Karin's Custom Plaza of Wonders.

Goddess

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Welcome to my Custom Jutsu thread!


My Jutsu:
1.(Shuryou Gigei|Torakkingu)-Hunting Technique|Tracking
2.(Shuryou Gigei|Genjutsu|Esa)- Hunting Technique|Illusion Technique|Baiting
3| (Ninpou|Haizen Shuriken)- Ninja Art|Torrential Shuriken |
4. Hyouton: Rafaeru no heiki - Ice Release: Armament of Raphael
5 (Dai Tenshi no Gundan) Ice Release: Legion of Archangels
6 (Hyouton: Hijiri kurosubō, Gandiva) Ice Release: Holy Crossbow, Gandiva
7. Jewel Wasps - (Jueruhachi)
8. Nuptial Flight - (Kon'in hikō)
9. Allure of Darkness - (Yami no yūwaku)
10. Sage Transformation/Aburame Technique: Allomerus - (Senninka/Aburame Jutsu: Allomerus)
11. Aburame Hijutsu: Myrmeleo - Aburame Secret Technique: Myrmeleo
12. For the Colony - Koroni no tame ni
13. Spider Summoning/Aburame Technique: Wyrmwood Regalia - (Kumo Kuchiyose/Aburame No Jutsu: U~irumuuddo Regaria)
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Custom Weapon:

- Fusion Swords -
The Fusion Swords is a six-piece sword, having a interlocking mechanism, the 6 swords themselves serves a variety of purposes and comes in different shapes and sizes thus suited best weapon for different combat situations, when fused together the form a broad sword which in status surpass all the other component swords.

Main Blade:
Also known as the 1st blade, resembles an exaggerated two-handed sword in its shape and appearance, despite its apparent size and weight. It consists of a long hilt wrapped in a red material, a distinctively large handguard which the other swords are locked into, a wide length of blade, and an equally long but thinner length ending in a point. The main blade is the only sword among the six that is double-sided. The main blade apparently has 2 different forms, One with the blade of the sword appearing to be one solid length of metal except for the transition between the wide and thin halves. In the second, the blade is pulled in two lengthwise; the edges are locked apart and a complex inner portion of the sword is visible.
Hollow Blade:
The hollow blade does not have an inner core as the main blade sword. Rather, it is essentially (though not exactly) a thick sheet of metal folded in a V-shape when looked from above, the edge of the sword being the bottom point of the V, with its lower one-third of its length wrapping around a red double-hilt. The hollow blade is locked onto the front edge of the main blade, where it snugly covers that entire edge of the main blade, and its own edge serves as the striking point for the assembled sword.
Back Blades:
The back blades are identical long swords, mirror images of each other, with one straight edge and one saw toothed edge, with a long black hilt for each. These two swords are attached to the back of the main blade, on both sides of the main blades back edge, with the saw-tooths pointed forward toward the hollow blade. The addition of these two swords completes the trapezoidal silhouette of the fusion swords.
Side Blades:
The side blades are identical, mirror image dagger-like swords, though they are still quite long. They are singled edged, with a gear-like mechanism between the hilt and the blade that allow them to fold up like a switchblade. It is in this folded form that the two sides blades are locked onto the two sides of the assembled sword, with their edges turned forward toward the main blade at the front of the sword. In addition, one of the two blades can be quickly ejected from the assembly if needed. The side blade in unassembled form serves a projectile like purpose, if thrown away the can be controlled by the magnetic core of the 1st blade, to redirect them, though in a rough manner showing that the control over it is really weak and cannot always be count on.
Buster Sword:
The fully assembled form of the fusion auxiliary blades, has the looks of a broad sword, The assembled form of the fusion swords is a heavy sword, most suited to crushing, and is not necessarily intended to serve the role of a slicing weapon as a nodachi would be. It is capable of being used for slicing, however being able to cleanly slice through rebar reinforced concrete with it. Although its appearance is as stout and sturdy, In overall when compared to the other swords, the buster is indestructible (literally or virtually), where destroying the other blades may seem easy, buster can completely resist out the pressure with its unique form, it space vacancies through out the fused blade though weakens the its offensive power, absorbs damage in critical situations.
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(Yoru-ō no Amugādo)-The Night King's Armguards
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Night King's Armguards are an ancient artifact of unknown origin found by Inchato Yuki. The armguards are simple in their design: black, chakra sensitive metal constitutes the plate of the armguards, which are just long enough to extend past his elbows. At the center of each of the armguard's outer surface, there are differing runic marks which passively glow a light blue color. The plate is secured by two clasping mechanisms at either end which fasten around the user's forearm. This clasping mechanism is composed of the same metal. The armguards are completely indestructible, making them excellent for defending oneself from precision attacks in close range combat. Once the armguard is affixed to the user's arm, they can begin benefiting from the effects of the runes. In order to achieve this, the user simply need to pass their chakra into the desired rune and perform ice jutsu. The runes essentially act as a catalyst, drawing more chakra from the user and enhancing the ice jutsu in some manner unique to the specific rune being used. The runes are as follows:

Rune of Cunning: the Rune of Cunning (left armguard) grants a complex enhancement which replicates some of the effects Demonic Ice Crystal Mirrors technique. Once the user streams their chakra into the rune, it will become activated and glow a brighter blue for the duration. During this time, the user's ice jutsu will replicate the merging ability displayed in Demonic Ice Crystal Mirrors, allowing the user to merge with them and travel through the structures at a higher speed. Essentially, the user exists as ice chakra while they are merged. Therefore, much like the Demonic Ice Crystal Mirrors technique, the ice need not have large enough dimensions to hold the user's body as it doesn't enter in its physical form. Merging with an ice jutsu costs 30 chakra and consumes a move slot, but may be performed in the same time frame as an ice jutsu provided that the user instantly merges with said jutsu, therefore requiring it to be created in touch range of the user. Once the user is merged, they will be able to travel through the ice at a speed twice as fast as their running speed, and they will retain the ability to maintain and use ice jutsu provided that doing so requires no hand seals. Exiting the mirror is done passively and requires no chakra. The effects of this rune do however come with great risk: if the section of the ice that the user is inhabiting is broken/destroyed, the user will die. Activating the rune simply requires chakra to be flown into it, achievable passively but still requiring a move slot. This will cost 30 chakra, and an additional 10 chakra for each turn it is kept active to a maximum of three more turns. A three turn cooldown will be incurred before this may be used again.

Rune of Strength: the Rune of Strength (right armguard) grants a simple enhancement which the user can passively make use of to strengthen their ice techniques at their choosing. The rune will act as a catalyst and draw an additional 20 chakra from the user's body and use it to strengthen the ice jutsu the user has activated, causing it to increase in size, coldness, and density thereby largely increasing the effectiveness of almost any given technique. As a result, the jutsu will gain one rank in power if it is A rank or below, or +10 if it is S rank or above. This must be applied at the start of a jutsu; it may not be applied to something the user has active.
Note: Only usable by Inchato Yuki and Yuki clan members of his choosing.

Learned:

WIP:

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名前|Name:
Delilah Copperspoon
渾名|Nickname: The Plague, The Brigmore Witch, Witch Queen

性別|Gender: Female

年齢|Age: 36

照準|Alignment: Chaotic Neutral

一族|Clan: Aburame/Sage Transformation


外観|Looks:
Delilah is a slim, tall woman standing at 5'9, 6'0 in heels, with short brown hair. Either side of her head is shaved. She wears a black body suit with a red corset that contains royal gold trimmings on its mid section. The jacket to the body suit is decorated in dark, wilting flowers. Her arm guards and cloves are adorned with a deep bronze metal that swirls around the forearm portion of the guard until the elbow. The same design goes for her shin guards and boots.

Delilah has faded blue eyes which give a piercing stare and a chiseled face, with defined cheek bones and jawline. Underneath her garments she has various tattoos some purely cosmetic and others tied to her summoning contract, Spiders, as well as the aburame insignia on her left shoulder.
人柄|Personality:
As a child, Delilah was sweet and loving, having spent most of her days in Dunwall Tower playing with Jessamine and hoping that one day, her father would show her the same attention he showed her legitimate younger sister. Even after being cast out of the Tower and denied her royal position as princess, she was at least able to find solace in her mother's presence. Following her mother's death, however, Delilah was deprived of any form of comfort and came to see the world as "marred and distorted", bringing about the power hungry visionary she becomes in adulthood.

