Kashin's customs

Excision

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My customs:
  1. (Genjutsu: Tarotto rīdingu, kōshukei no otoko) - Illusion Art: Tarot Reading, The Hanged Man
  2. (Jiton: Satetsu Supaiku Hashira)Magnet Release: Iron Spike Pillar
  3. (Jiton: Shifuto Satetsu Doton)Magnet Release: Shifting Iron Earth
  4. (Jiton: Tetsu Bakuhatsu)Magnet Release: Iron Explosion
  5. (Jiton: Tetsu Funsai suru Kabe) Magnet Release: Iron Crushing Wall.
  6. (Jiton: Desutorakuto Disuku)Iron Sand: Destructo Disc
  7. (Jiton: Tetsu Dangan)Iron Sand: Iron Bullet
  8. (Jiton: Tetsu Kankaku Gairen) Magnet Release: Iron Sensory Disturbance.
  9. (Jiton: Tetsu Bunsan)Magnet Release: Iron Dispersion
  10. (Jiton: Tetsu Jozu Doragon)Magnet Release: Iron Jaws of the Dragon
  11. (Jiongu: Goma no So) - Earth Grudge Fear: Devil Conquering Phase
  12. (Jiongu:Sureddoasenshon) - Earth Grudge Fear: Thread Ascension
  13. (Yōton: Kasairyū) Lava Release: Pyroclastic flow
  14. (Yōton: Kasai no kōhai) Lava Release: Pyroclastic Devastation
  15. (Yōton: Kasai ha) - Lava Release: Pyroclastic Blade
Custom Weapon:
  1. (Shōkan) - Redemption
Custom Technology:
  1. (Tarottokādo) Tarot Cards
Genjutsu:
(Genjutsu: Tarotto rīdingu, kōshukei no otoko) - Illusion Art: Tarot Reading, The Hanged Man
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: 60 (Mental damage)
Description: This is a unique illusion that uses a tarot card as a medium to induce the illusion. The user will draw a card from their deck of Tarot cards, with the image of "The Hanged Man". In seeing this card the target/targets (Max of 3), will be bound in the illusion. "The Hanged Man usually indicates a lack of ability to help oneself through independent action". Upon seeing the card the target/targets will feel straw grow around them as hard as steel wrapping around them, binding them. This straw binds them pulling them into a T shape pose as they feel themselves pulled up onto a cross. In the illusion they will look as they have been made into a scarecrow, in reality they will just be paralysed, unable to move from the binding. As they remain bound the straw grows tighter around them, crushing them, causing the pain to do mental damage.

Note: Usable three times per battle with a turn between uses.

Approved here: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22014522
Taught: Jonbro, Taisho, Serpent, Arthorius

Prototype:

Abilities: nin, gen, tai, ken, fuuin, dark threads
Elements: Water, earth, fire, storm, ice. Rain, smoke

Primary: Earth

Increased damage resistance: -20

Apex kenjutsu: Rain cw, dark threads cw

Extra: Smoke screen (S rank body of smoke)

Smouldering smoke ash

body of storm

Urahara bankai


Looks:

Personality:
Perhaps as a result of his difficult childhood, Alex is a callous, spiteful, and cold-blooded individual, both paranoid and borderline sociopathic. Most notably, prior to the kinjutsu applied to his body, he released poisons from the lab he was confined to, killing most of it's staff. His motivations and plans are utterly personal and he rarely takes human cost into account, being able to murder scores of humans without remorse or hesitation. However, Alex is not completely cruel and heartless; he deeply trusts and cares for his younger sister Dana, having been the only real paternal figure for her, and had what can be assumed to be a loving relationship with Karen Parker. Unfortunately, after repeated betrayals and mishaps during his travels, Mercer's worldview became increasingly cynical and nihilistic.


History:
 
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Excision

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Magnet Release


Created Jutsu:
(Jiton: Satetsu Supaiku Hashira)Magnet Release: Iron Spike Pillar
Type: Offensive
Rank:A rank
Range:Short-Mid
Chakra: 30
Damage: 60
Description: The user will form two hand seals and channel their Magnetic chakra into the ground below the opponent and cause a small portion of iron sand will rise up and wrap around the opponents ankles. The Iron sand will lock the opponent in place making them unable to move. Once locked in place, the Iron sand will pierce into the opponents skin, digging deep into the bone. Once impaled, the Iron sand will move its way up the opponents legs, spiking outwards severing muscles and cracking the bones until it reaches the hips. Once the Iron sand reaches the hips, the Iron sand will spike out in all directions piercing several internal organs causing severe internal damage. Severing connection with the ground won't stop the Iron sand from climbing up the opponents body, requiring a full body chakra surge of equal rank to stop the chakra. Once deactivated, any Iron sand inside the opponents body will simply fall out of any wounds and become unusable to the user.

Restrictions:
Requires the opponent to be standing on Iron sand to activate.
Can only be used twice per battle.
Once inside the opponents body, the Iron sand cannot be manipulated for any other jutsu's beside this techniques use.


Taught: Delta, Anbu Kirito, Jhin

(Jiton: Shifuto Satetsu Doton)Magnet Release: Shifting Iron Earth
Type: Offensive|Supplementary
Rank: B rank
Range: Mid-Long
Chakra:20
Damage: 40
Description:While the opponent is standing on Iron sand, the user will form a hand seal and cause the sand to shift rapidly, creating a pseudo earthquake. As the sands shift, the opponent will be unable to walk or run. The sands themselves will act like water in a storm, creating waves of Iron sand which rise up and down. As the sands rise up and down, the user will cause the waves and the ground itself to fire an endless barrage of Iron Bullets, aiming to completely litter the opponent with holes while they can't dodge or move for themselves.
Restrictions:
Can only be used three times per battle.
Must be used at Mid range or the user will be affected by the moving sands.


Taught: Delta

(Jiton: Tetsu Bakuhatsu)Magnet Release: Iron Explosion
Type: Offensive
Rank: A rank
Range: Short-Mid range
Chakra: 30
Damage: 60
Description: Using pre existing Iron sand, the user will form two hand seals and channel their Magnetic chakra a few meters below the opponent. The user will create a large sphere of pure magnetic chakra beneath the opponent. Once formed, the user will change the properties of the chakra, causing it to repulse all the iron sand around it. In turn, this will cause all the Iron sand near and around the sphere to violently repulse away, without such force that it causes a shock-wave like explosion under the opponent. The power of the explosion is enough to launch the opponent several meters into the air. At the same time, the opponent will be showered by bullets of iron sand from below, which will have enough power to pierce holes in their body, effectively killing them before they hit the ground.

Restrictions:
Can only be used in adjoining turns.
Can only be used 3 times per battle.
Requires the opponent to be standing on top of a large amount of Iron Sand to activate.

Taught: Delta, Squidy

(Jiton: Tetsu Funsai suru Kabe) Magnet Release: Iron Crushing Wall.
Type: Offensive
Rank: A rank
Range: Short-Mid range
Chakra: 30
Damage: 60
Description: A basic jutsu. The user will form two hand seals and manipulate their Iron sand on either side of the opponent and raise up two two meter tall walls of pure Iron sand. Each wall is also three meters wide. The user will then alter the magnetic poles, causing both walls to become attracted to each other, and causing them to slam into each other with enough force to turn the opponent into mush. This is a very quick jutsu, making simply dodging it quite difficult.

Restrictions:
Can only be used three times per battle.
Requires Iron sand to already be around or near the opponent to activate.

Taught: Delta

(Jiton: Desutorakuto Disuku)Iron Sand: Destructo Disc
Type: Offensive
Rank: B rank
Range: Short-Long
Chakra: 20
Damage: 40
Description: Using his magnetic Chakra, the user will concentrate his Iron sand into a paper thin, razor sharp disc, anywhere on the battle field. This disc is no larger than the users palm, and once formed, once again using his magnetic chakra, the user will cause the disc to spin at extremely high speeds. With the disc spinning, the user can remote control the disc to send it flying in any direction from the formed location. This allows the disc to not only dodge any jutsu the user needs to dodge with it, but due to its small size, it is hard to see and fight against.

