Geezus Pieces

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️


Table of Contents
Base Customs
  1. Raiton: Kaminari no Metsujin no Jutsu - Lightning Release: Lightning God Slayer Technique
  2. Raiton| Manako no Same- [Lightning Release| Shark's Eye]
  3. Raiton: 120mm Kokuraihou | Lightning Release: 120mm Black Lightning Cannon
  4. Raiton| Yurezuchi (Lightning Release| Quaking Thunder)
  5. Raiton: Cho Biburato Raiton (Lightning style: Super Vibrating Lightning)
  6. (Kanpekina Raiton Chakura Mōdo) - Perfected Lightning Chakra Armor
  7. Suiton| Shinsui - [Water Release| Flood]
  8. Suiton | Vaineru Arusārosu - ( Water Release| Water God's Shooting Spears)
  9. Doton: Daichi Dasshu (Earth Release: Ground Dasher)
  10. Fuuton| Mabushii Unari - (Wind Release| Radiant Howl)
  11. Genjutsu| Sunadokei - [Illusion Technique| Hourglass]
  12. Hebereke Tentei Kobushi: Drunken God Fist
  13. Satsui no Hado| Surge of Murderous Intent
  14. Bijutsu - Bijūdo | Tailed Beast Skill - Tailed Beast Fury
  15. Bijutsu: Haraguroi Gyakumodori (Tailed Beast Skill: Malicious Reversal)
  16. Bijutsu| Bijuu Junsei Chakra Arashi - [Tailed Beast Skill| Tailed Beast Pure Chakra Storm]
  17. (Yoroi no Bijuu) - Tailed Beast Armor
  18. Bijutsu| Mini-Rasenshuriken Kage Bushin no Jutsu - (Tailed Beast Skill | Mini-Rasenshuriken Shadow Clone Technique)
  19. Iryo Fuinjutsu/Raiton: Ranshirai - Medical Sealing Technique/Lightning Release - Chaotic Mental Lightning
  20. Fuinjutsu| Kage Bushin Fuin no Jutsu - Sealing Arts| Shadow Clone Sealing Technique
  21. Fuinjutsu| Anka - Sealing Arts | Anchor
  22. Detonētā: Igunisu - Detonator: Ignis
Plasma Release
  1. Purton ☆ Shishou no Jutsu - [Plasma Release ☆ Master of Heaven Technique]
  2. Purton| Choarashi - [Plasma Release| Hyperstorm]
  3. Purton ☆ Tentai no Souzou - [Plasma Release ☆ Creation of the Heavenly Bodies]
  4. Purton| Kitsune-Bi no Jutsu - (Plasma Release| Fox Fire Technique)
  5. Purton| Kanetsu Tosō - [Plasma Release| Superheated Coating]
  6. Purton | Kurūeru San - Plasma Release| Cruel Sun
  7. Purton ☆ Tengoku Samidare - [Plasma Release ☆ Heavenly Rain]
Plasmoid Release
  1. (Purasumoidoton: Shishou no Jutsu) Plasmoid Release: Master Technique
  2. Purasumoidoton: Ginga no Noroi) Plasmoid Release: Galactic Cursing
  3. (Fuinjutsu/Purasumoidoton: Ten no Shukufuku)- Plasmoid Release/Sealing Arts: Heavenly Blessing
  4. (Purasumoidoton/Fuinjutsu: Ōji no Chi) Plasmoid Sealing Arts: Blood of the Prince
  5. (Fuinjutsu/Purasumoidoton: Ken tōshi no Yobidashi) - Plasmoid Release/Sealing: Gladiator Invoked
  6. (Fuinjutsu/Purasumoidoton: Fuma Shuriken) Sealing Arts/Plasmoid Release: Demon Windmill Shuriken
  7. (Deddozōn) | Dead Zone
Moondust Release
  1. ( Mūndasuton: Runaāsenaru ) | Moondust: Lunar Arsenal
  2. ( Mūndasuton: Ekuripusu ) | Moondust: Eclipse
  3. ( Mūndasuton: Nīru āmusutorongu ) | Moondust: Neil Armstrong
Hellfire Element
  1. Jigokuton|Meiun - [Hellfire Release| Doom]
  2. (Jigokuton: Mojuru Daichi no Gou) - Hellfire Release: Karma of the Burning Fields
  3. Jigokuton: Kaki Kaishin - Hellfire Release: Fire Conversion
  4. (Jigokuton: Sentoerumo no Jujihouka) - Hellfire Release: St. Elmo's Crossfire
  5. Jigokuton| Tenraikeigoku - [Hellfire Release| Divine Punishment]
  6. (Jigokuton/Fuuinjutsu ♱ Dainana no Jigoku - Nekkami) - Hellfire Release/Sealing Arts: Seventh Hell - Heat Wave
  7. Fuinjutsu/Jigokuton ✟ Roku Jigoku - Daikyōkan Jigoku - (Sealing Arts/Hellfire Release: Sixth Hell - Hell of Great Wailing
  8. Jigokuton ♰ Jigokurasengan - Hellfire Release: Hellfire Spiraling Sphere
  9. Jigukton Mo-do: Hell Fire Mode
  10. Name: Ken no Jigokuhi : Sword Of Hell Fire
  11. Name: Jigokuton: Za-ate: Hell Fire Release: The End

II

Ryo Accounting
Available Ryo:
0
Deposited Ryo: 0
Transaction Log:
[+/- amount, denoting profit/loss] - [Day/Month/Year] - [Type]
[+/- amount, denoting profit/loss] - [Day/Month/Year] - [Type]

Available Artifacts:
(Anata mo Uku) You'll Float Too
Type:
Void Infused Artifact
Rank: S-Rank
Range: Self - Long
Chakra: N/A
Damage: 100
Description: A Void Infused Artifact that is activated at the cost of a move and consumes two Void Infusions. Upon activation the user casts a more powerful than normal Genjutsu upon their designated target wherein they are relentlessly pursued by a terrifying clown-like figure within a seemingly endless series of sewer tunnels with no escape. Whilst active the user must maintain focus on the Genjutsu or it ends, while the Genjutsu is harder to break from the target's end requiring pain equivalent to one Rank lower than the Genjutsu if Pain is the method used to break it. Can be performed twice per Battle/ Arc.
Earned via the Fright Night Event
(Chōten Zeitaku) – Apex Opulence
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: 150 (-40 per turn)
Damage: N/A
Description: A magnificent diamond that was presented as a wedding gift at an unknown Daijo-daijin’s wedding over four centuries ago. The Apex Opulence is a priceless artifact that even the wealthiest of Daimyo and Warlords feel pressured in buying. At the time of the Daijo-daijin’s death, he sealed his and his wife’s soul within the diamond that would, in effect, allow them to be together for eternity in the grandeur that was the Freehold. The gemstone was passed down from administration to administration until it was finally lost when the Kyuubi razed Chungsu, leading the Apex Opulence into the hands of the Witchwood Company. The gem allows the user to summon the souls of the two unnamed rulers into battle to serve the user for six turns in exchange for an immense amount of chakra. While the Apex Opulence is active and their souls are summoned, the user cannot have other summonings on the battlefield. If there are summonings present when the Apex Opulence is used, they will be automatically dispersed. The two souls are bound as one; this means that while they operate as two entities, should one be dispersed then the other will be as well. As spiritual entities, the souls of Apex Opulence can only be interacted with by Yin-Yang or Senjutsu, much like the Hands of Sloth. However, they can be perceived as normal spectral beings. Neither speak or communicate with the user, but they share a mental bond that allows the user to issue their commands. The Apex Opulence is immune to Fuuinjutsu of all types, and can perform elemental Ninjutsu without hand seals, including all elements that the user knows. These techniques are enhanced by 30 additional damage, and do not draw upon the user’s chakra reserves. Unlike the spirit’s incorporeal form, the techniques they produce can be interacted with as normal. Both spirits move at quadruple the speed of a Jounin shinobi. The Apex Opulence can be used twice per arc
.
( Guru'dan no Zugaikotsu ) – The Skull of Gul'dan
Type: Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: 100
Description: Thought to be the calcified skull of a prominent cultist and self-proclaimed warlock the Skull of Gul'dan is an artifact of renown. Appearing as a bone-white, weathered skull merely holding the skull in one's grasp causes a cold chill to radiate through the body and down the spine as if the skull is trying to take control of the wielder. Three times per arc, with a four turn cooldown the wielder is able to hold the skull aloft sacrificing a portion of their health to call upon the latent power that remains in the skull. By extending it toward their opponent the wielder can spend forty health to summon forth two beams of wicked diseased energy that bursts forth from the empty sockets of the eyes in a straight line. This energy travels at 2.0x the user's current speed and is able to make sharp turns at a right angle allowing the beams to change direction in the middle of their travel. The beams deal a cumulative 100 damage to anyone stricken by them and leave the stricken person feeling sick, and lethargic reducing their speed by half for two turns.
 
Last edited:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️


ϟ
Lightning Release

Personal Techniques

Raiton: Kaminari no Metsujin no Jutsu - Lightning Release: Lightning God Slayer Technique
Rank:
D-S
Type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Utilizing the user's signature Black Lightning, the user combines shape manipulation with their Black Lightning to form various tools and objects to aid the user in combat. The power of this technique varies depending on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. The objects created by this technique may be created anywhere, however, must be at least 5 m away from the opponent.
Note:
  • Can only use S-ranked three times per battle.
  • No S-Rank or above Lightning on the turn following the use of the S-Rank variant.
  • Requires one turn cool down between uses.
Approved
Taught:

Code:
[B]Raiton: Kaminari no Metsujin no Jutsu - Lightning Release: Lightning God Slayer Technique
Rank:[/b] D-S
[b]Type:[/b] Attack/Supplementary/Defense
[b]Range:[/b] Short-Long
[b]Chakra:[/b] 10-40
[b]Damage:[/b] 20-80
[b]Description:[/b] Utilizing the user's signature Black Lightning, the user combines shape manipulation with their Black Lightning to form various tools and objects to aid the user in combat. The power of this technique varies depending on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. The objects created by this technique may be created anywhere, however, must be at least 5 m away from the opponent.
[b]Note:[/b]
[LIST]
[*]Can only use S-ranked three times per battle.
[*]No S-Rank or above Lightning on the turn following the use of the S-Rank variant.
[*]Requires one turn cool down between uses
[/LIST]

Raiton| Manako no Same- [Lightning Release| Shark's Eye]
Rank
: A
Type: Supplementary
Range: Short-Mid
Chakra: 30
Damage: 60
Description: While not truly related to sharks or an eye, this ninjutsu is a method of perception that mimics a shark's ability to sense electric fields. Because air is a much poorer medium to conduct electricity, the effectiveness is greatly less than a shark's natural sensory abilities. The practitioner is able to pinpoint organisms that produce bio-electricity (essentially any animal) within a twenty foot radius. The technique does not yield any descriptive information about the organism, simply its location. Strong electric fields, such as other electric ninjutsu ( even those used by the user ), are capable of rendering this technique temporarily useless. Additionally, the user must channel chakra to maintain this sensory enhancement. Unless their chakra control is precise, it is best used deliberately as opposed to a constant passive activation. By focusing lightning chakra in a controlled state into the cornea the user is able to see these small electrical fields being produced by a organism.
Note:
  • Last three turns.
  • Usable two times per battle.

Taught: | | |

Code:
Raiton| Manako no Same- [Lightning Release| Shark's Eye]
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra: 30
Damage: 60
Description: While not truly related to sharks or an eye, this ninjutsu is a method of perception that mimics a shark's ability to sense electric fields. Because air is a much poorer medium to conduct electricity, the effectiveness is greatly less than a shark's natural sensory abilities. The practitioner is able to pinpoint organisms that produce bio-electricity (essentially any animal) within a twenty foot radius. The technique does not yield any descriptive information about the organism, simply its location. Strong electric fields, such as other electric ninjutsu ( even those used by the user ), are capable of rendering this technique temporarily useless. Additionally, the user must channel chakra to maintain this sensory enhancement. Unless their chakra control is precise, it is best used deliberately as opposed to a constant passive activation. By focusing lightning chakra in a controlled state into the cornea the user is able to see these small electrical fields being produced by a organism.
Note:
[LIST]
[*]Last three turns.
[*]Usable two times per battle
[/LIST]
Raiton: 120mm Kokuraihou | Lightning Release: 120mm Black Lightning Cannon
Rank: A
Type: Attack
Range: Short-Long
Chakra: 30
Damage: 60
Description: A focused attack which is initiated by the user horizontally placing thier partially open palms away from his body; the palms are facing each other, albeit distant some inches apart. The user accumulates a mass of his Lightning chakra into tiny sparks of the user's signature black lightning generated between his hands, growing larger and larger in semicircles, that is, until a similarly colored electric projectile is fired from their center towards the target. This technique is powerful despite its reduced size, piercing through techniques of equal rank with ease. The 120mm is a large weapon caliber employed to load very massive cannons and mortars, hence the techniques name.
Note:
Can only be used three times per battle, and not in consecutive turns.

Approval


Raiton| Yurezuchi (Lightning Release| Quaking Thunder)
Rank: S
Type: Attack
Range:Short-Long
Chakra: 40
Damage: 80
Description: The user clasp their hands and formulates Raiton chakra on thier palms then the user will then proceed to slam their hand into the ground, cracking the upper surface and unleashing a torrent of lightning pillars through the ground that extend up into the air and towards the target. If target is standing on ground, they may loose their balance besides being possibly electrocuted.
(Usable 2 Times)

Taught:

Raiton: Cho Biburato Raiton (Lightning style: Super Vibrating Lightning)
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: (+50 to any Raiton or object Charged with this)
Description: The user must be a Master Raiton User. With this the user can increase the frequency of his Lightning Chakra and with it, make an object that has more penetrative force then that of a Fuuton technique. Killer Bee's lightning prowess is so great, he can even charge weak but sharp pencil-point to pierce straight through a large tree trunk. As stated by Kisame, Killer Bee is able to do this by increasing the vibration frequency of his lightning chakra to surpass the standard penetrative force of wind-chakra.
(Last 5 turns)
(No lightning 2 turns afterwards)

Approval
Taught: | | | | |

(Kanpekina Raiton Chakura Mōdo) - Perfected Lightning Chakra Armor
Rank: Forbidden
Type: Supplementary
Range: N/A
Chakra: +20 to chakra cost and drain of Lightning Release Armor
Damage: +50 to Taijutsu
Description: Because of the massive amount of chakra drain, the 3rd Raikage was normally only able to maintain the Lightning Release Armor for a limited amount of time. This technique was developed to address that issue, and achieved through battle experience and rigorous training to build up his endurance resulting in his abnormally high chakra levels and uncanny resilience. As a result of this training, he developed the technique of containing and harnessing his radiating aura inside his body through intense, continuous concentration and uses it to bolster his power even further in dire situations. With this method, the 3rd Raikage officially achieved mastery of the form. In this state, the user operates at the highest level of the Lightning Chakra Armor. There is even more skill involved in maintaining this state, as the user must be capable of prolonged periods of intense mental and physical concentration in order to continuously contain the surge of chakra within their body and throughout the nervous system. This constant internal surge of high voltage Lightning chakra renders the user immune to S-rank and below genjutsu (excluding MS and Yin Release). By internalizing the Lightning Armor it also affords the user a high resistance to electrical damage as the user becomes completely immune to the Lightning Element, the internalized surged constantly rejecting foreign Lightning techniques from the user's body on contact. By internalizing the Lightning aura, the user pushes their nervous system past its natural limits increasing their physical power beyond what was normally possible with the standard Lightning Release Armor. The once wasted energy now is constantly recycled and renewed within the user's body and nervous system. The user's speed will instead see an additional increase to x5, while their taijutsu is increased +50. However, this form is classed as a high-risk, high reward technique. While the form increases the number of turns the user is capable of using the Level 3 Lightning Release Armor by 1, the user is restricted to using only Taijutsu during this time. When the mode ends the after effects upon the user's nervous system make it so the Armor cannot be accessed for at least 5 turns, and the user may not use Lightning Release or Taijutsu above B-rank for two turns after. The user also experiences -3 to their base speed for two turns as well.
Note:
  • Usable once per battle.
  • This technique is passively activated alongside the Lightning Release Armor level 3.
  • Only usable by 3rd Raikage
Approval
Taught:

Allowed Techniques

B-rank
(Raition: Kumo's Onjou) - Lighting Release: Spider's Affection -
Type: Offensive
Rank: B Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user performs 3 hand seals, sending his raition chakra below and around an enemy. Soon after this step has been completed, several lighting strings/ropes will burst out of the ground, latching itself onto the enemy (Wrists, Leg and neck), quickly pulling him down to the ground. If the user doesn't want to use this method, the user can use these lighting "ropes" as "spikes" instead. Making several spikes burst out of the ground under/around the enemy. Possibly killing him if not avoided in time. If the ropes/spikes of electricity makes contact with the enemy, the enemy's body will be paralyze for one full turn.

-Can only be taught by -Venom-
-Can only be used once every two turns.
-Lighting ropes can be used to wrap around something else, other than the enemy's body.

A-Rank
-
Lightning Release: Lightning Land Spikes (Raiton: Raikou Riki Kasui)
Rank: A
Type: Attack
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user channels chakra through their feet. After the user had channeled the chakra into their feet, the user stomps their feet and sends the lightning chakra into a desired area. The lightning shoots up in that area without warning making between one and eight spikes. The spikes can go through flesh and numb the target body for one turn.
-Only used three times per battle
-Chakra Sensors and Chakra read Doujutsu Users can sense/see lightning

(Ikazuchi Uesama Mo-Do) - Thunder Emperor Mode
Rank: A
type: Supplementary
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user concentrates and distributes lightning chakra in every point of the body. Making him powerful with lightning as the Thunder Emperor. The Thunder Emperor Mode will only last for 3 turns.
Advantages:
-The user now has +25% damage if using Raiton attacks
-The user will only receive 50% damage from opponent Raiton
Disadvantages:
-The user is very vulnerable to Fuuton receiving +25% damage too


(Ikazuchi Uesama Gigei: Shinjou Shuuha) - Thunder Emperor Arts: Body Wave
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: After the user has transformed into the Thunder Emperor, the user concentrates Raiton chakra in his body and makes a body wave which can cancel incoming Doton attacks.
Note: Must be transformed into Thunder Emperor Mode before using.
Note: Only counters A-rank and below Doton jutsus
Note: Only used 3 times in a battle and cannot be used anymore-The user can't use Raiton attacks for 2 rounds after using Thunder Emperor


(Ikazuchi Uesama Gigei: Sonic Joukeiki) - Thunder Emperor Arts: Sonic Boom
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user concentrates Raiton chakra to palms then adds Fuuton chakra on it. When the user releases it, the attack becomes a lightning discharge and when it hits the opponent, the opponent is blown away and is slightly paralyzed (that's why it is "boom").
Note: Must be transformed into Thunder Emperor Mode before using.
Note: Only usable by ND

Raiton: Raikou Fogu no Jutsu (Lightning Style: Lightning Fog)
Rank: A
Type: Attack
Range: Short-Mid
Chakra Cost: 40
Damage Points: 60
Description: The user infuses the air with their lightning chakra having it difuse through the area as a large burst. This sending a general electric current throughout the entire area. As the users fight within the mist, it builds up energy within the mist static will get stronger eventually exploding the area. Which can often be a nasty shock. If the opponent is trapped in the mist they cannot move.
Note: Can only be used in a mist
Note: The user can move freely in the electrical mist
Note: Can also harm the user
Note: Can only be used two times
(allowed by anbu kakashi)

(Raiton: Perëndi Keseki Una) – Lightning Release: Perëndi's Miraculous Song
Rank: A
Type: Supplementary/Offense
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on the technique)
Description: The user will perform one hand seal and release their chakra towards preexisting lightning, specifically lightning that is combined with other elemental techniques or objects that conduct lightning. As the user takes control of the lightning, they will perform a basic hand seal and force the lightning out of the object/technique (metal, earth, water, etc) causing it to jump and re-aim it like a projectile or guide it through hand gestures. A concept very similar to that of Lightning Release: Thunder Dragon Tornado, where how the lightning can jump out the vortex, that concept is taken and expanded in this technique. A kunai with a lightning current conducted on it could be an example of usage, as the user uses the kunai and throws it at the opponent, last second he can have the lightning current jump out and shock the opponent. This can be applied to a much more larger scale as well. Note the size, rank, and damage capabilities depend on the initial current of the first lightning. So back to the kunai example, if charged with nagashi, that would make it A-Rank lightning with a paralyzing capability, with size of similarity to the nagashi. However that is just an example, for lightning combos with other techniques/objects have that same effect. So it depends entirely on the initial lightning current/attack. The lightning, when jumped out can at most move up to mid range in distance, but the initial technique where the current is conducted or being used can be anywhere on the battlefield short to long range. The jump of the lightning can be directed towards different locations, aimed at different targets as projectiles, this allows the user to attack other enemies, technique, or summons that linger on the battlefield. It can jump over a technique that was meant to attack the initial combo, allowing it to strike the opponent in a continuation of movement (still will be able to react and notice the lightning) This technique excels highly at stealth like usages. If used on elemental combos, depending on the initial rank of the technique, it will be halved when the lightning is separated, so for example if a lightning/water combo jutsu was S-Rank, when the lightning jumps out, it will be A-Rank lightning now, so on and so fourth, applies only with elemental combo associated with lightning. Lightning has been see as something that can remain dormant for a duration, things like holding the nagashi on a sword, or lightning currents in water sources/techniques. The technique would simply act to take control of the respected lightning in the elemental combo and force it to jump out and attack the opponent or aim for different targets on the field, in a deceptive and stealthy mode. Also, how an opponent reacts to the initial lightning elemental combo comes into factor (Time Frame, as well), depending on how the opponent reacts to it at first can depend if the technique can be used safely and in time as well.

Note: Can only be used three times
Note: Can only be taught by Noni
Note: Requires Lightning Mastery
Note: Can not be used with natural lightning (e.g. Kiri), because of its scarce and how limited it is to control
Note: Can not be used against an enemies lightning technique

S-Rank

(Ikazuchi Uesama Gigei: Hi no Hagane) - Thunder Emperor Arts: Wings of Sun
Type: Attack/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80 (if used to opponent)
Description: The user concentrates Raiton chakra throughout his body transfers it to palms and releases it like a force wave. If the wave is hit to a mountain, a landslide will happen because of it's power. If the wave is hit to the opponent, he/she receives damage.
Note: Only useable 5 times per battle and must wait for 2 turns to use again.

( Raiton: Kobushi no Zetsumetsu ) Lightning release: Fist of Extinction
Type: Attack
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80 ( + 10 to user )
Description: User focuses huge amount of lightning chakra on his fist making it Glow. After it user can hit it to earth or opponent. When the punch hits the user will release all the lightning chakra in form of lightning shock wave that deals damage to everyone in the range of it.
Note:
- Can be only taught by myartisablast
- Causes + 10 damage to user when used
- Shockwave reaches up to two meters

[Raiton: Raikou Senmu Dageki no Jutsu] Lightning Style: Lightning Conductor Strike
Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 80 [+10 for lightning strike]
Description: By sending lightning chakra to the palm of the users hand and then striking their opponent the user not attack but also imprints a small white dot on the point of impact, this is a sort of diversionary tactic because it makes the opponent think it didn’t work, but the dot is in fact a beacon for an intense burst of lightning coming down from the clouds to strike the dot on the opponent.
Note: This jutsu’s effect leaves the opponent paralyzed for 2 turns and the lightning doesn’t strike until 3 turns after used.
Note: Only can be used by Kirabi and Lei
Note: Must wait for 3 turns to use it again.
Note: Only useable 3 times per battle.

Raiton:Erekutorikku Omoi Arashi~ Lightning:Electric Mind Storm
Type:attack
Rank:S
Range:Short-long(area of effect 50 metres)
Chakra:50
Damage:50 a turn(lasts 3 turns)
instant kill to anybody who is in it for 3 turns
Description:the user creates an extremely powerful electrical storm which contains millions of high voltage lightning bolts that don't have a particularly strong "punch" to them unlike jutsu like kirin, but these lightning bolts go into the opponents bodies and begins overloading their nerve system's, instantly killing them if they remain in the storm for 3 turns. anybody who is in it can only use 2 jutsu a turn.
Note: this effects EVERYONE who is in the storm including the user
the user can only use this once a battle

Raiton/Doton Erekutorikku Sekiryoku Tsuchi Misairu~Lightning/Earth:Electric Repulsion Earth Projectile
Type: Attack
Rank:S
Range: Short-Long
Chakra:40
Damage:80
Description:the user uses earth chakra to manipulate earth into aerodynamic projectiles that can move through air and water with ease despite strong currents, and then uses lightning chakra to give it a negative electrical charge, the user than build lightning chakra behind the projectile and the repulsive forces push the projectile away at the enemy at insane speeds that cannot be dodged(moves at 1000km/h) and is difficult to block cause of the power behind the attack.


Lightning Style: Lightning Disks (Raiton: Raikou Disuku)
Type:Attack/Defense
Rank: S
Range: Short/Long
Chakra cost:40
Damage Points:80
Descripton:The user will manipulate the lightning in is body to make himself be positively charge. Then he will create 7 rotating lightning disk charge negatively. The user will then be able to make those disk behave like electron around a proton, in other word, these disk will start rotating all around him (under also). This serve as a great to defend against close range attack and taijutsu, but can also be used to attack. The user will use his lighting chakra to repulse the disk (one or many at a time), giving it extreme velocity and aimed for the enemy.
*The user must wait two turns after all the disk are destroyed or disappeared
*This jutsu can only be used 2 time per match*
*This jutsu can only be used by Anbu Kakashi and Kirabi

(Raiton: Rippuko Za Ikazuchi Joutei) - Lightning Release: Rage of the Thunder God
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: the user creates a large ball of lightning which has surrounding it four smaller balls of lightning connected by lightning chains and the ball of lightning spins creating a large rotating vortex that gets shot at the enemy and can rip at ground.
Note: Can only be used 3 times
Note: Only members of the sharinganmasters Hideout Social Group may use this jutsu.
Co-Produced by: Uchiha Kaito, Mugan Ryukyu and Hazure.

(Raiton: Raikou Ryuu Mori) - Lightning release: Lightning Dragon Lance
Rank: S
Type: attack
Range: short-long
chakra cost: 40
Damage Points: 80
Description: the user creates a 10 meter hollow lance of lightning energy with the tip as the head of a dragon and they thrust it the wind travels through the lance hollow core and sounds like a dragons raw and strikes the opponent and then crushes on impact and explodes causing electrical burns.
Note: Can only be used 3 times.
Note: Only members of the sharinganmasters Hideout Social Group may use this jutsu
Co-Produced by: Uchiha Kaito, Mugan Ryukyu and Hazure

(Raiton: Kyojin Ikazuchi Tentei Mori) – Lightning Release: Giant Thunder God Lance
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: The user concentrates a large amount of lightning chakra into their body and then releases it out of their palm to make a large spear of lightning 10 meters long in which they will then launch it at the enemy impaling them into the ground causing temporary paralysis.
Note: Can only be used 3 times
Note: Numbing effects last two turns
Note: Can only be used by members of the Sharinganmasters hideout

Ame Raiton (Rain Of Lightning)
Rank:S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: This is a highly advanced technique. The user must first put a field of chakra and electricity around a controlled lightning bullet before he shoots it, though the chakra keeps the electricity from releasing when it hits the person and it stays dormant till the full jutsu is activated. He then releases this bullet towards the opponent. It is controllable by the user alone. If the bullet actually hits the person the bullet will shatter on contact with the person and the fragments will stay in the person in a thousand pieces non-lethal and microscopic almost though still electrically charged and dangerous. The next step is more complicated, due to the fact that it requires a good deal of chakra. This time, the user will shoot a second bullet into the air and the electricity around the bullet this time is barely contained and much, much higher in concentration and voltage. When it reaches its peak in the air, the user will form a single handsign, releasing the chakra and electricity in both the shattered bullet and the bullet in the air and both of those electrical fields will attract each other and the electricity from the second bullet will send all of its electricity from its charge down towards the person with the other fragmented bullet in them. The bolt is enough to knock out most people, and the lightning bolt travels at the speed of light as all electricity does, though if the jutsu is recognized it is almost impossible to dodge unless some pre-made wall or object is placed in the way or the person is moving faster than the bolt which is a rare happening. This jutsu is fraught with risk and much of it hinges on the first stage and it requires so much chakra that it is only used in a time of desperation and even then with reluctance. If the jutsu is used properly it will usually end a battle.
~Usable only by members of the NB Secret Corps~
*Usable only once per battle*
*No more Raiton Chakra after usage*

(Raiton: Kyuuzou Furea) – Lightning Release: Surging Flare -
Rank: S
Type: Offensive/Supplementary
Range: Short (Long range vertical reach)
Chakra Cost: 40
Damage Points: 80
Description: The user after channeling their raiton chakra throughout every chakra point in their body and performing the handseal sequence of Dragon → Serpent → Tiger, throws both of their arms upwards to release the chakra as a vertical cylindrical column of lightning which surrounds their body and travels up towards the sky. The column encases the user's body as its released and can be altered to have up to a radius of five meters around the user. If the opponent comes into contact with the column, they are suddenly thrown upwards and overloaded with a dangerous amount of raiton chakra, leaving their body paralyzed for two turns. The raiton chakra released via this method is oppositely charged to that of natural lightning, allowing this technique to be used to discharge storm clouds and hence prevent any lightning strikes. As a result, this technique is exceedingly useful in negating the conditions required for Kirin.

Note: Can only be Used Twice Per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Lightning in the user's next turn
Note: Deals 20 damage to the user.

You must be registered for see images

(Raiton: raikou myaku) Lightning Release: Lightning pulse
Type: Attack
Rank: S Rank - Forbidden Rank
Range: Short-Long
Chakra Cost: 40 ( 50 If charges for 2 moves)
Damage Points: 80 (90 If charged for 2 moves)
Description: The user will make one handseal charging their raiton chakra and then forms another handseal which then releases a massive amount of electricity from their body. The amount of electricity that's released is based on how much raiton chakra they have charged. For instance, if the user charges it using enough chakra for two moves then the user can only use one more jutsu for that turn. But, will gain an extra rank in power. If Charged with enough chakra for two moves, this jutsu will release a massive amount of non focused electricity from the users body into the air and ground capable of destroying everything on the field and leaving a small crater in the ground around the user. The amount of chakra doesn't take more than a few seconds to charge since it's almost forced from the users body. If only charged for one move then it will release non focused electricity into the air and ground around around the user and opponent and will reach out to mid range.

Notes:

-No Raiton for the next turn if charged for Forbidden Rank.
-No A rank Raiton for the next turn if charged for only S rank.
-If charged for forbidden rank the user takes 20 damage due to the strain on the users body.
-No ninjutsu on the next turn just elemental jutsu.
-The electricity has enough amps and current to kill.
-Charging of 1 move = S rank rank.
-Charging of 2 moves = Forbidden Rank.


Forbidden
(Soudai Sanda-ba-do Mo-Do )-Majestic Thunderbird Mode -
Type:Attack
Rank:Forbidden
Range:Short
Chakra Cost:50
Damage Points:N/A(-50 to the user)
Description: the user unlocks all the lighting chakra they have. The lightining chakra is pushed to every point in the body creating like armor made out of pure lightning chakra. The chakra wraps around their head and is then molded to form the shape of a head of a thunderbird. Near their feet the chakra envelops them and forms into the shape of talons. A structure forms out of the back of the user as the shape of large thunderbird wings that are made of pure lightning chakra but they do not grant the user flight of any kind. This mode creates a large yellow aura around the user in the shape of a large bird. The user is able to move at the speed of which their movements seem like a blur to the opponent yet can still be traceable by the naked eye. While in this Mode the user can only use lightning jutsu, taijutsu, ninjutsu and genjutsu. All lightining jutsu get +15 strength. After this jutsu is deactivated the user is extremely exhausted and they cannot use any lightning jutsu for 3 turns. Also after this mode is deactivated the user can only use A-rank and below jutsu for 2 turns due to the exhaustion and lack of chakra. Also the user is very vulnerable to wind jutsu. Water jutsu won't effect the user in terms of electrocution, for example the person can swim in water completely fine without the fear of getting electrocuted.
(Usable only 1 times per battle)
(lasts 4 turns)
(Can only be taught by Daemon)

Raiton: Shingai Arashi) � Lightning Style: Terror Storm
Rank: Forbidden
Type: Attack
Range: Long
Chakra cost: 50
Damage points: 90 (- 30 damage to user)
Description: Quezacotl releases the lightning chakra that is emitted from his body which then causes large bolt blasts of lightning chakra to shoot down and surround the enemy target spaced 2 meters away from the opponent in every direction and then move towards the enemy target where they then join up and explode causing a large scale explosion leaving a large scale crater and destroying everything in its path.
Note: Can only be used once
Note: Causes � 30 damage to user from lightning charge of summon
Note: User cannot perform lightning element the following turn
Note: Can only be taught by Kaito-sama
 
Last edited:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Fire Release

Personal Techniques


Allowed Techniques


B-rank

(Katon: Kaen Panchi) Fire Style: Rapid Flame Punch
Type: Attack
Rank: B
Range: Short-Long
Chakra Cost: 25
Damage Points: 40
Description: user gathers up fire chakra into both hand until there is a great amount of chakra stored then he/she releases it punching towards the enemy yo create multiple fireballs to come out causing a deadly inferno to engulf the enemy. It also burns the user hands.
(Note: only members of the sharinganmasters hideout can use this jutsu)
(Note: can only be used 2 times per battle)

A-Rank

Katon: Houka Taka) Fire Style: Fire Falcon
Rank: A
Type: Offensive / Defensive
Chakra: 30 ( +10 for every turn to keep it active )
Damage: 60
Description: User spits out fire which then transforms into a falcon. It attacks the opponent at great speed and can be used for defence. It can block only fire attacks which are lower than A-rank.
( only alimujtaba786 can teach this jutsu )

(Enkou Hebi)- Flame Serpent
Type: Attack
Rank: A
Range: Short- Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will focus there Fire chakra, then release it creating a large serpent head made completely of fire that will ingulf the opponent causing suver burns.
Note: Can only be used 3 time in battle
Note: Only Orange-Hokage can teach this jutsu

S-Rank

(Katon/Fuuton: Kaon Gufuu) – Fire/Wind Release: Pyroclastic Cyclone - From
Rank: S
Type: Offensive
Range: Mid-Long
Chakra cost: 40
Damage points: 80
Description: Kakuzu causes his wind-element mask to reach out from his back and mount itself above his shoulder before exhaling a powerful rotating wave of wind in the direction of the opponent. Simultaneously, Kakuzu begins spewing an immense stream of flammable superheated ash (similar to Fire Release: Ash Pile Burning) towards the intended target. The rotating wave of wind begins carrying the stream of ash, greatly augmenting its speed, heat and abrasive ability, making it a dangerous technique in all aspects. Due to the nature of the wind technique, it carries the stream of ash towards the opponent rather than dispersing it. The abrasiveness of the rotating wind-fused ash is on such a level its capable of skinning an opponent with mere contact. Afterwards, the user can ignite it with a flint placed on their teeth beforehand to create a spark, resulting in the technique becoming a dangerous stream of flames. This jutsu can also be performed with a clone with the Katon/Fuuton affinity or by both of Kakuzu's Fire and Wind masks.

Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight
Note: For other bios to use this technique, they must have a clone/summon with the Katon/Fuuton affinity.


(Katon: Kaki Kyuutai Kurushimi) Fire Release: Fire Orbs of Pain -
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will first pull out a single shuriken, whereas the user will channel their katon chakra into the center of the shuriken creating an orb of fire in it. Then the user will throw the shuriken towards the opponent, and at the same time, the user will use “(Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu”, making it multiply in midair into 100 shuriken with the fire orbs as it will collide and spread out around the field surrounding the opponent. Then as the shuriken are scattered across the field, the user will perform the Snake – Ox – Tiger hand seals, where all the 100 orbs will immediately be shot from all directions at high speed towards the opponent. Then as the small projectile like fire orbs come in contact with the opponent or the surroundings they will explode into small flames which all of them will cause heavy burns on the enemy’s body.
Note: Can only be taught by JiraiyaEroSennin
Note: Can only be used 3 times per battle
Note: Can not use A-rank or above fire jutsu the next turn

(Katon: Shinku no Mizu ni Hitasu Kanojo)- Fire Release: She Who Bathes In The Crimson Water
Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user will begin by performing the hand seals, Dragon → Horse. They then will either release fire from their mouth, or erupt it from the ground through the use of a stomp or slamming of the hands onto the ground. This creates a woman twice the size of the user, composed of fire with a flaming mane of hair. She has special properties similar to "Fire Release: Dragon Flame Release Song Technique", being that she has a solid aspect to her composition, able to block tangible techniques with ease following the elemental strengths and weaknesses. By whipping her hair around, she is able to release an A-rank rain of fire in the direction of her choice, or use the hair to envelop the user in cocoon of fire to protect him. She is able to move equivalent to the base speed of user when created.
Note: Can only be taught by Selendrile
Note: Usable twice per battle; Lasts 3 turns or until destroyed
Note: No fire techniques above A-rank while this technique is in play
-Taught by Selendrile

Katon/Doton: Tsuchi Metaru Kasai Dan~ Earth/Fire: Earth Metal Fire Bullet
Type:attack
Rank:S
Range:short-Med
Damage:80
Chakra:40
Description:the user uses summoning tattoo's on their arms to quickly summon particularly reactive earth metals(member's of the alkaline earth metals on the periodic table of elements) which have been prepared. these bullets are about 10 cm in diameter and there are 5 of them, the user uses earth element to control them and shoot them at the opponent.
Noteecause of the reactivity of these bullets, they are very hard(almost impossible) to put out, being made stronger by both wind and water element.
this is a double element jutsu.)

