Kirikoe's Scroll of Knowledge

Kirikoe

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My creations

1 - Wind Release: Rotating celestial wind spear[4/6][Never][N/A][N/A][N/A]
2 - Transformation - Adamantine tonfa[1/6][Python]
3 - Wind Release - Reversing Wind Currents[4/6][Never][Detective L][N/A][N/A]
4 - Transformation - Adamantine Cudgel[0/6]
5 - Wind Release - Phantom Tiger[4/6][Never][Detective L][N/A][Mirai]
6 - Transformation - Adamantine HammerScythe[0/6]
7 - Wind Release - Celestial hedgehog[2/6][Never][N/A]
8 - Blast Release - Enhancement[1/6][The_Empire]
9 - Blast Release - Erupting fist[1/6][The_Empire]
10 - Blast Release - Human Bomb[0/6]
11 - Blast Release - Reactive Blast[0/6]
12 - Blast Release - Blast Control[0/6]
13 - Blast Release - Blast Consumption[0/6]
14 - Vulpine arts - Senses of the Vulpine[0/6]
15 - Monkey arts - Monkey kings inheritance[0/6]
16 - Monkey Arts - Adamantine Tag Team[0/6]
17 - The Alone way - Heavenly Sword Formation[0/6]
18 - The Alone Way - White Blade Current[0/6]
19 - The Alone Way - Blade Of Judgement[0/6]
20 - Ronin Kenjutsu - Blade Of Justice[0/6]



Index









Dokkodo

Vulpine Summoning - Owner
1.Jolteon
2.
3.
4.
5.
6.
7.
8.
9.
10.

Vulpine Arts
1.Vulpine arts - Senses of the Vulpine


Monkey Summoning customs - signer
1. Uzo and Muzo
2. Sun Wukong
3. Leraje
4.
5.

Monkey Related techniques
1. Adamantine Tonfa
2. Adamantine cudgel
3. Adamantine hammer-scythe
 
Last edited:

Kirikoe

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Re: Kirikoe's custom jutsu

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Fuuton customs

My customs

Rank: A-Rank
Type: Offensive
Range: Short - Long (When thrown)
Chakra: 30
Damage: 60
Desciption: The user after performing a single handseal concentrates his wind chakra just above the palm of his hand, making his wind rotate violently and condensing it the user creates a very long and solid spear above his palm about 7 feet long and 4 inches thick, the spear would take shape starting from the middle and would proceed to extend rotating outwards as it forms until finally completing the spear, the spiralling of the wind will get thinner and thinner as it reaches both ends of the spear eventually crafting both ends into a sharp rotating points. The creation of the spear is quite a fast process, and once complete, extends up to short range when utilizing it as a weapon.

While the spear is still in the user's hands being used as a weapon, the user contains the wind and condenses it, allowing for extended use making it so when the spear comes into contact with anything that the explosion that would normally be caused does not go off

The spear itself would be very much like a drill due to its rotational current, thus greatly increasing its speed and piercing abilities. Once thrown, the spear gives off a devastating cutting wind aura when it lands, which tears up anything around it within a meter. The aura is equal to a B-rank wind jutsu.

- Spear lasts 3 turns unless thrown
- Can be used a total of 3 times
- No S rank wind techs or above the next turn
- User has to wait 2 turns between each use
- Can only be taught by Kirikoe
Approved

Type:Supplementary|Defensive
Rank: A
Range: Short
Chakra: 30 (- 5 chakra per turn to sustain the power of the wind currents)
Damage:N/A (+10 taijutsu)
Description: the user makes use of his wind chakra and manipulates wind currents around him within short range, these wind currents are completely harmless and carry no offensive properties and simply swirl around the user acting as a type of defensive barrier against electrical attacks which causes them to dissipate, however will not block anything that is physical by nature such as the earth or metal or the opponents body.

The wind currents when activated, swirl around the users body forming a type of aura which is limited to short range, the winds are clearly visible and when the user performs taijutsu of any kind it causes the wind to rush towards and around the user, a suction effect is essentially created around the striking limb, the wind moves towards but around users body leaving the users body unrestricted by the winds themselves and the suction effect itself would be around the actual limb used to strike, this rids the user of any wind resistance against his strikes allowing for quick and silent strikes.

The wind causes a vacuum like effect as previously mentioned dragging in all within close range in the direction the user is facing to a certain extent, this essentially means an opponent within short range will be dragged closer to the users strike and this will create a second force, the force of the opponents own movement. This effect slightly increases the users damage from taijutsu attacks.

Due to the vacuum effect created by the winds it makes it more challenging for the opponent to evade and hinders them from moving their limbs with ease due to the wind sucking them in.

- Can only be used three times per battle
- Lasts 3 turns
- Must wait two turns before using again once the jutsu has ended
-Can only use Wind and non-elemental abilities while this is active

Approved

Type:Offensive|Defensive
Rank: S
Range: Short - Long
Chakra: 40 ( +10 to solidify)
Damage: 80 (+10 if solidified)
Description: The user focuses there wind chakra from around there body in front of them projecting there wind chakra forwards which takes the form of a large tiger running towards the opponent, the tigers head has the height of a common shinobi in proportion with its body giving you an idea of the tigers actual size, the tiger holds the intangible properties of wind, being nearly invisible all except for a faint greenish hue which creates the tigers outline and is able to seperate itself in order to move around solid structures and reform itself on the other side of the technique, additionally the user is able to perform a single hand-seal solidifying the winds at any moment he or she chooses which creates a bludgeoning and cutting force when it strikes the opponent, this makes the tiger appear to be a type of spectre, appearing suddenly and then fading away once again.

The wind tiger whiles intangible can combat intangible elements such as lightning, fire as well as other intangible techniques respecting strengths and weakness and if ramming the opponent in this intangible state causes moderate amount of cuts as it passes through the opponent, if ramming the opponent in its solidified form the tiger deals a massive amount of cuts plus a large bludgeoning ripping force as it rams the opponent and will also effect solid elements such as earth, water and others solid techniques.

The user spends an extra + 10 chakra in order to solidify the winds which only lasts a mere instant before returning to its original intangible state, the tiger is able to act on its own accord using the chakra the user previously spent as a fuel to maintain itself thus allowing it to move around the opponents defence if necessary. Additionally the tiger is able to let off a mighty roar of devastating cutting winds which holds A rank power however can only use this roar a limited number of times in order to maintain its own form.

Note - Costs a move to solidify the Phantasmal Tiger
Note - Can only be used twice per battle
Note - The Phantasmal Tiger lasts 3 turns
Note - The Tigers roar is an A rank ability with a range of short - mid which can only be used twice and counts towards one of the users allotted moves
Note: No S-Rank or above Wind on the turn the tiger is created

Approved

Type: Defensive/Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
The User Surges Wind Chakra all through their body, The user can then channel this wind chakra into their back and create hundreds of wind needles which can pierce into targets and push them back slightly. After they have focused the wind chakra throughout their body they can choose to jump and curl into a ball thus shooting off condensed, pressurised wind needles in various directions, or can aim their back in a direction of there choice, aiming the needles in that particular direction.

The wind needles expands from their back as a defensive mechanism similar to that of a hedgehog and can cause quite severe cuts, however as the needles travel and reach Mid-range they begin to loose pressure thus expanding and becoming spirals of wind and then when they reach Long-Range they become huge tornadoes that travel horizontally in the sky.

- Can only be taught by Kirikoe
- Can only be used 3 times
- No s-rank wind on the same turn

Approved


Customs taught to me

Type: Offense
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Cost: 40
Description:
The user manipulate wind chakra so that it gathers in their legs, they will then proceed to back flip, the wind in their legs capable of making them faster and higher when they back-flip. When they back-flip they release an arc shaped gust of wind from the back-flip path of their legs that shoots at their opponent. The user doesn't have to actually make the back-flip jump, since the gust of wind propels them anyway, making them back-flip without them actually needing to do the action, meaning there doesn't need to be any solid ground for them to jump off and can be performed whilst airborne. And so because it can be done airborne the jutsu can be performed twice in rapid succession to get even higher and to emit arcs of wind one after another. User can alternatively perform a roundhouse kick and fire a horizontal arc of sharp Wind from their leg with a 5 meter width that travels in a linear direction but can be fired upwards or downwards for if the user is in midair, this is without the need of a back-flip and covers a wider area than vertically.
-Can only be taught by LonelyAssassin
Learned updated

Rank : S
Type : Offense / Defense
Range : Short
Chakra Cost : 40
Damage Points : 80
Description :
After performing the necessary hand seals Snake --> Dog --> Rat, the user forms a tornado behind them self which grows three times as tall as the user, which then branches off into two spirals of wind, like arms for the first tornado reaching around the user like vacuums, which will suck up any projectiles, including an enemy if they get too close and will transport them through the arm they were taken up in, getting slashed by the violent wind all the way to the body of the entity delivering the full blow of the damage. The entity has a head of wind to make it look like a being.
- Last 3 turns
- The user cannot jump backwards as the technique will consume them too, damaging the user. The user can move to the sides as the entity moves to the sides and stays directly behind user if he ever turns.
- Technique can only be used 2 times
-Can only be taught by LonelyAssassin
Learned


Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: After channeling a large amount of futon chakra into the air around his target or targets if they are within short range of one another, the user will make three quick hand-seals which causes the futon chakra in the air to create a mouth being any size from a normal one up to one that is as large as 7 meters tall and 3 meters wide filled with several sharp jagged fangs that can easily slice through meat and bone. The moment it is formed, it will then bite down sending those deadly fangs into the target/s, slicing through them like a hot knife cutting through butter, leaving whatever part of the body bitten by the mouth sliced cleanly off the body.
~ Can only be taught by Albel
~ Must have a one turn wait before using again
Taught

Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Long (made at short range)
Chakra: 40 (+5 per turn to sustain)
Damage: N/A (80 when/if used offensively)
Description: The user after performing 3 hanseals infuses the air surrounding them with wind chakra and manipulates it to encircle the user's body multiple times. This makes the pressurized chakra-infused air revolve around the user like a vortex, allowing them to maintain it for several turns once activated. The technique takes the form of wind currents and is concentrated around the user's arms, lifting them up, allowing the user to be airborne while also allowing them to move freely in mid air. The user has enough control to release the chakra-infused air surrounding them as a directed blast that can cause considerable damage to the surrounding area. This technique can also be used to block a devastating lightning attack and dissipate it, and block other elemental/physical attacks as well as push them back by using the energy of the technique as a barrier (following elemental strengths and weaknesses). The pressurized chakra-infused air can be focused onto specific areas of the user's body, making the protection exceedingly more concentrated. However when focusing them onto specific areas, the user cannot achieve flight.

Note: Lasts for 3 turns
Note: Can only be used twice
Note: Once used offensively, the jutsu ends
Note: The user is vulnerable to Fire based techniques
Note: No wind techniques above A rank while the jutsu is active
Note: Two turns cooldown in order to use again after this jutsu ends
Note: No wind techniques above A rank the following turn this jutsu ends
Note: No fire or lightning techniques that originate from the body while active.
Taught

Rank: S
Type: Offense/defense
Range: long
Chakra Cost: 40
Damage Points: 80
Description: The user concentrates a large amount of wind chakra into one of their leg and stomps on the ground thus releasing a powerful,large wave of slicing wind raging through the ground with great speed, towards the Target. Doing major damage to their legs.
-Useable 3 times per battle
-No A-rank wind next turn
-Must be taught to by Magic..
Taught

=(Fuuton: Andāwāru dodoragon no deburi | Wind Release: Underworld Dragons Debris)]

Type: Offensive | Defensive | Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: By doing a series of 3 hand seals (Dragon - Dog - Snake) the user is able to initiate a wind technique made from the ground. Using wind chakra in the surface of the ground (earth, dirt, deserts etc) the user controls the air particles to lift rapidly, ripping the ground on a small level in order to bring up dirt, dust and small broken up rock with the air. The chakra enhanced air carries the debris with it as the user uses shape manipulation to create a dragon that resembles the water dragon technique, rivaling it in size, though due to the wind properties the dragon can achieve flight but only at the user's base speed. It is also to be noted that the outside of the Dragon is harmless smooth wind, while the inside of it is made of the earthen debris and sharpened wind. This allows the user to ride on the dragon to fly or evade the opponent without the risk of being cut by his own technique. Once materialized into existence the dragon uses the chakra that it was created from to sustain itself independently of the users control in order to aid the user while the user holds his own. On the other hand the real power comes from its ability to combine the wind it's made of with the earthen material it brought up with it. From any part of its body, the dragon can release large streams (similar to the water bullet jutsu) of wind that carries sharply coated earthen debris; including large rock chunks, dust, dirt etc. These streams equal to an A-rank (60 dmg) attack and the range of the streams reach up to 15m away from the dragon. Alternatively the dragon can reverse the flow of wind in its body, creating a vortex on any point on the surface of its body that would suck up things that the part of the body is aimed at. The suction's reach extends out to mid range, allowing the dragon to suck in anything within 15m of his immediate area. This ability counts as a move by the user and the sucked in target or item would be cut up and destroyed by the sharp wind and large debris spinning inside the dragon, equaling an A-rank (60 dmg) attack from the inside.