Restrictions

Remains active for the turn it is used in
Can only be used 4 times per battle
Must be formed at least 5 meters away from the opponent.

Taught: Delta, Squidy, Jhin

(Jiton: Tetsu Dangan)Iron Sand: Iron Bullet
Type: Offensive
Rank: B rank
Range: Short-Long
Chakra: 20
Damage: 40
Description: A simple technique. The user will compress a bullet sized amount of Iron sand anywhere on the battlefield. Once formed, the user will launch the bullet using his magnetic chakra, aiming to pierce the opponent in some vital organ. The power of this technique comes from the tiny size of the bullet, being on a few centimeters in size, making it extremely difficult to see. Also due to its size, it moves almost silently, making it simple yet effective.

Restrictions:
Can only be used 4 times per battle.
Must be formed at least 5 meters away from the opponent

Taught: Delta

(Jiton: Tetsu Kankaku Gairen) Magnet Release: Iron Sensory Disturbance.
Type: Supplementary
Rank: C rank
Range: Short-Long
Chakra: 15(and then -5 per turn)
Damage:N/A
Description: This jutsu stems from the sheer amount of magnetic chakra fluctuating around the battlefield. The user will use his magnetic chakra to create a field of Iron dust around the battle field to distrupt chakra sensorsTo keep the Iron dust around the battlefield, the user will constantly shift the iron dust from positive to negative, giving it just enough attraction and repulsion with Iron sand on the ground to cause it to float. By doing this, Sensory type ninja will have their sensory disrupted. The sensory ninja's sensing will be constantly sensing surges of chakra all over the battlefield, essentially overloading them with sensing making it so they can't tell the difference between the jutsu. Even though this is the case, this doesn't hide the user, as the Iron dust acts like a like sandstorm, only blocking chakra sensing techniques, but not blocking out the basic five senses.

Restrictions:
Once active, remains active as a passive until deactivated or until the end of battle.
Renders Sensory users incapable of differentiating iron sand chakra surges around the battlefield, however they are still able to sense different chakra natures that are not Iron sand or magnet chakra.

Taught: Delta

(Jiton: Tetsu Bunsan)Magnet Release: Iron Dispersion
Type: Supplementary/Defensive
Rank: B
Range:Self-Mid
Chakra: 20 (+10 per turn)
Damage: N/A
Description: Iron Dispersion is a bail out jutsu created for Katora when he simply can't go up against a technique, or needs to flee an opponent to better re-position for the fight. Similar to "Sand Body technique", Katora will turn his entire body into Iron sand. Afterwards, Katora will split up, dispersing all the Iron sand he has made his body up of into random directions. By doing this, Katora can dodge most techniques that are aimed to kill him. Katora can evade up to Mid range from his original position in almost any direction except into the ground itself. Once he is clear of the technique, Katora will bring all the pieces of his body back to a central location and reform his body, deactivating the technique. While dispersed, Katora cannot attack in any way. Also while dispersed, locating Katora is difficult as his chakra signature will be spread out, like flecks of chakra across the battlefield. While in this form, Katora is still able to perceive the battlefield in front of him.

Restrictions:
This technique can only last 2 turns, including the turn used, so the second turn Katora must reform.
While in this form, Katora cannot attack or perform any jutsu until he reforms.
Note: Has a two-turn cooldown after the technique ends.

Taught: Delta, Squidy

(Jiton: Tetsu Jozu Doragon)Magnet Release: Iron Jaws of the Dragon
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Channeling his chakra into pre existing Iron sand, the user will focus his chakra below the opponent and weave two swift handseals. Once done, he will shift the Iron sand, creating a 3m deep dip in the ground that drags the opponent down below ground of the Iron sand. As this happens, Iron spikes will protrude from all directions of the pit, skewering the opponent and then closing up, creating a small tombstone like affect leaving a bulge in the ground where the opponent was. The drop and the spikes happen at almost the same time, making simply dodging or avoiding it neigh impossible, as trying to jump out of the pit will more than likely still result in the opponent being crushed.

Restrictions:
Requires Opponent to be standing on enough Iron sand to activate.
Can only be used 4 times per battle


Taught: Delta

Learnt Jutsu:
(Jishaku Ninpou: Jiki hōkai) Magnetic Ninja Art: Magnetic Disintegration
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user will release his magnetic chakra into the air around him, magnetising any nearby metallic objects allowing him to not only control this metallic object but be able to reach his hand out and manipulate his Iron sand to grind the metallic object to make more Iron Sand for sand techniques.

Note: Can only be used 4x per battle
Note: Can only be manipulated for 1 Full turn
Note: Cannot use magnetic arts techniques for 1 turns after this jutsu is finished.
Note: Can only be taught by Nagato..

(Teppeki no baria)-Iron Sand: Iron Wall Barrier
Type: Defense/Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user forms a wall of iron, 3 meters thick and . Can be protected 220 degrees around the user. Only strong S-rank combinations can break through. The thickness of the barrier is proportioned to the amount of Iron sand the user uses.

Note: Advance Lightning will harm the user because its a conductor and Fire will melt it away.
Note: Can not perform any Iron jutsu for the rest of the turn.
Note: Can only be taught by Nagato..
Note: Needs one round to prepare


From Squidy:

Satetsu: Ribaundā ✦ Iron Sand: Rebounder
Type:
Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra: 20
Damage: N/a
Description: A basic technique initiated by the user with simple body movements focused in a specific direction within short range. Iron Sand: Rebounder is a distinct disk of iron sand made by the user carrying special qualities related to rebounding due to its unique structural qualities. Utilizing the versatility of iron sand each grain conjoins together much like a liquid rather than a solid, the disk(s) having a round shape, allowing flexible movement of the disk's surface when met with a physical force. Rapidly returning to its original form after being extended by force the disk of iron sand then recoils as it launches the physical object(s) in the opposite direction with a greater force than it was met with even allowing the user to propel themselves in linear directions. The user can either manifest 4 disks with a max radius of 1m all at D rank, 2 disks with a max radius of 1.5ms both at C rank, or 1 strong disk at B rank with a max radius of 2.5ms. This techniques creation is up to the user, stemming from the body, a close source, or the ground, but stays within its creation spot when made even being able to be suspended within the air. Opposing physical techniques can be rebounded as well, like a counter, but the jutsu in question has to be within the disks diameter and equal to or weaker in strength. Disks fade after usage.
>Can be used 5x per battle
>Countered jutsu returns at same strength


Sutetsu: Jiki no eikyō ✦ Iron Sand: Magnetic Influence
Type:
Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/a
Description: A technique that can be used on, or in conjunction with, another structured iron sand jutsu by waving 1 hand seal, or 1 additional hand seal when used in conjunction. Upon initiation this jutsu increases the magnetic field of an iron structure, both in power and range, making it so that the structure emits said field within the space of short range around it which affects all material able to be magnetized (ex organic, metals, etc). Affected objects within the magnetic field of the targeted iron sand jutsu will be swiftly pulled into the field's core, which is the iron sand jutsu, with a strong magnetic force that if fought against by an opposite force will experience great resistance that dramatically reduces speed(halves speed). In order for this technique to successfully work the targeted jutsu must be bigger than the magnetized objects being pulled in, meaning in order to work on a human sized object the targeted jutsu must be bigger than 2m<.This magnetic field can be disrupted/negated by lightning techniques of the same rank as this technique.
>Can only be used on objects 2m<
>When this jutsu is in play it can not be used again until completion
>Can be used 4x per battle, with a two turn cool down in between usages and each usage lasts 3 turns