(Katon: Shinkou Ryuu Kaen) – Fire Release: Rising Dragon Flame
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: After making a few hand seals the user releases a large amount of chakra into the earth by stomping on the ground and then causes a rush of dormant fire from deep within the earth to rise up below the enemy and envelop him in an erupting flame in the shape of a large dragon head.
Note: Can only be used 2 times
Note: User cant use fire style the following turn.
Note: Only members of the Sharinganmasters hideout can use this jutsu

Katon: Kuroi Kashou)Fire Style: Black Burn
Rank: S
Type: Attack/Defence
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user releases crows of flame that appear out of the user, and start to form blasts of fire, the user also turns into black flames that dissapear and then appear where the user set any crows, and can decide which crow to appear to, when the user reaches the target, the user turns into the users normal self and release black flames that attack the opponent.
Note: The user can keep it as armor, that will hurt anybody who touches it.
Note: Can only be used twice per battle
Note: Only People Taught by SinRival Can use it

Katon: Bhasmasur no Dekiai)- Fire Release: Fondness of Bhasmasur - Taught by Noni
Type: Offense/Supplementary
Rank: S
Range: Short-Long (Created short range, long range maneuverability)
Chakra Cost: 40
Damage Points: N/A (Explosion is 80, individual attacks or capture is 20)
Description: The user will gather their fire chakra, and spew out a dense, corrosive, amount of ash, the ash will then continue to take on the shape of a Humanoid being, with similar length and width as the user. The body is made entirely of dense ash, composed and compacted tightly together to maintain its shape. The humanoid has no facial characteristics nor actual distinguishes to set it apart. His body color is dark red. This being can move by the users control, or set to move as a projectile at a specific target the user has set for it, following the target wherever until he makes contact. This being takes up similar properties of ash, this includes being blazing hot, explosive (if set with a cloud form), and can skin a person alive if he slashes or attack them. Along with just basic attack that this being can perform at the target (punches, kicks, etc), there is a special ability, with the user performing the Tiger hand seal, can cause the being to completely turn into a cloud of ash, from their the user can choose two choices, either allow the cloud to remain and burn the opponent, potentially explode them, or perform one more hand seal (Tiger) and cause the ash to once again compact into a blazing rock of ash, that will trap the opponent, suffocate them, and burn them completely all over the body. The difference between allowing it remain as a cloud, or become a simple rock, is that the cloud is much more capable to explode, while the rock formation can simply be set ablaze burning the target slowly through its ignition, but not completely explode and finish the target off. This also includes the humanoid shaping of the ash, because he is tightly compact, an explosion will not be set powerfully, the humanoid being can at most, attack the opponent through body movements (almost Taijutsu like).

Note: Only lasts for three turns
Note: Can only be used three times
Note: Can only be taught by Noni

Katon: Kakatsu no Verbti)- Fire Release: Jurisdiction of Verbti
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long (Created short range, long range movement)
Chakra Cost: 40 (-15 chakra per turn to sustain)
Damage Points: N/A (80 for explosion, 20 when contact with the enemy is made)
Description: The user will gather a large amount of fire chakra, perform 3 hand seals, and release outward from their mouth a dense amount of ash. The user through shape manipulation will turn the ash into a demonic, and aggressive creature. Having a wavy exterior and body composition similar to a human, black in color, with a reddish hue in the outer layer of the creature. This beast of ash is around two meters in length. This beast has a special ability, through its impressive movement and lightweight of ash, it can travel along the ground with great ease and float in the air (movement that can be traced with the naked eye), but also interact with dense, earth-like material, burning anything it touches into ashes, the beast will use this ash it burns for its own deeds, allowing the ash to essentially "stick" on to the beast. This has the beast become larger in size (doubles in size with every interaction it comes with, and the structure must be larger then its body is currently when interacting with it) growing with every earth object it comes into interaction with, however, its overall ability and power remains relatively the same, it simply contains an advantage in brute force. Its second ability, is its adaptability with its own body structure, the beast can split himself in multiple "clones" of itself, each being weaker then the other, with up to eight being able to be made (Each would be C-Rank). These beasts will remain relatively the same, in how it attacks, being able to burn and create explosions relative to its size and rank. They can also come back together, reforging into themselves and its previous state as one body, or simply less bodies then before. Each time they split, the bodies will be decreased in half from its previous size. How the creature moves is specific to the users need, its movements are governed entirely by the user's mental commands. This beast can subdue the opponent by covering them completely with its body, burning them to pulp, it can perform basic body-art movements, where it can skin a person with every attack, or it can be set a blaze to create a large explosion (explosion size is equivalent to the size of its body).

Note: Can only be taught by Noni
Note: Beast lasts for four turns (unless cancelled)
Note: Can only be used twice per battle
Note: Requires two turn cool down before re-use
Note: Cannot use fire S-Rank or above the turn the beast is created
Note: Follows elemental strength and weakness

(Katon: Gekido no Stihi)- Fire Release: Wrath of Stihi
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long (Created short range, long range movement)
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 damage when contacting with the enemy 80 for explosion)
Description: The user will release out fire chakra, and create short range of themselves, a demonic creature composed of fluid, but extremely hot flames. This being is able to stand around the same height of the user, and has a dark red color on its body, with a black hue exterior, whips free flowing out of its body, red in color. The flames are quite condensed, similar to Fire Release: Dragon flame release song technique. How the creature moves is specific to the users need, its movements are governed entirely by the user's mental commands. The beast has a special ability to turn into different fiery compositions, such as flammable gas, and flammable ash. Turning into these forms are passively done, and each ability grants different entailment. Turning into a flammable gas grants the beast an intangible nature, allowing him to phase through solid, organic matter with ease. The same can be done for ash as well, the ash can literally phase through materiel as expressed. The after-results vary, when phasing with flammable gas, it leaves behind a residue for explosion (only for non-chakra infused material), when doing so for ash, the ash literally burns the solid material and dissipates. When phasing through natural material, it will continue to retain its strength and power as before, as well as size, however when phasing through techniques of solid or, organic matter, depending on it might not be able to phase through it at all due to rank differential, however if it can overpower, the abilities turn into effect (this might weaken the beast in some obvious scenarios). He can also move through the users own techniques, however, it would likely risk destroying it due to its powerful rank and burning heat (for ash), techniques that can withstand and combine will be weakened. Flammable gas can phase through chakra infused objects, but won't leave flammable residue. Alone, these alternative releases can be used for tactical purposes, and attacks. This ability gives the creature an extreme advantage in moving as well as stealth uses. This demonic creature mainly moves on ground, in its normal form. This beast can also perform basic bodily movements, such as taijutsu, burning and skinning the opponent alive. He is also able to release from his limbs and body, specific whips that can reach up to a mid range distance, either one at a time, or multiple at a time, it can even release whips in an omnidirectional manner, only problem that happens when releasing these whips is the beast must stay in place to focus, so it is unable to move when releasing the whips at all. the whips can both slash an opponent, and constrict movements, leaving up to third degree burns, these whips count as the same damage as its regular taijutsu, this ability is B-Rank in power, and counts towards the users jutsu slot.

Note: Can only be used twice
Note: Must be taught by Noni
Note: Stays on field for four turns
Note: Follows elemental strength and weakness
Note: Requires one turn cool down before re-use
Note: Can not use fire S-rank and above on the turn this is deactivated
Note: Can not use fire above S-rank the turn the jutsu is created

(Katon: Ai No Sono Kaen)Fire Style: Eye of the flame
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user will make 4 handseals and gather all their Katon chakra into the palms of their hands in a compressed ball , they will then clap their hands together above their head and send a blast of fire all around them in one huge dome shape wave. The jutsu emits extreme heat from the fact that its katon and also because the katon chakra is compressed before it is released and is hence capable of burning down large trees, scorching boulders and even evaporating very small ponds and streams that get caught in the blast

Note: Can only be used twice per battle.
Note: This jutsu counts as 2 of the 3 per turn
Note: No katon of A rank or higher on the next turn.
Note: must wait one turn before using this jutsu again.
Note: If used twice, no katon on the next turn after used twice.

F-rank

Katon: Eiei Kasai Arashi ~ Fire: Pulling Firestorm
Type:Attack
Range:short-mid(can pull anything towards it from a large radius)
Rank:Forbidden
Chakra:50
Damage:100
description: Ignite the earth which makes an extremely hot fire which unlike normal fires instead of making a smoke as a result of the combustion, it creates solid oxides which is less dense than air, creating a huge vacuum which causes it to "pull" or "suck" the air into it at extremely high speeds which cause of it's insane strength pulls everybody into the fire.
Notes:
1)the user must use some sort of catalyst to start it using up one turn before using this using up another turn
2)the user must also escape somehow really quickly or he will also be pulled into the fire.
Lasts 3 turns which by then the earth will have been completely burned.

(Katon: Hagetaka Kaen) Fire Release: Condor Blaze
Type: Supplementary/Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user will form a row of 10 handseals, he will then disperse into 10 highly compressed katon flames that are shaped like condors. The condors will then soar through the air at great speeds at the opponent. 1 condor will be the user and will travel to the desired location that the user wants and the user will appear from that condor while the other 9 condors soar through the air and attack the opponent. The condors hit the opponent all at the same time. On impact the condors will explode in a huge fiery explosion that covers the area . Once the condors explode all surroundings within mid range will be covered with 6ft tall flames.
-If the user has signed the condor contract then this jutsu will only require 5 handseals.
-No Katon for the next 2 turns.
-Can only use this jutsu once per battle.
-Can only use 2 jutsu on the next turn.
-No Katon jutsu before this jutsu.
-The turn that this jutsu is used, the user can only use one more jutsu so this jutsu counts as 2 moves.
-If the user is caught in the explosion then he/she will die.
-Can only be taught by ~Yard~
 
Last edited:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Water Release

Personal Techniques

A-Rank

Suiton| Shinsui - [Water Release| Flood]
Rank: A
Type: Attack/Defence
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user focuses water chakra underground and has it burst forth in waves away from his epicenter, blocking techniques with ease and continuing on in a attempt to harm the opponent.
(Only 3 Waves may form at any given time.)
Note: Can only be used 3 times.

S-Rank


Suiton | Vaineru Arusārosu - ( Water Release| Water God's Shooting Spears)
Rank: S
Type: Attack
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After performing the Dragon -> Ox -> Horse handseals, the user will manipulate a source of water to create a multitude of dense rotating spears that can pierce solid rock due to their drilling motion. Using this technique, the user can create a maximum of up to 10 spears from a sizable water source. Each spear is 3m long and one meter in width and on the user's command, they can then launch the spears to the target's location showering them with the deadly spears of water covering a wide range and moving rapidly thus making it difficult to avoid.
(Requires a large water source)
(Usable three times per battle)
(Must wait two turns before using again and cannot use water in the next turn)


Allowed Techniques
B-Rank


(Suiton: Kyouheki Suke-ringu Suihou) Water Release: Parapet Scaling Bubbles
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This technique, after performing the ox hand seal, allows the user to assemble water from the moister in the ground or the humidity in the air, forming of up to 5 dense spheres of water. These spheres are strong enough to support the weight of an average sized shinobi, allowing one to hop from one to the other. Though once the shinobi pushes off of the sphere, the amount of resistance the sphere has to put up with is too big and thus they collapse. The spheres are 1x1 in diameter and only 20 centimeters thick, just strong enough to hold a shinobi on top of it. The spheres stay on the field until a shinobi has been standing on top of them. And due to the shinobi being capable of controlling the spheres at will, it allows one to climb up tall edifices or across gaps with tremendous ease or escaping from the ground.
Note:
- Can be used twice per battle
- Can only be taught by Gutsy Jiraiya

A-Rank
Water Release: Parting of the Seas- (Suiton: Wakare sono Umi)
Type: Supplementary/Attack/Defense
Rank: A
Range: Short (water source must be close, attack range depends on water source)
Chakra Cost: 30
Damage: 60
Description: The user preforms a series of hand seals and slams their palms on the ground in front of an incoming water attack or on top of a water source. The water all around the user instantly parts creating an open path with tall walls of water on both sides. This can be used to part incoming water attacks or to part an existing water source such as a lake. The water will remain parted for two turns, or until the user chooses to collapse them.
~Requires a water source.
~User can get caught when the walls collapse.
~Can only be used twice per match.
~Can only be taught by Hypnotiq.

(Suiton: Bouhatei no Hanamizu) Water Release: Mole Snot -
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user does a string of 4 handseals, creating a huge reservoir of a sticky substance (Similair to Water Style: Syrup Capture Field) underground. With one handseal, the user can erupt localized geiser-like streams around the opponent, which will then rain the substance upon the target. In case that doesn't work, the user can, by stomping on the ground, seep out the remaining underground syrup, sticking the opponent's foot to the ground.
In case the opponent decides to go underground to avoid the geysers he will come into contact with the substance underground and be stuck there, making him an easy target. The substance will short-circuit electricity, so if he tries using Nagashi to free himself he is dead.
*Can only be used thrice per match*

(Suiton: Mizu Suzume) - Water Style: Water Sparrows
Rank: A
Type: Attack/Defense
Range: Short/Mid/Long
Chakra Cost: 30
Damage Points: 60 (plus 5 damage with shurikan/kunai)
Description: The user can make these sparrows for defense or for a projectile attack. Can also add shuriken/kunai for hidden extra damage. The user creates multiple medium sized swallows of condensed water surrounding him or her. Spiraling around him or her the swallows so fast that it can protect him from fire jutsus in a sphere shape of defense. The user can then use them as a projectile by ordering them to attack the opponent. These swallows are very fast and can pierce through rock and trees.
Note: Only Musasibou can teach this.
Note: Must specify if extra damage is used, if reaction time is allowed.
Note: Up to 5 Sparrows can be thrown at the opponent.
Note: User can't used another water jutsu this turn.
Note: Can only be used 3 times per battle.

S-Rank

Suiton: Nechinechi Senjigusuri | Water Release : Sticky Infusion
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: The user infuses all his water techniques (up to S rank) with the glue like substance from "(Suiton: Mizuame Nababara) - Water Style: Syrup Capture Field", this does not increase the damage or rank of the technique but just gives it sticky properties. This only affects water techniques made after this technique is used and not those already made, also because it is the user's chakra it does not effect himself

-Lasts up to four turns (within the four turns the users water techniques are infused)
-Twice per battle

(Suiton: Taikaikamigami Doki) Water Style: Poseidon’s Wrath
Type: Attack
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user gathers a vast amount of water chakra into their hand(s)and punches forward making a Large hand race towards the enemy and then turns into a large volume of water in a crashing wave that then envelops the enemy and drowning them. The aftermath of the jutsu leaves a large amount of water behind which can be used as a water source for jutsu.
*Water Jutsu cannot be used for 2 turns after this jutsu is performed
*Can only be used Twice per battle
*Can only be used by members of Sharinganmasters Hideout

(Suiton: Mizu Aburamushi) - Water Release: Water Parasites -
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will perform 3 consecutive hand seals, which is then followed by the user releasing a massive amount of chakra into their feet whereas they will manipulate the chakra within their feet to emerge from their feet and legs making it seem as if water is running down their legs and onto the ground. This water is a massive amount of incredible small parasites created out of water. These parasites will scatter across the field covering a large area and charging the opponent. When the parasites strike the opponent the water parasites will crawl up the opponent’s legs covering their entire body while forcefully trying to enter their body through the skin, mouth, nose, ears, eyes and several other places. This results in severe pain, internal bleeding and the opponent to be suffocated by the large amount of water parasites.
Note:
- Can only be used twice per battle
- Cannot use any water techniques above B-rank the following two turns
- Can only be taught by Gutsy Jiraiya

Suiton: Yakkaina Jōkyō | Water Style: Sticky Situation
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will slam their hands on the ground and send a absurd amount of suiton chakra into the ground, channeling it beneath a target. They will draw the moisture from underground and create water. Then by performing the ‘Dragon’ hand seal the water will burst from underground from all around the opponent. The water erupting in the form of eight dragon headed shaped water tendrils that are fairly dense and have a sticky quality that enables them to cling to the opponent, as well as a having a high piercing rate. Once the tendrils attach to their target, the user can preform the ‘Dragon’ handseal causing the tendrils to implode, if the tendril was completely wrapped around a limb, severe damage would be caused rendering the limb relatively unusable. The tendrils are able to freely and rapidly attack anything within a short range radius of where they originally erupted from.

Restrictions
- Can only be used 2x
- No suiton jutsu S rank or above for the rest of the turn and the next turn.
- Can only be Taught by -Scaze-


(Futon/Suiton: Houfuku) - Wind/Water Style: Retribution
Type: Offensive/Defensive
Rank: S rank
Range: Short - Long Range
Chakra: 40
Damage: 80
Description: The user will first release a small amount of wind chakra in front of him in the form of a small circular wall, with diameter twice the size of him, and the same height as him. The wind will spin around in front of him for a couple of seconds. The user will then quickly gather his suiton chakra within his stomach and quickly spit it all out through the wind wall in front of him. The sudden burst of water will go through the wind with relatively ease, due to both being created of the same chakra source and it won’t have any resistance. The bullet of water will then continue to spin as it approaches its enemy. The main purpose of the wind previously made was to remain there so that the user can release his water chakra in a quick burst (the water bullet, not stream) and the wind would act as a second layer for the water bullet, giving it more strength. The water/wind combination will then spin much faster, resembling a miniature twister heading towards it destination with brute force and accuracy.

Notes:
-Can only be use thrice
-Counts as 2/3 of the user's move per turn.
-Cannot use A rank and above wind or water the next turn
-No other Wind/Water Combination jutsu the same turn this has successfully been used
-No other elemental combination the same turn this has been used
-Must have Water and Wind mastered to use
-Can only be taught by -Venom-

(Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: A technique in which the user releases suiton chakra from either their body, manipulates a water source, or the moisture in the air to create familiars. Should the user use this technique to manipulate the moisture in the air they can only create familiars within short-range of their position; however, should the user manipulate a water source the creation of the familiars can reach up to long-range. The familiars created from this technique share certain characteristics. This includes the nature of their composition and their basic abilities. The nature of the compositions of the familiars is that of a thick, viscous, glue-like water which is highly condensed to make them effectively solid. Additionally, the familiars are imbued with a limited form of sentience which feeds upon the user’s chakra allowing them to act autonomously from the user and respond to his or her will. This technique can produce two familiars, each unique from each the other. The user can create either one or both of the familiars but can never create two of the same familiar. Should the user create one, it will possess S-Rank capabilities. Should the user create both they will both possess A-Rank capabilities. Both familiars are shaped into humanoids upon creation and are roughly the same size as the user. They both move at the speed of an average kage ranked ninja.

Vothdar; Vothdar is one of the unique familiars that possesses the unique ability to manipulate his being and form into a sticky water with properties identical to that of Water Release: Grudge Rain Technique. Through this Vothdar becomes capable of draining 50 chakra with those he comes into contact with and can store that chakra within his body. To absorb chakra Vothdar simply needs to come into physical contact with an opponent and initiate the technique to manipulate his composition at the cost of a move. Alternatively, Vothdar can also absorb the chakra from an opposing technique allowing him to reconstitute himself and create a sort of self-regeneration. What this means is that Vothdar must be completely destroyed within elemental weaknesses and strengths of Vothdar's creation strength (A/S Rank). in order to be neutralized. Additionally, for each 50 chakra or technique absorbed the user can then have Vothdar merge with the user’s water techniques. This in essence causes Vothdar to enhance a water technique by +10 damage for each technique or 50 chakra drained from a target. Doing so will terminate Vothdar.

Vol Anari; Vol Anari is the other of the unique familiars that possesses a powerful variation of the Hiding in Mist Technique as its ability. Vol Anari can disperse its body into a thick, heavy mist and can move about the battlefield in this state at the speed of a Kage Ranked ninja. This can be done either passively or at the cost of a move to evade a technique within reason and elemental weaknesses and strengths. However, Vol Anari’s ability comes with a twist. Through its sentience Vol Anari becomes able to, in its mist state, surround an opponent and similar to Gaara’s sand manipulation abilities quickly condense on the opponent’s body and crush them under immense pressure as Vol Anari reforms. This is done at the cost of a move and the strength of the pressure is equivalent to the rank of Vol Anari’s body. Meaning if Vol Anari is created in conjunction with Vothdar the technique will produce an A-Rank strength. If Vol Anari is created alone, it will possess S-Rank strength.

Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of four turns.
Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn.
Note: Can only be taught by Drackos.

(Suiton: Muku Kaishin) - Water Style: Fangs of Poseidon
Type: Offensive
Rank: S-rank
Range: Short - Long
Chakra: 40
Damage: 80
Description: This technique is known as one of the highest examples of Water Release. This jutsu was created by John 'Gyojin' Reese to demonstrate the full destructive power of pressurized water. After weaving the necessary hand signals, the user manipulates their chakra to gather as much water as they can within the space around then. While doing as such, they channel the water into the space around their hands, increasing its mass without disrupting its volume until it turns a near-black-blue colour. The user then places their hands in front of their face and releases the sphere. The sphere is about the size of a small water balloon and travels extremely fast. Upon impact with the target, the sphere only deals a force of about 200 pounds per square inch. However, the sphere then explodes into the shape of the head of a sea monster with many rows of massive fangs, and the mouth snaps shut upon the target. The second impact explodes with the force of upwards to two-thousand tons per square inch, enough force to crush the target and anything around them, and create a violent flood that can demolish buildings, uproot trees, and tear into the earth. The bite of the monster head also creates an intense flash of light from the friction.


To even utilize this jutsu, one must have a great reserve of chakra and excellent chakra control. Without these properties, the jutsu will be stabilized properly and will become less potent than it should be. In worst cases, the jutsu can backfire, instantly killing the user from the water pressure or at least severely wounding them. A great amount of water is needed as well, unless the user can use Water Release ninjutsu without pre-existing water sources.
Notes:
- Can only be used once per-match.
- Water source needed to use this technique, unless if user has a Tobirama Senju bio, or Gyojin custom clan bio.
- No water before, or in the same turn as this technique.
- No water for two turns after the use of this technique.
- Can only be taught by Nathan.
 
Last edited:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Earth Release

Personal Techniques

B-Rank

Doton: Jin no Jutsu | Earth Style: Hidden in Dust Technique
Rank
: B
Type: Offensive / Supplementary / Defensive
Range: Short - Long
Chakra: 20 + 5 per turn
Damage: 10 per turn
Description: A technique that is useful in disorienting the opponent, it starts by the user creating two handseals while releasing their chakra into the ground and causing it to uplift large amounts of the loose earth that combines them into a dust cloud acting like a smokescreen with the user in the center. If the opponent is caught up within this cloud it constantly bombards the opponent with the noise of the loose debris colliding and rubbing together against any surface, causing it to mask the sounds the user makes. This not only blocks the sounds the opponent may hear but reduces sound techniques that are produced within the cloud by one rank due to the rapid movement of the particles disrupting the ability of the sound to travel. The vision of the opponent is also reduced to only being able to see 3 meters in any direction within the cloud since it significantly darkens the area due to the culmination and movement of the earthen debris. The dust particles are capable of causing irritation as it damages the opponent who is caught up within the cloud, but the damage is no more than an annoyance as this makes it hard for the opponent to keep their eyes open since the dust can causes irritation of the eye.
Note:
  • The user may manipulate the storm so that it doesn't affect them and/or allies, however no other techniques besides Earth Release and Taijutsu may be used while this jutsu is in effect.
  • This technique last as long as the user has chakra to fuel it and will reform in the event it is blown away as long as the user chooses to regenerate it, though this happens passively, it requires a move slot to perform.
  • After the end of this jutsu no other Earth Jutsu may be used for two turns.
Taught:

Doton: Resshin)- Earth Style: Earthquake.
Rank: B
Type: Offensive/Defensive
Range: Short-Long
Chakra Cost: 25
Damage: 15(above) 50 (below Ground)
Desription: The User Preforms the needed handseals and then stomps onto the ground, causing a massive earthquake that may unbalance an oncoming opponent, or if the opponent is underground Cause massive damage
.

A-Rank


S-Rank
Doton: Daichi Dasshu (Earth Release: Ground Dasher)
Rank
: A/S
Type: Attack / Supplementary
Range: Short-Long
Chakra: 30 /40
Damage: 60 / 80
Description: After a series of three handseals, the user will stomp the ground cracking the upper surface of the earth which continues towards the opponent until it finally extends under the enemy. The ground then moves apart and causes the opponent(s) to fall into the newly created fissure. This leaves the opponent falling in the air where then the user of this technique may then preform the seal of confrontation to cause the fissure to begin to close in on itself in the form of several large spikes meant to stab into the trapped opponent and leave them crushed by the closing of the fissure. Depending on the amount of chakra produced, the fissure can split wider allowing larger object to fall in.
Note:
  • Although the fissure will extend up to long range, A-ranked use will allow the fissure to split up to 5 meters apart and 5 meters deep, while S-ranked will split the fissure up to 10 meters apart and 10 meters.
  • A-ranked usable four times per battle, S-ranks are usable twice.
Approved
Taught: |

Allowed Techniques

C-Rank

(Doton: Oshi Sacchi) Earth Release: Pressure Sensing
Rank: C
Type: Supplementary/Defense
Range: Short-long
Chakra cost: 20
Damage Points: N/A
Description: The user sends small amounts of chakra through ground around him so he can sense the pressure in certain locations of the battle field. By doing this the user can sense where his opponent is standing and where his opponent is if he/she is underground.
-User must make contact with the ground while using this jutsu.
-Must be taught by Sinderella23

B-Rank

B]Kuchiyose/Doton: Doton Shokubai no jutsu~Summoning/Earth: Earth Catalyst Jutsu[/B]
Type:Supplementary
Rank:B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user uses a special catalyst which the he gets from a special summoning scroll. This catalyst is used to speed up and/or start reactions between other elements without being used up, such as igniting the earth or making a fire hotter.
Note:this jutsu is required in order to use jutsu that deal with igniting earth, this jutsu can also be used to start other reactions other than fire.

(Doton: Tsuchi Heika) Earth Release: Earth Swords
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra cost: 20 (when making the sword)
Attack points: 40
Description: The user cups their hand as if they were holding a handel and molds a strong sword using their earth chakra.
since the earth used is made from the users chakra it can cut through C rank earth.
-The user cannot use any jutsu that require hand seals while holding the sword.
-Sword takes 3 seconds to make.
-Must be taught by ~Yard~

(Doton: tsuchi heika) Earth Release: Earth Arms

Rank: B
Type: Supplementary/Attack
Range: Short-long
Chakra cost: 40
Damage Points: N/A
Description: After making 3 hand signs the user sends his earth chakra into the ground around his opponent and raises arms from the ground that can grab his opponent and hold him/her in place.
-The user must make contact with the ground in order to use this jutsu meaning he/she cannot use this while being in the air.
-Must be taught by ~Yard~
-Must have a proper understanding of earth jutsu meaning you must be able to use B rank earth to learn this jutsu.
Note: If used in short-mid range you can add more chakra to the arms of earth and use them to crush the limbs of your opponent.


(Doton: Kenban)- Earth Release: Rotator Plate -
Type: Supplmentary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will first perform a series of two hand seals, while having constant contact with an earth source. After sending their chakra racing through the earth, the ground under the opponent in a circular shape will rapidly spin at high speeds, like a top. This high speed of rotation has enough power behind it to throw the opponent severely off balance, and fling them hard onto the ground up to several meters away. The diameter of the affected circle is approximately two meters. The spinning motion will last as long as the user concentrates on the spinning the earth. However, this technique can be cancelled in an instant.
*Note: Can only be taught by Selendrile
*Note: Usable four times per battle
*Note: The user cannot use any other techniques while concentrating on the spinning earth.

A-Rank

Doton: Iwaengi no Jutsu | Earth Release : Rock Expansion Technique
Rank: A
Type: Attack/Defence/Supplementary
Range: Short [Intially] - Long [Activating]
Chakra cost: 40
Damage points: N/A
Description: The user infuses a small or medium sized rock with earth chakra (takes a second), then the user does the snake handseal causing the rock to rapidly expand into a large boulder. The chakra within the rock lasts for three turns.

(Doton: Totsugeki Doton) Rampaging Earth
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The user preforms a series of hand seals and then stomps on the ground. This causes the earth in front of him to rise up and shoot out towards the opponent in the form of a large bull's head. The head itself is about the size of a large boulder with horns as long as 3 meters. This attack happens in a similar fashion to water shark bomb as the bull head forms as it comes out of the earth, and then never losing contact with the ground charges towards the opponent, then it crashes back into the earth as it hits the opponent.
~ Usable three times per battle.
~ Can only be taught by Hypnotiq.
~ Needs source of earth. (So cannot be used on a roof for example).

(Doton: Tsuchi Kurassha) Earth Release: Earth crusher

Type: Offensive
Rank: A
Range: Short-mid
Chakra Cost: 30
Damage Points: 60
Description: Like "Earth Release: Mud Fall" and "Earth Release: Dropping Lid" the user will make 3 handseals "Rat" "Tiger" "Boar" as they send earth chakra to above the opponent or target and will make a rift above them. What comes out is not mud nor a lid but a huge stone that falls from the rift and crashes down onto the opponent (see picture for the size of said stone). The stone is created several meters above the opponent, leaving enough time to react.
- Can only be used twice per match.
- Must have mastered at least A rank earth.

(Katon/Doton: Hotto tamaishi kikku) - Earth/Fire Style: Hot Boulder Kick
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user stomps his foot on the ground, causing a large boulder about 3x the size of a human to pop out of the ground. The user then kicks the boulder and ignites it with Fire Style, sending a blazing boulder to the target.

(Doton : Tsuchi Keiro) - Earth Release : Earth Path
Type: Offensive/Defensive
Rank: A
Range: Short/mid/long
Chakra Cost: 30
Damage Points: 60
Description: After performing two simple hand seals(Tiger & Dog) the user will stomp onto the ground creating a long path of earth which the user can cause it to rise up and flip his/her target backward, The user can control this path of earth like a dragon(but doesn't take form of a dragon)to allow the user to ride on it to avoid certain jutsu or can even send it to crush his/her opponent.
Can be only taught/use by T.O.P.
Can be only use three time per battle

Doton: San-kai hashira kaden | Earth Release: Three Pillar Household
Rank: A
Type: Supplementary
Range: Short/Long
Chakra cost: 30
Damage points: N/A
Description: By performing a single handseal, the user makes three great plateaus of earth and stone rise up through the ground wherever he wishes. The plateaus rise through the ground very quickly and without warning, and they cause small tremors around them as they rise. The user is able to slightly manipulate the shape and form of the plateaus, before they rise through the ground, to suit his needs. By forming a single handseal, the user is able to emit spikes from the plateaus. This technique is an advanced version of the Earth Style: Earth Flow Rampart.
Notes:
• Can only be used 4 times per battle.
• Can only be taught by Leeroy G. Zero

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



S-Rank

(Doton - Koroseumu) Earth Release: Colosseum.
Type: Supplementary.
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:N/A
Description: The user performs 4 Handseals then he slams his dominant hand onto the ground and, sends enourmous amounts of Chakra through the Earth and creates a Giant Colosseum rises up through the Ground, covering the whole battlefield.
-Note: Can only be used once per match.
-Note: The Colosseum is infused with the users Chakra untill it gets destroyed.
-Note: Can only be taught by Gobi Gobletsson.
-Note: Due the high amounts of Chakra the user is so exhausted that he is only able to perform B-Ranked or lower Jutsus for the next 3 turns.

(Doton: Mugen Totsugeki Doton) Infinite Rampaging Earth
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: A variation of Totsugeki Doton, the user preforms a longer series of hand seals and stomps their foot on the ground. This causes the earth in 5 locations on the battlefield (of the users choice) to uplift and form a boulder sized head of a Bull. These then converge on the opponent in the same way as Totsugeki Doton, crushing the opponent.
~ Can only be used once per match.
~ No A rank or above earth jutsu the following turn.
~ Can only be taught by Hypnotiq.
~ Needs source of earth. (So cannot be used on a roof for example)

(Doton: Yuuen Rokuhenkei Daichi Bakuha) Earth Style: Grand Hexagon Earth Explosion
Rank: S
Type: Attack
Range: Short – Long
Chakra Cost: 40
Damage Points: 80
Description: The user makes few hand seals and then slams his hands on the ground and creates a hexagonal pattern of chakra around the opponent and then it lights up and explodes causing the earth inside the hexagonal pattern to begin breaking up and shooting out of the ground colliding with the enemy and then they fall back down on top of the enemy and burry them underneath the rubble.
*Earth Jutsu cannot be used for 2 turns after this jutsu is performed
*Does 15 damage to the User
*Can only be used Twice per battle
*Can only be used by members of Sharinganmasters Hideout

Earth Crushing Circle (Doton Kujiku Maru)
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: After making the handseals required, the earth around the opponent will rise around him rapidly, creating a circular dome narrowed to the victim’s body size and trapping him. Immediately following, the sides of the earth will close in around him, crushing the victim.
*usable only two times per battle*
*no earth jutsu for one turn after usage*
~Usable only by members of the NB Secret Corps~

(Doton : Hisan Kobushi)- Earth Style : Flying Fist
Type:Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After performing a single handseal and coating the one of the user's fist with earth chakra, he is able to put his hand forth and launch a fist made of earth. For every second that fist travels in the air towards the enemy, it get's bigger and bigger. The further the enemy, the more it packs a punch.
Usable two times per battle
Can only be used/taught by ~Yondaime~
After a few minutes if the user doesn't launch it, the user's hands would grow weary and tired due to the sheer weight of earth on his fists.

Doton: Pirania Kyobou|Earth Release: Pirahna Frenzy|
Rank:S
Type:Attack
Range:Short-Mid
Chakra:40
Damage:80
Range:Short-Mid
Description:The user concentrates his doton chakra and does a single handseal creating an infinite number of pirahna's made of earth.These pirahna's are of the same size of the actual pirahna's and can only travel under earth and can jump a height of 1m above the ground.They swarm upon the enemies and devours them and can not be destroyed while in ground as any damage to the pirahna is regenerated as long as there in ground
♦ can only be used twice per battle
♦ cannot use any suiton jutsu of A-rank and above for 2 turns
♦ cannot use any doton jutsu of S-rank and above for 1 turn
♦ pirahna's lasts for a full turn
♦ pirahna's doesn't harm the user
♦can only be taught by igneel

(Doton/Suiton: Boukun Rokujou) – Earth/Water Release: Tyrannical Aggravation
Rank: S
Type: Supplementary/Defensive/Offensive
Range: Short
Chakra cost: 40
Damage points: N/A (80 damage if used to attack the opponent)
Description: The user will release their doton chakra into the ground to cause two colossal armoured prehistoric crocodile-like creatures composed entirely of earth (and coated in adhesive mud) to surface beneath or around their position, each being the same size as the A-Rank Stone Golem. The user will then focus their suiton chakra into each of the creatures to cause the humanoid crocodiles to secrete a dense layer of adhesive water (Similar to Water Release: Starch Syrup Capture Field) from every point on their gargantuan bodies, causing the already present layer of adhesive mud to fuse with the sticky water to make for a very dense, viscous and adhesive mixture. As a result the crocodiles become capable of traversing through even the densest and stickiest of mediums e.g. Swamp of the Underworld. This makes them extremely proficient in swimming through similar liquids, with their maneuverability being heightened the denser the medium they are traveling through. On land, these creatures are extremely sluggish, in water or when they are submerged with solid ground, they match the speed of an average aquatic creature, in adhesive mud and liquid metals, their speed is unsurpassed, partly because they aren't hampered by the sheer viscousity of such mediums. The composition of the adhesive water/mud-like layer grants it properties of being both extremely viscous and an unparalleled level of stickiness. The viscosity of the mixture makes it so that weapons or physical objects can only partially pass through it until they run out of momentum, making Taijutsu and Kenjutsu which involve physical interaction ineffective against these creatures, as the user's body/weapon will cling to them, preventing further maneuverability. This also translates to kunai, swords and other projectiles become trapped inside the mixture. Its stickiness also grants it the effect of being able to congeal semi-solid elements together such as: Sand, Gold sand and Iron sand. Rendering them ineffective as they can no longer reform and reshape, a property they depend on in combat. This interaction is similar to the 2nd Mizukage's oily water breaking down Gaara's sand, but on a much higher level, making it capable of affecting all sand-based elements. One final property granted by the adhesive water/mud-like layer is that the creatures become extremely resistant to burning and heat based elements (due to infusion of water), protecting the hard, rocky interior of the large beasts. Alternatively, these crocodiles can be used whilst the user is submerged in a swamp or they can be spewed directly from the user's mouth, meaning the user doesn't have to be in contact with the ground to use this technique. The crocodiles also possess extremely long jaws capable of biting down with crushing force and spiked tails which can be used for physical attacks. In terms of defensive capabilities, each crocodile can neutralize up to: S-Rank Fire, S-Rank Water, A-Rank Wind, B-Rank Lightning and B-Rank Earth. However, in neutralizing these jutsu, they will be destroyed in the process.
Note: Creatures last for a maximum of four turns
Note: Can only be used twice per battle
Note: Can only be taught by -Venom-
Note: Counts as 2 moves from the users 3 per turn limit.