☆ Usable twice per battle
☆ Can't be used in consecutive turns after ended
☆ Lasts three turns (unless cancelled)
☆ Each ability used by the dragon counts as a move
☆ No S-Rank or above Wind on the turn this is deactivated
☆ The dragon can only use his ability 3 times, this so it has sufficient chakra left to sustain its own form.
Taught

All of the following learn't

Type: Attack/Supplementary/Defense
Rank: S-Rank
Range: Self/Short
Chakra Cost: 40 (+10 to pressurize)
Damage Points: 80
Description: Myōna hyōjō is the sister technique of , utilizing the intangible and pressurized aspects of Fuuton. Unlike its sister technique though, Myōna hyōjō isn't used on a projectiles or techniques being used, but instead a technique used directly on the user himself or melee weapons he is holding. The user would create a thick "shell" of Fuuton Chakra around the shape of either his entire body or a melee weapon i.e. a sword, hammer, club etc. being about 5m thick and about an inch away from actually touching the user. The shell of Fuuton initially takes on the unique intangible state though it gives off a pale white glittering affect on whatever it is around, (see photo. Lel). Once the shell is created it stays active around the user for three turns before the Chakra runs dry and the shell vanishes all together. While the shell is active it isn't affected by solids such as earth techniques, water, steel, or other human bodies, though the shell reacts to energy based elements and such according to elemental strengths and weaknesses. This means the shell would be unphased by a kunai or earth technique coming in no matter the rank, but would combat against a fire, wind or lightning technique according to rank and weakness. The pressurized usage of the shell comes into play when the user wills it to, by spending an extra +10 chakra for the shell, thus pressurizing it to give it a physical aspect of aggressive cutting wind. This means the user can be performing a Taijutsu technique with the shell around his body in the intangible state, having no affect on how his Taijutsu attack is defended from when it comes to non energy defenses, but at any point the user can spend the needed chakra for the shell to pressurize and rip up anything it is in contact with. The shell becoming pressurized only lasts a brief moment before returning to non aggressive intangible wind again. This means for each attack to be pressurized the user has to spend additional chakra. Due to the wind staying present around the body, it becomes impossible for the user to use any other technique related to another element besides Fuuton. Even though the usage of elements is restricted to Fuuton, the user can still use Taijutsu, Genjutsu, Kenjutsu and Ninjutsu as long as it is raw chakra or Fuuton.

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☆ Usable twice per battle
☆ Only to be taught by Shady
☆ Lasts three turns once activated
☆ Costs a move to pressurize the Fuuton

Rank: Forbidden
Type: Attack
Range: Short-long
Chakra Cost: 50
Damage Points: 90 (-15 to the user)
Description:
This technique is a simple yet powerful wind technique which focuses purely on destructive power. The user draws blood from his and like a summoning technique then weaves together three hand seals (Tiger - Dragon - Snake) whilst gather a massive amount of chakra directly in the center of his chest. When the three hand seals are finished the user moves his hands from out of the path of his chest and releases from the chest a condensed circular beam of glowing wind chakra. The beam begins as a circular, 3 foot in radius beam until it reaches five meters away from the user. Once it leaves close range the chakra can no longer be controlled and it suddenly expands outwards into a large half dome like explosion that moves outwards 30m in every direction except back at the user. The concentrated wind expanding so quickly leaves everything in its path cut up on a small scale, so being hit with it is Certain death. The aftermath of the attack is very identical to that of the mini tbb that the 4tails naruto did when fighting Orochimaru, though due to so much powerful wind chakra being blasted from the users chest, it leaves his chest cut up with 1inch deep cuts that leaves him bleeding moderately.

- Usable one time
- No wind techniques in the same or next turn
- The user can't use A-rank or lower Tai for 3 turns due to the body being worn out - Cannot use techniques above S-Rank for 2 turns afterwards

Rank: S
Type: Attack
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user uses shape manipulation around wind currents and forms a staff made of condensed wind. The staff is approximately the same height as the user and about a foot in diameter and is very similar to the wind blade technique, in both visual tangibility and cutting potential
Close range abilities:
The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of an S-rank wind blade
Mid range use:
The staff can also be used at a range, in which it gained.its name "butterfly staff". The user can simply throw the staff like a spear but as It's in mid flight the user does a single hand seal thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a butterfly's. This allows the staff to not only pick up speed and killing potential but also also allows the user to control it in mid flight to hit opponents. While be controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..
At any point while flying, the user can do one more hand seal which results in the wind exploding into a 7m wide vortex of wind that would suck things from 5m out into it while also cutting anything that comes into contact with it up

~ Only teachable by Shady
~ Only usable once per match
~ Staff lasts 3 turns unless thrown, then.it ends that same turn..

Type: Attack
Rank: A Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user first creates a clone then with that clone both of them gather up Fuuton chakra within their bodies. Once a sufficient amount has been gathered the user and his clone both perform a sequence of 3 hand seals. After doing the hand seals the user or the clone raises their hands to the sky and releases a translucent disk of wind chakra 10m into the air. The disk rotates rapidly and drifts off in whatever the direction the user's hands direct it. Once the desired location is reach the user will clap his hands causing the rotation from the wind disk to "exhale" basically releasing a violent column of rotating wind on whatever it is over top of. While this is happening the clone releases yet another translucent wind disk which travels by ground. Same principles apply it goes in the direction of the clone's hands. Once the disk reaches the desired location the clone claps his hand causing the disk to erupt into a column of rotating wind. When the two disks are below and above each other a funnel effect happens as the two disks rotate opposite each other. Along with the opposite rotations the direction in which the column of air is released are also opposite which would produce rapid lifting then floating in mid air. The bottom disk sends something up and the top sends something down while the two columns shred whatever is in between the two disks. When the columns aren't directly above/below each other, they can act alone but with lower degree of affects. The one above will have enough wind power blowing down to pin enemies to the ground and do B-rank cutting damage, while the column below someone would rapidly and violently toss someone upwards while doing B-rank cutting damage. As an alternative use, the user, without a clone, can perform the jutsu alone but with only a single disk in which he'd choose if it was created on the ground or air. When used this way, the single disk would hold the entire strength of the jutsu, being A-rank but it wouldn't have the versatility of attacking from both above and below simultaneously
Note: Both Disks are 5 meters in diameter and can lift up even summons like the human sized toads.
Note: Must have a clone or partner (other member) that has learned this jutsu. Unless used with a single disk.
Note: counts as 2/3 per turn
Note: Can only be used 3 times per battle
Note: Can only be taught by Shady Doctor


Rank: A-Rank
Type: Attack
Range: Short-long
Chakra Cost: 30
Damage Points: 60
Description:
The user starts by simply weaving together 3 hand seals (Monkey - Dragon - Rat) and molding his Fuuton chakra in the air around himself. With that done the user uses his Fuuton chakra to create a 2 1/2 foot tall, translucent cherub floating a meter or so above his head. The child-like cherub wears no clothing other than what covers its bottoms, and bares wings far past the size of the being itself. The cherub's wings span 10 feet from wing to wing and let off a light, cooling breeze with every flap of the wings. Upon creation, the cherub simply disappears in thin air; literally becoming nothing but thin air which scatters into the terrain as a breeze exactly like from the flapping of the wings. Now only being able to be tracked by doujutsu users or sensors, the cherub stealthily arrives near a designated target, whether it be the opponent himself or something else such as a summoning, stone golem etc etc. As another light breeze slides across the body of the opponent, the cherub rematerializes once again. The cherub now floating a meter above the target, just like when it was first created, has the wind it is made of explode. The cherub explodes in an outwards omnidirectional explosion; swiftly delivering a blunt blow of spinning wind that mangles the target and anything in a 5m radius. If the target is small enough I.e. a small summon, human etc. The cherub can wrap its large wings around the target before exploding. The powerful spinning wind itself is able to break through even solid structures within reasoning.

• Usable 3x per battle
• No wind techniques over A-rank next turn
• Only taught by Shady doctor

Rank: S-Rank
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
This is the sister technique of ( Fuuton: Koisuru tenshi no soyokaze ) - Wind Release: Breeze of the beloved Cherub. The user starts by simply weaving together 5 hand seals (Monkey - Dragon - Rat - Dog - Tiger) and molding massive amounts of Fuuton chakra in the air around himself. With that done the user uses his Fuuton chakra to create multiple Cherubs (4), each being 2 1/2 feet tall like the original technique ll, and translucent, floating a meter or so above the users head in a square formation. The child-like cherubs wear no clothing other than what covers their bottoms, and bares wings far past the size of the beings themselves. The cherub's wings span 10 feet from wing to wing and let off a light, cooling breeze with every flap of the wings. Upon creation, the cherubs simply disappears in thin air, literally becoming nothing but thin air which scatters into the terrain as a breeze exactly like from the flapping of the wings, but unlike the original technique, these winds from the breeze picks up debri and dust from all around, acting like (Fūton: Kiryū Ranbu) - Wind Release: Air Current Wild Dance. Now only being able to be tracked by doujutsu users or sensors, the gang of cherubs stealthily arrives near a designated target, whether it be the opponent himself or something else such as a summoning, stone golem etc etc. As another light breeze slides across the body of the opponent, the cherubs rematerializes once again. The cherubs now floating a meter above the target, just like when they were first created, has the wind they are made of explode. The cherubs explodes in an outwards omnidirectional explosion; swiftly delivering a blunt blow of spinning wind that mangles the target and anything in a 5m radius. If the target is small enough I.e. a small summon, human etc. The cherub can wrap its large wings around the target before exploding. The powerful spinning wind itself is able to break through even solid structures within reasoning. Each cherub can materialize in different locations in order to attack multiple targets, each holding B-rank strength when exploding. To gain the full damage of the technique, the cherubs materialize near each other, holding hands as they appear; exploding in unison and creating a much larger 9x9m explosion that will devastate the area.

• Usable 2x per battle with 2 turn cool down
• No wind Jutsu next turn and no wind jutsu over A-rank in the same turn
• Only taught by Shady doctor

Rank: S-rank
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
The user draws blood from himself, seemingly as a sacrifice to the sky gods. After drawing blood and smearing it on his hand the user performs the Bird - Snake - Dragon hand seals and then creates a clone made of raw Fuuton chakra. The clone takes on the image of a white ghostly adult female angel that has a shining translucent body which sprouts bright white wings before ascending into the sky. The angel gets so far into the sky at such high speeds that it is out of sight within a moments notice, though the huge amount of chakra can still be sensed by sensors and seen by doujutsu. After staying in the sky collecting natural air from the sky (1full turn) the angel would dive down, heading straight at the opponent. The Angel's right hand would be extended downwards with its palm pointed down and open. As the angel comes down it grows from its original woman size in the matter of moments. The angel gradually grows 5 times in size, holding so much heavy, dense wind chakra that when it crashes down on a spot it covers a 15m area of impact, bluntly crushing anything in its path including the user if he's in the way. The impact on the area is very similar to when sakura hits the ground with her super strength, leveling the terrain around it.

• Only taught by Shady
• Usable twice
• No wind rank jutsu above A-rank in the same turn it's created or next

Type: Attack
Rank: S-Rank
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description:
The user claps his hands in front of him whilst channeling mass amounts of wind chakra between his palms in order to create a tiny "seed" of Fuuton in his dominant hand. The seed is created in a split second, letting the user then touch the surface of an earth structure or the ground to initiate the technique. After touching the ground or the earth structure, the seed swiftly drills into the earth to any point on the field up to 20m away from the user, and like any other seed begins sprouting on its own will. The seed sprouts into large "veins" that spread throughout the earth with haste, almost as if it was infecting it. If used on the ground, the veins spread into a short range radius with the seed itself as the center. If used on structures made of earth, it will spread all the way through the structure until the veins completely inhabit the inside of the structure. Once the veins have fully spread, the wind the veins are made of begins violently rotating and expanding at a fast rate; affectively destroying the earth from the inside out. The veins continuously expand until finally creating a massive dome reaching mid range in all all directions with the seed still as the epicenter of it all.

• Usable 2x
• Two turn cool down between uses
• No other wind in the same turn

Type: Attack/Defense
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
This jutsu was crafted from a wind specialist that wanted a quick acting attack that could serve as a defensive mechanism also so he wouldn't be left with many opening when he attacked. He came up with the idea of the "Berserker Kick". By channeling mass amounts of wind chakra into his lower body, the user would swiftly stomp on a surface as he released the wind chakra from his legs in conjunction with the stomp. The wind suddenly bursts out in a 360 degree manner, but the moment it is leaving the legs, the user applies great chakra control in the form of shape manipulation. The wind would instantly be molded into numerous legs identical to the user's but twice the size. The legs of wind rapidly kick in every direction besides upwards, looking like a bunch of white/translucent legs are bicycle kicking everything away from the user. The 360 degree range of the legs create a sort of "barricade" of legs surrounding the user, the barricade being up to the user's hip. This successfully creates a barricade of kicks that will rip through anything within 5m of the user while protecting him from anything that comes in range. The user can fuel chakra into the barricade to sustain the kicks, but can't perform jutsu whilst doing so. Due to the kicks even going below the user into the ground, attacks from below would be defended from also if reasonable. The attack itself leaves a 5m crater around the user because of the destruction it holds with the wind kicks.

• Only Teachable by Shady
• usable 3× with a turn cool down
• No wind Above S-rank in the same turn

Type: Supplementary/Attack
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: n/a (60)
Description:
A known wind specialist, Shady, wanted to put to use the intangible side of wind, liking the sneaky opportunities it could bring. He decided to make use of it as a supplement to his other attacks altogether, making them a bit more dangerous than normal. This jutsu is initiated by manipulating wind chakra around a chosen projectile or jutsu in range that's in motion (a wind sphere, kunai, etc.) Whether it be the user's jutsu (not opponents) or an inanimate object. The wind chakra suddenly coats the jutsu/object creating a shell of wind in the shape of it, about an inch away from actually touching. The wind shell itself is unique, purely taking on intangible properties like the wind blade technique but giving off a noticeable green glitter affect. Once the shell of wind is around said projectile, it remains there in a useless intangible state, until the object is removed (getting knocked away from the coat, stopping said projectile). Once the inside of the shell becomes empty, the wind continues at the speed of the projectile but completely pressurized in order to recreate the projectile in a cutting wind form. For example, when coated onto a kunai that is thrown at an enemy, it would simply look like a glittery kunai. If the opponent attempts to intercept with a kunai of his own, it will simply phase through the intangible wind shell unaltered, knocking the other kunai away as planned. The shell of the kunai would continue at the opponent as if it was the kunai itself, but now pressurized into cutting wind instead of its intangible state. When first created and in its intangible state, the wind will phase through physical objects but affected by energy type techniques such as fire, lightning etc. In the case that the opponent is combating the intangible wind with energy based techniques, the wind is treated with A-rank strength according to strengths and weaknesses. So it would play on equal terms with S-rank lightning but only B-rank Fire or other A-rank wind. Once in its pressurized state, the wind can be combatted by physical and energy based techniques, according to elemental strengths of course.

