Kimblee's Philosophy

Solf J Kimblee

Supreme
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Use all my jutsus before 2/24/12: Lord of Kaos | Kirabi | Mugiware | Scarface | Ian

Use all their jutsus before 2/24/12: Lord of Kaos | Korra | Drizzy | Scarface

Use all my Dark Release customs: Nagato... | Dante | Gats

2 extra custom jutsus slots from Christmas Event
 
Last edited:

Solf J Kimblee

Supreme
Joined
Jan 8, 2009
Messages
22,606
Kin
2,535💸
Kumi
1,069💴
Trait Points
18⚔️
Fire

1.
Type: Offensive
Rank: B
Range: Short-Mid
Charka Cost: 20
Damage Points: 40
Description: The user while smoking a cigarette, flicks it in the air. The user uses their fire chakra to make the cigarette flare on it bigger creating a small fire on the top of the cigarette. The user uses the small fire to release out a dozen of fireballs. The balls are controlled and explode on contact with anything. The explosion is similar to Deidara's C-1 chakra.
-Initially, the user has control over the fireballs and he/she can control them to send them in different directions
-The user can't control them once their flight path/trajectory has been set

Mugen
](Ushiro Honoo) Back Flame
Rank: S-rank
Type: Defensive
Chakra Cost: 40
Damage Points : N/A
Description: The user focuses fire chakra in one arm, then a flame appears around the users hands, the user can shoot out pure fire chakra to cancel out any fire jutsu
Note: can only be taught by Axle
Note: it only has 3 shots
Note: except Forbidden

Katon Baizou Kaji Handou | Fire Style : Double Fire Kick
Type: Attack
Rank: B
Range: Short - mid
Chakra:20
Damage:40
Description: The user begins begins to spin while jumping into air, channeling their katon chakra into their legs. Whilst in the air they do a roundhouse kick with their left leg releasing a a stream of fire, then in rapid succession they kick with their right leg releasing another stream of fire.

Lord of Kaos
Katon: Moui Kagutsuchi|Fire Style: Fury of the Fire God
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damge Points: 60
Description: The user makes a few handseals, gathering large amounts of chakra in his arms, and slams his hands down onto the earth, releasing all the fire chakra within his arms. Upon the point of contact of his hands and the earth, a small wave of fire spreads out from around the location of the user. The wave of fire starts to spread quickly and becomes stronger as it spreads from the user. Within a matter of seconds, the entire distance of short- mid is filled with fire. Once complete, the only place that becomes clear of fire is the small area where the user is standing.
*Can only use twice*
*After using, the user cannot use any wind jutsus otherwise he will basically be committing suicide by powering the flames*
*If the user stays in the middle of the fire for more than a turn, he becomes several burned*

Katonpwnz
(Katon: Suisei Dengeki)- Fire Release: Comet Blitz
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user forms 3 handseals and exhales a meteor-sized fireball at the opponent trailed by several smaller fireballs that can be used to attack multiple targets. They can all be manipulated freely.
-Usable 2 times per battle
-No A-rank or higher fire jutsu next turn
-Can only be taught by Katonpwnz

(Katon: Afutabana)- Fire Style: Afterburner
Type: Supplementary/Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: The user clasps his hands together and creates a circular mark in the palm of each hand that emit powerful jets of flame that can propell the user for a total of 5 seconds. The jutsu's timing and jet power are controlled by the user. They can get the user to a target at mid range in 2.5 seconds.
-Usable twice per battle
-Can only be taught by Katonpwnz

SinRival
(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
 
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Solf J Kimblee

Supreme
Joined
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Messages
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Kin
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Trait Points
18⚔️
Lightning
1.

Rank: S
Type: Attack/Supplementary
Range: Short-Mid
Chakra cost: 40
Damage points: 80
Description: The user channels a large amount of lightning chakra into their dominate hand. The lightning forms around the hand. Then using shape manipulation, shaping the lightning into a long rope capable to slash through solid rock and flesh numbing it for one turn. The rope is strong enough to pull a 200lbs man up a tree or drag on the ground.
-Only used three times per battle

Mugen Ryukyu | Professor Namikaze | Uchiha Lee | Venom | Klad | Osmon

2.
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.

McKnockout | Akisha | Melizzle | Azazel | Scorps | Ryuko

Lord of Kaos
Raiton: Raigeki Kuresshendo (Lightning Style: Lightning Crescendo)
Type: Offensive
Rank: A
Range: mid-long
Chakra Cost: 30
Damage Points: 60
Description: The user channels Lightning into his sword and swings it at the opponent and creates a large crescent shaped bolt of lightning from the sword. The crescent expands as it travels through the air from the atmospheric discharges found within the atmosphere. The crescent can slice through all Earth except Forbidden rank.

Strike of Artemis (Dageki Artemis)
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user holds out his left arm in front of him as if he is holding a bow and creates a lightning-drawn bow and draws back the right arm by his head, while creating a lightning bolt arrow. The bow and arrow are completely made of lightning. The user then adds a small bit of fire chakra to the bolt, increasing it's burning capabilities. The user then releases said arrow at the target. The bolt follows the enemy’s body heat (like a heat-sensing tracker). Once it has caught up to the body of the enemy, the bolts then begin to circle around the enemy's body in a spiraling fashion from the ankles up, wrapping the enemy up, and binding him, electrocuting him/her.
*Useable twice per battle*
*User cannot use fire nor lightning jutsus A-rank and above next turn*
*Can only follow the enemy for one turn before being destroyed*

Frozenstein
(Raiton: Re-Ru Hou) – Lightning Release: Railgun
Type: Attack
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user gathers a high amount of raiton chakra in his hand/arm and channels it into a smaller object. Then he toss this object in the air or hold it in his hand and shoot this object toward the enemy with immense speed. The object gets incredible destructive power and is able to pierce through solid objects and slightly shock the target. If used against an S-ranked earth jutsu the "bullet" will be stopped, but the lightning in it will be released and will destroy the technique. Objects can’t be bigger than short swords, but mostly coins, shurikens, kunais, needles.
- objects’ speed can reach Lee’s speed with weights
- can only be used 5 times per battle
- can only be taught by Frozenstein
 
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Solf J Kimblee

Supreme
Joined
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Messages
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Kin
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Trait Points
18⚔️
Wind
1.
Rank: B
Type: Attack/Defense
Range: Short
Chakra Cost: 20 (-10 per turn to sustain)
Damage Points: 40
Description: The user channels wind chakra in their forarm(s) or shin(s). The user releases the chakra out and forms a scythe like blade of wind chakra. The user releases the chakra out of their forearms or shins and using shape manipulation, shapes the released chakra into a blade similar to a scythe. The blade is grey in color and can be as long as the user's arms. The blade is very sharp and dense enough to cut through the same rank attacks and below attacks.
Note: Usable 5 times per battle

Uchiha Lee | Danzo | Venom | Strawberry | Klad | Joker

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

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

Katonpwnz
(Fuuton: Henka no Kaze)- Wind Release: Winds of Change
Type: Attack/Defense/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (+15 each turn active)
Damage: 80
Description: The user forms 3 handseals to generates and control wind currents throughout the battlefield that can vary in strength from a breeze to wind capable of lifting large buildings. The user must keep the last hand seal held to maintain precise control of the currents and continue the jutsu.However a fire technique of A rank or above can cut the control of the wind currents
-Usable twice per battle
-No A-rank or higher wind jutsu for the next 2 turns
-Can only be taught by Shin-Akira

Drizzy
Fuuton:torune-do rasen (Wind Release: Tornado Spiral)
Type:Supplementary
Rank:A
Range:Short- Long
Chakra Cost:25
Damage Points:N/A
Description: The user, focuses their wind chakra, creating rapid rotations around the lower section of the body, this rotation forms a spiralling tornado shaped gust of wind which is used to quickly transport the user [it races across the ground/air]The wind only rotates around the body, it does not partially transform the lower section. This technique can also be released if preferred by forming a hand gesture, the tornado will continue towards the opponent. If not, the user can also perform the hand gesture to stop the jutsu, the decision must be posted in the move.
Note:
~can only be taught by ~Drizzy~
~can only be created around the user
~usable only three times per battle

Fuuton: Mizu debaida (Wind Release:Water Divider)
Type: Defence
Rank:S
Range:Short- Long
Chakra cost:40
Damage Points:N/A
Description:The user performs one handseal, after that, he releases a wave of wind which parts any technique consisting of water eg.waves.
-Can only be used twice per battle
-can only part S Rank and lower water techniques.

Fuuton: Kaze disuku (Wind Release: Disks of Wind)
Type: Attack
Rank: S Rank
Range: Short- Long
Chakra Cost: 40
Damage Points: 80
Description: The user channels wind chakra to the palm of his dominant hand, manipulating the chakra to create high rotation speeds. This creates a small rotating disk that can be thrown at the opponent. The disk travels at a fairly fast speed.
★can only be taught by ddkcwill
★Needs to have Wind Mastered
★Can only be used twice

Dante
(Fuuton: uyoku enzeru) - Wind Release: 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 used by ~Crow~
 
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Solf J Kimblee

Supreme
Joined
Jan 8, 2009
Messages
22,606
Kin
2,535💸
Kumi
1,069💴
Trait Points
18⚔️
Water

1.
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: When the user is underwater, he will manipulate the the water around his head. He makes an air bubble around his head. The user can breath underwater as long as the air bubble is around his head. The bubble can be pop if the user head is attacked or loses focus.
-Only used by Dei Dei
-Only used twice per battle
- (-15) chakra each turn the bubble is used

Mugen Ryukyu | Enzup | Ryuko | Bloo | Strawberry | Osmon


](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.

Mugen
(Suiton: Inryoukuken) - Water Release: Gravitational Pull
Type: Offensive
Rank: B
Range: Mid
Chakra Cost: 25
Damage: N/A
Description: After performing the following Tiger - Dragon hand seal the user creates a powerful Water Release technique that has the ability to draw water towards the user or push it away from him. With this, the user has the ability to churn large whirlpools in the ocean and can even deflect other Water-based ninjutsu. The user can only control up to B-rank Suiton techniques.

Suiton Bunshi: Water Molecules
Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 80
Damage : (15 damage per turn )
Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15
Note: can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: after this technique is done the user can't user any A-rank and above water jutsus for 3 turns
Note: can be used as a water source


(Suiton: Buatsui Monsu-n no Jutsu) - Water Release: Massive Monsoon Jutsu
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: N/A
Description: The user first uses the Dog hand seal and then creates a large rainstorm that stretches many miles. There is so much rain that there is enough water to form water release jutsu.
Note: Can only be used 3 times.

Lord of Kaos
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*

(Suiton: atomikku shin'en) Water Style: Atomic Abyss
Type: Offensive
Rank: A
Range: Close –Mid (most effective up close)
Chakra: 30
Damage: 60
Description: The user creates 5 quickly condensed orbs of water from a nearby source of water. The orbs then begin to quickly orbit the user like an atomic nucleus, carving the earth as it touches the ground. The water orbs are then shot at the enemy in rapid succession with speeds like bullets.
*entitled to any elemental variations of this jutsu*

Raiden...
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

Korra
(Suiton: Kurōsumasshu) - Water Release: Claw Smash
Rank: A
Type: Offense
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: A water jutsu that is concentrated in the user's hand. Water starts to form around the users hand and forms the a lobster's claw shape. The user can crush the opponent with the claw or can hit the opponent like it was Chidori.
Note: Can only be taught by Johninto Takashi

(Suiton: Mizu fenikkusu) - Water Style: Water Phoenix
Rank: A
Type: Attack/Defence/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage Points: 60
Description: A technique that utilizes water to create a phoenix shaped made up of water. The user can then send the phoenix at the enemy or use it to defend against attacks. The phoenix is as big as the hawk Sasuke summoned during the fight with Danzo.
Note: Can only block ninja tools and up to S rank fire within reason.(Depending on the size of the fire jutsu)
Note: Can only be taught by ~Johninto Uchiha~
Note: Can only be used 3 times a battle.
Note: Can either use a water source or release it from the user mouth.

(Suiton: 10 Mizu fenikkusu no arashi) - Water Style: 10 Water Phoenix Storm
Rank: S
Type: Attack
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: After the user does the require hand signs this technique that utilizes water to create 10 water phoenixes that is send to the enemy in different angles and directions. The phoenixes are big as Itachi's crows when he uses Genjutsu.
Note: Can only be taught by ~Johninto Uchiha~
Note: Can only be used 2 times a battle.
Note: Can't use B rank or higher water jutsus for the next turn.

[Suiton : Sōdaina mizu no Fenikkusu ] - Water Release : Grand Water Phoenix
Type: Attack
Rank: S
Range: Short- Long
Chakra Cost: 40
Damage Points: 80
Descripion: A more advance version of Johninto's original water phoenix the user will focus all their suiton chakra into the sky. When they have enough chakra in the sky they start to crate a giant phoenix that is the half the size of Gamabunta. When the phoenix is form it will explode into a large barrage of mini phoenixes that are the size of Abumanre bugs and will come down onto the opponent with such great force that even if they were underground up to 3 meters underground the phoenixes would still break through and do minor damage like breaking a little into the skin but not do faultily damage. Since the phoenixes are made up of the user chakra they will remain unharmed.
Note:Can only be used once in a battle
Note: Cannot use any water jutsus for the next turn
Note: It takes a jutsu move to form unless its already raining.
Note: Has to be taught by Johninto Uchiha
 
Last edited:

Solf J Kimblee

Supreme
Joined
Jan 8, 2009
Messages
22,606
Kin
2,535💸
Kumi
1,069💴
Trait Points
18⚔️
Earth

Lord of Kaos
Hades' Tombstone Teleport ? Aidaou Tafópetra Taxidevo
Rank: A
Type: Supplmentary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: Similar in use to Hiding Like A Mole Technique, the user focuses earth chakra throughout his body whildst inserting it into the earth at the same time. As he does this, the user crosses his arms across him, as if he were in a coffin and falls either backwards or forward, sinking through the earth, entering it and traveling at high speeds (like ther original Hiding Like A Mole jutsu) and appearing several feet behind the enemy. If the user falls face-first towards the earth, then he will raise up face-first, facing the same direction he was in when he originally fell and vice-versa.
*Can be used in conjunction with another attack*
*Can only be used by Lord of Kaos*
*Can only be used every two turns*

Doton: Ro-ma Koroshiamu (Earth Style: Rome’s Coliseum)
Type: Supplementary
Rank: A
Range: Short/Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description: The user makes a large dome surrounding him and the opponent, creating a coliseum of sorts. The only way out of the dome is to use certain S-rank and above lightning. The dome cancels out all light, leaving it completely dark inside it.
*the dome last for the whole battle until destroyed with S-rank lightning*
*can only be used once*

Doton: Furo-tingu Kougen (Earth Style: Levitating Plateau)
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: 60
Description: The user creates a large chunk of the earth beneath him to rise into the air quickly, letting him manipulate the control of the piece of earth, causing it to be able to avoid and dodge B-rank and below jutsu. The user applies chakra to his feet to stay on the earth upside-down and, if he chooses to do so, can jump off and cause the earth to float towards what he wants it too.
*only stays in effect for four turns at the most*
*usable only one time a battle*

Raiden...
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.

Katonpwnz
(Doton: Iwa Sodeguchi)-Earth Style: Rock Cuffs
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes rock jut from the ground to surround and hold in place a limb or object near the ground within a small cone. This can be used to to trap an opponent's feet or hands. Up to 4 cones can be created.
-Can be used 3 times per battle
-Can only be taught by Katonpwnz

Drizzy
Earth Release:Rise of the Mighty Pillars [Kigen za Tsuyoi Chuuseki]
Type: Attack
Rank: S rank
Range:Short- Long
Chakra Cost: 30
Damage Costs: N/A
Description: The user performs six handseals, he then stomps the Earth, releasing a very large amount of his doton chakra, as it circulates throughout the Earth, while maintaining the chakra and using chakra and nature manipulation, The user then clasps his hands together, as this is done, at the users Will, up to nine giant pillars can be risen from the earth, large in size and mass, These pillars can lock around the tails of any tailed beast, if this is successful, the pillars can keep the tails locked onto the ground for one full turn of the opponent. At he end of this turn, the pillars will crumble. The amount of pillars can be increased or reduced. If this technique is used on a human, the pillar will tightly restrict the opponent from all movement [with exception of the head].
Note
-If used on a tail beast, The pillars only restrict the tails by pinning them down onto the ground, any other part such as the arms and legs can still remain with motion, the pillars only restrict the Creature from running, dodging, jumping etc. While this is in place, the beast still has power to perform jutsu.
-Can only be used once per battle
-Can only be taught by ~Drizzy~
-No Earth Jutsu for the following turn
-No S rank and above jutsu for the next two turns
-Only Sannin Ranked or Higher can use this technique

Akiza
(Doton: Shitae Shikaishi Kata: Unten Kouza) Earth Release: Animated Dentist Style: Operating Chair
Rank: S
Chakra Cost: 40
Damage Points: N/A
Type: Supplementary/Summoning
Range: Short-Long
Description: Forming the necessary 10 handseals, the user will then focus their chakra into the earth, and summon underneath their opponent, suprising them, a large Dentist's Operating Chair, which then binds them to the chair by the arms and legs, to be 'operated on' by the user with their following jutsu, such as an attack like Chidori or Hard Water Spike, numbing or rinsing their mouth out, respectively, but more likely killing them since either jutsu would separate their upper head from their mouth. The jutsu rises up quite quickly however if the opponent doesn't counter within 5 seconds, they are drawn into the chair and bound, even if they try to move away from it.
 
Last edited:

Solf J Kimblee

Supreme
Joined
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Messages
22,606
Kin
2,535💸
Kumi
1,069💴
Trait Points
18⚔️
Taijutsu/Kenjutsu

(Kendou: Mugen Ichi-Katana kata) - Kendo: Infinite One-Sword Style
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: N/A
Description: The user grabs a giant container of katanas that is wrapped in a type of cloth or wire to hold/travel with it (This can also be done if a scroll that holds multiple swords like tenten's.). The user then throws it above him and his opponents location and then the swords slide out and land around the battlefield making around 10 to 20 sword scattered around. This is only to supply the swordsman with multiple katanas to fight with. This technique was created by the belief that no swordsman needs a perfect sword, but the ability to wield any sword with great skill. Each sword has a little trick to them which only allow the user of this technique and others that know it use them freely. If the opponent with no knowledge of this trick attempts to wield one of these swords the hilt will extend needles to hurt the opponents hands like Kisame's shark scale sword. Due to that, the Infinite One-Sword Style was created to help the swordsman, aid allies in battle, and to put extreme psychological pressure towards the opponent from the exaggerated amount of blades.
Note: Only musasibou can teach this.
Note: Can only use once per battle.
Note: Only users of this technique can wield the swords.

(Kendou: Mugen Ichi-Katana kata - Tsume) - Kendo: Infinite One-Sword Style -Claw
Type: Attack
Rank: S
Range: Short
Chakra: 45
Damage: 90 total (30 for every sword.)
Description: The user throws 3 swords in front of the opponent with the blades piercing the ground and sharp side towards the target. The user then quickly gets in front of the opponent and surprises the opponent by hitting all the swords at the bottom to make them fling upwards and slice him vertically. Then while the opponent is hurt the user will strike every individual sword at the staggering opponent flinging them for multiple strikes. The opponent can be pinned down or the swords can be aimed for vital points. This attack is best suited when the user
and opponent is in close range.
Note: Only musasibou can teach this.
Note: Can only use three times per battle.
Note: This technique can be done after the Kendo: Infinite One-Sword Style is set up.

(Kendou: Mugen Ichi-Katana kata - Yosezan) - Kendo: Infinite One-Sword Style -Addition
Type: Attack
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90
Description: This technique utilizes the numerous swords involved in the use of the Infinite One-Sword Style and both the user's skill and speed as a ninja. The user attacks the opponent a total of eleven times in rapid succession, each at different angles and positions. With each strike the sword is left behind attached to the opponent. He then lands the final blow, making a total of twelve devastating blows. This technique pins and hurts the opponent. The reason why the swords can be powerful and stay on the opponent is because the blunt of the blade is used. The attack itself relies upon the high speeds of the individual attacks and the momentary stun inflicted by the previous blows, allowing the user to grab one of the surrounding swords and continue with the technique. This attack when used and if added with multiplication will put a great strain on the user making him or her dizzy and very exhausted. This is a finishing combo and is to knock out the opponent.
Note: Only musasibou can teach this.
Note: Can only use twice per battle.
/Note: The user cannot use this technique again for 3 turns.
Note: The user can only perform two attacks this turn, this is included to that tally.
Note: User can only use 2 moves next turn.
Note: User can not use genjutsu or taijutsu for 1 turn.
Note: This can be blocked to minimize damage. (-10)

(Kendou: Mugen Ichi-Katana kata - Jouzan) - Kendo: Infinite One-Sword Style -Multiplication
Type: Attack
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 100 (50 to the user)
Description: This is a stronger version of the "Addition" technique of the Infinite One-Sword Style. The user attacks the opponent with another 12 strikes with a weaker damage slash to keep them stunned. While the opponent is still impaled by the previous twelve strikes, the user attacks once again, striking these remaining swords so as to repeat the succession of movements preformed previously. This results in doubling the attack damage that was already done, as it cuts his opponent with the twelve swords all over again. This totals up to twenty-four strikes being recieved by the enemy within an incredibly short period, leaving little to no chance for a counter attack. This attack causes damage to both the user and the opponent since this uses chakra and body speed/power to repeat the action it puts a immense strain on the users body. The user will be sluggish and be unable to do anything next turn.
Note: Only musasibou can teach this.
Note: Can only use once per battle.
Note: This technique can only be done if Kendo: Infinite One-Sword Style is set up.
Note: The damage from this can not be blocked.

(Kendou: Mugen Ichi-Katana kata - Wake) - Kendo: Infinite One-Sword Style -Division
Type: Attack
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user will grab two katanas and rush the opponent at high speeds. He will then use his chakra to slash and before it makes contact the sword seems to split into two. Making the opponent very confused and distracted from the real attack which is actually the other sword. The target is then slash horizontally and then stabbed in the chest with the next sword. This is possible with genjutsu making the swordsman be able to trick the opponent at critical times to get the upper hand. The target will become confused and distracted enough to be slashed by the other sword and then with good timing the swordsman can then stab the opponent for the finishing blow. This requires high genjutsu skill and swordsman skill to execute and can be done from left handed or right handed sides.
Note: Only Musasibou can teach this.
Note: Does not require Infinite One-Sword Style Setup.
Note: Can't be performed with another Infinite One-Sword Style attack other than the setup.
Note: Must have 2 swords available.
Note: can be used 3 times per battle.
Note: User can't use genjutsu next turn.

Lord of Kaos
Brain Buster
Type: Attack
Rank: A
Range: Close
Chakra Cost: N/A
Damage Points: 60
Description: After using Leaf Dancing Shadow, the user grabs the enemy’s hands and flips over, smashing the enemy’s head into the ground with his feet., while pulling his arms backwards, pulling them out of place.

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.

Hyakkishu Hyakki Gojin|Hundred Devil Attacks
Type: Offensive
Rank: B
Range: Short
Chakra Cost: N/A
Damage Cost: 40
Description: The user jumps, and at the peak of his jump, suddenly extends his leg out, kicking the enemy in the face with great force, sending them flying backwards. The user can also use this attack to strike the enemy's legs/feet, knocking them off balance and causing them to crash into the ground.

Axle
(Kenjutsu Kata : Hebereke Ken ) - Sword Style: Drunken Sword Style
Rank: A
Type: Supplementary
Range: Short
Chakra cost: N/A
Damage: N/A
Description: The user chugs a bottle of sake, by doing so they become immediately intoxicated. Making the user's movements wild. Sharingan of 2 tomoe and lower cannot predict the movements because the movements are made up off of instinct and will thus totally off of rhythm. Also because of the drunken style, the user is unable to mold chakra making it impossible to cast genjutsus or ninjutsu. The user also stumbles from time to time, making them evade attacks faster than they normally would.
Note: Lasts for 3 turns
Note: No ninjutsu or genjutsu can be used while this is active
Note: Can only be used/taught by -Yusuke- and Axle

Scarface
(Taijutsu: Stomp Em In Za Nattsu) - Stomp Em' In The Nuts
Rank: Forbidden
Type: Attack
Range: Short
Chakra cost: 50 + 10 for each additional stomp
Damage points: 50 + 10 for each additional stomp
Description: The user quickly crouches down and swiftly sweeps his left leg into his opponents legs to kick the enemy's legs out from under him, while charging chakra into his right leg. Then while the opponent is on the ground, the user repeatedly stomps on the enemy's scrotum, causing severe abdominal pain that forces the opponent into the fetal position.

Note: Maximum of 5 stomps
Note: Can only be used once
 
Last edited:

Solf J Kimblee

Supreme
Joined
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Messages
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Kin
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Genjutsu
1. (Genjutsu: Bunkatsu) Illuisonary Arts: Division
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user does some type of body gesture indictating the start of the genjutsu which is mainly a cross hand seal for shadow clones or half of a tiger hand seal. The user places their opponent(s)(max is four) where the opponent see the user splits(the user splits are still full body of the user) in half and moves into different directions(this can be used in the air also). The splits of the user makes the same body gesture that was made to place in the genjutsu. The two images of the user splits again but this time into three more making all together eight images of the user running around. This technique is mainly used for taijutsu but can be used for other usage also example: evasion of techniques. This can be combined with the Shadow Clone Technique(this still goes by the Shadow Clone Technique restrictions) during the illusion to create real bodies of the user besides the user themselves so that the illusion may make it seem as if more clones were created.

Note: Usable 3x per battle
Note: No gen above A rank in the same turn or next turn

Gajeel Redfox

2. llusion Arts: The Beach Life (Genjutsu: Bichiraifu)
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes five hand seals and cast an illusion on their opponent. The opponent's mind believe they are on a beach laying in the sand with their friends and has just had a dream of fighting(the fight they are in right now). In reality the opponent is just immobilize.

Professor Sarutobi | Professor Namikaze | Vegeta | Gajeel Redfox

3. (Genjutsu: Butsuri Haipa) Illusionary Arts: Physical Hyper
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will perform a pointing jesture at the opponent while in short range. This will induce a genjutsu on the opponent where the opponent will feel an illusion where their skin is hyper sensitive. Not for something subtle for example feeling the heat of the sun but for any physical attacks that the opponent might receive. This is a one time genjutsu where it will stay active unless broken by the opponent or the user when landing a physical attack. Soon as the user is able to land a physical attack anywhere on the body, the opponent will feel three times more pain than the original strike. For example, the opponent getting hit in the face with a punch will only feel a blunt force trauma for only a short period of time. However when under this genjutsu the opponent will feel broken cheek bones and broken blood vessels. In turn the pain that it is caused will knock the opponent out of the genjutsu after feeling the three times the pain. The feeling will then return to normal. The strain on the brain for one time use is not that destructive, however when hit a few times under this genjutsu the brain will take immense stress and strain from the extreme pain. Thus after three hits under this genjutsu the opponent’s physical capabilities will be slower, speed, reflex will all be reduced.