Having seen and survived the worst the world could deal out, Delilah becomes jaded by and dissatisfied with reality, with her primary goal becoming the induction of change. In order to climb from a point of neglect and filth, Delilah does whatever necessary to survive and ascend to the top. Using her uncanny allure and cunning to attract and manipulate those around her, she is able to rise to heights unimaginable by most. In both of her major power plays, she seeks ultimately the alteration of reality in her image, motivated by her dismal upbringing and vindication against the world. She feels entitled to this right of warping reality, thinking it to be her brand of "justice" and form of correcting the world's many flaws.



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誕生|Village of Birth: N/A

同盟|WSE Clan: N/A

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序列|Ninja Rank: Jonin
専門|Specialty: Personal Summoning Specialist, Single Handseal Specialist (Water), Naturalist Summoning Specialist

要素|Elements:
Lightning Release - Complete
Earth Release -Complete
Fire Release- Complete
Water Release- Complete
Wind Release - Complete
忍術|Your ninjutsu:
Taijutsu - Complete
Genjutsu - Complete
Ninjutsu - Complete
Aburame Techs - Complete
Sage Transformation Techs - Complete
Pestilence - Creator
Spider Contract - Completed





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歴史|History:
Delilah was born to the Kaldwin lineage as the illegitimate daughter of Emperor Euhorn Kaldwin. Fawning for her father's attention, she would ask Emperor Kaldwin if she could participate in court, in hopes of finally assuming the role of a proper princess, but her pleas were only met with deflection and postponement. One day, while playing together, Jessamine Kaldwin accidentally broke an item of immense value and framed Delilah for its destruction when questioned. Consequently, Delilah was whipped repeatedly and thrown out of Dunwall Tower alongside her mother.

Left to struggle for survival in the unforgiving streets of Dunwall, Delilah and her mother would find themselves in debtor's prison, where her mother would meet her slow demise at the hands of a prison guard. With her mother's death, Delilah was forced to work odd jobs while painting on the side, until eventually coming under the tutelage of Anton Sokolov. Sokolov appreciated her ways of imagining the world as a better place through her art, however her interest in the occult and her obsession with the Kaldwins took her out of his circles.
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Sometime Later, she began a relationship with barrister Arnold Timsh, who favored her arts and herself so heavily that it caused rifts within his own family. The ship which prompts Daud to begin his investigations at the Rothwild Slaughterhouse was once owned by Timsh, and named in honor of Delilah herself. She was eventually able to seduce him into signing his fortune over to her and subsequently disappeared. Timsh then sold the ship bearing her name, but kept her as the beneficiary of his mother's will. According to Arnold Timsh's niece, Thalia Timsh, her uncle both loved and feared Delilah.

A year later and as the Rat Plague started, Delilah founded her coven of ninja with Breanna Ashworth, an aristocrat she saved from an arranged life. She shared her powers with her admirers and they lived carefree, roaming graveyards and the countryside. Another year later, she moved her coven to the dilapidated and secluded Brigmore Manor, from which she started her plans to take over the Empire.

To be continued...




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能力|Abilities:
Aburame Clan

The Aburame insects are semi-sentient, chakra-sensing insects. Due to their symbiotic relationship with the host, mediated by chakra, they are specially in tuned to their host's chakra signature, and it is through molding chakra outside of the user's body that the host can guide the insects into forming shapes or any sort of command or communication.
Other than chakra comunication, bugs can also comunicate through special chemicals in their bodies, called pheromones, usually released by the female bugs to attract or otherwise signal other members of their species across long ranges.
One of the main purpose of the Aburame clan is not only to adapt their symbiotic relationship into their combat, but also to study insects as whole. Insects are immune to Genjutsu due to their less-than complex nervous system, and immune to the toxic effects of poison, though they are not immune to the physical attributes of the poison's medium, enabling them to simply drown or asphyxiate in the poison, even if they're not affected by it's symptoms.
One of the Aburame's biggest assets are their bugs' ability to drain chakra off of their targets. Usually, the higher ranked the technique, the more insects it contains, and thus, the more chakra is stolen. When they latch on, they passively remain draining chakra every turn until that source runs dry, the hosts calls them off, or they or their host are defeated.

Jewel Wasps

Jewel Wasps are Delilah's breed of special insects that was infused into her at the time of her birth. Over time these insects, were able to adapt to her unique Sage Transformation heritage, developing with her as she grew older. Naturally, these insects would begin to mimic their conditions, feeding on fluids within her body and incorporating it into their own. As a result, these Jewel Wasps are infused with natural energy, even going as far as to passively absorb it themselves. These wasps have adapted to their conditions so well that they, too, can undergo bodily transformations similar to their user by excreting the Senninka Fluids within the insects body.

Jewel Wasps - (Jueruhachi)
Type: Supplementary/Offensive/Defensive
Rank: N/A
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Upon birth, like other Aburame, insects are infused and imbedded within their own body allowing the symbiosis between the insect and the host. Insects, through the vehicle of evolution, are capable of spawning multiple generations of young, going through the natural process of mutation to ensure their survival. For this reason, Aburame Insects adapt to the environment present in the ninja's body in order to survive. This process and basic concept applies to Jewel Wasps. Jewel Wasps are a unique insect that has been adapted to the environments contained within Delilah's body, a Sage Transformation user. The wasp has a metallic blue-green body, with the thighs of the second and third pair of legs red. Due to this, Jewel Wasps have adapted to the physiology of Sage Transformation bios, having evolved as the user progressed through life. As a result, Jewel Wasps themselves have become accustomed to Nature Energy intake even going as far as to be infused with it and passively absorb it similar to the Sage Transformation user. Often even feasting and developing their young in the fluids of the Sage Transformation, becoming akin to it and having it incorporated into their very physiology, giving them the ability to secrete the fluid in the similar manner. Similar to the basic Destruction Bugs, They are capable of flight, swarming up into shapes, communication with the user and among themselves through usage of pheromones, and chakra sensory. Females are capable of injecting eggs into targets passively once they make contact with the target, allowing the Jewel Wasps to multiply in number as they sprout from their enemy. To grow in to maturity, the eggs leech chakra off of their targets at a rate of -30 chakra per turn until they reach 60 chakra siphoned or these eggs develop into larvae then into full grown Jewel Wasps after two turns, which ever occurs first. Upon maturity, the Jewel Wasps sprout of the targets body by burrowing their way out, causing a minimal 10 damage to the target. Damage is dependent on the size of the target and the rank of the technique used to manipulate these insects, higher the rank, higher the damage. However, the real power of Jewel Wasps are their ability to make use of their modifications and synergy with Sage Transformation, able to go through metamorphosis and physical changes through the usage of the Senninka fluid secretions they are birthed in and adapted to that are now present within their own bodies. These transformations as well as their purposes can vary widely from an increase in size, speed and attack power, to an change in how the Jewel Wasps function granting them new abilities temporarily, similar to how Senninka Fluid can grant the Sage Transformation user flight, cannons, etc. These will be submitted as separate customs.
Note: Logically, this does not allow the user to perform Senjutsu of any kind.
Note: This is a passive technique, meant to describe the insect, and does not entail a sort of manipulation.
Note: Techniques which require destruction bugs (Kikaichuu) are replaced with Jewel Wasps instead.
Note: Must be a member of the Aburame Clan and Sage Transformation Clans, simultaneously.
Note: Due to being infused with raw Nature Energy and Senninka fluid, Jewel wasps are stronger than normal Kikaichuu, increasing their strength over Organic Elements, Poison and Taijutsu, gaining a +20 damage boost against them.


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Pestilence
Pestilence is the ultimate expression of the transformative abilities of Jewel Wasps. Through Pestilence, the Jewel Wasps themselves are capable of completely transforming their body on a level akin to Complete Sage Transformation. This allows them to achieve various forms not normally attainable. While in their transformed state, the Jewel Wasps gain a neutrality to all elements.

The transformation of these insects happen rapidly and suddenly taking little time at all, an advancement they have over their normal metamorphosis process. And eggs laid by these insects while they are transformed will hatch in the same form as their parent.



Like Jūgo, other members of his clan possess the ability known as Sage Transformation which allows them to use the natural energy they absorbs to transform their body or parts of their body at will.
They can change what form they take almost instantly and can isolate the transformation to specific parts of their body. Due to this, the clan members possesse massive reserves of powerful chakra, gaining 300 additional chakra.
If they fully transform, Jūgo or his clansmen gains a massive power boost but loses their mind to their murderous side, signified by a change in his voice.
Because they are constantly passively gathering natural energy, they are very strong against Genjutsu, being immune to illusions C-Rank and below.