Satetsu: Daiku shigoto ✦Iron Sand: Carpentry
Type:
Off./Supp./Def.
Rank: A
Range: Short-Long
Chakra: 30 (-10 per additional turn)
Damage: 60
Description: Using body movements the user takes hold of a pre-existing source of iron sand and manipulates it, making it animated. This tech can be used to animate already present static structures created from other iron sand jutsu, or used to give form to a pre-existing source, up to the user's discretion, that the user then controls. When taking hold of the iron sand its body and features become moveable, flexible, made less dense, made denser, and/or ultimately able to be transformed into a whole new form, until the source is either destroyed or the user stops focusing on it where the structure then becomes static in its present state. The size of the structure depends on the size of the source being used, but can never exceed midrange dimensions, and the user can choose to make the iron structure defy gravity via magnetism if wanting to, even causing it to stay suspended in midair when static. Within the 3 turns of this jutsu's activation the user can take back control of the same static structure with body movements, making it adaptable once again unless the source was completely destroyed, thus ending the technique.
>Taking back control of a static structure costs a move
>Requires a 1 turn cooldown after ending
>Can be used 3x per battle

Learned
 
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Excision

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Ice Release

Created Jutsu:

N/a

Learnt jutsu:

From shino: (X)
Night king's blade
Rank: S
Type: Weapon
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: The night kings's blade is a sword said to be owned by the very bringer of winter (Ice ninja). It is said the man sealed his soul and personality into the sword granting the sword a mind of it's own. The sword itself is a 2 feet long katana that when observed looks to be entirely composed of red hued transparent glass when in reality it's just made up of ice with s-rank durability. Reflecting the natural use of the parts of the sword, the sword grants the user an active and passive ability.
The blade was forged with ice chakra in the process, cooling the area around the user passively increasing the damage done by ice jutsu by 1 rank/20 damage in power and turning the colour to a reddish hue similar to the color of the sword itself .
The sword grants the user more active and offensive abilities THE MAIN FORM can either be activated by drawing the sword or simply by touching the handle. On activation the blade of the sword would shatter like glass and turn into multiple tiny ice shards which are telepathically linked to the user allowing him to maintain control of the pieces while performing other chakra taxing moves. The shards move fast and are sharp enough to slice cleanly through bone and rock alike. While in this form, the shards carry A rank damage (Ice's strengths and weaknesses apply) and must remain with mid-range of the user (Costs 30 chakra to activate and 5 per turn to maintain) The shards floats around the user within short range and the user through the blade is notified of anything the shards come in contact with.
The shards can passively be reformed back into its sword form where the user can either continue to telepathical manipulate it or simply wield it by hand, if anything happens to the shards before the blade reforms, the user can simply recreate the blade by infusing their Ice chakra into the sword's handle.

Note: Telepathically controlling the sword in its sword form costs 5 chakra per turn
Note: Should the blade be destroyed in blade or shard form, the user can simply lay their hand on the handle to reform the blade at the cost of 30 chakra.
Note: The ice shards can be used as a source for ice techniques that uses dance of a thousand shards as it's source.

(Hyouton:Sen no hahen no dansu) | Ice Release:dance of a thousand shards
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: n/a
Description:The user makes one handseal and the snow flakes that are already on the field begins to float around the field likegaara's sensory sand.The user then makes the shards razor sharp which then floats around the field without cutting any body on the field. The razor sharp flakes dont have any force nor speed,thats why they dont cut any one in their range
*Can only be taught by me
*The shards float for four turns after which they fall back to the ground
*Can only be used twice
*Requires two turns cooldown
*No ice techniques in the same turn this is used

(Hyouton:Hogo- sha no ken) | Ice Release: swords of the guardian
Type: Offensive
Rank: A
Range: Short to Mid
Chakra: 30
Damage: 60
Description: After performing dance of a thousand shards,the user will make two handseals,he will then make up to four swords (swords ranges from 2 to 4) out of the floating shards. The swords which are one meter long can then be manipulated with hand movements.
*can only be done twice
*requires two turns cool down
*no s-rank or above ice technique in the same turn.
*These blades have to be created at least three meters away from the opponent.


(Fubuki) - Snowstorm
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( - 10 per turn )
Damage points: 60 (for tai strikes)
Description: This jutsu allows the user to turn part of their body to ice shards or their whole body to ice shards. This turns the users body solid with ridged edges like scales which allow for extra damage in close combat. The user's standard strikes would cause 60 damage while any other taijutsu will have their damage increased by +20. While they use this form the user can only use Ice elemental jutsu and elements that make up ice release (Can still use ken tai etc, just only these three elements)
In this form the user can break down into thousands of shards of ice and move like a blizzard through the terrain. Should the blizzard pass over anyone the ice shards will tear at their skin doing 60 damage in the process. Moving in the form costs a jutsu and can be used to move up to long range. When the user moves they release extra chakra around them to release a blast of snowy wind to mask their movement. While in this form, the user can merge with other ice techniques/structure and move within them.
Note: Can only use ice, elements that make up ice, nin,Ken and taijutsu in this form.
Note: Usable 3 times lasting up to 4 turns, two turns between each use.
Note: The user takes damage If an ice structure/technique the user is merged with gets destroyed.

From Blacking [X]

(Hyouton: Ko Rudosunapu) Ice Release: Cold Snap
Rank: A
Type: Defense/Supplementary/Attack
Range: Short
Chakra Cost: 30
Damage: 60
Description: user concentrates a vast amount of Hyouton chakra inside of their body, and with a snap of their fingers, projects a 360 degree Nagashi like wave of ice from their body, capable of freezing anything that it comes into contact with in place, along with effectively providing a source of Ice for the user by forming stalagmites that protrude from the ground around the user. The ground short range all around and under the user forms a 1 foot thick layer of Ice. Anyone other than the user caught in this range will be instantly frozen and paralyzed.
Note: Can only be used 3 times per battle.
Note: User cannot use any Black Ice Techniques for 2 turns.

(Hyouton: Garasubari no Kuroi Kōri no Shin'nyū) Ice Release: Glazed Black Ice Intrusion
Rank: B
Type: Supplementary
Range: N/A
Chakra Cost: 30 ( -10 per turn )
Damage: +20 to Ice and Earth related techniques
Description: When the user uses an Earth or Ice Release jutsu, they will coat their jutsu in a layer of Black Ice by spending additional chakra. This can be done in the same time frame as Earth/Ice jutsu. In coating the jutsu in Black Ice, they turn black in color, giving it a stronger resistance to lightning ( takes Lightning of the same rank as to cancel out the technique instead of one rank lower ).
Note: Can only be used two times per battle, lasting three turns per usage, affecting all Earth/Ice techniques whilst active.
Note: Requires a three turn cool down between usages.
 
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Excision

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Custom Tech

Created jutsu:
(Tarottokādo) Tarot Cards
Rank: N/A
Type: Tool
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: This is a tool that is quite simple in creation. It's a set of cards that are all mini screens. Much like phone screens but flat, akin to mini Ipads. These are all connected through their own frequency. They are kept in a holder that can be attached to the users waist that is used to charge them, while at the same time being the central computer. The user can control these cards to float, spending 5 chakra, though they can still use other jutsu at the same time.

The user can store information in these cards, such as bounties, mini clips of jutsu he had seen before or the jutsu he knows. Along with this certain fighting styles they had seen. If the user has a form of sensory/doujutsu they could store a persons chakra levels in this data bank along with their speed etc. It's a way of storing information. All this information would be gathered in character (nw).

Based on the information stored this computer can do calculations to work out the probability of events and outcomes. This has no battle application. (For cosmetic bio uses).

The user can transfer all the information they have into one of these cards and pass them to another individual to share the information, for example, information they have gathered on a bounty target. The cards contain cameras on the back of them, able to record information or recognise patterns previously seen to notify the user by the screen flashing red. This cards are all linked and can relay information to the other screens such as what they can see.