-Able to use thrice per battle.
-Have to induce the genjutsu each time for three hit bonus to take effect
-Last 3 turns if a physical attack hasn’t been landed
-Can only be taught by Solf J. Kimblee

Lili-Chawn | Professor Sarutobi | Professor Namikaze | Danzo | Tsuki | Joker

4.
Type: Supplementary
Rank: B
Chakra Cost: 20
Damage Points: N/A
Description: The user when wearing a dark black cloak. The user crosses the cloak from one side of their to the other side where anyone can only see his eyes. This would place their target(s)(max three) in an illusion. Nothing changes but when the user crosses back over the real reason for the illusion. There exiting the cloak are multiple bats exiting from inside the cloak. The bats go to their target(s) and attack them.


(Genjutsu: Issen Burookun Gomakashi) Illusionary Arts: One Thousand Broken Mirrors
Type: Supplementary
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
After perform the hand seals Horse ? Dragon ? Ox, the target(s) is/are placed under the illusion that they are surrounded by a giant, 360-degree mirror, which reflects themselves and their surroundings. The mirror will then slowly break into pieces, then break into even smaller pieces, and continue subdividing until there are countless shards surrounding the target, all of which reflect the target and his surroundings. Once the shards have finished dividing, they will fly at the victim and stab him, leaving the target with minor mental damage.
Notes:
- Can only be used twice per-match.
- Can only be taught by Nathan.

With this one, all you need to do is perform the seals; which will place the person under a genjutsu. The genjutsu entails a huge 360 degree mirror that breaks into pieces upon pieces, until they are small enough to fly at them. Stabbing them, causing small metal damage to them.

(Genjutsu: Osoroshii Seppuku) Illusionary Arts: Dreadful Evisceration
Type: Offensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: N/A
Description:
"Illusionary Arts: Dreadful Evisceration is a terrifying technique that strikes fear into the hearts of all who witness it. It was originally developed for the purposes of judicial execution, but was soon adapted by ninja for use in battle." After the hand seals Ram ? Dog, the opponent will be placed in a genjutsu. The opponent will believe that their stomach is getting cut open. The victim is then compelled to disembowel himself with their hands because of the of the effects of this Genjutsu. Since vital organs are being pulled out from said stomach in the process the opponent will believe that he is dying but in reality is in shock and unable to move.
Notes:
- Can only be used twice per-match.
- Have to wait two turns before it can be used again.
- No Genjutsu next turn.
- Can only be taught by Nathan.

(Genjutsu: Hakui Onna) Illusionary Arts: Woman in White
Type: Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user will perform the Rat Handseal. Once the genjutsu has been cast the target is placed in a dense forest like area surrounded by trees and plants, the sky above the area is enveloped in dark clouds giving the surrounding landscape a much darker and grimmer appearance and the atmosphere seems to be filled with grief and despair. As the illusion progresses and once the sky fully darkens, the target will immediately be surrounded by roots coming out of the ground and various tree branches wrapping around the victims arms, thus the victim is robbed of their mobility and is unable to move in reality if he/she doesn't deal with the illusion. A woman dressed in white suddenly appears out of nowhere, the woman will begin to walk towards the victim dragging her body in a slow manner. Once she is near the trapped victim the woman in white will put the palm of her hand on the victim’s chest, roots will then begin to extend out of her fingers and will then rip through the targets chest causing them immense amount of pain. Once the damage is done the tree branches and roots from beneath the victim will continue to envelop until their entire body is wrapped up, then the victim will be dragged into the ground, as the woman in white watches on. Due to the complexity and dangerous nature of the illusionary pain, it may cause the victim to fall unconscious if they don't release the illusion, besides delivering mental damage.
Notes:
- Can only be used twice per-match.
- Must wait two turns before using this technique or any genjutsu again.
- Can only be taught by Nathan.

Lord of Kaos
Genjutsu: Naraku-Ryouken de Akunochimata|Genjutsu: Hellhounds of the Underworld
Rank: S
Type: supplementary
Range: Short - Mid
Chakra Cost: 40
Attack Points: N/A
Description: The user will bite his hand and form five handseals and slam his hand on the ground, causing the opponent to believe he is performing a Summoning of some sort. In all actuality, it is a Genjutsu. By slamming his hand onto the earth, the user activates the Genjutsu. Upon activating, the opponent starts to hallucinate and thinks he has seen the user summon creatures from deep within the Underworld called Hellhounds. The user then makes the Hellhounds rush at the enemy, seizing each of their limbs, negating movement. What really happens is the oppoenent's movements are restricted and the enemy cannot move. *Can only be used once a fight*
*After using, the user cannot use Genjutsu for three turns*
*Since the opponent will think it is a summoning, he might be tempted to throw kunai and other objects as the hellhounds. If this happens, the kunai will just appear to bounce the hellhounds and they will keep going*
*No other S-rank jutsus can be used that turn*

Shady Doctor
( Konoyo no jigoku)-Illusion arts: Hell on Earth
Type: Supplementary/Attack/Defense
Rank: S-rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user does a small sequence of 3 hand signs ( Ram-Tiger-Boar) whilst sending chakra to his opponents brain thus taking over their senses. The jutsu effects the sense of sight, touch and hearing by making them seem like they are in a hellish environment.
--It first effects the sight by making it seem as if the users entire body is coated with orange and red flames that burn the terrain around him. Fire would instantly cover the entirety of the terrain with Giant flames whipping around like title waves that are 15-20 meters high which removes the user from the opponents sight the majority of the time. The next part is that every attack that the user uses seems like its just huge waves of steaming flames being shot out.
--The next is the sense of touch, The opponents skin begins to seem as if it is drying up drastically, causing their skin to crack and blister up, along with their mouth feeling dried out and hard to swallow, the air they breathe in even becomes thick, hot and hard to breathe in thus causing severe hyperventilation from the brain thinking the illusion is real. The brain also begins believing that the heat is unbearable and the opponents become dizzy from heat stroke type symptoms.
--The last is the sense of hearing. The opponent would begin to hear the flames crackling and whipping around loudly thus making it slightly hard to communicate.

• only taught by william24
• Can only be used once
• No Genjutsu in the same turn, and no S-rank genjutsu the next two turns.
• The illusion lasts 3 turns unless broken, each step of it pertaining to the 1st, 2nd and 3rd turns of activation.

Akisha
(Genjutsu: Kuroi Shin'en) - Illusion technique: Black Abyss
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: The user will cause the target to fall into an illusion where black shadows envelop the target from their feet and encase in complete darkness but then they fall into a endless pit. This technique is primarily used for the user to distract the opponent from the reality of the situation setting them up for a surprise attack on the target.
~ Only twice per battle

Darui..
(Genjutsu: Rosuto Oite Sono Kumo)-Illusion Technique: Lost In The Clouds
Type:Attack
Rank:A
Range:Short-Long
Chakra Cost:25
Damage Points:N/A
Description:The user will do a row of 3 handseals, then points directly at the oppoent, casting the opponent in a genjutsu, where clouds suddenly surround the opponent. The opponent will wander the clouds for hours, to no avail. Can trap up to 3 opponents in the genjutsu. The opponent will be standing, staring directly in front of him without being able to perceive it's surrounding while under this genjutsu, allowing one to attack.
Note: Usable 2 per battle
Note: Opponent/Opponents will be sleep for one turn
Note: Can't use Genjutsu next turn

Professor Sarutobi
(Genjutsu: okashi sen) Illusionary Technique: Candy Beam
Type:Attack
Rank:A
Range:Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: User points at the opponent which places a genjutsu on them which makes it seem as if a pink beam of energy is fired from the user's finger at lightning fast speed which transforms the opponent into a candy version of themselves, paralyzing them since food can't move.
-Only taught by Professor Sarutobi
-3 times per battle.
 
Last edited:

Solf J Kimblee

Supreme
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Messages
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Ninjutsu

Vegeta
( Saido byōtō chakura suiryoku ) - Side-wards chakra thrust
Type: Supplemental/Defensive/Offensive
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A (+10 if used with Tai/Ken from momentum)
Description: The user jumps into the air by up to one meter and then sends out a small gust of chakra from his foot lowest to the ground, sending him a little higher as the user spins their body to the left or right and throws their body weight in the direction they want to go. Using their momentum from the spinning and chakra, they manage to thrust their body in the direction they wish, up to mid range.

~Notes~
-Must be taught by Vegeta

Frozenstein
(Ninjutsu: Yoroi Kussetsu) - Ninja Arts: Armor Bending
Type: Attack/Supplementary
Rank: B-rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user performs a set of 3 hand seals and send chakra inside the opponent's clothing. He then changes the structure of it, make it stronger and finally manipulate it. This manipulation can be made in 2 ways. He can make the clothing to completely wrap around the opponent and crush him, or wrap around in certain parts like arms, legs, upper/lower body, etc. Using either means to crush the opponent, the technique has the same power. It can squeeze and crush the opponent really fast, break his bones and deal internal damage to him. This technique can be used not only on regular clothes, but armors and generally everything that is worn on the body. In addition to the offensive usage, the user can also use this technique to move the clothes through simple hand movements. By doing this, he sacrifices the offensive damage of the technique but gains more usage versatility.
- wrapping happens extremely fast and when it start to squeeze the opponent, it can force him to release his grasp on weapons or cancel techniques that needs direct control
- ninjas with extreme strength such as Tsunade or Raikage may break out from the tech
- can only be taught by Frozenstein

Scorps
Kougu no Pangu | Tools of the Creator
Type: Offensive/Defensive/Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description:
Using basic chakra shape manipulation, the user is capable of making small, simple and "solid" chakra constructs like cubes, spheres, kunais, pillars, etc. These are manifested and visible in a light blue color, although remaining quite transparent. These chakra constructs are weaker than Elemental Jutsu that require advanced Shape and Nature Manipulation but are as strong as normal, unfocused Elemental Jutsus.

Note: Can only be taught by Scorps or Zenryoku
Note2: Constructs are created within short range of the user
Note3: Can only be used once per turn, up to 4 times.

Katonpwnz
(Kuro Nokogiri)- Black Saws
Rank: S
Type: Attack/Defence/Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After performing a string of 8 handseals the user creates up to 12 black saw blades of made of chakra that can be controlled to spin and quickly orbit the user. They are 3 ft in diameter and can be turned vertically to block attacks or sent at the opponent like a shuriken. They can also be used as a platform to stand on.
-Usable once per battle
-It takes 4 of them to block an attack of the same rank.
-Lasts as long as the user doesn't use another jutsu.
-Can only be taught by Katonpwnz

Ryuji
(Chibi Bunshin No Jutsu)-Little Clone Technique
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The Chibi Bunshin No Jutsu is a technique that allows the user to create clones of his self but in a doll-like version (chibi) but because of their size this clones loose a great amount of strenght but their speed incresess to a level that surpasses the user's normal speed. This clones like many others can perform any jutsu the user nows, however every jutsu performed by this clone will be reduced to a suitable size for the clone and will loose 10 Damage Points but the speed of the jutsu will increase but this doesn't mean the use of handseals will be reduced or will be done in a faster rate.
Note: Can only create a maximum 4 clones per usage.
Note: Can only be used 3 time per battle.
Note: Can only be taught by Ryuji.
 
Last edited:

Solf J Kimblee

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Custom Clan(s)/Group(s)

Samurai

Bushido: Mugetsu | Way of the Samurai : Moonless Sky
Rank: D
Type: Attack/Supplementary
Range: Short
Chakra Cost: 10
Damage: N/A
Description: This is one of the most basic techniques taught to Samurai of the land of iron but also one of the most useful. The user moulds their chakra within their hand(s) (Up to two blades per use), and fashions a chakra blade (looks like a normal katana) that looks real (dojutsu will see the chakra but won't know its effects) but infact it is intangible and would do no damage when used in an attack. These blades are used mostly for feint attacks but when added with the Samurai Sabre Skill they can become quite deadly. Because of the amount of chakra used they can be made quite fast (about a second) and thus can be used in the spur of the moment.

Bushido : Senka | Way of the Samurai : Flash Blossom
Rank: A
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 80
Description: This is an attack that uses the art of Iai (instant sword-draw-and-resheath) to decimate ones opponent. The user will unsheathe their blade and walk or run past their opponent and will slash his front and back at such a speed that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are. This attack is mainly to end a match without lethal force.
-Once per Battle
-Can only be used by a Samurai
-Must be Aonisaibushi or higher to use.

Spoiler

(Bushido) Way of the Samurai
Rank: S
Type: Supplementary
Range: Self
Chakra Cost: N/A (See description)
Damage: +10 to Kenjutsu and Taijutsu
Description: Samurai quickly learned that Ninjutsu would be a very dangerous weapon, and an incredibly difficult one to combat. But, they soon developed a countermeasure that helped them combat the ever-growing amount of Ninjutsu users: infusing their armor with their own chakra. By releasing their spirit into their armor (400 chakra), Samurai infuse their armor with special properties, dropping all energy based damage by 25% and all physical damage by 50%. This works by creating an invisible overshield of chakra around the Samurai’s body - specifically fortifying their armor-to help protect them. Due to the spiritual nature of this technique, harmonizing the Samurai’s life energies with their armor, and bringing the user’s Bushido to the forefront of their mind, it also boost the prowess of the Samurai in battle.
*This technique only last for so long, regarding this formula: [400 – x], where “x” is the chakra cost of the jutsu that hits the user. The resulting value will continue to have (x) subtracted from it every time the user is hit. When the value being deducted is greater than or equal to the amount of remaining chakra, the jutsu will end.
*Keotsu and those who know this technique whom he gives permission to are the only ones who can teach this.
*Only useable by Samurai.

(Mamori Gatana) - The Warriors Soul
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: It is said that the katana is the samurai's soul and an extension of their body. Throughout their lifetime of its use and synchronization with the warrior they bless it with their chakra and it becomes spiritually stored within their sword. A samurai may call upon this power in desperate measures returning to the wielders body as an external energy. This power is capable of pushing out any intruding chakra into their body and render it useless. such as a genjutsu technique. Technique is capable of breaking S rank and below genjutsu(but not Tsukuyomi)
Note: Can only be used 1 time by a samurai biography.

Samurai Sword Arts: Magnum Step (Samurai Kenjutsu: Magunamu Sochi)
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: After activating the Harmony technique the samurai focuses lightning chakra into his sword and into his feet. He then uses the lightning chakra to burst himself forward at tremendous speeds while thrusting his sword forward. The movements of this attack are incredibly fast making them hard to track without the aid of doujutsu.
~Can only be used while using Harmony.
~Can only be used twice per battle.
~Reduces the duration of Harmony by one turn.

Bushido Hijutsu : Hamoni | Way of the Samurai Secret Technique: Harmony
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra cost: 50
Damage points: N/A
Description: On his travels the First Shogun of the Land of Iron Samurai's faced many shinobi in combat and accumulated a wealth of knowledge over his long life. He met the fire temple monks who he eventually became friends with, they taught him the basics of elemental chakra and through heavy meditation and reaching a state of spiritual zen he learnt to unlock his elemental chakra for a moment which he eventually came to master. Not knowing handseals he still could not use ninjutsu but he could channel the elemental chakra like he normally would with normal chakra [Samurai Sabre Skill]. This allowed him to use elemental taijutsu/kenjutsu (e.g. NB taijutsu).
-Once per battle
-Once finished the user can only use techniques A rank and under.
-Can only be taught by the Current Shogun and Second in Command (as long as they have the Shogun's permission) to people he deems worthy.
-Can only be used by a Samurai
-The amount of turns the user can unblock their chakra and reach a state of spiritual zen depends on their rank:
Chukanbushi - 3 turns
Seieibushi - 4 turns
Kodenbushi - 5 turns
Current Shogun and Second in Command - Activated for the rest of the match



Sharinganmasters Hideout


(Fuuton: Aeolus Amatsu Iki) Wind Style: Aeolus’s Heavenly Breath
Rank: Forbidden
Type: Attack
Range: Short - Long
Chakra Cost: 50
Damage Points: 90
Description: The user sends an enormous amount of Wind Chakra into the sky, which causes a huge gale to come down and encircle the target in a dome of wind, in the wind the target is being rotated in mid-air, and is rapidly increasing in rotation so they cannot focus on hand signs properly and is also getting cut because of the wind. Because the dome is large, occasional gusts of wind are sent at the user.

*Wind Jutsu cannot be used for 2 turns after this jutsu is performed
*Does 15 damage to the User
*Can only be used once per battle
*Can only be used by members of Sharinganmasters Hideout

(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

(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

(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

(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

(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

(Katon: Kaen Panchi) Fire Style: Flame Punch
Type: Attack
Rank: A
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 at once causing a deadly inferno to engulf the enemy.

(Note: Only members of sharinganmasters hideout can use this jutsu)
(Note: only usable 3 times per battle)

(Katon: Kaen Panchi) Fire Style: rapid Flame Punch
Type: Attack
Rank: S
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)



Barholomew(Auto through Lili-Chawn


Paw Arts: Repel (Nykyujutsu: oshi)
Rank: B
type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 20
Damage: 40
Description: This technique is a very simple technique that nearly all bartholomew clan members can use. The user puts his paw on a boulder(or if applicable one of the opponents jutsu) and using the power of his paws he repels the boulder. When this happens the boulder goes off into the air behind the user instantly disappearing from view. The user can choose the location of where he wants the boulder to land(without stating it) and in 4 turns the boulder lands there. This technique can be used for attacking by simply having the rock come down and hit the opponent on the back of his head in 2 turns time. For defense the user can have the boulder appear in front of him to stop an opponents jutsu(Only B rank and under).
~This is only an example of the techniques usage, the ability of the paws is to repel anything. Obviously the user can't repel a lightning, fire or wind jutsu without taking damage, however if he wants, he can however he takes 20 damage to his paws and he can't use his paw abilities for 2 turns.
~This technique can't be used to teleport other people to desired locations.
~The boulder can be in the air for as long as the user pleases. Meaning it could be more than 24 turns if he wishes.

Paw Paw arts: Pressure cannon (Nykyujutsu: Pad Ho)
Rank: S
type: Attack
range: Short-long
Chakra: 40
Damage: 80
Description: Bartholomew clan members repel the air around them, sending a devastating shockwave toward their opponent. The shockwave can travel directly through the body of the victim and continue into the distance, leaving paw imprints in its wake. Anyone and anything that is in the path of the blast receives Extreme damage.
~3 times per battle
~Only one other jutsu in the same turn
~no paw jutsu for the following turn

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

Paw Arts: Pulsus Coration (Nykyujutsu: Chiyu Oshi)
Rank: S
Type: Supplementary/attack
Range: Short-long (If the bubble is directed at the opponent)
Chakra: 40
Damage: 80
Description: Bartholomew legends will put their hand on themselves or their kinsmen and using the power of their KG, they "push" any pain and exhaustion that they have endured through the entire battle. Once done, a huge red air bubble in the shape of a paw appears behind the person, containing all the pain and exhaustion extracted, which can be then redirected to a new person. If the bubble happens to burst without touching anyone (if hit with a strong enough power [S rank and above]) the bubble explodes violently and the damage inside the bubble will cause a catastrophic shockwave that can level a large area.
~This jutsu can only be done 1 time per battle, and the chakra strain will only allow the user to perform 2 jutsus in the next turn.
~If the user pleases he can direct the bubble at anything, whether it be the opponent or even a simple tree, once the bubble comes in contact with it, depending on the bubbles size, it will explode.
~Can only be used after the two turns have passed.
~No Paw jutsu for the next 2 turns
Note: Pulsus Coration means Healing Push, in Latin.

Paw arts: Ursus Shock (Nykyujutsu: Urususu Shokku)
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 50
Damage: 100
Description: Bartholomew Legends gather air with their palms and compress it into a giant bubble which resembles a paw-print. Once the bubble is compact enough to fit within their hands, they releases the compressed air and sends it toward his opponent. The air quickly decompresses, causing a massive explosion in the form of a bear paw. This technique has the power to destroy entire islands near instantly. However the drawback is that it takes a considerable amount of time to compress the air and the user must remain completely still, But once the technique is launched it is nearly unavoidable, as the size and speed of the explosion is great, if the opponent isn't able to block it during the Compression time, he/she has only few instants to preform a jutsu to counter it. Nevertheless, the jutsu itself is basically a chakra explosion.
~Takes 1 turn to compress the air
~Once the user sends out the bubble, it travels to the opponent extremely fast. Furthermore it has been compressed so much that it is invisible to the naked eye(due to it being so small). Any doujutsu can easily see it though. And chakra sensor.
~While the user is compressing the air he must remain completely still
~does 40 damage to the user as it requires extreme concentration.
~Only one other paw jutsu for the rest of the battle
~Only 2 jutsu in the following turn
~No more forbidden rank techniques for the rest of the battle

Paw arts: train wreck (Nykyujutsu: tore-n keigei)
Rank: S
Type: supplementary
Range: short-mig-long
Chakra: 40 (short rang movement=+10 mid range=+20 long range=+40)
Damage: n/a
Description: This is a very complex jutsu the bartholomew clan members use, The jutsu itself has two variates. The first is simpler but harder to use, so hard in fact that only bartholomew clan legends can perform it. The user will place his paw on his own body, using the power of the paws he will literally repel his own body to a desired location. Because of the immense speed of the repelling, it appears that the user is literally teleporting to a desired location. However this is not the case, the user is actually repelling himself, thus moving(not actually walking like the second variate of the jutsu) at extremely fast speeds to the desired location. Almost as fast(but not quite as fast) as madara's teleportation. The second variate of the jutsu is more complex but easier to use, The user will use the powers of the paws and repel the friction in the air. They then simply run without friction. Despite their weight most Bartholomew clan members are surprisingly fast, so if they were to run without friction, in fact if anyone were to run without friction their speeds would be insanely fast.
~both variates of the technique can only be used 2 times per battle (meaning overall 4 times). 2 for the near-teleportation and 2 for running without friction)
~The first variate of the technique can only be used by bartholomew legends
~only one paw arts jutsu in the same turn
~after usage the user must wait 3 turns before he can use it again
~running without friction can only be used in mid range as it requires immense concentration
~no S ranks in the following turn

Paw Paw Arts: Impact Dial (Nykyu Nykyu no Mi: Inpakuto Daiaru)

Rank: A
Range: Short
Chakra Cost: 30
Damage Points: Varies
Description: The user takes advantage of their paws and, upon physical contact, any impact is absorbed instantaneously. This is seen by the clan members as an invert push. The impact is stored on the paw until the user is able to catch his opponent off guard, striking them with the full power of the absorbed technique.
*The user can simultaneously preform a Paw Paw technique to add damage*
*Can only absorb techniques one rank above maximum, higher than that, the paw will take half of the damage, and will be useless for 2 turns*
*Can only be used once every 2 turns*
*The absorbed attack will loose the impact, which is to say all the momentum. Energy attacks (such as Fire or Lightning) will behave the same way, but will only be harmless to the user if it's a technique of the same rank, following the above mentioned drawback for S rank, while Forbidden techniques aren't affected at all*

-Approved under the condition you can use it only 3 times per battle for S ranks or 4 for A.-



Kaguya Group


(Hone Senbon Rendan)- Bone Needle Barrage
• Rank: C
• Type: Attack
• Range: Short-Mid
• Chakra Cost: 20
• Damage Points: 30
• Description: The user shoots a large number of bone needles from there arms which are harder then steel.
• Note: This jutsu can only be used by Kaguya Clan members.

(Hone Gekido)- Bone Rage
• Rank: C
• Type: Attack
• Range: Short
• Chakra Cost: 20
• Damage Points: 30
• Description: Shoots bone spikes form all over the body in every direction.
• Note: This jutsu can only be used by Kaguya Clan members.

(Hone Yari)- Bone Spear
• Rank: C
• Type: Attack
• Range: Short
• Chakra Cost: 20
• Damage Points: 30
• Description: A massive spear of bone which can be thrown or used as a weapon.
• Note: This jutsu can only be used by Kaguya Clan members.

(Hone Yaiba)- Bone Swords
• Rank: C
• Type: Attack
• Range: Short
• Chakra Cost: 20
• Damage Points: 30
• Description: The user creates two bone swords which are harder then steel and can be thrown or used as weapons.
• Note: This jutsu can only be used by Kaguya Clan members.

(Hone Shuriken)- Bone Shuriken
• Rank: C
• Type: Attack
• Range: Short-Mid
• Chakra Cost: 15
• Damage Points: 30
• Description: This technique creates multiple shuriken out of bone that can be fired from the user’s hands. Makes 10 shuriken.
• Note: This jutsu can only be used by Kaguya Clan members.

(Hone Yoroi)- Bone Armor
• Rank: C
• Type: Defense
• Range: Short
• Chakra Cost: 20
• Damage Points: N/A
• Description: The skin is cover in a thin layer of bone which is harder then steel to protect against taijutsu and projectiles (blocks taijutsu E-C rank and ninjutsu E-D rank).
• Note: This jutsu can only be used by Kaguya Clan members.

(Hone Bunshin No Jutsu)- Bone Clone
• Rank: C
• Type: Supplementary
• Range: Short
• Chakra Cost: 20
• Damage Points: N/A
• Description: makes a bone clone which rip out of the user that can use all bone jutsus up to b rank and can explode to send bone spikes fly towards the enemy.
-Note
-This jutsu can only be used by Kaguya Clan members
-Only makes one clone
-Can only be used 4 times per battle

(Hone Sousou)-Bone Burial
• Rank: B
• Type: Attack
• Range: Short-Mid
• Chakra Cost: 25
• Damage Points: 40
• Description: The user slams their hands on the ground. Bones begin to wrap around the target crushing them in an upward cork screw shaped mass of bone.

(Hone Tsubasa)- Bone Wings
• Rank: B
• Type: attack, defense, supplementary
• Range: Short-Mid
• Chakra Cost: 20
• Damage Points: 40
• Description: the user grows large bone wings from there back which can be used to fly or to defend or can be flapped to shoot out bone spikes at the enemy( they last for 3 turns)

(Hone on Tate)- Bone Shield
• Rank: B
• Type: Defense
• Range: Short-Mid
• Chakra Cost: 20
• Damage Points: N/A
• Description: The user creates a bone which is harder than steel to protect themselves.
• Note: This jutsu can only be used by Kaguya Clan members.

(Hone Heki)- Bone Wall
• Rank: B
• Type: Defense
• Range: Short-Mid
• Chakra Cost: 25
• Damage Points: N/A
• Description: This technique creates a large bone wall in front of the user the wall is harder than steel.