Technology:
Artifacts: N/A
音楽|Pictures:
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勝利|Won: 0
敗北|Lost: 0
Dropping: https://animebase.me/threads/red-v2.714921/
 
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Goddess

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My technuques

1. (Shuryou Gigei|Torakkingu)-Hunting Technique|Tracking
Type:Supplementary
Rank:A
Range:Short-long
Chakra Cost:30
Damage Points:N/A
Description: the user sends a burst of chakra throughout the ground.The user has to stay completely still o they can focus it through the ground. This creates 360 degree radius around the user till long range. As long as the opponent is or in the ground and moving the vibrations on the ground caused by the opponents movement the user will know where the opponent is.
(Can only be taught be Karin)
(The move lasts only 15 seconds)
(Can be used 2 times per battle)

Approved:

2.(Shuryou Gigei|Genjutsu|Esa)- Hunting Technique|Illusion Technique|Baiting
Type:Attack
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description:The user casts a genjutsu on the opponent. The opponent sees what he or she desires which baits them into a spiked snare set up by the user that tears the flesh of the opponents skin if they struggle to much.
(can only be taught by Karin)
(can only be used twice per battle)

Approved:

Taught to Lili Chwan-

3. | (Ninpou|Haizen Shuriken)- Ninja Art|Torrential Shuriken |
Type:Attack
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description: The user focuses chakra into their hands then slam them together. This releases a strong breeze towards the opponent. the user then uses chakra shape manipulation to manipulate the chakra in the breeze. the chakra then shapes into mini chakra shurikens that are very hard to see unless you have sharingan or byakugan. The breeze makes contact with the opponent slicing them up. Once the wind passes by the chakra shuriken disperse.
(Can only be taught by Karin)
(Can only be used twice per battle)
(no regular ninjutsu next turn)

Approved:
 
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Goddess

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Taught by Xylon:

Speed rave (Issanniushi)
Rank; A
Type; Supplementary
Range; Short-Long
Chakra cost; 30
Damage points; N/a
Description; A sword fighting style that puts a large emphasis on overwhelming enemies with wide-ranged, speed-based combos. The user releases large amounts ki from his body and utilizes it all to mainly increase his speed, the magnitude of the ki slightly levitates the user above ground. The mode is wideranged andspeed is particularly raised upto these basis, the user will require a wide area to move at, attacking from different directions.
Note; Last 3 turn after activated
Note; Only usable 2 times per battle

(Ken Sen) Blade Beam
Rank: A
Range: Short-Mid-Long
Type: Attack
Chakra cost: 30
Damage points: 60
Description: The user focuses his chakra through the 1st blade opening in its core (thus while the sword is open, see picture) and releases it as a destructive beam of white chakra. The point of the beam is shaped into the point of a blade and along the edges of the entire bleam smaller blades appear. These blades are long enough to make deep trenches in the earth along the course of the beam.
Blede Beam
*Must have Fusion Swords*
*Can only be used with the 1st Blade*
*Usable 4 times in a battle*
*Can only be taught by DS and Caliburn*

Sword art; Twilight Slash (Kenjutsu; Koukon Kirashuu)
Rank; A
Range; Short-Very Long
Type; Attack
Chakra Cost; 30
Damage points; 60
Description: The user transfers chakra into his sword and uses shape manipulation to extend its reach, theblade starts to emit glowing energy. It extends till 15 meter’s up to the users will, its sharpness also increases, and regardless of the size of the sword it remains easy to handle. The technique ends right after used.

*Can only be used 4 times per battle

Blaze Luminous (Bureizuruminasu)
Rank: S
Type: Defense/Offensive
Range: Short-Mid
Chakra cost: 40(+15 for electric storm)
Damage Points: 60
Description: The technique is a principle guided defensive and counter-offensive method. Using the users multiple swords, he levitates them forwards and makes them spin. By applying chakra the user creates a energy shield to defend against incoming threats. Aside from the durability of the shield itself the rotation redirects the attacks towards the sides. By adding lightning chakra, user could create an electric storm infront that extends till mid-range. The storm is capable of completely repelling metallic objects and paralyzing human targets.
Note: Can defend against up to S rank techniques thrice per battle.
-The swords are heated by the rotations and thus cannot be held the following turn. Requires a minimum of 3 swords.

Magnetic Satellite (Jishaku Eisei)
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Long
Chakra cost: 20/turn
Damage Points: N/a
Description: The user grabs the buster and launches it hard high above the ground where it splits up hovers above within the sky. The swords position themselves horizontally around the first blade while the first blade itself remains at the center vertically with its edge faced down. Like Wing Blade technique the satellite could control its movements and direction using gyroscopic methods allowing it to move freely across the skies by spinning and rotating. When the user commands, the satellite uses the magnetic core of the first blade to release strong tractor beams to pull over metallic objects. Over the turns the satellite collects objects and keeps them hovering above the skies along with itself (for maximum of 4 turns), when the user finally releases the technique with a seal of confrontation the main blade releases a burst of chakra that pushes down the collected debris/metal/kunai and showers it across or at a particular part of the field with destructive strength. To prevent the satellite from being struck down prematurely, blaze luminous could be activated at any given moment to act as a shield. Any clouds above the sky would also rotate around the satellite creating a think of sheet of clouds to further dampen the damage.
-Note: Requires Fusion Sword.
-Usable twice per conflict.

Wing Blade (Kirihane)
Rank: A
Type: Supplementary
Range: Short-mid
Chakra: 30/per turn
Damage: N/a
Description: Used with Fusion Swords, the technique causes the blades to levitate behind the users body mimicking wings, Wings of Blades to exact. Usage of this technique greatly increases the efficiency of the user as he does not have to carry all blades, they move along with him, they can be used in different combinations and they can be left at any part of the move and they will automatically return to their positions. The technique also serves the purpose of giving the user wings and the ability to freely levitate in the air with complete superiority in aerial movement. The blades each are positioned specifically as wings. When infused with lightning chakra they emit electromagnetic waves, by putting them in different frequency’s they create a force enough to levitate user in the air. The height is determined by how much chakra is used and the movement can be controlled by Gyroscopical methods, like spinning the swords at their positions. This flight method is better than most others because it doesn’t requires, any drag or pull, no need for gliding, it can stay in a stationary position whilst maintaining flight and it isn’t affected by the angle or air density/pressure.
Note: Can only be used with Fusion Swords or with any other suitable alternate.
-Lasts 5 turns. Usable twice.

Trained in:

Allowed by Hasash before rules.
taijutsu: kinetic absorbing mode (douteki mo-do)
rank: S
type: defense/attack
range: short
chakra: n/a
damage: double the opponents attack
description: the user will focus his chakra to his brain and enter this mode while in this mode the user will gain the speed of the 5th gate and the ability to when the opponent tries to punch the user ect... he will absorb the kinetic energy behind the punch of the opponent and transfer it to which ever part of the body he choose to attack with and hit the opponent with twice the power the opponent tried to hit him with
~2 times per battle
~lasts 3 turns
~no taijutsu that require physical contact for 3 turns after usage

Reflection Binding (Touei Baindingu)
Rank: S
Type: Attack
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique requires both the user and the opponent to be on terrain with a reflection below it (I.E. water). The user will focus his chakra and make one hand sign (the jutsu is very fast) once done the user's chakra will travel through the terrain below and grab on to the reflection of the opponent. Once this happens it will appear that if you looked at the reflection that there will be millions of small ropes holding on to the opponent completely sealing his movements. Then the user will say ''rip'' and in the reflection the strings will rip through the opponent's flesh all over killing him.
~Once per battle.
~No ninjutsu for 3 turns afterwards (not including elemental jutsu).
~No taijutsu 3 turns afterwards.
~No other jutsu can be used by the user on the same turn.
~The user must have amazing chakra control to use this jutsu.

earth style: crushing earth (doton: assai tsuchi)
rank: A
type: attack
range: short-mid
chakra: 30
damage: 60
description: the user makes one quick hand sign and focus his earth chakra throughout the ground the earth crushes an opponent in the ground or change the earth under the opponent so if he chooses to go underground it will crush him as soon as he goes under
~3 times per battle


wind style: protection shield (fuuton: bouie tate)
rank: S
type: defense
range: short
chakra: 40
damage: n/a
description: the user will focus his chakra throughout the air around him causing the wind to form into an invisible shield the shield is strong enough to block any lightning attack (including kirin if the shield is created b4 chidori is fully charged) and any other element or attack A rank and down besides fire however if fire is used on the shield (B rank and higher) it will cause anything protected by the shield (inside it it is a 360 degree shield) to completely burn
~once per battle
~lasts 4 turns
~no fire jutsu inside the shield

earth style: death trap (doton: zetsumei kansei)
rank: S
type: attack
range: short-mid
chakra: 40
damage: 80
description: the user will slam his hands on the ground and the earth around the opponent will come up and trap then in a dome of earth (with about 6 inches of room) the dome is special if the opponent attacks the walls of the dome they will instantly shatter and earth spikes will shoot out of the wall spewing the opponent all over however the entire after the dome is formed the user focuses his fire chakra into the dome so if the opponent doesn't attack the walls after 1 turn the walls will melt to lava and burn the opponent
~no earth jutsu for 3 turns after
~no fire jutsu 3 turns after
~once per battle
~the dome forms quickly so if the opponent is in middle of a jutsu and does not realize the dome is forming it is very hard to dodge