☆ usable 4 times
☆ only taught by Shady

Rank: S-Rank
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing earth chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large earthen pillars that are 10m in height and very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't directly act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars (20 damage). The pillars rise in a way to surround the target with the target as the epicenter and one blunt pillar also rising beneath the user to rise him above the soon to come mayhem, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent or lifted on his designated pillar, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also.

• Usable twice with 2 turn cool down between uses
• Counts as two moves since using two chakra natures back to back
• The jutsu can be performed at long range, but the radius of the pillars is mid range only..
• No Doton or Fuuton above A-rank next turn.


Type: Offensive
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: The user form three hand seals and focuses his Wind based chakra before himself, to create a clone which forms from thin wires of Wind, into a copy of the user. A slight shine is given off by the clone, which differentiates the clone from the user. However, this clone is much different from a usual elemental variation. Due to being made of thin wires of Wind, rather than just unfocused Wind, this clone is capable of forming his hands into thin wires that can extend towards the opponent (up to Mid range), and can inflict cutting damage, due to the sharpness of the wires. The clone is also capable of grabbing onto opponent with said wires, and constricting their movement, and cutting them. With another hand seal, the clone is capable of exploding into the thin wires that creates an omni-directional blast, releasing said wires in all directions around. This explosion spans up to Short range around the area where the clone is. The power of the explosion is also B rank in power. The clone is capable of using all of the wind techniques the user knows and non-elemental abilities such as Nin, Gen, Tai, Ken, etc.

Illustration of how string clone forms:

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Notes:

-Can only be taught by Detective L.
-Can only make 2 clones per fight, though not at the same time.


Type: Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Tenha Kassatsu rescues the user from the brink of peril without having to touch their opponent. By focusing wind chakra to the users fists and thrusting the hands forwards, seven visible bullet shaped bursts of wind will shoot outwards from their hands in a tight grouping towards the enemy, capable of piercing straight through them, while sending them flying backwards to mid range.

~Notes~
- Must be taught by -Vegeta
- Can only be used twice per battle, with a 1 turn cool down
reference-
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Taught

Type: Offensive/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: A counter-counter strike. When a high strike by the user is blocked and countered, the user, while reacting to the counter attack, does a backwards handspring concentrating a slicing blade of wind to their dominant foot slicing vertically into the opponent. They can continue by gathering more wind chakra throughout their body, releasing it clockwise around themselves as they spin on their hands, the wind chakra bursting out like a small tornado surrounding them as they plant their foot with their other dominant foot raised high in a slicing kick, the wind chakra speeding the rotation of the attack.

~Notes~
- Must be taught by -Vegeta
- Can be used 2x's per battle
Ref-
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Taught

Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user begins by forming two quick handseals and initiates the technique. The user then manipulates the air around him (very close range) to form an armor around his body. He can also do this by releasing the wind chakra from his body. In quick succession (the same timeframe), a dome of wind is created far away from him (such that the opponent is between the dome walls and the user). The armor and the dome, both are A-Ranked in strength, although their thickness (and size of the dome) vary according to the user's requirements. In a quick movement, the armor expands and the dome compresses. They both change at a very high pace, carrying dust and debris and all sort of obstacles with them, to meet the target at the center, where they collide and cause a huge blast. Should the collision happen in the short-range to the user, he will get affected too. So it is best to be used against an opponent standing mid-range from him. The technique explodes similar to two electrons colliding with each other and releasing a large amount of energy. Anyone caught inside will have their bones broken and smashed internal organs. The dome has to be created at least five meters away from the opponent.

Note: Can only be used twice.
Note: Can only be taught by Python
Note: No other wind techniques above A-Rank in the same and next turn
Taught

Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their wind chakra. This is usually used in close combat where the user will release their wind chakra around a part of their body covering them in wind. This wind is rotating around their body like a rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this wind created be the user, it will great a burst of wind on impact from the user, creating seveal wind slashes forwards which can cause 2 inch cuts on an opponent.

Note: can stay active for 2 turns at a time
Note: Can't use fire jutsu at the same time
taught


Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost: 30
Damage Points: + 20
Description: At the end of one of their wind jutsu the user will perform 2 handseals in the same time frame as they create the jutsu, and pump more of their wind chakra into the wind jutsu. In doing so, the user will increase the power and size of the wind jutsu boosting any wind jutsu by 20 damage points. By the increase in chakra the wind gains more power as it increases the power of the wind blast aswell as the size by expanding the wind currents. The user can also choose to perform this technique after their wind jutsu has already been created, so that this jutsu occurs in a separate time frame.

Note: Can only use used on wind the user or the users summon has created
Note: can only be used 3 times
Taught
 
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Kirikoe

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Doton Customs

Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Burrow Strike of Psamathe is technique of earth release element which can both be used as to make offense and escape enemies attack. User would through the rapid release and manipulation of chakra change the ground upon which they are standing to the one of sand in a similar manner as done when performing (Doton: Moguragakure no Jutsu) – Earth Release: Hiding like a mole technique, which would allow them as to move through it. Traversing through the ground they would be capable of reaching up to long range from their initial position. However unlike the previously mentioned technique, user would leave a trail behind them. This trail would be in form of up to six spikes that can emerge only above the surfaces the user went through before once again arising from the ground. User can chose where they would make the spikes rise. Additionally, with the emergence of the spikes so will be the sand and small participles of earth found underground. This would happen due to the user using the ground through which they were moving so as to make spikes arise. The participles which would follow the spikes would move outwards which would cause the target they are effecting to lose their ability of sight unless defended for a turn in which they were created.

Note: Can only be used thrice per battle.
Note: Can only be Taught by Akasha

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Taught

Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30(-5 per turn used)
Damage Points: 60
Description: By molding doton chakra to their feet, the user releases it below each foot manipulating the ground just below each one, about 4 inches deep in the exact shape of their shoes/boots/whatever they are wearing or their bare feet. As they do so, they use the chakra to stick each foot to this section of ground while also dislodging the piece of earth, manipulating it hardening it's consistency to stone like. When the user lifts their feet, they will have the earth stuck to the bottom and can strike with kicks or walk/run/stand with the earth remaining connected to their feet.

-Notes-
- Can be used 3x per battle
- Must be taught by Geets updated Original Taught to me

Type: Offensive/Defensive
Rank: S-rank
Range: Short-Mid (Made in Short-Range)
Chakra: 40
Damage: 80
Description: After doing the neccesary hand seals of Ram > Tiger, the user either claps his hands together or slams them on the ground channeling earth chakra on the ground and creating a Knight like monster with the height of 4 meters composed of solid rock, the creature is named after a medieval brave knight Bayloz who fought with several monsters while he himself being one but helping people, it's said that during his final battle he fought with his own brother and both of them died in that battle, the Bayloz looks exactly like a giant medieval knight with a solidified body and the strength of a monster, the Bayloz has high durability and it follows elemental interactions, the Bayloz is connected to the user by manipulating him and controlling him with his chakra, it's like a earth puppet but it gets manipulated by channeling your own chkara to him, due to the hardness of his body he is quite strong able to shatter through A-rank defenses easily (It follows the elemental weakness and strength of course) with the help of its strong fist or legs though he has the speed of a normal kage rank user, another unique ability of the Bayloz is that when in a water or mud surface he can transform into mud, the Bayloz can turn its body into mud completely or partially helping the user stand in mud or water surfaces without a problem, also when hit with weaker jutsus it heals the damage that is caused by the jutsu easily and if a body part of the Bayloz is his then it can be reformed again but needs to be in contact with either a mud or water source.The Bayloz can also interact with other mud sources, using his ability to turn into mud, Bayloz can create mud balls, mud ropes, spikes etc. from either his hands, legs or a part of his body or a mud source.

Note: It can only be used twice per battle and lasts for four turns.
Note: The user is unable to use S-rank and above Earth jutsus in the following turn.
Note: The Bayloz can use the ability to turn into mud thrice in a battle.

Taught
 
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Kirikoe

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Taijutsu Customs

Customs taught to me

Rank: A
Type: Supplementary
Range: Self
Chakra cost: N/A
Damage points: N/A
Description: This technique requires for the user to eat a special mix of mushrooms which act like a drug and, paralyze his Nerves/senses and will enable him to enter a state of mind called the berserker rage. The effect of the mushrooms takes a turn to kick in, but when they do, the user will be put under a nearly uncontrollable, trance-like fury, speed up his neutral synapses to react faster to danger and push his physical prowess to it's maximum limits, allowing him to gain tremendous raw speed and monstrous power and completly removes all sense of pain from the body, and allows him to ignore any strain on the body. The effects of the mushrooms lasts for a while, though as they wear off the side effects will be a heavy headache.
~ The effect lasts for three turns after the effect kicks in.
~ Can only be used once and pushes the user's limits to Tsunade's strenght and Raikage's speed in his Lightning armour.
Taught


Type: Defense - Offense
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80
Description: After being attacked, the user will move aside and catch his opponent’s wrist. Then the user will twist it really fast, and because of the pain the opponent will bow a little bit. Once this happens the user will concentrate large amount of chakra into his knee and kick his opponent, at the same time braking his wrist and also breaking his nose.
Note: the user can’t use any A or above rank taijutsu attacks for the next turn.
Note: the user can’t run due to his leg being shocked because of the chakra. However if the user is in sage mode or other mode that increases his spead or energy, he can still run.
Note: Can only be used 2 times per battle.
Note: Can only be taught by PowerOfDarkness
Learnt

Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description:
Description: The user charges their legs with lightning chakra whilst jumping high into the air and then using the light to act as a blinding against the opponent and making the users movements hard to predict the user then comes crashing down striking the enemies shoulders with their legs and crashing them into the ground whilst discharging the lightning chakra into the opponents body and making them numb.

Note: Numbing lasts 1 turn
Note: Can only be used 2 times
Note: Can only be Taught by Hazure
Taught here
 
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Monkey Contract

My own creations

Approved
Type:Supplementary
Rank: S
Range:short
Chakra:40
Damage:N/A
Description: Uzo and Muzo. The monkey twins, a summoning exclusive to Kirikoe himself, these young monkeys are the new generation in the monkey kingdom, still being quite young these two monkeys are but half the size of King enma himself, Uzo the older brother of the two being the one born first dons a white fur with black patches over his limbs where as Muzo don's a black fur with small white patches over his, due to being twins and thus having a special connection to each other their main method of communication is telepathy.

Being playful by nature they love practical jokes and mocking people and have a general immature personality, these two just simply like to have fun and the ultimate fun for them is fighting, these two monkeys albeit being young and immature are still quite talented and have fought in many battles along side their siblings and racking up various experience due to this both of the young monkeys discovered they have a talent for the lightning element, however since both are young and thus their chakra pools are lower, to perform most lightning jutsu they combine their powers performing the hand-seals in sync, jutsu that generally require a shadow clone to perform these two can perform with each other instead, these two monkeys having a mastery over lightning jutsu are able to use all S-Rank and below lightning jutsu that the user knows with one hand-seal.

Both monkeys fight in unison and so they never really move far apart from each other at all, they will always stay in short range of each other.

In instances where the technique is only applied to one person specifically such as Chidori Nagashi or False Darkness, they will perform these techniques individually.

Like few of the monkeys within the monkey kingdom these two twins have a transformation ability, the Adamantine tonfa, these twins have the ability to turn into a pair of tonfa which can extend and retract with great speeds at the users will just like Enma's transformation.

Note - To summon Uzo and Muzo one must have signed the monkey contract and be taught by Kirikoe
Note - Uzo and Muzo can only be summoned once per battle and remain on the field for 4 turns whiles in monkey form
Note - No other animal summoning's may be on the field, as long as they are
Note - Every lightning technique used by the twins count towards the users move count

Both approved

Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Uzo and Muzo both transforms into a pair of Tonfa which is characterized by the hardness of diamond and its at-will extensibility. When Uzo and Muzo are transformed into the Adamantine Tonfa , it is possible for them to have their ears, eyes, and mouth appear anywhere along each of their respective tonfa's metallic length. A highly magnificent weapon wielded as a pair, its at-will transformation-based attack and defence go beyond the scope of proficiency, to attain immense solidarity and great lethality for great use in normal taijutsu combat. In addition, the Tonfa has the capacity to generate modest quantities of lightning for certain, offensive moves when in combat. Lastly, it's durability is of such a high caliber, that it is widely considered indestructible.

The following moves are possible lightning-based attacks via the Tonfa. When the tonfa are in use, the wielder may store highly charged electricity which can be discharged at moments of striking at short range which holds power capable of numbing the part where struck. Should an opponent keep prolonged contact with the Tonfa, they will continue to take small electric shocks caused by jolts of electricity with the sole purpose of numbing the areas of contact, as well as disrupting movement.

From the Tonfa, when both held close together to charge a large amount of electricity, the electricity can then be focused and condensed into a large sphere shaped bomb between the two Tonfa, the user can then proceed to launch the bomb of dense electricity at their opponent or towards their vicinity which when contact is made it explodes turning everything around it within short range to ash.


Note: This may only be used by Uzo and Muzo of the monkeys, and they may not use other techniques throughout it.
Note: The tonfa can extend as far and as quickly as Enma can whilst he is transformed into the Adamantine Staff.
Note: Turns in which Uzo and Muzo maintains this form will not count towards the turns he can stay on the field.
Note: All of the lightning-based moves generated by the Tonfa are B-Rank, and each counts as an allotted move.
Note: The small, bullet of condensed lightning has short-long range. Every other move is short-range only.


Type:Supplmentary
Rank:S
Range:Short
Chakra:40
Damage:N/A
Description:
The elder of the monkey kingdom, Sun wukong, once king of the land before Enma succeeded him. A Powerful golden furred monkey and a good friend of Kirikoe's allowing Kirikoe to summon him when in dire need.

Sun wukong was once the king of the monkey kingdom, clad in golden fur and endowed with powerful muscles, a tall and strong stature towering over man itself, however due to his age he decided it best to step down and allow his faithful right hand, Enma, take his position, Sun wukong now as elder, acts as guide for the young monkeys of the monkey kingdom.

Due to his old age Sun wukong boast's great wisdom and a keen mind like no other and once boasted an immeasurable strength, almost unrivalled except for the gods them selves, of course this was all just rumors of his strength and few believed them to be true, however despite his old age Sun wukongs strength still rivals king enma himself, yet according to Sun wukong himself he has lost much of his strength compared to his younger days. Sun wukongs weapon of choice was once Enma himself both an incredible and unstoppable team able to shake the earth with mere punches and the swift swing of the Adamantine staff, of course he has long since stopped using Enma as a weaon.

