ranked defenses of solid based elements. With their chakra, they gain a passive ability of swimming through earth as well as through sea, though their speed in water is faster than when they travel through the earth. Moving at half their speed, Sharks are able to move through earth at the speed of the average ninja.

Should the user choose to attempt to summon a full Shark but fails, he is able to Summon a baby variant of Ceto sharks, spanning from 2-3 meters long and having the ability to bite through C ranked defenses and swimming at half the speed of the a full grown Ceto shark. Should a baby Ceto shark collide into a foe, he is able to cause bone bruising and cracking impacts, dispersing on contact. While only one full grown shark can be made from this summoning, up to 5 baby sharks are able to be summoned. These baby Ceto are also able to utilize an unique ability lost when they become fully grown as they move away from the school of sharks. As baby Ceto, they are able to swim under the user and and burst up from under the water (or earth) at max speeds, crashing into the opponent and causing bullet like impacts. As they collide into the user, they bite each limb with a fierce grip, causing damage as the last shark bits the skull of the opponent, before dispersing, causing A ranked damage. These baby Ceto are only able to attack and defend as a school of sharks.
Note: Lasts 4 turns at max
Note: Can only be summoned once per battle; baby Ceto sharks are able to be summoned twice. But if Baby Ceto sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Earth up to S Rank (up to C rank for baby Ceto sharks).
Note: Using Ceto sharks ability to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using earth jutsu.
 

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But it's more tangible than energy based z.z

Next we have the Wind based sharks, named Aegeon sharks, based on Blue Sharks. They are able to be up to 6 meters long. Having an elongated snout, they are ideal for piercing foes. They are able to bite through B rank and below solid based jutsus as well as using Wind up to S rank. A special ability Aegeon sharks have is that they are able to create an S ranked powerful whirlwind that draws them towards them as they move swiftly, piercing the target as this is done.

Alternately, like the other sharks, they are able to be summoned as baby variants. Around the length of 2 meters each, these sharks are able to use up to C rank Wind and bite through C ranked attacks and below. These baby sharks are able to form the shape of a giant Blue Shark, enhancing the shape of the snout, piercing the foe to cause A ranked damage.

Also, Aegeon sharks are able to passively travel through the air as well as water, swimming through the air for up to 2 turns before they must make contact with water again, at least their head being submerged in water to ensure the gills are in water.


( Kuchiyose: Aegeon ) ♆ Summoning: Aegeon
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Aegeon sharks are closely related to Blue sharks, with Wind affinity. They have a long blade-like snout that is sharp and ideal for piercing and are able to grow to sizes of 6 meters. It is a chakra focal point, thus achieving great piercing power and sharpness. While able to reach great dimensions, Aegeon Sharks are usually smaller than average, yet liner and faster. An Aegeon Shark displays countershading, by having a yellowish to greenish-gray or brown color above and white to yellow below. The coloration makes it difficult for prey to spot the shark because it breaks up the shark's outline when seen from the side. From above, the darker shade blends with the sea and from below it exposes a minimal silhouette against the sunlight. As with all sharks, Aegeon Sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They have the passive ability of swimming through air as well as through sea, and use that to rain down one their prey and impale them through the water. Using their wind chakra to keep them afloat as they travel, they cannot go 2 full turns without water contact in some form, having to at least have the gills submerged in water. Aegean Sharks are also able to use their wind affinity to create a whirlwind that pulls objects towards the shark's center with great force, cutting them, as the shark propels itself forward to pierce the foe with greater momentum, causing the opponent to bleed profusely as they are left with major internal juries, equating to an S ranked attack. Aegean Sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks.

The user is also able to summon Baby Aegean Sharks, each around the size of 2 meters. These baby sharks are capable of biting through C ranked attacks as well being able to use up to C ranked Wind jutsu. These sharks also have an unique ability that their adult counterparts do not have, having lost their way from the school, becoming more independent. These sharks are able to attack as a school of sharks, creating a sharp blade of wind as they form the shape of a Blue shark, enhancing the shape of the snout with Wind chakra so when they strike a foe, the wind chakra can slice inwards and deliver injuring wounds from the intense slashing and deep cuts that causes profuse bleeding. This is equal to an A ranked jutsu.
Note: Last 4 turns
Note: Can only be summoned once per battle; baby Aegean sharks are able to be summoned twice. But if baby Aegean sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon baby Aegean sharks more than once.
Note: They are able to use up to S rank wind (baby Aegean Sharks are able to use up to C rank).
Note: Usage of wind counts as a move per turn, as well the ability to break through Earth and the ability to turn into a massive wind shark/Whirling effect.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire
 
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