(Naibun Fuu zonokiri)-Heavy Mist

Type:Supplementary
Rank:A-rank
Range:Short/Mid
Chakra Cost:30
Damage Points:N/A
Description: By focusing his wind and water chakra on an already created mist, the user will be able to keep it stable by making it denser, heavier and fixed in place with strategic wind current. Only an S-rank wind jutsu can clear this mist.
Note: Can only be used 3 times per match
Note:The mist stay denser and heavier for 2 turns after use of this jutsu
 
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Goddess

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Bartholomew Clan

Paw Arts: Repel (Nykyujutsu: Oshi)
Rank: B
type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 20
Damage: 40
Description: A simple yet effective technique to use as both an attack as well as a defense. The user will repel a solid object or technique using one or both of his paws. He repels the targeted object or technique to another location, away from the battle field. This can be done to avoid techniques or attacks or to remove hindering objects from the battle field. However, its main ability comes with the ability to call forth that object once again to a different location on the field. This can be useful to attack an unsuspecting enemy or to provide a fast defense. The object will appear in any location of the field. The main thing to consider is, however, the lack of momentum the object will carry once it appears. In this case, to be used as an attack, gravity and other forces might be necessary to exploit to give maximum effect. Techniques that are not physical or tangible in nature like fire, lightning or wind will not be able to be called forth as once they are replled and sent away, they lose their shape and disperse wherever the user might have sent them. Fire and Lightning will also damage the user upon making contact with the paws making the paws unusable for 2 turns. The size of the target is relevant and proportional to the rank within the clan being that the maximum size it can affect is up to 10 times the users mass.
Note: Calling forth the object counts as a move and the user needs to spend additional chakra
Note: Can affect techniques of one rank higher if they are tangible and physical in nature (Earth, Water, etc)
Note: While something is repelled and awaiting to be called forth, the user cannot use the technique at the risk of being unable to call forth the object
Note: Object can be called forth inbetween 5 turns after the technique was used"
Note: This technique can't be used to repel enemy ninja to desired locations, however summoning and clones can be affected as such.

Paw Paw Arts: Impact Dial (Nykyu Nykyu no Mi: Inpakuto Daiaru)
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: Varies(Depends on the rank of the absorbed technique. When the absorbed force is expunged, it can cause 60 damage if previously used to absorb A-rank, 80 damage if used to absorbed s-rank force)
Description: The user takes advantage of their paws and, upon physical contact, any impact is absorbed instantaneously. This is seen by the clan members as an invert push. The impact is stored on the paw until the user is able to catch his opponent off guard, striking them with the full power of the absorbed technique. The absorbed force can be released also as a focused blast of air pressure from the paw that aborbed it. While the paw instantenously absorb the impact, the momentum of the jutsu or technique in question stops totally and either falls as a dormant entity or deforms while proceeding no further. The user can at the same instance, release the absorbed force instead of choosing to store it for a while. Alternatively, the user can use the paw in form of a suction through reverse repel action to stop a surrounding force be it push or pull by absorbing the closely embracing kinetic energy (only if they are close to the user) like any remote force, encapsulating the user. Also after absorption, he can release the absorbed force immediately.
*The user can simultaneously perform a Paw Paw technique to add damage*
*Can only absorb techniques one rank above maximum, higher than that, the paw will take half of the damage, and will be useless for 2 turns. This means it can absorb an impact from upto S-rank jutsu, if it is normal chakra, force, energy, tangible matter/entity, earth, water, wind or elements technique related to them but can only absorb upto A-rank impact from lightning and fire or elements similar or related to them, leaving the paw useless for 2 turns.
*Can only be used once every 2 turns for normal members why Legends can use this with no turn rest except when their paw receives damage*
*Normal members can use this only 4 times, using it on an S-Rank allows only 1 additional use*
*Bartholomew legends can use it 5 times per battle, regardless of what rank is used on*

Paw arts: Slapping thrust pressure cannon (Nykyujutsu: Tsuppari Pad Hō)
Rank: A
Type: Attack
Range: Short-mid
Chakra: 30
Damage: 60
Description: Bartholomew clan members first plant both their feet firmly on the ground by means of a sumo-style foot stomp. Then, throwing their palms forward multiple times, they fire a vast number of "pressure shots" at the enemy. The way they push their palms forward and the stance they take while performing this technique resemble those used commonly in sumo wrestling. Tsuppari is a thrusting open-handed strike about the upper chest and face, a technique in Sumo.
~3 times per battle
~no paw arts 2 turns after usage
~The pressure shots move extremely fast, only sharingan of 3 tomo can predict them or
any other sensoring ability.
~Because The stance is sumo-style one must remain completely still to preform this technique. Leaving him/her open to attack.
~only three tomo sharingan can predict and avoid the pressure shots.

Village Custom jutsu
C-Ranked:

(Ninpou: Kumogakure no Jutsu)- Ninja Art: Hidden Cloud Technique
Type: Supplementary
Rank: C
Range: Long
Chakra Cost: 15
Damage: N/A
Description: Usable by most members of the Hidden Cloud village, this technique creates a very thick group of ground-level clouds that covers the battlefield. The clouds are many times thicker than mist from the Hidden Mist counterpart jutsu and thus makes it harder to see and even more difficult to breathe in the clouds. Cloud ninja have no trouble breathing as they reside at such high altitudes that they have grown used to the atmospheric pressure, but against regular shinobi unfamiliar with life in the Hidden Cloud Village, they could potentially suffocate if the clouds are not dispersed within 5 turns. Like the Hidden Mist counterpart, the clouds are made up of the users chakra, making it impossible for Sharingan users to effectively use their sharingan in the Hidden Clouds.
Note: Can only be used two times a battle

B-Ranked:

(Raiton: Ryuusandan Haratsu Ami) Lightning Release: Shrapnel Explosion Net
Rank: B
Type: Attack
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user charges a large amount of raiton chakra into a single kunai/shurikan and throws it at the opponent. The user then may preform a single hand seal and cause the raiton built up within the kunai to explode outwards causing the object to explode into multiple, metal shards covered in raiton that are connected to each other by a multiple electrical currents, creating a net effect that will easily subdue an opponent.

A-Ranked:

Raiton: Raiya Houchou (Lightning Release: Lightning Arrow Step)
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra: 30
Damage: (60 if used to attack)
Description: By harnessing the earth's electrical fields to generate electricity, this works as long as the user's legs are connected to the earth. When in use, this allows the user to nearly instantly to close short distances and strike within the same motion. Usable at distances of several feet or less, this allows one to deliver an electrically charged palm thrust should it connect. If no contact is made between the ground and the user's legs, this is unusable. There is a downside as the user cannot change directions once the technique is initiated, thus allowing a more skilled opponent to dodge if they see it coming.

(Raiton: Hiraishin no Jintai) -Lightning Release: Human Lightning Rod
Rank: A
Type: Supplementary/Defensive
Range: Short-Mid
Chakra: 30
Damage: 60 (if opponent is within the field)
Description:The user emits a powerful field of electrical energy; anyone caught within it gains a negative charge. The user positively charges the air around him, meaning that if the opponent is within the field he/she is constantly shocked by lightning. Although, raiton jutsu are almost impossible to dodge while within the field, the field only extends 10 meters from the user. This jutsu also does a great job of disrupting electrical jutsu aimed at the user.
(Last 3 Turns)
(Usable only once)

Raiton: Chidori Zenkai - (Lightning Release: One Thousand Birds Perfect Form)
Rank: Forbidden
Range: Short-Long
Type: Attack
Chakra: 50
Damage: 80 (-25 to user)
Description: The User will create a Chidori within the palm of his clenched fist. As he unclenches his hands, the Chidori will burst into 1 thousand birds of lightning, controllable by the user. Upon being released, a highly blinding light is released, making it impossible to see the user and likewise blinds sensors momentarily (until the birds are fully released). The birds themselves hold combustive properties, causing a localized explosion as they collide into their target, causing multiple explosion capable of affecting everything within mid range of the target. The user is also able to release the birds and later have them split into two separate groups, dropping the power of the them slightly. If done in this way each group of birds create a smaller explosion that spans short range of their location and carries S rank strength, but this allows the second half of the birds to maintain the same power as those birds, S ranked strength. If used this way, the user can only use one other jutsu that turn. This is noted as the Chidori's most powerful form after Kirin.
Note: Can only be used once
Note: After using, the user cannot use any lightning based jutsu for 2 turns.
Note: From the high concentration of lightning in his hands, the user is unable to use hand based taijutsu of A rank and higher for 1 turn and hand seal speed is slightly lower for one turn.
Note: If released as two sep
Note: Byakugan users are not blinded by the initial release of lightning.
 