Sun Wukong boasting a talent for earth release he is able to perform all earth techniques up to and including S rank which the user himself knows with one hand-seal.

Like many of the influential monkeys within the monkey kingdom Sun wukong also has the ability to transform. The Adamantine cudgel, A powerful weapon befitting of Sun wukong. Transforming into this weapon is a passive maneuver.

Visual aid below, in the picture the weapon he is holding is the weapon he will be trasforming into in this case
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Note - User must be a signer of the monkey contract and be taught by Kirikoe
Note - Can only be summoned once per battle
Note - Sun Wukong whiles in monkey form can remain on the field for four turns
Note - No other animals summons may be on the field as long as he is.
Note - Every earth technique used by Sun wukong counts towards the users move count

Both Approved

Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Sun Wukong transforms into a long staff Cudgel which is characterized by the hardness of diamond and its at-will extensibility. When Sun Wukong is transformed into the Adamantine Cudgel , it is possible for him to have their ears, eyes, and mouth as well as his limbs appear anywhere along the Cudgels metallic length similar to what Enma can do. The Adamantine Cudgel is a highly magnificent and powerful weapon boasting a lethality like no other, its at-will transformation-based attack and defence go beyond the scope of proficiency, to attain immense solidarity and great lethality for use in combat. In addition, the Cudgel has the capacity to use modest quantities of earth for certain, offensive moves when in combat. Lastly, it's durability is of such a high caliber, that it is widely considered indestructible.

The following moves are possible earth-based attacks via the Cudgel. When the Cudgel is in use, the wielder may, much like the added weight rock technique and its variants, change the weight of the cudgel at the cost of a jutsu slot, such as increasing its weight when attacking to increase the devastation of attacks or decreasing its weight in order move the staff much swifter, faster and with much more maneuverability above that of a taijutsu master, the cudgel can become as light as a simple feather, being effortless to hold and can increase up too a few tons to the point that it causes the ground to be destroyed upon impact when used to strike, otherwise its regular weight is the same weight as Enma in staff form, this effect lasts for three turns unless the user wishes to cancel the said technique and return the Cudgel to its original weight.

From the Cudgel when infused with Earth chakra, upon swinging the Cudgel in any direction, the staff manifests a wave of sticky dense mud which has the same width as the B rank earth wall technique, the mud delivers a blunt force on contact that forces the opponent back and the mud upon coming in contact with the enemy increases in weight and with its sticky tendencies crushes the opponent into the floor making it hard for them to move in any way. Although the weight is not to the point that it can crush the target to death, it certainly makes movement difficult and makes it difficult to stand, the stickiness of the mud further adds to this effect which effectively traps the opponent.


Note: This may only be used by Sun Wukong of the monkeys, and they may not use other techniques throughout it.
Note: The Cudgel can extend as far and as quickly as Enma can whilst he is transformed into the Adamantine Staff.
Note: Entire turns in which Sun Wukong maintains this form will not count towards the turns he can stay on the field.
Note: All of the earth-based moves generated by the Cudgel are B-Rank, and each counts as an allotted move.
Note: The Wave of sticky mud has short-long range being created in short range and extending out to long range. Every other move is short-range only.
Approved

Type: supplementary
Rank: S
Range: short
Chakra: 40
Damage: N/A
Description: One of the highest Regarded female Monkeys within the Monkey kingdom, Leraje works as one of the monkey kings elite guards due to her incredible skills and power which comes above most of the male monkeys within the kingdom. Leraje Don's an elegant and beautiful White and light pink fur, pale pink mainly dominating the ratio of the fur with various white fur over her chest area to her head, mane and slight white patches over her arms. With a height of around 6 ft she is a fair bit taller than your average man with a tail that extends to about half her height.

Leraje after various training and battles discovered she had an excellent proficiency for the wind element, as such she is able to use all wind jutsu that the user himself knows up to and including S rank with one hand-seal, Additionally her tail acts very much like a sharp blade being able to cut just as well, if not better than a sword when her wind chakra is channelled into it, without the wind chakra her tail would act as a normal sword. Leraje will often combat other sword users using her tail, additionally she can use Baki's Wind Blade technique from her tail as well as her hands.

Additionally like many of the influential monkeys of the monkey kindgom Leraje has a transformation ability, A unique and special type of weapon which reflects her wind styled abilities. This transformation takes the form of a scythe, this scythe being a bit special also doubles as a hammer which is on the opposite side to the blade.

Weapon within the spoiler is the transformation.
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- User must be a signer of the monkey contract and be taught by Kirikoe
- Can only be summoned once per battle
- Leraje whiles transformed can remain on the field indeffinetly otherwise she can remain on the field for four turns in monkey form
- No other animals summons may be on the field as long as she is.
- Every technique used by Leraje counts towards the users move count
Approved

Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Leraje transforms into a scythe/hammer which is characterized by the hardness of diamond and its at-will extensibility. When Leraje is transformed into the Adamantine Scythe/Hammer , it is possible for her to have her ears, eyes, mouth and limbs appear anywhere along the weapons metallic length. A highly magnificent weapon, its at-will transformation-based attack and defence go beyond the scope of proficiency, to attain immense solidarity and great lethality for great use in taijutsu combat. In addition, the Scythe/Hammer has the capacity to generate modest quantities of Wind for certain, offensive moves when in combat. Lastly, it's durability is of such a high caliber, that it is widely considered indestructible.

The following moves are possible Wind-based attacks via the Scythe/Hammer. When using the Scythe side of the weapon the user can coat the blade in a shining wind aura which increases its cutting potential greatly being able to cut through solid earth and metal, when swung the user can choose to release the focused wind inside it to create swift slashes of wind that are capable of travelling from short - mid range. The wind stored in the blade lasts up to 3 turns greatly increasing cutting potential in that period of time and ends when the user releases the wind inside, by spending one of the users 3 move slots the user can counter an incoming jutsu with a slash of the scythe whiles it contains the wind inside allowing it to defend from other jutsu

The Hammer side can be used to apply great pressure to a certain region, the wind will be of such great pressure that it will leave an imprint within the ground if swung in the shape of the hammers flat surface which easily encompasses short range slightly extending into mid range, when used against someone, that pressure acts as a strong bludgeoning force much like being hit by an actual large hammer,this technique can reach from short - long range

- This may only be used by Leraje of the monkeys, and she may not use other techniques throughout it.
- The Scythe/Hammer can extend as far and as quickly as Enma can whilst he is transformed into the Adamantine Staff.
- Entire turns in which Leraje maintains this form will not count towards the turns she can stay on the field.
- All of the wind based moves generated by the Weapon are B-Rank, and each counts as an allotted move.
Approved

Taught to me


All trained



Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: One of a dozen important figures in the monkey hierarchy, Amon is also summonable by Koumei. In regards to physical appearance, he easily dwarfs the average human and most of his body (including limbs) is covered by dark red fur. To demonstrate his allegiance to Koumei and by extension Amegakure, he wears the standard forhead-protector marked with the village's symbol. Though quite stubborn and blunt in his speech, such characteristics fail to denote the vast combat experience he has acquired over the two decades that comprise his life. Born with an affinity for fire, he has become infamous for his brutal fighting style and feared for his slew of victories that have reduced the opposition to nothing more than charred bones. Amon, a master of fire, can perform all canon fire techniques up to and including S-Rank with a single hand-seal. His physical strength is comparatively higher than most ninja, and he can easily break bones if his freeform blows fully connect. In terms of speed, he is on par with kage-ranked taijutsu specialists. Lastly, he is distinguished by his ability to transform into a nearly indestructible Adamantine Bisentō, which can extend/retract with great speed.

Note: To summon Amon, one must have signed the Monkey Contract and been taught by Pekoms.
Note: Amon is summonable once per battle, and will remain on the field 4 turns in his monkey form.
Note: So long as Amon is on the field, no other animal summonings may be initiated by the user.
Note: Every fire technique used by Amon will count towards the users move count.


Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Amon transforms into a bisentō (7' 0") which is characterized by the hardness of diamond and its at-will extensibility. When Amon is transformed into the Adamantine Bisentō , it is possible for him to have his ears, eyes, and mouth appear anywhere along its metallic length. A highly sophisticated weapon, its at-will transformation-based attack and defense go beyond the scope of proficiency, to attain immense fluidity and great lethality. In addition, the bisentō has to the capacity to generate modest quantities of fire for certain, offensive moves when in combat. Lastly, it's durability is of such a high caliber, that it is widely considered indestructible.

The following moves are possible fire-based attacks via the bisentō. When the bisentō is swung, the wielder may release compressed, crescent-shaped blasts of flames. Should an opponent be impaled upon the bisentō, they will immediately be consumed in flames with the sole purpose of reducing their body to ash. From the bisentō, a very thin stream of pressurized fire (capable of easily cutting stone) may also be released, with a trajectory dependent on how the bisentō is swung. At will, the blade may be superheated to inflict more grievous injuries.

Note: This may only be used by Amon of the monkeys, and he may not use other techniques throughout it.
Note: It can extend as far and as quickly as Enma can whilst he is transformed into the Adamantine Staff.
Note: Entire turns in which Amon maintains this form will not count towards the turns he can stay on the field.
Note: All of the fire-based moves generated by the bisentō are B-Rank, and each counts as an allotted move.
Note: The narrow, pressurized stream of fire has short-long range. Every other move is short-range only.


Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
One of a dozen important figures in the monkey hierarchy, Vinea is also summonable by Koumei. In regards to physical appearance, she stands equal to most of the taller ninja (6' 3") and most of her body (including limbs) is covered by dark blue fur. To demonstrate her allegiance to Koumei and by extension Amegakure, she wears the standard forhead-protector marked with the village's symbol. She always maintains a steadfast calmness in dire situations and her speech is marked with sophisticated syntax. At only 18 years of age, she is quite young, however, she has already endured many hardships and can hold her own exceptionally well with her intuition. Born with an affinity for water, she has become well-known for her graceful fighting style and feared for her capacity to make rivers run red with the blood of her unprepared foes. Vinea, a master of water, can perform all canon water techniques up to and including S-Rank with a just single hand-seal. Her physical strength is comparatively higher than most ninja, and she can easily break bones if her freeform blows fully connect. In terms of speed, she is on par with kage-ranked taijutsu specialists. Lastly, she is distinguished by her ability to transform into a nearly indestructible Adamantine Trident, which can extend/retract with great speed.

Note: To summon Vinea, one must have signed the Monkey Contract and been taught by Pekoms.
Note: Vinea is summonable once per battle, and will remain on the field 4 turns in her monkey form.
Note: So long as Vinea is on the field, no other animal summonings may be initiated by the user.
Note: Every water technique used by Vinea will count towards the users move count.


Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Vinea transforms into a trident (7' 0") which is characterized by the hardness of diamond and its at-will extensibility. When Vinea is transformed into the Adamantine Trident, it is possible for her to have her ears, eyes, and mouth appear anywhere along its metallic length. A highly sophisticated weapon, its at-will transformation-based attack and defense go beyond the scope of proficiency, to attain immense fluidity and great lethality. The main method of offense consists of the wielder making powerful stabs and thrusts that take advantage of its ability to extend. In addition, the trident has to the capacity to generate modest quantities of water for certain moves. Lastly, it's durability is of such a high caliber, that it is widely considered indestructible.

The following moves are possible water-based attacks via the trident. When the trident is slammed, prongs first into the ground in the immediate vicinity of the wielder, a large body of water may begin to form from water in the ground. Should an opponent be impaled upon the trident, a highly dense sphere of water may form around their person, to restrict their movements and breathing. From the trident, a very thin stream of pressurized water (capable of easily cutting stone) may also be released, with a trajectory dependent on how the trident is swung.

Note: This may only be used by Vinea of the monkeys, and she may not use other techniques throughout it.
Note: It can extend as far and as quickly as Enma can whilst he is transformed into the Adamantine Staff.
Note: Entire turns in which Vinea maintains this form will not count towards the turns he can stay on the field.
Note: All of the water-based moves generated by the trident are B-Rank, and each counts as an allotted move.
Note: The narrow, pressurized stream of water has short-long range. Every other move is short-range only.


Monkey Ninjutsu

Type:Supplementary|offensive|Defensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40 if used with freeform or +20 to Taijutsu techniques
Description:A unique technique developed by the Monkeys and taught unto the ones who have signed the contract. monkeys can utilize this technique freely as shown in the anime and manga Enma stretching his limbs freely whether in normal form or henge form, The user being a signer of the monkey contract has been taught how to replicate this into their fighting style themselves.

First through performing a single handseal the user will bulk their muscle mass up however not enough to slow them down by any means and allow each muscle fibre to be infused with charka that allows these muscles to become elasticated and stronger so they can endure the strain, this allows the user of the monkey contract the ability to stretch their limbs up to mid range like Enma himself, another effect this chakra has on the muscles, learnt by monkey users is the increase in physical strength witch becomes close to enma's himself, due to the charka used to infuse within the muscles to make it more durable and elasticated enough, while in this form thanks to the increase in strength users of this technique get a +20 to all tai techniques.

Whiles under this form the user is able to withstand C rank and below jutsu which cause a type of physical harm fairly easily due to the increase in muscle mass allowing them to tank through and hardly budge from a C rank hit, for example a D rank earth pillar would hardly be felt due to the sheer density of the muscle, a peircing strike of C rank or below would not be able to peirce through the muscle of the body itself, however effects such as burning, paralysis/electrocution or being blown/swept away by techniques are still all very much effective, only the physical damage that would be caused is able to be tanked.

- Lasts 4 turns until the chakra in the users system wears off and his muscle mass returns to normal
- must wait 2 turns between use upon the jutsu ending
- Can only be used 4 times per battle
- Freeform attacks deal B rank damage whiles under this jutsu's effect
Approved here >

Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: A technique developed specifically for swapping between weapons quickly by an aspiring bukijutsu user, the user will channel their chakra into their hand or hands and swap a current adamantine monkey weapon with another. The user channels their chakra at a specific signature in order to summon the specific monkey required already in its monkey form, the basis for this is that the user must already be holding a current monkey weapon in order to do so. When calling the desired monkey in its weapon form, the current monkey weapon being held will immediately disappear and the new monkey weapon will immediately replace it, the transition happening fast enough that it seems like a regular transformation jutsu.