Forbidden Rank

( Doton: Tanso Genshi Kumu ) Earth release: Carbon Atom Organize
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra cost: 50
Damage points: N/A ( + 10 to user when activated due cell re-organizing. )
Description: User focuses large amount of earth based chakra on their cells and re-arranges their configuration converting their skin hard as diamond and turning it into black. This jutsu makes opponent less vulnerable to taijutsu, earth, fire, wind and water attacks while is more vulnerable to lightning attacks ( +10 to damage ).
Note:
- This can be used once per battle
- It causes 15 damage to user
- User is weaker to lightning attacks
- No earth jutsus for one turn
- Can be only taught by Myartisablast
- Lasts three turns

Doton/Fuuton: | Earth Release/Water Release : Seeds of Anihilation -
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (+20 if combined with Fire)
Description: A technique where the user spews a mediocre "Exploding Flame Shot" sized orb of earth towards the opponent, after which he spews three smaller orbs of wind that accelerate forwards towards the orb of earth before finally matching its pace to orbit around it. The orb of earth spins clockwise, and is composed of a mass of unstable earth chakra. While the outer wind orbs comprised of vigorously spinning winds similar to that of the Rasengan all spin counter-clockwise. The user by then performing a single handseal causes the orbs of wind to converge in on the earth. When the four orbs come into contact, the disordered and opposite rotations combined with the unstable abundance of chakra explodes to creates a gigantic cone shaped turbulent vortex that expands forwards and outwards much like Planetary Rasengan. The earth is reduced to dust shaped rubble, and much like the Dust Wind Technique serves to give the wind a level of tangibility that allows it to shred through matter caught within the technique to pieces, while the wind forms disordered turbulent gale forces that are honed into an infinite number of blades that ravage the target. In effect a catastrophic blast of wind and earth is released forwards in a V cone shape, that spreads out at an angle of up to 110 degrees. This technique combines particularly well with fire, as the fire will be sucked into the vortex and used to superheat the earth particles while also combining with the wind to form a wind and fire combo. Thus making it a technique where countless forceful blades of compressed wind and fire ravage the target along with superheated molten earth. After having used this jutsu the user begins to experience fatigue, their throat becomes sore as sharp pangs of pain glance upwards from their chest area due to the abundance of chakra forcefully channeled through and out of the users gullet.

Notes:
- Can only be used 2x
- No fuuton or Earth jutsu for the rest of the turn, no Earth or fuuton jutsu above S rank for the next two turns
- The users movements will be sluggish for the remainder of the turn and for the next turn, preventing efficient use of Taijutsu.
- Can only be taught by Scaze
 
Last edited:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Wind Release

Personal Techniques
S-Rank
Fuuton| Mabushii Unari - (Wind Release| Radiant Howl)
Rank: S
Type: Attack/Defense/Supplementary
Range: Short-Long
Chakra: 40
Damage: 80
Description: After creating the four necessary handseals the user concentrates a large amount of wind in their mouth that ripples outwards when released and sends out massive shock waves of wind chakra that can obliterate whatever is in its direct path. The rippling winds create a deafening howl that is capable of counteracting Sound Jutsu and causes the opponent to be deaf for the turn afterwards. Those with increased hearing ability suffer an additional +10 damage from this technique and are rendered deaf for an additional turn.
Note:
Wind Jutsu above A-rank may not be used in the next turn.
Usable twice per battle, with a two turn cooldown.

Approval
Allowed Techniques

B-rank
(Fuuton: Osuushi no yubi) - Wind Style: Bull's Finger
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user coats his hand in wind chakra while extending only the index and pointer finger (resembling a bull's horns). The user then weaves in and out and slams his fingers covered in fuuton chakra into the target; delivering a blow identical to two knives being stabbed into something.
-Only used twice per battle

(Futon: Tsuki Ken)- Wind Release: Moon Blades
Type: Attack
Rank: B
Range: Mid-Long
Chakra Cost: 25
Damage Points: 40
Description: The user focuses their Wind Chakra into their hands a molds it into 2 circle shapes then will throw them at the opponent, once the circles leave the users hands they will then transform into 2 cresent moon shapes slishing the opponent.
Note: Can be used 3 times per battle.
Note: Can be use/taught by Orange-Hokage.

A-rank

(Fuuton : Rippou of Katto Uindo ) Wind Release: Cuboid of cutting wind
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will make two hand seals and then create a small cuboid of wind chakra that is compressed and then release it at the target. The user will then make another hand seal to expand the cuboid to surround the target. The target will then deal cutting damage from blades of wind attacking them when they are caught inside the technique.
-Co creator Zen.
-Can only be taught by Zen and Yard.

(Fuuton: uyoku enzeru) - Wind Style: Take Flight
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage: 60
Description: the user gathers a lot of wind chakra into his back creating 2 large wings and 2 small wings made out of wind , the 2 large wind wings can be used to fly or to guard the user against incoming attacks, and the 2 small wings are made to increase the speed of the user while he's flying in the air, when the user activates this technique , he's pushed into the air upwards from the thrust of the wind that comes out of his back.

~ 4 times per battle.
~ as long as this technique is active the user cannot use any fire based techniques
~ Can Only be taught by ~Crow~

(Fūton: haipa tatsumaki) – Wind Release: Hyper Tornado
Rank: A
Type: Offensive
Range: Short – Long
Chakra cost: 30
Damage points: 60
Description: The user focuses their wind chakra into their hands and sends it to the sky. They use that chakra to gather clouds above the opponent and alter the weather conditions to the point of which wind will start to spin around the opponent until it turns into a tornado around the opponent.
The opponent will be caught in the eye of the tornado so he/she will be trapped inside and so the user throws a large amount of shuriken into the tornado and uses their wind chakra to control the blades. After doing so the user controls the shuriken with their wind chakra and uses them to violently cut their opponent.

-The controling of the shuriken counts as one of the users turns
-Can only be taught by ~Yard~

S-rank

(Riborubingu Itami) - Revolving Pain
Rank-S
Type-Attack/Defense
Range-Short/Mid
Chakra-40
Damage-80
Description-
The user manipulates the wind around him to create a rapidly spinning cocoon of wind, throwing anything around. The user may expand it to create a bigger dome. If A Fire type attack(of equal or lower rank) is launched against it it will surround the dome, getting caught in the spinning vortex.
*Can only Be taught By icemyster*
*Can only Be used 3 TImes per Battle*

(Fuuton: Koujin Doragon) Wind Release: Dust Dragon
Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user creates a dragon from highly compressed cutting wind chakra, and mixes it with a little earth, to give it a firm head, and a body filled with dust, the dragon is controlled by the user, as any other elemental dragons. Its firm head gives it protection against fire jutsu up to rank A.
Note:Lasts for 3 rounds.
Note: Only 2 times per battle.
Note:Can only be taught by Namikaze Naruto

(Fuuton: Haha shikyū) Wind Style: Mother's Womb -
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user focuses their wind chakra on the floor underneath their opponent as they perform 2 hand seal before stomping down on the ground causing a strong, but harmless, torrent of wind to shoot up from underneath the opponent. The user will then manipulate the torrent of wind in order to create a concentrated orb of wind that encloses around their opponent trapping them in a small circular space. The space inside the orb is tight, leaving them in a sitting position before it gradually shrinks until the opponent is forced to take a fetal position like the times when they were in their mothers womb. The wind orb consists of many racing wind currents that rapidly circulate around the opponent, creating a near solid concentrated wind orb inside and out, while making it difficult for the opponent to breath as outside air cannot penetrate the orb leaving them with the little amount of air that was captured when the orb first formed. The orb is strong enough to withstand most elemental and raw chakra attacks, following the strengths and weaknesses, and once inside if the user does not counter correctly their attack may end up backfiring, but if they do not escape in time then the user will faint due to lack of air.
NOTES
►Can be used once per battle
►No wind over A rank next turn
►If the opponent does not escape the orb by next turn they will faint due to lack of oxygen
►Can only be taught by Zanda

Fuuton: Uindo Riba-su (Wind style: Wind Reverse Wall)
Rank:S-Rank
Range: Short (front of user)
Chakra: 40
Damage: 80
Description: The user creates a wall out of wind that is blowing backwards. Any fire jutsu that hits this wall will be strengthened and sent back at the opponent because when the fire jutsu hits the wall, the user will then reverse the polarity at which the wind is blowing, causing the wind to blow forward, making the fire jutsu change directions.


[Fuuton: Za Hyoujin Kaze] ♦ Wind Style: The Sharp Wind ♦
Rank: S
Type: Attack
Range: Short/Long
Chakra: 40
Damage: 80
Description: The user will gather wind into their hand and condense it with chakra. creating long and thin projectiles in their hand. Then the user can aim these projectiles, launching them at a target. The projectiles do not deal a very much damage, though they are made for precision instead. for if aimed at a very vital, or severe pressure point, the user can cause their target to be unable to battle. Though this is quite hard to do and requires a great amount of focus and accuracy. They are really sharp and fast and could pierce through steel.
~Usable only one times per battle.
~Their as fast as Rock Lee without weights
~Five projectiles are made from the users fingers.
~No wind techniques the next turn.
~Faust can only teach this.
 
Last edited:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Ninjutsu

Allowed Techniques

C-rank
(Ninjutsu: Minikui orudokamereon no ninshiki) | Ninja Arts: Perception Of An Ugly Old Chameleon
Type : Supplementary
Rank : C
Range : Short-Mid
Chakra Cost : 15
Damage Points : N/A
Description : This is a secret ninjutsu technique created when a Hidden Leaf shinobi got inspired by how the Senseis used a special paper and asked their students to channel their chakra so as to assess a Shinobi's elemental affinity. This jutsu uses the same concept to know what elemental chakra the shinobi is molding, the knowledge which he could use as an advantage in the battlefield. The user begins by channeling his chakra into the atmosphere in the battlefield all around his opponent. This is done similar to how shinobi channel their chakra into the air, to shape manipulate the wind to form any entity. However the difference here is that chakra channeled into the atmosphere remains as chakra (say more like a gas, but invisible to normal eyesight) and does not gain any elemental affinity. This chakra that the user channels into the atmosphere, has similar properties to that of these special papers used by Senseis; in a sense that they change their color when the opponent moulds chakra of a particular element. So for example when the opponent moulds his Lightning chakra, the opponent will have a yellowish shroud around him due to the user's chakra present all around him. When he moulds his Wind chakra, he will have a greenish shroud around him etc. For customs elements or KGs, the opponent will have a mixture of those colours. For example when the opponent moulds his wood chakra, he will have a shroud of bluish brown that represents Water and Earth. The user can control his chakra with his mind, meaning that he can form it around one opponent and neglect other, or form it around both of them, as he wishes. Once the color changes, it can be seen by everyone. The user's chakra when it surrounds the target, gets latched to him (similar to how genjutsus work). But the difference is that the chakra stays around him, and does not enter his body (like in genjutsu). Now the user's chakra acts like a part of the opponent's chakra system, which will now receive information instantly about any changes in the opponent's chakra. So when the opponent performs some handseals, he is already molding chakra of a particular element, which the user will be aware of before the opponent launches the jutsu (as soon as he molds the chakra of that element). This can technically help the user be better prepared in a battle. This technique is specially useful in the Ninja World to know if the target will attack or stay neutral. Th e user's chakra by itself causes no damage to the opponent whatsoever. The user's chakra always has a mental connection with the user. Meaning that, it will notify the user of the changes that happens mentally. However, "change" or "no change" is the only information that it shares (similar to binary). 1 indicating a change, and 0 indicating no change (the user obviously has his own methods). Which is why, it is necessary to have a visual of the opponent to get a detailed knowledge (the color change) of his chakra activity. The reason why this technique comes handy is because the user's chakra reacts instantly, providing him with the knowledge of the user's attack and thus allowing him to react faster.
Note:
Can be used 2 times
Lasts 5 turns max.
Can only be taught by Azráel
Taught by

B-rank

(Kage Bunshin Kōtsū no Jutsu) - Shadow Clone of Transportation Technique
Type: Supplementary/Offense
Rank: B
Range: Short - Long
Chakra: 20 (total chakra is divided by the final number of clones plus the user)
Damage: N/A
Description: This technique is a adaptation of the original shadow clone technique but instead of using the chakra the user would've used to summon it at their location they will transfer it inside a solid object like a kunai or shuriken and throw it, once it lands it will immediately transform into a shadow clone ready to be utilized by the user.
➟ Chakra usage is based upon how much solid objects contain the users chakra to transfer, however, is limited to a max of 4 objects similar to that of the original Kage Bunshin.
➟ Unlike similar techniques, this technique can only be detected by sensory ninja, including Dojutsu users, otherwise this technique can only be perceived as a regular ninja tool attack.

(Ame no Kunai) - Rain of Kunai Technique
Type: Offensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: 40
Description: This technique derives from the Land of Fire and was created for a defensive method against multiple opponents. Each individual kunai has a small scarf like cloth around the hollow circular hilt that will be tied to another slightly larger cloth that will act as a floating mechanism that allows every kunai to remain in stasis within the air after thrown. This mechanism also contains a explosive tag already placed inside the larger cloth, when two turns pass it will explode causing the kunai to shoot outward towards the opponent at high speeds due to the momentum of the explosion. The user will infuse each kunai before throwing with their chakra if they so wish to have the kunai duplicate making a total of ten kunai per one kunai thrown once the exposive tag explodes. This technique can also be thrown directly downward, having the floating mechanism zip inward via a rope tied around the outline of the cloth. If the kunai(s) are thrown downward they will shoot forward toward the opponent like the first method but instead will be shot from the ground instead of the sky.

Above techniques by Onii-Chan



Genjutsu

Personal Techniques

A-Rank

Genjutsu| Sunadokei - [Illusion Technique| Hourglass]
Rank: A
Type: Supplementary
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user does a three handseals and spreads his chakra through the air. Anybody in the area will then be affected by a genjutsu that causes them to see things either sped up or slowed down to a extreme. This drastically hampers the user ability to react and target the user or jutsu techniques aimed at them, as techniques will seemed to be launched at them in blinding speed or slowed to a halt so while the user sends techniques at the opponent they are launched slowly, when in actuality the user may have finished his technique and gone onto the next one thus harming the opponent.
(Last 2 turns)

Taught: | | | |


Allowed Techniques

B-rank
(Genjutsu: Hausuhae no shinapusu) | Illusion Arts: Synapses Of The House Fly
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: When a person touches something really hot, the temperature receptors in the skin sense the high temperature and sends nerve impulses via sensory neurons to the spinal chord and then to the motor neurons. The motor neuron will then send a message to the muscles in the arm telling them to contract so that the hand can untouch the object. This is a quick reflex system deployed by the human body and the muscles involuntarily perform the action. This particular genjutsu is based on the very same concept. By channeling chakra into the opponent's brain, the user can cause the opponent to feel similar effects in his body which would make the opponent to perform the respective involunatry reflexive reactions for it. For example, the target may suddenly feel his sword to be hot and pull his arm back while opening his palm to release the blade. Another example would be that the opponent would feel a sharp pain at the back of his elbow, more like an insect bite or a sting with a needle/senbon which would cause him to push his elbow forward. The pain felt due the illusion does not cause any (or minor damage which can be neglected) mental damage to the target. The pain can however last for a millisecond to more than few seconds and will depend on the user how he wants to manipulate the genjutsu. The justu does not limit the user by just giving him the ability to cause minor pain. The core ability of this jutsu relies on the fact that it can cause the opponents to perform certain small reactions. Hence, creating irritation in the target's eye, causing him to rub his eye etc. is also possible. Physical strength of a person would not matter as it is just an illusion, which can affect anyone who is vulnerable to genjutsu, and it would hence, be up to the opponent to figure out that it's an illusion.
Note:
Can only be used three times.
Can only be taught by Azráel
Taught by

A-rank

Genjutsu: False Transformation Technique- (Heki henkan no jutsu)
Type: Attack/Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: N/A
Description: This genjutsu is created through eye contact between the user and his opponent. Unlike most genjutsu this one lays dormant in the opponent's body until activated later in the battle. The user places a mass of chakra into the opponent's body where it sits until they attempt to use some sort of transformation or mode such as the gates, sage mode, bijuu transformation, etc. Once the opponent attempts to use one of those things the genjutsu activates. It stops the transformation just after it starts but causes the opponent to believe they have successfully entered that mode.
~Can only be used once per battle, stops ONE transformation.
~Must be created through eye contact.


(Genjutsu: Zeuxis no hiiro warai) | Illusionary Technique: The Scarlet Laugh of Zeuxis
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user performs 3 handseals, placing the opponent under a genjutsu. In the genjutsu pressure is applied to the spots that are most likely to induce gargalesis, tickle spots. At first the pressure starts out as a incredibly light and cold touch, however the sometimes rhythmic and sometimes erratic strokes begin to grow firmer and firmer, evolving into gentle caresses, and before long morphing into heavy strokes. The once cold touch also begins to grow warmer and warmer while the frequency of the strokes increases. As the opponent is tickled they might begin to involuntarily twitch, perhaps even laugh. However after but a few blissful moments the pleasurable yet distracting tickling turns into rather painful scratching. The opponents skin feels raw as the now sandpaper like pressure ravages their body, the previously warm touch grows to become searing hot, scorching the users skin; and painting them an awful shade of red. The relentless frequency granting no time for relief. The scratching soon begins to reach its dreadful crescendo, the enemies clothes becoming bloodstained as their flesh starts to melt and peel. Molten melting fat weeping along the users skin, eroding into the flesh, further adding to the abhorrent wounds. Broken skin quickly develops into large chunks of meat, fat and muscle that slowly and painfully oozes away. Leaving the opponent a bloody mess. Of course, all the while the appropriate sounds are produced to compliment the situation. In reality, the opponent experiences crawling and itching upon their skin as the Knismesis takes effect, and then becomes ticklish as it advances into the next stage, increasingly so over time. This occurs not necessarily because it may be the enemies natural reaction to tickling, but rather because the Genjutsu amplifies the enemies sense of touch, therefore overstimulating their sense to a degree in which they feel ticklish regardless of their usual physiological reaction. Therefore while an enemies reaction to the Knismesis and Gargalesis may be different (Eg, they may not laugh, or they may burst out in hysterics) , the experiences of Knismesis and Gargalesis are forced, thus eliminating the reliance on an enemies personality and personal habits. Although naturally, an enemy who has never been ticklish before would have even more reason to suspect a genjutsu - a slight pitfall in the technique. Of course, because this is a Genjutsu, there can be no prior anticipation to the 'tickling', therefore it's usually far more effective and productive than if you were to tickle someone physically as no physiological defense can be formed to limit a reaction until you actually begin to feel ticklish. Needless to say the tickling can make it incredibly hard for the opponent to concentrate, leaving them rather vulnerable. As the Genjutsu goes into its final rather gruesome stage, places such as the armpits, knees, ribs and soles of the feet would be heavily affected. Making movement of these regions either incredibly difficult, or in a few occasions impossible as long as the opponent remains in the illusion due to the pain and the feeling of tendons, muscle and sinew being burned and torn within the Genjutsu. The excruciating pain felt within the illusion will likely have an impact on the opponents mind, leaving the opponent in mental pain and ailing them with mental exhaustion. The opponents body may also remember this sensation, possibly linking any kind of physical touch to this experience; creating rather adverse effects. Of course much like in reality, even when the physical pressure ends, the opponent may still cringe and shirk from the "after touch". The pace of intensity of this Genjutsu is subject to the users intentions upon casting it. The most obvious weakness of this illusion would be its surreality, and the fact that this Genjutsu only affects the opponents sense of Sight, Hearing and Touch.

Note:
- The user is capable of targeting specific spots if they so wish.
- Can only be used 2x
- No Genjutsu A rank or above for the rest of, and the next turn.
- Can only be taught by Scaze

( Magen: Noroi Doujutsu ) - Demonic Illusion: Accursed Eye Technique
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user forms three handseals and casts a genjutsu that distorts the victim's sense of perception and his ability to focus on the environment and surroundings, creating a lapse in his ability to properly react to things. Creating the effect of essentially rapid deterioration of the sight, this technique initially starts as a slight bluriness of objects in motion, creating what appears to be a difficulty to focus. As the fight progresses, this bluriness worsens to the complete inability to focus on any object, creating a visual distortion in objects. As the effect happens over a series of turns, it makes the effects of it seem more realistic, making it difficult to initially determine it is a genjutsu. Due to this perceived visual deterioration, the target's of this have a dulled sense of perception and tracking and reacting time, essentially decreasing 25% for 3 consecutive turns, the last turn making the opponent blind to movements above his own base speed.
Note: Can only be used 2 times.
Note: Lasts 3 Turns
Note: Requires a break of at least 2 turns in between usages.
Note: Is not a Sharingan genjutsu nor requires Sharingan to be performed.


[Genjutsu: Kusari Naraku] - Illusionary Arts: Chains of Hell
Type: Attack
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user transfers his chakra into the opponent's mind meanwhile performing a single handseal, the "Ram" handseal, casting an illusion into the opponent causing him to see the ground below him divided into two sections, a right section which moves at the right direction of the opponent and a left section that moves at the left direction of the opponent, leaving the opponent without any solid ground. Meanwhile the ground is moving countless chains shows up from the space that is left by the divide of the two earth sections. These chains are manipulated by the user, giving him the capability of binding the opponent with the chains, inflicting damage with the chains etc.. . Leaving the opponent open in reality and inflicting damage to him because of the amount of stress caused form the illusion.
Note: Can only be taught by Kamishiro
Note: Can only be used 3 times a battle
Note: Can't use any genjutsu technique higher than A-rank at the same turn

(Genjutsu: Shichi kara fukkatsu)| Illusion Release: Back from the Dead
Rank : A
Type : Attack
Range : Short-Mid
Chakra cost : 30
Damage points : 60
Description : This is one of those illusions which leave a severe after-effect on your mind, that starts affecting you physically. The user forms the seal of confrontation and puts the opponent in an illusion where he'd see 6 skeletons rising from the ground. These skeletons have twice the speed of the opponent. Ex. If the opponent's speed is 10, the skeletons' speed would be 20. If the opponent is an EiG user, the skeletons would be twice as faster as him since its just an illusion. The speed pertains to movement and not to the ability the enemy might have to perform a technique or counters; only running or moving speed. Once they rise from the ground, they either pin the opponent down to the ground using their incredible speed, or slice his body into pieces using the two long swords that each of them hold.The skeletons are also able to perform free-form moves as per the user's manipulation of the illusion. The victim is forced to the ground where he sees blood oozing out of his body, and him unable to move in the illusion. The opponent in reality is left unable to move any of his limbs although the illusion pertain only to the skeletons, not locking the enemy in a dream-like world. Instead, the skeletons overlap and appear from the field all around, merging both reality and the illusionary effect. The genjutsu manipulates the senses to such an extreme that the victim is left to feel terrible pain all over his body if the skeletons are made to attack.
-Can only be taught by Flash07
-Can't use any other genjutsu in the same and next turn.
-Can only be used twice.
taught by

[Genjutsu: Naribaindingu] - Illusion Art: Nalebinding
Type: Offensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: 60 (mental damage)
Description: This genjutsu can be used in two ways, either with a single handseal, or thrusting the users palm forwards for the target to see. Upon performing one of these two methods, the user will release their chakra into the target/targets and bind them in an illusion where they are essentially sewn up with steel wires. The user can choose which body parts are stitched, but the target will suddenly see a small needle and steel thread shoot out from being them and rapidly sew parts of their body together. An example of this would be the needle appearing and stitching their mouth together in rapid movements causing excruciating pain and binding their lips shut so they can't talk. Another example would be stitching the targets arms to their body. As they try to pull against the stitches, they would just cause even more pain until they pass out. Though the initial jutsu will mentally hurt them it will not be enough to cause them to faint. The user can use this illusion to create multiple needles and threads and bind up to 3 targets, restricting their movements. A very sadistic, painful, binding illusion. In the illusion, if the target tried to cut the wire the illusion itself would create an opposing force restricting them to give the illusion the wires can't be cut.

Note: Can be used 3 times, two turns between uses
Note: Can bind up to 3 targets (Can only be used once if used on 3 targets at once, twice if used on two).
Note: No genjutsu above B rank in the following turn.
Taught by Gajeel

S-rank

Genjutsu: hon'in nou (I believe)
Type:Supplementary
Range:Short-Long
Rank:S
Chakra:40
Damage:60
Description:
The user jumps, and the opponent is placed in this jutsu if looking. the Opponent begins to believe he can fly and jumps foward towards the opponent only to land face first into the ground. After the opponent lands face first into the ground the jutsu is broken.
*Can only be used once

Genjutsu:shindou (Genjutsu: Vibration)
Rank:S
Type: Offensive
Range:All (as long as eye contact can be made)
Chakra:30
Damage:N/A
Description:
After making eye contact with the opponent, the opponent begins to feel as if they are vibrating intensely, making it hard to complete seals and focus, preventing the opponent from using jutsu that require major focus and precision(s-forbidden rank jutsu) The effects of the jutsu last two turns.
*Can only be used twice

Illusion Technique: Deadly Tears of Sorrow = Genjutsu: Kanashimi no Deddorī no Namida
Type: Offensive
Rank: S
Range: Short/Long
Chakra Cost: 50
Damage Points: N/A
Description: This genjutsu requires eye contact with the target, but only when activating it, after activating this genjutsu, eye contact is not necessary. The user cast an illusion, where the target will see about twenty rotten arms, appearing from the ground, these arms will wrap around the targets arms, legs, chest, and neck. (This happens extremely quick) Then, a giant skeleton face, will appear floating in mid air above the target, and begin to cry down on him, the target will feel like he’s being drowned, because of the water. Because of the energy the jutsu costs, the user won’t be able to use advanced jutsus, in the next turn.
Notes:
• Can only be used two times per battle.
• Lasts for one turn.
• Can only be taught by ZeroGarra.
• No A-rank or higher jutsus in the next turn.

(Touken Gensou) - Swords of Illusion
Type: Attack
Rank: S
Range: Short
Chakra Cost: 40
Damage: 80
Description: The user casts a genjutsu upon the opponent that makes the user believe that the swordsman is moving at an incredible speed that it looks like he is teleporting around him or her. The user makes this happen by making his sword reflect light towards the opponent making him blind at crutial moments during this technique to make the opponent believe this. The attack ends with the sword slowly being struck into the opponents chest causing a serious and life threating wound. This is a tatic made for those without the ability to make mist and have the speed available to silently assassinate people like the swordsman, Zabuza.
Note: This can only be taught or used by Musasibou.
Note: Can only be used twice in battle.
Note: Cannot work in absolute darkness.
Note: Requires a Sword.
 
Last edited:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Taijutsu

Personal Techniques

S-Rank

Hebereke Tentei Kobushi: Drunken God Fist
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: (+10 to Drunken techs) (-20 to falling)
Description: After entering the Drunken Fist state, the user continues to drink and then enhances the effects by applying chakra. By doing so the user begins to move faster, and become even more unpredictable and fluid. The user becomes so fluid and unpredictable in his motion that even the MS can't determine the users movements and allows the user to dodge techniques on a whim in a unorthadox but effective way without the use of a ninjutsu. But despite this the user becomes so drunk that it becomes harder for him to control his chakra therefore the user only becomes unable to use Nin or Genjutsu in this mode.
(Last 3 turns)
(usable once)

Taught:

Satsui no Hado| Surge of Murderous Intent
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: (+50 to taijutsu based attacks)
Description: To tap into Satsui no Hado, a fighter must be so consumed with the desire to win that they are willing to kill. As a result, only people who push themselves to be the best at all costs can take advantage of it. However, the untrained mind can be driven to a temporary insanity if they have not prepared for it. For those who do succeed in controlling it, they develop an almost cold, cynical detachment from themselves. Using this the user also develops a new fighting style called; Ansatsuken or the "assassination fist" this allows any of the user taijutsu based attacks to have more destructive power as the user now has amplified his intent to kill ten-fold. During the time this is in use the a kanji with the symbol of destruction which appears on the user's back. Also during this mode, the user focuses on three major principles:
Hadō (Surge)
It is the founding principle behind Ansatsuken. Through Hadō, a martial artist utilizes his/her will (or intent) to draw in chakra and project it out at an opponent as a concussive force upto Short Range.
Shōryū (Rising Dragon)
This is a set of techniques where a martial artist uses chakra to propel himself/herself upward at the airborne opponent. During the ascent, he/she is invincible to most attacks. However, his/her descent renders him/her vulnerable.
Tatsumakisenpū (Tornado Kick)
The martial artist's body is supported and spun above the ground on a column of spiralling chakra for a limited time of one turn. With this the user is able to "float in the air" for a certain amount of time.
With these priniciples the user is able to deliver powerful blows to the opponent at the cost losing himself in the process.
(Usable Once Per Battle)
(Users Chakra Manipulation is ceased for 2 turns afterwards)
( Once in the grip of this bloodlust, no Nin or Gen jutsu can be used. }
(Last 3 Turns)

F-rank

Kongou Koku Retsu Zan| Country Destroying Adamantine Slash
Rank: Forbidden
Type: Attack
Range: Short-Mid
Chakra: 50
Damage: 90
Description: The user first applies chakra to most of his body until it radiates off of his skin, then by rearing back the user then preforms a powerful chop to the earth itself with a subsequent wave blast surrounding him on both sides. Although the wave increases the range of it somewhat, the true damage property is a point-blank range. If the opponent is near when this move takes place it means near instant death as the chakra pressure seems to crush there bodies once released.
(Usable once)
(User can't manipulate his chakras for three turns afterwards

Allowed Techniques

A-Rank

Freestyle Art Power Legs = Furīāto Pawā Ashi
Type: Supplementary
Rank: A
Range: Self
Chakra Cost: 30
Damage Points: N/A
Description: The first stage of the leg empowering freestyle tech, the user focuses big amounts of chakra into his legs, this technique allows the user to temporarily increase the strength in his legs, by pumping the muscles and tissue full of concentrated chakra. This technique gives the user 10+ damage to all Taijutsu, which involves using his legs, and a boost of speed, equal to Lee without weights. This technique does have some drawbacks, when it ends, the user will have used a big amount of power in his legs, making them weaker.
Notes:
• Can only be used twice per match.
• Lasts for three turns.
• After it ends, the user has -5 damage to all his Taijutsu, for the rest of the battle.
• No A-ranked or higher techniques in the next turn.
• Can only use two moves in the next turn
• Can only be taught by ZeroGarra.

( Burakku Doragon no Gōon hiji ) - Black Dragon's Roaring Elbow
Type: Attack/Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This strike was honed and refined by incorporating the same principles learned by studying NB Taijutsu. The user strikes toward the opponent in close range and shifts his foot slightly forwards turning his body in that same direction spinning themselves 360 degrees, continuing this motion quickly to add tremendous momentum to the final blow. As they do this, the user taps into the most basic of whichever elemental release which can be used to aid in taijutsu strikes, and coats his arm from the elbow down in either elemental chakra or raw chakra following similar principles as Five Animal Five Element Fist, however instead of using each of the 5 basic elemental releases in the attack one after the other, the user applies only the one nature they wish, using chakra control to focus the chakra to striking area for the purpose of this one brutal blow. Raising their arm and elbow up as they release the chakra, they complete the spin to smash elbow/forearm first into the target, as the circle motion of the attack is completed driving the blow forwards by pushing off their back foot, using this with centrifugal motion to aid in powering the elbow strike, making it much more powerful and potentially lethal than just a simple elbow strike. This delivers not only the blunt force trauma from the blow but also different effects from whichever chakra nature was used. If Fire is used burns will occur blistering the skin, if Water is used along with the blow it will leave water covering the area struck, if Earth is used the blow could cause the area to collapse in upon being struck, if Lightning is used the opponent will experience a shocking electrical explosion, if Wind is used they will experience slicing winds and the blow will send them flying back 10 meters, and if Raw chakra is used it will cause the blow to be blunt and traumatic similar to Earth's just not quite on the same scale. This is a devastating blow if performed properly and landed square, and could easily render someone unconscious or worse from the blunt force combined with the elemental nature imbued with the strike.

~Notes~
- Must have trained in basic NB Taijutsu to use
- Usable 2x per battle
- Must be taught by -Vegeta
Done like this
You must be registered for see medias
S-rank

Name: Ninpou: Kyojin no Jutsu (Ninja Art: Juggernaught Technique)
Rank: S
Type: Supplementary
Range: Self
Chakra cost: 60 (10 every turn to keep it activated)
Damage points: N/A
Description: This technique allows the user to increase his toughness and strength by a great amount, for a certain amount of time. By diverting a great amount of their chakra into their muscles tissue and skin, the user can harden his body and muscles with a great amount. The technique itself takes a few seconds to fully activate, but in those few seconds the user will grow in a rapid rate, and approximately become twice as big as he was before. The user’s skin will be close to Corundum in hardness, (or what would be a 9 on the Mohs scale) and his bones just as hard, his strength will rival that of Tsunades at her best. The great physical growth comes with some disadvantages, the user cannot use any elemental ninjutsu or any Genjutsu while this technique is activated, aswell as their speed becoming considerably slower due to the bulky mass and he cannot use any S-ranked and above techniques the turn after this technique has been deactivated.
Notes:
• Can lasts for 5 turns.
• When this technique ends the user will not shrink back to his normal size, but his muscles bones and skin will return to its former state.
• Can only be taught by ZeroG.
• Can only be used twice per match.


The Adrenaline Rush (Kōfun jōtai)
Rank: S
Type: Supplementary
Range: Self
Chakra cost: 40 (20 every turn)
Damage points: N/A
Description: To activate this technique, the user must focus chakra into the disaster centers in the brain, to forcefully activate the state known as adrenaline rush. The disaster centers in the users brain will react to the chakra as if it was a real disaster situation, the centers will therefore immediately jumpstart the user’s body. The disaster center sends a message to the glands just above the user’s kidneys, to release a great amount of adrenaline into the user’s body. The adrenaline will boost the user’s heart rate and his blood flow. The adrenaline also signals the user’s liver to flood the body with glucose blood sugar for fuel. But what really makes the users body reach its limit is instant energy, which is released along with the glucose and the adrenaline. Instant energy, (ATP or Adenosine triphosphate) is energy stored in all muscles, which is released in a crisis situation to boost the user’s body. All these biochemical reactions happen extremely fast, it takes less than a second for the users body to fully unleash the effects of the technique. These reactions causes the users body to peak and reach it’s absolute limit for a short amount of time, but since the effects are chakra caused, and since the user during this technique continuously floods his veins with chakra, the effects lasts longer. The effects are:
Heightened senses: Stronger sense of smell, hearing and thought processing.
Pain reduction: All feelings of pain and numbness are almost nullified.
Faster reaction time: This doesn’t make the user faster generally.
Superhuman strength: Adrenaline rush causes the body to peak in performance, a big adrenaline rush can give a regular mother the strength to lift a car easily, it is estimated that a full adrenaline rush gives a boost of strength which equals 400%
Notes:
• Lasts for 5 turns.
• The user cannot use any elemental ninjutsu while this is active.
• The user cannot use any Genjutsu or clones of any kind when this is active.
• Because of the energy burn the user cannot use A-ranked or above technique for 1 turn after this technique ends, and he cannot use any S-ranked or above for 2 turns after this technique ends.
• Because of the strain this technique puts on the user, he cannot use any Genjutsu for next 5 turns.
• No summoning while this is active.
• Can only be used Once per match.