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Ice techniques.

Created:

4. Hyouton: Rafaeru no heiki - Ice Release: Armament of Raphael
Type: Offensive/Defensive
Rank: A - S
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user generates a massive amount of black snow from their body or a preexisting source of Ice that cascade and close in on the opponent. The mass/wave snow is released with great force similar to Earth Release: Earth Slab. Once the snow is released, the user can manipulate its shape to form compacted bullets of snow, spikes etc. However, this technique is capable of serving a second function. Similar to mechanics of sand and how it is able to crunch and grind earth to form more sand, Armament of Raphael is capable of grinding and shredding other ice techniques and turning them into snow to increase the power and size of this technique by one rank. Armament of Raphael can be used 4 times per battle. This technique can only be taught by Goddess.
Taught: Inch


5. (Dai Tenshi no Gundan) Ice Release: Legion of Archangels
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user focuses Ice chakra into their bodies, air, or preexisting source of Ice to create large golems of Various forms of Ice that are semi sentient and act independently from the user. This requires the user to only sustain their existence with chakra for a set duration of time. There is a total of two different golems/statues that can be created. They are: Gabriel and Azrael.

Azrael, The Angel of Death – Azrael is an angel completely made of hardened black/transparent snow allowing the opponent to see through him. He dawns an Ice armor worn by all Archangels of heaven. Like Black Ice/Snow, Azrael’s subtle transparent appearance allows him to “camouflage” his appearance similar to a chameleon. Azrael is capable of using all Ice techniques the user knows up to and including S rank and without the use of handseals. The ice techniques he uses can be either used using his body as a source or creating the ice from the ground/air etc (however they're usually created). When created from his body, all ice techniques gain the same transparency and level of camouflage Azrael himself has. Azrael is the perfect Archangel for stealth and offensive purposes.

Gabriel, Messenger of God – Gabriel is an angel made out of compacted White Snow as opposed to Azrael’s Black snow. The white snow represents his purity as God’s most trusted messenger. Similar to his brother Azrael, Gabriel is covered with ice based armor from head to toe. Unlike his brother Azrael, Gabriel has wings made of snow allowing him the ability of flight. Instead of using ice techniques, Gabriel can use his form to breakdown and grind together other Ice techniques on the field and ‘absorb” them into himself allowing him to double in size . This is an S rank ability. Gabriel is also capable of using Custom Fighting Styles (only those based on non-elemental chakra, ice, wind or water and Basic Taijutsu)

Each of these golems last a total of four turns. Only one can be on the battlefield at a time. Also each can be created a maximum of one time. The user can't use S-Rank or above Ice Release on the turn this is deactivated or destroyed.
Taught: Inch

Both approved:

6. (Hyouton: Hijiri kurosubō, Gandiva) Ice Release: Holy Crossbow, Gandiva
Type: Supplementary/Defensive/Offensive
Rank: S-Rank
Range: Short(Creation) – Long (Reach)
Chakra: 40 (-5 per turn)
Damage: N/A
Description: Holy Crossbow, Gandiva is a Crossbow created by the user made entirely of ice. The user can either generate the Bow from their body, existing sources of Ice such as other Ice techniques, or even materialize it out of thin air by freezing and condensing water particles to shape the bow itself in its entirety. Gandiva can be wielded in Hand or on either wrist of the user. The bow is white/semitransparent containing a corkscrew that protrudes out of the arrow shelf of the weapon. This serves as an accurate way to pinpoint attacks easily and negate any sway the user while wielding the bow. The bow can shoot arrows that are instantly created dealing S rank damage. The amount of arrows can increase to hit multiple targets but the power of the arrow divides between the arrow. Creating Additional/multiple arrows don’t count as an additional move per turn. The user is allowed to fire as many arrow as he/she wants at once as long as they all add up to S rank damage. The arrow(s) fired from this bow at an extremely fast pace, traveling at the speed of an arrow. The Bow itself can also be used as a source of Ice to quickly generate techniques in quick succession with the arrows fired. Once an arrow(s) are shot from this crossbow, it automatically reloads itself by materializing an ice bolt. Each barrage of arrows fired counts as one of the user's moves per turn. The Holy Longbow, Gandiva can be maintained as long as the user has enough chakra to pay the chakra cost. If destroyed, the Crossbowcan be made again but can only be made a maximum of three times per battle. While Gandiva is active, the user can only use water, wind, ice and other non elemental field such as Advanced Ninjutsu etc.
Approved:
Taught Inch:

Learned:

Hyouton shimo hitonomi gekido ) Ice Release: Frost Bite Rage
Type:Supplementary
Rank:S
Range:Self
Chakra Points:50(-10 per turn to keep active)
Damage Points:N/A +1 rank to ice jutsu
Description: The user will release a large amount of water and wind chakra around him gathering all the moisture in the air of a 10 meter radios and cover himself in it. This will look like the user skin tone is becoming lighter til it becomes pure Bluish-white, which in turn raises his/her defense due to be covered in ice(Basically able to block shurikens and kunais without special properties). In this form all Ice techs released from the user are 1 rank stronger and when he touches something, it causes a minor case of frost bite, making taijutsu more effective. The user can not be harmed by fire of B rank or below as the ice around him would keep him cold and not injured.
Notes:
-Can only be used thrice
-Last 4 turns
-No more ice Jutsus above A rank for 2 turns after jutsu ends
-can only use ice jutsu Water jutsu, wind jutsu and taijutsu while in this mode
-User will suffer a -10 to their health after the jutsu deactivates

:Hyouton: Koori Yoroi)-Ice Release: Ice Armor
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30(-10 per turn to keep active)
Damage Points: N/A
Description: The user will make the hand seals tiger dog boar and focus his wind and water chakra to every cell in his body he will then make the tiger hand seal once more and release the chakra and the chakra will take a form around the users entire body in the form of armor ( like the armor in the the land of iron only made of ice) The special part about this armor is that where the joints are, the armor is made of movable snow so that his movement is not hindered.

Note: Only lasts Four turns
Note: Usable three times per battle
Note:After the jutsu wears off the user can't use it again for 2 turns
Note: User is only able to use Water,Wind, Ice,ninjutsu and taijutsu while using this armor.
Note:After the jutsu wears off the user can't use it again for 2 turns
Learned:

(Hyoton: Chanpion no Komando)-Ice Release: Champion's Command
Show
Type: Offensive, Supplementary, Defensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will perform four hand seals and focus their chakra into a snowstorm of their creation (any technique which causes snowfall will do). Once this has been accomplished, the user will be able to begin using this chakra as a means by which to control the snow falling the blizzard to accomplish a myriad of purposes. By condensing the falling snow particles, the user is able to create small tools, pillars and shields of highly condensed snow, which they will then be able to freely direct. This condensation is a visible process, as a large amount of snow is gathered to form the tools. Although these tools are made of snow, they are extremely dense and act as a solid in any shape, meaning that a knife created from this jutsu would cut you just as well as a steel one. Because a lot of snow is required to achieve this density, the larger a tool the user creates, the longer it will take to form.

Alternatively, the user can manipulate the strong wind currents of the blizzard to combine with the snow to form snow-saturated gusts of highly variable uses and powers. The powerful sweeping wind currents of the blizzard will be focused to the user's purpose and loaded with so much snow that they act almost as a solid, yet without losing the fluidity of the actual wind. The user can shape these snow gusts into vortexes, blasts, or non-harmful swirls as they see fit. The formation of these snow-saturated gusts is also a visible process.
Note: Both snow tools and snow gusts must be created at least three meters away from the target to have any offensive effect as they must gain momentum to really be damaging.
Note: Usable six times per conflict.