Monkeys summoned in this way will require a move in order to turn back into their monkey form. Whilst in its monkey form the regular rules for the monkey summoned will take place and its 4 turns on the field will begin. Whilst in its weapon form the rules for the weapon form will naturally take place.

Restrictions - This technique cannot be used to Summon Monkeys whose duration has already expired.

Approved with edits by Imperfect.

Approved here
 
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Blast Release Customs


Created by me


approved



Type:Supplementary|Offensive
Rank: C-S
Range: Short
Chakra: 15 - 40
Damage: 30 - 80
Description: The user can, by focusing his blast chakra into an explosive tag/Explosive tagged Kunai or any other weapon that has explosive tags involved, inbue them with blast chakra in order to increase there effect and explosive potential, by doing this the user gives the explosive tag a great power boost allowing it to combat ranked jutsu from C - S rank depending on the amount of chakra the user imbues the tag with, Respecting strengths and weaknesses of course.

The blast radius of the B-S rank version is the entirety of short range and is an incredibly focused blast, all those caught within the blast will suffer severe burns and internal damage from the shockwave, being caught within the S ranks range will often mean death if caught.

The explosion occurs either upon contact or the user can perform a single one handed hand-seal similar to deidara in order to set off the explosion.

- The user can only use the S ranked version of this jutsu twice, The A ranked Version 3 times, The B ranked version 4 and the C ranked version has no limit.
- The user regardless of what rank he uses all bar C rank must wait a turn before using again, the S rank version cannot be used until two turns have passed.




Both approved


Type: Supplementary
Rank: A
Range: short
Chakra: 30 (+5 per turn)
Damage: +20 to physical based tai
Description:The user focuses their blast chakra into their limbs which can be augmented together with regular taijutsu, upon contact with anything the user touches they can release a small localised focused blast, unlike the landmine fist it lacks power however it does very much increase the users power in taijutsu, creating a small focused blast that packs a bludgeoning impact and can cause light burns , complimenting the users taijutsu greatly, the blasts released are very small and very pinpoint, due to this chakra control needed it causes the technique to be a high ranking technique.

The user whiles under the effects of this empowerment can strike through earth based structures of high rank aided by there taijutsu as the focused blast spreads through the earth based structure like ripples causing it to break apart in the process. The user however can only use Blast Release techniques along with earth and lightning which make up the element and non elemental techniques such as tai, nin, gen and ken while this is active.

- Lasts for three turns
- Can only be used twice per battle




Type: Offensive|Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user focuses bakuton chakra around there body and with a burst focuses this chakra out of every pour, creating an outward explosion from the user which has a 360 degree radius travelling around him, above him and below him, the explosion will cause a crater beneath the user as the explosion destroys the very earth he is standing on due to its omni-directional blast. The explosion encompasses the entirety of short range around the user, this explosion can cause burns and internal damage from the shockwaves released.

- Can only be used 2 times per battle
- Must wait 2 turns between usage
- No S-Rank or above Blast in the user's next turn



Both approved



Type:Supplementary|Offensive|Defensive
Rank:S
Range:Short
Chakra:40 (-10 per turn to recharge)
Damage:80
Description:The user channels there bakuton chakra all throughout their body and pushes this chakra into their skin, infusing it giving the bakuton users skin explosive tendencies, by doing this whenever touch is made the users skin will expel a medium sized localised outwards blast that combats anything that makes contact similar to the technique landmine fist, all bar contact with the earth beneath the users feet as to allow walking. This could be a jutsu, weapon or even a fist that touches the user, this includes jutsu's, items or people that the user touches also, The blasts shock waves will repel the jutsu, limb or weapon stopping it in its tracks and halting it's advance, if it's a physical based attack then they are more often then not jolted backwards by the blastsame shock waves stopping them from forcing there way through. An energy based attack will simple stop in its tracks and disperse.

The blast causes large damage to whoever makes physical contact, the shock waves resonate through the opponents body like ripples causing internal damage to the opponent affecting there lungs and will fracture several bones, the blast itself will cause moderate burns to the limb used to strike.

while touch is necessary for the technique, it need only be the slightest of touches for the technique to activate, meaning a jutsu need only to slightly graze the skin before the explosion combats the technique before the technique can do any substantial damage to the user, respecting strengths and weaknesses, this means virtually no damage befalls the user and will allow them to escape from jutsu, weapons with but a mere scratch or scrape, not enough to slow the user down by any means.

Once the blast has been unleashed the jutsu would normally end, however the user can, by continuously feeding chakra to their skin can recharge allowing this to be used for multiple turns however whiles doing so the user will be limited to only the elements that make up bakuton and bakuton itself aswell as non-elemental abilities.

- can only be used twice with a 2 turn cool down between uses
- lasts 4 turns once activated and once deactivated the cool down begins
- can only use bakuton, elements making up bakuton, taijutsu and ninjutsu whiles active
- No S rank bakuton or above in the same turn.





Approved


Type:Supplementary|Offensive|Defensive
Rank: A
Range: short - long
Chakra: 30
Damage: (60 if the explosion is of a neutral nature such as a random explosive tag)
Description:

The user focuses his blast chakra around an existing explosion filled with either his own chakra from a previous technique or a neutral explosion such as one from an explosive tag or some sort of jutsu that creates a fiery explosion, by doing this the user manipulates and controls the explosion into a form of his choice such as a dragon or snake ect, the ideas are endless in what to shape it as and have it attack the opponents, the idea behind this technique was to allow an element of surprise to an attack that the opponents originally thought they had escaped.

More than manipulating fire, the user actually creates small chain explosions using an existing technique or item as a source and shapes it into something he desires via the chain of blasts If manipulating an explosion of a previous jutsu which is of higher level the jutsu will retain its rank, if it is of a lower level then it would gain the power of this technique as would a neutral explosion

- Can only be used 4 times per battle
- Can be used on explosion based jutsu up to long range but the chain reaction from the source can reach up to mid range (15m)
- Can only be used on explosions the user creates.




Type:Supplmentary|Defensive
Rank: S
Range:Short
Chakra:40
Damage:N/A ( next just used increases by one rank)
Description:The user upon facing an incoming fiery explosion styled technique will manipulate his own blast chakra and absorb the explosion through his mouth and pores, the user uses his own Bakuton chakra in order to break down the opponents chakra within the explosion and overide the explosion inside themselves, allowing the user to completely take control of the explosion inside themselves all the meanwhile keeping themselves from harm.

The user can choose to add the explosion which he previously absorbed to a future Bakuton technique , elements that makes up the Bakuton element or his next taijutsu technique effectively giving his next technique a great boost in damage and properties (+1 rank).

A Bakuton technique will simply gain an increase in strength and the explosion will be much more devastating

An earth technique will gain an increase in damage and will become highly explosive, the Explosion stored will be infused into the earth technique giving it an explosive surprise.

A lightning technique will gain a much more explosive nature following the strengths and weaknesses of lightning release still, upon contact with an opponent the lightning technique will give off an explosion upon contact with the opponent, nagashi when channelled around the user will give off small explosions in the vicinity and will be able to damage as well as paralyse the opponent in range, all reprucussions from the explosions are negated due to the explosions being pointed away from the user.

A Taijutsu technique will be aided by the power of the explosion, the user upon throwing a punch, kick or whatever will unleash the stored explosion from the said limb away from him to avoid any reprucussions, if using leaf dragon god, upon creating the wind pressure chain explosions will follow the wind creating the dragon and the chain explosions will cover the outside of the dragon giving the dragon a red fiery like form but leaving the user inside perfectly safe.

-Can only be used twice per battle
-must wait a turn before using again
Approved






Rank: D-S
Type: Supplementary/Offense
Range: Short(infusion)-Long(length of thrown)
Chakra Cost: 10-40
Damage Points: 20-80
Description: The user infuses thirr Blast chakra into an object. The infused object hits anything explodes 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. The user can throw the object they are holding or in the case of something like a shield hold it and protect themselves. The user can infuse something and can command it to explode whenever they see fit within reason which means when something hits said object it doesn't go off. The object that is infused does let off a crimson, burnt orange or orange color depending on the user.
-Cannot infuse living things
-Infusion requires direct contact with the object
Note: S rank can only be used every other turn and only be used three times a match






Rank: D-S
Type: Offensive
Range: Short to Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: Internal Shockwave is a technique used by, Bakuton user that causes small explosions which creates shockwaves causing different functions.

Method One: This method uses a weapon to the user desire and releases the shockwave with it touching a surface or whatever they desire. The shockwave is sent out into one or multiple directions at once. The surface internally is destroyed which causes the external to be destroyed also. Recoil falls the same rules and regulations as Landmine Fist. The range of this Method is maximum long range but it all depends on the way it is used. If it's used on a building it would affect the building and that's it. Used against a small ball it would just affect the ball.

Method Two: This method uses the shockwave as a way of evading. The shockwave knocks them into whichever direction the user desires. It causes shockwaves but nothing that causes any harm. The range of the travel can't go past short range.
Note: Each Method can only be used once per turn.
Note: S rank only used every other turn and only used four times a battle, each method.



 
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Custom Summoning Contract

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Summoning Animal: Vulpine
Scroll Owner: Kirikoe
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract:
1 - Jolteon
Description and Background: The vulpine is a species that highly resemble, and are related to the fox, Vulpine are often called True foxes, The generic Vulpine is either Orange, white or silver in colour and have bushy fur with black features over there fur and face, there tails vary, some have a bushier appearance while others can be quite slender, they have a narrow mouth allowing them to access small gaps for prey much more easily. The Vulpine is a very agile animal by nature and have been know to be able to run at 50km/h upon average.

The vulpine has traits and charateristics similar to that of a fox and a dog, much like a dog they have very attuned senses, one being there sense of smell, it easily rivals that of a dogs to the point that they are able to track small rodents under deep amounts of snow and accurately pinpoint its location and effectively kill the target as seen below.

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There hearing is another much more attuned sense as such it allows them to hear incoming hostilities easily allowing them to effectivelly flee and escape danger pre-emptively.

Role Play Background

The Vulpine are a summoning animal going back to the era before the sage of six paths and existed in the time that the juubi ran wild, they are a proud race and often kept to themselves, the sage happened upon them one day on his travels and became good friends with the Vulpine, the Vulpine were special and had a hierachy of sorts, being that most had one tail, the higher vulpines had mulitple (cosmetic purporses only) and to them the more tails one had, the more prestigeous they were, of course this meant nothing about there strength but the elder of the Vulpine was a creature who consisted of nine tails and his strength was feared by all the vulpine, he was a strong leader and a wise elder, his tails were but a coincidence of his strength, when the sage had finally beaten and seperated the juubi he chose to form one of the creatures in the shape of the vulpine he had met that day, as such the nine tailed demon fox was born along side its breathren, this was the greatest honor the Vulpine could have gained from the sage. The vulpine continued to live in the shadows of the world until one fateful day Kirikoe had happened upon there existence, he was fascinated by the creatures and there majestic forms, some were as big as lions while some were as small as cats, but all were agile, he pleaded with the elder of the vulpine for them to grant him strength as such they gifted him with there power, a scroll was handed to him from the elder and a tattoo was branded upon him signifying his alliegance with the vulpine, Kirikoe left with great allies at his disposal ready to show the world the power of the vulpine!
Approved

Vulpine Summons


Type:Summoning
Rank: S
Range:Short
Chakra:40
Damage:N/A
Description: Jolteon, one of the more influential summonings in the vulpine kingdom, Jolteon takes the appearance of a normal one tailed vulpine with yellow fur that is constantly sticking up in a spiky manner, it has a white mane that also much like its fur is also constantly spiked, this is due to electricity constantly coursing through jolteons body and makes the fur easily able to pierce skin without taking damage itself if you were to touch or come in contact with it. Jolteons tail is unoticeable due to the back of its further constantly being spiked up behind him masking his tail which is also spiked giving it the appearance of not having one, Jolteon has speed equivilent to a sage ranked taijutsu specialist.

Jolteon has a number of abilities unique to him along with the regular sensory abilities that all vulpine have, the first being, that it is able to speak telepathically with its summoner, it can also shoot its fur as lightning cloaked senbons that have the power to easily peirce through dense structures, these lightning cloaked strands of fur are fairly small in size but come in large numbers and give off a yellowish glow due to the lightning coating them, Jolteon is able to choose to do an omnidirectional spray or target in a specific direction and its power is equal to an A rank lightning jutsu, the senbon can travel up to mid range.

the second ability Jolteon possesses is the ability to use all lightning techniques the user knows that do not require hand-seals however unlike normal lightning jolteons takes a unique colour, purely cosmetic of course, in the senses that all lightning techniques that jolteon uses takes a yellow appearance.

The third and last ability that Jolteon possesses is that ability to absorb all pure lightning techniques up to B rank into his body leaving jolteon himself unharmed from B rank and below lightning and can avoid paralysis from all lightning jutsu much like a ninja with lightning mastery, this is due to the ability Volt absorb and it is an ability which only Jolteon possesses, its thanks to this ability that jolteon's fur constantly stays spiked, after absorbing a pure lightning technique jolteon can use the stored power to empower his next lightning technique by +10

- Can only remain on the field for 4 turns per battle
- Fur senbon can only be used two times per battle
- Volt absorb can be utilised on one lightning technique per turn up to B rank.




Vulpine Ninjutsu


Type:Supplementary
Rank: C
Range:Self
Chakra:15
Damage:N/A
Description:The user being a holder of the Vulpine channels chakra to his ears and nose in order to mimic the senses of the vulpine, the users sense of smell becomes heightened and becomes as sensitive as a vulpines being able to locate even small creatures easily by only there sense of smell alone rivalling that of an inuzuka's, the users ears become much more sensitive to sound however not quite on the level of inner sonar, but becomes heightened enough that they can hear the movement of a small rodant easily, being able to hear the slightest of movements however this is limited to mid range and the hearing can not expand across the whole battlefield.