1. Jonbro

Technology given:

[Tarnkappe, Shigurudo No Tate] – Tarnkappe, The Cloak of Sigurd
Type: Tool
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The Tarnkappe, or Cloak of Sigurd, is a garment which is intended to protect the wearer from the cold, rain and wind. This cloak is no different in that fashion, it is fastened around the neck with a small black chain, its length extending down to the middle section of the calves, additionally it has an attached hood. The cloak is designed as a white cloak with patterns of black lightning across it. The cloak is the designed with a unique fabric, known as kevlar, a material which allows it to stop incoming basic weapons such as swords, axes, kunai, senbon etc up to a C rank projectile, anything after that will destroy the wiring within the cloak, rending it useless. It will cause bladed weapons thrown or swung to strike to bounce off the cloak, and it applies to the general forms of none damage enhanced freeform combat. In addition to the cloak’s unique complexion, it has some unique features which the wearer can activate through surging his energy through it. The first feature that the Tarnkappe is in the possession of, is a unique technology known as motion sensors. These motion sensors are situated all across the cloak, allowing it to detect any changes in the air around the wearer, and detect the motions of animals, humans or even tools within the vicinity of short-range of the cloak. Thus the cloak acts as a form of sensory in the way that it detects any motions within short-range of the wearer this is done through technology more than chakra. These motion sensors come in the form of small camera's laid throughout the cloak linked to a contact lens the user has placed in their eye. This wont hinder their vision but instead, when the camera's detection a motion it will display this your the contact lens for the user to see acting as a an enhancement of their visual perception. Always passively active.
Conclusively, the cloak has one final feature, which masks the wearers presence. Whenever the wearer pulls the cloak around his body and the hood over his head, it has a unique device implanted into it, which emits a frequency that masks his chakra effectively concealing him from chakra sensors as well as concealing his body in the sense that it conceals his chakra circuit from foreign eyes. This allows the wearer to blend into his surroundings more freely. What this can't do is hide the users heat signature or smell.
Note: If the cloak is hit by B rank or above, it will short circuit being rendered useless.
Note: The motion sensors only work short range around the user, taking 5 chakra per turn
Note: Hiding themselves can be used twice per battle with two turns between the users and lasts for a maximum of four turns.

 
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Excision

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Dark Threads:
(Jiongu: Goma no So) - Earth Grudge Fear: Devil Conquering Phase
Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: +10
Damage points: +1 rank/+20
Description: This is a simple dark threads jutsu based on strengthening the attack. This takes on an art much like with rope, where the user will braid their threads as they use a dark threads techniques, strengthening them in the process. This can be done in the same time frame as a dark threads jutsu or after one that has already been released. By braiding the threads to make them stronger, it will increase their defensive capabilities by one rank. For offensive abilities it will increase them by one rank up to S rank, the +20 damage for S rank and above.

Note: Can only be used 4 times per battle.
Note: A jutsu can only be effected once by this.

1. Never

(Jiongu:Sureddoasenshon) - Earth Grudge Fear: Thread Ascension
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: This is a technique build on the basic Dark threads ability. The user will release a mass of threads through their body allowing them to change their form. First of all, it will extend their limbs to allow them to double size of their body, seeming like an over sized scarecrow. As they do this they will cover their body in the dark threads completely hiding their flesh and creating an armour of sorts. This is A rank in power.

The unique ability about this is when the user activates this, they can partially release their masks from the back of their body, up to a total of two. What this means is the masks will be able to act, while still being attached to the body. The user will move these masks, one to each shoulder and they will be able to release jutsu or create arms from threads to attack. This allows the user to act on his own, along with the masks while them still being one entity. The masks can only release jutsu that don't require hand seals in this form. The threads over the user's body grant A rank defensive powers and increase taijutsu damage by +20. This will follow normal damage interactions, A ranks will destroy the outer threads revealing their body open for damage, anything above will continue through following technique interactions.

Note: Usable twice. Lasts for four turns. Two turns between uses.

1. Never

(Shōkan) - Redemption
Rank: N/A
Type: Weapon
Range: Short-Mid
Chakra cost: N/A
Damage points: N/A
Description: This is a weapon that can only be used by those who have mastered the Earth Grudge Fear techniques. At it's base, it's a simple sword handle that the user stores within their body, wrapped up in the threads within. The user can have the handle emerge from their body passively or reach into their body to draw it. As it's drawn from the users body, with it, a series of threads form together to create the blade on the handle attached to the handle. The size of the blade is down to the user, reaching a maximum of 1.5m. This can be a thin blade or as think as 10 inches. Drawing and shaping the blade can be done passively, costing 10 chakra, but can be done at the same time as other jutsu. The user can passively control the threats that make up the blade and send them out for attacks or create shapes for defence. This costs 30 chakra and deals up to 60 damage reaching up to mid range.

The unique ability of this sword is, one per battle, when the user draws the handle from their chest, they can drawn one of their/masks (heats), into the blade, using the threads of the heart to make up the blade. The mask will form on the hilt in a compressed form. With this, the mask will control the blade. The blade can be coated in the element of the mask chosen, this is A rank costing 30 chakra counting as a move per turn. The mask controls this ability and so the user can do other jutsu in the same time frame. The blade can also release a wave of the element of the chosen mask, reaching up to mid range, doing 60 damage costing 30 chakra. This can be done 4 times per battle.


Approved here: https://animebase.me/threads/custom-jutsu-submission-iv.764493/post-22014522
 
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Lava Jutsu:
(Yōton: Kasairyū) Lava Release: Pyroclastic flow
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30 (-10 per turn)
Damage points: 60 (+20)
Description: The user will release a surge of chakra through their entire body changing their form. It will seem as though their body starts to melt as though their skin turns to flowing lava itself, pouring down their form, like a volcano that has errupted. The user will retain their humanoid form but be completely made of lava that slowly pours out around them over the terrain. At first this spreads to short range (5m) spreading out 5 meters each turn the user has it active. This will cover the earth burning away everything (A rank and below) as it slowly spreads. The user can use this spreading lava as a source for techniques or even their own body. This form lasts up to 4 turns, but can be ended at any time. When the user attacks using taijutsu in their techniques will release lava from the users body in the process, gaining +20 damage as the lava spreads out.
This form comes with a unique ability by the name of Volcanic Eruption, wherein the user will release a surge of chakra through their body causing it to act like an actual volcano. Their body will surge upwards, exploding up into a shower of lava. The user will be part of the lava taking the form of a droplet/mass of lava. This is A rank, costs 30 chakra and deals 60 damage. The user can use this as a form of attack or evasion, using the eruption of lava as a distraction. Due to the lava raining down all around it will be near impossible to locate which part is the user. The user can passively reform at any point after the eruption.
Note: This can be used three times per battle with two turns between uses.
Note: While in this form the user can only use Lava, Earth, Fire elements, and elements made up of these elements. They can still use all their universal abilities etc.
Note: Once the user stops spreading the lava, after 4 turns it will turn to solid rock as it cools.

(Yōton: Kasai no kōhai) Lava Release: Pyroclastic Devastation
Rank: S
Type: Attack/Defense
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: A jutsu fashioned after the devastating effects of a volcanic eruption. The user will release a surge of chakra through their entire body, creating a pulse of lava that erupts from them with devastating forces. This releases an omnidirectional blast of lava reaching all the way to long range from the user. This covers the terrain with lava the user can use as a source for their future lava techniques. If the opponent is initially hit by this they will take 80 damage. Should anyone but the user then try to walk on this lava, the heat released would deal 30 damage per turn. The after effect of this jutsu is the Lava that was released upwards from the user will rain down until the end of their following turn, unless countered. This lava will rain down in droplets dealing 20 damage to anyone within 15m of the user. Due to being formed of the users chakra, they are unharmed by this and are able to freely walk over the lava without harm. The lava from this jutsu take 4 turns to turn to stone. Due to the level of heat from the lava released, it will cause any water jutsu of B rank and below to instantly evaporate for the next three turns.
Note: Can only be used once every three turns. Can only be used three times per battle.
Note: In the following turn, the user can't use Lava jutsu above A rank.