(Han Sochi jutsu)- Half Step technique
Rank: S
Type: offence
Range: Short
Chakra cost: 40
Damage points: N/A
Description: This is a style of Chinese martial arts where the user uses precise chakra control to move half a step out of the way when being attacked at close range. The user is then facing the side of the enemy. The enemy can only react to this attack and counter if they are advanced taijutsu users because they have been trained in advanced levels. This advanced technique can be followed up with an attack to counter their move.
Note: can only be taught by Uchiha Kaito
Note: Can only be used twice per battle

(Geishin no Nami Kikku)- Whale God Wave Kick
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Either from a position falling towards the ground, or from the user jumping high into the air, some sort of descending movement in needed for this taijutsu technique. The user, as he falls towards the ground, spins rapidly on his sides (horizontally) in order to produce massive amounts of spinning momentum. Further covering their leg with a layer of water chakra, the user creates a localized, spinning vortex of water around their leg. The user then performs a devastating, spinning S-ranked kick aimed from above the target. If the target intended to be hit somehow evades, the user can also release the water vortex upon contact with the ground (or any other medium they strike) from the miss. From where the user initially strikes, a large crater is created due to the force of the strike. The water vortex is then released in a wave (the direction decided by the user) from the epicenter of the technique which is intended to catch the fleeing target. The incoming wave of water is considered to be A-rank if released and counts as a move of the user. The wave would be unaffected by taijutsu damage bonuses, remaining at A-rank unless the user also possesses an additional water release bonus (such as a CW, 7SM, etc).
- Usable twice per battle
- No taijutsu A-rank or above for the same turn
- Requires mastery of NB taijutsu (non-restricted)


(Kami Kaiten Kikku o Bara)- Rose God Revolving Kick
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This taijutsu technique utilizes the user’s increased agility capabilities as well as his raw strength. The user will quickly launch themselves from their current position in order to travel in a curled arc (the angle of the movement is decided according to the situation). As the user travels in the movement he will focus wind chakra over the entirety of his legs in order to coat them in a powerful layer of cutting wind. The user will then perform a powerful, rotating kick as he passes by the target. In addition to the physical damage, a portion of the wind layer is released upon contact to form a tornado around the target. This tornado rapidly spins the target in order to disorient them to a high degree in order to allow the user to continue his assault. After passing by the target, the user will continue their arcing motion in order to circle back around at the target, striking them again with the same movement. This process is repeated over and over again until the user makes the required movements to successfully destroy his target. In the end, a complex, circular, looping figure would mimic the path taken by the user. If the successive kicks are used on the same target, each kick releases an additional tornado which spins the target at higher speeds. The user can also change the target of each successive kick, targeting multiple objects/people/formations (however the overall rank is also divided equal to the number of targets).
- Usable twice per battle
- No elemental taijutsu above A-rank the same turn
- Requires mastery of NB taijutsu (non-restricted)

F-rank

Oshie Ikusen Tatsujin Ikazuchi Dageki Gyakujou)- Teachings of Thousand Masters: Thunder Strike Frenzy
Rank: Forbidden
Type: Attack
Range: Mid
Chakra cost: 50
Damage points: 90 (-15 to user)
Description: The user charges their bodies with a lot of lightning chakra and then they release chakra from their feet to boost their speed in the attack and they then send the lightning chakra into the arms and strike the opponents upper body dealing 18 fast strikes and discharging the built up lightning chakra through their fist into the opponents nerves which will cause the opponent to become paralysed from the electric currents and the final strike is a fist punched into the chest and pushes in and the user twists their wrist and then releases the lightning chakra into the heart which then seizes the circulating chakra for a moment making the opponent unable to perform hand seals or concentrate their chakra for one turn. (When contact occurs this causes damage to the user by burning their lower arms from the electricity and the user cant perform any elemental attacks or taijutsu requiring the use of their arms for one turn).

Note: Can only be used once
Note: target can't perform lightning jutsu or hand seals for one turn
Note: Can only be taught by Uchiha Kaito andUzumakiJake
Note: -15 damage



Satsui no Hado -

A-Rank

Tatsumaki Zankuukyaku|Hurricane Scythe Kick
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user jumps and, while in the air, rotates his or her legs, causing himself to spin in circles, kicking the opponent 3 times with rapid succession. The power behind the strikes increase with each spin, due to the user's momentum increasing. This attack can also be used against a standing target or while already in the air.

Messatsu Goshoryu|Obliterating Great Rising Dragon
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: Based on the knowledge of the Ashura Senku, the user will focus his Satsui no Hado chakra around him so that it bends around him and projects an after-image behind himself that masks his actual movement as the chakra itself is constantly in flux. The user then uses some of that same chakra to coat his arms as he makes his attack. As he performs a primary Shoryuken, he then quickly pivots on his foot and spin quickly, striking and releasing a second Shoryuken. The user then uses the same tactic and his now increasing momentum to strike quickly at the foe with a third Shoryuken, releasing the Satsui no Hado chakra the entire time the blows are dealt, resulting in the chakra seeping out and latching onto the enemy with the final definitive strike. As the chakra attaches to the enemy, he causes them themselves to become enraged and lose focus momentarily, causing them to not be able to mold their chakra properly for Ninjutsu attacks of higher than A-rank in their next turn although the rage will slightly boost their overall Taijutsu aggressiveness and power.*
*Can only be used 2 per fight
*After using, it requires a wait period of at least 2 turns
*Must know Shoryuken jutsu and by extension, NB Taijutsu as it is a component of NB Tai
*Must be a Satsui no Hado student to learn

Hadoken| Surge Fist
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Cost: 60
Description: The user gathers large amounts of Satsui no Hado natured chakra to his arm and condenses and compresses it greatly to create a basketball sized orb of chakra inside his hand. The user then adds shape and chakra manipulation to the mix, adding fire chakra as he draws both his arms to his side, as if he is shielding the orb as it's being created fully. The user then thrusts forward quickly, releasing the creation as a projectile with great force behind it due to the deeply compressed chakra within it, causing it to have the momentum and strength to break through most earthen defenses of up to B-rank and given the fire properties of the Hadoken, when contact is made with a foe, they will be deeply burned and feel as if the orb itself is slamming against them with enough force to fracture bones. Masters and Grandmasters are capable of using this attack with one hand. Once released, the 'fireball' travels up to one range of the user in great speed, though a foe would still have sufficient time to counter if the are a range's length away from the target.
*Can only be used 4 times at the most*
*Must be a student of the Satsui no Hado Fighting Style*
*Must be a two turn minimal waiting period before usage*

Shin Gou Hadou|True Great Surge
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user will stand in the horse stance with his right hand drawn in, focusing large amounts of Satsui no Hado chakra throughout the arm. The user will then strike forward with that arm, hitting the target in the solar plexus, halting all forward movement by the foe from the blow as the Satsui no Hado chakra latches onto them, causing them to gain properties of the the CFS, increasing their strength and speed, now moving at speeds of Lee without his weights and slightly stronger than the average Strong Fist user. As the chakra attaches to the enemy, it causes them to become greatly enraged in a rage that clouds their mind, letting their anger take over due to inexperience with controlling the fighting style. This rage prevents them from using elemental jutsus of A-rank and higher for three turns due to the Satsui no Hado chakra's influence causing great anger that causes them to want to literally beat the user to death. As the turns go by, the anger starts to subside and the enemy is able to see and think more clearer and as such, they regain access to higher ranking elemental jutsus. The first turn this is active, they cannot use A-ranks and higher. The second turn, no S-ranks and higher and the third and final turn the enemy cannot use any Forbidden ranked jutsu of elemental natures. The speed/strength boosts last the entire duration of three turns.
*Lasts 3 turns*
*Only useable 3 times*
*Speed and Strength boosts are an approved part of the CFS*
*Can also be used on an ally*

Misogi|Purification
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user charges large amounts of Satsui no Hado chakra to his arms and jumps above the opponent and charges down at them with a devastating strike to finish them off and, if he successfully lands the Misogi, he then punches his opponent into the ground, and the massive force of the impact creates several cracks in the ground. After using the user if left with low levels of fatigue and a slightly injured arm (the one that performed the jutsu).
*Cannot use any Satsui no Hado jutsu over S-rank next turn
*Can only be used 3 times a battle
*Must be a Satsui no Hado student to use

S-Rank

Ashura Senku|Asura Flashing Sky
Type: Defense/Supplementary
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage points: N/A (+10 if struck while Ashura Senku is active; -10 to user when Ashura Senku is active)
Description: After activating the Satsui no Hadō, the user focuses a large amount of chakra throughout his/her body, using his rage and anger to 'warp' the chakra, so to speak, causing the characteristic red chakra flares around his/her body to bend around his body, creating a coat of chakra that manifests itself as a kind of after-image when the user moves, making it harder for the enemy to strike him head-on. The increase of chakra throughout his body also increases his speed sharply, effectively doubling it (note: this only applies if the user has not used any other jutsu/mode that enhances his strength, meaning it can't be used in conjunction to EIG, Sage Mode, etc. and only works DURING the Ashura Senku, thus making it an ideal jutsu for quick escape) during the time the jutsu is used. Once he has activated the Satsui no Hadō, the user widens his stance, and his enhanced chakra-cloak glows red. He then lifts one knee and quickly "glides" along the ground to another location with his eyes aglow. Where he glides depends on whether the user choices to move forward, backwards, or any other direction, so long as it is in a straight line from his starting position and no item (i.e. tree, giant rock, building, etc) is in his path. The glide can be used to get away from an opponent bearing down on him, to suddenly launch an attack (often from behind), or perhaps to simply psych out the opponent and keep them guessing. Due to the dark nature of the Satsui no Hadō, the red chakra around the user is imbibed with such an evil intent, that it actually hurts the user's skin and burns his skins slightly as he uses it, similar to how Naruto's skin is burned when using the 4-tailed transformation; however it works on both ends of the spectrum: as long as the Ashura Senku technique is active, the user's skin will be in intense pain but if an enemy were to strike him while it is active, they will feel the same pain, though on a greater scale when compared to the user. However, given all the perks of the jutsu, the user has much to be wary about. Only able to use the jutsu 3 times per fight, shall the user use it all three times, he runs the risk of the dark nature of the Satsui no Hadō taking over, causing him to become enraged and lose control of his sanity, making him unable to use jutsus higher than C-rank for two turns and no taijutsu for the rest of the fight due to intense physical pain. After using it, he speed is also dramatically decreased by half, causing him to severally be limited in terms of movement. Furthermore, the user is unable to use the jutsu in rapid succession. It takes a minimal of three turns in between before he is able to use the jutsu again.*
Notes:*Can only be used three times at a most, with a three turn waiting period in between.
*After using once, the user cannot use any jutsus higher than A-rank that turn and no taijutsu of A-rank and higher for two turns.
*After using twice, the user cannot use any jutsus higher than B-rank that turn and no tai of B-rank and higher for 5 turns.
*After using all three times, the user cannot use any jutsus higher than C-rank for 3 turns and no taijutsu for the rest of the fight.
*The user can only move uni-directionally, meaning he can only glide in straight lines. He also can only glide from one range to the next, meaning he can move from short range to mid range, mid range to long range and vice-versa but not short range to long range or long range to short range.*
*After the technique has ended, the user's speed is severely cut in half, causing him to move at speeds that make Gaara's running speed seem fast (Gaara is used as a reference, due to him being considered one of the slowest in-manga characters). This effect only lasts the turn the user uses the Ashura Senku. However, if the user uses this technique at the end of his turn, then his NEXT turn, he will have this lowered speed the entire turn.
*Can't be used with any other mode or speed-enhancing jutsus.
*Can only be used after the Satsui no Hadō has been activated.*
*Must have learned Satsui no Hadō and be at least 'User' rank within the Satsui no Hadō ranking system (See CFS for details).
*Gilding isn't the same as flying or hovering. The user "kicks/jumps" into a direction so fast that he "glides" until he reaches the destination. As such, this technique can't be used in mid-air.


Tenshou Kaireki Jin|Demon Armageddon Kick
Rank:S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After first charging large amounts of the Satsui no Hado to their bodies, the user then kicks the opponent in the air with a powerful blow, disorientating the enemy upon contact. After doing so, the user then uses the Satsui no Hado and wind chakra to cause himself to spin rapidly, causing a mini whirlwind to appear around him. He then rushes at the enemy, striking several times with severe force severe times in the upper body, causing massive damage to their lungs and chest from the blows. After using, the enemy falls from high up in the sky, hitting the earth with great force, causing further damage. The user is then left with heavy fatigue and great strain on his leg after using, making taijutsu involving the legs troublesome. His speed also drops considerably after using for some time.
*Can only be used twice*
*Must know Tatsumaki in order to use*
*Speeds drops slightly for 2 turns*
*After using, the user can't use any Satsui no Hado jutsus the next turn and no wind over S-rank for two turns*

Kongou Kokuretsu Zan | Diamond Country Splitting Cut
Type: Attack
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: The user gathers large amounts of Satsui no Hado manipulated chakra and raises his arm towards the sky and charges all the chakra into said arm, which takes around a second or two. Then, he violently slams his fist on the ground which results in an explosion of pure energy, which first takes the form of a lightning bolt and then emanates outwards in a shock wave of energy. The resulting wave has such a large amount of Satsui no Hado chakra inside it that the wave itself becomes physically harmful, destroying the terrain as it spreads outward in a destructive manner. The wave is powerful enough to force opponents backwards from the user, with the waves hot enough to slightly burn and singe the skin slightly of the opponent caught in the wave (not hot enough to incapacitate a foe however). The point of contact, where the user's arm strikes, becomes completely shattered and leaves a crater of 6 meters deep (around 20 feet) and 10 meters wide (around 30 feet), with the user left standing in the middle. The sheer force and power of the strike is so great that it causes a slight earthquake to be felt around the field; this earthquake alone causes no damage to any opponent, unless they are under ground, of course. The wave is so great that opponents caught in it will feel great heat emanating from it, causing small first degree burns along their body. If the opponent is struck head-on, the impact will cause their body to be severely injured, the point of impact on the said enemy will have it's bones struck with enough force to shatter them almost completely, (similar to how Gaara's sand shattered the bones in Lee's arm when they battled during the Chuunin exams), along with causing slight paralysis, not literally paralyzing the foe, but it causes their speed to become slowed to levels of Gaara's, perhaps the slowest moving canon character. Coincidentally, if they already move this slow, then their speed will be dropped even further due to the strike. Broken bones, and ruptured internal organs with slowed speed awaits a downed foe once they are struck with this jutsu. However, despite all the wonders granted by this jutsu, it also has severe drawbacks. Only capable of using it thrice, the user is only able to use one other jutsu during the turn this is used, and it must be a Satsui no Hado natured jutsu. The user is also left with great pressure on the arm he performed the jutsu with, causing it to become severely injured and after using it, he can only use ninjutsu for the following three turns, no taijutsu nor kenjutsu with said arm. The user is only able to use one other jutsu that same turn he uses this jutsu as well.
Notes:
*No taijutsu/kenjutsu for two turns with said arm.
*Can only be used thrice with an interval of at least 3 turns
*Cannot be used with any other chakra enhancing mode such as Sage Mode or EIG or various other modes which increases the users chakra/speed
*After using, the user is left with high levels of fatigue and can only use ninjutsu for the following three turns, but no lightning ninjutsu during those turns
*Can only be used by learners of the Satsui no Hado

F-rank

Satsui no Hado: Shun Goku Satsu | Surge of Murderous Intent: Instant Hell Murder
Type: Attack
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90
Description. Instant Hell Murder, also known as the Raging Demon, is the most powerful technique belonging to the Satsui no Hado fighting style. The user, using the principles behind the Ashura Senku, surges their entire body with an immense amount of Satsui no Hado chakra, channeling so much that it begins to materialize around the user as a cloak of dark chakra . he charges more and more, spreading it throughout the range and then charges towards their opponent at double his speed due to "gliding" across the ground at heightened speeds; just like the original Ashura Senku, they leave behind an after image (more accurately described as a chakra impression) of themselves that fools the opponent's sense of depth perception when looking at the user, allowing them to think he's further away than he actually is with only Doujutsu, EIG Masters and users of Enhanced Senses (sensory, hearing, smell, etc) being able to actually pinpoint the user's actual location as the chakra impression trails behind him. When near the opponent, the user attempts to grab them somewhere around the torso or head. Upon successfully grabbing the opponent, the enhanced Satsui no Hado chakra will help the user to deliver several (up to 9) taijutsu precise blows to the opponents body, all aimed at vital organs, causing internal organs to rupture and bones to break and shatter from repeated blows. Upon completion of this technique, the user's legs and arms are so strained that his speed is effectively cut down drastically (in case a reference to the speed chart is needed, the user's speed is decreased to half his base speed + additional bonuses such as being a taijutsu master, Raikage armor, EIG, etc.) and taijutsu strength is decreased as well, becoming -10 weaker.
Note: Can only be performed once per battle.
Note: Only Masters and Grandmasters of Satsui no Hado can perform this technique.
Note: After using, the user is unable to utilize Satsui no Hado chakra for the remainder of the fight.
Note: The shock the body receives from losing the enhanced speed and power granted from the Satsui no Hado causes great pain to the user, limiting his movement for two turns to a half of his current speed
Note: No taijutsu techniques above A ranked can be performed by the user for two turns and all taijutsu used during those two turns and subsequently weakened by -10 due to fatigue and physical strain.
Note: The user is unable to mold chakra for jutsu over S-rank and above the next turn as well due to the strain of generating a large amount of chakra at the beginning of this jutsu.

Metsu Hadoken|Destroying Surge Fist
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The Metsu Hadoken is a type of Hadoken more powerful and advanced in comparison to the normal Hadoken, an already dangerous attack in itself. The user focuses large amounts of Satsui no Hado chakra to his arms to the point where they the chakra shrouds completely hide the arm, causing it to look as if the user has to dark red pillars of chakra for limbs. The user then adds shape manipulation to the chakra, creating two enlarged Hadokens in each hand, slightly bigger than the basketball sized Hadoken. The user then combines them together by slamming his hands into one another as he draws them to the side, getting into the normal positioning that one takes before firing a Hadoken. As he slams them together, the two Hadokens merge into one, creating a larger, denser and more dangerous Hadoken. As they combine and grow larger, wisps of Satsui no Hado chakra can be seen floating around the user and sparking from the creation, making the technique look even more 'bad-ass', so to speak. As the user releases it, it travels at great speeds, closing the distance of mid range in a few short seconds. Once contact with a foe has been made, the creation hits with enough force to break bones completely and cause internal damage as the chakra sears and burns the skin greatly. The Metsu Hadoken has the strength to break through Earthen defenses of up to S-rank with relative ease, though that is not to say that it can break through Forbidden ranked earth jutsus. The pure power of the Hadoken is so great that just by holding the chakra within one's palms, the users hands start to burn and bleed, causing taijutsu to become quite difficult to perform with the hands. The act of adding such amounts of chakra also takes a toll on the user, making it impossible to use more than 2 jutsus in the same turn as this one, unless they are all Satsui no Hado jutsus, namely Satsui no Hado taijutsu. Then, the user cannot use more than 1 other S-ranked and higher Satsui no hado jutsu in the same turn, with him not being able to use any the next turn.
*Can only be used once*
*Can only be used by Masters and Grandmasters of the Satsui no Hado CFS*
*After using, the user cannot use any taijutsu for 3 turns and ninjutsu becomes harder to use, making it take twice as long with all handseals the user makes for two turns*
*Can only use 2 jutsus the turn this is used unless the user uses Satsui no Hado taijutsu based attacks.*

Tsuin Gou Hadoken | Twin Great Surge Fist
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Cost: 90
Description: The Tsuin Gou Hadoken is a type of Hadoken more powerful and advanced in comparison to the normal Hadoken, an already dangerous attack in itself. The user focuses large amounts of Satsui no Hado chakra to each arm, drawing them back as if in the horse stance, condensing the dark chakra into a slightly larger shape than the regular basketball sized Hadoken, creating one in each hand. As the user compresses the dark chakra, he adds elemental chakra to the Hadokens, giving them properties of any elemental affinities the user charges through them. The user, upon creating the Hadokens, can choose to only thrust one outwards, releasing just that one while continuously holding the other in his hand. However, as he does this, he will be unable to use any other ninjutsu until he releases the second. The second Hadoken still has to released by the end of the turn. The user can also chooses to fire both at the same time, with individual strength equal to a strong S-rank jutsu and a combined force of a forbidden ranked jutsu. Using them takes a great toll on the user however, and he's left unable to mold high ranking jutsus of the elemental affinities he used this jutsu with. When the user charges elemental affinities into the Hadokens, several effects appear depending on which element is focused. By channeling advanced natures into the Hadoken, effects of said advanced nature will be of similar regards to being struck with Forbidden ranked compressed chakra of that nature, in mirrored fashion as the chart below (i.e. scorch chakra would cause effects similar to Fire hadoken, rain chakra being similar to Water Hadoken, etc etc).In order to fully taunt his enemies, Akuma devised an additional name for each main "verision" made from the various elements:

¤ Zanku Hadoken|Air Slashing Surge Fist - When charging Futon chakra, the Hadoken's becomes slightly faster and causes great damage upon impact of the elemental version, causing enough damage to break bones and limit movement by the enemy while pushing him backwards with great force.
¤ Shakunetsu Hadoken|Scorching Heat Surge Fist - When charging Katon chakra, the chakra heats the Hadoken to the point that upon contact, second degree burns will occur, with third degree and fourth degree burns from prolonged contact.
¤ Gourai Hadouken|Roaring Thunder Surge Fist - When channeling Raiton chakra, lightning begins to form around the Hadoken and increases it's speed and causes it to have the effect of causing extreme paralysis of the nervous system upon direct contact, surging through the foes body and is capable of bursting through earthen defenses of up to Forbidden Rank
¤ Tenma Gouzankuu|Demon's Great Air Slash- When channeling Ototon chakra, the Hadoken begins to rotate in the hand faster, increasing speed as a shrill sound is made from the spinning. Upon striking a foe, the Hadoken releases either low or high frequency waves throughout them. If low frequency, the waves deliver severe blunt force damage as well as cause a severe blow to the equilibrium of the enemy by resonating through the liquid organs of the target, causing severe dizziness and fainting from prolonged exposure. If high frequency, the waves cause severe blunt force damage as well as causing the organ of the user to vibrate intensely, and due to this intense vibrations, the organs begin to move back and forth across one another, causing them to rupture and cause severe internal injuries.[/b]

Note: Can only be used once a fight.
Note: Both Hadoken's must be released within the same turn and no other jutsu may be used by the user until it is fully released.
Note: After using, the user is left with great strain, and unable to use whichever ( elemental affinities he used ) jutsus ranked S-rank and higher the two turns.
Note: Each different version of the Hadoken still follows basic strengths and weaknesses of each element ( i.e Fire is strong to wind but weak to water, etc ).
Note: Can only be used by Masters and Grandmasters of the Satsui no Hado CFS.
Note: The user can only use one other jutsu the same turn this was used.





Drunken Monkey Style: Captain Morgan’s Uprising|Hebereke Seiyuuki Youshiki: Teichou Morgan's Boudou
Type: Offensive
Rank: S
Range: Short
Chakra Cost: N/A
Damage Points: 60 (-15)
Description: The user, after drinking very strong alcohol, becomes very drunk and charges large amounts of chakra to his arms, strengthening them, which he holds out in front of him in the Drunken Monkey starting position. The user will then suddenly fall backwards, swinging his arms behind him to catch himself and swinging his legs upwards, kicking the enemy in his chin, and then quickly boosting himself in the air from his arms, landing with one foot in front of the other. He then immediately stumbles forward, and uppercuts the enemy several times in the chest and face as he/she rise from the “upper-kick”. As the drunken punches are thrown, the user continues to stumble forward, causing them to rise even further. The user then strikes the enemy with a powerful, uppercut sending them several feet into the air. The user then falls forward, but catching himself by his forearms and using the momentum from falling to flip himself over his head into the air, upside-down. He then catches the enemy almost as if by accident, wraps his legs around the enemy's upper body, catching them. The user then drunkenly and, once more if as by accident, twists over in the air, and lands with one of his arm across the throat of the enemy, causing great damage to his neck and the other shielding his face as they hit the ground hard. The user is left slightly disorientated from hitting the earth and vision is extremely blurry, making it hard to make out incoming projectiles and attacks further than mid range from him during the next turn.
*Can only be done once*
*After using, the user’s balance will be thrown off on a level that the user can’t focus and/or stand straight enough to perform jutsus higher than A rank for three turns*
*Can only be used in Drunken Monkey Mode*



Drunken Monkey Style: Monkey’s Feigning Uppercut| Hebereke Seiyuuki Youshiki: Seiyuuki's Gishi Appa-katto
Type: Offensive
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: 40
Description: The user, after standing in the Drunken Fist position (with the hands held in front of the user, slightly bent and palms facing to the user), drunkenly throws a punch, narrowly missing the enemy’s head. He then loops it behind the target’s head, and pull forward while seeming to stumble drunkenly backwards, falling. As he falls backwards and the target’s head get’s pulled forward, the user extends his leg quickly, hitting the target in the chin with great force.
*Can only be used twice*
*Can only be used in Drunken Monkey Mode*



Drunken Monkey Style: Idiot’s Stupor| Hebereke Seiyuuki Youshiki: Hakuchi Soushin
Type: Offensive
Rank: C
Range: Short
Chakra Cost: N/A
Damage Points: 30(+10 to user)
Description: The user drunkenly swings his left leg slightly in front of him (he swings it to his right) while throwing a punch towards the face of the enemy, losing his balance whilst doing so, causing him to fall forward. As he falls to his left, he head butts the enemy in the stomach, causing them to double over. The user, who by then would have hit the ground, then raises very quickly, once more head butting the enemy, this time in the chin with great force, causing him to fall backwards. The user is then left with a small headache from the drunken, accidental head butting.
*Can only be used in Drunken Monkey Mode*



Drunken Monkey Style: Vodka’s Miscreant| Hebereke Seiyuuki Youshiki: Uxokka Hitodenashi
Type: Offensive
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: 40
Description: The user uppercuts the enemy while leaning backwards and extending his right leg, kicking him in the groins as well. He then turns his right hand over (palm facing outwards) and punch the enemy in the stomach as he leans back forward, head butting the target at the same time, busting both their foreheads from the impact. As this happens, the user stumbles to his forward and slightly to the left of the enemy, ending up behind him and to his right by a few inches. He then falls forward, swinging his right leg backwards as he does so, hitting the enemy in the crouch once more. As the user hit’s the ground, he rolls forward and drunkenly rises and turns facing the target once more.
*Can only be used three times*
*Can only be used in Drunken Monkey Mode*


( Hebereke Seiyuuki Genkotsu: Saru no Teiru ) - Drunken Monkey Fist: Monkey’s Tail
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 15
Damage: 30
Description: This is a basic technique in the Drunken Monkey style that utilizes the Monkey’s Prank genjutsu. With the user already stumbling about as if he were off balance and unstable they will suddenly sway in on direction appearing as though they will fall; The falling motion being the inductor of the genjutsu. Within the genjutsu the user will appear to have suddenly regained his balance, with a confident step, demonstrating a rouse and jump upwards to the sky to deliver a dropping kick on the top of the victim’s head. In reality, the user falls into a roll on the ground. The user will push up with his hands, similar to the Rock Lee’s rising kick and deliver an upward blow to the chin, chest, or even their groin. As the genjutsu itself is a low level visual technique (C-rank) once the user actually makes physical contact the false image will disappear but by then the victim will have already been struck.


( Hebereke Seiyuuki Genkotsu: Keiryō ) - Drunken Monkey Fist: Lightweight
Type: Defensive/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: This is a counter technique that utilizes the Drunkard's Genjutsu style. Instead of using the genjutsu to lead an opening for the offensive, the user waits for the precise opportunity to strike. Upon being attacked by another taijutsu technique or closed ranged attack, the user sways; either his hands or body, whatever to induce a hypnotic like illusion. The illusion creates the sudden pulsating sensation that jolts the victim’s body, disturbing their focus for a very brief, yet effective enough moment. From there the user’s perception of the world around them becomes heavily slurred and the actions they were doing before will falter. Should the victim have been attempting a taijutsu movement they will attack short and miss all together or simple stumble. If they were using a ninjutsu of some sort their hand seals will mess up or the aim of their attack will be off and miss (within reasonable circumstances). In that momentary laps and the drunken slur of their opponent’s movements, the user can then execute an attack of their own.


Note: Can only be used 3 times per battle
Note: The disturbance of their opponent’s technique must happen within reason, described in explanation.


( Hebereke Seiyuuki Genkotsu:Yoi monkīfisuto | Drunken Monkey Fist: Don’t Touch My Banana
Type: Defensive/Supplementary
Rank: C
Range: Short-Mid (illusion can be casted at mid range)
Chakra Cost: N/A
Damage: N/A
Description: This technique utilizes the elements of the playful monkey and is designed, not only to defend, but to increase the opponent’s frustration with miniscule prankster illusions. In this technique the user makes use of various acrobatic movements; flips, rolls, jumps, bobbing and weaving and taunting motions to avoid enemy attacks and mocking their inability to hit them. This is not an all encompassing defense as the user can only defend/dodge at their current speed level and against other taijutsu or general small area techniques. As the Drunken Fist makes use of highly unpredictable movements that ordinary shinobi would need training for, these acrobatics enable the user to effective bob and maneuver in ways that cause the opponent to be unable to successfully land an attack. Along with the amazing acrobatics, every evasive maneuver would be accompanied by a simple illusion (D-rank). The illusion uses the movements as a medium for induction to make the opponent see an entirely different evasion; basically pranking them to be unaware of the true evasive move. So if the user was doing a roll to the left, he could make the opponent see a flip backwards, though the illusion only lasts a few seconds or so before being released.


- Can only be used once every 3 turns
- Cannot move more than within a 5 meter area of the original position
- Cannot be used to mask an attack
- Need to have learned the Drunken Monkey Fist cfs





B-Rank
Sentouryuu ǂ Tōga - (Infinite Sword Style ǂ Sword Fang)
Rank: B
Type: Attack/Supplementary/Defense
Range: Short
Chakra: 20
Damage: 40
Description: The practitioner begins by taking three nearby swords and infusing chakra into the blades before dropping them inside the opponent's guard standing parallel to one another. This effectively cuts off the opponent's movement and make this attack nearly impossible to avoid without the opponent first releasing their weapon. The user will then strike all three swords with a powerful swing near their sunken tips, causing the entirety to slash upwards in a violent slash reminiscent of a fang.

Sentouryuu ǂ Sandōuchi - Infinite Sword Style ǂ Three-Shot Path
Rank: B
Type: Attack/Defense/Supplementary
Range: Short-Mid
Chakra: N/A
Damage: 40
Description: After taking hold of three swords and leaping into the air, the user throws them simultaneously with tremendous force, using both of his hands. Even if the blades miss their intended target, as each stands perpendicular to the ground along a single line, they can then be used as an improvised path that he can traverse to approach the enemy, whilst retrieving another sword in the process. It's also possible to throw another blade so that it collided with the others, sending the entirety hurtling towards the opponent.
A-Rank

Sentoryuu| Mugen Ittōryū - Infinite Sword Style | Infinite Sword Attack
Type:Supplementary/Attack
Rank:A
Range: Short-Long
Chakra:30
Damage: 60
Description: The initializing technique for practitioners of the Infinite Sword Style, this technique varies among the practitioners of the style. Each user carries a special case of that contains a countless number of katanas in a storage unit on the back of the hips. Every katana within this storage unit is tied to the user by his chakra. Depending on the needs, the user can spread any number of swords among the battlefield or can offensively launch these swords at the opponent using their chakra to have them home in on the opponent. Once on the battlefield the blades will only move if the user chooses and each sword is also placed in such a way that the user always has access to a sword. Those who attempt to touch any of the blades are instantly sensed by the user. These blades however are not indestructible as the user sacrifices the quality of the blade for the sheer quantity they bring into battle with them. However, when the blades are directly being used in the various techniques for the fighting style they are strengthened by the user's chakra so the blades do not break in normal circumstances or direct confrontation allowing them to be used for defensive purposes.

Sentouryuu ǂ Tenka - (Infinite Sword Style ǂ Addition)
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:Immediately following the connection of a robust swing with the intended opponent, the user releases the used blade and before the enemy can recover from the momentary stun inflicted by the previous blow, he attacks once again utilizing one of the swords in the immediate vicinity. This process is then repeated a further eleven times in quick succession, from various angles and positions around the victim, ultimately leaving a total of twelve swords attached to their body. The extent of the injuries caused as a result of this technique, vary from minor to fatal, dependent entirely on how much the user desires to exact upon the target. However, regardless of the amount of damage inflicted, it can be increased through the subsequent use of the Multiplication technique.
Note:
Usable three times per battle.


Sentouryuu ǂ Jōzan - (Infinite Sword Style ǂ Multiplication)
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: N/A
Damage: +20 to Addition
Description: Immediately following the use of Addition, whilst all twelve swords still remain momentarily attached to the opponent, the user proceeds to strike the entirety of the surrounding blades again in quick succession, with the final devastating blow dislodging the weapons so that they land in a circular formation around the target. This results increasing the rank of the technique by one and causes 20 extra damage to be inflicted on the victim, as each of the twelve swords slices into their flesh once again. This can happen all within the same time frame as the total twenty-four strikes are received within such an incredibly short period, little to no opportunity exists for the enemy to mount a counter attack.
Note:
Usable two times per battle.

Sentouryuu ǂ Suichoku no Narabi - Infinite Sword Style ǂ Vertical Line
Rank: A
Type: Attack
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user slashes the ground causing three nearby blades to rise up in front of them. Whilst all three swords remain momentarily suspended in the air, the user proceeds to hit the entirety in quick succession with the blade of the sword he is currently holding. Each sword is struck separately and in such a manner that they are launched directly towards the target along a linear trajectory, with a tremendous amount of force, meaning they act instead like long projectiles. The swords are are imbued with chakra during the launch and move with such force they can easily pierce through A-rank and lower techniques. As the user's held sword makes contact with each individual blade, he announces aloud the number of the strike, as follows: "One Sword" (一本, ippon), "Two Swords" (二本, Nihon), "Three Swords" (三本, Sanhon). If this technique is used as a follow up to Infinite Sword Style ǂ Sword Fang, the rank of this technique increase by one and gains +20 damage and can pierce through S-rank techniques.
Note:
Usable three times, S rank version only usable twice.
Although this technique can pierce through jutsu, it doesn't neutralize them in anyway.

S-Rank
Sentouryuu ǂ Konranshita Narabu - Infinite Sword Style ǂ Jumbled Lineup
Rank: S
Type: Supplementary/Defense
Range: Short
Chakra: 40
Damage: +20 to Kenjutsu
Description: This technique begins with the user revolving his body around a single point. The user swings his currently held sword in a circular motion, causing all of the blades in the immediate vicinity to be propelled upwards. By then utilizing the collisions between the swords to keep them aloft, he is able to ensure that he is continually surrounded by a large quantity of blades regardless of his subsequent movements, whilst integrating even more into the technique as and when necessary. By then adding chakra to the blades, they can increase the overall potency of their strikes as well. Due to the close proximity and number of the involved swords, the user can unleash the full potential of his expert swordsmanship to then bombard the enemy with an unrelenting stream of attacks from all directions. The versatility of this technique is unsurpassed, as it combines both a powerful defence and a comprehensive offense, yet still retains the capability to effortlessly switch between the two. This occurs due to the user being able to execute his other attacks more easily, without the prior need to gather and/or position the swords, whilst making it increasingly difficult for an opponent to engage him directly because of the presence of the adjacent blades.
Note:
Usable two times per battle.
Last three turns per use.




(Kuro Ten to Chi: Kita no nami ) – Black Heaven and Earth: Northen Wave
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30 (+10 per turn if sustained)
Damage Points: 60
Description: Allows the user to channel chakra to a part of, or their entire body, manipulating their bodies weight and hardening sections of their skin so as to deliver bone shattering strikes. Hardening and weight increases can be dynamic - shifting to different parts of the user's body so as to accommodate for movement, temporary - occurring just before the moment of impact so as to suddenly and unexpectedly empower a strike, or static, allowing the user to, for instance, pin or crush an opponent to the ground. Ultimately, while under the influence of this technique the user will be capable of delivering strikes of immense power, and become capable of shattering through solids of the same rank and lower while being highly resilient to damage. Traditionally, this technique results in an attack being slightly slower - mainly as a result of the strike being wider so as to capitalise on the brute force that this jutsu provides.

Note:
- The user can increase the weight of a select body part up to 100kgs. In the case of full bodied usage their weight can increase by up to 7x.
- Can only be used 3x
- Body part is only hardened for the duration of one 'strike' or defense. I.E, if this is used to tank a B rank earth spike by hardening the legs, then that would be considered a usage of the technique and the legs would return to normal the instant the spikes were countered.
- Two turn cool down after every two usages.
- Can be utilised with other Taijutsu principles (within logic and reason) so as to afford them with the destructive power of this technique.

(Kuro Ten to Chi: Minami Reiji) | Black Heaven and Earth: South Rage
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The basic grappling technique of the style, South Rage allows for the user to, upon grabbing an opponent, lower the opponent's weight to that of a rag doll. Once an opponent's weight has been lowered the user can launch into a variety of throws with ease and, to finish, return the opponent's weight before increasing it substantially for a ground shattering impact. The throw itself is often disorientating on account of its sheer speed, as while BHaE users are slower in terms of striking, once they have an opponent in their grips they are capable of executing throws at break neck speeds that will have the recipient moving as a blur to the naked eye.
Note:
Body weight can be lowered/increased by a maximum of 9x.
Can only be used 3x
Turn cooldown between uses
Works on organic and inorganic structures (so it will still work on someone who has converted themselves to steel, for instance).


Magnetic Assault

B-rank

Magunechikku Kagai | Dangan Panchi - ( Magnetic Assault | Bullet Punch )
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user magnetizes one their fist with a positive or negative charge. At the same time, on the opponent's body a magnetic field with the opposite charge roughly the same size of the user fist is created. Once the user swings his fist, the two areas attract, causing a very quick and powerful blow to occur. This attraction is powerful and can off balance unsuspecting opponents, due to that this technique can not be avoided and has to be prevented by other countermeasures. Once the two areas meet, the chakra is dispelled and the target's magnetism is canceled.
Note:
Usable three times per battle.
User may only use one other element in the turn this is used besides Magnet Release.