(Hone Shokushu)- Bone Tentacles
• Rank: B
• Type: attack/supplementary
• Range: Short-Mid
• Chakra Cost: 20
• Damage Points: 40
• Description: the user creates bone tentacles which come out of there back can be used to bind or pierce the opponent

  • (Hone Ori)- Bone Cage
  • Rank:A
  • Type:Supplement/Defense
  • Range:Short-Mid
  • Chakra:30
  • Damage:N/A
  • Description: User releases a series of bones from their arms, that form a cage around the opponent. The bones are made super dense so that they are 100 times the strength of steel
(Hone Kiba)- Bone Fangs
• Rank: A
• Type: Attack Range: Short-Mid
• Chakra Cost: 35
• Damage Points: 60
• Description: the user puts both hands on the ground and sends spikes racing towards the target to pierce them.
• Note: This jutsu can only be used by Kaguya Clan members.

(Inperiaru Hone Sousou)- Imperial Bone Burial
• Rank: A
• Type: Attack
• Range: Short-Mid
• Chakra Cost: 35
• Damage Points: 60
• Description: A bone burial on a massive scale used to crush multiple enemies. Leaves a giant upward cork screw shape mass of bone and a giant crater.
• Note: This jutsu can only be used by Kaguya Clan members.

(Hone Doragon)- Bone Dragon
• Rank: A
• Type: Attack/Supplementary
• Range: Short - Long
• Chakra Cost: 35
• Damage Points: 60
• Description: Sends a bone dragon from the user’s body which can be used to bind opponents. Using further manipulation, bone spikes can pierce the enemy or can be shot from its mouth.
• Note: This jutsu can only be used by Kaguya Clan members.

(Hone Ya)- Bone Arrow
• Rank: A
• Type: Attack
• Range: Short-Long
• Chakra Cost: 35
• Damage Points: 60
• Description: A giant bone arrow is shot from the users arm with incredible force and can be guided by a fine flexible bone thread.
• Note: This jutsu can only be used by Kaguya Clan members.

  • (Hone Yanagi) - Bone Willow
  • Rank: A
  • Type: Attack/Defence
  • Range: Short-Long
  • Chakra cost: 30
  • Damage Points: 60
  • Description: The user slams his hands to the ground. A huge willow tree made from bone then emerges from the ground anywhere the user chooses. It can smash multiple enemies or block attacks. It can also elevate the user above the opponent. Unlike a normal tree, the user can grow this tree in a matter of seconds.
    Note
    *Based on: (Mokuton: Yanagi) - Wood Style: Wood Willow*
    *Can only be used 5 times per battle*

    (Hone Ryuusa Bakuryuu) - Bone Avalanche
  • Rank: A
  • Type: Supplementary/Attack
  • Range: Short-Long
  • Chakra cost: 30
  • Damage Points: 60
  • Description: With a single handsign the user releases a vast amount of bone dust from their pores. The user then manipulates the dust into a huge avalanche that can cover a large area and drown the enemy in bone.
    *Can only be used 3 times per battle*

    (Honeton/Taijutsu: Zetsumei Renge no Mai)- Dance of Death Lotus
  • Rank: A
  • Type: Attack
  • Range: Short
  • Chakra: 30
  • Damage: 60 (-10 to user)
  • Description: After sending opponent skyward user will jump into the air to place his chest to the back of his opponent. He then erects massive bones from his torso that will wrap around his opponent to prevent escape(Similar to lee's bandages). As the pair begin their fall back to earth, User begins to spin downwards at a high rate of speed, driving himself and opponent head first into the ground.
    Note
    No Bone Jutsu Next turn
(Hone Kangoku)- Bone Prison
• Rank: S
• Type: Attack/Supplementary
• Range: Short-Mid
• Chakra Cost:45
• Damage Points:80
• Description: This jutsu is used to trap the target in a bone dome which can be further manipulated so that bone spikes shoot from the inside piercing the target.
• Note: This jutsu can only be used by Kaguya Clan members.

(Nibai Hone Doragon)- Double Bone Dragon
• Rank: S
• Type: Attack/Supplementary
• Range: Short - Long
• Chakra Cost: 45
• Damage Points: 80
• Description: A double version of bone dragon which can bind the enemy and using further manipulation, bone spikes can be made to pierce the enemy or shot bone spikes from its mouth.
• Note: This jutsu can only be used by Kaguya Clan members.

(Honeton: Hone Yoroi) - Bone Release: Bone Armour
Rank: B
Type: Defence
Range: -
Chakra Cost: 25
Damage Points: -
Description: The user encases his body in a thin and light layer of bone which is unnoticeable to the naked eye which protects the user from most taijutsu attacks ( non-elemental tai excepting the Gates and Super strength ) and can absorb great impacts, leaving the user unharmed.
~ User's speed is slowed and he cannot go to speeds above the First Gate without cracking this armour

(Kaguya Fuuinjutsu: Genshiteki Honnou no Kaguya) - Kaguya's Sealing Technique: Kaguya's Primitive Instinct
Rank: S
Type: Supplementary
Range: -
Chakra Cost: 40
Damage Points: (5 to user for each turn the jutsu is active)
Description: The user will focus a big deal of chakra on a seal, which every Kaguya has on his body and will activate it. This will cause an immediate reaction on the user's body and his personality will change, reverting to the primitive state of a Kaguya, without self control and a great desire to fight and kill everything in his way. He will turn bloodthirsty, aggressive,sadist and won't be affected by any pain the opponent may cause to him (it's just like the user turned into an animal only with the instinct of survival). A layer of bone will cover his body and multiple spikes will come out of the user's head, back, arms and legs. His strength will increase so much that his taijutsu attacks deal +10 attack. All of his chakra will convert to his Shikotsumyaku techniques wich will also do +10 damage and to one element (the element doesn't get any power ups). However, because of this he won't be able to use any summonigs, gengutsu, Kage Bunshins of any type or use any of the other elements he sealed away.
*This technique will last 4 turms
*All elements of the user will be sealed for the rest of the battle with the exception of the one he chose to maintain
*User will only be able to use Shikotsumyaku, Taijutsu and one Element for the rest of the battle
*After the jutsu wears out, the user will be left exhausted
*User takes 5 damage per turn

(Honeton: Shuukaikujo no Yuuen Gokakkei Enban) - Bone Release: Grand Pentagonal Disk of Mass Destruction
Rank: S
Type: Attack
Range: Short-Medium
Chakra Cost: 40
Damage Points: 80
Description: The user will make a big pentagonal disk made out of bone from his body. After that he will infuse the edges of the disk with fire chakra while the centre of it will be coated by a layer of lighting chakra. After that the user will send it spinning towards the opponent. On impact, it will cause a big explosion destroying everything within 3 metres radius from the spot of impact.
*Usable twice per battle
*Preparing the technique takes fifteen seconds.
*The disc travels at the speed of a shuriken, and has the average weight of ten.
*There has to be a gap of at minimum two turns between each user.

Bone Fishnet Crushing (Hone Sakananetto Kujiku)
Rank: A
Type: Supplementary/Defense/Attack
Range: Close
Chakra Cost: 30
Damage: 60
Description: The user stretches out his arms and a large bone net instantaneously rips from his rip-cage, creating a very thick net capable of trapping an enemy inside of it. The net, which is around roughly the size of half a car, is made from the bones in the rip cage. The net upon touching something, quickly closes up, similar to a Venus Fly Trap, trying to crush the object within the net. This jutsu is perfect at capturing enemies without having to do heavy battle as the net is created from the densest Kaguya bones, making it near unbreakable (those with strength of the first gate and higher will be able to break free or those who use focused elemental techniques of S rank and above on it ). This jutsu can also defend against Earth jutsus up to A-rank, as it can wrap around them and crush them.
-Can only be used twice.
-After using the user cannot use any Kaguya jutsus the following turn.
-After using, the user must wait at least 2 turns before using again.

(Hone Tento)- Bone Tent
Type: Attack/Defense
Rank: S
Range: Short
Chakra Point: 40
Damage Points: N/A
Description: The user stomps the ground, making some of the strongest bones in his body to come out 360 degrees around him, forming a tipi made of bones. This gives the user 360 degrees protection against S Rank attacks or weaker. The tent can be used to trap the opponent, making them suffocate, however it is not as strong on the inside as on the outside. The user can cancel this tech at will. Does not give protection against attacks that come from underground.
The technique lasts for 1 round the most, because of the low oxygen supply inside of it.
And the user cannot use this more than twice per battle, and there has to be 3 round interval between the usage, because thats how long it takes for the bones he used to regenerate.

(Honeton/Taijutsu: Zetsumei Renge no Mai)- Dance of Death Lotus
Rank: A
Type: Attack
Range: Short
Chakra: 30
Damage: 60 (-10 to user)
Description: After sending opponent skyward user will jump into the air to place his chest to the back of his opponent. He then erects massive bones from his torso that will wrap around his opponent to prevent escape(Similar to lee's bandages). As the pair begin their fall back to earth, User begins to spin downwards at a high rate of speed, driving himself and opponent head first into the ground.
Note
No Bone Jutsu Next turn



Kiyoshi


(Konki Shuuha)- Energy Wave
Type: Attack
Rank: B
Range: Short-Long
Chakra cost: 20
Damage: 30-40 (depending on rank within the clan)
Description: This chakra wave can shoot short or long and causes the opponent to be burst away from the user while taking severe damage.
Note: Must be a member of the Kiyoshi Clan to use

(Konki Kashou: Inpurovaizexishon)- Energy Song: Improvisation
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: Using their ability to manipulate pure chakra and energy, the user forms that energy into a highly concentrated mass of pure chakra, creating any weapon (normal sized) of their desire (i.e. hammer, sword, ect.). This is a technique well known by Kiyoshi Warriors and above. The weapons can either be made in such a way that they create a pulsing effect, pushing the opponent away violently, when the weapon makes contact, or they can greatly concentrate it to increase its cutting ability.
~Must be a Kiyoshi Warrior and up

(Konki Yari)- Energy Spear
Type: Supplementary
Rank: C
Range: N/A
Chakra Cost: 15
Damage: N/A
Description: The favored weapon of the Kiyoshi Clan, it is carried around by warriors at all times when they are on duty or on a mission. It gleams with celestial silver and gold from the tip to the bottom. Kiyoshi Philosophers who know how to fight, Captains, and Masters can summon this spear to their beacon. The spear’s ability is to conduct energy, so it can be enhanced when fighting in battle.
~Must be at least a Kiyoshi Warrior

(Kiyoshipou: Fuhenteki Kanshou)- Kiyoshi Art: Universal Song
Type: Supplementary
Rank: N/A (D-A)
Range: Long-Short
Chakra Cost: 30
Damage: Depends
Description: The universal technique known to all Kiyoshi Clan members that have received training. This technique can activate immediately when the battle begins or whenever the user wishes. The user accesses their chakra, making energy and pure chakra, so that they can manipulate it for many uses, even outside of battle (making a cloud of energy to ride on; making a key out of energy to pick a lock). The amount of energy and the power of the energy depends on the user’s rank in the Kiyoshi Clan (Novices will have extremely weak energy while Sages will have extremely powerful energy). The color of the energy can change with the user’s mood, but only when they have learned to become in tune with the energy. Color is insignificant for this technique; it just gives everyone’s own technique its uniqueness.
~Must be at least a Kiyoshi Novice to use.

(Yuuen Bakuhatsu)- Grand Explosion
Type: Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: The user strikes the opponent in a selected area and quickly channels large amounts of chakra into the opponent’s body while the opponent is unable to move from the impact. The selected area then explodes from the inside-out. This attack can blow off body parts.
Note: Must be a member of the Kiyoshi Clan to use
~Must be a Kiyoshi General to use

(Haru no Nori: Gojiki)- Ride of Spring: Five Seasons
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage: (+10 to energy techniques)
Description: The user focuses elemental chakra into their energy and pure chakra, while at the same time keeping it pure. This causes their energy to be stronger and also have an effect based on the 5 elements (fire, water, earth, lightning, wind). The user can only focus one chakra at a time and needs a 1 turn period in-between without using energy related attacks to shift energy elements.
Fire- Energy will be able to burn things
Water- Energy will be able to douse out fires as well as possibly drown (if one can)
Earth- Energy will have a tough, solid composition.
Lightning- Energy will be able to shock and electrocute
Wind- Energy can slice/cut or blow away
~Must be at least a Kiyoshi Warrior

(Konkinuma)- Energy Swamp
Type: Supplementary
Rank: B
Range: N/A (or long)
Chakra Cost: 20
Damage: None
Description: This jutsu enables the user to channel the chakra concentrated in the air and within themselves to produce a whole lake/swamp of energy that can be used to attack with or for other techniques.

(Yuuen Konki Shuuha)- Grand Energy Wave
Type: Attack
Rank: S
Range: Long
Chakra Cost: 40
Damage: 80
Description: The upgraded version of the original energy wave. The user charges a great amount of pure chakra and releases it in a gargantuan burst of energy that has the force to violently scatter an entire army and the power to shatter an entire rock that is as big as a house into pieces. Kiyoshi Masters can use this technique more extensively and even shoot it out through two hands. When used by a Master, this particular technique carries enough Energy to vaporize a large hill and toss a large summon a considerable distance (while only resulting in a few bruises and scratches).
~Must be at least a Kiyoshi Captain.

(Shin Konki Myaku)- Greater Energy Pulse
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: Depends
Description: Usable by only Kiyoshi Masters, this technique employs the skill of one who has truly mastered philosophy and the Kiyoshi art. They are able to greatly enhance their ability, causing their hands and feet to glow constantly and more brightly with a more explosive or implosive effect when attacks connect. Also, they will be able to control and manipulate much larger amounts of pure chakra and energy, such as creating a large wall to block some attacks and things of that nature.
~Last for rest of match, as it is the signature technique of the Kiyoshi Clan Masters.



Valentines


Valentine’s Cursed Seal (Tanabata Juinjutsu)
Type: Supplementary
Rank: S
Range: Short-Long (can only be applied at close range)
Chakra: 40
Damage: 80
Description: A technique that brings a member of the Valentines under the control of the user. The techniques works similarly to Hyuuga’s Juinjutsu, and is only taught to the high ranking members of the clan and select officials of the Rain village/Akatsuki as a countermeasure against betrayals. The seal is placed on all members of the Clan upon joining and is automatically activated upon death. The seal has numerous functions, primarily causing an extreme paralysis with a single Seal of Confrontation, the same way Danzo’s Juinjutsu works. The curse seal has the appearance of a Black Heart placed on the right side of the members chest. When activated sealing scripts pour out of the heart and bind the body.
The secondary function of the seal is to completely this destroy the victim’s body. The function activates automatically upon Death but can also be forcefully triggered by a user of this technique. When activated, the Black heart on the chest breaks apart and splits into two. This makes the seal unstable and the effects extends to the victims body, the seal absorbs natural energy at an extreme rate quickly petrifying the victim into a statue form. This both kills the victim (If he’s alive) and completely destroys the D.N.A rendering the body unusable.
Alternatively, the technique could also be applied on opponents in the middle of battle by striking the chest. The seal has the same effects of paralysis and petrification even on Non-Valentines. Also, activating the seal against an opponent counts as one of the user's 3 jutsu per turn.
Note: Can only be 3 times per conflict.

Death Gigas (Kyoujin Ojou)
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (20/turn)
Damage: N/A
Description: Death Gigas is the second transformation of Valentines, after Chaos. Like all transformations of the Valentine Clan, Death Gigas too represents a horror or terror faced by society. If Chaos is the physical representation of occult and satanic practices, Death Gigas could be considered the horror of science, a mutated unstable lab experiment. The transformation is slow to take effect and reaches mature form after two complete turns has passed since the activation.
Activation: The user performs a series of hand seals activating the body as it begins to absorb natural energy continuously. Immediately after activation the user’s physical prowess improves comparable to that of a standard Sage mode user. This involves body durability and physical strength alone. The technique is the most premature state of transformation and there is no visible difference in appearance.
Initial Stage, Giga Dunk: The user achieves stage one after 1 complete turn has passed since activation. By this stage, the user has absorbed enough natural energy to induce a change in his appearance. His body begins to bulk up, increasing both muscle mass and height. Natural energy’s distribution on a cellular level result in the user transforming into a hulking monster. The intense amount of natural energy present in the users body makes his skin green and he gains berserking tendencies similar to Jugo’s Clan. Despite that he still maintains his composure and is able to make logical actions. The transformation raises the user’s speed comparable to standard Sage mode and his physical strength 2x (For Taijutsu techniques and Ninjutsu that involve physical strength).
Final Stage, Live Wire: Live Wire is the final stage of Death Gigas manifesting the real form of this transformation. The stage requires immense amounts of Natural energy that only a Valentine could handle. The mode raises the muscle mass to maximum the human body could allow (4x the users base strength). Even when all natural energy is used up to induce this sudden growth, the transformation still continues to collect more. As result a green aura appears around the user because of the condensed senjutsu chakra leaking from the body, bolts of electricity appear as well. The stage is named after this particular appearance, “Live Wire” refers to the wires of electricity flowing through the body. The final ability granted by this stage is not the boost in physique, its a cellular mutation. The initial stage Giga Dunk spreads natural energy across the body on a cellular level, reaching this stage suggests that the mutation took effect and the cells have been augmented. Sage mode makes the body stronger, Death Gigas makes the humans cells stronger: A human cell has a fixed capacity of absorbing energy, the amount of energy body always maintains within itself is roughly 100 watts. Exceeding this limit too much results in cellular damage and the primary advantage of Death Gigas is that this limit is exceeded way beyond normal with the help of natural energy. This makes the user incredibly resistant to damage, granting complete immunity to techniques up to A rank (within reason this mainly applies to blunt force impact or energy based techniques, cutting techniques will still cause damage just a greatly reduced level e.g. An A-rank cutting attack would do the damage of a C-rank). The user also gains tremendous physical strength allowing the user to lift up large summon with relative ease (Ordinary Sage mode allows the user to lift objects many times larger than himself. Reference: Naruto lifted the toad statue right after entering sage mode) as well as to jump huge distances easily across the field.
Disadvantages:
-Once the transformation is initiated it cannot be stopped or prevented, unless done forcefully using Anti Senjutsu equipment. (Check clan description)
-Altogether the transformation Lasts 5 turns, and requires 2 turns to mature leaving the actual transformation usable only for 3 turns.
-Genjutsu cannot be used once Giga Dunk stage is reached. The user cannot use Ninjutsu above A rank except raiton once Live Wire is reached and the user is left severely exhausted once the transformation ends.
Restrictions:
-Usable once per battle.
-Dark Knight Rank or Higher
- Grants a +20 damage boost to Raiton jutsu in live wire stage

(Nanatsunotaizai) Seven Deadly Sins
Type: Off/Def/Supp
Rank: S-Rank
Range: N/A
Chakra: 40 (40 cost per turn in abilities that last more than one turn)
Damage:N/A
Description: Though the valentine creed is strict about abandoning the vulgarity of human nature, eventually their personalities show through. To channel this to the benefit of the clan they are guided down one of seven paths by the clan's upper echelon, depending on their personality. These paths hone their abilities, allowing them to harness their emotions and hone them into a weapon. Each path bestows an ability upon the young valentine as a result of harnessing the dominant sin that drove their actions in their human lives before they became members of this misanthropic brotherhood. Thanks to this practice, the valentines have been able to become at peace with their petty needs and transcended it to advance further in their desire to rid themselves of everything that made them "human", thereby separating the valentines from the herd of human cattle that marches slowly towards their and the world's inevitable death.
The abilities that are conferred are as follows:

Wrath is the ability to condense natural energy into a single point, building up pressure and releasing it to amplify the physical blows of the user. This ability causes the users physical attacks to cause pressure shock waves through any medium upon the release of a blow. The shock waves upon contact with human flesh can cause devastating damage to the internal organs and bone structure. This technique adds 30 damage to any taijutsu or other attack that involves landing a physical blow. The shock waves can also be used to disrupt incoming attacks of solid material.
Technique lasts 3 turns and augments any attacks used in that time.

Pride is the ability to sharpen, dull and all around manipulate the Senjutsu Chakra that makes up the aura surrounding the Valentine. This can be used to defend against weapon strikes, and even create slashing and piercing attacks up to mid range. It can be manipulated to create sharp arrow-like strikes, can be altered to create dull, strong, and unwavering strikes like a hammer. With a stabbing or punching motion the aura can create piercing damage. An example of using this technique would be the user dulling the Senjutsu Chakra around his finger and using the aura to defend against sword strikes, or sharping the aura significantly and stabbing that finger into an opponent to puncture through the muscle and flesh, directly striking the internal organs, with piercing like blows. Dependent on it's use this aspect of the technique can cause significant damage but usually isn't deadly by itself unless skillfully and purposely directed. The aura created lasts 4 turns. The aura around the valentine takes on a pale golden color. The damage and power of this aura is A-Rank and using it counts as a move.

Sloth is the ability to force natural energy into an area around a targeted object or person. The air the target is travelling through becomes far more dense, slowing the target dramatically, (for those who dont grasp the concept, it is like trying to run underwater as opposed to running on dry land) The speed of the target is halved while this technique lasts. The natural energy lasts for 2 turns

Greed (+20 damage to taijutsu) A very basic technique. The Valentine simply uses his heightened transformation abilities to increase his or her muscle mass for a brief period of time increasing strength and speed momentarily. This increase in strength is enough for the user to lift five times his own body weight and the speed increase is roughly one and a half times their base speed. Dependent on their rank and skill this can be maintained for longer periods of time being more useful the higher your rank. This jutsu is not affected by the turn restrictions due to it being a very basic Valentine technique. When a stronger state is entered the technique is negated.
Restrictions:
Squire: Can last 1 turn
Dark Neophyte: Can last 2 turns
Dark Knight: Can last 3 turns
Dark Crusader: Can last 4 turns
Dark King: Can last 5 turns


Envy is the ability to use the natural energy around the user to redirect an opponents attack back on them, it doesn't change it in anyway, it is simply redirected back upon the caster. This ability can only redirect attacks equal or lower ranked to this ability, that are not multi-directional and the user must be able to detect and react to it. Cannot be used on genjutsu.

Lust is the ability for the user to take on the form of the perfect object of desire, literally becoming the perfect being that no mortal can help but lust after. This physically perfect specimen displayed before the opponent will cause their hormonal system into overdrive with their desire, distracting the opponent from concentrating properly (1/4 reduced reaction speeds) and leaving them subconsciously unwilling to harm the user (-10 damage to any technique the opponent uses) This effect lasts for 4 turns, or until the opponent forcefully interrupts the hormonal state via physical pain equal to breaking a genjutsu of the same rank.

Gluttony is the ability to harness masses of natural energy from the surrounding area, drawing it into the users body and expelling it into one jutsu, This jutsu adds +40 damage to any elemental attack the user uses directly following this technique.

Notes and Restrictions:

-Each clan member below Knight rank can only possess one ability due to their human lifespans being too short to train in more than one.
-Knights, Due to their vastly increased lifespans have had many years to train and hone their craft, allowing them access to two abilities.
-Crussaders and the Dark King can access all abilities
-Can only be used twice per battle.
-Can only use one emotion at a time.

(Galian bīsuto) Galian Beast
Type: supplimentary
Rank: S
Range: Short
Chakra: 40
Damage: (+30 to a Taijutsu movement when used in combination)
Description: The Galian Beast is the third Transformation available to Valentines and is also the first they acquire. Like all transformations of the Valentine Clan, The Galian beast too represents a horror or terror faced by society. If Chaos is the physical representation of occult and satanic practices, Death Gigas could be considered the horror of science, a mutated unstable lab experiment and the Galian beast can represent the horror of the wild, untamed animals of nature.
The galian beast transformation takes root in one of man-kinds oldest fears, lycantropes, the valentine takes on the form of a highly muscular, armour clad lycanthrope with large horns protruding from its head. (see image)
In this form, the user gains enhanced strength equal to a sage mode user and the speed at which the valentine can move doubles due to the enhanced musculature and dexterity afforded by the wolf-like form, also, due to the huge claws, horns and teeth, damage inflicted by taijutsu is greatly increased (reflected in the damage section above)
-usable by all valentines
-lasts 4 turns
-the user may not any Valentine Techniques for the following 2 turns.



Mandalorian


Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.

Passive Abilities:
General
-Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
-Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.

Active Abilities:
Helmet
-Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).
-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Body Armor
-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move).
-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.
-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.

Note: In the abilities where its not stated, there is no move cost per activation
Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight.
Note: Each clan member has an armor which different looks but all have the above abilities

Puraimaru Mandarorian Hon'nō: Mandaroa Shi) - Primal Mandalorian Instinct: Mandolore Pride
Type: Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: N/A (+20 to Mandalorian Ninjutsu) (+15 to Taijutsu)
Description: Mandaroa Shi is the will to keep on fighting even in the worst of situations or simply the will and pride a Mandalorian has to conquer their foes no matter the power difference between them. The Mandalorian taps into their spiritual and physical energies, combining them into chakra and forces it out from deep within themselves, overflowing their armor with chakra as a means to fight on par with overwhelming opposition by gaining small boosts in the two primary Mandalorian fighting styles; Mandalorian Ninjutsu and Close-Quarters Combat. Only the strongest of clan members are capable of harnessing this innate strength via channeling excess chakra into their armor. Upon manifesting the absurd amount of chakra into their armor, the Mandalorian gains a plus twenty increase in strength to all Mandalorian ninjutsu they are capable of utilizing based on their current rank due to the armor overflowing with chakra, letting the extra spiritual energies seep out into the user's techniques, and a plus fifteen increase to all taijutsu moves due to the armor drastically improving the user's overall physical performance from the excess physical energies flowing throughout it. After the technique wears off, the consequences for using such a technique become quite notable. The Mandalorian's stamina decreases depending on which point of the battle they first activated the technique: If having been activated at the start of battle, all Mandalorian ninjutsu they use henceforth is decreased by ten damage points along with a decrease in taijutsu attacks they use by ten damage points for the following two turns. If having been activated when the Mandalorian has already been slightly exhausted (After at least four turns have passed in a battle before initially activating the technique), their stamina will decrease in the same manner, however, these repercussions will remain as such for the following four turns. If the user wishes to use this at the start of the battle, they can post this jutsu along with their armor activation by spending the thirty extra chakra to flood the armor. This would count as a move, but would not affect the timeframe.
Restrictions:
Note: Only lasts five turns.
Note: Only usable once per battle.