-Must be a signer of the Vulpine contract
- Lasts 5 turns
- Can only be used 2 times per battle
Approved

 
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Custom Clan

Name - Amaimon Katsuryoku
- Founder:

- History of the Clan:

House of Katsuryoku's history reaches far back into the past, when there were no nations, united villages and whatsoever, but only clans roamed around the shinobi world causing bloodshed to one another, fighting for their desires, sakes and expanding their territories. A branch of 12 skilled warriors, however tired of the reckless killing, decided to band up forming a brotherhood of sorts, to unite all clans under one banner finally creating peace throughout the world.

After successfully capturing land in the northern mountains they constructed a guild house, or a mansion if so to say, within the mountain parts. Once it was built, the twelve warriors made an oath of loyalty mixing their blood, also creating the House of Katsuryoku, despite their origins they saw each other as family. Their principles were based on vitality and fortitude. They started recruiting people into their House, however as servants/warriors, later on if they showed enough worth they was accepted into the House of Katsuryoku as a family member.

Dark times however got bestowed upon their House, when one of the twelve betrayed the House murdering another of the founders. Doubts and havoc spread throughout the House, and eventually ended up in a brawl between the rest of the twelve. Their vision clouded in doubt, hatred and murderous intent caused regretful memories to be created. The last warrior standing among his dead former friends, he with guilt in his gut committed suicide. The followers of the House soon after went extinct, some stayed till their dead, others left the 'blasted mansion' as they called it. And soon after the House of Katsuryoku went extinct.

Though enough of the past, back to the day as it is now. The Nidaime Amekage on one of his departures to the northern mountains, where he practised his own abilities, discovered the mansion of the Katsuryoku House. Reading scrolls about their time, their doings and their fateful end. It was said the twelve warriors was restless and until this very day went about in the graveyard deep within Mt. Katsuryoku, however as spiritual beings. Amaimon discovered the resting place of the House, and eventually made an blood oath to the spirits, spilling his blood and gained access to communicate with the spirits roaming Mt. Katsuryoku, later on becoming what we call a shaman, and the new head of the Katsuryoku House.

- Special Abilities:

The House of Katsuryoku is based on the understanding and characteristics of shamanism. It’s based on the premise that the visible, tangible, real world is connected to invisible forces, and/or spirits which affect the lives of the living, the elements and nature in general.

The House of Katsuryoku discovered that the real world was simply parallel to the Pure World or 浄土, Jōdo and while intertwined, were somehow disconnected. Normally, its impossible to be aware of the Pure World and its spirits from the real world or the other way around. However, members of the House of Katsuryoku discovered that there were spirits dwelling in the real world and freely moving from one realm to the other. These Spirits or Genki were not the soul of once living beings; they were pure and savage spirits that, as far as it was known, had always been in that form and no other. Upon further studies, they begun to understand that these spirits had the ability to interact with the Real World if they so wanted, though choosing to, for the most part, go unnoticed. They could affect the elements, matter and energy alike and had their own will. Much like a baby, these spirits are very raw and primal in their intentions, free and unbound. When they chose to manifest themselves and be known, they could choose their form, though always seeming ethereal and energy made. For the most part, they choose either simple geometrical or undefined forms but some choose animal forms.

Every sentient being can become aware of these spirits and communicate with them though it takes time, dedication and effort. Through years of practice, the House of Katsuryoku created a shamanistic set of teachings and philosophy which granted them unique abilities and traits as well as, eventually, the ability to befriend and call upon the spirits for guidance and help. These abilities are all based on, and used through, spiritual energy, essentially a general product of willpower. Spiritual Energy’s consistency is contingent upon the being’s conviction, meaning the more conviction/willpower the user possess the stronger he will be in the shamanistic arts. This of course, is honed within the House of Katsuryoku, involving a strong regiment of mental and spiritual training that eventually ends up strengthening their will. This training makes Katsuryoku House members very resistant to negative or positive emotions that might alter their focus and weakening their resolve. Fear, Infatuation, Anger, Anxiety, Love, Passion, Attachment, etc can be felt but only on the users own volition. This enables the users to, through focus, resist the effects of techniques which exploit the emotions such as Killing Intent and similar. Once their will is strenghtened, the members of the House of Katsuryoku can more freely and without fear or restrictions, open their own spirit to the world, gaining awareness of spiritual energy around them. In practical terms, the members of the House of Katsuryoku can sense and be aware of souls and spirits around them, both of the living and of the Genki, as well as unbound spiritual energy. A passive and increasingly precise ability, it lacks, however, the ability to sense chakra directly, as its the impure result of mixing both Spiritual and Physical Energies.

After gaining awareness of the Genki and having strenghtened their wills, the member of the House of Katsuryoku can communicate with the Genki directly and, through practice, knowledge, skill and ability, manipulate them, either by persuasion or force. This enables the member to gain knowledge and protection from the Genki who can warn the user of dangers or help them by using their ability to affect the real world. They soon discovered, though, that the Genki required something in exchange for their partnership, even when its forced: they require chakra. Genki are pure spiritual energy taken form and as such they require the consumption of raw spiritual energy to keep their form. Unbound Genki roam between the Pure World and the Real World, replenishing their reserves of energy in the vast seas of the Pure World. But bound Genki or Genki that is affecting the Real World, require more energy and will need to borrow and use that of the user. This is done by consuming chakra, which is decomposed in physical energy (that disperses and is unused) and spiritual energy, absorbed and used by the Genki. The more powerful the effect or the Genki called upon, the more chakra is consumed.

Once the member gains the ability to call upon and communicate and form bounds with spirits, he'll be able to form Blood Oaths. These are permanent bounds between them and specific Genki, normally more powerful and savage ones. This is often necessary to bind the savage and raw Genki to the users will and make them do their biding. The more powerful the Genki the less tethered to the Real World it is and thus the stronger the bound needed to call upon and communicate with it. And so, while for lesser Genki, chakra would suffice, in this case a donation of blood and flesh is also needed. This will serve as an anchor and call upon the Genki directly to the member. The stronger the Genki, the bigger the sacrifice and sometimes blood may not be sufficient.

The Genki, once called, will not make themselves noticeable, being only perceived by the member who called them. However, once they are required to affect the real world and wield their abilities, the Genki will become noticeable and manifest themselves in the Real World through their Spiritual Energy. Their shape and color varies, depending on their will, but they always have an energy-like appearance and physical intangibility which makes them seem ethereal. This is, however, only partially true. To affect the real world they need to manifest themselves and that requires them to allow some of the Real World laws to affect them. Physical matter will pass through them but energy can affect them (Fire, Lightning, etc). Gravity and other physical energies such as sound, kinetic energy, etc don't affect them but Temperature, Magnetism, Electricity, etc do. Due, also, to how they manifest themselves and what they are, certain abilities can control or affect them such as Doujutsu Genjutsu, certain Yamanaka Clan techniques, Yin Release and other spiritual bound techniques and skills. Because they don't have a physical body, regular Genjutsu cannot affect them nor can tangible elements or attacks. Raw chakra can interact and affect them partially. Genki manifest themselves by wielding the energy within them: the Ethereal Energy or Kūki no Yōna. This energy is a raw form of spiritual energy that they can use to affect the real world. This energy can interact with physical and spiritual energies and entities in the world and be used any way the spirits need. It manifests itself in the same color as the spirit who wields it and can be imbued with different properties to suit given needs.

The final and most powerful ability possessed by the Genki is not the manipulation of Ethereal Energy, however, but a special ability called Possession. Possession is as the name verb speaks for itself, it allows the Genki to inhabit the member or an inanimate object and control it directly. Generally used as a last resort, possession can be achieved in different ways and for different effects:
Custom Clan

- Object Infusion;​
By infusing the spirit into an object, said object would for example be able to coat it in an ethereal essence using the properties as explained above, or else, add reasonable enhancements from said spirit. Basic example; turtle-like spirit would enhance the defensive properties of said object in use. It can also be used to take control of inanimate objects and allow them a sort of "life". For example, infusing a lump of rocks with a spirit which would then manipulate them and shape them into an animal to use and fight alongside the user.​
- Body infusion
Goes into two categories, partial-infusion and fullbody-infusion;​
A member of the household through the use of his training, will have a spirit merge with his mind/body. Upon entering the body of a living shell, the ethereal energy would cause a constant chakra spikes throughout the member’s system for a turn. This is to create complete unity within the two parties, clearing the user of any foreign chakra-based influx in their system, despite rank and power. Normally this would cause the inability to mold chakra after the emergence and for the rest of the turn. However upon reaching a certain height of mastery within the art(Katsuryoku Pledged and above) one completely nullify said side-effect. This goes for both infusions.​


  1. - Partial-Infusion;
    This infusion’s strength lies upon supportive elements - The supplementary uses, as spirits does not ‘take over’, but rather lends out some of their powers to the user. All this, is depending on said spirits abilities, as explained above. Theres a vast variety of supplementary uses, such as a sixth sense, second vision, precognition or aura sensing. However all this, stays within the boundaries of the techniques submitted.
  2. - Fullbody Infusion;
    This infusion, is where the spirit and host shares one mind. A perfect unity. However, spirits are, if their host is unconscious, able to maintain themselves in control of the shell (members body) and fight in their stead by forcefully manipulating it’s movements accordingly to it’s will, even if its gravely wounded. This usually creates a very strong bond between the user and spirit, as they reveal their own memories and stories to one another, upon perfect unity. Due this bond and shared mind, the two parties are able of using both parties abilities freely. In this state, two entities inhabit one body, which makes for a resistance towards Genjutsu (except Doujutsu Genjutsu) but brings a higher strain on the body. However all this, stays within the boundaries of the techniques submitted.
Both infusions are both with a certain risk. Extended usages may cause the user to become exhausted, and or run low on chakra, as the spirits will be sheltering within the host’s body, and feed on the energies, be it foreign or not.

(All forms of possession will be submitted as techniques for the clan)

Finally, once the House's teachings are mastered, the user can achieve the ability to possess a Genki and manifest his will upon its form. This allows the user to produce a form of astral projection which he can use to gather information, communicate, etc. This is a freeform ability that allows the user to leave his body and possess a Genki for supplementary uses in some scenarios of battle. However, the user must meditate and focus and upon achieving this state and leaving his body, will leave it vulnerable to attacks and completely helpless. Without the users spirit inside it, the body cannot house a Genki and the user cannot control others to help him.


- Location:

The ‘House’ resides in a mountain range, on the highest peak of them all, named Mt. Katsuryoku. The mountain’s peak reaches far beyond the clouds, meaning most of the top is covered in unhampered ice, and the rest in complete white snow. At the mountain’s foot, a small narrow trail leads up the mountain side in a zig-zagged manner, reaching around the mountain itself. And at last, it ends at the Katsuryoku Mansion. An most exquisite crafted mansion - Its outlines made of sturdy dark oak, its intersection filled with limestone with marble sculptures protruding from the front - Several windows, and a heavy double door formed as an arch, also made of dark oak. Its outline unlike the rest, is made of marble. On the right of the mansion, a tower with a spire-roof on top, emerges from it’s side. From the tower, a worn-out greenish banner hangs emblazoned with the sigil of the House. With the many years on the building’s behind, it have gained a dark greyish tint. Of course, all covered in white snow, and the spire’s top - Ice.
Under the mansion, carved into the mountain a long tunnel extends into a hemisphere formed room inside the mountain. The room is lit up by the many torches set on the sides. A path leads through the middle of the room and spreads along the way as branches, leading out to several gravestones, and leads up to a huge platform with twelve statues carved out from the back of the room itself. This being the crypt of the House, the spirits resides within this part of the location.

- Purpose: The House does not carry a specific purpose anymore, thus it will remain undefined. Each member of the Katsuryoku House may use their abilities for what they may deem right.

- Special Info:

Something that is inherited after severe usage of the House's clan techniques would be a grayish tint to either of their eyes, followed that the pupil may become completely gray. Their skin loses some colour to it, and they may even gain gray streaks through their hair. The reason is unknown but it the traits tends to signify an experienced user.

Within in House, there are several ranks, or positions, call them as you may, however they’re as following;

Opening
Opening the lowest rank in the Katsuryoku. The Startpoint on their journey to shamanism.
Members of this rank is often given a plain green poncho, signifying their status. Once the opening as been passed, they may discard the poncho as they wish.
Katsuryoku Apprentice
The apprentice. He have discovered a little more than the the opening, yet much to learn.
Members of Apprentice rank is handed a feather of a bird associated with their personality.
Katsuryoku Initiate
The user, he have gained access to the standard arsenal of the Katsuryoku House.
A second feather is given to Household members of this rank, signifying their improvements. These are most often worn in headbands, or on their clothes.
Katsuryoku Pledged
The Katsuryoku Elite. One whom have mastered almost everything within the House’s epitome of techniques.
Members of this rank is often given something that reflect on their guardian spirit.
Katsuryoku Elder
Katsuryoku Master, a rank only being able to be held by five people. Masters are as the title says, Masters in for the branch of Katsuryoku and have acces to all abilities within the Katsuryoku (Exception of personal technique for the ‘Voice’ only, if any.) House.
Members of this rank, is given a custom item reflecting their personality, status, or demeanor as members of the Household.
Katsuryoku Voice
Reserved for the Founder, Amaimon Katsuryoku. The Founder whom is having full mastery of his own spirit and spirit manipulation in general. Access to all abilities within the House.
Dresses as he wants.

- Requirements:
To become member one must be deemed worthy to be taught the ways of Katsuryoku. That can either be through a test, or simply because the Founder says so. In the Leader's absence, Katsuryoku Masters are via voting in between them, able to kick and invite people to the House. One can be kicked if the Founder deems it necessary.





Note: If anything's missing, or misunderstood, my apologies.