Hyoton: San-sa no Dōbu~tsuen)-Ice Release: Sansa's Menagerie
Show
Type: Offensive, Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: Inspired by the animal themed jutsu of the Hidden Snow Ice Users, Skaldi's Menagerie is a technique used to combine a strong offense with environment altering affects. The user forms a set of four hand seals and focuses their ice chakra into the area directly in front of them, causing an animal of the user's choosing to appear. The animal exists as a perfect ice replica of its breathing counterpart, and is condensed with a great deal of ice chakra. The animal acts as a conduit for the jutsu's secondary effect: a large patch of ice (encompasses short range on all sides) is left on everything touched by the animal. As a result, the animal is quite dangerous to the touch and is capable of leaving a patch of ice in its wake to further assist the user. The user will be able to control the animal mentally, and as such can give commands to do things like charge down the enemy or spread ice around the battlefield.
Note: While this jutsu is active, the user will only be able to use two jutsu per turn.
Note: Lasts a maximum of three turns.
Note: Usable twice, with a three turn cooldown
Note: Can only use Ice Release while this is active (Unless the user has knowledge of Y/Y).

(Hyoton: Natsu no Yuki)-Ice Release: Summer Snows
Show
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Summer Snows it a technique thought up in order to allow the user to create ice in temperatures and situations that are not normally suited for it. By continuously focusing an additional 10 chakra points per jutsu, the user will alter the way they form ice techniques in order to cause them to form at a default lower temperature. This allows the user to circumvent attempts to prevent stop others from blocking ice jutsu from being used through methods that alter the freezing point of water, such as imbuing the area with salt or fire. These sorts of method seek to prevent Ice Release from working by lowering the freezing temperature of water, thus causing the Yuki's normal method of state manipulation to fail. This technique, however, allows the user to account for that difference by affording more chakra to the state manipulation aspect, allowing the user to start their ice jutsu off with a far lower temperature than is normal. It is important to note, however, that this default lower temperature does not make the ice any more resistant to fire or other heat related techniques, as not actual strength is being added to the jutsu. Activation of this technique is instant and does not consume any time whatsoever.
Note: Can only be used thrice and lasts four turns.
Note: Throughout the duration, the user is unable to pick and choose what jutsu this is applied to. The extra 10 chakra must be expended.

All 3 Learned:
 
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CFS

Frostbite Fist - Learned


(Tōshō no Ken: Furosutonippu)-Frostbite Fist: Frostnip
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: 40
Description: The user will gather and focus ice chakra into their fists and quickly strike at a target with a series of open palmed attacks, similar to the way one would attack when using Gentle Fist. Much like the Gentle Fist, the movements of this technique focus on speed rather than strength, and as such, they tend to be quite quick. As they make contact with the target, the user will push an amount of ice chakra into the target's body in the form of a cold 'wave.' The wave will be about the size of the user's fist. This wave of chakra rapidly freezes the tissues of the surface skin in the area that the punched. The result of the skin being frozen is initially itching and considerable pain, however, after a full turn of feeling pain, the afflicted area will go numb, which can make using this body part to fight difficult. After four turns of numbness, the skin and tissues thaw, allowing the body part to function normally once more.
Note: A maximum of three touches can be performed per time this jutsu is used.
Note: Punching the same location multiple times will yield no additional affect.
Note: Can only be used by Frostbite Fist Users.

(Tōshō no Ken: Furosuto no Sunappu) Frostbite Fist: Frost Snap
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user will gather and focus ice chakra into their fists and quickly strike at a target with a series of open palmed attacks, similar to the way one would attack when using Gentle Fist. Much like the Gentle Fist, the movements of this technique focus on speed rather than strength, and as such, they tend to be quite quick. As they make contact with the target, the user will push an amount of ice chakra into the target's body in the form of a cold 'wave.' The wave will be about the size of the user's fist. This wave is more powerful than the one used in Frostbite Fist: Frostnip. The area that this wave passes through will have its tissues within the surface skin will be frozen, as well as some of the deeper tissues. As a result, there will be greater pain than there was in Frostnip. In addition to this pain, the skin is frozen and hardens. After a full turn of dealing with this pain, the location will become numb, making usage of the body part difficult. Two turns after this jutsu was used, the skin hit will form painful black blisters, although, the target will be unable to feel the pain until the numbness wears off. After four turns of numbness, the skin will thaw, and the target will be inflicted with great pain due to the blisters.
Note: A maximum of two touches can be used per time this jutsu is used.'
Note: Punching the same location multiple times will yield no additional affects.
Note: Can only be used by Frostbite Fist users.
Note: Can only be used three times

(Tōshō no Ken: Tōshō)-Frostbite Fist: Frostbite
Type: Offensive
Rank: S Rank
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user will gather and focus ice chakra into their fists and quickly strike at a target with a series of open palmed attacks, similar to the way one would attack when using Gentle Fist. Much like the Gentle Fist, the movements of this technique focus on speed rather than strength, and as such, they tend to be quite quick. As they make contact with the target, the user will push an amount of ice chakra into the target's body in the form of a cold 'wave.' The wave will be about the size of the user's fist. This wave is more powerful than the one used in Frostbite Fist: Frost Snap. As a result of this, the muscles, tendons, blood vessels and nerves that were hit by the wave all freeze. Because of this, the skin in this area will turn hard and feel waxy, and the body part will become temporarily unusable, and the user will lose all feeling in said body part. After two turns, the afflicted area will form large purple blisters where the wave originally passed through. After three turns of being unable to use said body part, the target will once more be able to use it, though they will feel an extreme amount of pain in the inside of the afflicted area due to the freezing, though they will still have no feeling on the outside sections of the body part. Unless the target is treated by a medical ninja, they will have loss of feeling in the afflicted area due to nerve damage for the rest of the fight.
Note: A maximum of one touch can be used per time this jutsu is used.
Note: Can only be used by Frostbite Fist users.
Note: The user will be unable to perform any Frostbite Fist jutsu for the following turn.
Note: No A rank or above ice ninjutsu the following turn.
Note: Can only be used twice.
 

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Aburame Techniques:

7. Jewel Wasps - (Jueruhachi)
Type: Supplementary/Offensive/Defensive
Rank: N/A
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Upon birth, like other Aburame, insects are infused and imbedded within their own body allowing the symbiosis between the insect and the host. Insects, through the vehicle of evolution, are capable of spawning multiple generations of young, going through the natural process of mutation to ensure their survival. For this reason, Aburame Insects adapt to the environment present in the ninja's body in order to survive. This process and basic concept applies to Jewel Wasps. Jewel Wasps are a unique insect that has been adapted to the environments contained within Delilah's body, a Sage Transformation user. The wasp has a metallic blue-green body, with the thighs of the second and third pair of legs red. Due to this, Jewel Wasps have adapted to the physiology of Sage Transformation bios, having evolved as the user progressed through life. As a result, Jewel Wasps themselves have become accustomed to Nature Energy intake even going as far as to be infused with it and passively absorb it similar to the Sage Transformation user. Often even feasting and developing their young in the fluids of the Sage Transformation, becoming akin to it and having it incorporated into their very physiology, giving them the ability to secrete the fluid in the similar manner. Similar to the basic Destruction Bugs, They are capable of flight, swarming up into shapes, communication with the user and among themselves through usage of pheromones, and chakra sensory. Females are capable of injecting eggs into targets passively once they make contact with the target, allowing the Jewel Wasps to multiply in number as they sprout from their enemy. To grow in to maturity, the eggs leech chakra off of their targets at a rate of -30 chakra per turn until they reach 60 chakra siphoned or these eggs develop into larvae then into full grown Jewel Wasps after two turns, which ever occurs first. Upon maturity, the Jewel Wasps sprout of the targets body by burrowing their way out, causing a minimal 10 damage to the target. Damage is dependent on the size of the target and the rank of the technique used to manipulate these insects, higher the rank, higher the damage. However, the real power of Jewel Wasps are their ability to make use of their modifications and synergy with Sage Transformation, able to go through metamorphosis and physical changes through the usage of the Senninka fluid secretions they are birthed in and adapted to that are now present within their own bodies. These transformations as well as their purposes can vary widely from an increase in size, speed and attack power, to an change in how the Jewel Wasps function granting them new abilities temporarily, similar to how Senninka Fluid can grant the Sage Transformation user flight, cannons, etc. These will be submitted as separate customs.
Note: Logically, this does not allow the user to perform Senjutsu of any kind.
Note: This is a passive technique, meant to describe the insect, and does not entail a sort of manipulation.
Note: Techniques which require destruction bugs (Kikaichuu) are replaced with Jewel Wasps instead.
Note: Must be a member of the Aburame Clan and Sage Transformation Clans, simultaneously.
Note: Due to being infused with raw Nature Energy and Senninka fluid, Jewel wasps are stronger than normal Kikaichuu, increasing their strength over Organic Elements, Poison and Taijutsu, gaining a +20 damage boost against them.