Mandalorian Technique: Repulsor Energy | Rorian no Jutsu: Riparusāenerugī
Rank: D-S
Type: Offensive
Range: Short-Long
Chakra Cost: 10-40 (-5 per turn to sustain )
Damage Points: 20-80
Description: This is one of the basic but useful attacks of the Mandalore clan, acting as it's only utility based attack. The user holds up one or both of their hands showing a white hole in each palm. The palm releases out a blast of chakra various of damage, size, and power depending on rank of the technique. The palm can either release a blast, beam, or even a wide spread of chakra. Not only with the holes present in the palms, the user also has the capability of releasing the Repulsor Energy from any of his jet pack holes present on his armor's body. Additionally, the user can choose to let the chakra "leak" out of the holes, and with advanced shape manipulation, the chakra could form various objects or tools to protect the user. It costs five chakra per turn to sustain the shapes of these objects, and can only be sustained for one turn.
-The S-rank version can be used three times per battle. Once used, it requires a three turn cool down limit
-This technique is neutral to the basic elemental techniques of the same rank but of course it all depends on size also to be taken into account
D-C Rank can be used up to Short range
C-B Rank can be used up to Mid-range
A-S Rank can be used up to Long-range

(Mandarorian Tsuyoi Ken: Rakka Hana, Jōshō Soyokaze) - Mandalorian Strong Fist Technique: Falling Blossom, Rising Breeze
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This is a Mandalorian technique that relies on the basic Mandalorian Armor Strengthening ability. Using the same principles behind their armor and speed strengthening, they will momentarily achieve both speed and strength that surpasses previous speed and strength boosts, increasing to that of triple their base instead of the double they were previously capable of. The user will then employ their new found speed to flick toward the opponent and proceed to perform a three hit leg combo. The three kicks will be aimed at the opponent's lower body, middle torso, and head in that order; The first low kick takes away their balance by sweeping them off their feet, the second torso kick stuns them by striking them directly in the torso region, and the very last kick is aimed at the head. Because the user is so fast it seems as if these three hits are in conjunction, making it difficult to dodge or block all three of them, however, the technique requires that the user travel in a simple linear path akin to a swift release user, thus allowing the opponent a greater chance of performing an effective counterattack. As an alternate option to the above, the user is capable of performing these three kicks in one cohesive spinning motion, using the sheer power and speed granted to them by the armor strengthening to create a large wave of compressed wind that has the ability to neutrally combat elemental ninjutsu of the same rank or below in a manner akin to the Leaf Dragon God technique. While using this technique, the user cannot use regular or elemental ninjutsu or have any said techniques active as they perform this jutsu.
Restrictions:
Note: Can only be used twice per battle.
Note: The user cannot use any Mandalore techniques in the same turn and S rank and higher ones next turn.
Note: This technique can only be used if wearing the basic Mandalorian armor. Once performed, the user is unable to use the "Armor Strengthening" active ability on the armor for the following two turns.

(Mandarorian Kodai Gihō: Subete no Yōso no Kenja) - Mandalorian Ancient Technique: Sage of All Elements
Type: Supplementary/Defensive
Rank: S
Range: Self
Chakra: 40 (-15 per turn)
Damage: N/A
Description: The Mandalorian’s signature armor vastly increases their physical abilities, but can also be used to increase their elemental chakra's potency and overall survivability using this technique due to overloading it with elemental chakra, letting the armor essentially become the essence of whatever elemental chakra is being channeled through it. By focusing a great amount of a specific chakra within their armor (depends on the element's nature), the user gains the ability to become a legend in this specific field temporarily, meaning they briefly gain a pass to being a master of this specific element, which is the ability of using any technique of this specific element with the usage of one single hand-seal, being able to perform it faster than the normal shinobi in addition to abilities which depend on the user's current rank within the clan. Once the user channels their elemental chakra within the armor to signify what kind of legend they want to become, an aura envelops them entirely which adopts the color of the specific element being enhanced. When activating two elements at the same time the color of the armor turns into a combination of the two specific elements. Essentially, by channeling a specific type of elemental chakra into the armor they are currently wearing (This ability is not solely inherent to the basic Mandalorian armor, but can be used while wearing other personal armors as well), it will react to that specific chakra nature and allow the user to become a "Sage" of said element(s) for a short period of time.

Fire Sage
Mandalorian Warrior: The users proficiency with the fire element is greatly increased, so much so that they gain +10 to fire techniques.
Mandalorian Champion: The users proficiency with the fire element is greatly increased, so much so that fire techniques gain +15 damage. The user is also capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one B-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the fire element is greatly increased, so much so that they gain +20 to fire techniques and are immune to b-rank and below fire techniques. Alternatively, the user is capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one A-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely as a result.

Lightning Sage
Mandalorian Warrior: The users proficiency with the lightning element is greatly increased, so much so that they gain +10 to lightning techniques.
Mandalorian Champion: The users proficiency with the lightning element is greatly increased, so much so that they retain a +15 damage increase to their lightning techniques. Alternatively, the user is capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one B-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.
Mandalorian Master or Higher: The users proficiency with the lightning element is greatly increased, so much so that they retain a +20 increase to lightning techniques and immunity to B-ranked and below lightning techniques. The user is alternatively capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one A-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.

Earth Sage
Mandalorian Warrior: The users proficiency with the earth element is greatly increased, so much so that they gain a +10 increase to earth techniques, and the ability to use earth techniques without a direct connection to the earth.
Mandalorian Champion: The users proficiency with the earth element is greatly increased, so much so that they gain the ability to perform earth techniques with a +15 increase and without a direct connection to the earth. The user is alternatively capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked earth technique, thus causing the "Earth Sage" enhancement to cease prematurely however.
Mandalorian Master or Higher: The users proficiency with the earth element is greatly increased, so much so that they retain their ability to perform earth technique without direct connection to the earth along with a +20 increase to earth techniques, in addition to immunity to B rank and below earth techniques. Alternatively, the user is capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of one A-ranked earth technique, although this will cause the "Earth Sage" enhancement to end prematurely.

Wind Sage
Mandalorian Warrior: The users proficiency with the wind element is greatly increased, so much so that they gain a +10 damage increase to wind techniques.
Mandalorian Champion: The users proficiency with the wind element is greatly increased, so much so that they gain a +15 increase to wind techniques. The user is also capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.
Mandalorian Master or Higher: The users proficiency with the wind element is greatly increased, so much so that they retain the ability to perform wind techniques with +20 increase in damage, along with immunity to B rank and below wind techniques, in addition to performing wind techniques that require a fan without the fan (User will instead use their hand or leg in a swinging motion to mimic the effect). Alternatively, the user is capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.

Water Sage
Mandalorian Warrior: The users proficiency with the water element is greatly increased, so much so that they gain a +10 increase to water techniques.
Mandalorian Champion: The users proficiency with the water element is greatly increased, so much so that they gain a +15 increase to water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked water technique, although this will cause the "Water Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the water element is greatly increased, so much so that they gain a +20 increase to water techniques, the ability perform water techniques without a water source, and B rank immunity against water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked water technique, although this will cause the "Water Sage" enhancement to prematurely end.
Restrictions:
Note: The user can only activate two elemental enhancements at a time, and they cannot be each others' strength/weakness (No fire and water enhancements active at the same time, etc).
Note: Each elemental enhancement can only be used once per battle.
Note: Only a maximum of two enhancements are capable of being activated at any given time; If two are used at the same time, they may only last for two turns, and if only one is used, it lasts for four
Note: There is a three turn cool-down period between activating another enhancement.
Note: Condensing the aura that surrounds the user into a shield counts as a move.
Note: Due to the Mandalore channeling so much specific elemental chakra into their armor for such a long time, they would be restricted to using only those element(s) for two turns after this technique is over and while it is active.

Mandalorian Technique: Owl Squadron | Rorian no Jutsu: Fukuro Sentai
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: N/A
Description: Upon entering the clan each Mandalore is given four Owls which act as their eyes in the field to scout ahead and search for targets. The Mandalore will release four metallic discs into the air and then make a hand seal while focusing chakra into the discs. This will activate the discs causing them to expand into four drones which can hover and fly through the air using chakra boosters. The drones are about one meter wide, a half meter long and a foot thick from top to bottom with rounded surfaces. They're a metallic gray in color, though individual Mandalores often apply custom paint designs to personalize their squadron. Each drone is naturally equipped with a spotlight and a camera that is linked via chakra to the helmet and feeds back to the Mandalore's visor displaying what the drone sees. Each feed takes up a small square on the visor in each of the four corners as to not disrupt the user's normal vision, but they can then select one of the feeds to expand it to take up the whole visor for a better view. When they do this their normal vision takes the place of that feed in its respective corner. As the Mandalore progresses through the clan these drones receive upgrades gaining additional abilities.

-Assault System: At Warrior rank each Owl is outfitted with several offensive tools. A compartment can drop open from its base releasing a dozen small bombs the size of a marble that float in the air around the target before exploding (B-rank, short range). From each side of the drones compartment can open revealing a small homing rocket that can be fired at the target. The rocket is very fast incapable of being intercepted by things like thrown kunai or shuriken, unless the enemy has a dojutsu that's used to track the rocket. Each of these individual rockets are B-rank in strength and a max of two can be fired at a time (A-rank, short-long range). Each drone only has two rockets, and one set of bombs in its base. The final ability of the assault system is an A-ranked stream of fire that can be released from a nozzle on the front of the Owls (A-rank, short-mid range). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

-Defensive System: At Champion rank each Owl is outfitted with several upgrades used in the defense of themselves and their user. Their plating is upgraded with a new alloy that is both lighter and denser than the original model, bolstering their natural hardiness and rendering them immune to all C-rank and below attacks. They can further increase their durability by creating an A-ranked shield of chakra that that forms closely over the metal. The shield is capable of withstanding one A-rank attack before failing. While this shield is active they cannot use any abilities other than their spotlight and camera. The drones can extend their chakra shield between each other creating barriers that can protect the user or other targets. This requires at least three drones to use as any less would result in just a point or a straight line. The drones must be in short range of each other and when used with three drones the barrier is A-rank, while when used with all four it is S-rank. Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

-Hunter System: At Master rank each Owl is upgraded with several features that give it the ability to track and subdue a target. The owls are given the ability to cloak themselves (B rank) from normal sight, though dojutsu users can still see them with ease and the humming of their flight can be heard within short range by people with normal hearing and all ranges by those with advanced hearing. While cloaked the Owls can only use their hunter systems, needing to re-route power away from the assault and defensive systems. They gain access to the same vision capabilities (infrared, night, etc.) that their Mandalore possesses, though they all must be using the same vision as each other and their Mandalore. They can release an electrified metallic tendril up to mid-range that can wrap around their target and paralyze them (A-rank). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

After four turns of being in use the drones require a recharge. They will return back to the user and re-attach to their armor replenishing their energy. This takes several turns before they can be released again. After the second usage the Owls deactivate and fall to the ground, being unusable for the remainder of the battle. Each Owl is lastly equipped with a self destruct option that can be activated by the user resulting in a B-rank explosion within short range.

-Can be used twice per battle.
-Can be used four turns per usage.
-Requires a four turn recharging period between uses.
-All abilities used by the Owls count as a move in the user's turn.
-The video feed and spotlight do not count as a move.
-All chakra costs are proportional to the rank of the effect achieved unless stated otherwise.

(Ōbāshīrudo) - Overshield
Type: Defensive
Rank: S-Rank
Range: Self
Chakra: 40
Damage: N/A
Description: While Overshield is a simple technique in nature, it is one of the most advanced and powerful of the jutsu at the disposal of the Mandalorian. By focusing a large amount of chakra into a chakra powered shielding system built into the armor, a Mandalorian is capable of reinforcing their protective body armor, thus protecting themselves completely from physical threats. By reinforcing the armor the user effectively creates a defensive shell around them which is powerful enough to repel 80 points of physical damage, meaning that attacks that are not physical in nature, such as genjutsu, will pass through the defense uninhibited. While this defense is activated, however, the Mandalorian will only be able to use Mandalorian techniques and taijutsu, as much of their focus and chakra is being placed on maintaining the armor's defensive capabilities in addition to the armor's other functions. While the overshield is active, the Mandalorian will be completely immune to the effects of the techniques that hit it, whether it be momentum, heat, electricity, etc, until the overshield has been completely destroyed. At the start of each turn following the usage of this technique, the overshield will lose 20 points of damage point shielding until this number decays to 0, at which point the shield would cease to exist. The user can cancel the overshield whenever they wish.
Note: Can only be used twice per battle.
Note: Overshields can not be stacked on top of one another. If an overshield is active already, the user will be unable to perform the jutsu again unless they allow the first overshield to fade first.
Note: Overshield doesn't regenerate when hit by damage.
Note: Can be used by any Mandalorian Armor Set.

Mandaroa no Pawā: Gifuto - Power of the Mandalore: The Gift
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50
Damage: N/A
Description: Every Mandalorian's armor works in such harmony with its user's body and chakra system that it is often times referred to as a second skin. Realizing the unique way that the armor worked with their bodies and chakra system, the Mandalore developed a technology to cause the armor to disrupt this balance as a means to temporarily increase their combat capabilities, heightening them to a frightening degree. At the anterior base of each Mandalore's helmet there is a slot for a chip to be inserted. This space serves as a means for a Mandalore to temporarily completely rewrite the way that their armor utilizes and expends their chakra, though upsetting the armor's delicate relationship with their chakra system is obviously a dangerous prospect.

This chip, referred to as "The Gift", will override the normal functioning of the Mandalore's armor, causing it to draw a much larger amount of chakra from the user in order to increase the power and efficiency of any of the armor's active abilities, though this causes the chakra cost of those techniques to double. Any abilities already active will immediately benefit from this effect, though any that have yet to be activated will still require the user to expend a move slot in order to do so.

Helmet

Enhanced Vision: The visor's tracking capabilities will be enhanced with the excess chakra to now mimic only the motion tracking capabilities of a three tomoe Sharingan. The new chakra cost would now be ten chakra per turn, opposed to the five per turn beforehand.

Chakra Sensing: The chakra receptors located in the helmet will be kicked into overdrive, giving the user fine-tuned sensing, doubling it's effectiveness. The chakra cost to this ability would be considered ten chakra per turn compared to the usual five. The "jolt" of chakra used to allow the user to remove himself from genjutsu becomes similarly enhanced, allowing the user to free himself from any genjutsu bar Mangekyo level illusions, though this far more powerful jolt will cause considerable pain, and will scramble the user's nervous system briefly, making fine tuned movements such as hand seals impossible for the following two turns. In addition, the jolt would paralyze the user for a whole turn, and on the next their speed would be halved until they recover completely the following turn. This ability would cost sixty chakra opposed to the thirty chakra beforehand.

Body Armor

Chakra Jet Pack: The jetpack becomes far faster without losing its maneuverability, moving at two times the users base speed. This would drain forty chakra points per turn opposed to the twenty beforehand, and requires conscious control through mental commands. The usage of peripheral jets in order to boost taijutsu and use chakra dashes are both increased dramatically, taijutsu attacks being augmented to the point of a twenty damage increase and chakra dashes carrying the user up to ten meters at a faster speed. These abilities would cost sixty chakra opposed to the original thirty, and be considered an A-ranked move.

Vibration Sword: The sword's vibration frequency will increase dramatically, adding a twenty point damage boost to kenjutsu attacks with it. While using this sword to gain it's advantage in kenjutsu, the user must expend twenty points of chakra while it is active.

Armor Strengthening: The chakra motors would be enhanced to a special degree, being fed far more fuel than normal for optimal performance. The level one speed buff will now either increase the user's speed to double that of it's base or add twenty damage to taijutsu attacks. Level one would drain twenty chakra per turn active opposed to the previous ten, and would last three turns. Level two will now increase speed by four times the user's base or add forty damage points to the user's taijutsu techniques. Level two speed stimulants can only be maintained two turns and require forty chakra per turn to sustain.

This chip will add power to the armor for up to four turns (including the turn it was inserted), though it can be ended prematurely should the chip be removed through a mental command from the user, or should the user run out of chakra, as this chip tends to lead to an enormous amount of chakra consumption. Upon the chip becoming deactivated, the armor will feel the full effects of this massive over exertion, and all active abilities will become unusable for the rest of the battle/event. Only Mandalorian Master's or higher are experienced enough to use The Gift in combat, the lower ranking members not having enough chakra to sustain the needs of The Gift. Mandalorian Master's can only pick one field that The Gift enhances, Mandalorian Generals picking two, CIC Mandalore's picking four, and the Head Mand'alor being able to use them all.



Noah

Kūkan Mahō: Rosuto Mugendai| Spatial Magic: Lost Infinity
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/a
Description: By using Noah clan abilities the user makes 3 handseals and targets the space around an entity and invokes a spatial gradient of infinite proportion focused around said entity. The distortion is unique in that it is self-contained within its own area, where movement causes space in front to be extended while space behind is retracted irrespective of direction- basically mimicking an omnidirectional treadmill. This results in all movement of the entity being lost in the infinite distortion and the entity being completely trapped in position for 2 turns.
+No Noah techniques above A-rank the same or next turn when this is used.
+Usable 3x by Generals and higher with 2 turn cooldown period on between usage. Usable once by other ranks.

Kūkan Mahō: Okyupaido Kuuhaku | Spatial Magic: Occupied Space
Type: Supplamentary | Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/a
Description: This displacement technique focuses on the objects within a space. The main concept is to disrupt the proper functions of inanimate objects by influencing them sterically. Examples of application include bending an arrow slightly enough such that it's no longer accurate or bending a sword into a "U" shape. The technique is performed my forming 2 handseals while focusing on the space occupied by a targeted object. The space the object occupies becomes isolated from regular space, evidenced by a subtle visual distortion of the object. The now discrete space, and by extension the object within it, promptly undergoes a change in shape specified by the user.
+The displacement causes no lasting harm to objects used on.
+Cannot be used on objects of higher rank

Kūkan Mahō: Kuuhaku Magarime | Spatial Magic: Space Bending
Type: Supplamentary | Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/a
Description:This is the most basic act of spatial displacement utilized by Noahs. The user displaces space such that incoming objects are diverted away from or around a particular entity eg him/herself. The technique uses spatial displacement to indirectly influence the direction of incoming objects/attacks. Visualizing the space an attack travels through as a revolving corridor, this technique is used to rotate the corridor in any manner, effectively imposing control on the object’s trajectory. Visually the moment of distortion may elicit irregular shape but no harm happens to objects which pass through such distortion.
+Can use a max of 4 turns
+No Spacial displacement techniques can be used in the same turn as this.
+Living targets cannot have this used on them and cannot be used on jutsu of higher rank.

Kūkan Mahō: Nōdo kōbai| Spatial Magic: Concentration Gradient
Type: Supplementary
Rank: A
Range:Short-Long
Chakra: 30
Damage: N/a
Description: Concentration gradient is the first of the two most basic applications of spatial gradients. To perform it, the Noah makes 3 handseals while focusing on a space up to mid range away. Concentration gradient (CG), like the name suggests, is a spatial gradient applied to a focused region such that space is manipulated to become more or less concentrated. This intensification or reduction of spatial density directly affects the speed of objects traveling through it while conserving distances. The gradient manipulates a 5x5 meter space such that when an object enters it, the space becomes magnified either positively or negatively. With positive magnification, as an entity progresses through the concentrated space, every single movement has to overcome more space per area than normal. This results in a decrease in speed relative to the concentration created by the Noah. The reverse is true for spaces with decreased concentration (Negative magnification). Reducing the concentration of space allows the user to make things that pass through this space seemingly faster by collapsing the space within the area. The user can use this for a single technique, causing the space around it and in front of it to become compressed or extended, causing the speed of it to become x2 faster. In such cases, the technique occupies the same timeframe as the jutsu it’s meant to supplement.
+Gradient works by targeting any 5x5 meter area up to long range away from the user. Should an object pass through this area, it experiences the effects listed above.
+Normally lasts a single turn but Noah Generals can sustain it for up to three turns however being only able to perform 2 additional moves in each turn.
+Reduces or increases speed in a direction by a factor of 3.
+Movement in only one direction can be slowed/quickened at a time.
+Usable 4x with a one turn cool down required in between uses. Sustenance for extra turns allows only one additional use.

Kūkan Mahō: Kyori kōbai | Spatial Magic: Distance Gradient
Type: Supplementary
Rank: A
Range:Short
Chakra: 30
Damage: N/a
Description: Distance gradient is the second of the two most basic applications of spatial gradients. Distance gradient is the faster application of the two due to its application. This technique is fundamentally meant for high speed repositioning of the objects in relation to one another and it primarily focuses on stretching or compressing space thus changing distances. With distance gradient (DG), the user manipulates space to either fold in on itself thus strategically repositioning objects relatively closer or sending objects farther away. To perform this, Noahs channel chakra into a region after forming 3 handseals. Upon doing so, a threadlike rip appears in the targeted space, followed by the space being suctioned into the rip or the rip being apparently pushed farther as it divulges new space. The technique can be applied with surgical accuracy for extremely minute changes such as creating enough space so that a sword’s slash simply doesn’t reach its target. Nevertheless precision can be disregarded in favor of range and size. The technique can extend or retract up to 10m of space (10m^3 in volumetric terms). The maximun rate at which the targeted space can be made to extend or reduce varies depending on the user’s strength. Generals and higher can achieve this feat with great haste, making it two times the speed of the user whereas Seconds can command speed up to 1.5x their speed. Any use cannot reduce space to put an opponent in under 5 meters of an attack.
+Cannot be used in the same turn as Concentration gradient
+No clan techniques above S rank in the same turn
+Can be performed up to 3 times with a 2 turn cool down required in-between.

 
Last edited:

Solf J Kimblee

Supreme
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Custom Weapon(s)

1.
Rank: N/A
Type: Weapon
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: Water Bearers(WB) are hilts that can be used for two certain ways. This weapon was created by some Kaguya members to use their bone abilities via the weapons but they were founded and modified to be used with raw chakra and water. Kaguya's can still use them but they became to be used by nearly any with chakra. Hilts sits in a pack on the user's back that has no abilities beside the hilts sitting in them. The hilts when used by a Kaguya can extend the hilt(s) out into a long sword(passive) and when used with the two abilities they coat the sword in chakra or water and whatever shape the user see fits with said ability.

The WB are made of a material so the user can channel their chakra and manipulate water sources or even the moister in the air for varies objects such as weapons and shields on top of them as its main ability. These two hilts are the perfect weapon for a weapon user and water user. The user channels their chakra and absorbs some water or moister in the air. The highest the rank of the object that is made of water is A rank or lower.

WB secondary ability is to use the user's chakra to produce the same weapons and shields as if they were to use it with a water source described before. The highest rank of the object is A rank or lower.

-Only one ability is able to be used a turn
-Water ability is only used when the air has enough moister to make the weapon of chose of the user or a some type of water source is in the area of short range of the user to use to use to make the weapon of chose of the user and must have the user chakra in it or no chakra at all.
-The weapons made from water/chakra still go by the elemental advantages and disadvantages
-The weapons also feel like the real weapon when used
-Cost a jutsu slot every time to defend or attack
-Making weapons doesn't cost a move slot but still does use chakra for whatever rank the weapon is created for
-Ranges of a weapon can only be short range of the wielder.
-Water users that can use water without source can make the weapons without a source also
-Techniques cost chakra equivalent to the rank that they are

Nathan | Nagato... | Mugen | Broly | Deamon | Kerry

2. Snake Tail (Hebi No O)
Rank: S
Type: Weapon
Range: Short-Mid
Chakra Cost: N/A
Damage Points: N/A
Description: Hebi is a 6-part segmented blade; each segment is wider than the one preceding it from the hilt with 2 pick-like protrusions on the front and back of each segment, with the ones on the front much longer than the ones at the back. The segments are connected by a stretchable thread that is a very strong material, making Hebi more useful as a whip than an actual sword, though it can serve as a regular sword just as easily. Hebi's guard and handle remain the same as a normal katana. While Hebi can be stretched to incredible lengths in its whip form, the user has a limit of three consecutive attacks before having to bring the segments of Hebi back together for recovery -which makes him fairly vulnerable during this time interval. To make up for this, the user has to have a plan ahead of time. It is also wrapped in bandages when not in use and the bandages is attached on the hilt which acts on the user will. Hebi has another name it goes by is Zabimaru. Besides being an sword that can extend Zabimaru strength also lies in its durability to A rank and below attacks being able to with stand them even when extended so no one can really cut it. The last ability is the user has C rank seal on it that passive activates and deactivates when they go across the blade with their hand which transforms the katana that hold into Zabimaru or the other way around. Originally when not in use the seal conceals Zabimaru appearance by looking like a normal katana.

-Mid range is the limit it can reach
-It can be used three times back to back when it is stretched out. After the third use it has to retract to recover for one turn.

Lord of Kaos
(Riptide)?Anaklusmos
Rank: S
Type: Supplmentary
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: The legendary weapon used by Heracles himself, Anaklusmos, otherwise known as Riptide, is Percy's greatest weapon. Riptide is an indestructible katana molded in the depths of Atlantis by Poseidon himself, stolen by Heracles and later recovered and granted to Percy Jackson. As a reword for saving the earth from the Titan Lord Kronos, Poseidon recrafted the sword once more, this time allowing it to take a new form. Riptide draws its power from the ocean, which is why it works well for Percy. In its dormant form, it is a disposable ballpoint pen that reads "Anaklusmos" on the side when not in use. Once the pen is uncapped or clicked, it transforms into one of it's two forms: Sword Form or Trident Form. While in one form, the user can "click" Riptide to return it back to it's original pen form and "click" it once more to turn it into the desired form (However, the same restrictions apply to this). Its sword form blade is about 2 feet and a couple of inches,the hilt 4-6 inches. It's second form takes on the form of Percy's fathers Trident, with the staff's length being 4 feet and the two end prongs being 1 foot long themselves with the middle prong being slightly longer. In sword form, Riptide increases the user's water jutsus by +5 damage points if channeled through the sword. In trident form, the user gets the same boost as mentioned before and the user is able to cause an A-rank Earthquake as well as A-rank tsunami the size of a house when the earth or water is struck with the trident. Riptide is very territorial and will only obey Percy. If grasped by someone other than him, Riptide will revert to it's pen form.
*Trident's earthquake/tsunami effect lasts only one turn and can only be used thrice a battle. Counts as one of the user's three jutsus per turn. Must be a wait period of at least two turns before the user can cause an earthquake/tsunami again.*
*Cannot use abilities of both forms in one turn (i.e cannot use a jutsu with the sword than use the trident's effects/jutsus and vise-versa).*
*In trident form, if the earthquake/tsunami effect is used, the user can only use 3 water jutsus through the trident before it reverts to pen form. Afterwards, the user cannot use any of the trident's abilities for the duration of the fight other than simply turning into a trident.*
*Cannot create a tsunami and earthquake the same turn.
*Can only be used by Lord of Kaos.*

Sword form (minus the sheath):
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Percy holding the Trident:
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Akiza
(Senshu Tsuin Heika Palutena) : Palutena’s Sacred Bow/Twin Swords
Rank: S
Type: Atk/Def/Suppl
Range: N/A
Chakra Cost: 40 + 10 for each ability used
Damage: N/A
Description: An interchangeable weapon, shining but also a furious bluster of wind as it strikes down. The Sacred Bow/Twin swords of Palutena, mighty as it's name.
Palutena’s Sacred Bow/Twin Swords were created by an elderly monk, in honor of a legendary goddess. He made it both indestructible and interchangeable. At one point it can be a powerful bow, and at another, two short swords, just by separating the two blades that make the bow.
Effects:
• Gives +10 damage to every Wind jutsu the user performs
• Each Wind jutsu the opponent performs loses -10 of its damage
• When the user focuses Fuuton chakra into the swords, they release a bright flash after which a huge burst of wind is sent outwards, covering 180 degrees in front of the user. The winds exerted by the blades seem white, due to the reflection of the light exerted by the swords beforehand.
• By making a downwards slash with the swords, the user can release a bow of wind, that scatters into multiple shots.
• By focusing Fuuton chakra into the swords, they glow a bright white, like when Asuma focuses wind chakra into his trench knives, so much that, if it slices through flesh, it immediately cuts open the flesh, causing some bleeding, depending on where the strike hits. Due to this huge wind blast, the opponent will see waves of light and reflections of the swords around the swords, so he/she doesn’t know when or where the sword will actually hit. The user is protected from this by using her Fuuton chakra to keep the wind away (by spinning the blades (this can be done with the blades together in one hand, or separated)).
• When spinning the blades, they can create a small, powerful vortex of wind that can then be shot at the opponent to blow them away or defend against some jutsu.
• By focusing Fuuton chakra into the bow, when an arrow is shot, it goes much faster than a normal arrow, and also deals much more damage than a normal arrow would. The arrow’s trajectory can also be controlled by the user since it is infused with the user’s chakra.