A-rank
(Baria no michi: Samshiel no ikari ) | The Way of the Barrier: Wrath of Samshiel
Type: Offensive
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: One of the basic moves of Baria no Michi, the user will assume a Horse stance and thrust forward any of their limbs and in doing so, mold their Wind chakra. The user will then dash towards the opponent, and deliver a double fisted strike to their chest, releasing a rectangular shape of Wind in the process. This blasts the opponent back and causes some blunt damage, as they are hit back, and the user steps onto the ground with great force once more, releasing forward a smaller rectangular shape which blasts the opponent into the air from beneath him, as it travels along the ground whilst the opponent is stunned by the first hit.

Notes:

-Can only be taught by Detective L
-Can only be used four times per fight
-No S rank Baria no Michi techniques in the same turn

(Baria no michi: Eistibus no eregansu) | The Way of the Barrier: Elegance of Eistibus

Type: Offensive | Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 40
Damage: 80
Description: A more movement based technique of Baria no Michi, where the user will dash towards the opponent and as they run, they will expel Wind chakra from their legs, creating tangible rectangular shapes of Wind, which acts as steps for them, allowing the user to go into the air. The user will then jump forward as they spin, and the user will release these already formed shapes towards the opponent, encircling them and slamming into the opponent from all sides, as the user drops down upon the opponent from above, delivering a final heel drop. In doing so, the user releases a small 1x1 rectangular Wind shape, from his heel, onto the opponent's head for blunt damage. Alternatively, these steps can be used as an evasion method, allowing the user to create these steps from the barriers, and use them to move around an opponent for example, or over an obstacle, only to release the barriers towards the opponent once done.

Notes:

-Can only be used by Detective L
-Can only be used four times per fight
-No A rank and above Baria no michi techniques for the same turn, and the next



D-Rank
(Dangan Geijutsu | Afutābānākikku) - Bullet Arts | Afterburner Kick
Rank:
D-S
Type: Attack/Supplementary
Range: Short-Mid
Chakra: 10-40 via Scarborough Fair
Damage: 20-80
Description: An attack that can be used on the ground or in mid-air, the user converts the chakra within Scarborough Fair into the fire element to unleash a fiery kick towards the opponent. On the ground, the user charges which sends foes skywards and allows the user to follow-up with additional aerial attacks or chakra bullets. In the air, Afterburner Kick is aimed downwards pushing launched enemies back down to the ground stunning them for a single turn.
Note:
  • S-Rank Application causes Scarborough Fair to enter a two turn cooldown cycle.
(Dangan Geijutsu | Bureikudansu) - Bullet Arts | Break Dance
Rank:
D-S
Type: Attack/Supplementary/Defense
Range: Short-Mid
Chakra: 10-40 via Scarborough Fair
Damage: 20-80
Description: In response to an oncoming close quarters attacks, the user will quickly dive and begin twirling on their backs as they release chakra bullets from Scarborough Fair. These chakra bullets propel the user up to mid-range from their original position while also counterattacking. The effectiveness of this technique depends on the level of chakra spent to perform it.
Note:
  • S-rank variation only usable three times per battle, causing Scarborough Fair to enter a two turn cooldown cycle.
 
Last edited:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Summonings

Personal Techniques - Dog Contract

A-rank

Kuchiyose|Nemui Inu - (Summoning|Sleepy Dog)
Type:Summon
Rank:A
Range:N/A
Chakra Cost:30
Damage Points:N/A
Description: Nemui Inu, or Sleepy is a very lazy and sleepy dog. He is always sleeping and eating, but is very smart. He is the laziest of all ninja dogs. He stands about 5 feet tall weighing about 215 pound, because of his overactive eating, and no working out. Nemui is Warui's best friend, even though Warui doesn't show it. Nemui was a very pampered puppy, getting everything he wanted, but mostly food. His fur is Dark brown, coated with orange stripes, like a tiger. He loves the earth and all of her food, so he is a natural at earth based techniques, allowing him to use up to A-Rank Earth Techniques. 3 times a summon, he can stomp on the ground, causing earth spikes to erupt under the opponent, these spikes are equal to B-Rank Earth.
(Lasts 4 turns)
(Usable 1 time)

Kuchiyose|Haipa Inu - (Summoning|Hyper Dog)
Type:Summon
Rank:A
Range:N/A
Chakra Cost:30
Damage Points:N/A
Description: Haipa Inu, or Hyper is a very playful and energetic dog. He is always playing and is very fast, faster than all the other ninja dogs. He is about 5 feet tall, weighing 160 pounds, because he is skinny and very fast. He loves to play and make friends. Haipa's best friend is Ikasu, the Cool dog. Haipa was abandoned when he was small, because his family wasn't rich and had no money. He was found by Ikasu, lying on the side of the road, dying. He had been struck by lightning, leaving zig-zags along his entire body, that are black. He has dark yellow fur, with multiple zig-zags. Because of this Haipa is a natural at lightning based techniques, allowing him to use up to A-Rank Lightning Techniques. 3 times a summon, he can raise his paw up, releasing a lightning bolt from the skies. The lightning bolt is equal to a B-Rank Lightning Technique.
(Lasts 4 turns)
(Usable 1 time)

Kuchiyoso|Ikasu Inu - (Summoning|Cool Dog)
Type:Summon
Rank:A
Range: N/A
Chakra Cost: 30
Damage Points:N/A
Description: Ikasu Inu, or Cool is a very laid back and cool looking dog. He doesn't show much emotion, and is always calm. He is the smartest and oldest of all the ninja dogs. He is about 5 feet tall, weighing around 170 pounds. Ikasu likes to thing of himself as a loner dog, even though his best friend is Haipa. He left his family a long time ago, to pursue his dream of becoming a ninja dog. On his way, he a found a pup on the side of a road dying, Haipa. He loved water and enjoyed his free time overseeing the ocean. He has Dark Blue fur, with black spots all over him. He has a very shaggy face, which gives him the cool look. Because of this Ikasu is a natural at water based techniques, allowing him to use up to A-rank Water Techniques. 3 times a summon, he can roar, releasing a torrent of water for his mouth. This Torrent is equal to a B-Rank Water Technique
(Lasts 4 turns)
(Usable 1 time)

Kuchiyose| Warui Inu - (Summoning|Bad Dog)
Rank: A
Type: Summon
Range: N/A
Chakra: 30
Description: Warui Inu, or just Inu is one mean ass dog. He is very aggressive, belligerent, mean and disobedient. However for all these negative qualities he is damn powerful. Standing nearly five feet tall and weighing 175 pounds of muscle is can be very intimidating but it is for good reason. Inu fought his whole life against stronger and meaner dogs who were also tossed aside. His appearance is of that warrior who has survived. He has black fur that is very rich, and branded on his body are flames that have formed in his actual fur. So to compliment his black fur is red patches in the shapes on flames around his neck, paws, tail, back and a few places in between. He is grizzled and mean but he is a survivor. He would have it no other way. Because of this he is a natural at fire-based techniques allowing him to use up to A-Rank Fire techniques, he is also able to spew out multiple speedy fireballs (max of three) at one time at the opponent equal to a B-Rank Katon.

S-rank

Kuchiyose| Doton| Akumutsuken Rendan - Summoning Technique| Earth Release| Hellish Dog Barrage
Rank: S
Type: Attack
Range: Short - Long
Chakra: 40
Damage: 80
Descrription: Much like the (Kuchiyose: Doton Tsuiga no Jutsu) - Summoning Technique: Earth Release: Tracking Fang Technique. The user first pulls out a scroll and marks his blood with it, this scroll though is rather large and must be reversed summoned or carried by the user into battle. Then, after the user slams the end onto the ground a paw-print is stamped into the ground and the scroll disappears. A few moments later, Cerberus the boss summon of the Nin-dogs of Mount Fang, appears below the opponent, thus chomping down and crushing anything in its path, before he disappears.
[Usable Once and no S rank earth techniques the following turn]

Shikon Mo-Do (Fang Mode)
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra: N/A
Damage: +15 to Ninjutsu, +10 to Taijutsu
Description: Shikon Mo-do was developed by the elder nin-dogs/wolves who once lived on Mount Fang. Much like the toad's Sage Mode, Fang Mode, is a unique and powerful mode only usable by those who have either the Dog or the Wolf Contract, and show a great determination and loyalty. Being granted this Elder Chakra, it functions much like Nature Chakra, and therefore this makes using this technique while on the move impossible, taking nearly 20 whole seconds for the chakra to be distrbuted in the user's body, but when the user enters the mode, he will nearly triple his amount of chakra from his surroundings, and his Ninjutsu would change drastically, becoming more powerful plus added strength although not as great as Sage Mode, the user can still break concrete with a poke of the finger, and more speed and agility that only MS can track. The elder chakra also allows for the a form of taijutsu called Claw Katas, that when trying to physically strike an opponent, if the attack is out of reach or is missed the user still hits the opponents causing deep claw mark gashes to the opponent. There are some differences between Sage Mode and Fang Mode though, instead of the user being able to sense where the opponent is by chakra, this mode focuses on the user's senses allowing the ability to be able to sniff/hear them out no matter where they are and refine his search so that he smells/hears only the opponent, preventing an attack on his olfactory/auditory system. The user also gains a unique ability that's very much similar to how a canine can detect a storm before it arrives. Using a off-shoot of this ability the user is granted the ability to sense a chakra type before it's even released giving an extremely great reaction time to the opponent's ninjutsu. Lastly, the users vocal chords grow much stronger a simple "Bark/Howl" can send an opponent flying backwards.
(Must Have Dog/Wolf Summoning Contract)
(Usable Once)
(Last 4 turns)
(User becomes extremely exhausted after usage)

Ninja Inu Kuchiyose: Cerberus (Ninja Dog Summoning: Cerberus )
Rank: S
Type: Supplementary/Attack
Range: Short
Chakra: 40
Damage: N/A
Description: The 'official' boss summon of Ninja Dogs in Mount Fang, Cerberus is roughly the size of Gamabunta and also possess 2-extra heads giving him mastery of two elements: Fire, Lightning. Despite his size he is very agile and able to move quickly from one place to another.
(Must have contract with Dogs)
(Last 4 Turns)
(Usable 1 Times)

Kuchiyose|Yuusou Inu - (Summoning|Majestic Dog)
Type:Summon
Rank:S
Range:N/A
Chakra Cost:40
Damage Points:N/A
Description: Yuusou Inu, or Majestic is a very loyal and majestic Dog. She is very nice, always obedient, and is very powerful. She is a man's best friend. She stands over 6 feet, with white, glossy fur. She is very lanky and fast. Yuusou is Cerberus' first lady of Mount Fang. She has been treated like a queen for her entire life, but she fights like a warrior goddess. Her fur is very clean, glossy, and white. She has shapes of flowing wind all around her fur, giving the resemblance of a majestic, yet swift one. Because of this she is natural at wind based techniques allowing her to use up to S-Rank Wind Techniques. 3 times a summon, she can roar releasing a wind technique equal to an A-Rank wind.
(Lasts 4 turns)
(Usable 1 time)

Grand Elder Dog Zexis (Kuchiyose: Yuuen Senpai Inu Zexis)
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 50
Damage Points: N/A
Description: Zexis is one of the oldest Nin dogs that are not yet past their time he has the ability to use any lightning jutsu that the summoner can use he also has sharp teeth and claws his jaws can break human bones and his claws can tear through human flesh with ease he can move at speeds comparable to Rock Lee without weights. This summon has spent a lot of time with it's master learning each and every lightning jutsu the summoner knows making this summon and the summoner very close they can almost tell what the other will do in a fight. It can also speak the language of the summoner. He is the size of full grown Akamaru
*Can only be summoned for 4 turns*
*Can only use lightning S rank and below*
*Can move as fast as Lee without weights*
*Can only be summoned once per battle*

Spider Contract
S-rank
Kuchiyose no Jutsu: Arakune Gōgon | Summoning Technique - Arachne Gorgon
Rank:
S
Type: Summon
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Arachne Gorgon is the personal spider summon that Hotsuma Hayabusa unfortunately came to possess during his travels in the ninja world. To summon Arachne, the user will withdraw a scroll that contains the Kanji for spider. Unlike normal summonings, that require a minor amount of blood to summon the user must imprint a full palm print upon the seal with their blood inflicting damage to them in the process. Arachne was once a beautiful woman who was apart of a clan known as the Black Spider. This clan was known for seeking retribution against the Hayabusa wishing to steal the power of the Three Great Dragons that bestowed the Hayabusa Clan with their abilities. Arachne as a young woman was a very powerful Black Spider kunoichi who attempted to master the Spider Sage Mode. Unfortunately she was unable to achieve this goal. In the process, her form became that of a giant Black Widow spider, similar in size to the Kyodaigumo, save for her head and shoulders. After this ordeal, she became a self proclaimed Queen over the spiders who began to respond to the powerful chakra she now held. She is able to use all Spider contract art related techniques up to her rank. However Arachne's true ability is what gradually drove Hotsuma to once seeking revenge against the clan's leader Reborn. Arachne's physical form is susceptible to physical damage due to the unstable form she gained after failing to perfect Sage Mode. Thanks to this make up, she has lost all physical combat ability only capable of inflicting C-rank damage physically and can be dispersed after a single direct A-rank attack. She makes up for this lack of physical ability by becoming a powerful genjutsu user.

Arachne's Web
At the cost of a move, Arachne's powerful chakra radiates out towards a target in the form of a spider silk threads made of pure chakra visible to the naked eye in an ability called Arachne's Web. This webbing is equal to S-rank as this web of chakra spreads out from her main body up to mid-range filling the area with these threads. For those who encounter this web the closer they are to Arachne the stronger the binding. The spider silk capable of completely entrapping targets within short-range as the threads wrap around them like a cocoon preventing handseals and movement.Those in mid-range would be reduced to half their base speed as they are entangled by the threads. Targets that are caught in the webbing then come into direct contact with Arachne's chakra. For those affected, the target will begin to feel a painful sensation in their heads as it begins to feel like tiny spiders are crawling inside their head attempting to rip their mind apart. This allows Arachne to subject the target to her personal genjutsu, Arachne's Madness.

Arachne's Madness:
Arachne continues to feed chakra into her webbing, initiating her genjutsu, at the cost of another move. As he genjutsu takes effect the target becomes unable to concentrate chakra to the point they are unable to preform F-rank jutsu . By the next turn, the feeling begins to worsen as the target's mind begins to hallucinate images of them being formed into a marionette by Arachne, paralyzing them in place due to the mental strain, while preventing S-rank jutsu and above. It should be noted, that the hallucinations aren't necessarily caused by the genjutsu itself but does begin forcing the targets's mind into a hallucinatory state making it harder to determine what is actually illusion and reality. During this time, the opponents senses are dulled much like the effect of the 5 Senses Confusion Disorder. If left unchecked, during the fourth turn, the target will experience a powerful nauseating sensation before they are rendered unconscious.
Note:
  • Usable once per battle lasting four turns.
  • Arachne's Madness is equal to A-rank and can affect multiple targets at once, however the paralysis effects are diminished based on the number of targets. For example, if there are two targets, both target's speed would only be halved in short-range. This can even affect the user subjecting them to the effects of the genjutsu also if they are caught in range of the silk webs. Usable once.


Allowed Techniques - Spider Contract

B-Rank
(Soushi no Amimono) – Web of Creation
Spoiler
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: The user will imbue one of the basic elemental chakras into all of his silk techniques for the next four turns to cause them to take on a specific set of properties. If the user channels their suiton chakra into the threads, they will become coated in a thick layer of adhesive water (similar to Water Release: Starch Syrup Capture Field), giving them heightened adhesive properties and a resistance to being burned. If the user channels their doton chakra into the threads, they will take on a pitch-black metallic sheen and be hardened to the extent they can clash with swords and endure powerful impact forces. The hardening follows the same method to that of Earth Release: Earth Spear, which hardens the skin without affecting mobility or increasing the object/person's mass. If the user channels their fuuton chakra into the threads, their cutting capabilities will be enhanced and electrical currents will be impossible to conduct along them. If the user channels raiton chakra into the threads, they will gain slicing properties so they can cleave through solid techniques and the ability to paralyze on contact in the same manner as Nagashi. Elemental infusions via this method will respect all elemental strengths and weaknesses of the infused element. Activating this ability is instant and does not consume any time whatsoever. The jutsu itself doesn't add any damage or range to techniques used in conjunction with it. It simply serves the purpose of infusing the silk with elemental chakra to cause the technique to become an elemental jutsu of the same rank e.g. a B-Rank Silk jutsu infused with doton become a B-Rank Earth jutsu. All of these methods of infusing elemental chakra occur whilst the silk is leaving the user's body (to perform a technique), meaning they will have no negative effects on the user's body. Only one elemental chakra can be infused per activation (i.e. the element is decided when this technique is used).
Note: Can only be used three times per battle
Note: Can be used by signers of the Spider contract
Note: Can be used by Spider summons that possess elemental affinities
Taught by Zaphkiel

A-rank

(Kumo Senshi) Spider Suit
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra Cost: 30 (-5 chakra per turn)
Damage: N/A
Description: The spider suit, perhaps the most iconic weapon/armor of all the Spider Warriors, is actually an ability learned by said warriors when they've reached the level of matriculation with Spider Ninjutsu. By first learning how to create silk/web from their bodies the warriors are sent through extensive training to learn how to produce this webbing from all conceivable parts of the exterior of their skins. After months and months only a few end up learning this technique, the failures are sent back to ground level to start over. How the suit comes into existence is by the user focusing his chakra throughout his skin and then release a thin layer of web all over his body, the web will seem to consume him and covers his clothes with skin tight silk. The webbing is alive like, with chakra constantly pulsing through it much like the user's own skin. It is intricately woven, capable of withstanding great force and stress a well as unique color changing capabilities to help the Warrior blend in with surroundings. Depending on his taste and mood the suit may change color giving him essentially a new identity. The main abilities of the suit is the way it allows the user to produce web strings from his hands or feet by using the webbing it is made up of. These webs spawned from the suit are very special in that they are directly linked to the user's chakra and are to be used as extensions of his own chakra system, allowing moves that would otherwise require direct contact to be performed via the webbing such as the Super Added Weight Technique. Of course as soon as the web is used its replenished due to the constant chakra circulating it.
Note(s):
-Can only be activated once per battle
-Once activated it, it lasts until cancelled
- Requires users to have signed the Spider Contract
- Web/silk projections are D ranked in strength, can extend up to mid-range and don't take up one of the allotted three slots, however, it can't be used to attack the opponent in a direct manner.
Taught by Zaphkiel
S-Rank
(Kumo Kuchiyose no Jutsu: Aranea no Kowaku) - Spider Summoning Technique: Aranea, the Temptress
Type:
Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will draw their own blood and place it in contact with their Spider summoning tattoo to summon Aranea. The Temptress is a normal-sized black widow that can fit into the user's palm and has purple, rather than red, markings on it's back. Aranea is both capable of speech and communicating with her summoner through a mental link. She is most known for her ability to 'weave a web of lies', a reference to her proficiency with illusions. As such, she is capable of performing all of the Genjutsu techniques the user knows with a unique twist. Illusions which create animals/creatures or just parts of their bodies (e.g. feathers, scales, etc) will instead appear as spiders. Besides this, she possess two unique illusions that follow her spider motif. The first illusion is A-Ranked and causes a tiny spider to appear at the back of the opponent's neck. They will feel the sensation of it landing and then crawling before it bites into their skin to inject it's venom. The immediate effects this will have is a full body paralysis that eventually develops into necrosis of the limbs, causing them to turn a dark purple colour. If one turn passes without the illusion being countered, they'll fall unconscious in reality as they perceive the venom shutting down their bodily processes. The second illusion is S-Ranked and causes millions of spiders (of the same type or any variety) to appear around the opponent. They appear to be 'summoned' in a black haze rather than a white puff of smoke and all of them immediately proceed to attack their target. If they weren't spawned directly on the opponent's body or clothes, the spiders land on top of them or crawl up their body from the floor. The swarm immediately proceeds to infest the body's openings such as the eyes, ears, mouth and nose, effectively disabling those senses in reality as they're clogged up by the spiders and all the user can perceive in the illusion. The spiders will also bite and tear into the victim's flesh, ripping out their skin and drawing blood. The tiniest spiders will burrow into the gaps in the target's fingernails to devour them from the inside while larger ones would rip out whole chunks of flesh with their teeth and claws. Due to it's nature as a torture-type illusion, if it is not broken within a turn of being cast, the target will go unconscious from the mental strain.
Note: Lasts four turns when summoned
Note: Can only be summoned once per battle
Taught by Zaphkiel

Hakutaku Contract


You must be registered for see images

Summoning Animal: Hakutaku - White Marsh
Scroll Owner: LGeezy
Other Users who have signed contract: TBD
Summoning Boss if existing: TBD
Other Summoning Animals tied to contract: TBD
Description and Background:
White Marshes are said to be an extremely good omen as these creatures bring good fortune to those who encounter them usually appearing to those deemed wise and virtuous leaders. They are very knowledgeable of all things in creation and may speak in human languages. It is through this knowledge, that White Mashes have acquired the abilities capable of warding off evil and even disease. This clan of mythical beasts make its home in the most remote mountains of the Land of Lightning. As mythical creatures, White Marshes take different appearances often appearing as monstrous white ox or white lion creatures with a varying number of eyes and horns. The most common depiction being the eyes appearing in sets of three, with three on the face and three on both flanks, along with six horns. However, the number of eyes and horns can vary between the creatures. According to its legend, White Marshes appear when a major disaster is about to happen often being blamed for the results. Taking the role of guardians against disaster, it was one of these creatures who once told an emperor about all the various types of mythical creatures in the world and how to defeat them and the disasters they caused which was recorded in a manual that has since been lost. Another time, the creature was said to warn a village of a coming deadly plague and how to craft magical talismans that would protect them. When they were saved, the creature became revered as a symbol of medicine. White Marshes are said to eat and consume the evils experiences and bad dreams one may experience and people would often hang its image in their homes. To aid the user in the Ninja World, these legends have been translated into a variety of abilities that aid the user in and out of combat.
  • Unwavering Perception: (Standard #1) White Marshes eyes are one of a kind, and as such they cannot be placed in illusions via eye contact or visual cues up to their rank (Max S-Rank).
  • Horn Drill (Standard #2) White Marshes utilize their horns to deadly effect for attack and defense. The material comprising the horns are akin to a natural substance for White Marshes and are considered a source of power for them. White Marshes are capable of generating and releasing their horns at will causing them to behave almost like missiles and have various techniques which revolve around the use of them.
  • Dream Eater (Standard #3) While summoned, White Marshes are capable of sensing and consuming a portion of the chakra created from spiritual-based techniques. All spiritual based techniques utilized by the opponent lose one rank in power.
  • Guardian Diety (Unique #1) As guardians, White Marshes posses great insight and knowledge on how to create wards that can protect themselves and others. This makes them all Apex Sealing Specialists capable of utilizing Barrier Techniques without handseals and that normally would require clones or others without the need for them up to their rank.
Approved
Taught:


Allowed Techniques

A-Rank

Summon Technique: Young Money (Kuchiyose: Toshiwakai Kane)
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 25
Damage Point: N/A
Description: The user summons a pack of 5 ninken. The pack memebers are: Lil Wayne(LW), Drake, Nicki Manaj(NM), Tyga and Gudda Gudda(GG). They can walk and run on water and also they are more dangerous then Kakashi dogs because of their speed(Rock Lee with no weights; only people who can track speeds this fast can track them) but they are around the same size as Kakashi dogs expect not having a big dog like Bull in the pack. These dogs have no real abilities expect for their speed and the leader can talk and also sense of smell and hearing is like a normal dog.
-LW: He is the leader of the pack and the only one who can talk. He wears a red scroph around his neck.
-Drake: He wears a black jacket with white writing on the back.
-NM: She is the only girl in the pack and she has a pink spot on top of her head.
-Tyga: He is the skinniest of the pack but the quickest of the pack(just a little bit faster).
-GG: He has a black mark on his right side of his face under his right eye looks like a small cross.

(Kuchiyose no Jutsu: Ketsueki-Shojo) Summoning technique: Blood maiden
Rank: A
Type: Attack/Supplementary
Range:Short-Long
Chakra Cost: 30
Damage points:N/A
Description: The user calls forth a maiden, armed with 7 weapons. When hit by the maiden. even the tiniest scratch can lead to major blood loss
Note: For each turn the blood maiden is used, the summoner losses 20 chakra

(Kuchiyose no Jutsu: Chisiki-Shojo) Summoning technique: Knowledge Maiden
Rank: A
Type: Attack/Supplementary
Range:Short-Long
Chakra Cost: 30
Damage points:N/A
Description: The user calls forth a maiden, armed with 2 weapons, Faster than 'Blood Maiden;. When hit by the maiden, He/She loses their knowledge and is unable to use jutsu for the next turn
Note: For each turn the Knowledge maiden is used, the summoner losses 20 chakra

S-rank

(Kuchiyose no Jutsu: Hitomane-Shojo) Summoning technique: Imitation Maiden
Rank: S
Type: Attack/Supplementary
Range:Short-Long
Chakra Cost: 30
Damage points:N/A
Description: The user calls forth a maiden, Armed with one sword. The maiden can use jutsus which the summoner already knows.
Note: The users loses chakra from each respective jutsu which is used from the maiden



Kuchiyose no jutsu: Kyojin Taka (Giant hawk Summoning technique)
Rank A
Type: Summoning
Chakra: 40
Range: N/A
Damage: N/A
Description: The user summons the master of the skies a Giant hawk. The user can use the summon to fly about to gain an aerial advantage.
This is capable of using wind jutsu.

(Menthu Nenshou Taiyou) - Menthu of the Burning Sun
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Menthu is a blazing red hawk whose feathers burn with crimson flames as bright as the sun. He flies around with such grace and heat that the temperatures that are given off his wings can scorch the very earth it roosts on. It has the capability to use fire Jutsu up to the users rank and can attack with its wings flapping them to cause burning windblasts equivalent to A rank power (ability can only be used 3 times). that burn from the flames of the wings, beaks and claws.
Note: Can only be used twice
Note: Must Know the Hawk summoning contract held by Kaito-sama

(Omecihuatl Nanatsu Watatsumi) � Omecihuatl of the Seven Seas
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Omecihuatl is a jet blue hawk whos colours are as deep and mystical as the sea itself. He is capable of using water element up to the uses rank. He is capable of flapping his wings to send blasts of water bullets at the enemy equivalent to A rank (can only be used 3 times) and can use his beak and claws for extra weapons.
Note: Can only be used twice
Note: Must know the Hawk summoning contract held by Kaito-sama

(Nahuatl Hisan Toride) - Nahuatl the Flying Fortress
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Nahuatl is a Flying Hawk encrusted with bare rocks and is a flying fortress. Although his appearance may create the assumptions that his speed is slow, he is indeed a strong fast flyer with a sturdy defence. Nahuatl is the only hawk incapable of using most techniques the user can use from the earth element.

-Nahuatl is capable of flapping his wings and sending shockwaves from his wings sending chakra into the ground where the enemies� targets location is and cause the earth to erupt like a blast. (Can only be used two times)
-Nahuatl is capable of shooting from any part his body shards or spears of rocks to shoot at the enemy target. (Can only be used three times)
-He can use any part his body as a means to attack using his bodies weight or encrusted rocks to help ram the enemy targets to deal deadly damage. (Damage dealt from any physical attacks = 20 points)
Note: Can only be used twice
Note: Cannot use Earth style techniques requiring direct contact with the ground
Note: Must know Hawk Summoning contract held by Kaito-sama

(Quezacotl Takaoushou Za Kihou Sora) - Quezacotl Hawk King of the High Skies
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Quezacotl is the King of The Hawks and Ancient ruler of old times. He has the power to bend lightning element to his will making him able to use lightning element up to the users rank. He flies around with swift speeds and at high altitudes making him a hard target and as he flies around he leaves behind a trail of golden light made from the release of natural lightning energy built up in his body. He is capable of using his talons and wings as weapons making him a deadly force.
Note: Can only be summoned 2 times and lasts 4 turns
Note: Must sign the Giant Hawk contract from Kaito-sama.

Jag Contract

(Kuchiyose no Jutsu: Hunahpu to Xbalanque, Hiro-tsuin sono Taiyo to Tsuki) - Summoning Technique: Hunahpu and Xbalanque, the Hero Twins of the Sun and Moon
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Hunahpu and Xbalanque are twin brothers who were born with differing coloration. Hunahpu has the traditional orange fur with black rosette spots, while Xbalanque was born with the more rare black melanism coloration. As the two brothers grew and became more powerful, they began drawing comparisons to the sun and moon, thus earning their nickname as the Hero Twins of the Sun and Moon. Both jaguars are of similar size and stand on all fours with their backs reaching up to about six feet. Hunahpu is proficient in the fire element and is capable of using up to A-rank techniques. He also has the passive ability to sense body heat making him an excellent tracker. Xbalanque is proficient in the wind element and is capable of using up to A-rank techniques. As a melanistic jaguar, Xbalanque is able to extend the jaguar ability to hide their presence from non-sensor ninja to include chakra sensory techniques, making him a stealthy opponent. While masking his chakra, he cannot use any chakra based jutsu of his own without allowing his chakra to be sensed. The twins share a mental link with each other which allows for them to communicate through their thoughts, though this doesn't extend to the summoner. Both summons are considered A-rank individually.
-Can only be summoned once per battle.
-Lasts 4 turns once summoned.

(Kuchiyose no Jutsu: Nanaki) - Summoning Technique: Nanaki
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Nanaki is a descendant of Hunahpu, the Hero Twin of the Sun and the son of Seto. Like his father he holds a strong affinity for fire, and has even surpassed his father in its usage. Like most Jaguars he stands on all fours and has the traditional orange and black coloration. When on all fours his back reaches five feet, slightly smaller than Hunahpu. His powerful jaws are capable of crushing any physical defense C-rank or below. While not as physically impressive as some of the other warrior jaguars, his skill in fire usage is unrivaled. Once he enters combat he continually focuses fire chakra throughout his body causing his orange and black fur to turn a fiery red while a flame grows from the end of his tail. While in this Lunatic High his fire techniques gain 15 damage, though he receives that much more damage from water. He can use fire ninjutsu that the user knows up to A-rank and his normal attacks such as clawing and biting gain an additional heat element. Twice per battle Nanaki can use an A-rank attack called Sled Fang. With this attack he focuses fire chakra to his paws while hunkering down. He then uses the build up fire and releases it through his feet to launch himself forwards at rapid speeds (2x kage speed) where he claws through the target, coming to a sliding stop several meters behind them. Once per battle he can use a unique S-ranked fire technique called Cosmo Memory. He rears his head to the sky and howls manifesting a ball of flames high in the air. Numerous smaller balls of fire circle and collapse into the central one, raising its heat while keeping it condensed. Once the final one merges with it the ball releases the pent up heat as a focused blast down at the target. It starts out a couple of feet in diameter and rapidly expands to a short-range radius, incinerating everything in its reach.
-Lasts four turns once summoned.
-Can only be summoned once.
-Lunatic High is B-ranked, counts as a move to activate, and lasts as long as he is summoned.
-Sled Fang is A-ranked and can be used twice.
-Cosmo Memory is S-ranked and can be used once.
-Disperses regardless of turn after Cosmo Memory is used.
 
Last edited:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Bijutsu

Personal Techniques
C-Rank

Bijutsu - Bijūdo | Tailed Beast Skill - Tailed Beast Fury
Rank:
C
Type: Supplementary
Range: N/A
Chakra: 30
Damage: N/A
Description: This technique is a passive skill granted to Tailed Beasts, and by extension their Jinchuurikis. As the Tailed Beasts are beings made of pure chakra, they are able to maintain control and sentience through their chakra when the Jinchuuriki is using a transformation that allows the use of chakra arms or partial transformations. The Tailed Beast may independently control the body parts allowing them to act on their own with or without input from the Jinchuuriki and allowing the Tailed Beast to fight without being fully released. This allows the Tailed Beast to protect their host against threats they may not be aware of or even surmount a surprise attack when the opponent least expects it. Due to the unpredictable nature of this ability, this control can be initiated at any time not costing a move and within the same timeframe as another technique. This skill makes it hard for even a fully matured Sharingan user to track and react to the sudden movements as there are no outward signs to signify the manipulation taking place.
Note:
The jinchuuriki must have a chakra shroud or be in initial transformation to use. Naruto bios may use this technique in any of his Bijuu Modes.
Approved
Taught

A-rank

Bijutsu: Haraguroi Gyakumodori (Tailed Beast Skill: Malicious Reversal)
Type: Defence
Rank: A
Chakra: 30
Damage: Equal to the Opponents attack
Description: When the user uses their bijuu's chakra they use this jutsu to Reverse any A-E Rank jutsu. Earth justu are Hardened or Crumbled depending on the type, Fire and Wind Jutsu are Reversed back at the opponent, Lightning and water are either reversed or dissapated depending on te type of jutsu being used.
(only useable 4 times a battle)
(may be used without transforming into the bijuu)

Bijutsu| Bijuu Junsei Chakra Arashi - [Tailed Beast Skill| Tailed Beast Pure Chakra Storm]
Rank: A
Type: Attack
Range: Short-Long
Chakra: 30
Damage: 60
Description: Based on the same principle as the Tailed Beast Ball, the Tailed Beasts, and, by extension their jinchūriki, can create a wide range of small blasts made of chakra. Created by utilizing only positive black chakra, the user can fire a veritable storm of chakra blasts nearly covering the arena. Taking advantage of the fact that Tailed Beasts are beings of pure chakra, the Tailed Beast Chakra Storm can be fired from practically any part of the body though the mouth and tails are the most commonly shown. The blasts can be fired individually or can be collected into one large blast and then fired - only to detonate in mid-air and become another storm of blasts. This works to keep enemies off guard by hiding the larger blast within smaller ones, only to dramatically increase the storm of chakra once it explodes.
[Usable 2 Times]
[Must be in Incomplete Form or Complete Form]

(Yoroi no Bijuu) - Tailed Beast Armor
Rank: A/S
Type: Defensive
Range: N/A
Chakra: 30/40
Damage: N/A
Description: Tailed Beast Armor is a technique that utilizes the powerful chakra of the Tailed Beast in order to create a defense comparable to the usage of Susanoo. The user will utilize this technique in its A ranked form in Version 2 or S-rank in Complete Transformation. In version two, the user may recreate the chakra bones of the Tailed Beast which enclose the Jinchurriki fully and forming a thick layer of armor capable of negating up to 60 damage from opposing techniques. In complete transformation, the full power of the Tailed Beast has been unleashed and so they can produce a stronger variation of this technique by surrounding themselves with their tail(s). The durability of the Bijuu's tails, capable of negating up to 80 damage from opposing techniques.
Note:
Naruto bios may use this technique in Nine Tailed Chakra Mode and Tailed Beast Mode.
Usable twice per rank

S-Rank
Bijutsu| Mini-Rasenshuriken Kage Bushin no Jutsu - (Tailed Beast Skill | Mini-Rasenshuriken Shadow Clone Technique)
Rank
: S
Type: Offensive
Range: Short - Long
Chakra: 40
Damage: 80
Description: This technique is one that uniquely combines the original Shuriken Shadow Clone Technique along with the Mini Rasenshuriken technique. The user will create a pair of mini chakra arms while utilizing Nine Tails Chakra Mode or higher, this will in turn create a miniature Rasenshuriken which becomes thrown at the opponent. The same chakra arms will then form four handseals which quickly multiply the Rasenshuriken in an instant, the thousand copied shuriken spread throughout the area, surrounding the target. Because the shuriken are physically real, the target is attacked from every direction, which they have almost no chance of completely avoiding.
Note:
Must have a Naruto bio.
Only usable three times a battle.

Allowed Techniques
B-Rank
(Bijuutsu : Soutsui Sei) Tailed Beast Technique: Duality
Spoiler
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: N/A (+20 Per Technique)
Damage Points: N/A
Description: A unique technique that utilizes the chakra of which a Bijuu is capable of transferring into it's Jinchuriki. This chakra is commonly refered in two different types, negative white chakra and positive black chakra as seen when a Jinchuriki/Bijuu is stabilizing the ratio within a Bijuudama. However this is infusion technique in which allows the Jinchurki to separately infuse one of the mentioned chakra forms above in order to achieve unique effects, while also recreating the ratio balance within i.e elemental ninjutsu.

Positive Black Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; allowing for the selected technique to have it's nautral weakness removed and instead behave akin to Bijuu Chakra; thus being neutral to all. This process is done by tampering with the ratio of the technique, allowing for the infused jutsu to be created just as normal but with the additional chakra it would play the role of neutralizing the selected technique. The infused technique of course remains the same; having i.e fire still capable of dealing burning damage etc. One cosmetic change however is the infused techniques tend to appear more darker than normal, showing that the technique is under the effects of the infusion.

Negative White Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; will seek to become enhanced and gain far more power than before. The technique in question will gain an additional rank for A Ranks and below while S Ranks and above will gain +20. This is based on the idea of wanting to empower other techniques the Bijuu has no inherit affinity towards such as the Nibi towards Fire Release and as such cannot be applied to it.One cosmetic change however is the infused techniques tend to appear more lighter than normal, showing that the technique is under the effects of the infusion.

Each infusion can only be used twice per battle; though the technique over all may be used four times. Infusion lasts as long as the applied technique, while this technique goes on a two turn cool while no A Rank and above Bijutsu in the same and next turn.