____________________

C u s t o m C l a n C e r t i f i c a t e
I, Scorps, Moderator of NarutoBase's RolePlay, in this day, 29th of August of the 6th Year of NB, by the power vested in me by Versuvio, Caliburn and all the RP gods before them, after reading the above submission and validating all the needed requirements, give you, Gobi Gobletsson, our loyal member, property and patent of the following custom clan:

House Katsuryoku

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House Katsuryoku
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Copyright ©2014, Gobi Goblettson, NarutoBase.net​




Custom Clan Techniques

House Katsuryoku
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(Keshin no Jorth) Δ Jorth's Personification
Rank: C-S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-60 (-10 per turn to sustain)
Damage points: 30-80
Description:Keshin no Jorth, is a technique developed in the House of Katsuryoku, and only accessable by Katsuryoku Initiate(C-rank) and higher ranked(A-rank). The technique takes exit in the usage of 'Object Infusion'. Oft through the use of a hand gesture which is purely cosmetic, the user is capable of drawing forth any Genki(s) within the area, be it 'special summoned' or not, and forcefully infuse them into an object(s). An object could be anything ranging from a lump of earth turning into a deformed monstrosity, to a snowman. The most common however have proved to be the shapes of animal-like creatures of the patch of inaminate objects infused. This however is not only limited to solids, per say, aslong as it carries a substance such as water. Once infused, the object in question would gain reasonable enhancements from said Genki, while the most generic will simply be shrouded in an essence of ethereal energy, a coat if you will. The Genki's most fundamental traits carry and is still viable during infusion of objects, such as to not be affected by some of the fundamental forces namely gravity and kinetic forces (as per the clan's submission). This, however, is valid for the ethereal coat surrounding and binding the object, not the object itself. The resistance and strength of the object will be bound by the strength of the Genki called (and thus the chakra spent) in direct proportion. An object infused with a B-Rank Genki will have a B-rank strength. The Genki while partially affected by Chakra itself, is capable of being infused into objects containing chakra of one rank below, such as B-ranked Earth if the A-ranked version of this technique is used.
Note: Infusion lasts while sustained.
Note: S-Rank can be used three times per battle and not in consecutive turns.
Approved here:
(Shojun no Hel) Δ Hel's Alignment
Rank: C-S
Type: Supplementary
Range: Short-Long
Chakra Cost: 15-40
Damage Points: 30-80
Description: Shojun no Hel is perhaps the most essential technique throughout the House's epitome of techniques. The jutsu is based on the use of the generic Genki which whom traverse between the Pure and Impure Realms, a.k.a into our 'dimension' per say. Through the convinction of the user, and a sacrifical portion of chakra, depending on the strength of the Genki, and the Rank within the House of the user, they will forcefully be able to persuade the Genki to do their bidding. Now this can be used in a various amount of ways, essentially by bending the savage spirit in it's else deformed mass of ethereal spiritual energy, the user is capable of forming 'constructs' of ethereal energy throughout the field through hand motions or else body movements. These constructs carries a certain colour of Kūki no Yōna depending on the user, upon materilizing in the desired area of the user's choice. Ontop of that, the contructs are either flame-like or solid in the appearence, thus adding for verstality. Once the sacrfice have been made the user can freely without further payment manipulate the Genki, with the only cost being spending a move. Being hit by a Genki will either do nothing (if the spirit decides to not take a tangible form), or produce kinetic, physical damage (if he takes physical form). In this case, the Genki still has the ability to select which matter he will interact with, though that is not true for energies, as per the clan description.
Note: This technique can only manipulate one genki at a time.
Note: S-Rank can only be used three times per battle and not in consecutive turns.
Approved here:
(Búri no Yuigon) Δ Testament of Búri
Rank: B-A
Type: Supplementary
Range: Short
Chakra Cost: 20-30(-5/-10 per turn)
Damage Points: N/A
Description: Búri no Yugion is technique which is based on the feat of Possession, be it partial or fullbody infusions. The overall infusion process involves the Genki inhabiting the same vessel as the user, wethever or it be fullbody nor only partial. Upon entering the body of a living shell, the Genki would cause a constant chakra spikes throughout the user's system for a turn. This is to create complete unity within the two parties, clearing the user of any foreign chakra-based influx in their system, despite rank and power. Normally this would cause the inability to mold chakra after the emergence and for the rest of the turn. However upon reaching a certain height of mastery within the art(Katsuryoku Pledged and above) one completely nullify said side-effect. This goes for both infusions.
Partial B-ranked| Partial infusion is not the spirit taking over the body of the user but lending their powers to him/her to be used in battle which is mainly a supplementary use. Supplementary uses include a variety of things however, for a partial infusion only one can be used at a time, while with a fullbody infusion all will be available. These abilities are more accurately defined below and both runs passively upon infusion.
Precognition, which literally means acquiring knowledge. Now this is done by other means, than studying a book or listening to a presentation. While by normal means an organisim can only extract information from past to present, precognition does the same, however from the time, that has yet to come. While under the effects given by the Genki, the vessel is enabled to see into the future. In other words, the vessel is giving himself the capability to view all possibly outcomes, and the ability to change the to-be happenings, with another act than the one told in the vision. Lasts one turn, and can only be used 3 times during partial infusions. Can be used 5 times during fullbody infusions.
Aura Sensing, is the ability to view a person (Be it within range of the user's vision or not), however not only their exterior but their interior as well. People oft carry a demeanor around their entity, which becomes visible upon use of this supplementary ability. This interior exudes from the owner which is clad around their entity as a transparent shroud. Depending on the colour, size and aggressiveness in the shroud, the user is able to determine their emotions, such as love, anxiety, excitement, hate, stress, dizzyness, etc. and thereby oft their actions as well. Lasts untill deactivated.
Fullbody A-ranked| This infusion, is where the spirit and host shares one mind. A perfect unity. However, spirits are, if their host is unconscious, able to maintain themselves in control of the shell(The user) and fight in their stead by forcefully manipulating it’s movements accordingly to it’s will, even if its gravely wounded. When completely fused, the user and spirit share their complete memory and knowledge with each other. While fused, genjutsu(besides doujutsu genjutsu) are ineffective against the user.
While under the influence of Testament of Búri, the user gains abilities (Much as Jorth's Personification) that corresponds to their spirit. Both infusions are both with a certain risk. Extended usages may cause the user to become exhausted, and or run low on chakra, as the spirits will be sheltering within the host’s body, and feed on the energies, be it foreign or not.
Both infusion of course carry limitations in their uses, however depends and varies from rank to rank within the art of the House. An outline, and usage for the generic spirits roaming the fields;
Partial uses per battle: Katsuryoku Apprentice (1) Katsuryoku Initiate (2), Katsuryoku Pledged (3), Katsuryoku Elder (4), Katsuryoku Voice (5).
Fullbody per battle duration: Katsuryoku Initiate (1), Katsuryoku Pledged (2), Katsuryoku Elder (4), Katsuryoku Voice (5). Can only be used twice per battle.
These of course also counts for submitted techniques, unless it specifically is bounded by other restrictions given in submission in question.
Approved here:
(Seishin Tenrei) Δ Spiritual Liturgy
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description: This technique is purposed to summon specialized spirits which are unique in their ethereal characteristics compared to other spirits hailing from the Pure World. The Pure World is a separate dimension from our own and the Genki are capable of traveling freely between the dimensions and can use their ethereal energy to manipulate our world. Generally Genki are generic and uniformed. However, certain more powerful Genki carry specialized traits. These Genki are not personal spirits of members of House Katsuryoku. Each of these spirits, in addition to their own abilities, also have the standard abilities of infusion and possession to aid the user as well as basic manipulations of Ethereal Energy to create constructs, streams, etc. The Genki are listed below in their characteristics and appearance. Through a sacrifice of chakra the Katsuryoku member calls upon the greater spirit of their choosing from the Pure World to appear on the battlefield. Initially the spirit’s presence will be known only to the user. Because the spirit will have already been summoned to the field the chakra requirements of 'Testament of Buri' and 'Jorth’s Personification' are halfed. Same with 'Hel’s Alignment’s'. Even if half, the user will still spend the chakra upon each use plus the normal chakra per turn to sustain the infusions. This consumes no time, allowing a spirit to be instantly summoned to the field in dire situations.
Aspect of the Tortoise; Kame no Sokumen (カメの側面)
The first of the four specialized spirits which specializes primarily in defensive qualities. Tortoise spirits vary in size. Typically, a tortoise can at maximum size reach up to short-range, however depending on the spirit summoned it can also be smaller. As mentioned the tortoise offers many defensive qualities, which the user can utilize in battle through either object infusion, partial infusion, or full body infusion.
Object Infusion: Infusing the spirit of the tortoise into an inanimate object will coat it in its ethereal essence, granting it defensive qualities. For example; infusing the tortoise into a simple rock will coat it in its essence, allowing the object to move of its own accord and gain the qualities of the tortoise. It also allows the user a degree of shape manipulation should the user desire. The effects of the infusion of the tortoise causes the rock to harden to a high degree and grants it defensive qualities that are within the strength of the ethereal energy (outlined in the clan submission). The object infused with the tortoise spirit will gain temporary resistance to S-Rank sources of damage.
Partial Infusion: A partial infusion with the spirit of a tortoise will allow the tortoise to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user themselves will also gain highly defensive qualities for the duration of the infusion, becoming able to resist A-Rank sources of damage.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the tortoise to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of a tortoise will form around the user, taking the size and shape of the tortoise spirit itself. The tortoise’s body offers an A-Rank defense while in its tangible state and will interact with elements as per outlined in the clan submission. The ethereal tortoise body formed around the user itself will possess no weight, allowing it to move as fast as the user’s body is capable of without hindering them. Additionally, all other attributes added which are outlined in the Fullbody Infusion apply.
Aspect of the Polar Bear; Shirokuma no Sokumen (シロクマの側面)
The second of the four specialized spirits which specializes primarily in offense and strength qualities. The polar bear spirits can vary in size, but will typically be large enough to fit in short-range, however depending on the spirit summoned it can also be smaller. As mentioned the polar bear prides itself on its strength. The user can access these attributes through object infusions, partial infusion, or fullbody infusion.
Object Infusion: Infusing the spirit of the polar bear into an inanimate object will coat it in its ethereal essence, granting it offensive qualities. For example; should the user infuse the polar bear into a lump of rocks it will allow it to move of its own accord and gain the qualities of the polar bear. It also allows the user a degree of shape manipulation should the user desire. The effects of the infusion of the polar bear cause the object in question to gain incredible offensive abilities. Strikes made with the infused object will result in A-Rank physical damage. For example, should the user infuse the spirit of the polar bear into a sword it will cause the sword to naturally inflict A-Rank physical damage upon contact with targets.
Partial Infusion: A partial infusion with the spirit of a polar bear will allow the polar bear to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user themselves will also gain highly offensive abilities for the duration of the infusion. The user’s Taijutsu, Kenjutsu, and Bukijutsu will gain +20 in damage for the duration.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the polar bear to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the polar bear will form around the user taking the size and shape of the polar bear itself. While not specialized in defense the polar bear’s ethereal body in its tangible state does offer some defensive capabilities, resisting damage from C-Rank and lower sources and interacting with elements and other sources of damage as per outlined in the clan submission. The ethereal polar bear body formed around the user itself will possess no weight allowing it to move as fast as the user’s body is capable of without hindering them. The offensive abilities the polar bear grant while in this state allow strikes with its ethereal body to inflict A-Rank physical damage while in its tangible state. These strikes have a short-range reach. Additionally the user’s body becomes much stronger as well, allowing the user’s Taijutsu, Kenjutsu, and Bukijutsu to inflict +20 damage. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.
Aspect of the Wolf; Ōkami no Sokumen (オオカミの側面)
The third of the four specialized spirits which specializes in speed. The wolf spirit can vary in size, but will typically be large enough to fit in short-range, however depending on the spirit summoned it can also be smaller. As mentioned the wolf prides itself on speed. The user can access these attributes through object infusion, partial infusion, or fullbody infusion. The spirit of the wolf itself can move quite quickly on the battlefield, being about twice as fast as a Kage-ranked ninja.
Object Infusion: Infusing the spirit of the wolf into an inanimate object will coat it in its ethereal essence, granting it agile qualities. For example; should the user infuse the wolf spirit into a lump of rocks it will allow the rocks to move on their own accord and gain the qualities of the wolf, allowing the speed of those rocks to move at twice the speed of a Kage-ranked ninja. It also allows a degree of shape manipulation should the user desire.
Partial Infusion: A partial infusion with the spirit of a wolf will allow the wolf to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user himself will also gain incredible speed and agility for the duration of the infusion. The user’s speed will increase to be equivalent to that of twice their normal speed. Subsequently, with the increase in speed their Taijutsu damage will be increased by +10.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the wolf to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the wolf will form around the user, taking the size and shape of the wolf itself. While not specialized in defense the wolf’s ethereal body in its tangible state does offer some defensive capabilities, resisting damage from C-Rank and lower sources and interacting with elements and other sources of damage as per outlined in the clan submission. The ethereal wolf body formed around the user itself will possess no weight allowing it to move without hindering the user. Additionally the user’s body and the wolf will become able to move at three times the user’s base speed. Strikes made by the user and the wolf have a short-range reach and allows the user’s Taijutsu to gain +10 in damage. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.
Aspect of the Chameleon; Kamereon no Sokumen (タコの側面)
The fourth of the specialized spirits which specializes in pure supplementary uses. The Chameleon spirit can vary in size but will typically be large enough to fit in short-range, however depending on the spirit summoned can also be smaller. As mentioned the Chameleon prides itself on its supplementary applications in battle. Its capability to change to various colours attunes with the user's elemental affinity in a variety of ways. The user can access these attributes themselves through object infusion, partial infusion, or fullbody infusion.
Object Infusion: Infusing the spirit of the chameleon into an inanimate object will coat it in its ethereal essence, granting qualities pertaining the wielder's elemental affinity. For example; should the user infuse the chameleon spirit into a lump of rocks it will allow the rocks to move on their own accord and gain the qualities of the elemental affinity choosen, allowing said infusion to carry the properties of their elemental affinity, donning said object that is infused with a flame-like shroud of chakra donning the object. It also allows a degree of shape manipulation should the user desire.
Partial Infusion: A partial infusion with the spirit of a chameleon will allow the chameleon to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user himself will also gain a boon affiltrated to their elemental affinity. The user’s elemental affinity will increase equivalently to give a +15 damage.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the chameleon to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the chameleon will form around the user, taking the size and shape of the chameleon itself. While not specialized in defense, attack or agile speed as previously mentioned Genkis, the chameleon's ethereal body will remain in an intangible state, and does not offer some defensive capabilities, unlike the other varations of this technique. The ethereal chameleon body formed around the user itself would naturally possess no weight allowing it to move without hindering the user. Additionally the chameleon will further aid the user by giving another boon all entirely, however still affiltrated with the user's elemental affinity. After fullbody infusing with the chameleon it will grant powers alike to those in its partial infusion, however ontop of so make devoid of all hand signs and replace such with movements, hand gestures, and otherwise still warn-giving signs. This of course only pertains the users affinity. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.
''Seishin Tenrai'' is not an exception of restrictions, and as such the user is capable of only summoning two Genkis per battle. Different Genkis can't be summoned at the sametime. If the user attempts 2 Fullbody Infusions in battle (ofc with different spirits), he'll die at the end of the second infusion. Should a Genki while under the influence of Object Infusion sustain damage, it is capable of receding from the object in time, and remain on the field for further use. A particular Genki can at maximum stay on the field for 6 turns. Object infusions reduce the time on field in 1 turn per use. Partial infusions reduce the time on field in 2 turns per use. Full body infusion can only be sustained for 4 turns max(However, should there only be three turns left of the time duration or less, being Fullbody infused allows it to remain on the field till the four turns are over.) but prevents the use of other infusions and, when terminated, willingly or for timing out, releases the Genki back into the Pure Realm. The techniques becomes available upon receiving the rank of Katsuryoku Initiate.
(Fureiya no Mōsō Kisu) Δ Delusional Kiss of Frejya
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Kiss of Frejya, is one of the clan's more rare techniques, available only to high ranked members. It is fabled for it's supplmentary effeciency, by aiding the user in the most dire situations possible. The technique itself is ultilized through the usage of Kuki no Yona, also known as the ethereal energy.
While under the influence of ''Buri no Yuigon'' despite what infusion that is currently in use, the user is capable of extending the Kuki no Yona simliar to an aura, inhabiting the perimeters of short-range, omni-directional around the user. Once the 'aura' have reached its boundaries of short-range, it will forcefully start affecting the surrounding area, such as entities that contain physical energy such as grass, flowers, trees, plants and generally objects that contain a life force per say, such as animals and such are included as well. The Genki and the Kuki no Yona that exudes from the user into the vicnity will forcefully start to extract physical energy from the object(s) in question, following by storaging it within itself. The object(s) would essentially be left drained, the flora would loose colour and crumble away, while animals and alike would turn pale, turn exhausted(1 turn) and eventually pass out(2 turns).
Now much alike how chakra travels, the energy stored within the Genki would traverse to the user, thus replenishing his physical energy capicity(+50). This allows the user to counteract exaustion and lack of physical stamina, leaving the user will be overall re-energized, even if he has small injuries (scratches, bruises, etc), ontop of so a minor and temporarily bonus to physical strength (+10 to regular taijutsu for two turns.) is given as a boon.
While the aura can extend, the user can also decide to keep it within his own entity as usual, thus the effects can be more concentrated upon the extraction, storaging and delivering the physical energy to the vessel. This however is only ultilized upon physical contact oft given in CQC, where the Kuki no Yona can function as a sort of siphon to drain physical energy upon contact with an object(s) containing said energy(+100). This will give a slightly stronger boon due the condensity of the Kuki no Yona, boosting physically strength(+15 duration of two turns). While using the concentrated version the user can decide to guide the physical elsewhere into other objects even, however only aslong as physically contact is remained, meaning replenishment of stamina can be transfered to an unconscious squirrel for example.
This technique can only be used by select few Pledged and freely by Elders/Voice. While this is ability that pertains solely to Genkis, it is low-effort technique and needs only triggering through a mental note, oft followed by a gesture for cosmetic looks. The technique can only be used 4 times, with a 2 turn coldown and lasts for the duration of 3 turns per 'activation', although it cannot be stacked on itself. The usage of the technique restraints the usage of above S-ranked Katsuryoku Techniques while active.
(Hijutsu: Koyu Kekkai) Δ Secret Technique: Reality Marble
Rank: Forbidden
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 50
Damage points: 90
Description: Reality Marble is available for Katsuryoku Pledged rank members and above. This pertains a secret technique for underlings, as it have proved inadequatedly to be handled and oft lead to the death of the user. The user will bite his thumb, and sacrifice a propertional amount of chakra to the point that a small implusive wave is released from the user's entity throughout the field causing clothes to sway, and leaves to fall off the trees etc. A mere dramatic effect, but also the damage the user pertains to use the technique(-20). Through the blood sacrifice and chakra the Genkis from the Pure World will bond with the user and without hestitation immediately form within Impure World in order to fullfill his desire. Instantly as the summoner's call is heeded, the Genkis emerge as flame-like mirages before fully manifesting into physical form, or construct, resembling that of heavily armed soldiers and cavalry composing a peerless array of legendary warriors, clad and equipped with a different variety of weapons and the like. Upon the user's command, they take trot and cascade down upon the enemy in numerous waves. They prove efficient as they are capable of both transitioning between the tangible and intangible state, capable of moving through obstacles with little to no effort. Once their assault is executed the waves vanish one by one. There's a total of three waves. Can be used twice per conflict, once per battle. The user can't utilize Clan techniques of A-rank the same and following turn.
(Hakai Sokushitsu) Δ Destructive Concubine
Rank: A
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: Hakai Sokushitsu, is a technique which is primarily based on the Genki's capability to satsify their hunger on chakra, split it in two, Yin and Yang, and decompose of the latter while extending their life time on the field by the first. Through a sacrificial amount of chakra the user calls forth the Generic Genki and spawns them into the Impure World, yet invisible to all but Kinsmen. This however can also be used with already spawned Genki. The Genki itself will remain stationery untill mentally commanded which is instantanously whenever done. Upon command, the Genki surges to the target and will phase straight through them, or other objects containing chakra, deliberately eating away a portion of chakra(-20, -30, -40, -50), and thereby weakning their target vaguely depending on the strength which differs from Clansmen, and their ranks. When the opponent is hit, they will feel a cold chill down their spike, a glistering feel of sweat beads on their body, and a bit of terror, momentarily shocking them. Phasing through the opponent causes their chakra path-system to harshly dip, deliberately weakening their following technique due the inability to mold properly. The turn hit, their first upcoming offensive or defensive move looses overall strength (-10, 15, -20, -20). The technique itself can only be used (2, 3, 4, 4,) per match and have a cooldown of one turn per usage. In the same turn as this is used the user can't use above A-ranked Clan techniques while Initiates, Pledged, Elders and The Voice follow the above stats in parenthesis respectively.
(Roki no Omoide) Δ Reminiscence of Loki
Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: 20
Damage points: N/A
Description: Reminiscence of Loki is a supplementary technique which is activated through a mental command, which comsumes no time whatsoever which allows it to be used within the same timeframe as another technique. Upon activation the user releases an amount of chakra into the nearby vicinity attracting a peculiar form of Genki, which instantly consumes the given energy and gains a duration of 3 turns on the field. These Genki share a mental link with the user, and is commanded to act through that link of communication, essentially the user is unhindered should he perform actions while the Genki act on his behalf, as they're are ordered by will and conviction alone, as the sacrificial portion of chakra was already given. Next is what makes these Genki special, is their ability to don themselves around an object or technique, preferably a technique of the user, which allows the Genki to share it's spiritual properties with the technique temporarily transferring the technique to the Pure World. While in the Pure World, the presence of the technique is masked by the untrained eye. Similar to how Jorth's Personification can manipulate it's influenced objects, so can Roki no Omoide, which allows a technique to be directed in different paths while in the Pure World, and finally be transferred back becoming tangible once more , however it requires a one turn wait before it can return from the Pure World, and costs +10 chakra every turn it remains in the Pure World. The technique lasts 3 turns when used, and can be used maximum of four times per battle.