-Even though the weapon is indestructible, it cannot destroy everything-
-All active abilities can only be used twice a battle-
-Focusing Wind chakra in the weapon will cause small cuts on the user, as she cannot keep all the wind away. The Wind chakra exertion lasts for two turns-
-When the user uses this weapon in battle, he/she cannot use another Custom Weapon during the entire battle.

Pictures:
The bow itself:
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The bow about to shoot an arrow:
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The arrow's trajectory controlled by the user:

The swords together in one hand, spinning:
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The swords together in one hand:
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The swords, separated, one held in each hand:
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How the swords glow:
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And if needed, a picture of the goddess herself, Palutena:
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Korra
(Pawāringu) Power Ring
Hide
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost N/A (40 for creating Tools/Weapons)
Damage Cost: N/A
Description: This Power Ring is worn by the user and glows different colors depending on the users emotion when activated. Green - Will, Indigo - Compassion, Red - Rage, Blue - Hope, Star Sapphire - Love, Yellow - Fear, Orange - Greed, while there is also two strong modes with Black - Death and White - Life. The user can switch between with each Corps/Emotion containing different abilities. To switch to a new emotion the ring deactivates and takes 1 turn completely to switch to a new emotion. Even though each emotion gives the user different abilities each emotion have some shared abilities.

Shared Abilities - By channeling their chakra into the ring, it glows the color it is on and can be used to create weapons like hammers, swords, kunai, and shields made up of pure chakra that stay connected to the ring by a chakra chain. Weapons created by the ring cause A rank damage. When creating a shield the shield can block up to B rank elemental jutsus (within reasonable size) and ninja tools. If the shield goes against an A rank jutsu, the shield will block it but be destroyed and will automatically loose to S rank jutsus. The ring can also release A rank blast that can stun opponents and have them stop moving for a turn. The ring can be programmed. It can be coded to the wearer so as to make them unusable if stolen. Commands can be stored in the ring to be executed at a later date, even if the bearer is not wearing the ring.

Green/Will – When the ring is set to Green Lantern mode they gain certain abilities and is powered by Willpower. By using the user's willpower and having the ring boosting it the user will be immune to B rank and below Gen and Mind Altering jutsu. At the cost of a jutsu per turn, the ring will raise the user's willpower to break out of Gen and other Mind altering jutsu of A rank and below.

Indigo/Compassion – Indigo is powered by Compassion. This emotion has a limited ability to to heal injuries from C rank jutsu and below. The healing is only to the extent of the small injuries and light injuries like surface wounds and slow bleeding. If the user knows Medical Ninjutsu, the ring can also use A rank and below Med Nin at half the cost of chakra.

Red/Rage – When set to Red Lantern Ring the ring is powered by Rage. Using their rage to empower them the user can create stronger constructs that are one rank high than all the other Emotions constructs S rank (offensively and defensively).

Blue/Hope – When set to Blue Lantern the ring is powered by Hope. As fear is the belief of imminent demise, hope is the belief of imminent success. The ring stores and can release up to a medium source of water that spreads into mid range. Once used it takes the ring 4 turns to gather water from the moisture in the air to collect enough water.

Star Sapphire/Love – When set on Star Sapphire Lantern the ring is powered by Love. The user can use the ring to trap the opponent in a genjutsu (B rank gen, up to Mid Range) where the opponent sees a bright violet light shine from the ring than has them see an irresistible person of the opposite *** of them in front of them. The genjutsu person will grab them and kiss them and mimic the kiss of death to the opponent keeping them paralyze in real life.

Yellow (Sinestro)/Fear - The Power Ring is unique in that its base of power is fear. The yellow mode can create holograms (like Haze Clone Technique) that are scary looking humanoid creatures that cause paralysis due to the user's killing intent. This killing intent follows the effects of the canon Killing Intent technique and the user's own rank. This would help distract the opponent and make him think that they are fighting against different people/beast and different KGs even tho their attacks would be intangible.

Orange/Greed – When set to Orange Lantern the ring is powered by greed. The Orange rings have the unique ability to absorb the chakra from opponents or summons by creating a construct chain and has it wrap around them. Another ability is being capable of creating chakra avatar Orange Lanterns of the beings the user kills, literally stealing their identity postmortem. This avatar is avarice corrupted version of its former self, possessing no thought pattern besides the insatiable greed. In all other circumstances they act as individual but collective soldiers to the user, as they are an extension of his power. The avatars are able to use taijutsu and up to B rank ninjutsu. They can take up to B rank jutsus. They can also create powerful blasts of concussive force that knock out opponents.

Black/Death – When the ring is set to Black Lantern the ring is powered by Death and is one of the strongest mode. The user can also create chakra copies of the ring and have them attach to opponents. Once attach the user has the chakra copies slowly send pulses of electricity into the opponent constantly. After 1 turn the opponent will just feel a weird shock. After 2 turns the opponent will start feeling numb. After 3 turns the opponent will become paralysis and unable to move. After 4 turns the opponent will become unconscious and after 5 turns the shock becomes lethally enough to kill the opponent. (The Chakra rings can be destroyed with an A rank jutsu and up)

White/Life – When set to White Lantern the ring is powered by life and is the strongest mode. The user of a white ring can generate any color of the emotional spectrum and use the powers of each color (can only use 1 of the other corps abilities once a turn and cannot use two different corps/emotions abilities in the same turn and at max can only use each corp ability at most 3 times). A white lantern can render him/her/itself invisible by willing themselves to bend light waves around his/her/its form.

Note: Have to be taught how to use the ring by Korra
Note: When creating weapons and shields it counts as a move.
Note: When using any Emotion/Corps ability it counts as a move and at most can be used 5 times a match expect for Red which can only be used 4 times a match. The Shared Abilities do not have a limit usage.
Note: If the ring comes off the user it deactivates and the user must wait 3 turns so it can charge.
Note: The user has to state in the beginning of the battle which emotion they start off with. If they don’t they have to state later in the battle what emotion they want to use and then have to wait 1 turn for it change into the emotion.
Note: The user cannot start in White or Black Lantern mode. The user has to wait 4 turns in a battle before switching into White or Black Lantern. Once in White or Black Lantern Mode the user is stuck into that mode and cannot switch into any other Emotion/Corps for the rest of the fight.
How the ring looks like.

Dante
Ryūjin Jakka) - Flowing Flame Dragon
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra Cost: N/A (+30 For absorbing each fire technique)
Damage Points: N/A (+15 damage to every Fire based Technique)
Description: Ryūjin Jakka or the flowing dragon blade is a Ninjatō that's made out of a special metal that is able to use the user's fire chakra, said to be the weapon of the god of flames himself, it highly resembles an ordinary Katana in its shape, with a glowing sliver blade and a black handle with a red dragon engraved onto it. The Ninjatō is shethed inside a black scabbard with a red glow that is attached to a belt wrapped around the user's back, worn horizontally. When the user channels his fire chakra into the blade, a fire Aura surrounds the Ninjatō making the sword more lighter, turning the blades color into bloody red, as long as the user is wielding the Ninjatō he can perform any fire technique with the use of only a single handseal, also by adding the +30 fire chakra of the user to the blade , the blade can block fire techniques up to A-rank negating the fire and absorbing it but still receives a certain amount of damage from the attack, when the fire absorption effect is used, the dragon that's engraved on the hilt of the blade glows indicating the use of the technique.
Note: Must have mastered Fire Release to use.
Note: The user takes -10 damage when absorbing a fire technique.
Note: Can only block fire techniques 3 times per battle.

Best
Raijin No Kogake | Thunder God's Gauntlet
Type: Weapon
Rank: S rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Raijin's Gauntlet is a special gauntlet that was designed by Minato Namikaze himself in order to increase and polish his strategy in Ninjutsu and Hiraishin Jutsu. The Gauntlet is a regular steel Gauntlet which consist of a foldable hidden cross bow on it such that when it is worn on the hands, the Crossbow is hidden under the wrist of the user. This Crossbow is fed mini bolts on each Gauntlet that are made out of materials that are used to manufacture kunais.

Abilities:
The general ability of this crossbow is that the crossbow can send normal or Seal marked (FTG) bolts like a freeform Kunai throw. The Crossbow can send tiny bolt infused with raw chakra like a regular kunai or infuse them with one of the basic five elemental chakras to improve the effect it has on the target like Infusing it with wind to increase sharpness, Lightning to increase piercing power, Fire to burns, earth to harden, etc. Releasing normal or "Infused" bolt(s) comes under freeform attack, like a freeform "infused" Kunai throw.

First Ability:
The first one is that when the infused bolts are released towards the target, the user can perform a single special hand seal ( Like Deidara's "Katsu" ) in order to make the Bolts blast to create a short ranged explosion of the desired element. The explosion will be A ranked in strength and this ability can only be used three times per battle. This counts towards the user's jutsu per turn limit.

Second Ability:
The second ability is the user is able to attach ninja wire/strings to the tail of the bolts while they are released . While these strings are normally A ranked ninjutsu in strength, they are very sharp so that they can slice through or severe a human flesh with ease. The user can use these wire attached bolts(s) to bind the opponent, constricting the movement of any part of the body and pin them to any surface or the ground with the bolt acting as the anchor point fixing itself to the ground/surface. The user can anchor the bolt to any surface/sentinel object as a means to pull himself up ( For example, The user can anchor the bolt to a tree/ground near a swamp to get out of it) . The Wire is A ranked in strength however when these wires are attached to elemental infused bolts they are of A ranked in strength of that particular element and follows elemental strength and weakness. The elemental wires when severing the opponent or impaling through them produces the effects of their particular element. This second ability can be used only 4 times per battle and consumes one jutsu slot. Only one the ability can be used at a time and never both combined. Meaning if the users sends an elemental bolts with wire attached, the user can only use the second ability and cannot make the bolt blast up to create the effect of the first ability.

The Gauntlets are very strong and virtually indestructible but this doesn't mean they can defend against anything and everything. The weapon is chakra sensitive hence when someone else wears it, the gauntlet releases S ranked spikes from within it impaling and severing the hands of the person who used it.

Restrictions:
*FTG sealed bolts can only be used my Minato/Tobirama bios*
*Can only be Taught by -Best-*
 
Last edited:

Solf J Kimblee

Supreme
Joined
Jan 8, 2009
Messages
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Kin
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Kumi
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Trait Points
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Custom Fighting Style(s)
Chainsaw Arts
1. Chainsaw Arts: First Gear (Chenso Gigei: Saisho no Gia)
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (-5 to maintain)
Damage Points: 40 (+10 to leg based Taijutsu)
Description: This is the first gear in which act as levels for Chainsaw Arts. The user channels their chakra into the chains that are located on both legs in order to send the chains into rotation, which grants the user a few leg based perks. The user would gain a slight boost in damage to his leg based attacks. This can be used as an attack once activated to cause 40 damage directly but would cost a move. When it is being used to amplify Taijutsu attacks, it wouldn't cost a move if already activated. Once the chains are started, they can stay active as long as the user is able to fuel the Chainsaws with the turn by turn chakra cost. Freeform usage is still default damaged.


Genos
1.


(ZX Basuta: Hienkyaku) ZX Buster: Flying Swallow Feet
Rank: B
Type: Supplementary
Range: Short to Mid
Chakra Cost: 20
Damage: N/A
Description: A movement based technique, Flying Swallow Feet works by focusing chakra into the soles of the user’s feet, super-charging the chakra-metal present in their shoes. Since there is less of the chakra pathway focused in the user’s feet than other locations on the body, this helps the chakra metal amplify any chakra passed through it that’s used for the ZX Buster style. More specifically, Flying Swallow Feet allows bursts of chakra to be fired from the user’s feet that can be used to accelerate short distances (known as “dashing”). Dashing can be done either in the air or on the ground and helps as it allows the user to put more momentum behind their strikes. When dashing, a visible burst of chakra is seen from the user’s feet, and they tend to have an “afterimage”; this comes about simply a trick of the eye, and is nothing special. As the chakra metal will retain its “super-charge,” and once activated, this technique does not deactivate. The user, although moving in a fast pace/burst of speed is still trackable by normal eyesight.

(ZX Basutā: Buki Heki) ZX Buster: Weapon Burst
Rank: B
Type: Offensive
Range: Short
Chakra: 20
Damage: 40
Description: ZX Buster is a style that uses chakra manipulation as a secondary factor in its art. Using the chakra metal gloves(or in cases of being used by a master, their bear hands), the user is able to manipulate "leaked" chakra, which is the basis of ZX buster, in a various weapons to augment close quarter combat. Out of this "leaked" chakra, the user is able to create a series of weapons to aid them in battle. These weapons can range from Tonfa to a staff to twin daggers, a sword etc. However, only one weapon can be created at a time and would need the already created weapon to disperse before creating new ones. The weapons are created by molding this "leaked" chakra into the form they desire then compressing that chakra into a solid form to be used in battle. Due to the solid construction of the weapons, they can clash with solid objects.
Note: Can be used 4 times per battle.
Note: Each weapon created lasts 2 turns before dispersing.
Note: Can only be taught to ZX buster users


(Satan no hono: Haipa hinshi suru modo)Satan's Flame:Hyper Dying Will Mode
Type: Supplementary
Rank:S-Rank
Range:Short
Chakra: 40(-5 per turn actiave)
Damage:N/A
Description:Hyper Dying Will Mode is the last and final stage of the Satan's Flame,the user while clasp his hands together,having the flare blue fire around them,there fingers will being a triangular form and on the users forehead a small flare in the shape of a V,will appear on there head.While standing the user will channel only his fire chakra around his body causing the area around him to heat up making it hard for unexpericened ninja(ninja of lower ranking of user)to vacute the area(short range).The users hand and the V will be sparking like starting a fire.Once the balance is made the user will open his eyes and complete the transformation of creating the Hyper Dying Will Mode.The user will have a fully lite blue/red fire around his hands and a flaring V on his forehead.While in this mode then user only has acess to Taijutsu,Satan's Flame and Fire related Techniques.The area around the user will make most shinobi backway from the heat radiating from them(other Satan's Flames students are unaffected).The mode boosts there Taijutsu by +5 due to the fire being instensly hot and Fire Related Ninjutsu gain +5 as well,the mode is however vunerable to A-Rank water due to it will extinguish the flames on there user,but even so the user can stop channeling there chakra to there fists and forehead to prevent them from outing and then can reignite them.The users can also unleash streams of fire from the hands to allow the to fly up to mid range by continously project fire from there body.

-Mode last 4 turns and leaves user taxed out-
-Stopping the mode counts as a move and reduces the mode activation by 1 turn
-Can only be used with Fire,Taijutsu and other Satan's Flame Related moves-
-Must learnt Satan's Flame-
-Can only be used once per battle-

(Satan no hono: Hageshi sukarubasshu)Satan's Flame:Fiery Skull Bash
Type: Offensive
Rank:B-Rank
Range:Short
Chakra:20
Damage:40
Description:The user will coat there forehead with blue/red fire and will begin channeling more chakra till it looks like devil horns.The user will then run at full speeds and headbutt the target with a fiery head bash causing not only physicial damage but will also leave burn marks on the targets head.
-Can be used 5 times-
-Can only be taught by Asuna-

(Satan no hono: Kikku no akuma no o shiri!)Satan's Flame:Kick Satan's Butt!
Type: Offensive
Rank:A-Rank
Range:Short
Chakra:30
Damage:60
Description:The user will mimick the Hyuga Clans traditional stance,as they do they coat there fingers tips which are formed together(middle and index) and will begin strking the target at random spots,unhowever there not insering chakra into the target but simply touching the surface of there skin.After unleashing a barrage of 32 consecutive hits the user will then coat there feet in flames and unleash a kick into the targets chin sending them flying into the air, then the user will run and jump into the air by propelling flames from there hands and will smash a fiery fist into the target sending them flying into the ground.

-Can only be used 3 times-
-Must be taught by Asuna-


Yugana Ken: Tenkei Songu | Graceful Fist: Heaven's Song
Type: Supplementary, Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: Heaven's song is considered the basic form of the Graceful Fist. The user will gather a large sum of fuuton chakra towards every point of their body and release it forward to create a semi-transparent white aura around the users body (finger tips, limbs, stomach area, etc.). When releasing this style the users take up the properties of fuuton chakra that corresponds with Graceful fist. The user will feel much lighter and fluid when using the style, especially in hand to hand combat where the user will be able to react with ease. This is because Graceful fist allows the user to watch the opponents every move with high level of clarity, this allows the user to counter an opponents attack in hand to hand combat. Due to being much lighter with the wind chakra around their body the user will be able to leap further and move around quicker. The user will also obtain a higher attack potency in battle. The user, whenever they deliver a attack towards the opponent it will cause serious sharp cutting pain because of the attributes the fighting style takes up. The sharp pain is precise and accurate furthermore since the user has high knowledge of the human body, knowing where every muscle and ligament are located they can use this cutting property to cut the muscles because of the sharpness this fighting style grants towards the user. This means the user can rip a muscle of the opponents biceps for example and completely render that arm useless or move with serious pain.
Notes:
- Can only be used three times per-match.
- Must be a practitioner of Yugana Ken | Graceful Fist
- Can only be used in conjunction with Graceful Fist techniques.

2. Yugana Ken: Mitsukai Yabureme | Graceful Fist: Angel's Tear
Type: Offensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: The user will gather a large amount of fuuton chakra towards both of their hands create a semi-transparent aura around their hand. The same process is done towards the users knees as well. The user will then dash towards the opponent and attempts to deliver a jumping knee thrust but the moment the opponent begins to react towards the knee thrust, because of the users clarity and reactive ability will then snap that same knee back basically faking the knee thrust and instead delivering a sharp finger slash in a horizontal manner while still in the air, towards the wound of the opponents neck, cutting that area completely which will generate serious pain towards the neck while at the same time the opponent will be unable to move their head around while blood spilling heavily from the area cut . The user will then land on the ground and once again deliver a finger slash but towards the solar plexus cutting it in half, finishing the opponent off.
Notes:
- Can only be used three times per-match.
- Must wait two turns before using this technique again.
- Must be a practitioner of Yugana Ken | Graceful Fist

3. Yugana Ken: Warai Doukeshi | Graceful Fist: The Laughing Court Jester
Type: Offense
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: A deceptive move for the fighting style. The user will gather fuuton chakra towards each of their hands. The user will use one of their hands, by opening their palm, and having their fingers face towards the eye of the opponent, the user will attempt to deliver a straight eye jab. The hand though, progresses at a normal pace, similar to regular ninjas. The main purpose is not to necessarily strike the eyes of the opponent but to force their attention towards the fingers. As the opponent focused towards the hand coming at their eyes, basically after the first hand jabs the opponent in their eye's at a normal pace track-able by normal ninjas, the user will right after hitting the opponent with the eye jab use their other hand to deliver a much quicker (matching the basic speed of the fighting style) and aggressive hit aiming towards the opponents chest, delivering a slash which is quite deep and a large amount of blood will begin to spill, inflicting serious pain. The opponent will be severely harmed if they take a full hit from this attack. It becomes extremely difficult for the opponent to notice the slash due to the distraction and pain from the finger jab which makes it a formidable technique, and difficult to deduce.
Notes:
- Can only be used twice in battle
- Must be a practitioner of Yugana Ken | Graceful Fist
- Must wait one turn before use again

4. Yugana Ken: Kenwo Houki Shimasu | Graceful Fist: Relinquishing the Sword
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: A efficient and fast pace combo attack, the user will take a basic stance and channel fuuton chakra towards each of their hands increasing its cutting proficiency and accuracy. The user will first start off with aiming towards the wound of the opponents hand, severing it, and in quick succession the user will use their other hand to severe the wound of the other hand of the opponent. After severing that wound, the user will lift both their hands and slice the wound of the lower arm, this for each arm, done one after the other, similar to how the user severed the wounds of the opponents hand. Then with the same exact pattern but this time lifting their hands higher, they will severe the wounds of the upper arm located slightly under the shoulder, slicing the wounds one after the other. Due to the accuracy of each slice delivered, the user will be sure to slice only the wounds, basically leaving deep cuts (three on each arm) that will begin to spill blood slowly (though not something that will kill them). Due to having all the wounds of the opponents arms severed they will be completely rendered useless (the opponents arms). This means using hand seals or wielding weapons with the use of their hands would be impossible.
Notes:
- Must be a practitioner of Yugana Ken | Graceful Fist
- Can only be used three times per-match
- Must wait one turn before using this technique again


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

Take note that you can do this with pure chakra as well.

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

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


(Sishén liándao yìshù:Kama erementaru yueki) Reaper Scythe Arts: Scythe Elemental Infusion
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-15 for ever turn activate)
Damage: N/A (+10 to Reaper Scythe Arts Jutsus)
Description: The user will infuse a elemental chakra into their scythe causing a effect onto the scythe depending on the chakra infused.
Katon: The scythe's blade is cover in fire producing a burning effect upon contact.
Suiton: The scythe is cover water, increasing its lenght up to 3 times.
Raiton: The chakra is cover in lighting like how Sasuke blade gets to increase the scythes penetration and to have a numbing effect upon impact.
Doton: The scythe can have its weight either increased (3 times as much) or decreased (3 times as much) to either increase impact or speed, depending on the situation (only one weight change per use, meaning either use this infusion for more weight or less with each use)
Futon: The blade is covered in greenish chakra (like what Danzo does) increaseing its cutting power.
Note: Infusions last 4 turns
Note: Can only be used 4 times a battle.
Note: Can only have one infusion active. With earth infusion, each changing of weight counts as a use.

Reaper Scythe Arts: Reaper's Judgement (Sishen Liandao Yishu: Shinigami no hantei )
Rank: A
Type: Attack
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user holds their scythe with hands and channel a large amount of chakra to the blade of the scythe. The chakra envelpe the blade and streteches out into a crescent moon shape with an eye in the middle.
-Only used twice per battle
-Can cut through B rank and below Earth Elemental jutsus.
-This jutsu last four turns and must wait two turns
Note:Can only be taught by ~Korra~
Note::Lasts for 5 turns when activated.
Note: Need to learn the Reaper Scythe Arts
Note: Cannot use elemental infusion while this one is activated.

Reaper Scythe Arts: Reaper's Heart (Sishen Liandao Yishu: Shinigami no shinzo )
Rank: A
Type: Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: After the user throws their scythe at the opponent while still being attached to their chain they will use their chakra to create clones of the scythes(like Shuriken Shadow Clone Jutsu) that are all still attached to the user chain making it harder for the opponent to dodge due to the scythes covering a wider range.
Note: Needs to be taught by ~Korra~
Note: Usable 3 times
Note: Can only create up to 5 Scythe clones

Unknown Name
(Chángquán: Kagehando) - Long Fist Style: Shadowless Kick Technique
Rank: S
Type: Attack
Range: Mid - short
Chakra cost: 40
Damage points: 80
Description: The user from mid-range(or short) Quickly dashes in front of the opponent, to the opponent to his surprise and assumes the crane stance where he then jumps and kicks the opponent in the chin with the upper most top part of his foot. The opponents head will be forced upwards and thats when the user quickly dashes around the opponent, ending up behind him. Where he then delivers a strong kick to the opponents side, connecting his shin to opponents rib cage. The user then dashes around the opponent again, back to front and kicks them dead in the chest with a chakra infused foot. Quickly incapacitating the opponent or among certain situations brings upon death.
*This can only be attempted twice per battle.
*Can only be landed once.
* Since the user uses all of his speed, he is exhausted and can only preform two jutsus in the next turn.

(Wa****sume: biribirigotai) - Eagle Claw Style: Ripping limbs
Rank: A
Type: Defense/Offense.
Range: Short.
Chakra cost: 30
Damage points: 60
Description: Once the target physically attempts to kick or punch you, you will use your upper body strength, andspeed to grab the opponents limb. Once you've got ahold of the limb, you will harshly twist it untill the bone is completely broken or out of place.

(Wing Chun: Bakushindou) - Eternal Springtime Style: Explosive impact
Rank: S.
Type: Attack.
Range: Short.
Chakra cost: 40.
Damage points: 80.
Description: In a close range battle, or during hand to hand combat, the user will pull both of his/her arm's back while squatting as if he were pulling back a samurai sword. While this is happening the user is focusing massive amounts of chakra within each arm. In a split second the user will thrust his/her arm's forward with great force with the bottom of the wrists together and the hands open (second knuckle's bent down). When you're hands make impact with the target the concentrated chakra is released at the same time, this causes a fierce impact that could even level Doton.
*Can only be used once per battle.
*Cannot use your hands for anything in the next two turns, including handseals.

(Wing Chun style: Deadly 3 hit combo)
Rank: S
Type: Offensive.
Range: Short.
Chakra cost: 40.
Damage points: 80.
Description: When the user has a perfect opening, he will punch the opponents face downward diagnally with jaw crushing power. The user will do this at an angle, to where the opponents face will go in the desired location, and that location is headed for the knee, once the opponents face gets low enough the user will bring up his knee with great force making impact with the the targets face sending it back upward. Quickly after the knee in the face the user completely spins around while infusing his leg with chakra, you will see the chakra surrounding the users leg, this is how much power is put in to the final blow. The user kicks the opponents torso in the desired location with sheer force. This will knock the life out of any opponent an send the flying, and may even go through a weak enough opponent.
*Can only be attempted twice in one battle.
*Can only be landed once.
*The user is exhausted after this move, can only use two jutsu in the next turn.