(Yōton: Kasai ha) - Lava Release: Pyroclastic Blade
Rank: B-S
Type: Attack/supplementary
Range: Short-Long
Chakra cost: 20-40
Damage points: 40-80
Description: This is a play on the "Greater Lava Technique" using a blade/sword as a medium. The user will coat their blade in flowing lava to increase it's cutting potential, adding 20 damage to kenjutsu techniques. The user will be able to use the sword as a medium for releasing Lava. This can be done in a focussed manor using chakra control or in a wave in the direction they swing. For B rank this can the size of the user and reach mid range. For A rank this can be three times the size of the user and reach mid range. For S rank this can be up to 15m in diameter. Due to the heat given off by the lava, anyone within short range will feel the fatigue of the heat (apart from the user), as they constantly sweat and try to focus. This will lower their reaction times by 1/3.
Note: B rank can be used 4 times per battle
Note: A rank can be used 3 times per battle, and only once per turn
Note: S rank can be used twice per battle with two turns between uses
Note: No lava jutsu above A rank in the following turn when S rank is used.

 
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Hojōjutsu / Nawajutsu - Hidden Rope Art
Type: Other (encompasses Taijutsu, Kenjutsu and Fuuinjutsu as well)

Background: Hojōjutsu or Nawajutsu, is the traditional Japanese martial art of restraining a person using cord/rope/chain. Encompassing many different materials, techniques and methods from many different schools, Hojojutsu is a quintessentially Japanese art that is a unique product of Japanese history and culture.

Description on the Abilities and Inner Workings of the Style: Hojojutsu can be divided into four broad categories.
1. The first category is the capture and restraint of a prisoner that was effected with strong, thin cord (usually 3-4 millimeters) called a hayanawa or “fast rope”, and sometimes the sageo carried by samurai on the sword-sheaths. In law-enforcement, this cord was carried by constables who secreted the rope in a small bundle that fed cord from one end. This torinawa ("capture-rope") was coiled so that the cord would pay out from one end as the bundled cord was passed around the prisoner’s body, neck and arms as he or she was tied. This was usually accomplished by one constable in the course of performing an arrest while the prisoner was actively resisting and had to be accomplished quickly.

Even at this stage, attention was still paid to visual and aesthetic concerns in the tying method as well as to the cultural needs of Japanese society. According to experts, an accused but not convicted prisoner would be tied using methods which allowed the prisoner to be securely restrained but which contained no knots to save the prisoner the shame of being publicly bound. Instead of securing the tie with knots, the constable held on to the free end of the rope and walked behind the prisoner to keep him or her under control as the prisoner was taken for an interrogation which could involve the application of one or more forms of judicial torture to elicit a confession.

2. The second category was effected with one or more “main ropes” or “honnawa” which like the torinawa could be any one of many different lengths, but was a proper hemp rope, possibly six or more millimeters in diameter and as much as eighty feet long—which was used to provide a more secure, long-term binding than is possible with the torinawa for transportation to a place of incarceration, restraint at legal proceedings, and—in the case of particularly severe crimes—for the public display of the prisoner prior to execution by such methods as beheading, crucifixion (i.e., the prisoner was displayed tied to a cross before spears were driven through the body), or, in arson convictions, death by fire.

Honnawa ties were applied by a group of people, usually not less than four, whose presence allowed the use of more intricate and ornate patterns than was the case with the torinawa. Both forms combined effective restraint with a distinct visual aesthetic.

In either form, the hojojutsu ties known today display a shrewd understanding of human anatomy through several recurrent themes. This can include leverage-removal (tying limbs in positions that decrease the force they can generate), rope-placement to discourage struggling or to make it less effective by placing one or more loops of rope around the neck and constricting restraint around points on the upper arms where determined struggle put pressure on blood vessels and nerves numbing the extremities.

3.Hojojutsu/Nawajutsu is extremely efficient when fighting in hand to hand (taijutsu) combat. Capable of subduing the opponents hands and feet rendering them unable to move. The free use of the Hidden rope arts simply using the chakra to manipulate the ropes to do the user's bidding is the best use of rendering taijutsu users immobile. However there is also the Knots-in-hands style, which is used purely as a strike based taijutsu. The knots are thick and deliver quick, powerful blows to the body of the opponent. Even blocking an opponent's blow causes the opponent pain. Enough blocking in one particular area can immobilize an area rendering it numb and unusable. Another adaptation was for Hojojutsu users through the use of chakra, separate unwound their ropes and form smaller ropes, hence the reason that it looks like there is soo many ropes instead of just 3 or 4, and can easily force them to make nets and other objects.

4.Having been experienced with opponents using sharp weapons to battle, masters of Hojojutsu had to come up with a better way to defend themselves. Their ropes were too inefficient as the blades would easily cut through them. The masters decided that they made two decisions. The first was to use Hojojutsu with chakra chain metal. The second was to line the rope with multiple lines of chakra metal to advance with the times. The lining of the very flexible chakra metal enable them to use chakra just like others could with the blades, and kept their ropes from fully being cut through unless by a powerful technique capable of cutting metal. This is what makes the ropes heavier. The heavier the ropes the more chakra metal it is lined with. This enables the users to deal heavier blows with extended rope, capable of fighting at a safe distance from the blades as well as still allowing them to bind their opponent as well, making it even easier for them to subdue their opponent and impossible to escape from, making the breaking of the ropes physically impossible (Steel release, other metal CE exception).


Additional effects and Restrictions:
-This style encompasses the raw strength of the user and requires finesse in its use. The cords/ropes/chains are constantly feed chakra from the user and hidden under the clothes of the user in such a way that they are still capable of maintaining their full bodily movement without any restriction even though it is wrapped around the arms, torso, and legs of the user.
-Constant placement of the user's chakra in the cords/ropes grants the user complete control and freeform manipulation of the ropes.
- The cords/ropes//chains are made up of/laced with lines of chakra flexible/malleable metal capable of channeling chakra especially in the bulb ends of the cords/rope that are great conductors of electricity. The metal keeps the rope from being easily ignited via techniques of the user or the opponent. The most skilled users are capable of tying kunai to the ropes to attack with as well and still keep them hidden under their clothes without hurting themselves. They have scars under their clothing proving how difficult this was to master.
-Master's of this technique are capable tying knots in the rope/cord/chain with a mere wiggle of the rope, that are incapable of being undone unless the user of the rope, who has their own specific way of undoing the knot, or by having the rope destroyed physically. Only the originator of Hojōjutsu is capable of undoing every knot, having mastered the technique beyond any other.
-The user is capable of using their chakra to cut part of the ropes/cords or even retract them back into their body with a movement of their arms/legs.

Soke Hojōjutsu - Hidden Grandmaster Rope Art Technique
Kumo Hojōjutsu - Hidden Thunder Rope Art Technique
Iwa Hojōjutsu- Hidden Stone Rope Art Technique
Suna Hojōjutsu - Hidden Erosion Rope Art Technique
Konoha Hojōjutsu - Hidden Flame Rope Art Technique
Kiri Hojōjutsu- Hidden Wave Rope Art Technique

-The Grandmaster is able to use any and all Hojōjutsu techniques.
-Each Master in the village is limited to their element and those that do not require any element. The village that the Grandmaster resides in can have 1 additional person know and use Hojōjutsu, but are limited to the restriction based upon that village.
- There can only be 1 Grandmaster per village.
- To become a Grandmaster, after having Mastered Hidden Rope Arts for at least 3 months, must have beaten 2 opponents in a Taijutsu/Kenjtusu only fight with Hidden Rope Arts, then challenge and defeat the original or another Grandmaster.
- Moving the ropes to deal basic damage or deflect basic weapon attacks (Kunais, Shurikens, etc) is possible in free form, although lacking real damage capabilities.