Taught by Hokusai

(Bijuutsu: Tōka-ritsu) - Tailed Beast Technique: Transmittance
Spoiler
Type: Attack/Defense/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage: 40-80
Description: This technique is a basic and general one that can be used by any jinchuriki, or pseudo-jinchuriki, that is capable of achieving a chakra shroud. Using that same basic concept, the jinchuriki draws out their tailed beast chakra, but instead of allowing it to form a shroud they utilize shape manipulation to re-purpose it in a way of their choosing. This can be used to create a wide assortment of objects such as pillars, shields, waves, etc. As the chakra is released from the jinchuriki's body, these things must originate from their body and cannot "appear" elsewhere on the field. These techniques share the same translucent red-orange as the jinchuriki's chakra shroud. S Rank Version can only be used thrice per battle with a cool down of two turns between each use while no Bijutsu A rank and above in the same turn.

Taught by Vegeta



Allowed Techniques

S-Rank

San Butai Katana Danmaku) - Three Element Sword Barrage
Type: Attack
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user strikes the opponent with 3 stabs or slashes each one is charged with one of the 3 basic elements (Lighting, Fire, and Wind). This is a highly advanced skill that adds the affects from the elemental additions of the chakra being added to the stabs and slashes. Lightning will causing numbing for one turn, fire will cause burning, and wind will cause shredding and slicing. This is a weapon oriented attack with a sword. It uses the same style of technique as the attack named (Go Animaru Go Soshi Genkotsu) � 5 Animal 5 Element fist, but only uses 3 elements.
Note: Can only be used 2 Time during a match.
Note: After the attack has been used the user can only use A Rank or lower Jutsu.
Note: Requires a Sword.
Note: Can only be taught by Musasibou.

Forbidden
Poseidon's Tsunami|Poseidon's Tidal Wave
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (N/A in long range) (-20 to user from chakra strain)
Description: The user channels water chakra into his sword and swings it in the manner of a arc, in any direction (from the ground up; From up to down, left to right, etc.). While swinging the sword and forming the arc, the user will release the water through means of the sword, releasing a blast in water in the form of either a compressed crescent of water, or a large wave of water which will be released in the pathway of the swing of the user's sword. The crescent is strong enough to put out any flame projectile and continue through it (with the power of an A-rank water jutsu) and can cut through large boulders with relative ease (earth up to A-rank) The wave of water would have enough force behind it to crush small and medium sized buildings and uproot trees ( at short range). The further it goes, the less damage and wider the damage will be so by the time it reaches long range, the only thing that would happen to the target is they would get soaked and pushed back a few feet.
*Can only be used by Lord of Kaos*
*Can only be used once per battle*
*After using, no Water jutsus can be used for two turns*
*If used, no other sword related jutsus can be used that same turn



Kumogakure 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)

S-Ranked:

(Raiton: Ki no za Raibun'ya)- Lightning Release: Tree of the Lightning Realm
Rank: S (Forbidden*)
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user first begins by focusing a giant amount of lightning chakra, into there palm. But by using chakra compression, the user makes a small lightning "seed", which is so small that it is invisible to the naked eye. The user will the insert it into the ground. After exactly one turn the user will then do a one-handed tiger seal, causing a tree made of pure lightning to burst out through the earth at really high speed, which makes it nearly impossible to avoid. The tree will stab the opponent from below, and branches will stab holes in the victim. After the trees creation, the tree gives off lightning energy into the battleground that increases the users raitons jutsus power by +15
*It can be used at a much larger scale to hit multiple enemies, doing the same damage, but putting a huge strain on the user, thus doing +10 damage to him.
(Tree lasts for two turn)
(Can only be used once per battle)
(The jutsu is undetectable by the naked eye, and can only be detected by doujutsu and chakra sensory)

Note:
Only Usable by Village Officials

F-Ranked:

Raiton: Chidori Zenkai - (Lightning Release: One Thousand Birds Perfect Form)
Rank: Forbidden
Range: Short-Long
Type: Attack
Chakra: 50
Damage: 90 (-25 to user)
Description: The User will create a Chidori within the palm of his clenched fist. As he opens his hand, the Chidori will burst and scatter into "One Thousand Birds" of lightning. After released the birds barrel towards the opponent striking him like bolts of lightning. This is noted as the Chidori's final and most powerful form.

=============
 
Last edited:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Plasma - Creator
C-Rank
Purton ☆ Shishou no Jutsu - [Plasma Release ☆ Master of Heaven Technique]
Type
: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-Long
Chakra: 25 - 50
Damage: 30 - 80
Description: The most basic application of the Plasma Release, this technique will focus the user's chakra into plasma while using shape manipulation to form Plasma for a multitude of uses. These can range from blasts, waves, spikes, walls, domes, half-domes and other forms of attack or defense. The power of this technique varies depending on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. The plasma is created within short-range or released from the body of the user but may reach up to long-range if applicable. Because of the nature of Plasma, this technique can be created in either of Plasma's forms as a superheated viscous substance that can melt objects or as translucent ionized superfluid gas that can cause severe electrical explosions. Constructs created through this technique can be sustained, but other Plasma techniques may not be used for the duration.
Note:
  • Can only use S-ranked three times per battle.
  • No S-Rank Plasma on the turn following the use of the S-Rank variant
  • Sustained constructs last up to three turns per use and requires one turn cool down between uses.
¤ Approved ¤
B-rank

Purton| Choarashi - [Plasma Release| Hyperstorm]
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user extends their arm outward then releasing a large spiraling gust of purple-lightning. While the lightning fires forth like branching arcs it stays within an invisible cone that extends outwards, predicted by the size of the user's palm. If the target is caught within the cone-of-lightning they will be continually electrocuted keeping them in place as the electrons bond with the electrons in the opponent's body. An outside force, or the technique ending, is required for a caught target to escape.

Purton ☆ Tentai no Souzou - [Plasma Release ☆ Creation of the Heavenly Bodies]
Rank
: B
Type: Supplementary / Defensive
Range: Short-Long
Chakra: 30 (+10 per turn)
Damage: N/A
Description: The user performs this technique by clapping their hands together and releasing their chakra into the terrain. This technique is unique in the fact that as long as the user keeps their hands clasped the range of this technique is capable of spreading further into the surrounding area. While the user's hands are clasped, the effective range of this technique steadily increases, reaching up long range after two turns. However regardless of the range of the technique, this technique creates a source of Plasma that may be utilized to perform additional Plasma techniques that need a source to be performed. By constantly feeding this source additional chakra, this technique will last up to three turns after being performed. Plasma techniques utilized from this source that don't originally require a source to be performed will be granted +20 damage due to less chakra system strain upon the user. Throughout the duration of the technique, Plasma arcs from the ground and reconnects giving opponent's a visual of just how far an area this technique's influence reaches however this technique by itself doesn't inherently pose a threat to the opponent.
Note:
  • This technique's range grows as long the user keeps their hands clasped. The technique upon use creates a source of Plasma large enough it can be used to perform or boost one technique. This value increases by one for each turn the user's hands remain clasped or the technique reaches long-range meaning a maximum of three techniques may be boosted or performed.
  • While the user's hands are clasped, they may perform techniques released from the mouth that comprise the Plasma element, however they cannot perform other Plasma techniques until they unclasp their hands.
Approved

A-Rank

Purton| Kitsune-Bi no Jutsu - (Plasma Release| Fox Fire Technique)
Rank: A
Type: Attack/Supplementary
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user concentrates a dense amount of plasma around that surrounds and revolves around the user. These orbiting wads of matter are super-heated and can burn through nearly anything when they touch (strengths and weaknesses of this element still withstanding). When the user activates the chakra in one or multiple wads, the energy inside that ball is released and attacks any nearby targets. When the target(s) become hit, the heat and intensity of the fire burn right through the clothing and cause severe burns on the area of skin that the fire comes in contact with before proceeding to spread and engulf the target(s) in bright flames.
(Only 3 Wads of Plasma form at a time)
(Last Two turns; Usable Twice)

Purton| Kanetsu Tosō - [Plasma Release| Superheated Coating]
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra: 30 (+5 each turn)
Damage: 60 (+15 to weapons attacks)
Description: The user spews forth a fine coating of Plasma over a weapon or object of their choice. The Plasma will glue itself to the target and make them much stronger offensive weapons with superheated attacks. The coating can also be used to melt a target instead of enhancing it, making it both a supplemental and offensive technique, because of this the user has to use precise chakra control a to not melt their own weapons and as such must constantly control the plasma on thier weapons thereby meaning no plasma techniques during the usage of this technique. After three turns the plasma will be cooled by the user and allow for regular weapon techniques with no visible damage to the weapon.
(last 3 turns if used for weapons)
(no plasma techniques while in use.)

S-rank
Purton | Kurūeru San - Plasma Release| Cruel Sun
Rank:
A - Forbidden
Type: Attack
Range: Short-Long
Chakra: 50-70
Damage: 60-90 (-10 per turn)
Description: The strongest attack among the Plasma Release, this technique's power is dependent on the number of turns the user spends channeling chakra into the technique. The technique can be channeled for a maximum of three turns, growing in rank as the user gathers Plasma chakra. The technique begins with the user raising a finger towards the sky, gathering plasma into a orb above the finger. The orb starts small about the size of a basketball (A-rank), but as the user channels chakra into the technique it grows substantially in size and power, its final size being roughly half the size of a Tailed Beast Bomb (Forbidden Rank). As the technique grows, it radiates so much heat that it resembles a miniature sun and can begin to melt non-chakra infused metals within mid-range. Once released, the technique can be controlled by hand gestures.
Note:
  • A-rank usable three times per battle with a one-turn cooldown. A-rank use weakens water techniques by -10 damage for the next turn. S-rank usable twice per battle with a two-turn cooldown. S-rank reduces the rank of all water techniques by one for the next turn. Forbidden-rank usable once prevents use of water based techniques for the next turn. However, user sustains damage for each turn charged, meanwhile the user may not perform any additional techniques that require chakra while performing this jutsu.
Approval

Purton ☆ Tengoku Samidare - [Plasma Release ☆ Heavenly Rain]
Rank
: S
Type: Attack/Defense/Supplementary
Range: Mid - Long
Chakra: 50
Damage: 80
Description: A technique whose usage relies on the prior use of Plasma Release| Creation of the Heavenly Bodies to complete, the user starts by creating four handseals while collecting chakra within the superfluid plasma spread onto battlefield. After the seals have been completed the technique activates causing plasma to split off from the source and attack the opponent in the form of a single, 2, 4, or 8 orbs splitting damage between them evenly. Plasma from the source can be made to rise into the air (at least five meters away from the intended target) to attack the target or act as a trap, becoming a floating mine field for opponents. This technique results in one or multiple explosions that capable of melting large areas of rock due to the superheated nature of the Plasma and while this technique is present on the battlefield, the user can freely manipulate the orbs to attack or defend against targets however, no additional Plasma techniques may be used while this technique is in use.
Note:
  • Usable twice per battle.
  • No Plasma above A-rank for one turn after technique is used to attack or defend.
Approval


Plasmoid - Creator

C-rank
(Purasumoidoton: Shishou no Jutsu) Plasmoid Release: Master Technique
Type: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-long
Chakra: 15 - 40 (+5 per turn to maintain C & B rank, +10 per turn to maintain A to S rank)
Damage: 30 - 80
Description: The user will perform a number of handseals (B-rank = 2, A-rank= 3, S-rank = 4) depending on the amount of chakra they wish to use in order to create various three dimensional objects out of their Plasmoid chakra. These forms are limited to the user's imagination and the Plasmoid appears to be transparent shape with small sphere located at its center that glows and radiates arcing streams of energy along the confines of the shape. Once a target encounters the Plasmoid, the center sphere grows bright and explodes outwards with a tremendous amount of force, while the exterior walls of the structure effectively restrict the size of the blast radius and/or allows the blast to extend outward upon the targeted area up to 5 meters, the energy drains the object of its thermal energy if its weak to Plasmoid which can force organic objects to be flash frozen in place. The size and shape of these objects are also determined by the amount of chakra the user plans to use. C-rank usage can create simple objects such as basic 3-d shapes, swords, shields, platforms, etc. These may be no larger then the user's own size. B-rank usage allows the user to create objects no larger then double the user's own size. A-rank use allows the user to create objects that can cover a 5 meter area. S rank would allow the user to create objects up to a mid-ranged area. They can however be used like a projectiles that reach out to long range and can be maintained at the expense of chakra per turn during which no additional Plasmoid techniques can be used.

Note: Can only use S-ranked technique twice per battle, A-Rank can be used three times per battle.
Note: Requires a two turn cool down following the use of the S-Rank variant
Note: Constructs may be sustained with C and B ranks draining 5 additional chakra per turn while A and S ranks will drain 10 extra chakra per turn.
B-Rank

Purasumoidoton: Ginga no Noroi) Plasmoid Release: Galactic Cursing
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short-long
Chakra Cost: 20
Damage points: N/A
Description: The Galactic Curse Technique is a technique that infuses chakra into various techniques employed by the user. It's first variation is performed by creating an extra Tiger hand seal in the same time frame as one of their Plasmoid techniques which will allow the user to infuse the Plasmoid Jutsu with fire chakra. By taking advantage of Plasmoid Release's innate ability to siphon thermal energy from objects, the user will be able to increase the power of their Plasmoid jutsu. This is caused by the fire chakra's thermal energy being absorbed and converted into additional energy for the Plasmoid, and as a result the Plasmoid technique will have its strength increased due to the extra energy in it. This will translate into the technique to gaining +1 rank or +20 defensive or offensive properties depending on the technique.The alternate variation of this technique allows the user in the same time frame as one of their Ninjutsu based or Elemental techniques to passively activate a thin illuminated barrier of Plasmoid surrounding it(original technique retains its original S/Wes). This will allow the technique to draw in more thermal energy from the environment due to Plasmoid’s innate nature to siphon thermal energy. Techniques that have this coating of Plasmoid will have the excess energy inputted into them and gain +20 damage or +1 rank depending on the technique.

Note: Only one variation can be used at a time.
Note: Can only be used four times.
A-rank
(Fuinjutsu/Purasumoidoton: Ten no Shukufuku)- Plasmoid Release/Sealing Arts: Heavenly Blessing
Type: Supplementary/Defense
Rank: A
Range: Short
Chakra Cost: 30 (+10 per turn to maintain barrier)
Damage points: N/A
Description: A body seal that activates at the start of battle that will passively infuse the user's clothing/armor with Plasmoid chakra. The Plasmoid forms the kanji for heaven (天) on the user's clothing/armor appearing as a bright white symbol. As a result of this seal, arcs of energy will be seen flowing off of the user’s clothing up to a meter from the user. The purpose of this seal is to increase the power of techniques utilized by the user by constantly absorbing nearby thermal energy. To achieve this effect, the user will utilize the signature property of Plasmoid. This involves siphoning thermal energy off of energy based objects once in range or the opponent if they get within range (5m). As an energy based object weak to Plasmoid nears the user, the seal will passively draw in the thermal energy and convert it to chakra for the user. By doing this the user will be able to passively enhance one of their techniques by twenty damage points or one rank depending on the situation by using the chakra to empower the techniques even more. At the cost of a move when an opponent gets within range, the user can preform the seal of confrontation to activate the seal. This will cause a short range spherical barrier to expand with the user at the center. In this barrier, the user effectively becomes the core of the Plasmoid and the barrier will move along with the user. Opponents who are within this barrier will begin to feel sluggish and cold as their thermal energy drains, this results in their speed being reduced by 2 levels and taijutsu and weapon techniques to be weakened by 10 damage. This effect increases by 1 speed levels and 5 damage for each turn the opponent remains in range. Eventually on the 4th turn, the target will be rendered completely frozen due to losing all their thermal energy. To maintain the barrier will however drain the user of 10 additional chakra per turn during which no other chakra based techniques can be used.
Note:
  • Must be stated in the user’s biography or at the start of a battle.
  • After empowering an attack or activating the barrier, this technique goes into a three turn cool down.
(Purasumoidoton/Fuinjutsu: Ōji no Chi) Plasmoid Sealing Arts: Blood of the Prince
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: The user will at the cost of a move perform two hand seals during battle to releases their plasmoid chakra up five meters of where they are in every direction. This will cause the user’s plasmoid chakra to affect the area up to five meters around by absorbing and sealing the thermal energy out of everything nearby them. This simply means that the air around the user will drain of its thermal energy and in return the air surrounding the user will drop in temperature and become noticeably colder. Also, the ground the user is standing on will also be affected. In terms of a grassy field the energy will be drained out of the grass causing it to wilt and die. This effect will be emulated depending on the field the user is on but in some cases the ground would only become noticeably colder. The main purpose of doing so comes into place when the unique properties of the Fuinjutsu unseal the energy from the environment back into the user’s body which would flood their body with a foreign energy allowing them to rejuvenate their chakra and relieve themselves of mental/spiritual ailments of things like genjutsu or Yin Release up to S-rank, barring Mangekyou Sharingan level genjutsu . If desired the user can activate this technique and drain their surroundings of energy but they can choose to not use the sealed energy right away. The user can choose to wait and passively flood their body with chakra if used later in the fight.

Note: Can only be used three times with a two turn cool down
Note: Has no effect on opponents

S-Rank
(Fuinjutsu/Purasumoidoton: Ken tōshi no Yobidashi) - Plasmoid Release/Sealing: Gladiator Invoked
Type: Supplementary/Offensive/Defensive
Rank: S
Range:
Chakra Cost: 40 (+10 per turn)
Damage points: N/A or 80
Description: The user will perform three hand seals and coat their body in a thick layer of Plasmoid chakra. The user’s Plasmoid chakra will take the form of an aura over the user’s body in which is also combined with sealing properties. Due to the massive amount of Plasmoid chakra active the user’s body will hard to see within the aura. The main ability of this aura is to passively absorb thermal energy near the user. This feat is accomplished because the Plasmoid aura will be radiating arcs of energy off of the user’s body up to five meters from it, and because it has the innate ability to draw thermal energy towards it. As a result of this, energy based techniques that enter five meters from the user will be reduced by one rank if weak to Plasmoid. Next, the user is capable of spending a move to create weapons crafted out of Plasmoid chakra from their body which can be no larger than five meters in width and length, and up to S-rank strength. These weapons/tools can serve as an extension of the user’s body if wanted or thrown as a projectile up to long range. Lastly, the armor has the ability to draw in thermal energy at a faster rate than normal. By spending a move the user can expand the arcs of energy radiating off of the user’s body up to mid range, and quickly drain a targeted energy source of its thermal energy. This ability can be done in the same time frame as this technique’s activation, so that it only requires one move. If the user targets the opponent, the target will begin to freeze over and be unable to move and would susceptible to additional damage. This in turn would cause the next technique to be deal 20 additional damage to the opponent. If an energy-based target or technique has been affected by this ability it is possible for the user to choose to apply the sealing properties of this technique. Once absorbed, the user can choose to unseal the energy back into their body and as a result empower one of their future techniques by one rank or twenty damage points depending on the technique. Due to the nature of this technique, it is possible for the user to affect energy sources up to S-rank once per turn.
Note:
Last 3 turns, usable twice per battle.
No Plasmoid Techniques for above A-rank next turn .

(Fuinjutsu/Purasumoidoton: Fuma Shuriken) Sealing Arts/Plasmoid Release: Demon Windmill Shuriken
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-long
Chakra Cost: 40 (80 for two)
Damage points: 80 (100 for two)
Description: The user will focus their chakra as they place their hand to the side them creating a three dimensional Windmill Shuriken shaped construct of Plasmoid above the palm of their hand that is also embedded with a fuinjutsu script. The Plasmoid appears to be transparent with a small sphere located at its center that glows with a soft light as arcing streams of energy that radiate from it. What's unique about this technique is the fuinjutsu applied to the shuriken give it the ability to track the chakra source of a target, making it almost impossible to evade. This means that one must stop or block the Shuriken as simply moving out of it's path would be ineffective as the Shuriken will quickly correct course. The Shuriken is dense and extremely sharp able to slice a target as the arcing energy would be drawn to the target, absorbing heat from the target weakening it. The center sphere then seems to explode with a tremendous amount of force creating a short-ranged blast radius. The user is able to use double the chakra cost to effectually create two Shuriken, with one hiding within the shadow of the other, requiring some form of enhanced perception like Sensing or Doujutsu to notice the second Shuriken. The technique isn't limited to just affecting physical matter; it can also affect chakra-based defenses and intangible elements as well; But the resulting damage that this technique can produce varies considerably, being more effective against heat based elements.
Note:
  • Requires a two turn cool down and can only be used two times per battle
  • Can only use Double Shuriken once per battle
  • Can only be taught by LGeezy
(Deddozōn) | Dead Zone
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 70 (-10 each turn)
Damage: N/A
Description: The user will perform four hand seals creating a barrier sealing jutsu that expands the user's Plasmoid chakra into any three-dimensional shape with a variety of sealing scripts which can be seen rotating around the barrier. This barrier extends up to mid-range with their body being the epicenter and will move along with the user. Arcs of energy can be seen spreading throughout this barrier awaiting its moment to activate. The main purpose of this technique is to affect targets with thermal energy who remain or enter inside the "Dead Zone". Passively, due to the sealing script present along the barrier, the plasmoid arcs remove thermal energy of jutsus within range while the sealing nature of this technique facilitates the absorbing of chakra. This reduces the chakra of the opposing jutsu by ten and thus reduces its rank or alternatively removes an abundance of additional chakra which may be boosting the technique causing it to lose a single boost. Most techniques will be affected by this ability since they contain some amount of thermal energy but there are some cases where a technique could be devoid of thermal energy or resistant to having this energy affected. For this very reason, jutsu that are strong to Plasmoid will not be affected by the weakening portion of this jutsu; however, techniques that are strong to Plasmoid can still be affected by the sealing ability which allows the user to remove a boost to the applicable technique. If desired, it is possible for the user to spend a move while this jutsu is active to have adverse effect on opponents. If a living organism comes into contact with a Plasmoid arc, the organism then will begin to feel extremely cold as their body begins to freeze preventing movement for one turn. During this time, the freezing cause subsequent techniques to deal an additionally twenty damage points to the opponent’s body if they make contact.
  • Can only be used twice per battle
  • No Plasmoid above A-rank next turn after deactivation
  • Lasts four turns
  • Requires Advanced Fuin
Approval



Moondust - Co-Creator
( Mūndasuton: Runaāsenaru ) | Moondust: Lunar Arsenal
Type:
Attack / Defense / Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15 - 40
Damage: 30 - 80
Description: Using Mūndasuton chakra, the user will be able to create objects, tools and other creations composed of the unique dust with two handseals. These can be created directly from the user's body, from already existing Mūndasuton, created from a source of earth. The creations can be created in the form similar to a gaseous state, but in reality it is simply an abundance of Mūndasuton on a microscopic level gathered into a form. This can be shaped, being used as free flowing waves and such, or more compacted to become a solid to create swords, spears, shields or anything else, limited to the creator's imagination; While also being able to be shifted between the two states at the user's will (dust-like/solid) while also keeping the "grinding" effects of the element. Of course, numerous creations can be made with a single use, though the power of each creation will be split accordingly. These objects can differ in size according to rank, ranging from being small as a senbon (C) to being as big as an incomplete susanoo (S). A unique feature to this is, once in physical contact with a target/Technology) it will passively attract miniscule amounts of Mūndasuton to said objects and will disrupt the technology altogether and making it unusable. This works on anything 1 rank stronger than the Mūndasuton and lower. Should the Moondust be purged from the technology, the device will resume function after one turn.

Note: S-rank variants can only be used 3x maximum with a two turn cool down between uses
Note: A-rank can only be used 4x max with a one turn cooldown

( Mūndasuton: Ekuripusu ) | Moondust: Eclipse
Type:
Defense | Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 (-5 per turn)
Damage: N/A (20 per turn)
Description: This is a simple technique used usually to disarm the use of technology. With the use of 2 hand seals the user has a light amount of Mūndasuton begin to rise from the ground. This causes a light mist like cloud to cover the terrain, but it doesn't effect the visuals of anyone nor damage anyone. The dust would instantly cling to any technology on the field bar the users (due to having control of it not sticking to our things) and render it useless if it is of 1 rank higher than this technique or lower. If the user chooses, he could use this technique with a higher chakra cost, becoming A-rank but becoming more of a violent technique. This variant causes more of a localized dust storm that does the same as the weaker version, but also eats away the technology and anything else the user chooses. On technology and other things weak to Mūndasuton, it would take direct A-rank damage from this technique, but on human/living flesh, it would eat away at them by 20 damage per turn, sticking to their bodies if not delt with. The A-rank variant can only be used 3x and only lasts 3 turns. It would also need a 2 turn cool down once used. In either variant, should the cloud be removed, technology will resume function after one turn.

( Mūndasuton: Nīru āmusutorongu ) | Moondust: Neil Armstrong
Type:
Supplementary
Rank: B - A
Range: Short - Long
Chakra: N/A [+10]
Damage: N/A [+20/Depends on Technique]
Description: This technique is a simple infusion type ability in which the infusion of Mūndasuton would supplement and strength future earthen techniques. By simply adding an additional hand seal to earth style techniques being used, the user will add an extra portion of chakra into them in order to apply a "shroud" of Moon dust to them. The Moon Dust would shroud the earthen technique in a way that it wouldn't actually touch it, floating along with it about a centimeter or so. This rough shroud would give the technique additional damage due to the aggressive nature of Mūndasuton, but also give off the effects of Mūndasuton; This includes shutting down technologies and sticking to things that comes into contact with it. When activated this way, it would last 3 turns, applying the additional chakra to earth techniques as needed, though can only be used 3x max. A second variant of this is used on non damaging or defensive style earth techniques. By adding the shroud of Mūndasuton to these type of techniques, the user is able to make the technique damaging. The damage given to said technique would be directory proportional to their rank; I.e. S-ranks will carry 80 damage. A-ranks 60 damage. Etc. This variant is A-rank and can only be used 4x, on 1 Technique per use and can't be used while the B-rank variant is active. Affected Earth techniques retain the S/W of regular Earth Release.



Hellfire -

A-rank

Jigokuton|Meiun - [Hellfire Release| Doom]
Rank: A
Type: Attack/Defence/Supplementary
Range:Short-Mid
Chakra: 30
Damage: 60
Description: The user will create a large pillar of hellfire to surround the guarding them from all sides and damaging the landscape as well. This technique activates quickly without the use of handseals and causes the opponent's water based attacks to become useless for the turn after this is used due to an increase in temperature.

(Jigokuton: Mojuru Daichi no Gou) - Hellfire Release: Karma of the Burning Fields -
Rank: A
Type: Supplementary/Offense
Range: Short/Medium/Long
Chakra Cost: 30
Damage Points: 60
Description: The user focuses his hellfire chakra into the palm of his hand which he then slams on the ground in front of him. A wave of hellfire is then released that rages forwards while at the same time flames burst upwards from below the surface as the fire is traveling. The further the fire travels, the higher the flames will go and the wider they will be, making the scope of the jutsu overall looking like a slice of cake or a stretched triangle. The momentum of the raging flames can be used in an offensive way, however they don't really travel at a tremendous pace and can be dodged reasonably simple. What this jutsu makes so useful is that it has a reasonably wide range and can set parts of the battlefield ablaze, transforming it into an inferno. This inferno causes the temperature to rise all around the battlefield, resulting in already existing water sources, that were on the path or near the attack, to be evaporated (whether it be natural or custom made). Hereby using common sense it isn't going to evaporate for example water sources that are ten times larger than the jutsu or that are of a high-ranked water jutsu (which goes against the basic battle rules).

✘ All the effects of the jutsu count for everyone.
✘ Can only be used twice.

S-rank

Jigokuton: Kaki Kaishin - Hellfire Release: Fire Conversion
Rank: S
Type: Supplementary
Range: -
Chakra: 40
Damage: N/A
Description: User concentrates hell fire chakra to convert all the fire based attack into hell fire thus enabling than to overpower other fire based attacks. If 2 b rank fire attacks are collided the one with hell fire will easily overpower the normal fire, It increases fire based attacks 40% damage.
Note: Lasts 2 turns excluding the one its used
Note: can be used twice

(Jigokuton: Sentoerumo no Jujihouka) - Hellfire Release: St. Elmo's Crossfire -
Rank: S
Type: Offensive
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user releases his Hellfire chakra into the ground, which he concentrates on 5 points around the target. First the chakra bursts out of four of these locations around the target (imagine a square with the opponent in the center, the chakra bursts out at each of the corners of the square) as four heavy scorching and blazing chains made out of Hellfire. These chains go straight for the opponent in the center, piercing right through him while crossing each other to finally anchor themselves into the ground a few steps of where the opposing chain was released, creating an X-shape that ties down the opponent in the center.
The piercing alone is enough to cause mortal damage, however just after the chains bursted out of the ground and all of them pierced the target, the Hellfire chakra that was concentrated on the fifth spot, namely the center of the square and thus right below the target, is blasted upwards in the form of a fiery crucifix entangled with chains, making it for an instant look like that the target got crucified before turning to ash as a result of the flames.

✘ Can only be used twice per battle
✘ No Hellfire -or any other kind of fire- jutsu's can be used in the same and next turn

Jigokuton| Tenraikeigoku - [Hellfire Release| Divine Punishment]
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: Utilizing the Sword of Hellfire, the user stabs it into the ground first creating six plumes of fire around the target one-by-one in rapid succesion preventing escape for unskilled opponents. While the opponent is looking for a way to escape a plume of fire is then created under the opponent sending them upwards, to which the user will be above the enemy hurtling the sword of hellfire directly into the enemy.
[Usable Once]
[Must have Sword of Hellfire Active]

(Jigokuton/Fuuinjutsu ♱ Dainana no Jigoku - Nekkami) - Hellfire Release/Sealing Arts: Seventh Hell - Heat Wave
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Inspired by the "Circles of Hell" where Hell is a realm that houses the wicked in various levels, the user combines this with their fuuinjutsu to create a unique sealing technique that utilizes Hellfire chakra. The Seventh Circle of Hell is said to be the level where those who have committed violence against others or themselves are condemned to a lake of fire. The user will perform a series of three handseals and places his palms on the ground injecting a large amount of Hellfire chakra into the battlefield. This chakra manifest itself as sealing circle that places a large barrier seal on the battlefield. Immense heat spreads throughout the entire battlefield causing all water based techniques to become unusable as they would simply evaporate into steam. The heat generated said to be the heat emanating directly from the Seventh Hell's Lake of Hellfire. However, the user will also be unable to preform water release techniques during this time.
Note:
  • Last two turns.
  • Only usable once per battle.
  • No Hellfire techniques in same turn and none above A-rank in the next
Approval

Fuinjutsu/Jigokuton ✟ Roku Jigoku - Daikyōkan Jigoku - (Sealing Arts/Hellfire Release: Sixth Hell - Hell of Great Wailing)
Rank:
S
Type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 40
Damage: 80
Description: Inspired by the "Circles of Hell" where Hell is a realm that houses the wicked in various levels, the user combines this with their fuuinjutsu to create a unique sealing technique that utilizes Hellfire chakra. In the 6th circle, heretics are said to be constantly pierced by giant iron nails through their tongue which is ripped out and regrown starting the process anew for all eternity. After performing the necessary hand seals Dragon->Horse->Ram->Tiger, up to 4 nails are formed out of the user's Hellfire Chakra proportionate to the size of the target. If multiple nails are summoned, this technique can be used to target multiple people, splitting the damage evenly. These must be formed at least 5 meters away from the target and will pierce into them to initiate the seal. The nails have been combined with the Sealing Tag's formulae so that once the nails pierce the target, movement and the ability to mold chakra are almost impossible while affected by this technique. However, takes one full turn for the seal to take full effect.
Note:

  • Only usable twice per battle with a two-turn cooldown in between usage.
  • Requires Adv. Fuuin

F-rank

Jigokuton ♰ Jigokurasengan - Hellfire Release: Hellfire Spiraling Sphere
Rank:
Forbidden
Type: Attack
Range: Short
Chakra: 50
Damage: 90 (-30 to user)
Description: Like all Rasengan techniques this jutsu activates quickly without the need for handseals. The user starts by creating a normal rasengan and infuses it with Hellfire Chakra. The swirling mass contained within the Rasengan appears as a deep crimson said to lead to the bowels of hell itself. When it collides with the target, the Rasengan explodes into a rapidly swirling tornado of the crimson flames that would be enough to completely melt the bones of a Susanoo. However, the draw back to this technique is the backlash from the intense amount of swirling hellfire within the user's hand. The arm that the user performs this technique with is covered with a mass of 3rd degree burns making it unusable without proper and immediate medical treatment.
Note:
  • Usable Once.
  • No Hellfire techniques the next three turns and no Fire techniques in the same turn
Approval

Jigukton Mo-do: Hell Fire Mode
Rank: Forbidden
Type: Supplementary
Range: -
Chakra: 80
Damage: N/a ( 50 to user )
Description: User absorbs Hell Fire chakra from sword thus entering into Hell Fire Mode. User can manipulate any fire jutsu ( his opponents also{up to a rank} ). This mode Allows Me to sense fire AT ANY DISTANCE ( i hav heat sensing ability approved in my bio THIS ENHANCES IT TO EXTREME ). All fire based Jutsu's are done with minimum time. All this comes to great cost as user's body is burned badly as the mode wears off in 3 turns.
Note:
1. Must hav Sword of Hell fire In battle
2. Lasts 3 turns
3. User cant battle after the mode wears off.
( Can only be taught by alimujtaba786 )

Name: Ken no Jigokuhi : Sword Of Hell Fire
Rank:Forbidden
Type:Supplementary
Range: All
Chakra Cost: 60 ( +10 to keep active )
Damage Points: 40 to 100
Description: A sword of fire which is brought from the depths of hell. can use all fire based attacks. enhance fire atatcks and increase fire attacks damage by 40.
NOTE:
1) while this sword is in play no other summonings can be done .
2) Sword can remain in play for 3 turns
( only alimujtaba786 can teach this jutsu

Name: Jigokuton: Za-ate: Hell Fire Release: The End
Rank: Forbidden
Type: Extreme Attack
Chakra: 150
Damage: 300
Dscription: User when in Hell Fire mode , Holding The sword of Hell Fire concentrates all the Hell Fire chakra through the sword making an very small orb of Very condensed Hell fire chakra, Then then orb rises into the sky and for about 20 feet and explodes with tremendous force thus incinerating the area of 20 km. User is Exhausted as well. Big crater is formed after the attack and it takes almost 75% of the user's chakra.
Note:
1. Once per battle
2. Last resort
3. User is almost out of chakra No s rank or a rank jutsu of any element
4. User cant use Fire or Hell fire anymore
5. Hell Fire mode wears off immediately
6. Sword of fire is deactivated
 
Last edited:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Fuinjutsu

Personal Techniques​

A-rank

Iryo Fuinjutsu/Raiton: Ranshirai - Medical Sealing Technique/Lightning Release - Chaotic Mental Lightning
Rank
: A
Type: Supplementary
Range: N/A
Chakra: 30 (+5 to the Lightning Technique)
Damage: N/A
Description: The user performs three handseals and creates a sealing formula that takes shape upon the body taking the appearance of a tribal war paint that extends from the face down the length of the user's upper body. Once the seal has taken effect next turn, this sealing technique grants a unique property to the user's Lightning Techniques. Through careful experimentation with the unique relationship between medical chakra and electricity, this sealing technique was created. The medical chakra that is within the seal is drawn upon as the user creates the Lightning Release. This causes the medical chakra to experience a quick nature transformation that generates a stronger electrical field based upon the Medical Technique: Chaotic Mental Collision technique. This electrical field then begins to influence the user's Lightning techniques and augments the electrical field they generate making it so they too interfere with an opponent's nervous system causing it to be near impossible to move due to the electrical signals in the body being completely swapped. The chakra that powers this body seal will cause it to glow upon the user's body generating the electrical field. Opponents that become affected by the user's Lightning techniques not only get electrocuted, but also have the effects of the Chaotic Mental Collision technique applied to them as well. These effects however are enhanced as the opponent not only has their ability to move reduced, but also their ability to track other objects as well. This is because the Lightning chakra coursing through the body also begins to interfere with the electrical signals used to interpret information which will cut the opponent's base tracking by four levels as well for the duration stated or until it is countered.
Note:
  • Users must have mastered Lightning Release, Medical Ninjutsu, and Adv. Fuuinjutsu to utilize this technique.
  • This seal will remain active for up to five turns and is capable of influencing a single Lightning Technique per turn.
  • The debuff applied by the seal will last on an opponent for two turns.
  • Usable twice per battle, with a four turn cooldown between uses.