 
Last edited:

Solf J Kimblee

Supreme
Joined
Jan 8, 2009
Messages
22,606
Kin
2,535💸
Kumi
1,069💴
Trait Points
18⚔️
Custom Element(s)
Silicone Release
1.
Rank: A
Type: Defense/
Range: Short
Chakra cost: 30 (-20 per turn for the shield its self)
Damage points: N/A
Description: The user of silicon sand covers themselves or just part of themselves up in a layer of white sand. The shape and form of the sand is up to the user(with in reason of course, nothing to big or ridiculous). The user speed is decreased when wearing the sand, the user speed is dropped two ranks.
-Silicon sand can only be used if it has no chakra or the user chakra only
-It can protect against B rank and below ninjutsu (elemental also) and B rank and below taijutsu
-Only usable 3 times per battle two turn in between usage, lasting a max of 2 turns each time

2.
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user slams his hand on the ground extracting silicone powder from the ground. This makes a layer of silicone sand all over the ground of the battlefield. This jutsu renders any earth jutsus that require the ground to be unuseble. Also the user can manipulate the silicone sand for jutsus.
-Only used twice per battle

3.
Rank: S
Type: Offense
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: The user concentrate their chakra into a silicone sand that they have made/control over. The user compresses the silicone sand in a desired area, making it have alot of pressure. The user releases the chakra and the silicone sand explodes making a very large explosion and anything in short range of it is hurt.
-Only used twice per battle
-The user is also hurt if caught in the blast.
-Only used on silicone sand the user has made/control over

4. Silicone Release: Labyrinth (Shirikon: Meiro)
Rank: A
Type: Suppelementary/Defense
Range: Short-Long
Chakra cost: 30 (-30 per turn it is activated)
Damage points: N/A
Description: The user manipulates the silicone sand on the ground all over the battlefield. Silicone sand raises all over the battlefield and makes a labyrinth(maze). The labyrinth`s paths are always different each time it is used. Even the user and sharingan(3T) users can`t find their way out. The labyrinth`s walls are two feet thick and seven foot tall there is a ceiling that is one foot thick. The labyrinth is solid(compressed) silicone sand.
-Only used twice per battle
-Only two jutsus per turn when the labyrinth is active.
-The labyrinth cost the user 30 chakra points per turn it is activated
-Labyrinth last for four turns
-Only used again in three turns after its four turn the first it has been used
-The user can`t use forbidden rank jutsus for the rest of the battle the first time the labyrinth is activated.
-The user can`t use S rank jutsus for the rest of the battle the second time the labyrinth is activated.
-Must have already used Silicone Release: Extract before hand

5.
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra Cost: 20 (-10 per turn)
Damage Points: N/A
Description: A simple, but large-scaled technique that takes advantage of the abundance of Silicon in nature and the element’s strength against the Earth Element. By infusing chakra into the earth the user is able to call forth continuous streams of silicon powder from earth and stone that diffuse into the air and targeted areas of the field to such an extent that each silicon molecule travels alone. Because of the dark color of silicon this technique will darken the battlefield considerably and since silicon is continuously extracted and created from the ground the technique can create an almost solid mass of silicon if left alone. The ‘storm’ of silicon is harmless on its own and the powder is fine enough to be inhaled without causing any respiratory difficulties. It can, however, cause one’s eyes to become irritated and might in some cases be the cause of bronchitis several years later if the powder is breathed for several consecutive days. The real power of the technique lies in the user’s connection with the silicon: through storing a miniscule amount of chakra in the powder the user can sense what the silicon touches and use it advantageously while the opponent is slowly blinded. When the technique ends the silicon simply falls to the ground and can act as a source of silicon for future techniques.
-Each use lasts only a maximum of three (3) turns.

6.
Type: Offensive/Defensive
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: A technique with multiple applications that form the basis of many maneuvers. By manipulating one or multiple sources of silicon the user can shape the powder into anything he desires, within reason. This technique can be used to create a source of silicon from earth or stone on the field and then manipulate it, but doing this adds a +10 chakra cost to the technique and disallows the use of the S-Ranked version of the technique.

-The A-Ranked version can only be used four times per battle
-The S-Ranked version can only be used twice (2) per battle.

7.
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra Cost: 20 (-10 per turn)
Damage Points: N/A (40)
Description: A simple technique used to encumber opponents that rely on speed or agility. Through the application of chakra the user can use this technique to continuously draw any pre-existing sources of silicon towards one or multiple targets. The speed, density and sheer magnitude of the technique depends entirely on the size of the source of silicon used to initiate it. Smaller sources of silicon are quickly drawn to their target and worm their way into every nook and cranny while larger sources are more cumbersome, but have the advantage of size instead of speed. The technique only damages the opponent in extreme cases where humongous amounts of silicon is used.
-Each use lasts only a maximum of three (3) turns.

8.
Rank: B
Type: Attack
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user makes three hand seals and spits out four large(around the size of a basketball) balls of silicone sand. The balls are compressed and feel as if the target was getting hit by four rocks the same size as the sphere of silicone sand.

9.
Rank: B
Type: Supplementary/Defense
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user using the silicon sand they have already under
their control, grabs hold of someone or something. This meaning that the user uses the silicon sand and moves it towards someone or some item and tighten the silicon sand around aka grabbing the someone or item. The user can even use this on themselves as a way of not hitting the ground from a long fall. The silicon sand must already have the user chakra into it or no chakra at all.
-Can make multiple things to grab with but the the amount all add up together as B rank

10.
Rank: A
Type: Defense
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user using the silicon sand they have already under their control, and makes a defense of some sort. The defense can be in any shape or form. The user must know where the attack is coming from to be able to make the defense. The silicon sand must already have the user chakra into it or no chakra at all.
Note: Can only be used 3 times per battle.
 
Last edited:

Solf J Kimblee

Supreme
Joined
Jan 8, 2009
Messages
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Kin
2,535💸
Kumi
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Trait Points
18⚔️
Fuuinjutsu

1. Fuuinjutsu: Museigen no Buredo) Sealing Technique: Unlimited Blades
Rank: B
Type: Supplementary/Offensive
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user either places seals on 4 objects they would like to have under their control which is placed passively or they have objects already with these seals. This must be stated in their first post of the battle. The seals are connected to the user via a seal that is on the user's left shoulder. The user with this seal allows the user to control each seal that's on their objects and move them around for whatever purpose they see fit. This whole jutsu was created so when the user loses their weapon they can still control it and attack an opponent that isn't looking or drop their guard. The user can control up to 2 objects at a certain time (one per arm). The objects can only be inanimate. The seal on the user's shoulder glows whenever this technique is in use but isn't bright enough to go through none see through clothing. The speed of the objects at what they move is the same as if the user had it in their own hands.

Note: Each movement through this counts as a move per turn.

Negetive Knight | Ian | Shady Doctor

2.
Rank: A
Type Supplementary
Range: Short-Mid(length the range of the seals can reach up to draw someone or thing)
Chakra Cost: 30
Damage Points: N/A
Description: The user places seals on different objects(inanimate). These seals are connected via their kanji symbols. The seals are activated to draw each other close together. The seals can be activated one at time or multiples at once. These seals primarily for weapon users that uses multiple weapons and can't get them back since they are to far away to reach but can be used to draw in almost anything to another seal. The seals are activated with a hand seal. The speed that the weapon comes together is Sannin rank running speed

-Can only place four seals which is the max, no more can be placed until one of the seals is removed.
-The user automatically has a seal on themselves(must have this jutsu posted in the beginning of a match or in the bio) so that leaves three other seals to be used.
-Placing a seal, removing a seal and attraction(bringing them together) counts towards the three moves per turn
- Cannot be used with the projectile clone jutsu

Vegeta | Detective L | Ian

3.
Type:Supplementary
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description:*Created primarily to guard the user against gentle fist users, before battle the user will apply this seal to their body, which will create tiny barriers around each of their chakra points which lie dormant until triggered. When any amount of foreign chakra interrupts the flow of chakra between one chakra point to the next, the seals will absorb the foreign chakra and, If the opponent is touching the user, spit it back out at the opponents nearest chakra point, instead closing one of theirs and causing a brief stun that results in the opponent needing to spend 10 more chakra to use techniques for the next two turns due to the strain this puts on them. This technique can guard up to B rank Elemental techniques and up to A rank techniques of non elemental chakra
-Can be used twice per battle
-2 turn cool down between uses

Broly | Riker | Lord of Kaos | Ian | Shady Doctor

4.
Type:Supplementary
Rank:A
Range:Short-Long
Chakra:30
Damage:N/A
Description:Hex Breaker may only be used when an opponent erects a barrier type Fuuinjutsu of their own. Whenever this happens, the user can make the Dragon handseal and immediately cause 2 barriers of his own to form on the immediate inside and outside of the opponent's jutsu. Both of these barriers will have the Kanji for counter "カウンタ" all over them in bright red lettering. As they appear, they immediately begin pushing towards each other, breaking the erected barrier they formed around as they do so due to the crushing pressure. This can counter up to B rank elemental barriers
-Can be used 4 times per battle
-Requires a 1 turn cool down between each use
-User must be on the ground when using this

Broly | Riker | Lord of Kaos | Ian

5. Banjīgamu | Bungee Gum
Type: Supplementary
Rank: C
Range: Short
Chakra: N/A
Damage: N/A
Description: Bungee Gum is a fuuin seal that is used by a bubble gum user that is placed on their shoes and gloves. The user activates these seals(one at a time or multiple at once depends on the situation of the technique they want to use) passively and releases out chakra infused bubble gum to use the gum on his glove(s), finger(s) of the gloves, and shoes. This allows the user to use Bubble Gum techniques without having to blow the gum from their mouth and gives them more of an unique way of using Bubble Gum techniques. At this point the user can use their mouth, gloves, and shoes to use Bubble Gum techniques. The user can deactivate the technique passively also.
-Must be posted in bio or at the beginning of the battle.

Zatana

Lord of Kaos
Water/earth: golum (doton/suiton: Jinnutsuzou)
Rank: A-S
Type: supplementary
Rang: short-long
Chakra: 30-40
Damage: N/A
Description: A simple jutsu utilizing the manipulation ninja have over tangible elements. The user manipulates any earth or water in the area and create a large golum made of either earth or water, the golum being about 2 times
The size of a normal human, and having the basic humanoid structure minus the middle finger on each hand. The golum can manipulate earth or water(depending on what he is created from) at the users will, thus he can use all jutsu from that element, furthermore because o his manipulation over that element he can stop the opponent from using jutsu of that element. Utilizing basic yin yang knowledge, if the user has learned it, he can form a golum made of water and earth, having all the golums abilities for both elements, this is an S rank jutsu though. So Long as the golum is around the element he is created from he is indestructible, and will simply reform if he is hit by a jutsu.
~ can only be created from an already created source, meaning if there is no water around the user can't create a golum of that element.
~ once per battle
~ the user can't use jutsu of that element while the golum is on the field

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

Vegeta
(Fuuinjutsu: Disupurēsa-jū ) l Sealing technique: Displacer beast
Type: Supplementary
Rank: B Rank
Range: Short - Mid
Chakra: 20 (+10 per movement)
Damage: N/A
Description: The user of this technique begins by adding a unique sealing formula in to any already made sealing formula, this unique formula maintains a connection to the user. Allowing them to freely maneuver the sealing script itself, directly from the container of the seal. Be it a scroll or a kunai. The sealing formula can be moved through any tangible medium, such as the earth, or water, even tree's. The sealing formula can move at a speed equal to the users base speed only. This effectively allows the user to move his sealing script freely via hand gestures to relocate seals he or she uses. An example of usage would be with (Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique, where as the special tag could be relocated to accommodate for user movement.

~Notes~
- Moving the seal requires hand movements.
- Cannot be used on ftg seals
- Must be taught by Vegeta

Venom
[Fuuinjutsu: Sukuripucha Shussekenteki Kishi] - Sealing Technique: Scripture of the Templars
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: N/A (+15 chakra to all of the user's seals)
Damage: N/A
Description: This is a passive ability that is applied to all of the user's seals that are always active or lie dormant on the user's body prior to a battle (essentially seals stated in one's biography). The sealing script of the Fuuinjutsu seals will be infused with one of the basic five elemental chakras to reinforce, strengthen and enhance them so to make their destruction or corruption more difficult. The seals will now respect elemental strengths and weaknesses of the chosen element and will possess the strength of the chosen element up to their own rank. They will also be infused with 15 more chakra than normal and this chakra cost will be expended whenever the seals triggered or are activated. This technique doesn't make Fuuinjutsu techniques stronger or enhance them in any way, it simply makes the seals on the user's body/clothes/person harder to tamper with or destroy. If the seal's rank is boosted on activation, the strength of the sealing script will now reflect it's new rank.

Alternatively, this technique can be passively applied to seals created in battle rather than those already placed on the user's biography. By infusing one of the five basic elemental chakras into the seal, the user can enhance and fortify the sealing script in the same way as the seals applied to the user's bio. It will now follow elemental strengths and weaknesses of the chosen element and will possess the power of it up to it's own rank. The seal will also be infused with 15 more chakra than normal, which is the cost of applying this jutsu to this technique. This technique doesn't make Fuuinjutsu techniques stronger or enhance them in any way, it simply makes the created seal(s) harder to tamper with or destroy.

In regards to being tampered with it or cancelled, both variants follow the elemental strengths and weaknesses of the chosen element and will require non-elemental techniques (Ninjutsu, Fuuinjutsu, etc) one rank higher than the seal in question for it to be successfully corrupted (e.g. S-Rank Fuuinjutsu required to tamper with an A-Rank elemental seal).

Notes:
Can only be taught by Venom
Must be stated in the user's biography
Must be posted at the beginning of a battle
Must be referenced every time the alternative use is used

ZandaT
(Fuinjutsu: Rokettohomingu) Sealing Arts: Homing Rocket
Type: Offense
Rank: A
Range: Short-Mid.
Chakra: 30
Damage: 60
Description: This is a special Fuinjutsu 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

Riker
(Fuuinjutsu: Bodiāmā) Sealing Arts: Body Armor
Type: Defensive
Rank: A-rank
Range: Short
Chakra:30
Damage:N/A
Description:The user will form the dragon-tiger handseals, creating a powerful barrier that covers the user's body. The barrier takes the shape of the user and spans about three inches away from their skin. The barrier, initially invisible to the naked eye, serves to protect the user. When enemy's attack draws near, the barrier becomes active, appearing as a translucent red color, and deflects the attack in respects to strengths and weaknesses. The technique was created as a means of allowing the user to engage in Taijutsu maneuvers without having to worry about techniques like Chidori Stream, allowing them to execute their maneuvers. The barrier does not cause any additional damage or enhancements to the user's body, even though it is tangible, and comes into effect when struck by a person or technique.
Notes:
-Can only be taught by Riker
-Must have mastered Basic Fuuinjutsu
-No Fuuinjutsu above A-rank in the next turn
-Lasts for four turns maximum and can be used twice per battle
-Technique respects elemental strengths and weaknesses, meaning that higher ranked elemental Ninjutsu will break through, and elemental ninjutsu of the same rank cancel out with the barrier.
-Barrier is self-sustaining, meaning user is free to perform other techniques while it is active
 
Last edited:

Solf J Kimblee

Supreme
Joined
Jan 8, 2009
Messages
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Summon(s)
Snake(Canon Contract)

Ninjutsu
1.
Type: Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user manifest a snake from one or both of their sleeves. This snake or these snakes are from Ryuchi Cave which can defend against A rank and below attacks being it elemental or normal ninjutsu and even inanimate objects. The snake(s) eat the attack they are defending from inanimate objects and jutsu. At this moment after eating the attack/inanimate object they disperse(no smoke but as if it just got burned). The attack is sent to a disclosed location in Ryuchi Cave that seals the attack inanimate to be never seen again. The size of the snakes grows depending on the situation. When the snake comes out is like the size of a snake from the "Hidden Shadow Snake Technique". The snake(s) can grow up to a large size(see spoiler for highest size). When the jutsu is used with one snake it can defend against A rank attacks and if used to manifest two snakes each snake can defend against B rank attack.
Note: Can only be used 4x per battle and only once every two turns.

Vegeta | Flash | Korra | Shady Doctor | Detective L

2. Senpo: Hebi Sēji Hontai) Sage Art: Snake Sage's Body
Rank: A
Type: Supplementary
Range: Short
Charka Cost: 30
Damage Points: N/A
Description: Snake Sage Mode users discovered the ability to summon the scales of the White Snake Sage. With summoning the scales, they have the ability to absorb natural energy and transfer the energy to the user. The user would summon the scales along their body. The user doesn't have enhance protection but just summons the scales along their body. These scales attach their selves to the user and gather natural energy and transfer the energy per turn at a 10% rate of the user's chakra for the following four turns. The percentage is based on the user's max chakra reserve so for an example if the users has 1000 max chakra reserve 10% of that chakra is converted into senjutsu chakra which is 100 so that is what is transferred to the user that turn and the following turns. The first turn the scales are summoned it auto converts 10% of the chakra and when the chakra is converted, the user enters Sage Mode that turn also; if they have not already. While this technique is converting chakra the user can only use two other jutsus until this technique ends. This can be used for all forms of Snake Sage Mode(Imperfect and Perfect Sage Mode) This cannot be used to prolong Perfect Sage Mode as per the rules but can be used to enter Perfect Sage Mode and get to its max level of senjutsu chakra which is 40% max chakra reserve.
-Only summoned by users of Sage Mode
-This technique last four turns or when the user cancels the technique.
-Can only be used twice per battle one turn cool down in between usage if a Perfect Sages but two turn cool down if Imperfect Sages. Perfect Sages can used this technique three times per battle
-No other Sage Mode jutsus in the same turn as this technique is used in besides Sage Mode its self of course.

Shady Doctor | Flash | Korra | Detective L

3.
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Point: N/A
Description: The user make six hand seals and slams his hands on the ground. The user summons a snake's stomach just like what Jiriaya summons a Toad's stomach. The stomach can be control by the user to make the stomach expand or tighten in any point in the stomach to crush anything that isn't hard as steel or higher density.
-only used 2 times per battle
-it stays on the field for 4 turns or unless the user releases it
-must have 2 turns in between uses

Better | Vegeta | Flash | Korra | Shady Doctor | Detective L

Vegeta
(Hebiatsu - Akireusu no shi) Snake Arts - Death of Achilles
Type: Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: 40 (15 per turn after initial bite)
Description: By molding chakra and wiping blood on their summoning tattoo, the user summons 2 snakes 1 inch in diameter and 1 foot long that travel down the users pant legs entering the ground behind each heel. Being small in size, it takes the 2 snakes 1 turn to travel to mid range, and 2 turns to travel up to Long range. the snakes are fairly weak, and only live for 2 turns as is but they have 1 purpose in life upon being summoned, to seek out the opponent and bite into their Achilles tendon on each of the opponents legs. Upon biting, they pump venom into the enemy that begins to numb their legs. After 1 turn movement speed will drop 1 rank and after 2 turns the legs begin to go completely numb making speedy movements impossible. After 3 turns the victim will have the same limitations as the 1st turn, then on the 4th turn they will return to normal speed.

~Notes~
- Can be used 4x
- Must be taught by -Vegeta
- Must have signed the Snake contract and completed Snake Ninjutsu training to use

Scarface
(Senei Ta Jashu) - Hidden Shadow Million Snake March
Rank:S
Type:Supplementary
Range:Short-Long
Chakra Cost:50
Damage Points:N/A
Description: Million snake march is a Ninjutsu technique that manifests a incredibly large torrent of snakes, which extend from the sleeve. Orochimaru can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them. Lightning chakra can be infused into the snakes to inflict extra damages. The snakes are also strong enough to grab onto things like trees or the ground and pull the user to safety. They can extend to long range in a matter of a second or two

Note:Must be able to summon snakes
Note: Lightning chakra causes paralyses and electrocution, depending on how much the opponent is bitten.
Note: Can only be used twice
Note: The snakes shoot out as fast as a kunai is thrown
Note: The have no special health and/or resistance, they are just snakes
Note: The torrent is huge, which is why it takes forbidden rank amount of chakra, it is basically multiple hidden snake hand times 10. About 200 snakes out of each arm.

(Kuchiyose: Hebi Chakra Sen'yaku) ~ Summoning: Snake Chakra Infusion
Type: Attack/Defense
Rank: S-Rank
Range: Short/Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description: The user will summon a giant snake, the size of manda, and infuse into him upon summoning, a specific element of chakra (fire, water, lighting, ice, etc) of the users choosing. The snake will then be able to use all of that element's jutsus, and carry that element's weakness, example, a snake infused with fire chakra, will have a weakness to water.

~This jutsu can only be used twice
~Can be used with ANY base 5 element that the user knows
~The snake can only use a total of 5 jutsu
~To kill the snake, you must deliver either 3 C-rank techniques, 2 B-rank technique or 1 A-rank technique
~The snake's jutsus count as one of the users 3 jutsus

(Hebi Shindo) - Snake Tremor
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost:25
Damage Points:40
Description: The giant snake slams its tale on the ground making a large Earth release tremor that can knock the
opponent off balance, the isn't effected if he/she is on top of the snake.

Note: Must be able to summon snakes

Note: Must summon Manda or Kyodaija

(Hachu Jintai Modo) – Reptilian Mode
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Damage points: N/A
Description: The user absorbs the energy of a snake to attain a form of a half-human, half-snake. The skin becomes that of scales, which gives the user more defense from taijutsu attacks of up to B rank. The tongue and eyes change to that of a snake, editing the users senses while in this mode. The users strength is doubled, and his speed becomes extremely fast. To do this, the user will first use “Hidden shadow multiple snake hands” the snakes will then immediately wrap around him and almost instantly sink into the skin and grant the user this form.

Note: Must posses the Snake contract, as the user must absorb the snakes from hidden shadow multiple snake hands to do this jutsu.

Note: Must wait one turn for activation of mode

Note: Lasts for 5 of the users turns

Note: Because of the heightened senses, and the speed and strength increase. The users heart will have to work overtime. After this mode is deactivated the user will die.

Note: In this mode, snake jutsus can be used freely, without the need of jutsu posting. Meaning snake jutsus do not count as a move.

Note: Sense changes:

Eyesight: With the snake like eyes, the user can track movements equal to 3rd tomoe sharingan ability. The user also gains the ability to see chakra flow through anything that has no chakra flowing through it. Such as the hidden mist technique.

Smell and Taste: The alterations of the tongue and nose give the user the ability to track the opponent through anything based on their smell alone.

Vibration sensitivity: Do to the alterations to the users flesh, the user gains the ability to sense anything within the earth through vibrations. The user can also pinpoint exactly where the opponent is through their movements on the ground.

Infrared sensitivity: The user can see heat signature in human, and animals.

Korra
(Ame Senpo: Shizen no Ame) - Rain Sage Arts: Nature's Rain
Type:Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-5 per turn)
Damage: 80
Description: The user will do the Ram sign and either channel their senchakra into an already existing rain source or use their chakra to make it start raining. The rain will be infused with natural chakra and the rain will span over to long range covering the entire terrain. The user has the rain hit their body and has their body absorbs the natural chakra. The user can use this to enter Sage Mode directly after 1 turn of getting hit by enough rain. If the user is already in Sage Mode when the use this jutsu they can use the rain to prolong Sage Mode. The prolonged Sage Mode will stay until the rain is either defeated or cancel by the user. When the rain stops so does the prolonged Sage Mode. Due to the senchakra powered clouds it would take a high level wind jutsu (S rank) to blow away the clouds away.
Note: Must know Sage Mode
Note: Usable 3 times a match
Note: Requires a 2 turn cool down between uses
Note: Must be taught by Korra.

(Hebi Senpo: Sukeru Bakudan) - Snake Sage Arts: Scale Bomb
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user does the snake sign and starts gathering their senchakra into their hands. In their hands the user creates a ball of snake acid/venom infused with senchakra. Than the user will have the ball of venom be in cased with snake scales giving it some protection and adding some blunt force if the opponent gets hit by it. The user will than grow it to the size of Cho Odama Rasengan. The user will than either throw it or slam it against the opponent. When the opponent gets hits with it the scale first burst out and cut the opponent all over the body. The acid/venom will that hit the opponent burning their skin and getting into their cuts. The venom will than get into the opponents body through the cuts and start to cause paralysis to the opponent after being expose to it for 2 turns.

Note: Usable 2 times a battle
Note: Must know Snake Sage Mode
Note: Cant use any other SM jutsus the same or next turn

HiddenShadowNinja
(Heibi Bushin) Snake Clone
Type-Offensive/Defensive/Supplementary
Rank-B
Range-Short
Chakra cost-20
Damage-40 (if bitten)
Description-The user creates a clone made entirely of snakes, though it looks normal. The point of using this type of clone over others is that if it is hit by a taijutsu attack instead of just dispersing away, it breaks down into the snakes it's made of. The snakes then wrap around the opponent and bite them. This clone is capable of using the Hidden Shadow Snake Hands and Multiple Hidden Shadow Snake Hands jutsu as well as other non-summoning related snake jutsu that the user knows.
*Only HiddenShadowNinja can use/teach this jutsu
*Only 4 clones can be used at a time

Summons
1.
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities(senjutsu) as him.

Korra | Flash | Shady Doctor | Vegeta | Detective L

2.
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Orochimaru personal summon, Mitsuki; is just a normal summon with just a slight(double) enhanced sensing abilities then that of a normal snake summon would have. Mitsuki is a ten foot, white-blue with gold color lines going through him and golden eyes. He has the ability to speak the same language as Orochimaru.

Detective L

Scarface
(Kuchiyose: Hiraishin Mokuton Hebi) ~ Flying Wood Snake
Type: Attack/Defence
Rank: S-Rank
Range: Short/Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description: Orochimaru fused the cells of hashirama senju, as well as the dna of Pein's giant bird summon, into the genes of Manda. The snake is half the size of Manda with wood platelets for scales. It has the ability to use Wood jutsus. And it has wings allowing it to fly. Given its size, it is able to fly with the added weight of 3 people, of Orochimaru's build.