Taught to:

8. Nuptial Flight - (Kon'in hikō)
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A (+1 Rank or +20 to Aburame Techniques)
Description: Nuptial Flight is an Aburame Technique centered around insects and their reproductive habits. The insects within the user's body will release a powerful pheromone within the Aburame's body. This pheromone, like all pheromones, are chemical based signalling and communication between insects of the same hive. The pheromone specifically signals the hive to begin reproductive cycles at a heightened rate, increasing their spawn rate tenfold. This gives the user access to more insects to utilize with techniques, increasing swarm size and power due to the increased number of insect bodies. As a result, activation of Nuptial Flight, increases the range of Aburame techs by an additional range while also increasing the strength of Aburame Techniques by a rank or +20 damage for S rank Aburame techniques. The process of Nuptial Flight lasts for a total of 4 turns with a three turn cool down in between usages. Nuptial Flight can be used up to three times per battle and can be applied in the same time frame as another Aburame/Bug Based Technique, however still costing a move that turn.

Taught To:

9. Allure of Darkness - (Yami no yūwaku)
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: Allure of Darkness is an Aburame technique focused on the release of pheromones on to their targets. Pheromones are powerful chemical signals, normally don't give off a scent and are largely only detected by insects with the receptors to perceive them. The user begins by commanding their bugs to release a powerful "marking" pheromone into the air, whose chemical "scent" latches on to their opponent or target. These pheromones act as a guide for the insects to trace their way back to their target. This allows insects to track their targets and follow the opponent, turning Aburame techniques into homing attacks that persist until the pheromone fades off or the incoming attack is destroyed. Due to the pheromone scent attracting the aburame insect, Allure of Darkness allows these insects to follow their target without any extra input or commands from the host(the user). However, there is a strict range limit on how far the pheromones can work. If the opponent enters long range, the chemical signal would be too far for the insects to pick up and thus would be free from the effects of Allure of Darkness as long as they are Long Range away from the insects. Allure of Darkness lasts for a total of three turns, with a two turn cool down in between usages. Can be used three times per battle.

Taught To:

10. Sage Transformation/Aburame Technique: Allomerus - (Senninka/Aburame Jutsu: Allomerus)
Type: Defensive/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Allomerus is an Aburame/Sage Transformation technique developed by Delilah Copperspoon through the usage of her unique insect breed, the Jewel Wasp. Using their inherent chakra sensing abilities and drive to protect the host (user) at all costs, the insects are able to leave the host body to come together and form a shield to protect the user from any incoming attacks, without the need of input from the user. Thus allowing them to intercept techniques on the user's behalf. The Jewel Wasps using their innate ability to change their form will begin to secrete Senninka Fluid within their bodies , using natural energy to change the very shape of their being. Each individual insect undergoes a transformation that allows them to develop spiked, hardened shells around themselves. Strength in numbers allows for these fortifications to amount to something impressive. While under effects of active transformation, like Sage Transformation techniques, this formation is capable of clashing with elements with Neutrality due to it's Nature Energy infusion and has the ability to encompass 5 meters around the user. Due to this spiked formation of the Jewel Wasps, opponent/entity physical contact with the Jewel Wasps result in damage to that target, due to piercing spikes, as well as biting/stinging from the insects themselves. This technique can be used three times per battle with a two turn cooldown in between usages.

Taught to:

11. Aburame Hijutsu: Myrmeleo - Aburame Secret Technique: Myrmeleo
Type: Offensive
Rank: A-S
Range: Short - Long
Chakra: 30-40
Damage: 60-80
Description: Myrmeleo is an Aburame technique focused on pure offense using the ability to shape the swarm into different shapes for offensive purposes. Much like a basic manipulation technique, the user is able to manipulate their swarm to form weapons such as swords, axes etc. only limited by the user's imagination. This is done by compacting insects together to form tightknit semi solid structures that have physical impact behind them. Much like other manipulation techniques, this technique can be used immediately from the body by releasing insects from their body that compact together to form the shape the user desires'. Alternatively, the user is capable of manipulating insects that have already left the host body to form these shapes. The unique aspect of Myrmeleo is the effect the chakra absorption capabilities of these insects have. Due to their compact and close nature, when intercepting the target, the chakra absorption capabilities of the swarm become enhanced. This is due to the fact that the chakra absorption is localized on that one aspect of the target rather than scattered around it, allowing them to absorb more chakra than usual, up to three times the normal amount(S-ranked variant). Myrmeleo (A-rank) can be used up to three times per battle with a turn cooldown between usages, S ranked Myrmeleo can only be used two times per battle with a two turn cool down in between usages.

12. For the Colony - Koroni no tame ni
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A (80)
Description: For the Colony is an Aburame technique based around the detonation of ones insects to cause lethal damage. It can be used in two ways: as on offensive measure where this techniques produces its own swarm to carry out the detonation or the manipulation of a preexisting swarm for the detonation. For the first usage, the user is summons a swarm from their body that they use to converge on the opponent. The user then commands the insects to release a self-destruct pheromone instructing each insect within that hoard to rapidly release the chakra they constantly feed on from the user outward into a large blast that can create a decent sized crater. The second usage of this technique can be used on a preexisting swarm, following the same logic as the first, the user commands their insects to produce a self destruct pheromone within the swarm, causing them to rapidly expel chakra causing a detonation. When used in this fashion the detonation damage becomes equivalent to the parent technique's. Logically, the scope of the explosion depends on the size of the swarm used. In the first application, the swarm size is large enough to cover a 6 x 6 meter radius in which the resulting explosion will be that size. The second application is dependent on the size of the targeted swarm but the explosion size cannot exceed the scope of Mid Range. This technique can be used three times per battle with a two turn cooldown in between usages. After usage, No Aburame techniques above A-rank can be used in the following turn. The secondary application of this technique can be applied in the same timeframe as another Aburame Technique. Note: This in no way doubles the damage of an Aburame Technique. Rather replacing the Aburame technique with an explosion in its place.

Taught to:

13. Spider Summoning/Aburame Technique: Wyrmwood Regalia - (Kumo Kuchiyose/Aburame No Jutsu: U~irumuuddo Regaria)
Type: Supplementary/Defensive
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Wyrmwood Regalia is an Aburame/Spider Technique based on the ( Hijutsu: Mushi Miyu ) Secret Technique: Insect Cocoon. The user performs three handseals to temporarily increase the speed of the insect's development. By producing spider silk from their bodies and wrapping them in a tight fitted armor around their bodies similar to a cocoon. The advantage this has over the main technique is that the user is allowed to freely move without hinderance while their insects within their body undergo metamorphosis. However the downside is due to the movement of the user's body, the metamorphosis takes an extra turn. This allows bug techniques to temporarily acquire one of the three: the insects hunger for chakra becomes so potent they are able to absorb it directly from opponent's techniques or increase the chakra sensing capacity of the bugs to the next level allowing them to track up to x3 the user's base speed. While this tight fitting armor is active the user cannot release more insects from their body to use for techniques but are capable of manipulating swarms that have already left their body before this techniques activation(Logically the swarms outside of the body won't benefit from the accelerated development). This technique can be halted of the coating around the user is destroyed by an opponents technique, with the coating itself being able to be destroyed by A rank and below techniques. Wyrmwood Regalia can only be used twice per battle with it's effects lasting 4 turns and a three turn interval in between usages.

Taught to:
 
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Goddess

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Custom Fighting Style
Pestilence
Type: Hiden Ninjutsu
Background: Pestilence is a fighting style based on the physiology of Delilah Copperspoon and her insects known as the Jewel Wasps. She developed a fighting style that let her merge her Senninka Abilities with her insects resulting in a ghastly subspecialty of both.

Description on the Abilities and Inner Workings of the Style: Jewel Wasps, as they were infused into Delilah Copperspoon at birth have had ample time and generations to adapt to and evolve with the physiology of her body. As a result these Jewel Wasps have been accustomed to Nature Energy as far as having their very physiology infused with Senninka fluid, the very same Fluid that allows Delilah herself to transform her body into various weapons and even the capability to transform into different forms such as Complete Transformation. Specifically, Pestilence is a fighting style that incorporates the manipulation of Jewel Wasps outside of the user's body and using the fluid within the Jewel Wasps allowing them to physically change their structure to either increase in size, shape, additional abilities due to their change in form or able to manipulate their form entirely similar to Complete Transformation.