Approval
Taught: Mirai

Fuinjutsu| Kage Bushin Fuin no Jutsu - Sealing Arts| Shadow Clone Sealing Technique
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra: 40
Damage: 80
Description: A variation of the Shadow Clone Jutsu, much along the lines of the Shadow Clone Explosion. At first glance these clones appear to be normal tangible clones, however, each clone is branded with the Reverse Four Symbols Seal. When the clone is defeated or detonated at will by the user, the seal activates and pulls any target(s), into the clone's body and seals them. The clone will then disappear in a puff of smoke and effectively destroy the object. The user, if nearby when this occurs can also be affected by this technique.
Note:
  • These clones may only use regular ninjutsu and taijutsu.
  • The user may only create two of these clones per battle.
  • Other techniques which produce clones cannot be used while this technique is active
  • No S-Rank or above Fūinjutsu can be used during the turn of this technique's activation
Approved
Taught:

Fuinjutsu| Anka - Sealing Arts | Anchor
Rank
: S
Type: Supplementary / Defensive
Range
: Short - Mid
Chakra: 40
Damage: NA
Description: A sealing technique which forms as the kanji for anchor (錨) is placed on the body. The Anchor Seal technique utilizes the properties of the Earth Release: Super Added Weight Technique and can be placed upon an opponent through direct contact, initiated by either the opponent or user. In a similar fashion to Leg Weights, by combining the seal's formula with the user's Earth chakra this seal forms into to a black, large, weighted object upon the opponent. This weighted object will encase area surrounding the seal while weighting down the opponent which effectively seals the opponent's movement by utilizing the weight as an anchor. The seal makes it harder for the opponent to move the affected area such as the arm or leg while reducing their base speed by 40% and preventing movement-based abilities/techniques (Flight, Flicker Evasion, etc) until the seal is removed following the S/W of S-rank Earth Release. This Anchor's Seal's only function is to limit the target's mobility by combining the seal with the properties of the Super-Added Weight Rock Technique. Since this weight inherently does no damage, the Anchor seal can be applied to other restrictive techniques to afford them with the added properties of this seal by adding two handseals to the total. If used this way, it is applied within the same time frame of the technique but can only be combined with A-rank and below restrictive techniques. When used this way, the technique is raised by a single rank. This seal may be activated immediately or lay dormant as a trap that activates when the opponent rids themselves of the initial restrictive technique.
Note:
  • Requires Adv. Fuuin, after use no Fuuinjutsu may be used for two turns.
  • Can only be used twice per battle
Approved
Taught: Mirai
Allowed Techniques​
A-rank
Below taught by
(Fūinjutsu: Rokettohōmingu) Sealing Arts: Homing Rocket
Type: Offense
Rank: A
Range: Short-Mid.
Chakra: 30
Damage: 60
Description: This is a special Fūinjutsu formula made by Zanda. It consists of three kanji on a sealing tag that is then placed around a kunai. The kanji stand for "Fuel", "Homing", and "Detonation" listed in that order starting from the base of the kunai to where the blade begins. The process begins when the user inserts fire chakra into the "Fuel" kanji before throwing it towards the opponent. The "Homing" kanji then activates once the kunai reaches into short range of a chakra source that doesn't match up with the chakra inserted into the "Fuel" kanji. The "Homing" kanji then uses the fire chakra from the "Fuel" kanji to release a quick burst of fire chakra from the kunai in which it is used to passively change direction and propel the kunai towards the largest source of foreign chakra. The kunai has enough fuel to change directions 3 times in order to dodge, within reason, any lower amounts of foreign chakra in its way. Once the kunai is 1m away from the target the "Detonation" kanji activates and the kunai explodes releasing a multitude of small heated shrapnel that can pierce into the targets body. If the sealing tag becomes wet, the kunai is unable to reach the target within its 3 bursts, or the kunai gets stuck into a something before it reaches into 1m of the opponent then the technique stops.
NOTES:
-Can used it only 3 times, throwing one kunai at a time
-Can only be taught by ZandaT

(Fūinjutsu: Gogyou Shuriken) Sealing Art: Elemental Shuriken

Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short-Long.
Chakra Cost: 30
Damage Points: 60
Description: The base of this move relies on a fuma shuriken that has the inscribed Kanji's for "Store" and "Form Release" that sit next to each other on 2 of the four blades mirroring its placement on the opposite side.(A total of 4 kanji, 1 of each on both sides of the fuma shuriken.) The user then performs 2 hand seals and channels a specific elemental chakra into the "Store" kanji on the blade before throwing it at the opponent. The user will then perform 1 hand seal activating the kanji for "Form Release" which allows the large amount of elemental chakra to be release and manipulated from the shuriken creating different element attacks depending on which chakra the user channeled into the shuriken. All techniques have a power equal to A rank and immediately ends once the Fuma shuriken spins into long range.
Abilities
Fire
Once the fire chakra is released from the blades they will engulf each blade creating a 3m long, 2m wide flexible fire column that spins at a speed that would allow two hand seals to be done in between the interval of the next column. The four fire columns curve as they spin making the jutsu resemble a big flaming spiral. The column do not spin in unison with the Fuma Shuriken, but it does move with the shuriken as its center, so once the shuriken reaches into long range the jutsu immediately stops. The columns may touch long range before the shuriken but the technique does not end until the shuriken reaches long range.

Water
Once the water chakra is released it transforms into an upwards and downwards water torrent from the fuma shuriken creating a 6m tall, 2m wide, vertical moving torrent of water. The bottom torrent releases multiple small waves that spread to the sides of the geyser, reaching up to mid.range, as it moves, while the top water torrent spews out small waves that crash into the ground beneath the torrent.

Earth
Once the earth chakra is released from the fuma shuriken the chakra manifests into 4 sharp high density spikes that extend 2m from each blade of the fuma shuriken. The spikes are so sharp they resemble high density earth swords and can cut through a human, or a shape manipulated Earth technique same rank or lower, with ease. The spikes, being an extension of the fuma shuriken, rotates at the same speed as the shuriken resulting in a fast spinning earth spike attack.

Lightning
Once the lightning chakra is released from the fuma shuriken 8 sporadic lightning bolts will extend from the fuma shuriken, 4 from the top and 4 from the bottom, as it spins. The bolts spread out from the fuma shuriken and can reach up to 3m covering a circular diameter from where it was released, ripping through the air and ground as the shuriken spins.

Wind
Once released the wind chakra will begin to spin in unison with the fuma shuriken, expanding the range of the fuma shuriken's reach. This would result in a thin spinning wind shuriken whose reach can go up to 3m from its center, slashing through everything in its way.
NOTES:
►No Fūinjutsu next turn
►User can only have 2 special fuma shuriken per battle
►Must wait 2 turns after use to use again
►Once shuriken is used it is useless
►Can only be taught by Zanda

(Fūinjutsu: Erementaru ori) Sealing Art: Elemental Weave

Rank: A
Type: Offensive/Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The base of this technique revolves around a special Fūin seal, made by Zanda, commonly placed on scrolls. The Fūin seal consists of two intertwined spirals and a total of three Kanji. One kanji, meaning "Store", is placed at the start of each spiral and at the end of the intertwining circle is the last Kanji for "Release". Before battle the user stores an element chakra into one spiral, and another non opposing element chakra into the other, giving themselves access to the premade scrolls during battle. Each "Store" kanji can hold up to A rank chakra of non opposing elements. The Fūin seal is activated by performing 3 hand seals and inserting chakra into the middle kanji releasing an elemental combination of the two chakras at the opponent.
Different Seal Combinations
Fire/Lightning Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of fire and lightning creating a continuous unidirectional electrical fire blast at the opponent. The blast moves fairly quickly and has 3m radius with a mid.range reach before it dissipates.

Water/Wind Seal
After activating the "Release" kanji before or after placing the scroll on the ground, the scroll releases an elemental combination of water and wind creating a tall water typhoon that stands 7m tall as it travels towards the opponent. The typhoon, being skinny at its base, starts out at 1m and widens up to 3m as it reaches the top. Unlike normal typhoons this one is self sustained and does not need a water source. It can also travel up to mid.range before dying out.

Earth/Wind Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of earth and wind creating a wave of numerous highly dense earth splinters coated with wind resulting in faster travel movement and enhanced cutting abilities. The wave has a length of 5m and starts 2m off of the floor reaching up 4m in the air. The wave has a mid.range reach before the technique ends.

Water/Lightning Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of water and lightning creating a continuous unidirectional electrical water blast at the opponent. The blast moves fairly quickly and has 3m radius with a mid.range reach before it dissipates.

Earth/Fire
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of earth and fire creating a large molten earth dragon. The dragon travels towards the opponent and wraps around them severely burning them in the process. The dragon can reach up to mid.range before falling apart and collapsing.
NOTES:
►No Fūinjutsu for the next 2 turns
►User can only have all scrolls made, but can only use 3 per battle
►User cannot use any jutsu of the two combining elements in that same turn, and 1 turn after
►Can only be taught by Zanda
 
Last edited:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Inuzuka Clan

Allowed Techniques

Haiburīdo | The High Breed
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: After decades of research and selective breeding the High Breed were born, the High Breed, bred to be genetically superior to all other Ninkens immediately displayed talents that completely overshadowed that of lesser breeds from a young age. High Breed's are born with a more robust constitution, resulting in them being larger, stronger and faster than other breeds. They also look far more wolf-like as a result of their wolf-rich bloodline. High Breeds display savage intellect, and are capable of exercising great cunning and problem solving abilities; and as a result of their advanced intellect they have gained the ability of articulation. Other talents include a healing factor, senses twice as strong as a normal Ninken's, and a greater synergy with their Inuzuka counterparts; resulting in fusion and transformation techniques used with a High Breed being a third larger, with time-limited fusion techniques having their duration increased by two turns. However High Breed's have been known to reject their Inuzuka counterparts, entering into a faux relationship for a time, and then turning on their paired Inuzuka the moment they have grown large enough to kill their ill-suited partners. As a result the High Breed were kept secret and many voted for their extermination, but in the end they were merely banished into the woods of Konohagakure, kept alive in case the clan should have need for them in the future. However, should a High Breed fully accept an Inuzuka a most curious phenomenon will occur in which both the High Breed and Inuzuka will become mentally linked, capable of sharing thoughts, feelings and experiences with each other, with such a deeply intimate bond being the absolute apex of a Inuzuka and Ninken bond. A High Breeds ability to 'smell' chakra is also unprecedented, far outstripping that of Ninken such as Akamaru as they are capable of accurately gauging the strength of opponents and techniques among other things. (To be explored further in techniques). Lastly, as a result of the selective breeding and genetic manipulation used to create High Breeds, many High Breeds have experienced genetic mutations, some more simple, such as heterochromia, others more noticeable such as having multiple tails, a paw that's far larger than others, exceptionally long claws and so on. The High Breed also hold a greater affinity to chakra than normal Ninken, ensuring that they excel at walking on water, tree climbing and chakra based Inuzuka techniques, with their actual chakra being dense and bountiful, holding a chakra supply equal to half of their Inuzuka partner and also possessing an affinity towards at least one element. (A high breed cannot use Ninjutsu or elemental Taijutsu (Aside from Inuzuka techniques of course) by default, instead their supposed affinities are there to be explored in future techniques).
Note:
- Must either be posted in the users bio (Along with an explanation of how they met a High Breed and a description of their High Breed) or posted at the start of a battle. (In which case their High Breed by default will simply look like a wolf that, for it's age, is up to twice larger than any known Ninken.)
- Kuromaru - the only Ninken who has displayed articulation abilities to date, is a High Breed descendant, and is the result of an experiment to water down the thick blood of High Breeds to create a less talented, yet as a result more tame, and still somewhat remarkable Ninken.
- High Breeds receive a +20 damage boost to their Inuzuka techniques, and are a rank faster than their Inuzuka counterpart.
- High Breeds are capable of healing faster than normal Ninkens, on it's own this means little in battle, aside from the fact that they are capable of recovering from minor scratches over the course of three turns, and that they rarely suffer from fatigue, capable of running for days on end without tiring.
Taught by

B-Rank
Vánagandr Wa - Odin Ni Hoshoku Shimasu | Vánagandr - Preying of Odin
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The Hunted and the Hunter, this technique seeks to encapsulate both concepts and, as two sides of the same coin manifests itself in the form of two distinct abilities.

Hunted - Marked

In response to drawing blood from an opponent an Inuzuka bonded with a high breed will be influenced by the strong frenzy and excitement elicited from their mental link with their Ninken. This rising frenzy will allow both the Inuzuka and Ninken to produce an exaggerated lock on effect to the enemies scent and blood - to such an extent that an opponent, once locked on to, will be incapable of hiding from the user through any means other than space/time. Even then, a space time user will, to a locked on Inuzuka, leave behind a discernible residue that will seep out from around their warping point like a scar, and through inspection of the scar an Inuzuka will be able to acquire information such as whether an opponent has returned to the current world, how long they've been gone for, and through use of a sixth sense such as the one that allows dogs to anticipate bad weather or even disasters, the user can even anticipate when they will return and immediately re-locate them once they do. Furthermore, upon entering within short range of one of their Hunters, a Hunted target will be subjected to extreme and constant mental intimidation, not unlike killing intent, that will forcefully lower their speed back down to their base speed, and also reduce the power of all of their Ninjutsu by -15, and their primary affinity by a full -20. However this can be treated in the same was as Killing intent, in that the shock of physical pain can remove the adverse mental stimuli - however it is superior to killing intent in that as long as the activation conditions are maintained Intimidation will renew itself next turn without cost - meaning that continuous releases may be necessary.

Hunter - Void Assault

Being Apex Predators the High Breed take much delight in stalking and hunting their prey. This ability, void assault, is an extension of a predator's natural ability to hunt, and takes a core ability of many great land predators - stalking, and amplifies it greatly. Through use of chakra a High Breed is capable of entering into an unparalleled stealth, one that masks not only it's visage, but also it's chakra system from an opponent. A stealthed high breed cannot be detected through any means, whether it be through the five senses or through a special clan specific 6th or 7th sense, as their use of chakra serves to deflect all forms of detection - not unlike how chakra is used to deflect light to render the target invisible during 'Hiding in Camouflage' technique; and thus elevates a High Breed into a state of absolute stealth (this is true to all Chakra Sensing, Emotion Sensing, Doujutsu, Enhanced Hearing, etc - basically, all forms of sensing; however it cannot prevent physical means of detection such as weight, contact, etc sensing or methods which don't fall under the "senses" category). They leave behind no scent, no trail, they cannot be heard or smelt, nor can the vibrations of their movements be felt. However, the absolute stealth will completely shatter as a High Breed enters within a meter and a half of an opponent. As with all forms of Stalking, Void Assault is utilized to close distance and, once within pouncing distance the prey will become aware of their predator as it closes in - in this case, a High Breed will be rejected from its state of stealth, to such an extent that even the most foolish and unsuspecting will be alerted to the sudden presence of a being behind them. The exception however is if a High Breed remains dead still - at which point Void Assault can be maintained even within a meter of an opponent, however the moment a High Breed makes a move or attempts to mold chakra the stealth will be broken.

Note:
- Marked is the passive portion of this technique, it activates automatically upon drawing an opponents blood or coming into contact with their blood sample (30 meters range for encountering blood). The intimidation aspect however requires a move to activate, and once activated will remain persistent indefinitely (However an Inuzuka or one of his Ninkens is required to be within short range of its targets for the effects to persist, otherwise they will wear off after a turn until the conditions are once again met)
- The initial passive activation of marked saps 20 chakra from all hunting participants.
- Void Assault can be cast by multiple Ninken simultaneously, counting as only one technique if that is the case. It can only be broken by entering into a meter and a half distance of an opponent, otherwise it will remain active until the Ninken chooses to cancel the technique or uses a technique of his own (keeping the stealth ability active requires focus and conscious input, preventing its sustained effect when actively engaging in performing techniques, including Taijutsu).
- Void assault drains -20 chakra per turn from each Ninken. (High Breeds have their own independent chakra supply)
- Void assault can be initiated 4 times through use of this technique.
- Summons marked as Hunted will immediately disperse back to their homeland out of fear.

Jutsu listed above taught by

A-Rank

Fenriru Hareyakana Hyūhyū Iu | Fenrir's Radiant Howl
Type Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: This technique allows a Ninken to gather a massive amount of chakra within their mouth that is then condensed, and through a roar, howl, or bark the Ninken will release the condensed chakra in the shape of a green beam that reaches up to mid range, and is powerful enough to to pierce through its targets. Instead of releasing the stored chakra in the form of a beam, a Ninken can choose to release it as a radial blast that hits anything short range in front of them. Though the blast is unable to pierce targets, it delivers a massive amount of blunt force damage, allowing it to crush solid structures or force anything short range of the Ninken into mid-range. Due to the amount compressed chakra that is used to shape the beam, it's equivalent in strength to elemental techniques of it's own rank, while the radial blast can only affect B rank and below techniques.

Notes:
- Can only be used 3x per Ninken.
- Cannot be used consecutively.
- No Inuzuka techniques above S rank can be used during the same turn

Ōkami No Dappi | Molting of the Wolf God
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: A branch technique of Fenrir's Armament that was created on the same concept of fur manipulation, but for offensive and supplementary purposes rather than defensive ones. During his constant battles, Kotetsu realized that while his ninken could repel incoming attacks, they were susceptible to techniques that would latch onto their body, and they would also be at risk when unable to move. Similar to the parent technique, a Ninken would cause all of their fur to stand on end by channeling chakra throughout their body and into their skin and, through the use of chakra, harden it to the point where it could be comparable to steel wire. In the case of a fused Ninken, they will be able to replicate their own fur onto the body of their Inuzuka partner by utilizing the effect of Fenrir's Lesser Oblige, which allows an Inuzuka to host characteristics of their Ninken onto their own body. The Ninken will then release the hardened, needle-like fur in either a particular direction or in an omnidirectional manner at incredible speeds. The power of the spikes of fur would be able to pierce through solid defenses of the same rank and below and can be released quick enough to take most opponents by surprise. After the fur has been released the Ninken will then saturate their skin with chakra and regrow their fur entirely after two turns. High Breed Ninken however, as a result of their enhanced constitution will be capable of immediately growing their fur back by spending -20 chakra. Additionally, the newly grown fur will have a thickness to it due to the aforementioned saturation of chakra that increases its defensive capabilities, granting one rank to all S-rank and below Inuzuka techniques that utilize a Ninken's fur for two turns.

Notes:
- This technique can only be used two times per Ninken and 4 times per battle, and a Ninken must wait for two turns before using it again.
- No S-rank or above Inuzuka techniques can be used by the Ninken that uses this technique in the same turn.
- Fenrir's Armament cannot be activated in the same turn this technique is used, and if it is active while this technique is used, then the armor will fall away along with the released fur.
- Instead of firing the entirety of their fur, a ninken can instead choose to shoot fur from different parts of his body.
- Can only be taught by Ańbu Juniør.

Kitsune No Shukufuku | Kitsune's Blessing
Hide
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Self
Chakra: 30
Damage: 60
Description: Allows a Ninken to channel chakra to their tail and greatly empower it, chakra usage servers to heighten the physicality of their tails to above the norm, which strengthens muscles for various effects; such as allowing for the faster movement of the tail and also implanting iron like strength unto a Ninken's tail - with a strike from a hardened tail being akin to a strike from a steel bar, and also making it prehensile. Chakra released outside the tail serves to create a barrier of chakra which, a Ninken, employing their familiarity of spinning motions from Gatsuuga variants to shape manipulation, will employ violent gyrations to the barrier of created chakra. This will essentially turn a Ninken's tail into a weapon that can be utilized to pierce, tear and rip through enemy structures, while the inwards surge of chakra serves to assist in the manipulation of the now destructive appendage, allowing a Ninken to whip their tail around at rapid speeds, harden it to clash with solids, and also, employing the Inuzuka clan's signature body transformative techniques, lengthen it so that it can extend to up to twice their body size, and then retract again.

Notes:
- Can be used twice per Ninken.
- No Inuzuka techniques above S rank for the rest of the turn.
- Lasts for four turns.
- The offensive force of this technique can be bolstered by use of a Gatsuuga, as the generated centrifugal force is directly translated into destructive power, as it is used to increase the speed and strength at which the tail lashes out, adding +20 damage and making the tails attacks a blur to the naked eye of Sage rank and below Shinobi.
- Naturally this can be used during combination transformations such as Two Headed Wolf Beast.

Ōkami Kan'nomai | Dance of the Wolf God
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Self
Chakra: (N/A) 30 if used with chakra
Damage: (20) 60 if used with chakra
Description: Employing the use of Gatsuuga concepts, this technique allows for a Inuzuka or Ninken to rapidly spin horizontally or vertically. Unlike the Gatsuuga and Gatenga variants however, this technique is designed for the user to spin across the ground. Inuzuka users tend to spin across a vertical axis, doing so at such speeds that they appear to be an upright vortex that is capable of rapidly traversing across ground. Ninken tend to spin across a horizontal axis, essentially rolling across the grounds at high speeds like a buzz saw wheel, with both being capable of tearing through enemies and lesser structures. This movement can be done without the use of chakra, in which case the user will be limited to traversing across ground at speeds only slightly greater than their top running speed, or facilitated through chakra, in which case the user will be capable of traversing across ground at speeds significantly greater than that of their running speeds as the use of centrifugal force assists in the users directional movement. Ninken will be capable of going up to twice as fast as rolling across the ground puts the generated force to better use (Increased traction, large surface area, etc), while Inuzuka that use a vertical spin will be limited to 1.5x their speed. Additionally the user can transition directly into a Gatsuuga or Gatenga variant through use of this technique, granting the chained Gatsuuga/Gatenga an additional rank.

Note:
- Chakra empowered usages can only be used 4x.
- If used with chakra, -10 chakra per turn if sustained.
Excessive usage of this technique may induce vertigo, as such if used for three turns in a row the an Inuzuka user will experience vertigo that will prevent efficient usage of A rank and above Taijutsu (Reduces their power to B rank)
- When used with Chakra, the created force will be so great that the user will be capable of tearing through or dispersing B rank and below attacks (The movement generated violent air pressure much like other Gatsuuga variants), while A rank and below will neutralize their momentum. A layer of chakra is also created around the user to prevent any adverse effects while doing so.

Morigan No Sasayaki | Morrigan's Whisperings
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This technique is activated through usage of a chakra infused shout, roar, whistle, howl or any similar such sounds. The produced noise will resonate at an uncopyable pitch that an Inuzuka and Ninken, through years of training and bonding will instantly recognize as it will strike a chord within the deepest levels of their psyche, triggering memories that the user and targets have shared together and will provoke feelings such as loyalty, and will also serve to spark an immense rage towards the opponents who would seek to subvert or end their bond. As a result the Inuzuka and Ninken will be freed of any and absolutely all adverse mental stimuli such as control through pheromones, unique sounds or smells that seek to undermine their enhanced senses, and even Genjutsu as a reflexive full body surge will automatically be utilized by each participant upon hearing this sound, draining up to 50 chakra, and flushing through their system to act as a cleanser that will reject all foreign energies from their body (Excluding the chakra of their Inuzuka/Ninken partners/chakra that they willingly accept i.e Senjutsu) (This is a completely trained response similar to that developed by dog training or martial arts training in which the Inuzuka and Ninken will respond to this cue with a chakra surge reflectively). Additionally, Ninken who hear this will be sent into a heated fervor that will immunize them to adverse mental and sensory stimuli for the next two turns (Not Genjutsu) (This works as this techniques induces Ninken who hear it into a state of single-mindedness wherein they will become desensitized or outright incapable of registering adverse mental Stimuli, and is essentially a form of self hypnosis that is induced upon hearing this sound), while also gaining an increase of one rank to all S rank and below Inuzuka techniques that they utilize within this time period as a result to their now excited temperament.

Notes:
- Each Inuzuka/Ninken can use this technique twice.
- Reflexive chakra wave is a trained response to the usage of this technique, and can release S rank and below Genjutsu.
- Once used, cannot be used again for two turns.
- In the case of High Breeds or High Breed Bonded Inuzuka, this technique can be utilized through their mental link instead/also, and when doing so its effectiveness is arguably increased as a result since the user can also transmit impressions, specific memories and similar such things alongside the mental shout - which in effect acts the same way as a physically audible one, except that it is transmitted alongside the mental bond of a Ninken and thus is undetectable by adversary, to achieve a more profound effect. (Boosts the fervor effect to three turns instead of two)

Jutsu listed above taught by

S-Rank

Fenriru No Busō | Fenrir's Armament
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Self
Chakra: 40
Damage: 80
Description: A problem that many Inuzuka faced was how vulnerable their Ninken were in battle - Ninken were easily struck down by elemental attacks which essentially made them a liability. As such this technique was developed as a defense mechanism for Ninken so that they would be more resilient in fights. By channeling chakra to their skin and fur a Ninken is capable of causing all of their hairs to stand on end and, through use of chakra, force the erect hairs to vibrate at ferocious speeds. Visually a Ninken's fur will seem to spike up, and then once the vibration begins their figure will seem hazed, ethereal even, as their spiked fur rapidly fluctuates, giving rise to the image of a hellhound or demonic entity. Enemy techniques that come in contact with a Ninken under the influence of this technique will be shredded to pieces and forced to pass to the Ninken's side, leaving them unharmed. Even energy based techniques such as fire and lightning are neutralized by this defense, with the Ninken's engorged and strengthened flesh serving to protect against any heat or electrical based affliction while chakra will empower the Ninken's fur to become flame retardant. A Ninken is capable of fine tuning this technique as they wish, so that their Inuzuka partners can still freely come into contact with the user.

Notes:
- Functions as a standard armor, and is capable of defending a normal Ninken from A rank and below elemental attacks, anything greater however will destroy and overwhelm the defense. Normal Ninken will have their fur damaged by elemental attacks blocked through use of this technique, resulting in the armor weakening. High Breed Ninken however, as a result of their enhanced constitution will be capable of quickly growing their hair back and through the sacrificing of 20 chakra be capable of completely restoring the strength of the armor when it is damaged, requiring for the armour to be destroyed in one hit to neutralize this technique.
- Lasts for up to four turns, unless destroyed.
- Can only be used twice per Ninken, and a Ninken must wait two turns before utilizing this technique again.
- A Ninken can angle their hairs so that they will protect vulnerable spots such as the underside of their paws and the insides of their ears, although the prior is toughened through chakra as well.
- Gatsuuga/Gatenga techniques utilized by one clad in Fenrir's Armament will gain an additional rank, this works on A rank and below Gatsuuga variations, S rank and above will merely gain a flat +20 damage boost.
- Drains 10 chakra per turn.
- Naturally the armour will persist during transformations if the user has fur.

Ōkami kamigami Kaiten Kiba | Wolf God's Rotating Fang
Type Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra: N/A (40 if used with chakra)
Damage: 40 (80 if used with chakra)
Description: Employing the use of Gatsuuga concepts, this technique allows for an Inuzuka or Ninken to rapidly rotate their body either vertically or horizontally in place to gather air around them. The rotational force is so powerful that it gathers wind around the user as he spins, and will create a suction effect that pulls the opponent or a technique towards them. The wind gathered by the rapid rotation is devoid of chakra similar to the Konoha Ryujin technique, and as such it can withstand B rank and below elemental techniques. When this technique is used with chakra the user will leak chakra from their entire body as they rapidly rotate in place, which will form a large wolf made of dense chakra that pulls the opponent or a technique towards it, that will then appear to devoured. The chakra wolf is equivalent in size to the Water Beast technique, and is so dense that it's equivalent in strength to S rank elemental techniques.

Notes:
- Chakra empowered usage can only be used 3x
- Excessive usage of this technique may induce vertigo, as such if used for two turns in a row the Inuzuka user will be unable to effectively use S rank and above Ninjutsu (Reduces their power to A rank).
- The suction effect can be used to divert incoming techniques of the same strength from their intended target, and reaches up to mid range.
- This technique can be used by an Inuzuka, their Ninken partner, or together as a collaboration technique, but when used in that fashion it will be considered as a single use of the technique.

Jutsu listed above taught by




Otsutsuki Clan

Personal Techniques

Detonētā: Igunisu - Detonator: Ignis
Type: Puppet
Rank: S
Range: N/A
Chakra: N/A (40 to summon)
Damage: N/A
Description: Detonator: Ignis is one of three specially made combat puppets created by Gwen Otsutsuki to act as one of her personal retainers. Ignis appears as a humanoid puppet with a doll-like appearance causing the creation to be referred to as a combat doll rather than a puppet. This particular combat doll stands at 209 cm (6'10") in length and feminine in appearance. Her outfit is similar to that of her counterpart Nirvana, although her hat, collar, and dress are a deep red color. Her eyes are blue in color and have irises, making them more human-like compared to Nirvana’s opaque, pupil-less eyes and seems to have lines running down from both her eyes, in comparison to Nirvana’s one. She has two big golden rings on each side of her instead of one like Nirvana. Ignis’ hands were uniquely crafted with sharp, hooked protrusions on the fingertips and she uses these to a deadly extent when in close quarters. They can be freely ooze in liquid puppeteer's poison to make her even more deadly in close quarters combat. The sharp protrusions add slicing damage to punch based attacks giving non-chakra oriented taijutsu which involve the hands an additional +10 damage. Ignis can also detach her hands as projectiles making them function similarly to Fuma Shuriken. While detached this way Ignis may freely control the movement up to mid-range, but cant use any hand based taijutsu while detached. Gwen's knowledge in mechanical engineering has allowed her to craft a puppet that is highly durable yet maintains it's human-like flexibility. Using the same specially made metal material used to create Chakra Blades, the puppet has enough resistance to withstand B-rank and below elemental techniques. This special metal frame makes her more durable than a standard wooden puppet making her resistant to A-rank and below physical techniques as well. Gwen calls this puppet Detonator because Ignis has many different variations she is capable of using with the offensive variantion of the Puppet Cursing Technique. When using this technique, Ignis can hold the orb in her hands and make it much larger and create larger scale explosions, granting the technique an additional +10 damage. If the technique is used this way, it becomes capable of defending against large-scale techniques. This ability, however, can only be done twice a battle and counts towards the user's total moves during that turn. Ignis can also preform a rapid fire version of this technique once every two turns granting the technique plus +10 damage this way and become capable of defending against equal ranked techniques. Naturally, Gwen has outfitted this puppet with the capabilities to use all standard puppetry techniques, and as a last resort, Gwen has completely filled the inside of Ignis's frame with numerous layers of explosive tags. By using the seal of confrontation, the user can activate the tags inside of Ignis for a large scale explosion equal to S-rank that reaches up to mid-range. This, however, may only be done once per battle resulting in the destruction of Ignis. The user can also be harmed if they are within range of this explosion.
Note:
Only usable by Otsutsuki biographies

Allowed Techniques​

Mokushiroku | Apocalypse

Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra n/a
Damage: n/a
Description:
Apocalypse is a humanoid puppet that comes with the appearance of a white Knight. His white chakra enforced wood that his armor-like body is made of gives him heightened resistance to damage, being able to little to no damage from normal physical attacks A-rank and below while also taking little to no damage from elemental or chakra-based techniques B-rank and below. He comes equipped with 2 weapons; one being his offensive weapon and the other being purely for defensive purposes. His offensive weapon is a long silverish-white sword which is used to cut enemies down. It is also capable of cutting B-rank and below solid elements with ease and still be effective (counts as a move to cut through ranked constructs). The defensive weapon, being a wide, white shield, is capable of blocking B-rank and below elemental techniques itself, being able to open up to spread taller and wider to the point it covers the whole span of his body when using to block. The sword is laced with the main poison of a puppeteer in liquid form, thus making it that much more dangerous when coming into contact with a target. Due to being a humanoid puppet, he is only capable of using jutsus that are tai based and that aren't chakra based, thus becoming limited compared to his animalistic counterparts. His body makes up for this by having blades protruding from his limbs and main body parts that are used for tai. What makes these attacks more dangerous is that all of them, similar to the sword he wields, are laced with poison that causes numerous affects (basic puppet poison). His arms and legs are also specially crafted. They have ninja wire within them that allows for him to extend/shoot his limbs out as sort of controlled projectiles, letting him extend the range of his basic taijutsu blows by a single range (up to mid). For evasive purposes, he has two pairs of small angel like wings on his back that can propel him in directions in short bursts but won't give him full fledged flight. This lets him propel up to 5m in any direction including upwards at the same speed he can usually move with ( Equal to an Unofficial Sage ranked tai master ). The last function of Apocalypse is what makes him very unique to his user. With a simple mental command, he is able to break apart his armor-like body into 6 pieces. These pieces includes the Torso, the head, both arms and both legs. Once broken apart, they attach themselves to the user, basically creating the armor over him to become a full body weapon for them to use; which would still include his sword and shield. He still maintains most of his abilities in this form, bar the extension of limbs, though it makes for greater close combat usage since the user himself can use chakra based taijutsu while gaining the minor perks of the armor.

Note: Only usable by Otsutsuki bios
Note: Extension of limbs, spreading of the shield, evasive maneuvers via the wings and turning into an armor to be used costs a move slot, though are just normal functions of the puppet that don't cost additional chakra.



Pesuto | Plague

Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra n/a
Damage: n/a
Description:
Plague is an animalistic bird-type of puppet that is made out of chakra enhanced black wood. The bird itself is about 3 times the size of an average male, with a wing span twice the size of its body. Due to the chakra infused within the wood during the crafting of the bird, it has a certain amount of resistance to damage, whether it be elemental or physical damage. The bird's outer shell is capable of resisting B-rank or below elemental techniques and A-rank or below physical attacks. With its mechanical wings and wind being "exhaled" from openings in the wings, the bird is capable of sustained flight while it is active. This specific puppet specializes in wind usage and poisons, using both in conjunction to create attacks and defenses that become highly dangerous. Having numerous openings within its body, the bird can siphon chakra from the user to perform a handful of wind-based abilities. From the wings, back, torso, or mouth, the bird may release blasts or gusts of cutting winds that act as offensive mechanisms to take down opponents (short-range). It is also able to coat it's wings and sharp talons or beak with cutting winds that extends .5m off of said appendage, which gives them the capability to rip through things in a close proximity equivalent to A-rank. Poison wise, the bird is capable of using it in both a liquid and a gaseous form, which makes all of its attacks more dangerous. Its talons, wings and beak are laced with the liquid poison, so when cutting into people it will enter their blood stream, causing the affects of said poison. Inside of its body, a gaseous version of the poison is held, which can be used at any point; either being used as a pure stream of just gas or combined with the wind attacks to create a more dangerous wind barrage. When releasing the gas with the wind, the bird is capable of controlling the flow of the wind while keeping the cutting edge, thus gaining control of where and how the gas is spread across a specific area. For example, it can be used to make a bubble of gas that is maintained so that it won't spread wildly or control the wind/gas to shoot and spread in a desired location. Aside from its wind usage and basic poisons, the bird has a couple of simple puppet-like features. Its legs are filled with ninja wiring that allows it to shoot its talons/feet off similar to grappling hooks, reaching up to mid-range at maximum. Once shot off, still connected to the legs by the wiring, the feet can be pulled back at a swift speed to bring things it has grabbed back to its body. The wings are layered with chakra infused wooden "feathers" that can be shot off as projectiles that can reach long-range. It should be noted that the feathers can also be layered with wind chakra to create an S-rank attack overall (40 chakra | 80 damage).

Note: Can only be used by an Otsutsuki bio
Note: Every wind-related ability counts as a move and is considered A-rank (chakra and damage).
Note: The S rank feather attack can only be used 3 times per battle
Note: Using the S-rank ability will result in a one turn cooldown on wind-based abilities.

Above taught Shady Doctor

Hayabusa Clan

(Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness
Type:
Supplementary
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 70
Damage: N/A
Description: This is one of the fundamental Neidan techniques within the Hayabusa clan and the first one learned. This technique returns existence to nothingness/erases from existence. Using one of the three Dantian Hayabusa ninja render existence to nothingness. Depending on the Dantian that is used the user can manipulate physical, vital, or spiritual existence. Regardless of which application is used there are two components that can be utilized: internal or external. These two components describe the technique’s application to one’s self and outside themselves respectively. A Hayabusa ninja who utilizes the internal component with this technique manipulates their own physical, vital, and/or spiritual existence. One who utilizes external component does the same but with any entity other than themselves. Only one of the components can be used for any given application of this technique. As for the applications, only one can be used at a given time. Upon reaching higher jounin ranks (Dragon/Head Ninja and Master Ninja), Hayabusa ninja can utilize all three of the Dantian simultaneously to completely erase their own existence (internal) or that of another entity (external). When erasing one’s own existence with this technique the user can only maintain a state of non-existence for no more than one turn with and must re-appear within 10 meters of their original point. Once the user has gone to nothingness they cannot use any techniques until after they return to reality. Through the external component the user can erase the existence of another life such as summons or other shinobi though it requires prolonged contact with the target (3 turns). After contact is made the victim will begin to vanish from the ground up.

Lower Dantian: The Lower Dantian deals with physical existence. Entities such as solids and liquids, physical entities, and corporeal matter are within this Dantian’s scope. When using the internal component of this application the user is capable of erasing parts of their body as small as: bits of flesh and bone to whole limbs, organs, etc. This ability extends to physical afflictions such as poisons, toxins, pathogens and generally any other thing that integrates itself within the user’s physical being. When using this technique on the body to take off flesh and bone the user will feel as though their flesh and bone have been ripped apart and their body will suffer accordingly. For example: if the user erases their right index finger, they will feel their finger ripped off their body and will bleed profusely until stopped. The external component of this technique takes the form of transparent visual distortions similar in nature and appearance to the voids of kamui though with the ability to vary in shape and size. The shape and size are dependent on the rank of the technique. As well as the amount of matter in which one can erase is also dependent on the rank. Lower ranks means smaller areas of effect and less matter that can be erased. This technique has the ability to combat against techniques of equivalent rank or chakra input. With the external component, if anybody other than the user makes contact with the technique, they will suffer just as the user would if they used the internal component of this application. The external component of this application can be made within short range of the user but not the target unless both parties are in close range. Even then, the user cannot manifest this technique directly on their opponent without
physical contact.