~Wood jutsus require the use of said jutsu, and count toward the maximum 3 jutsus per turn as per Rei's R&R
~Can only be summoned once per battle
~The snake flies at the speed of Pein's giant bird
~The snake can only stay on the field for 5 turns
~Can only be summoned by someone who knows wood, or Orochimaru

Flash07
Guardians Of Malice
Type: Summon
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The Guardians of Malice are the 5 rattle snakes of the Ryuchi Caves. They are one of the wisest snakes known in the ninja world and have the size of a real-world anaconda. These snakes, known to be amongst the oldest of all snakes, have the ability to manipulate mind (genjutsu) by mere hissing. Like Fukasaku and Shima, these snakes perform genjutsus with their harmonic hissing or rattling. They perform their signature genjutsu by rattling- hissing and buzzing- made by the rattles at the tip of their tail which releases a strange sound vibration. These vibrations cause neurotic imbalances in the brain and thereby putting the opponents in a genjutsu . The opponent(s) trapped in between the snakes suffer the maximum damage. The effects of this genjutsu take over 3 turns. This genjutsu inducing sound vibrations cause the opponent(s) to slow down considerably as he feels extreme sweating and in next turn, freeze in place as he starts hallucinating mildly, having visions of cannibals coming to slaughter him. His vision will start to blur and he can only see the approaching cannibals. As they bite and attack him he will experience paralysing pain throughout his body . He'd find it difficult to move his body as all the cannibals grab him and bite him down. In the third turn, all his 5 senses will fool him, making him see, hear, smell, feel and taste whatever is bound to the illusionary nightmarish vision he is experiencing. After this, the snakes are all free to attack as the opponent will be completely fooled until he releases himself out of the
genjutsu.
- Can only be used once in a single battle.
- All 5 should be on the field for their signature attack which is an A-Rank Genjutsu and they can only perform that illusion, nothing else.
- The snakes last for 4 turns on the field.
- The user is immune to the genjutsu as he will be used to the rattling.
- Can only be taught by Flash07.

Dogs(Custom Contract)

Ninjutsu

Kirabi
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)

Summon
1.
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The hellhounds are guardens of Mount Fang. These two hounds are the most devlish looking dogs on the island. The dogs are said be Satan's own personal dogs but really who knows besides the Dogs and Wolves that live on Mount Fang. Each hellhound has its own personal name and can be summon together or separate times. The hounds are mangled black fur, glowing red eyes, and a breath and body odor of death(dead body sitting for over a week). The size of the hounds are roughly the same size as Akamaru Part 3 each.

These hounds have some unique abilities. The hounds are able to use S rank and below fire jutsus. The hounds have two special abilities that either require eye contact and just slashing their claws. The hounds has the ability to produce a genjutsu that when they are both on the field just requires a loud roar which also releases a small and non lethal flame(only a two feet from the hounds). The roar and flame acts a medium to produce the genjutsu which can be used up to mid range. The hounds has to do the roar and flame at the same time to produce the genjutsu. The genjutsu is called, "Death of the Hounds"(A rank). This genjutsu is unique because the hounds puts the person into a genjutsu where Sight and Hearing are taken over and literally see and hear as if they were in hell. They seem to have appeared to be in hell also and the hounds standing in front of the person still. The hounds can even slash their claws to release out a crescent shape of fire(B rank) up to five crescent shapes.

When the user wants to summon both of the hounds the user must mark both palms with blood and channel fire chakra for one full turn. With this the user can't use any hand seals nor any other elemental chakra while channeling their fire chakra.

-Can only be summoned once per battle
-Can use fire ability every other turn per hound
-Hounds only stay on the field for four turns each
-Genjutsu used only two times per battle
-No summons at the same time as these
-all abilities count as a move per turn

Kirabi
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| 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.

Darui
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)

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)

Leeches(Custom Contract)

1. Leech Style: Leech Body Help (Hiru: Hiru Bodi no Herupu)
Rank: B
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user has a leech come from their body as a way to help them when the user needs an extra hand against someone or something. The leech is long enough to still be able to stay "attach" to the user and stretch to the max of short range. The leech can attack or defend against weapons or even small attacks(C rank and below) to protect the user.

2.
Rank: A
Type: Attack/Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user puts blood on their face or arm and makes the hand seals for summoning. Then concentrates his wind chakra in his mouth or hand. Finally he shoots a wind blast from his mouth or hand that has between 50-75 normal size leeches inside that has coat themselves in their own chakra to protect themselves while inside the wind. Once the wind hits the opponent the leeches starts to suck on the opponent's chakra.
-Due to wind blast leeches in the wind will be vulnerable to a fire based attack
-Must have signed Ninja Leech scroll
-Only used by Deidara Nara and Mugiwara
-Only use three times per battle
-No Wind jutsus and Ninja Leech summons, A rank and up the next turn

Ndlovu | ZandaT

3.
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user makes one hand seal and creates a clone. The clone is made of normal size leeches. The clone can use B rank and below water and wind and leech jutsus. If hit by close the clone will disperse and the leeches will attach to the attacker and starts sucking on their chakra.
-Only two clones per use
-Must have signed the Ninja Leech contract
-Only used by Dei Dei and Mugiwara
-The leeches suck -5 when hit by the opponent

4.
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user summons 50-75 normal adult rl size leeches underground. The leeches are underground undetected except doujutsus and sensors. The leeches uses their heat and chakra sensing to find the opponent. The leeches pop up and attaches themselves to the opponent's legs. They suck on the opponent's chakra.
-Must have signed the Ninja Leech contract
-Only used by Dei Dei and Mugiwara
-Leeches suck -15 from the opponent's chakra per turn
-Only used four times per battle

Ndlovu | ZandaT

Mugiwara
(Kuchiyose: Pesutokami) Summoning: Black Plague God
Type: Summoning
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user summons the Ninja Leech boss, Pesutokami(Pesu for short). Pesu is very big, at the size of the Zero-Tailed beast. Pesu is black, and has spiral shaped lines covering his whole body.
Pesu can stretch nearly to 3 times his own size, and he can move really fast.
Furthermore, he can turn himself invisible to the naked eye(doujutsu can detect his chakra). Pesu's abilities is that he can sneak around undetected, regenerate any of his body part with chakra(<- 3 times per battle) and wrap himself around the opponent to absorb the opponents chakra and give it to the summoner when he makes contact with him again.
Note: Can only be summoned once per battle.
Note: Regeneration ability works only 3 times per battle, this means if he gets cut in half 3 times, he is done for.
Note: Does not have any attacks that can harm the opponent, except from wrapping itself around him to suffocate him.

Hawks(Canon Contract)

The Pervy Sage
(Kuchiyose no Jutsu - Horus)
Type: Summoning
Rank: A
Range: Short
Chakra Cost: 40
Damage Points: N/a
Description: The user with gather their chakra performing the summoning jutsu to summon Horus. Horus has always been the loyal student and guard of Quezacotl is the King of The Hawks and Ancient ruler of old times. Horus has saphire feathers that shine in the sun. He is a large hawk with a wingspan of 3 meters. Horus is one of the most educated hawks as he has mastered many techniques such as fusing with a human ninja or even the arts of the great Hawk mode. To fuse with a ninja who posses the hawk contract, Horus will fly behind the ninja placing his feet on his back, fusing into the ninja, combing to make one being. The ninja will have the wings of the hawk giving him the ability to fly as agile as a hawk itself. Also the user will gain hawk senses, their eyes will see with more precision and detail and be able to see things at distances in great detail. Also the user will gain a kind of 6th sense, like when you run at a bird from behind they can sense you coming, this is simalar. Due to his training from the Hawk lord himself, Horus has the abilitie to control the natural energy used for the hawk mode. This is similar way that ma and pa help maintain sage mode, Horus has the ability to do the same for hawk mode while fused.
Note: Summon only lasts for turns and merging effect only lasts whatever remaining time the summon has left
Note: No other summons at the same time
Note: No other summons for 4 turns
Note: Must know the hawk contract
Note: Can only be summoned once per battle

Crows(Canon Contract)

Bears(Custom Contract)

Goro Kaguya
(Kuchiyose no Jutsu: Mari-chan no Kage) Summoning: Mari-chan of Shadows
Rank: B
Type: Supplementary/ Attack
Range: N/A
Chakra: 20
Damage: N/A
Description: Cousin to Tyr-kun and Odin. Mari-chan is of the ninja bear clan. She is 2 meters tall and naturally bound with earth elemental chakra, Mari-chan is known as the shadow of the bears. She can merge in and out of earth without distrubing the ground around her, enabling her quick and fast exits during battles and missions. Mari-chan can
use only one Earth jutsu when summoned, up to S rank. Much like her cousin mari-chan she can stand on her hind legs to fight.
Note
Doujutsu/Sensory users can see her.

(Kuchiyose no Jutsu: Tyr-kun no raikou) Summoning: Tyr-kun of Lightning
Rank: A
Type: Attack/Supplementary
Range: N/A
Chakra: 30
Damage: 60 (+ 10 to raiton jutsu)
Description: Tyr-kun is the son Berserker God of Rage. Tyr stands on his hind legs enabling him the use of his massive paws for taijutsu. While standing tyr-kun is 3 meters tall. Tyr-kun is a ninja bear who has long trained in the taijutsu arts and very forimable opponent in combat. Tyr-kun has a natural affinity for lightning, being able to use up to A rank lightning jutsu. Being gifted with lightning affinity, Tyr-kun is extremely fast and nimble.

(Kuchiyose : Balder no Kori Kuguma)- Summoning: Balder the Black Bear
Rank: A
Type: Attack/Defense
Range: Short- Long
Chakra: 30
Damage: 60
Description: User summons Balder the Black bear. Balder has a nature affinity for fire element using fire jutsu up to A rank and is a skilled shinobi amongst the shinobi bear clan. Known for his taijutsu skill and his ability to release a dense chakra endow smokescreen. Being dense with chakra the smokescreen can be recalled if blown away.

(Odin Tsume )- Odin's Claws
Rank: A
Type:Attack
Range:Short
Chakra: 30 (-10 per turn in use)
Damage: 60
Description: Odin can transform into two bear claw gauntlets covering the users hands, these claws are razor sharp and can cut through steel. There is water and wind chakra surrounding the claws, which can produce a freezing effect when struck.

(Taijutsu: Odin's Fungeki)- Fighting Style: Odin's Fury
Rank: A
Type:Attack
Range:Short-Mid
Chakra:30(-10 to user)
Damage: 60
Description: With "Odin's Claws" activated, at a blinding speed, almost unavoidable at close range,user performs a 35 hit barrage of punches. The barrage resembles a furious blizzard, leading up to a giant (blue and white colored) slash across the opponents chest sending the opponent into the ground.
Note
*-10 to user due to strain of Odin's Claws*
*Odin's Claws Must be activated*

(Kuchiyose : Odin Hokkyokuguma) Summoning: Polar Bear Odin
Rank: S
Type: Attack
Range: Short- Long
Chakra: 40
Damage: 85
Description: User summons Odin, a huge polar bear,twice the size of Manda, with his right eye missing. Odin can create ice with his breath, shoot out pulses of water that are propel by wind currents. As well as use his fierce claws to destroy whole forest.

(Odin Kegawa)- Odin's Fur
Rank: S
Type: Defense
Chakra: 40(-20)
Damage: N/A
Description: Odin transfers some of his fur to User, he can then manipulate it to take whatever shape he chooses. This fur gives it's wearer immunity to ice jutsu S rank and below. User must force in chakra to provide immunity from freezing effects of ice elemental attacks, while doing so no other elemental jutsu can be used.
Note
*Can only be used 5 times per battle*

Toku
*(Kuchiyose no jutsu- Idaina Doranku Kuma Daisuke) Summoning technique- The Great Drunk Bear Daisuke*
Rank: S-Rank
Type: Summoning
Range: Short-Long
Chakra cost: 40
Attack points: 80
Description: the user summons a great bear, Daisuke, cousin of Odin, by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. He is 3m tall and has a fire affinity in which he is most proficient. Daisuke carries a big gourd of sake on his back that can be used for drinking of course but also for powering up fire jutsus. While being a drunk bear he has mastered the drunken style of taijutsu and is the most proficient bear in its use. He is able to perform A-rank fire jutsus and gives them (+10 damage points) when performing a user/summon combo.
*Note: Can only be used 1x per battle.*
*Note: Can only stay in battle for 4 turns.
*Note: Must have signed the bear contract.

*(Kuchiyose no jutsu- Kojack Gurizuri) Summoning- Kojack the Grizzly*
Type: Attack/Defend
Rank: S-rank
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: the user will summon Kojack, cousin of Odin, by performing the necessary hand seals and smearing his blood on his palm and clapping his hands together. Kojack has an elemental affinity of earth allowing him to harden his fur as hard as a rock and cause small tremors by slamming his front paws down on the ground. He is the same size of Gamabunta. He is also able to use B-rank earth jutsus and gives them (+10 damage points) when performing a user/summon combo.
*Note: can only be used once per battle.
*Note: can only stay in play for a total of 5 turns.
*Note: Fur armor is S-ranked(like earth hardening tech.) and counts as one of the jutsus of a turn.

*(Kuchiyose no jutsu- Jankuyado kurassha) Summoning technique- Junkyard Crusher*
Type: Attack
Rank: B-rank
Range: Short- Long
Chakra cost: 20
Damage points: 40
Description: the user summons Kojack the grizzly w/ his rock hard fur above the targeted location letting him free fall to crush anything that happens to be beneath him and causing a huge tremor when he hit’s the ground.
*Note: can only be used by signers of the Bear Contract.

(Bea Ken- Asa Gekido) Bear Fist: Ursa Fury
Rank: Forbidden
Type: Attack
Range: Short-Mid
Chakra:50
Damage: 90
Description: the user will release, at a blinding speed only traceable by doujutsu and/or taijutsu masters, a 32 hit barrage of punches. The barrage resembles furious slashes made by claws that lead up to a final punch sending giant purple chakra bear jaws through the opponents chest sending the opponent flying back to long range distance. The force of the final punch is enough to crush solid rock (S-rank). Because of the amount of chakra and speed used, the user’s fist don’t need to make actual contact w/ the target to do damage. What seems like a graze would actually be enough to “slash” the opponent.
*Note: Must be a signer of the Bear Contract.
*Note: Cant perform S-rank and above taijutsu next turn.
*Note: When the final punch is relased the exhertion of chakra severely damages the users hand, slowing his hand seal speed for 2 turns or until healed.
*Note: Cannot perform any technique above S-Rank in the same turn.*

Slug(Canon Contract)

Venom
(Namekuji Ninpou: Namejuji Bodi) - Slug Arts: Slug Body
Type: Supplementary/Defense
Rank: A
Range: Self
Chakra: 30
Damage: N/A
Description: After witnessing one of the ability of Katsuyu, Sakura is able to split her body into several different ‘blobs’ of flesh (Appearance of small slugs) to avoid physical damage. This technique doesn’t take long to activate. Sakura have the option to break down her entire body in the blobs of flesh and reform somewhere else (through crawling to the new location only moving at half the speed of the user's own running speed), but the blobs cannot attack in this form but the blobs are coated in a corrosive acid, which is similar to Katsuyu’s saliva which can be hazardous if touch by others. The acid is strong enough to burn through the top layer of a person's skin, but not strong enough to burn through bones, earth etc. She can also break apart a limb or abdomen into this blob of flesh, instead of breaking down her entire body into the slugs. Its usage is quite similar to the Water replacement technique.
Notes:
-Can only be used by Tsunadae and Sakura bios. (Or as long as the bio have the slug contract)
-Can only be used 4x per battle
 
Last edited:

Solf J Kimblee

Supreme
Joined
Jan 8, 2009
Messages
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Kin
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Trait Points
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Scientific Ninja Tools
1. Miniguriddo | Mini Grid
Type: Tool
Rank: A
Range: Short-Mid
Chakra: N/A(-15 per turn using for scouting | -15 per turn healing)
Damage: N/A
Description: Mini Grid are nanos which are fly size bugs that a Cyborg bio can control with his chakra which makes them immune to EMPs but is used for scouting and he can view the live video via a small computer on his arm(this is an enhancement to their arm). These fly sized bugs can be used to repair the Cyborg’s cybernetic and regular part of their body which it can repair damaged up to 20 damage per turn for three turns and as fast as Mystic Palm. After healing the nanities can’t be used for two turns. The bugs give off a sound so they can be heard in a swarm of ten up to two meters from someone’s ears. If they are not swarmed together and are separate their sound can’t be heard unless it’s right next to their target’s ears. These swarm of bugs can also combined together to create different weapons and tools of Cyborg’s bio needs as long as the user can carry it. The swarm of bugs are stored inside of the Cyborg bio.
-Scouting and weapon/tool creation is passive but healing does require a move slot

The Pervy Sage

2. Beruzebabu | Beelzebub
Type: Tool
Rank: C
Range: Short
Chakra: N/A
Damage: N/A
Description: Beelzebub is a skateboard that has red wheels and a green deck with a picture of two skulls connected symmetrically at the jaw. This skateboard has only one ability, it can fly and levitate. While in flight mode, the wheels rotate 90°, so that they point downwards and shoot jets up that uses the user chakra to keep it going which is -5 per turn. The flight mode activates passively by the user tapping their foot on the board one time or when the user fuel the board to activated it by using 15 chakra points. The board can fly and levitate around passively but to be used to evade or dodge a move requires a move slot and can only be done once per turn. The board can only hold max one person and only levitate at max a meter off the surface.

The Pervy Sage

3. Hoyū-sha | Holder
Type: Tool
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: Holder is an unique robotic animal that the user who is a cyborg can call their partner but also helper in battle. This animal has three abilities. The animal look is based on the user so they can have any type of animal known or not known and name of the Holder is up to the user also. The holder can have only one rider on it and doesn't lose any speed. Holders speed is Sage Rank. Holder acts on its own but can take commands from the user also.

Abilities
-The Holder can fly and levitate which is activated passively and last for four turns max and has to have two turns in between usage. This can be used to evade or dodge an attack once per turn and requires a slot.
-Holder main ability is that it actually wears armor as its "skin"(under the skin is just robotic skeleton). This armor is created from nano technology so its shape can be formed into anything the user can image. The armor is immune to weapons, B rank below ninjutsu, and A rank taijutsu/kenjutsu. The armor can completely block S rank ninjutsu and F rank taijutsu attack which completely destroys the armor. The user uses 30 chakra to completely manipulate(passive) the armor to surround their selves as normal armor(look is up to user; it keeps the defensive abilities) uses and -1 speed when wearing the armor; user must be 2 meters max from the Holder to use armor.
-Holder has the passive ability to track targets via chakra and heat signature.

The Pervy Sage

4. Dēmontsuingan | Demon Twin Guns
Type: Tool
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: Demon Twin Guns(DTG) are named Liz and Patty and are Beretta M9 Pistols. Starting out each gun clip hold 100 chakra. The user must spend 100 chakra per clip to fill them up passively. These guns can release bullets from D-S rank that uses 10 - 40 chakra points which goes from 20 - 80 damaged; they do use a move per turn. These bullets can be shaped into different looks besides just bullets. These bullets can be elemental or raw chakra and follow the weaknesses of shaped manipulated elemental or raw chakra.

The Pervy Sage

Korra
(Iryō-yō Gantoretto ) - Medical Gauntlet
Type: Tool
Rank: A
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The medical gauntlet is a gauntlet that is also a computer that was created by Korra for gathering data and storing it. The gauntlet is a standard gauntlet with a touch screen/holo display. The screen always faces up no matter what angle the user has their arm up. The gauntlet also has an opening to fit in 5 test tube the user can use to store poison vials or DNA vials. With the DNA/Poison being stored the user is able to scan and learn about the KG/AE in the DNA as well as antidotes for poisons. In the NW the gauntlet can connect to any NPC computer to send and take files for the user. If other users have a gauntlet they can communicate with each other landmarks away to share important info faster. This is done by incorporating a similar sealing technique like (Fuuinjutsu: Kami Komyunikēshon) Sealing Arts: Scroll Communication technique to allow for the communication. The gauntlet computer that also can alert the user to when their chakra system is disrupted and in a genjutsu. The Gauntlet can release a burst of chakra into the user and break them out of A rank and below genjutsu. It can also alert the user to any damage they have taken and to what extent.
Note: Must be placed in the user's bio or posted at the beginning of the fight
Note: Must be taught by Korra
Note: Only 1 Gauntlet per bio

The Pervy Sage
(Genos)
Type: Tool
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is an advanced ninja tool made up of nano technology/Chakra metal infused with Med to create the perfect cyborg body, though on a lesser scale to Delta and Kawaki. This torso contains a core that powers the user's mechanical body which is self recharging, drawing from the users kinetic energy they produce and the heat energy from their body, their movements and even from the sun. The Ai within this is that the nano tech that forms this piece perfectly fits with the users body and is linked to them, acting on it's own while at one with the users. This torso can have various pieces of tech attached to it or within it such as the chakra blades or even have one of the chakra absorption arms fixed into it, making it extremely efficient.

Even with other items attached to the torso, the nano bots will work to enhance them and change the users body at need. A simple example of this would be to create jets from the users shoulders to allow for propulsion. This can be done in a linear manor or the jets can be moved to control the direction to move in arcs, vertically or horizontally. This can be done once per turn taking up one of the users three moves.

Not only does this allow for items such as jets to be made, the user can reshape their body and or arms to form other weapons such as cannons (various other jutsu in the style), weapons such as blades etc or even form shields. Reforming the users body can be done once per turn, equating to up to S rank in strength, depending on the users needs.

Should the users body take damage, they can use the additional nanobots within their body (similar to aburame bugs) to reform their body. Reforming costs one of the users three moves per turn, reformation can be done twice per battle however does not heal the user's health pool. The defence is considered to be C rank, being immune to C ranks and below and health wise reduces C rank damage from all interactions.

(Shinsei chāji | Nova Charge)
Type: Tool
Rank: B
Range: Short-Long
Chakra: 40
Damage: +20
Description: This is a unique technique where a cyborg will over charge their enhancement while performing a technique. By releasing a surge of chakra into the technology, they will cause it to operate at its maximum capacity, converting the chakra to electrical energy to increase the overall output. This can have a series of effects. In the case of offensive jutsu it will translate to increasing the damage of the jutsu by +20 damage points. In the case of supplementary and defensive jutsu it will translate a little differently. In the case of defensive jutsu, it will increase it's defensive power by 1 rank up to a maximum of S rank. This can be used in the same time frame as when activating a piece of technology.

Note: Usable 3 times lasting 3 turns, once per turn and only be used on a piece of tech once in general.
Note: If a piece of technology is buffed by this nova charge, its abilities can't be used in the following turn of this running out due to the device potentially overheating.

Howard
( Kyuu-tsuki ) - September
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery
 
Last edited:

Solf J Kimblee

Supreme
Joined
Jan 8, 2009
Messages
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Kin
2,535💸
Kumi
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Trait Points
18⚔️
Other(s)

1.
Rank: B
Type: Attack
Range: Short-Long
Chakra cost: 25
Damage points: 40
Description The user releases a wide blast of dark chakra out their palm. The blast is wide enough to take out three humans standing side by side.

Nathan | Excalibur | Method | Ciberr | Sindy

2. (Meiton: Mei Hei) - Dark Release: Dark Wall | Before
Rank: B
Type: Defense
Range: Short
Chakra cost: 25
Damage points: N/A
Description: The user puts both of their hands up and release dark chakra. The user makes a solid(compressed) black wall of dark chakra. The wall protects against C rank and below attacks and weapons
Note: Only used four times per battle

Nathan | Excalibur | Method | Ciberr | Sindy

3.
Rank: C
Type: Attack/Defense/Supplementary
Range: Short-Mid
Chakra cost: 20
Damage points: 30
Description: This is a basic Dark Release jutsu using their dark chakra, the user will make it solid(compressed). The user can make things such as weapons(kunais, shurikens etc), platforms, and small shields.

Nathan | Excalibur | Method | Ciberr | Sindy

4.
Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: 25
Damage points: N/A
Description: The user releases dark chakra throughout the battle field. The user chakra starts to make a black thick mist filled with the user chakra. The user and opponent can`t use their eyes in this but doujutsus like the Hyuga`s and Nagato`s can see through the mist. Sharingan can`t since it is filled with the user`s chakra. The user can feel movement through the mist.

Note: Only used three times
Note: Mist last for four turns
Note: Idk if MS and EMS can see through chakra mist but if it can then they can see through this mist.

Nathan | Excalibur | Method | Ciberr | Sindy | Negetive Knight

5.
Rank: A
Type: Defense
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user release dark chakra all around them making a complete sphere around their body. The sphere is 360 degrees around and solid(compressed) and can block B rank and below attacks. If hit by A rank it will be destroyed. If it by anything above A rank the user will be hit with rest of the power of the attack after the it destroys the sphere.
Note: Only used three times per battle
Note: Only used by Dei Dei

Nathan | Excalibur | Method | Ciberr | Sindy

6.
Rank: B
Type: Defense
Range: Short
Chakra cost:25
Damage points: N/A
Description: The user makes a black cloak around themselves. The cloak protects the user from C rank and below attacks. B rank attacks destorys the cloak. Anything above B rank destroys the cloak and the user is hit with rest of the power after the attack destroys the cloak.

Nathan | Excalibur | Method | Ciberr | Sindy

7.
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 25
Damage points: N/A
Description: The user makes one hand seal and makes a clone made of dark chakra. The user can only make two clones per jutsu. The clone can only use dark Release jutsus and taijutsu.

Nathan | Excalibur | Method | Ciberr | Sindy

8.
Rank: B
Type: Attack
Range: Short - Long
Chakra cost: 25
Damage points: 40
Description: The user releases dark chakra into the ground. Then whenever, the user claps their hands together. Right when the user claps the chakra moves to the desired place and with no warning bursts up with black chakra that causes tremedous internal damage the thing it attacks.

Nathan | Excalibur | Method | Ciberr | Sindy
9.
Rank: B
Type: Defense
Range: Short
Chakra cost: 25
Damage points: N/A
Description: The user puts both of their hands up and release dark chakra. The user makes a solid(compressed) black wall of dark chakra. The wall protects against C rank and below attacks and weapons
Note: Only used four times per battle

Nathan | Excalibur | Method | Ciberr | Sindy

10. Dark Release: Dark Blast (Meiton: Mei Bakuha) | Before
Rank: B
Type: Attack
Range: Short-Long
Chakra cost: 25
Damage points: 40
Description The user releases a wide blast of dark chakra out their palm. The blast is wide enough to take out three humans standing side by side.

11.
Rank: C
Type: Supplementary/Offense
Range: Short(infusion)-Long(length of thrown)
Chakra Cost: 15
Damage Points: 30
Description: The user infuses thier Blast chakra into small objects such as kunais, needles, cards, rocks, dice, shurikens, paper, pencils, pens, etc. The infused object hits anything explodes like a C rank explosion and the recoil is sent outward instead of blowing back but it is the same as Blast Release: Landmine Fist with the blast minimizes the potential repercussions and recoil is completely negated. The user can not use any kind of copy jutsu to copy the object or anything similar to expand the object.
-Can only be taught by Double D
-Cannot infuse living things
-Infusion requires direct contact with the object

12.
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user infuses their blast chakra into a medium size objects that is around the size of a basketballs. The infused object explodes like an A rank explosion. The infused object hits anything explodes like a A rank explosion and the recoil is sent outward instead of blowing back but it is the same as Blast Release: Landmine Fist with the blast minimizes the potential repercussions and recoil is completely negated. The user can not use any kind of copy jutsu to copy the object or anything similar to expand the object.
-Cannot infuse living things
-Infusion requires direct contact with the object
-Usable thrice per conflict.