Jutsu:
Hojōjutsu: Āsuchēn'ankā [Hidden Rope Art: Earth Chain Anchor]
Type: Supplementary/Attack/Defense
Rank: C-S
Range: Short
Chakra: 15-40
Damage: 30 - 80
Description: The user can use their chain(s)/rope(s)/chord(s)/threads as a means to anchor themselves to the ground when they are no longer touching the earth. This technique allows the user to be able to continue to use earth techniques by sending their chakra through the chains and into the earth. The user is able cast off the chain/rope/chord/thread at any point within the chain/rope/chord/threads at any time. This technique can also be used as a preventive means of having the user lifted into the air by an opponent's technique or even attack something that is coming from below them. The user is also capable of sending the chains through the ground in order to attack.
Note: A Ranks can only be used 3x per battle
Note: S Ranks can only be used 2x per battle and with at least one turn between uses.
Note: The user can retract the chains passively.

Hojōjutsu - Taitorōpusaikuron (Hidden Rope Art - Tight-Rope Cyclone)
Type: Attack/Defense
Rank: A
Range: Short
Chakra: 30
Damage: 60 (+5 Elemental Chakra)
Description: The user extends 5 meters of hidden rope out from both of their sleeves and charges it with chakra (pure or elemental) while spinning them extremely quickly, creating a large cyclone. Each rope that extends out of the user's arm has a knot on the end of it with which the user charges pure or an elemental chakra into it. The ropes come out of the tornado and can attack multiple enemies without warning like a whip. These are two separate ropes, their speed gives off the impression as if their are more.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth, Kiri/Water, Kumo/Lightning, Konoha/Fire, Suna/Wind
Note: Can only be used 3 times per battle.
Note: Must wait 2 turns to use A Ranked and above Hojōjutsu.


Hojōjutsu: Chūnyū [Hidden Rope Art: Infusion]
Type: Supplementary/Attack/Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+10 for Raw Chakra and +20 for Elemental Chakra for the next Hojojutsu technique)
Description: The user extends channels either Pure or Elemental chakra into their Hojojutsu chains/ropes/cords while using it to attack or defend. The chains/ropes/cords are coated with the element chosen with the below affects for each element upon contact.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Only one infusion per turn.
Note: Can only be used 5 times per battle.


Hojōjutsu: Hachisu no Mohō | Hidden Rope Arts: Lotus Imitation
Type: Attack/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80 (+5) Elemental Chakra
Description: The user, while in a full sprint, wraps their chain/rope/cord around their opponent that comes out of one of their sleeves, and with a jerk launches them up to 10 meters into the air. As the opponent travels upwards, the user causes the chain/rope/cord to spin around like a cyclone at an extremely fast speed to make their opponent dizzy. The user will then charge chakra into their feet and with a powerful jump, land from one spiral section (1 spiral section per meter the opponent is in the air) of the chain to the next until they are above their opponent. While jumping, the sections of the chain will wrap around the arm of the user covering their fist and the chains of the other sleeve will come out and wrap around that hand. The user will then channel either pure or elemental chakra into the chains and deliver at least two rapid punches to the opponent forcing them back towards the ground at an accelerated rate. The more speed the user possesses, the faster this technique can be initiated.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Only only be used 2x per battle.
Note: No Hojojutsu techniques above A Ranked for 2 turns.
Note: User must wait 3 turns to use this technique again.
Note: If an element is used with this technique, the user cannot use S Ranked and above of that element next turn.


(Hojōjutsu: Ketsugō chēn) | Hidden Rope Arts: Binding Chains
Type: Attack/Defense/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user sends 3 chains into the ground in an attempt to come up from the opponent and bind the opponent with the chains while squeezing/crushing them. The opponent will be bound by two of the chains in such a way that handseals will be incapable of being performed. The user will then have the third chain, which carries a seal to immobilize the opponent.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Crushes), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Can only be performed 3x per battle.


Hojōjutsu: Hakai no ringu | Hidden Rope Arts: Ring of Destruction
Type: Attack/Defense
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 (+5) Elemental Chakra (Hojojutsu Bonus)
Description: The user mentally controls their hojojutsu chains to have them slam onto the ground and causes either a circular wall or barrier of chakra or an element to rise out of the ground upwards and into the air. This wall/barrier can either be used to trap an opponent inside, in which the user can have the chakra/element to go inwards to close in upon the opponent(s), or as a protective barrier around the user, where the user then controls the chakra/element to go outwards in every direction away from the user.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Only only be used 2x per battle.
Note: User must wait 2 turns to use this technique again.
Note: If an element is used with this technique, the user cannot use S Ranked and above of that element next turn

(Hojojutsu: Hojojutsu) - Hidden Rope Art: Hidden Rope Art Technique
Type: Attack/Defense/Supplementary
Rank: C-S
Range: Short - Long
Chakra: N/A
Damage: 30 - 80
Description: The user will wrap anything from chains, ropes, threads, chords or any other flexible object around their arms, legs and torso and use them as a means of striking against an opponent/target or defending from an attack. They can be used to grab hold of an opponent or an object to crush them or merely capture them. If an object is seized, the user may use this as a means of redirecting the object back at the opponent as well as striking them with this technique. The user can even use this as a means of countering or blocking an opponent's Taijutsu/Kenjutsu and can pull a weapon away from the opponent or bind their body to prevent them from moving. They are only limited in their imagination in how they can control their chain(s)/rope(s)/chord(s)/thread(s).
Note: A Ranks can only be used 3x per battle.
Note: S Ranks can only be used 2x per battle and requires a turn cool down between each use.


(Nawajutsu: Chēnretā) - Sealing Rope Arts - Chail Letter Mummification
Rank: S
Type: Attack/Supplementary
Range: Short
Chakra cost: 40
Damage points: 80 (+5 if Elemental)
Description: The user will activate a seal on their chains by charging additional chakra into it to transfer the chains that are surrounding their body onto the opponent/target. They will then mentally control their chains to squeeze the target, preventing them from using handseals as it is wrapped around their arms, back and legs. The user can add elemental chakra to affect how the chains cause damage to the opponent as they are sealed inside the chains.
Note: Can only be used 2x per battle.
Note: Requires a one turn cool down to be used again.
Note: No Fuuinjutsu techniques can be used this turn.
Note: No Fuuinjutsu above A Ranked can be used the turn after this.
Note: No S Ranked Hojojutsu techniques can be used the turn after this is used.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Earth(Crushes), Water(Stings), Lightning(Paralyzes), Fire(Burns), Wind(Cuts deeply)''
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Rain jutsu:


From Anbu Kirito

Raiten'nō - Ame no Omo | Thunder Emperor - Lord of Rain
Rank: S
Type: Weapon
Range: Self
Chakra Cost: N/A (40 for Gyaku Ni Ochiru)
Damage points: N/A
Description: Ame No Omo is a traditionally shaped Katana, 70 inches in length. Its only physical trait of note is its black-as-night colored blade. Despite this, however, this sword is a powerful family artifact, one which has now found its way into the hands of Azuma Uchiha, the last living member of his immediate family. Upon further use of the blade, he also discovered a few of its unique abilities.

Durability: Forged by the world's finest blacksmiths and made of steel tempered three times over in ever increasing heat, the Thunder Emperor is incredibly durable, capable of taking S-Rank damage before breaking.

Raindance: While in possession of the Katana, the user can swing it downwards it any capacity, as if gesturing for something from above. This stroke makes the area cloud up and then start to rain heavily, as if the sky had already been stormy the whole day. This ability costs a move and 15 chakra, however, it will begin to rain immediately after the user completes the phrase.

Stormking: When the sword was forged, it was made in such a way that it can be used as a superconductor for chakra used to create rain release techniques. As such, the blade is surrounded by a small hazy cloud of its own, from which thunder and the sounds of rain regularly emit. This allows the user to either call upon rain from the storm around the blade as a source or by swinging the sword to use other rain sources to cast Ameton techniques. Through using the sword as the medium in both ways, the rain techniques will be increased in power by 1 rank up to S rank and by 20 damage to S rank and above.