Middle Dantian: The Middle Dantian deals with vital existence; the existence of energy. Non-solid/liquid entities like plasmas, fire, lightning, raw chakra forms, and otherwise ethereal entities fall within this Dantian’s scope. The internal component of this application is rather simple, the user erases chakra/energy that exists within them either their own or that of another’s that is connected to the user. The amount of chakra the user can erase is proportional to the rank they use for this application. As for the external component, similar to the Lower Dantian, voids of various shapes are created which erase the chakra/energy, ethereal, and/or vital nature of entities. Again, like with the Lower Dantian, the user cannot directly manifest a chakra erasing void upon their opponents; contact with the void or between the user and the target must be established to directly affect the target.

Upper Dantian: The Upper Dantian deals with the spiritual existence of an entity. Spiritual techniques, consciousness, mental capability, and spirits are all within this Dantian’s control. The internal component of this application controls the existence of illusions, consciousness, sentience, within the user. Enemy techniques that deal with mind control or that inject their consciousness within the Hayabusa can be defended against with the internal component. Likewise, the stability and power of illusions and other spiritual techniques attached to the user can be cut down according to the rank/chakra of this technique. The external component of this application is a little different than the others. Unlike the Lower and Middle Dantian which cannot effect an opponent directly, this Dantian’s application can. With the external component the user can cause the spiritual energy of a sentient being dwindle to nothingness as long as the user has sensory perception of their target and is within range. The result of erasing the spiritual being comes in the form of fatigue and a lack of focus which prevents the target from using higher ranked techniques and progressively dims their consciousness. For example: C-ranked usage will prevent use of Forbidden rank techniques and B-rank usage would prevent S-rank and above and so on. The constraints are as follows: Only chunin level Hayabusa and above can use this technique (as it starts at C-rank) and the user must be within and maintain mid-range of the target to use C and B-rank. A-rank requires short range and S-rank direct physical contact. While using this application only two techniques can be used per turn. If the victim gets out of range of the user they will become capable of using their full power in the following turn.
Note: This technique is learned at genin level and follows similar rules for each rank. Genin can only use D-rank applications, chunin = C-rank, jounin = B-rank (upper) A-rank (lower and middle), Dragon/Head Ninja = A-rank (upper) S-rank (lower and middle), Master Ninja = All ranks.
Note: Genin and Chunin are required to use 5 to 3 hand seals respectively for any application’s external component. Jounin require one hand seal, Dragon/Head, and Master Ninja can use up to B-rank with no hand seals. Contact between user and opponent requires no hand seals.
Note: When using the external component of the Upper Dantian, using the A-ranked and above will render an opponent comatose after two turns. C and B-ranks will simply render one unconscious after 4 turns. Each turn of maintaining drains half the original chakra cost. While maintaining no other application of this technique can be used.
Note: Upper Dantian usages, regardless of the component can only be used once every other turn. A-ranked and above usage requires a two turn cool down.
Note: S-rank applications of this technique requires a one turn cool down for the Middle and Lower Dantian.
Note: To erase completely the existence of oneself or of another the user must use 70 chakra. Unlike the external component where it takes three turns to erase another, the internal component is instantaneous in its nature due to a lack of resistance from the user applying it to themselves. Upon using this advanced application either internally or externally the user will be unable to use any Neidan technique for the next two turns. Dragon Ninja and Head Ninja can use this application twice per battle and Master Ninja 3 times per battle.

(Neidan: Taij Dao ) Internal Alchemey: Way of the Supreme
Type:
Supplementary/Offensive/Defensive
Rank: D - Forbidden
Range: Short - Long
Chakra Cost: 10 - 60
Damage:
Description:
Taiji Dao is the sister technique to Wuji Dao and its polar opposite. Where the latter returns existence to nothigness, Taiji Dao brings existence from nothingness. Fundamentally, the user creates physical, vital, and/or spiritual entities through the use of their Dantian. The user is also capable of returning enties they've erased with Wuji Dao back into existence in the condition they were erased. The constructs and creations that a user can conjure are limited to their imagination. These constructs, if appropriate, are capable of using Neidan techniques that coincide with the dantian used to create them (e.g physical constructs can use techniques with the lower dantian) ( the entities can, not constructs ). Like other techniques that possess the Chakra of the Dragon, the user is capable of keeping track of anything created with this technique via their Taijin ability. The basic application of this technique sees the use of one of the three dantian to create an entity. However, advanced users are capable of combining two or all three dantian to create entities with qualities of multiple dantian. Combining all three of the dantian is the equivalent to creating a sentient familiar. This technique is learned at genin rank and requires 5 hand signs for external uses. Each rank reduces the requirements for hand signs by 2. The upper echleon (Dragon, Head, Master) may use this technique B-rank and below without hand signs.

Lower Dantian: This application sees the creation of physical entities from Wuji (Nothingness). Entities created with this dantian may possess properties of any material state of matter (solids and liquids primarily) and can be created internal or external of the Hayabusa. Hayabusa are also capable of replacing or adding body parts to themselves (or others through direct contact A-rank usage) such as lost or additional limbs, appendages, or wings. Those with medical knowledge can even replace vital organs, tissues, and cells. The limitations of this technique are that: entities created must be 5 meters away from adversaries unless the user is within close range. Entities such as poisons, diseases, or composites of actual elemental natures cannot be created. Familiars created with this dantian alone are non-sentient. All created constructs possess a black reptilian scale like aesthetic pattern, representing Sokotsu.

Middle Dantian: This application sees the creation of vital/etheral entities from Wuji. Entities created with this dantian possess plasma like forms similar to lightning and fire and appear as translucent black energy. The versatility of this application is less than the lower dantian's application as it possesses no such maluable ability to be formed into multiple different states of matter. Entities created with this application is incredibly high energy giving them the capability to burn on touch or even ignite objects and beings within close proximity (ignition at A-rank and above must be within 2 meters of the entity). The user is immune to their own energy's burning effects. Like the previous application, familiars created with this dantian alone are non-sentient. Entities cannot be created within 5 meters of adversaries unless close range is already established between the user and opponent(s).

Upper Dantian: This application sees the creation of spiritual entities from Wuji. This application allows the user to create a seperate sentience within themselves, or others. This spiritual creation may appear however the user deems fit as it is only a mental representation of the consciousness. Unless created within the consciousness of another, these spiritual beings are only concievable, and communicable to the Hayabusa who created it. Unlike the previous two applications, the user may create this spiritual sentience within another as long as they are within appropriate range. However, their only function is to prevent opponents from using mental/spiritual techniques of certain levels (B-rank prevents enemies from using S-rank and above spiritual/mental techniques. Every rank above that decreases the enemy's use by 1-rank). If created inside the user, the entity acts as a partner capable of using upper dantian techniques without the need for the user's input and is unaffected by spiritual/mental techniques directed at the user. Likewise it can block spiritual techniques on the user's behalf as well (A-rank and below starting at B-rank creations and increasing by 1 rank for every rank above B). This application requires one to be chunin rank and is B-rank at minimum. B and A-rank uses require the user to be within mid-range to use against targets. S-rank requires short range and Forbidden rank requires direct physical contact.

Multi-Dantian: This sees the application of more than one of the dantian being used in one specific use. There are only 3 combinations that may arise from this; lower+upper, middle+upper, and all three combined. The former two applications are a minimum of A-rank. Creating an entity with all 3 dantian is S-rank at minimum and acts as an entirely independent existence.

Note: Genin may use this technique up to C-rank every two turns. Chunin may use this every other turn up to B-rank. Jounin may use this technique up to S-rank (A-rank for upper dantian), however S-rank usage requires a one turn cool down before re-use. Jounin are also capable of using Multi-Dantian.
Note: Dragon/Head Ninja/Master Ninja may use this technique up to Forbidden Rank but only Masters can use Forbidden Rank multi-dantian.
Note: Forbidden usage of any kind can only be used twice per battle and renders the user incapable of using any Neidan technique for two turns after use.
Note: All applications and familiars may be maintained with additional chakra per turn B-rank and below -5 chakra, A to S -10, -15 for Forbidden.
Note: Familiars consisting of multiple dantian last 4 turns if they are A-rank and 3 S-rank and above. However, only one multi-dantian familiar may exist at any given time from the user.

Neidan: Wuxing) Internal Alchemy: Five Agents
Type:
Supplementary
Rank: B – S
Range: N/A
Chakra Cost: 20 - 40
Damage: N/A
Description: Five Agents is a technique where by the user augments their other non-Neidan techniques by combining them with Wuji. The technique mitigates the weakness of a user’s non-Neidan techniques by utilizing the neutral nature of Wuji to erase part of or all a conflicting technique so that the user’s technique becomes neutral or continues with limited inhibition against other techniques. Alternatively, the user can make other techniques more effective against weaker techniques via the same method. This technique is accomplished by combining the user’s non-Neidan technique with Wuji Dao with all three dantian. As a result, this is not an actual augmentation but a collaboration technique between Wuji Dao and a non-Neidan technique. The user will either wrap the layer of Neidan manipulated chakra around their non-Neidan technique or embed it within their non-Neidan technique. The wrapper method causes opposing entities to interact with the Neidan technique before the non-Neidan technique. The embedded method causes the opposing entities to interact with the non-Neidan technique before the Neidan technique comes into play (essentially inverting the process). This technique is learned at chunin rank at B-rank. It can be used within the same timeframe as the user’s non-Neidan technique. At jounin level, the user can enhance the strength of this technique and use it A-rank. Dragon Ninja are capable of using this technique S-rank and using B-rank passively. Head Ninja are capable of using this technique up to A-rank passively but are incapable of using S-rank. Master Ninja can use A-rank passively and use up to S-rank.

Note: chunin can only use this technique every three turns. Jounin can use the technique once every two turns. Dragon/Head Ninja can use this technique once every other turn, and master ninja can use this once per turn.
Note: Passive use of this technique at any rank increases the cool down duration per use by one turn and can only be utilized 4 times per battle.
Note: S-rank version of this technique can only be used once every three turns.
Note: chunin and jounin will be required to use an additional 2 hand signs with whatever technique they are collaborating with to use this technique. The higher echelon will only require 1 additional seal unless the application is S-rank.

(Hayabusa Kobudo: Kumite) Hayabusa Martial Way: Fighting
Type:
Offensive/Defensive/Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (-5 per turn)
Damage: N/A
Description: Kobudo Kumite refers to the free fighting style of Hayabusa Kobudo. Hayabusa hone their fighting style through the practice of kata (forms) and bunkai (application) which utilize the dantian and Neidan. Over the years, four essential kumite styles have come out of Hayabusa Kobudo that all Hayabusa must learn; Huquan, Shequan, Longquan, and Wuquan.

Huquan (Tiger Fist)

Hu Quan is the fundamental fighting form of Hayabusa Kobudo. The form is characterized as the most direct and offensive style of fighting. Hayabusa will use their lower dantian to draw physical essence from nothingness (Wuji) into their being. The essence drawn into the user’s being increases their physical speed, strength, and awareness allowing them to heightened feats of taijutsu. The user is able to perform taijutsu and other acrobatic movements at twice their normal speed as well as react to anything as long as it is within their range of sensory perception (five senses, taijin, etc). Alternatively, the user can move linearly three times their speed (chunin and above), however this level of movement cannot be maintained for longer than a single turn. As for their power, Hayabusa gain +20 to their taijutsu while using Huquan. The user can use Huquan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and chunin can only use Huquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Huquan is that, the user can only use lower dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user becomes unable to use any lower dantian techniques for the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Haquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.

Note: Only one form at a time can be utilized.
Note: Members are capable of submitting their own Hayabusa Kobudo techniques after having completed all three forms from this technique
 
Last edited:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Custom Weapons

Personal

Hitsuki Bō | Red Moon Bō
Type:
Weapon
Rank: S
Range: Short-Long
Chakra: +10 per transformation
Damage: N/A
Description: The Red Moon Bō (緋月棒, Hitsuki Bō) serves as Gwendolyn Otsutsuki's primary aide in combat. It becomes the channel of her offensive prowess in hand-to-hand combat and the like, allowing her to set up violent assaults at the foe. This apparently wooden bō is incredibly long and matches the height of Gwen, a difficulty she once fought with and had successfully overcame. The Red Moon Bō's appearance is jokingly compared to a cigarette, due to its variety of colors and patterns. Both wooden ends are covered in a blood-red color accompanied by golden rings near its flat tips; while black and white both cover the center.

The only known owner, Gwen, inclines to display the Red Moon Bō's versatility and pushes it past the limits. She transfers her chakra throughout its length to control its current size, but this phenomenon can only happen as long as she touches it. This transformation happens passively but draws on the users chakra to be completed. As a nod to the jokes about the bō, Gwen keeps her tool as short and as thin as a cigarette for easier keeping, putting it between her lips regularly. Note that the bō reverts back to its original shape after losing physical contact with Gwen, and therefore needs her chakra once more to do so. When entered in combat, the Red Moon Bō can be further elongated and thickened for pummeling down enemies and literally sweeping the entire battlefield (up to long-range). This superior tactic still needs physical contact, though, and loss of focus would lead to failure and an unexpected waste of chakra. It would seem odd that Gwen can still control the movement of the Red Moon Bō despite its enlarged size. To overcome this, she simply uses Red Heaven Dominion on the bō. She primarily uses it for distant targets, acting as a massive boomerang or a large spear. Gwen is even creative when it comes to combat, able to make the bō rapidly spin to deflect weak projectiles. Seeing that the Red Moon Bō gets overused for continuous offense and defense, it never seems to shred down or get a single scratch. A presumable cause is the chakra inside the bō, making it sturdy and enduring. Seeing that it's made of wood, the Red Moon Bō is highly vulnerable to fire, but the quick and strategic use of Great Heaven Wheel makes up for the said disadvantage.

Red Heaven Dominion - A supplementary technique used in conjunction with the Red Moon Bo, it starts by the user transferring their chakra into the otherwise inanimate weapon before creating three handseals. The chakra that coats the weapon turns from blue to reddish-pink before being absorbed causing the Bo to levitate around the user and can act independentaly much along the lines of the Otsutsuki Puppet Technique. This otherwise inanimate object will now follow the user's will and thoughts while it is under the influence of this technique. This is equal to a A-rank technique last four turns and is usable twice per battle draining an additional 10 chakra from the user per turn.

Great Heaven Wheel - The commonly-utilized defensive technique by Red Moon Bo users. The technique is designed to protect the user from incoming projectiles, whether it may be elemental or not. It is one of the basic moves required to master the weapon and destroys the wall that keeps the user from approaching long-ranged fighters with their bodies. Standing firm while putting the arms in front of the chest, the user performs the three required hand seals. An ominous wind would blow from behind as the Red Moon Bō places itself in front of the user. It would rapidly start spinning rapidly, forming varicolored afterimages. Soon after a cloud of strangely-red-colored chakra, released from bō, starts gathering in a circular shape. This forms the defensive component of the technique. Any weapons that would hit the shroud would bounce off as if its blown by the wind, while elemental projectiles would dissipate into chakra and get absorbed by the bō. However, it may seemingly look overpowered, but too much chakra absorbed will overload and break the barrier, thus ending the ninjutsu. It can absorb up to 3 A-rank and below elemental techniques per event (one per usage) before the weapon will be overloaded with too much chakra, each use counting towards the user's move count.


Taught:

Akujiki | Evil Eater
Rank: S
Type: Weapon
Range: Short
Chakra: -40 chakra per turn unsealed; -10 chakra sealed.
Damage: +20 kenjutsu unsealed
Description: The personal katana of Hotsuma Hayabusa, Akujiki, is an ancient and cursed blade, said to have consumed the souls of men for centuries. It is said, "He who wields Akujiki, wields absolute power." Akujiki possesses the terrifying ability to indefinitely enhance its destructive power by consuming chakra. Thus, whosoever uses Akujiki shall forever be cursed with an unfortunate fate; in order to sustain the blade's hunger, those who wield Akujiki must dedicate their entire lives to the slaughter of any and all beings that possess chakra, and then they must be devoured in their last moments. Despite Akujiki's incredible power, it was possible to seal the demon blade by using fuinjutsu to contain its power. However, because seals of this nature are not indestructible, they must be vigilantly guarded, lest the seal become undone and allow Akujiki to run rampant. Hotsuma has taken it upon himself to end the bloodstained legacy of the blade.

Ariake Seal
The Ariake seal's formula runs along the length of Akujiki and forms a thin barrier along the blade equal to S-rank. The chakra emitted from the barrier is made to not only contain the blade's power but also serves to counteract sealing techniques of equal rank and below. Originally, this seal was a countermeasure put in place to prevent it from being undone by those whose only wish was to gain power. The chakra within the formula activates when the Ariake Seal comes within short-range a foreign sealing technique. As the sword comes near the opposing sealing technique, the chakra stored by the barrier forcibly enters the foreign seal's activation mechanism and destroys the chakra within preventing the seal from activating or remaining active. The Ariake Seal can counteract one sealing technique A-rank and below three times per battle. To sustain this seal requires no concentration on the user's part, but it does drain a small portion of the user's chakra to sustain itself. As mentioned the true purpose of the Ariake Seal is to prevent the sword from draining the user's chakra substantially. But by sacrificing a move, the user can choose to undo the seal and allow the true nature of the Akujiki to come forth. The unsealing happens passively, and once unsealed, the blade begins to draw on large portions of the user's chakra seeking to consume them and inflicting them with the blade's curse. This seal may be redone at the cost of a move and three handseals.

Evil Eater
Akujiki shares the name with the curse placed upon the user in exchange for its power. As the Akujiki consumes a large amount of the user's chakra, the chakra becomes dense and visible in the form of a blood-red hue completely coating the blade. The chakra exuded from the blade is a manifestation of its hunger and can absorb one S-rank or below technique's chakra within short-range once per turn while also granting the user's kenjutsu +20 damage while unsealed. For every technique absorbed, the Akujiki empowers itself by consuming the chakra and exuding a destabilizing shockwave meant to make consuming additional chakra easier. This chakra enters the body and prevents the use of elemental techniques for a single turn. However, this shockwave affects all within short-range of the sword including the user and thereby afflicts them weapon's curse. During this time, the chakra consumption of Akujiki is halted as it engorges itself on the absorbed chakra until the -40 chakra cost cannot be sustained. If less than 40 chakra was absorbed, the user's own chakra makes up the difference. If Akujiki consumes the user's chakra while in this state they will be unable to perform genjutsu due to the strain. Should the user die while in possession of Akujiki it will then forcibly consume and seal the user's chakra within it, leaving only the husk of their body which is rendered to dust.
Note:
Requires Adv. Fuinjutsu to use.
Akujiki is indestructible, but cannot be used to defend against jutsu on its own.
Once the Ariake Seal becomes undone, the user may redo the seal at the cost of a move. The seal can only be undone for a maximum of 4 turns per battle.

Approved
Taught:



Allowed
(Idainaruken Gekkō) Moonlight Greatsword
Type:
Weapon
Rank: S
Range: Short - Long (163 cm, 64 inches in length)
Chakra: 30 - 40 (A-ranked Slicer: 30CP / S-ranked Ultimate: 40CP)
Damage: 60 - 80
Description: '' This sword, one of the rare dragon weapons, came from the tail of Seath the Scaleless, the pale white dragon who betrayed his own."

"Seath is the grandfather of sorcery, and this sword is imbued with his magic, which shall be unleashed as a wave of moonlight."

A sword of magnificent glory, said to have been from the days of old before even the tree of chakra had even emerged from a seed. A era unknown, said to have been inhabited by deities and dragons. Origin unknown to this Greatsword, however was masterly crafted with a careful yet complex design of steel that cannot be stolen. The handle wrapped with a twin dragon design seemingly crafted by black steel alongside the guard that extends both ways towards the sides. Meanwhile the blade design is almost similarly, a twin dragon design that is shaped inwards with a straight sharp fashion to make it viable in battle. In its base form its of black coloration from pommel to tip of the blade; almost of charcoal design if not black steel. When going into its Moonlight mode the pommel up to the guard turns gold then a sudden burst of Celestial like Chakra will develop around the blade to form a more wider and bulky blade made of what would seem to be a solidified Chakra essence. The Moonlight mode's blade is rather questionable in nature, a odd substance that looks similar to that of chakra with a hardened shell; within rests a heavy supply of chakra that makes the blade glow in a teal/celestial coloration.
Abilities​
The Moonlight Greatsword in its base form is a regular greatsword made of black steel with no unique abilities other than being a greatsword in length and fashion. In the Moonlight mode the wielder can eject/project/shoot wave slicers of chakra sharp enough to cut through A-ranked earth techniques or anything of solidarity. These chakra slicers are limited in range, being only able to reach up to medium range and to cast these slicers require a long winded thrust/swing of the sword itself. The chakra slicer will do 60 damage to the adversary and cannot be lethal, however deactivating Moonlight mode the base form of the blade will always be near lethal if not causing massive limb damage. The base form of the blade cannot cut through jutsu nor defend against them, however has a more damaging output than the Moonlight mode does, meanwhile the Moonlight mode has the viability to counter jutsu thus its attacks cannot be lethal. A ''ultimate attack'' can be performed by readying the Moonlight mode blade for a few seconds more before thrusting/swinging the blade outwards that'll create a S-ranked chakra slicer that'll reach long range and do S-ranked DMG with a regular S-ranked chakra cost (S-rank variant can only be used thrice per battle). Furthermore the chakra slicers are of solid nature, although very flexible, being able to transform via shape manipulation once expelled from the blade by performing the Seal of Confrontation.
➟ When in moonlight mode the blade glows brightly which could be used as a light source but not enough to be blinded
➟ Chakra Slicer can be used within succession, interacts neutrally to the basic elements, but costs a move slot upon use

(Idainaruken: Hadō 38) - Moonlight Mode: Path of Destruction 38th Technique
Type:
Offensive
Rank: A- S
Range: Short - Long
Chakra: 30 - 40 (A-ranked Slicer: 30CP / S-ranked Ultimate: 40CP)
Damage: 60 - 80
Description: Whilst wielding (Idainaruken Gekkō) Moonlight Greatsword CW within moonlight mode the user will expel a chakra slicer from the blade then after perform the Seal of Confrontation; the chakra slicer will transform into a cage around the combatant thus trapping them inside the solidified chakra square. Then by raising the hand seal directly upwards above their head the chakra cage will then explode, causing DMG to the opponent based on the rank of the slicer.
Note: A ranked variant can only be used thrice per battle, while the S-ranked variant can only be used twice.



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

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Scientific Ninja Tools
C-Rank

Seruvitora - Servitora
Type: Tool
Rank: C
Range: Short-Long
Chakra: 5 per copy
Damage: N/A
Description: Servitora is a unique ninja tool split into small series of mirrors shaped like regular octahedrons, floating thanks to a ring of the user's chakra. When activated, they create three-dimensional copies of the user. Should a mirror be destroyed, its corresponding copy will disappear, too. As the user's chakra interacts with the mirrors, they reflect the chakra like they would light waves projecting a three-dimensional copy of them, however, these copies are only optical illusions similar to the E-ranked Clone Technique. As such, they cannot harm an opponent but are useful in disorienting them since they will be unable to discern which is the real one or where the next attack will come from. Each clone also possesses the user's chakra signature making it difficult for chakra sensors and even a Sharingan user to determine which is the real one. Since the duplicates are reflections, left and right will be inverted; however, if a copy is reflected, left and right will be inverted again, thus matching the user's image perfectly. Further confusion can be created if the user switches their own left and right with a disguising technique. This tool automatically creates up to 4 of these optical illusion clones at the beginning of every battle unless the user chooses not to activate it.
Note:
Regular ninja may carry four of these into battle, only two copies allowed on the field at one time.
Cyborgs may carry up to 8 and are capable of having four copies on the field at one time.

Approval
Taught: Hokusai
A-rank

Shouheki Kunai - Barrier Kunai
Rank: A
Type: Supplementary
Range: Short - Long
Chakra: 30
Damage: 60 (Upon Contact with a Barrier)
Description: The Barrier Kunai is the only weapon designed and forged to be used exclusively for defensive purposes. These weapons are meant to provide the user with a quick, effective, and surprising defense against all modes of attack. Prior to throwing the blades, the user imbues them with a decent amount of chakra before throwing the blade into an object such as a tree, a wall, or even the ground. Upon impact the rear of the kunai splits into four sections and projects a barrier in the opposite direction, allowing this technique to easily block areas such as halls or paths inside forests. The barrier itself is of a light blue color and any thing, living or dead, that comes into contact with the barrier is deflected; beings that possess chakra signatures that differ even slightly from that of the user receive electrical shocks upon contact with the barrier, these shocks are meant to interfere with the nervous system of the victim in addition to inflicting physical pain. Objects such as kunai, shuriken, rocks, etc. simply bounce off the barrier and have the potential to inflict damage on the user through ricochet. In addition to the visible barrier, the kunai creates a notably weaker but invisible barrier around itself to deter the efforts of those who realize the kunai is the source. This barrier does not cause electrical shocks, it simply makes it impossible to physically grab the kunai and causes some difficulty in attempting to damage the kunai. That being said the barriers erected through the use of this tool are able to be dispersed by those with the ability to absorb chakra and may be shattered by A-ranked or higher techniques. The strength of the barrier is entirely dependent upon the amount of chakra the user pushed into the kunai before hand and a barrier may not be erected with a single kunai, pairs or sets must be used. The shape of the barrier is dependent upon the locations of the kunai used to form it and as such is determined by the user before hand, it must be noted that it is impossible to create a spherical barrier. As with most barrier techniques, the uses stem past forming defensive barriers and may be used to stop falls, restrict the movement of an opponent, or even completely detain the opponent by enclosing within the barrier.
Note: User only carries 6 of these into battle.


Taught:
S-rank

Senryuu | Whirling Dragon
Type: Tool
Rank: S
Range: Short-Mid
Chakra: 40 per bullet
Damage: 80 per bullet
Description: Senryuu is a firearm ninja tool that was developed with a unique firing mechanism that allows its jutsu bullets to be shot with cannon like force traveling to mid range extremely quickly. By whirling the weapon around, the firing pin is able to rotate the barrel allowing it to fire its next bullet. This whirling motion is how the weapon got its name. The weapon has six loading chambers for the user's chakra. When the weapon is fired, it draws upon additional chakra for the firing mechanism building up the force behind the blast and a ring of kanji propels the bullet forward. Due to the force of the blast, the user is only capable of firing one chakra bullet a turn, counting as a move otherwise they would risk recoil damage. The blast is so powerful it is capable of completely neutralizing up to S-rank jutsu (within reason). Although the bullets are powerful, they have no penetrative force, but can still cause significant blunt force trauma if the target were to take a direct hit. Senryuu is a unique weapon due to the fact it can utilize other bullet ninjutsu that's only possible with a firearm. Senryuu's main ability is also derived from its name. After performing the whirling motion to prepare the technique, the user can shoot their own preexisting basic elemental jutsu or surface (naturally occuring) on the field which fills that medium with the chakra from the user's chakra bullet transferring said chakra into the medium. This then causes a dragon to be created out of that medium with the same elemental properties of the jutsu or area shot and counts towards the user's move count. These dragons are equal to S-rank and will last a maximum of two turns, however they are fully sustained by the injection of chakra during the time they are used. While the dragons are in use, the user may not use any additional elemental technique that is of the same chakra nature as the dragon which would follow the strengths and weakness of the respective element.
Note:
-Only one dragon may be on the field at a time.
-Only one jutsu bullet per turn, which travels at the speed of the average Lightning jutsu, the chakra bullets can only be used to neutralize up to three S-rank techniques per battle.
-The user must wait two turns between using the dragon technique, this ability may only be used three times per battle.
-Senryuu is also capable of using other bullet ninjutsu.


Taught:


(Kyoka Maho-Dan) - Enhancement Bullet
Rank:
S
Type: Supplementary
Range: Short - Mid
Chakra: 40 (+10 to applied technique)
Damage:
+20 to applied technique
Description: This technique is unique in the fact it is especially made to be utilized with Senryuu (Whriling Dragon) Scientific Ninja Tool. By first channeling additional raw chakra into the barrel of the gun, the user will whirl the weapon as they draw a star shape in the air in front of them. The chakra flows from the barrel as it traces the star shape in the air forming a white crosshair for the user. Upon completion, the user will then fire a chakra bullet towards a pre-existing dragon created by Senryuu. The bullet quickly interacts with the target injecting it with half the chakra spent to perform this technique, which forcibly causes the target to grow not only in size but destructive power and capability. This influx of chakra also allows for the target to last on the field one additional turn. However, the user may only use one other technique the turn this Bullet Ninjutsu is used, and this may only be utilized twice per battle with a two turn cooldown in between use.
  • Rockscale Linked Dragon Bullet - The Enhancement Bullet forcibly causes additional surrounding earth to gather and rise around the initial Earth Style: Rockscale Dragon Bullet. This additional rock then transforms causing the Rockscale Dragon to sprout two additional heads which may all reach up to mid-range striking and attacking things. However, only one head needs to be destroyed which causes the remaining heads to crumble as they break into multiple sections of rock throughout a 10 meter area that can crush and bury anything beneath them.
  • Flaming Asura Dragon Bullet - The Enhancement Bullet forcibly causes the flames of the Fire Style: Flaming Phoenix Dragon Bullet to grow causing the dragon's body to elongate to 10 meters. At the cost of a move, the dragon has the ability to burrow and coils at least five meters underground, wherever the user commands. One turn later, the dragon explodes upwards to cause a volcanic like explosion that devastates anything 10 meters above where the dragon coiled leaving a crater. However, this explosion cannot happen if there is a large source of water covering the area the dragon burrows under, as both the ground and dragon rapidly cool as the water seeps into the earth.
Approval
Taught:

(Doton/Katon: Namu Gariri-Dan)- Earth/Fire Style: Rockscale Dragon Bullet
Rank
: S
Type: Attack / Defense
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is unique in the fact it is especially made to be utilized with Senryuu (Whriling Dragon) Scientific Ninja Tool. By first channeling earth chakra into the barrel of the weapon, the user quickly whirls the weapon as they draw a star shape in the air in front of them. The chakra flows from the barrel as it traces the star shape in the air forming a orange crosshair for the user. Upon completion, the user will then fire a chakra bullet towards the star aimed at any place comprised of solid Earth up to a mid-range radius from the user. The bullet quickly interacts with the star as it hits the ground causing the earth to form into fully stone dragon's head that is large enough to block oncoming techniques from hitting the user if it is used defensively. The dragon is able to draw upon the user's fire chakra, and utilize it to unleash an S-rank stream of fire that can melt solid rock. The Rockscale Dragon may only use this up to twice per use at the cost of a move as it is unable to move from its position, but can attack anything within short-range of it freely with its teeth and/or body. The special thing about this technique is the user may cause this technique to become more destructive through the (Kyoka Maho-Dan: Enhancement Bullet) Jutsu. Alternatively, the user may perform this technique with four handseals and slamming their hands on the ground.
Note:
  • Usable three times per battle with two turn cooldown between use. If the user performs this technique with their Gun based SNT, the weapon goes into a two turn cooldown instead.
  • Dragon last up to two turns before the rock crumbles during which no additional earth may be used.
(Katon: Kahoshori-Dan)- Fire Style: Flaming Phoenix Dragon Bullet
Rank
: S
Type: Attack / Defense
Range: Short-Long
Chakra: 40
Damage: 80
Description: This technique is unique in the fact it is especially made to be utilized with Senryuu (Whriling Dragon) Scientific Ninja Tool. By first channeling fire chakra into the barrel of the weapon, the user quickly whirls the weapon as they draw a star shape in the air in front of them. The chakra flows from the barrel as it traces the star shape in the air forming a red crosshair for the user. Upon completion, the user will then fire a chakra bullet towards the star, which as the bullet passes through it quickly interacts with the star as it is transformed creating a Flaming Phoenix Dragon that is solid in nature and large enough for the user to ride upon, unharmed by the flames comprised of their chakra. The flaming creature is capable of flight and can freely attack the opponent with the ablity to carry him off along with burning him severely. The special thing about this technique is the user may cause this technique to become more destructive through the (Kyoka Maho-Dan: Enhancement Bullet) Jutsu. Alternatively, the user may perform this technique with 4 handseals, being released from the user's mouth instead.
Note:
  • Usable three times per battle with two turn cooldown between use. If the user performs this technique with their Gun based SNT, the weapon goes into a two turn cooldown instead.
  • Dragon last up to two turns before the flames die out, during which no additional fire may be used.
Approval
Taught:

Sukābarafea | Scarborough Fair
Rank: S
Type: Tool
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The Scarborough Fair is a set of four large caliber handguns that act as the user conduits for chakra. These handguns are based upon the Derringer a gun capable of rapid fire, simple, and rugged. These four guns have been crowned with the names Parsley, Sage, Rosemary, and Thyme. Pushing the user's hand to hand ability to its limits, when combined with the user's chakra, the guns' rate of fire and stopping power are incredible. The user will makes use of these four weapons by holding two in their hands and two connected to the back of the user's feet which are fired through the use of chakra. To stay loaded at all times, the guns passively drain up to 40 chakra (10 each) per turn. Each weapon holds up to 40 chakra magazine at which points the weapon will stop draining/accepting additional chakra. During development, Ninja Scientists recognized that some situations may require more immediate offensive output, so chakra can be actively loaded by the user by sacrificing one of their moves to fuel one or more of the handguns with chakra. This chakra can be spread among the weapons to load multiple at a time, but can only distribute up to 40 chakra between the weapons and can be done within the time frame of another technique. This allows the user to quickly stockpile the bullets damage resulting in a more powerful bullets as the need arises. Naturally, as long as the weapons are loaded with chakra they can fire chakra bullets up to S-rank depending on the amount of chakra used. It should be noted, that the user may also not expend more than 40 chakra from Scarborough Fair per turn which may be spread among the handguns as needed. These chakra bullets may be elemental or raw chakra, but this must be stated prior to the release as only a single element may be used in a turn. In the turn the user fires bullets from one of the weapons, they expend one of their moves per turn but may fire multiple simultaneously. This means the user will not be able to fire more than three of the weapons per turn. The main focus however behind these weapons lies in the fact they are held and mounted in such a way, they can be used to aid the user's melee combat. Users can supplement some taijutsu by firing the weapons in a way they act as propulsion for their movements. The propulsion increases the speed of the technique, which in turn increases the damage by half the amount of normally ranked jutsu at the expense of chakra within the weapon and thus a move allowing for more powerful strikes. For example, if the using an A-rank taijutsu, the user can supplement it by firing 10 chakra from the chosen handgun. This translates to +10 extra damage to the technique alongside additional flurries of chakra bullets which may cause collateral damage for those in close-range of the propulsion blast. This happens within the same time frame of the taijutsu when used this way, and one or more weapons may be fired if the technique permits it, each weapon fired counting as a move. There is a maximum to this however, as the user may not exceed a +40 damage threshold (S-rank) added to the taijutsu.
Note:
Bullets respect the elemental strengths and weaknesses but as mentioned the user may not expend more than 40 chakra from this weapon per turn. This can be done in single fire or semi automatic fashion. When fired semi auto, the resulting damage will be spread among the number of bullets fired as mentioned by the user during their turn.
S-rank applications cause Scarborough Fair to go into a cool down sequence, preventing usage for two turns.

Approval
Taught: Hokusai
 
Last edited:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Medical Techniques
(Senzu Mame) Hermit Bean
Creator:
LGeezy
Type: Healing
Description and Background: The Hermit Bean, also known as a Senzu Bean are mystical beans with immense rejuvenation properties. Senzu Beans are grown by a wise medical sage master named Korin in Korin Tower to the far wast, across the known world. The plant takes months to grow even a single bean as it is cultivated and infused with Medical chakra used for the Mystical Palm Technique every step of the way. When eaten, the consumer's physical health is restored to their fullest; the effects are almost instantaneous for the recipient, making these beans a great asset both in and out of battle. Their texture is said to be a cross between an uncooked (or under ripe) bean and a celery stalk, and it's even known that Senzu Beans taste like fish. When eaten the user's flesh bulges as blood and chakra are forcibly pumped into the muscles. The latent medical chakra completely invigorates the user's body as they are healed via a combination of their bodies' natural healing ability and the medical chakra amplifying this process several folds. These beans, however, can only heal physical ailments and not mental damage. Like the technique it's based on the Senzu Bean is unable to regrow missing body parts or remove poisons, or toxins from the body. However, it is able to heal the damage associated with these ailments such as closing the wound associated with a missing appendage or healing damage dealt to the body through the application of poison.
Description of Side Effects:
-After eating a Senzu Bean, the user's health will restore back to full health, however, this healing will cause the user's chakra to plummet. Spending three times the amount of health healed. Additionally, they are unable to use any Medical Ninjutsu for three turns following consumption this includes other types of medicine.
-A user can only eat a single bean and can only give out a max of two beans per battle/event.
-Eating a bean costs a move per use.
Approval
 
  • Like
Reactions: Shady Doctor
Top