Parent Technique:

Jewel Wasps - (Jueruhachi)
Type: Supplementary/Offensive/Defensive
Rank: N/A
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Upon birth, like other Aburame, insects are infused and imbedded within their own body allowing the symbiosis between the insect and the host. Insects, through the vehicle of evolution, are capable of spawning multiple generations of young, going through the natural process of mutation to ensure their survival. For this reason, Aburame Insects adapt to the environment present in the ninja's body in order to survive. This process and basic concept applies to Jewel Wasps. Jewel Wasps are a unique insect that has been adapted to the environments contained within Delilah's body, a Sage Transformation user. The wasp has a metallic blue-green body, with the thighs of the second and third pair of legs red. Due to this, Jewel Wasps have adapted to the physiology of Sage Transformation bios, having evolved as the user progressed through life. As a result, Jewel Wasps themselves have become accustomed to Nature Energy intake even going as far as to be infused with it and passively absorb it similar to the Sage Transformation user. Often even feasting and developing their young in the fluids of the Sage Transformation, becoming akin to it and having it incorporated into their very physiology, giving them the ability to secrete the fluid in the similar manner. Similar to the basic Destruction Bugs, They are capable of flight, swarming up into shapes, communication with the user and among themselves through usage of pheromones, and chakra sensory. Females are capable of injecting eggs into targets passively once they make contact with the target, allowing the Jewel Wasps to multiply in number as they sprout from their enemy. To grow in to maturity, the eggs leech chakra off of their targets at a rate of -30 chakra per turn until they reach 60 chakra siphoned or these eggs develop into larvae then into full grown Jewel Wasps after two turns, which ever occurs first. Upon maturity, the Jewel Wasps sprout of the targets body by burrowing their way out, causing a minimal 10 damage to the target. Damage is dependent on the size of the target and the rank of the technique used to manipulate these insects, higher the rank, higher the damage. However, the real power of Jewel Wasps are their ability to make use of their modifications and synergy with Sage Transformation, able to go through metamorphosis and physical changes through the usage of the Senninka fluid secretions they are birthed in and adapted to that are now present within their own bodies. These transformations as well as their purposes can vary widely from an increase in size, speed and attack power, to an change in how the Jewel Wasps function granting them new abilities temporarily, similar to how Senninka Fluid can grant the Sage Transformation user flight, cannons, etc. These will be submitted as separate customs.
Note: Logically, this does not allow the user to perform Senjutsu of any kind.
Note: This is a passive technique, meant to describe the insect, and does not entail a sort of manipulation.
Note: Techniques which require destruction bugs (Kikaichuu) are replaced with Jewel Wasps instead.
Note: Must be a member of the Aburame Clan and Sage Transformation Clans, simultaneously.
Note: Due to being infused with raw Nature Energy and Senninka fluid, Jewel wasps are stronger than normal Kikaichuu, increasing their strength over Organic Elements, Poison and Taijutsu, gaining a +20 damage boost against them.


This is done by using the connection the host (the user) and the insects (the Jewel Wasps) have. The user being able to communicate and command these insects without much effort. Using this symbiosis between man and insect, the user commands his insects once they leave his body to secrete the fluid and have it infiltrate every section of their being. This allows the insects to, in-kind, transform their bodies and achieve new forms and growths similarly to how the user would transform and shape their own bodies to achieve new forms or manipulate their bodies to their liking when using Senninka. The infusion of Natural Energy these transformed insects have give them neutrality to elements similar to other Sage Transformation techniques. The transformation of these insects happen rapidly and suddenly taking little time at all, an advancement they have over their normal metamorphosis process. And eggs laid by these insects while they are transformed will hatch in the same form as their parent. As a result, Pestilence is a fighting style that allows for variable combinations for Aburame techniques not possible through normal means.

Example Techniques:

Pestilence: Gigas
Type: Supplementary
Rank:
Range:
Chakra:
Damage: N/A
Description: The user commands their Jewel Wasps to secrete Senninka fluid throughout their body causing them to go through a rapid metamorphosis. The insects start producing extra chitin, start the rapid production of flesh etc. allowing them to increase in size and ferociousness. The Jewel wasp begins to grow extra appendages such as pincers, bladed weapons from their body and jet boosters from their back to increase their flight speed.

Pestilence: Shift
Type: Offensive
Rank:
Range:
Chakra:
Damage: 60
Description: The user influences their bugs to undergo a metamophosis that causes them to grow chakra canons on their bodies. The insects then let out a powerful blast of energy capable of leveling a small building.

Additional effects and Restrictions:
Must have Aburame and Sage Transformation Simultaneously.
Must have learned Jewel Wasps.
Specialists of this Style are capable of Entering battle with their insects already possessing at least one transformation, this transformation must be stated on the user's bio.

Approved: https://animebase.me/threads/custom-fighting-style-submission.764489/page-5#post-22021892

Approved Techniques:

(Ekibyō: Shub-Niggurath ) - Pestilence: Shub-Niggurath
Type: Supplementary/Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: By manipulating their Jewel Wasps to secrete Senninka Fluid and undergo rapid metamorphosis, they achieve a form known as Shub-Niggurath. The user influences this change by commanding his insects to take on a transformation similar to their own Complete Sage Transformation. The release of senninka fluid within their bodies causes rapid growth and generation of chitin, flesh, musculature and various insects parts. As a result, these insects are the largest of the Pestilence Transformations , being roughly the size/length of full-grown human hand. In addition to this, each Jewel Wasp has enlarged pincers capable of gnawing and slicing through solid materials such as metal and rock or enough bite/crush force to sever body parts. Shub-Niggurath differs from other Pestilence transformations as it focuses on the raw and brute strength each insect is capable of. This translates to a +25 increase in power to Aburame based techniques. However, this is not without drawback. While transformed into their Shub-Niggurath form, the user would unable to use techniques that would otherwise require precise chakra control such as Genjutsu, Fuuinjutsu or similar complex fields/techniques , specifically locking them to Sage Transformation, Aburame, and Pestilence techniques, as well as Taijutsu, Kenjutsu. Shub-Niggurath lasts for 4 turns and can be used two times per battle with a three turn cooldown in between usages. After the time limit on this technique ends, the user cannot use any Pestilence techniques in the same and the following turn due to the potential strain on their insects. Due to Pestilence being focused on transform on insects outside of the user's body, can be applied to another Aburame Technique within the same timeframe as its usage or it can be used to transform a swarm of Jewel Wasps that are already present outside of their body in this case, not in the same timeframe.

(Ekibyō: Wasurerarenai jōhō-gen) - Pestilence: The Unbegotten Source
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The Unbegotten Source (TUS) is a Pestilence technique derived from "Insect Technique: Splicing" where the user sends a chakra signal to an active swarm to split apart while maintaining an active structure. TUS pushes this concept to its extreme in conjunction with the capabilities of Jewel Wasp and Pestilence. By sending a chakra signal to his/her active swarm the user is able to divide the swarm into two halves able to command both halves of the swarm to carry out distinctly different functions. Using this fundamental concept, this allows the user to use two pestilence transformations within the same swarm, commanding one half to take on one form while the other half takes on another. This essentially this allows you to perform two transformations within the same timeframe through the passive activation of this technique. Though passively activated, the subsequent transformations chosen still take up a respective move in that turn, (two transformations result in two moves in that turn although they occur in the same timeframe). The Unbegotten Source can only be used three times per battle with a three turn cooldown in between usages

(Ekibyō: Soto no kamigami no tensei) - Pestilence: Transmigration of the Outer Gods
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Transmigration of the Outer Gods is a Pestilence Technique centered around one of the core capabilties of the fighting style which is the rapid change and metamorphosis of insects through the use of their Sage Transformation(Senninka) fluids within their body. Transmigration of the Outer Gods essentially allows the user to command the Jewel Wasps to re-secrete Senninka fluids within the insect's body allowing them to undergo a second metamorphosis. However, this ends the current form they have currently taken essentially allowing the Jewel Wasps to quickly switch between transformations allowing for mix-ups. Transmigration ends the current Pestilence transformation and near instantly replaces it with another, causing the insects to replace their extra appendages/unique aspects with that of a new transformations. However, this is not without drawbacks. Ending transformations early still have their restrictive effects in place i.e. if you can't use that transformation for three turns after it ends that restriction still applies if you end it early. Also, this does not allow the user to switch into transformations that are currently out of usages or are one cooldown. Transmigration of the Outer Gods is passive in activation itself however requires the user to post the respective transformation they want their insects to go into. Transmigration of the Outer Gods can be used a maximum of four times per battle with a one turn cooldown in between usages.
 
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