Gyaku Ni Ochiru: Literally meaning "falling in reverse", this ability calls upon all of the rain which has fallen upon the battlefield to be used in a single attack. The user will swing Thunder Emperor upwards, causing every raindrop that has fallen within long range of them to condense into individual, knife-like rain bullets. These bullets will then shoot upwards, shredding whatever they touch like a storm of sharp objects. This attack is equivalent to an S-Rank in terms of power, and deals 80 damage. This ability costs a move slot. This technique can only create rain knives from rain that has fallen at least five meters away from an opponent.
Notes:
-
Can only be used/taught by Anbu Kirito.
- Gyaku Ni Ochiru can only be used twice, and no other Ameton techniques are allowed during the same turn. It also needs to have at least one full turn in between uses, to allow enough rain to accumulate on the ground around the user.

Ameton: Kami Wa Tengoku Ni Imasu | Rain Release: God's In His Heaven
Rank:
A
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra: 30
Damage: 60
Description: God's In His Heaven is primarily a travel-enhancing technique which allows the user to surround himself in a rapidly rotating shell of rain which he can direct through the air to achieve high-speed flight and perform evasive maneuvers. First, the user will infuse their chakra into the rain around them, causing it to converge upon their body. This rain will then quickly begin to swirl around the user's whole body, forming into an oval-shaped "shell" of sorts which rapidly rotates around the user, giving an appearance much like the Inuzuka Clan's "Tsuga" technique. The user will then manipulate the rain shell into moving in any given direction, carrying themselves through the air along with it at a rapid speed (2x the user's movement speed). This shell also provides a painful offensive option should something come into contact with the rotating rain shell, which will drill into whatever it touches. Despite its usefulness, the shell is difficult to maintain for long periods of time, and thus can only be used in singular bursts of movement for an attack or evasive maneuver up to long-range from the user.
Notes:
-Can only be used once per turn with one turn in between uses.
-Can be used four times.

Ameton: Amekireru | Rain Release: Rainburst
Type:
Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Rainburst Explosion is a technique which relies on the rain that has already landed on the ground or that is falling to create an explosive, wide area blast of rain needles. First, the user performs the Ram -> Tiger handseals, and then they infuse their chakra into the rain falling five meters around an enemy. This can only be done if the area being effected is within direct sight of the user. Then, the user will activate the chakra, causing all of the raindrops around the opponent to burst into hundreds of tiny needles directed inwards at the enemy which pierce into their body with staggering speed. The individual wounds caused are not deep, but the sheer number of rain needles causes tremendous damage. Unfortunately, this technique has a limited range and cannot be used in quick succession, as it requires that the rainfall around a person takes time to build up and regain its concentration.
Notes/Restrictions:
- Can only be used twice.
- Can be used only after a target has been covered in rainwater for at least two turns.
- Removes all the rain water from the area immediately around the opponent, thus restarting the timer on the technique.

Ameton: Ōshi | Rain Release: Horizontal Death
Type:
Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Horizontal Death is a Rain technique which, as its name might suggest, strikes from an angle that most rain techniques do not. First, the user performs three handseals. They then focus their chakra into the rain falling behind their opponent's position (five meters behind them and beyond). This causes the raindrops to stop falling in that area for a moment, then to suddenly fly towards the user from behind the opponent in a torrent parallel to the ground, hence the name, Horizontal Death. These raindrops strike with tremendous force, shredding the opponent from behind. They then stop their flight harmlessly and fall to the ground as normal rain does.
Notes:
-No Rain above A-Rank the same turn
-Can only be used twice, with two turns in between uses.

Ameton: Arashi No Taikō| Rain Release: Storm Counter
Type:
Supplementary/Defensive
Rank: S
Range: Self
Chakra: 40
Damage: N/A
Description: Storm Counter is a technique which uses the rain on the user's body to deflect and defend against physical attacks. When the opponent is about to strike, the user will cause the rain which has fallen on their body to move rapidly across their clothes or skin, creating a moving layer of rain above their body, which, on contact with the incoming attack, will cause it to slide off of the user harmlessly, as if carried off of the user by rapids before it could strike them. This technique, is however, unfortunately only effective against physical attacks, so blasts of "energy" (wind currents, fireballs, lightning bolts, waves of water, etc) will not be defended against by this ability, while sword strikes, taijutsu, and even some Doton techniques will be completely unable to strike the user so long as they do not exceed S-Rank in power (or A-Rank in the case of Doton).
Notes:
- Can only be used once every three turns
- Can be used three times.
- No other Rain S-Rank or higher in the same turn.
 
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Kazeshini | Death Wind
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Kazeshini | Death Wind

Type: Taijutsu/weapon/Elemental

Background:
This style was addapted from the times before shinobi rose in the world, where armies used a variety of weapons to fight. One of this men was named Hisagi, a middle aged man who used kusarigama like weapons to fight, linked together with chain. This allowed him to fight in close combat against sword users, throw the weapons controlling them with the chain so that people couldn't escape his attacks and even bind enermies to gain information. Over time, the rise of the use of chakra came to be and with it Hisagi adapted his style to incorporate the use of elements to enhance his style and fight on par with shinobi and become even more destructive, then passing on his style to future generations.

Description on the Abilities and Inner Workings of the Style:
When released, it takes the form of two Kusarigama-like weapons, ea
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ch with two scythe blades, with one inverted, giving it the resemblance of a pinwheel. The blades are connected to a spiked rod tethered together by a long chain. Kazeshini can be swung by its chains in large circles, allowing the bladed portion to spin like a fan. The chains are extendible, giving the user great ranged ability. Kazeshini can also be used for entangling an opponent's sword, or other weapons; It can even immobilize opponents. The user can use them as projectiles and controls them at range by moving its chains, making Kazeshini's paths unpredictable.
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As well as the basic application the user can enhance this style for close combat an ranged attacks through the use of elements being infused into them by channelling elements through the chains to increase the diversity of the style. For example, the user could coat the blades and chain with wind element to increase it's cutting properties, or lightning for paralysis properties:



Example Techniques:

Bind

Rank: B
Type: Attack
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user will throw one of their kusarigama weapons pass their opponent pulling on the chain as it passes them to cause the blade to swing around the back of them, wrapping around them, binding their arms and holding them in place. Once they have done this they will then release their lightning chakra through the blades creating an unfocussed current that travels at intense speeds through the chain, shocking the target, paralysing them for 1 turn. The user is able to infuse the chain with lightning before they throw it.
Additional effects and Restrictions:
- Use of basic elemental techniques to infuse elements into the chain and blades.

Jutsu:
[Shokan no Tate] Shield of Redemption
Spoiler
Type: Attack/Defense/Supplementary
Rank: A/S
Range: Short - mid
Chakra: 30/40
Damage: 60/80
Description: A simple technique used through kusarigama, the user will release a surge of elemental chakra through their kusarigama and being to rapidly spin it in front of them and by skilled shinobi can be done above/behind/to the side of themselves. As they spin, the kusarigama release the element around it and create a shield of the chosen element. The element released will be like a focused chakra in the spin, so for fire, form a solid fire shield, water a compact water shield, lightning will be focussed destructive lightning, wind will be cutting/shredding wind and earth will be compact mud that retains a shield shape through precise chakra control. kusarigama themselves are only around 3 feet long, but the user can use his elemental chakra in the chain connecting them aswell to create an even larger rotation and therefore larger barrier in front of them. The user can choose to spin one or both of the blades to protect them on both sides, or choose to use only one leaving the other to attack with. A rank makes use of one blade, S rank makes use of both.

Note: A rank can be used 3 times per battle with 2 turns between uses, only one element can be used at a time
Note: S rank can be used twice per battle, requires both hands for control, with two turn cooldown (shared with the A rank version) and no jutsu of the chosen element above A rank in the following turn.