13.
Rank: A
Type: Offensive
Range: Short-Long(length it is thrown)
Chakra Cost: 30
Damage Points: 60
Description: The user while in Sage Mode the user channels senjutsu chakra into an inanimate objects and can either throw the object or leaving it on a surface(ground, table, dresser etc). With a object hitting the inanimate object or the user perform the Seal of Confrontation, the channeled senjutsu chakra is released out into a small blast similar to that of Deidara's C-1 explosions so the radius of the blast is one meter around the object. The blast releases all the senjutsu chakra out in a 360 degrees pushing force but would cause the air to push away and would be seen by none senjutsu users as a wind jutsu. The force is enough to destroy A rank and below elemental and raw ninjutsu jutsus.
Note: No other Sage Mode jutsus used in the same turn
Note: Can't be used in the same turn as activating Sage Mode
Note: Can be used four times per battle

Korra | Flash | Shady Doctor | Detective L

14.
Type: Supplementary
Rank: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Batarangs are a custom shaped Shuriken/Kunai. This is used in place of a shuriken or a kunai in either just normal throwing or jutsus. There is no extra damage or speed boost these shurikens gain. They are just a different shape for the user liking. The batarang can fold up which is the only second difference then the first thing which is the shape.
-Must be placed in the user's bio or beginning of the battle/war.

Lord of Kaos
Bone Animal Instincts (Hone Ikimono Insutinkuto)
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: The user manipulates his calcium within his bones to change the skeletal structure of his body to mimic the structure of any animal with a backbone, such as an wolf, monkey, tiger, etc. The user gains a increase in either strength, speed, or agility depending on the animal he “becomes.” While having the skeletal structure of an animal, the user can only use taijutsu. Lasts at most three turns. Can only be used twice a battle. The user can revert his skeleton back to human structure whenever he needs to but most re-perform the jutsu to turn his skeletal structure back into an animal
Note: The only animals the user can “turn” into are primates, felines, wolves/foxes/dog/other animal such as those two, and bears.
When the skeletal structure is of those animals, the user gains a small increase in regards to the animals: primates-increased flexibility and agility; felines-increased speed; canines- + 5 to all taijutsu and small increase in speed; bears- + 15 to all taijutsu attacks.

Bone Fishnet Crushing (Hone Sakananetto Kujiku)
Rank: A
Type: Supplementary/Defense/Attack
Range: Close
Chakra Cost: 30
Damage: 60
Description: The user stretches out his arms and a large bone net instantaneously rips from his rip-cage, creating a very thick net capable of trapping an enemy inside of it. The net, which is around roughly the size of half a car, is made from the bones in the rip cage. The net upon touching something, quickly closes up, similar to a Venus Fly Trap, trying to crush the object within the net. This jutsu is perfect at capturing enemies without having to do heavy battle as the net is created from the densest Kaguya bones, making it near unbreakable (those with strength of the first gate and higher will be able to break free or those who use focused elemental techniques of S rank and above on it ). This jutsu can also defend against Earth jutsus up to A-rank, as it can wrap around them and crush them.
-Can only be used twice.
-After using the user cannot use any Kaguya jutsus the following turn.
-After using, the user must wait at least 2 turns before using again.

Limitless Drill of bone| Museigen Doriru no Hone
Rank:C
Type:Attack
Range:Short-Mid
Chakra Cost:20
Damage Points:30
Description: Derived from Teshi Sendan, the user focuses chakra into this phalanges of his foot and fire them off quickly. As the bones fly through the air, they will rotate and drill into their target once they make contact. Because of the Kaguya Clan's fast regenerative abilities, the rate of fire from and supply of bones can become limitless. Due to being from the foot, they have the advantage of being a great sneak attack as the enemy would not expect the attack to come, opening up a range of possible attacks afterward.

Pelvic Thrust Cannon|Kotsuban Tsuppari Taihou
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user focuses his calcium into the bones of his pelvis and makes a thrusting motion at the enemy. By doing this action, he forces out the bones of that area, releasing a cannon ball shot of bones at the enemy. The force of the cannon is so great that if hit in close range, it will break the bones of the enemy and cause severe and possibly lethal internal damage to the organs and bones of the enemy. If hit in mid range, it will cause enough damage to the enemy, to slow their movements for one turn and cause much muscle pain from impact. After using, the user's leg's movement will be slowed for the rest of the turn and the turn afterwards due to the bones having to grow back.
*Can only be used by Kaguya Clan Members*
*Can only be used twice and with a waiting period in between of at least 3 turns*
*after using, the user cannot use any Shikotsumyaku jutsus that relate to the bones of the lower body for two turns*
*Can only be taught by Lord of Kaos*

One Point Bone/Lightning Bullet (Ichi Ikkaku Hone/Denkou Tama)
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 50
Damage: 90 (-20 to the user from initial explosion)
Description: The user will point his arm out towards a target. After doing so, he will then form a "gun" shape with his fingers (thumb pointing upwards with index and middle fingers pointing towards target). Using the basis of Tenshi Sendan, the user will begin to develop a fingertip from his hand that he doesn't shoot outwards but it rather 'sits' at the edge of his fingers. The user will then infuse lightning chakra around and behind the bone, making it have lightning chakra imbibed into it. The user then forcefully releases it with a loud explosion that forces the user and everything within short range backwards several feet (explosion generated from lightning). The bone then travels with great speed towards the target with a sonic wave of lightning (wave is around the size of a car as well as wide as the front of a car) behind it from the initial blast. The jutsu in its entirety takes around three seconds to form. The user can create two fingertip-bullets at once, one on his index and one on his middle finger, with both being fired at the same time. The only noticeable difference is that their are two large lightning waves coming at the enemy and the user is noticeable damaged (fingertips burned, cannot perform any other jutsus that require hand seals that turn due to this). The lightning wave reaches the enemy a few seconds after the fingertip does. The two lightning waves together are equal to power and size of a S-rank lightning blast.
-Can only be used twice.
-Must wait at least three turns before using again.
-After using, the user cannot use any lightning jutsu for two turns.
-The user cannot use any Shikotsumyaku jutsus the next turn.
-If two bullets are made at once, no lightning jutsus for three turns.
-If two bullets are made, the user cannot use any other jutsu that require hand seals with that hand.
-The blast at the beginning of the jutsu is strong enough to blast the user backwards by around 15-20 feet.
-If two bullets are made, the blast at the beginning will be strong enough to blast anything in close range backwards by around 20-30 feet.
-Can only be used by Lord of Kaos.

Akiza
(Doujutsu: Tsuchi Shin)-Eye Technique: Earth's Core
Rank: S
Range: Short
Type: Supplementary
Chakra Cost: 40
Damage: 80
Description: User activates Sharingan and then moves in front of opponent and makes them look at his/her Sharingan eye(s) and then the opponent then falls into a Genjutsu where the opponent is in the Earth's Core and is burning in lava that is in the illusionary genjutsu world that the opponent is placed in and it makes a large crater filled with lava come up from under the ground under the opponent's feet in the real world and also distorts the vision of the opponent in the real world meaning it makes the opponent's sense of sight go haywire.
*Only Sharingan users can use this jutsu. *
**Can only be used once per battle**

Detective L
Ototon: Rasshu) | Sound Release: The Rush
Type: Offensive | Defensive | Supplementary
Rank: A rank
Range: Short
Chakra: 30
Damage: N/A (+10 Taijutsu)
Description: A simple technique, created by focusing large amounts of Sound based chakra to the soles of ones feet. One would then run towards the opponent, and by simply releasing said Sound chakra, create a tangible blast of Sound from the soles of one's feet. The frequency of the Sound released differs, two different frequencies on each feet. When they are spontaneously released, they resonate and create a controlled explosion, which blasts the user forward with greater speed. This can be used in conjunction with Taijutsu, or simply as a method of dodging from faster attacks. The technique simply releases the burst for a short period, and doesn't increase the user's reaction speed, simply allows them to move faster than usual, at speeds without Leg Weights. The blast of speed, is also only capable of making the user move in linear directions, or in the way the user was moving when the technique was activated.

Notes:

-Can only be taught by Detective L
-Can only be used three times per fight
-No Sound A rank, and above in the same turn or the next

Best
Flying Thunder God Explosive tag | Hiraishin Kibaku Fuda
Type: Supplementary | Offensive
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
After years of fighting and training with Hiraishin no jutsu and Bukijutsu, Minato thought of a way to implement both together and make it more versatile than his FTG kunai. He made a new type of explosive tags that is slightly larger that the normal explosive tag. The main difference between this explosive tag and the normal explosive tag is that, on the right side of this particular type of Explosive tag, the FTG seal is present. This enables the user to perform FTG seal based techniques with this explosive tag. Another thing to note is that, the FTG that is placed is quite big such that it will be easy for others to differentiate it from other normal explosive tags like Minato's FTG kunais. However only a person with FTG knowledge will know that it's an FTG seal that is present in it. Once the tag goes off and explodes, the FTG seal preset will be nullified and becomes useless.

Ninpo/Hiraishin : Bakuhatsu odoroki ♚ Ninja arts/Flying Thunder God : Explosive surprise ♚
Type: Offensive
Rank: S rank
Range: Short - Long ( Short - Mid )
Chakra: 40
Damage: 80
Description: A combination concept of "the replacement technique" along with "Hiraishin no jutsu". When the user is right about to be teleported, He replaces himself with 20 - 30 explosive tags infused with the user's chakra in it, in his current position before teleporting to another marked location. These explosive tags theater itself together with the chakra present in it covering an area of the circumference of the user's body such that it appears as a explosive tagged replica of the user. Now this tethered tag can be used in two ways
- One way of using this is, These tags can be simply made to explode with a single special hand seal like Deidara's Katsu creating a violent massive explosion with a short range radius. If any target is present within short range of the tags, the user can manipulate the tags to quickly attach itself to the target, surround his entirety and explode or just explode.
- Another way is, By maintaining the special hand seal, these explosive tags can be controlled in order to reach anywhere within mid rage and explode in the desired location. Due to the chakra coating in these explosive tags, they have the property to easily slash/ slightly penetrate through human/summon's flesh and then explode in order to increase the intensity of the damage. The penetrative property is low hence even a C ranked armour can protect from the piercing attack of the explosive tags.

Restrictions:
*Can only be used by bios capable of using FTG*
*No Ninjutsu above B rank in the same turns and above A rank in the next turn*
*No FTG technique in the same turn*
*Consumes two jutsu slot*
*Can only be taught by -Best-*
 
Last edited:

Solf J Kimblee

Supreme
Joined
Jan 8, 2009
Messages
22,606
Kin
2,535💸
Kumi
1,069💴
Trait Points
18⚔️
Medical


Custom element Japanese name: Banjīgamurirīsu

Custom element English name: Bungee Gum Release

The element is based on: Earth | Fire | Water

Facts that prove the element to be possible (in the manga context): Bungee Gum is possible by two factors in the manga. One it is elastic effect it has. This is seen by the Lava Release style which creates Rubber in the Land of Lightning. The second factor is the two times we have seen sticky element. Once is the Bubble Ninjutsu from Land of Lightning. The last time is when we seen the user who was a Chunin with Asuma and Shikamaru use the Water Release technique that created water into a sticky substance.

How it works: Bungee gum works by combining Earth and Fire to first create an elastic effect and changes the earth into a soft and elastic substance. The user would then combine the Water nature next which changes it into a sticky substance so now the elements are all combined together creating a pink sticky and elastic element. This element is meant for Offensive purposes but can be used for it depending on the skill and tactics of the user. The user isn't really effected by the stickiness or elastic of the substance/element but if they desire they can be for tactics or playing around reasons.

Jutsu Usage Examples:

Bungee Gum: The Wall of Pinky
Rank: A
Type: Defense
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user claps their hands and pulls them part showing Bungee Gum substance in between them but still attach to it and creates a barrier/wall that could be used to capture or defend against attack.

Bungee Gum: Gotcha
Rank: A
Type: Defense/Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user using just one finger or multiple if they desire shoots off a beam of Bungee Gum directly at their desired target(s). This would attach to whatever the target is and the other end is attach to the user's finger(s). The user can pull the desired target to them or they can come at the target. Either way if the user uses this along side a tajutsu attack it would give a boost in the taijutsu attack by +10 because the momentum of the attraction or retraction of the Bungee Gum.



Conditions to be able to use it: Complete Fire, Earth, and Water

Is weak to: Earth can stop it in its tracks | Wind can slice through it or push it away

Is strong against: Lightning is the element is insulator | Fire can't burn the element

Co-creator: N/A

Students I passed this custom element on too: ? & ?


Sutimushotto | Stim Shot
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: The Stim Shot is a shot the user's uses on themselves or even a patient if need be. This shot was created from DNA of Hashirama cells and other ingredients. This shot once passively took can increase the person's speed by x2.5. The user's taijutsu also increases by +20 and freeform increases +5. When they take the shot they lose 20 health points but afterwards with the help of the Hashirama cells in this shot they regenerate health points the next three turns by 20.
-Only uses five times per fight
-Shot is passive usage
-Effects only last three turns afterwards have to wait two turns to use again
 
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Solf J Kimblee

Supreme
Joined
Jan 8, 2009
Messages
22,606
Kin
2,535💸
Kumi
1,069💴
Trait Points
18⚔️
Coming From Here

Hospital: House M.D
Rank: A
Description: As a medical shinobi of Tsumigakure you've been tasked with a twenty-four-hour shift in the hospital. You are tasked with checking in on at minimum three patients and are expected to heal their wounds, as well as give a fairly detailed report on their status. The severity of these patients is up to you, but realize this is considered an A-rank mission so trivial maladies or easy tasks may cause you to fail your mission. The detailed report is to be left for the next medical shinobi for their daily rounds. You will be expected to stay overnight in case any shinobi are rushed into the I.C.U to be healed or who may need medicine or chakra due to exhaustion. You'll find yourself sleeping in the on-call room should you find yourself exhausted. While on active duty you will be respected as a doctor, and your opinions and actions will decide if your patients live or die. Note: Requires training in Medical Ninjutsu
_______________________
John walks into the hospital wearing an very abnormal attire. He is dressed up in his hospital clothes something people would have never seen him in until he got that message they were short staffed and needed help. The pay is what really got him. He takes out the scrolls and sign a little bit. It was a 24 hour shift. I needed to find the charge nurse to get all the information that's needed for his patients. John had brought along also his scroll for medical tools. He didn't need to leave that at home. If he did he would be SoL. By the scroll he was on the fourth floor section A which is near the ICU. John walks down the hall exiting the staffing elevator and reading all of the tags on the doors.

Pre Assessment Anesthesia, Nurse MidWive, Neurologist, Anesthesia, Charge Nurse. Here

He points at the door tag and knocks on the door. The door slowly opens with a man peeks from around the corner of the door with one eye showing.

Yes sir how can I help you?

I am here because y'all requested me, Solf J Kimblee. Well John I am his Shadow Clone so you can call me Kimblee, Solf J Kimblee, Solf, or John either way we are the same.

Oh yes, you are fast. We weren't expecting anyone to really come. I just got the message stating you were coming.

He opens the door all the way and walks over to his desk that has loads of paperwork on it. He searches through the papers and finds the paper. He hands over to John so John can read through them.

Alright guess I'll get on this now.

Thank you sir

John walks off and heads towards patient number one while reading over the paperwork about him on what they have so far. As he walked to the door and just about to knock someone yells out to him from a distance on his left.

Don't go in there!!!! We have all of these covered. We need you in the ICU. There is a patient we have that needs your expertise in many realms of medical ninjutsu. This patient was feel from 10 feet and has multiple breaks in her arm bones. We don't have anyone here to heal her up and make sure she will be okay after the fact at less 12 or more hours.

No worries I will take care of her. Take me to her right a way.

The travel to the ICU where they have sedated. John looks at her scraped down and runs his hands down her body all over.

Hmm, alright I will take it from here. You can give me some space and time I will have her back in no time. Thank you and leave any other patients information that needs my help.

John walks off for a second to gather some water into a large bowl. He places it beside the bed and puts both of his hands into it and channels his chakra controlling the water. He runs the water with his chakra along the body of the patient. He can use this special trait of Medical School to be sure its not just the arms of hers' that has been broken. As he scans he notices that she has something wrong with her. Her chakra is irregular and he activates his Sharingan to be sure this is true also for a second opinion. With his sharingan he can see the chakra flow and it is irregular.

This is very odd. Why was she put into a genjutsu of this caliber? This genjutsu is still on going on right now. Whoever set this isn't a normal shinboi.

He places his hand on her head after releasing the water back into the bowl. He releases her form the genjutsu and with that she starts to scream out loud. This could be the reason of the genjutsu but why didn't the person tell John about the genjutsu. He thinks of a quick solution to help this out. He takes out a scroll along side the tube of blood(uses a little bit) which he summons two herbs to use and milk. He takes the other scroll using more blood(uses a little bit) in the tube and summons a mortar and pestle. These scrolls he puts on a rolling cart that was in the room that way he can keep all his things in order. The two herbs he place them in the mortar and starts to steer them up and crush them together. He puts a little of the milk into the mortar to make it easier on the lady. He holds the lady head and and slowly pours it into her mouth. Some does come out because she is moving a lot but that was fine because she did get most of the liquid herbs. As time goes by she slowly calms down as John is looking at her.

She is ready now.

( Doujutsu: Sharingan ) Eye Technique: Copy Wheel Eye
Type: Supplementary
Rank: C - A Rank
Range: Short-Long
Chakra: 15 - 30 ( -5 per turn for 1T and 2T, 10 per turn to keep active for 3T )
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill
Note: C rank usage is for 1T Sharingan, B rank usage is reserved for 2T Sharingan. A Rank usage is reserved for 3T Sharingan.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG.

( Genjutsu: Kai ) - Illusion Technique: Release
Rank: C-S
Type: Supplementary
Range: Short
Chakra Cost: 15-40
Damage Points:
N/A Description: The user does one hand seal to focus and then proceeds to disturb his chakra flow by forcefully stopping it momentarily and then "spiking" his chakra, causing an imbalance. This dispels any genjutsu set upon the user except MS Eye Techniques, Paralysis-like Genjutsu and Demonic Illusion: Toad Confrontation Chant. The effectiveness of this technique is dependent upon the skill of the user. Academy Student rank ninja can dispel Genjutsu up to C-rank. Genin rank ninja can dispel Genjutsu up to B-rank. Chunin rank ninja can dispel Genjutsu up to A-rank. Jounin rank user can dispel Genjutsu up to S-Rank. The user may use this technique through physical contact on others to dispel them from Genjutsu. The technique can only be used once per turn and the user still needs to fully follow the logic as to why he figured out it was an illusion.

(Kuchiyose no Jutsu) - Summoning Technique
Rank: B
Type: Defense/Attack/Suplementary
Range: N/A
Chakra Cost: 20
Damage points: N/A
Description:
To summon the creature the ninja will wipe blood on his hand, perform the Boar → Dog → Bird → Monkey → Ram handseals and then touch the ground or another object, where a sealing formula will appear. Though it appears that as long as significant pressure is placed against the blood in some form, the summon will be complete, most summoning uses use a solid surface, though in some cases it can even be done mid air. There can be variations to the summoning steps, some ninja like Temari will wipe blood on her fan, then by swinging the fan the animal is summoned. Other ninja like Orochimaru wipe the blood across a snake tattoo on their arm first, then touch the ground. Others will clap their hands directly like Nagato through the use of his Animal Path. The user must have signed the contract with the creature he wants to summon but the technique can be used to summon a generic creature of that contract (B-Rank) which will have no special traits or abilities beyond those normal to the rest of the animals in the contract. The animal is always summoned on the mark that appears upon slamming the users hand or, if not the case, always in short range of the user.

(Kuchiyose No Jutsu: Eisei Yougu) Summoning technique: Medical tools
Type: Supplementary
Rank: B-Rank
Range: N/A
Chakra cost: 20
Damage: N/A
Description: The medical Ninja will bite his thumb and do the summoning handseals before pressing his palm on the scroll. He will summon any of the medical tools he needs that are listed on the scroll, all or just one, depending on his own needs.
Note: This can only be used by Medical Shinobi.

John looks over her body and using the information he gathered from the diagnostics that she has five different breaks in her left arm and six in her right arm. She is very lucky that she only got these breaks. From this he knew she tried to brace for impact with her arms which is better to do because this could have been worse. He starts on the left arm so he takes the scrap off her left arm and and feels around where the breaks are and slowly focus chakra into his hands as they pass over the breaks. He keeps at this for a hour and a nineteen minutes. He is sweating a little bit but he is finally done with this arm. He takes a paper towel and whips the sweat off his forehead and throws it in the trashcan.

(Iryō Ninjutsu: Chiyute no Jutsu) Medical Technique: Bone Healer Technique
Type: Medical Ninjutsu
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: When facing a clean and complete bone fracture of a bone and having had manually set the bone in place, the user will focus chakra through his palms and pass them over the fracture, forcing his chakra to influence the osteocytes to start releasing their calcium, which then creates a welded suture between two ends of a broken bone. After that, the stimulated osteocytes lock the calcium back into their structure and the bone is completely healed. Despite not healing any injury to the soft tissues surrounding the fracture, the technique can be very useful when treating simple, clean fractures.

He rolls his cart out the patients room and close the door behind. There is a loud scream from the patients elevator. This was a new patient coming in and seems like they are in more pain then ever imagine. He rolls his cart towards the nurses that are bringing in the patient. He stops one of them as the rest continues on.

Stop, what's going on with this patient?

This patient has been poison and lost his right foot. Why do you ask?

I will be take this patient since I am here for the next day.

Alright he is all yours then. Good luck we don't know exactly what the poison is.

That will be no problem at all, well hopefully.

John takes off after the other nurses with the patient. He waves them down and finds them and notices the room is close by his last patient which is good. He can still check on her quickly. He walks into the room of screams of horror. He was screaming a lot. Whatever this poison is it has to be taking attack the nervous system and doesn't cause paralysis from what we can see at the moment. But this is also along the side of having lost a foot.

(Iryō Ninjutsu: Doku Ekiso) Medical Technique: Poison Extraction Jutsu
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: An advanced medical jutsu used when the user cannot make enough antidote to cope with a poison. This is used to extract a great deal of the poison from a body, and then the antidote can be administered. The user will need a medium (his own chakra or a chakra receptive medium compatible with the human body, like water) which he will insert into the patients body, using his chakra to gather the poison directly from the tissues, merging it with the medium to then remove and discard. The technique can only remove a limited amount of poison and will not negate any ongoing effects as it cannot remove poison already being metabolized/in effect. Because of this, the medical ninja will still need to administer an antidote and will need to use the technique twice to remove all of the poison from the patient.
Note: can only be used twice, each use delaying the effects of the poison for 2 turns.

1165 -30 -10 -40 -20 -20 -20 -20
 
Last edited:

Solf J Kimblee

Supreme
Joined
Jan 8, 2009
Messages
22,606
Kin
2,535💸
Kumi
1,069💴
Trait Points
18⚔️
Summoning Animal: Gourmands
Scroll Owner: Solf J Kimblee
Other Users who have signed contract: N/A
Summoning Boss if existing: Queen Gourmands
Other Summoning Animals tied to contract: Perk and Murk
Description and Background: Gourmands are a small species with short stubby limbs, four-fingered hands, three-toed feet, six tubular growths on the back of their head, and three sets of gill-like markings on their face.

Basic Ability 1: The first basic ability of the Gourmands species is they have four long adhesive tongues they use to latch onto any surfaces which they reel to them or they reel their-selves to. These tongues can be detach by someone who has very strong strength just like Tsunade/Sakura or Raikage. Their tongues can stretch up to short range.

Basic Ability 2: The second and final basic ability of the Gourmands are their mouths. Their mouth can stretch unimaginable lengths to place any substance into it. Their teeth are very strong to chew through any substance that needs to be chapped down.

Unique Ability 1: The first unique ability of the Gourmands are their ability to eat any substance. There is a limit on the amount of chakra even though they can eat any substance. This limit is 100 chakra.

Unique Ability 2: The second and final unique ability of the Gourmands are their spitting explosive acid. They can spit out an explosive acid which ranges from B rank to A rank which is the queen only. This can be done two ways also. The first which is B to A rank which is basic and is strong to any matter and is weak to any energy. The second way is via eating any substance. This is weak to whatever the substance the Gourmands had eaten. If they don't spit the substance out in two turns they will disperse away.

Summoning Animal: Yautja or Predators
Scroll Owner: Solf J Kimblee
Other Users who have signed contract: N/A
Summoning Boss if existing:
Other Summoning Animals tied to contract:
Description and Background:
Yanujas is a hunting species which loves the hunt of prey/target. They maxed out at 7 foot tall but all have nearly the same abilities. They all wear armor which doesn't hinder their speed or anything. They all have retractable blades on their forearms and wears a helmet mainly. These blades depending on their rank can slash through B rank to S rank defenses and armors.

Basic Ability 1: Yautjas ability to see in a variety of spectra, ranging from the low infrared to the high ultraviolet. They are never blinded by any type of light even the sun its self and can see in complete darkness.

Basic Ability 2: Yautjas have enhanced bodies. They have +25 to taijutsu and their speeds is x2.5 and x5 for tracking. Their foot steps are quiet even to the most finest sound abilities unless they are moving quickly through water or leaves/branches of course. They can punch through concrete and steel objects and rip off limbs/heads of people

Basic Ability 3: Yautja have the ability to blend into their surrounds to be completely camouflage still can be sense by any type basic five senses. Any type of extrasensory can't track or sense their chakras.

Unique Ability 1: The Yautja species have one unique ability of Regeneration. They can regenerate ability can heal anything from a simple cut to missing limb. If they are missing a limb or limbs it does count as a move to regenerate back limbs. When it comes to limbs its only arms and legs that are actually theirs. This ability is enhanced when it comes to the Queen/King of the Yautja which they can regenerate any damaged as long as their head isn't destroyed. and this takes two turns to regenerate a full body and of course does cost one of the move slots per turn.

Unique Ability 2: The Yautja have their last unique ability to be able to make and use Advanced Technology. With this they can only use at max 10.

Summoning Animal: Kitsune
Scroll Owner: Solf J Kimblee
Other Users who have signed contract: N/A
Summoning Boss if existing:
Other Summoning Animals tied to contract:

Description and Background:

Basic Ability 1:

Basic Ability 2:


Basic Ability 3:

Unique Ability 1:
 
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