[Henka no Kaze] Winds of Change
Spoiler
Type: Attack/Defense/Supplementary
Rank: D
Range: Short - Long
Chakra: N/a
Damage: 20
Description: A base form for the death wind fighting style. The user will use their kusarigama for various basic attacks. The kusarigama being two blades weapons connected by two chains allows for the user to do various movements and attacks. Be it as simple as throw it past their target and pulling on the chain in a way that causes the blade to come back at a different trajectory or throwing it in a way to wrap around an item etc. Or even simple combos of slashes a swings between the two using the blades and the chains as an extension of themselves.

Training link: https://animebase.me/threads/chains-for-my-ropes-for-my-threads.776549/post-22029595
 

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Deer Contract: [CSC] - Deery Me | Anime Forum (animebase.me)

(Kuchiyose:Neo no Ella)Summoning Technique: Neo and Ella
Type:Summoning
Rank:S-Rank
Range:Short
Chakra:40
Damage:
Description:Neo and Ella are the twin younger siblings of Xerneas,they are also known as the Genjutsu Twins,they are slightly shorter in size compared to Xerneas however they are both the same looking except Neo has antlers and Ella has none due to her being a female.This duo is one of the most feared team in the Deer Realm.The two deers are masters of Genjutsu and can use them up to B-Rank as well as non elemental Deer Techniques(Deer Arts) however the two Deers have there own specialty where Neo is a master of repetition illusions and Ella is a master of false surrounding illusions,the two has a special combo where Ella starts off casting a Genjutsu by tapping her hooves on the ground creating a sound and using her chakra to amplify the range,when the target is caught they are put under a Genjutsu where the target is sitting in a ramon shop where the target is sitting infront of a bowl of ramon and then Neo taking control will cast a dual layer Genjutsu where the target will start eating the ramon and will continuously eat it as the noodles never end,in realty the target is simply moving there hands up and down motion as they are eating the ramon,that it will be hard for the target to gain full control of there motion.If they manage to break the Genjutsu Ella simply can tap her hooves again to reactivate the Genjutsu when need to and Neo will repeat the process
-Can only be summoned once per battle
-Each one has a Hp of 30
-Combination Genjutsu costs 40 extra chakra posts and can only be used twice per battle. Each illusion is B ranked in terms of effectiveness and comparison.
-Genjutsu casted by either or both counts towards users 3 turn limit
-They remain on the field for 2 turns

(Kuchiyose no Jutsu:Terrakion sutanpīdo) - Summoning Technique: Terrakion the Stampede

Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user will first bite there thumb, wiping it on there summoning tatto,the user will then procede to perform 4 handseals to summon,Terrakion the Stampede.Terrakion is a Chital Sepcies summon of the Deer Contract,he begin the second strongest after the leader Xerneas.Terrakion is a earth based deer ,being a master of the element capabable of using them up to S-Rank without handseals,he also can use the Deer Arts with ease. Terrakion is a bit shorter than Xerneas but much bulkier than he is, Terrakion wears a special armor around him,that seems infused into his body,he is capable of infusing his chakra into the armor twice per battle to increase the durability of the armor to reduce the damage of attacks by half when used against him. Terrakion has his own technique the allows him to grow his antlers similar to the Samurai Sabre to make a giant brown sword to tear though defenses up to A-Rank. Terrakion is however slow in movement and only moves up to Jounin Rank ninja.

-Increasing his armor power only can be used twice and reduces the power by half
-His sword technique is capable of slashing through techniques up to A-Rank.
-His armor can also resist C-Rank and below Taijutsu/ Kenjutsu.
-Stays in battle for 4 turns
-Can be summoned once per battle.




Type: Summon
Rank: A-Rank
Range: Short
Chakra: 60
Damage:
Description:The user will bite there thumb, drawing the blood or by using blood from any other way (must still be
there own), then by slamming there hand on the ground the user will summon the deer Dalila The Frozen Empress.
She stands 3 meters tall. Her fur is a light blue color. Dalila's attitude is that of a caring mother often being the
one to look after the other deers. She has no antlers due to her being a female, she is able however to use Water
up to A-Rank without having to do handseal but still needs a water source for those that require it. She can
manage on her own, moving at speeds equal to a Taijutsu Specialist at S-Class rank. She is very intellegent and is
very friendly with people allowing 2 people to ride on her back. She is also capable of standing on 2 feet, though
she prefers 4 legs.
-Dalila can remain for 4 turns
-Dalilia can only be summoned once per battle.
-Water Moves used by Dalila counts towards 3 jutsu limit.



Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description:
The user will bite their thumb to draw blood. Once the blood has been drawn they will rub it across their summoning tattoo, then slam their hands on the ground to summon keldeo. Keldeo has a cream- colored body and stands half as tall as a normal human (1 meter). It has a short, rounded snout with large nostrils, and blue eyes. It has a large, feathery red mane, long, dark blue, ridged eyebrow-like protrusions, and a single cream-colored horn that curves slightly. This is actually a mutation, instead of growing antlers on the top of his head keldeo grew a single antler on his forehead, gaining him the nickname unicorn. The back of its head, as well as its neck, is covered with fluffy,light blue fur. Keldeo has blue split hooves. Its tail is light blue with white spots and resembles an elaborate feather in a cap. Keldeo has two forms. In his original form keldeo can channel chakra to his horn and create a blue blade of chakra that is as long as his body, this technique is known as sacred sword. Keldeo's second form is his special ability, by using his chakra he is able to change form. After being on the field for at least one turn Keldeo is able to change into his absolute form. Keldeos features change as well, the dark blue protrusions become shorter and lighter in color, resembling ears. Its horn becomes dark blue, and grows larger and ridged. On the side of its head are three feathers colored aqua blue, green and orange. His horn also becomes longer and gains black ridges. He also gains a special move, secret sword. By channeling even more chakra into his horn Keldeo is able to create a yellow colored blade of chakra that extends from his horn. The blade is twice as long as his body..

-Stays on the field for four turns.
-Summoned once per battle.
-Must be on the field for one turn before changing forms.
-Sacerd sword counts as a move, is usable three times and can counter B rank ninjutsu.
-Secret sword counts as a move, usable twice and can cut S rank and below Ninjutsu.

 

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[Haí no shuraudo] - Ashen Shroud
Rank: B
Type: Supplementary
Range: Short-Long
Chakra: 20 (+10 to smoke jutsu)
Damage: N/A [+20 to Smoke Ninjutsu]
Description: With the capability of fire and the capability of utilizing smoke ninjutsu, the user will infuse his fire chakra into existing smoke and/or smoke techniques, or infuse it into smoke techniques that they are currently making [same timeframe]. This will generate smoldering ash within the smoke, it not only burns, it also makes it even harder to breath, as it increases the heat and general damage output, increasing the rank of the smoke by +1 and increasing the damage by 20. This makes the smoke thicker and harder to see through, giving it a darker color.
Note: Can be used 4 times per fight.
Note: Can only be used on a jutsu once.



[Boido Funka] - Void Eruption
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique allows the user to, when turning their body into smoke, the user will release a larger quantity of chakra into their technique, happening in the same time frame. This will cause the user to go off in a form of a large smoke bomb, as they are turning into smoke, releasing a blast of smoke that reaches all around to mid range. The smoke which covers the entire battlefield, is thick and restricts people's visual prowess, while also making it difficult to breath [Those who stay within the smoke suffocates within two turns, passing out]. The user can use this as they turn their body to smoke or once they are already in that form.

Additionally, as the smoke body and the outwards burst of smoke to cover the field happens, the user is capable of moving through the smoke, allowing themselves to hide and move freely, to evade incoming attacks, by still being in smoke form. The user can use this to travel up to mid range in any direction. The user can retain their body of smoke form after using this or reform at an time.
Note:
  • When used in conjunction with Body of Smoke, it is done in the same timeframe
  • Can be used three times per fight
 
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