Personal Clan Techniques Taught to me


(Tamamatsuri) Séance
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A (+10 Per Technique and Upkeep)
Damage: N/A
Description: Tamamatsuri or Séance is the name of a specialized contract performed with a special species of Genki. These genki, in terms of their appearance are no different than the ones roaming between the Pure Land and Impure Land – thus can easily be misidentified. However, while generic in appearance these type of Genki carries the basic abilities of all generic genki – but execute them more potently. This means that while generic as the main genki, the Séance Genki are far more savage and difficult to control normally. Power wise, Séance Genki are able take more chakra from the Katsuryoku member but in return, clan techniques which use these spirits gain a rank in power or +20 DMG for S rank and above only to direct offensive or defensive techniques. These Genki can take over one rank higher than applied, thus i.e if an A rank object infusion is used it would normally be only able to take over one rank below but the Séance Genki are able to take over A rank’s and below instead (when applicable). In terms of other Katsuryoku techniques with summons other special types of genki, this technique can also be applied in those as well – showing a type of hybrid Genki though the original techniques applications, drawbacks etc are still applied though the user cannot continuously use these spirits, needing a cool down of two turns after control of the Genki is released, while also making it the user unable to use Katsuryoku technique’s above A rank for the duration of this control.. This is a passive technique and doesn’t consume a move slot per turn however needs to be used in the user’s bio, in the beginning of a battle. Genki controlled by this technique can only be controlled for up to two turns at a time. For example, when infused into an object and placed under control of the Genki, that object can only be controlled for two turns before the Genki is released and this technique is placed on cooldown.
Taught here

 
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Gunpowder

Custom Element English Name: Gunpowder Release

The Element is based on: Earth Release + Fire Release

Facts that prove the element to be possible (in the manga context):

Gunpowder, also known as black powder, is made up of 3 separate components. The first two are decent forms of fuel, while the final component acts as an oxidizer. The end result is a black sand-like substance which is easily combusted, creating a powerful explosion. This is typically used for the purpose of mining, by blasting the rock with the highly explosive material/ substance.

The first is Sulphur. Sulphur can be found in many types of environments, the most common being volcanoes or hot springs. As there have been numerous hot springs showcased throughout the series, it confirms that Sulphur can be found naturally within the Narutoverse. Sulphur can also be found at volcanoes, and while there weren’t any showcased within the Manga, the presence of Lava Release, specifically the variant performed by the Jinchūriki of the Tailed Beast, Son Gokū
, shows that Lava is also present within the Narutoverse, hinting that there may also be volcanoes, and thus, another potential environment where Sulphur can be naturally found.

The second component is Charcoal. As Charcoal is most easily created by heating and drying out wood, thus removing all moisture/ water and volatile components from it, logically one would only need to prove the existence of Wood to assume that Charcoal exists within the Narutoverse. We see many forms of vegetation in the Narutoverse, especially trees, as there are many occasions when Shinobi use tree branches as a platform to facilitate faster movement to their destination, while also providing cover from potential enemy attacks. There are also certain Shinobi who can control, manipulate and even create trees from nothing, using their Chakra. As Charcoal is a byproduct of heating/ burning Wood, we can safely assume that it also exists in the Narutoverse.

The final component is Saltpetre (Potassium Nitrate). Saltpetre can be extracted from natural sources, such as bat guano, a.k.a cave bat droppings. As there have been numerous sightings of bats within the Narutoverse, it can be logically assumed that Saltpetre also exists within the Narutoverse. Other methods, which include the boiling of natural minerals and the decomposition of natural resources, using urine, exist, however are not as convenient as the former case when it comes to using Saltpetre as a resource for this Custom Element.

Proving the potential existence of these 3 elements proves that gunpowder may also exist within the Narutoverse, and as something composed of natural elements, minerals and materials, is something that Shinobi can create and manipulate through their Chakra.

How it works:

The user starts by combining Earth and Fire Release Chakra, taking the base minerals, materials and components that are controlled via Earth Release Chakra, and infusing them with the inherent combustible properties of select Fire Release Jutsu (Like with “(Katon: Haisekishō) Fire Release: Ash Pile Burning” which uses Chakra infused gunpowder and ash to create a smokescreen-like cloud that doesn’t inflict severe burns on contact, until lit with an external spark). By combining these two Elemental Chakra Natures, the user creates a new type of Chakra, Gunpowder Chakra, which they channel into the earth beneath their feet, manipulating it, and turning it into Gunpowder. As the key components of non-Chakra infused Gunpowder are usually quite scarce, and rarely found together, the user may also choose, if they so desire, to carry a store of Gunpowder on their person, which they can use if they decide to fight on a terrain where the surface isn’t plain earth and dirt.

Gunpowder itself is a black sand-like material, and works in a similar way to existing sand-like Elements, allowing it’s user to freely manipulate to shape of the Element to any object, tool, weapon, etc that they desire. All of these shapes will be capable of physical contact via their shape, so a blade made of compacted Gunpowder will still be able to cut the user’s intended target, and a shield of Gunpowder will still be capable of defending the user. The major difference between this Element and existing sand-like Elements is that when Gunpowder comes into contact with a flame, or spark of some description, Gunpowder will almost instantly explode in a violent manner, giving the offensive applications of this Element a greater range, thanks to the wide area of effect this explosion, as well as the resulting shockwave, allows. However, this also makes the defensive applications of this Element a double-edged sword, as defending with something as combustible and violent as Gunpowder is a flawed tactic, and could easily lead to the user’s Jutsu backfiring on themselves, should their opponent know the qualities of Gunpowder. Another key trait of Gunpowder is the smoke it gives off once combusted. Due to Gunpowders naturally combustible nature, it acts as a natural irritant, causing discomfort to anyone it comes into contact. This includes irritation of the eyes and respiratory system, causing extreme discomfort to the throat and lungs of any who breathe the smoke from Gunpowder in. The user cannot control these side-effects, as they are simply that, side-effects from the inhalation created by the combustion of Gunpowder, and thus beyond the scope of the Element. The user is also capable of using focused and controlled bursts of explosive gunpowder to increase the speed of projectiles.

Usage Examples:


Spoiler

Conditions to be able to use it:

- Mastery over Earth
- Mastery over Fire
- Excellent Chakra Control

Is weak to:

Water & Rain Release – Water will make it heavy and unable to be controlled as well as neutralize its different properties.

All Crystals – Crystals are capable of withstanding massive amount of heat and force

Fire & Variations - these will ignite the powder causing it to combust/burn/explode

Lava & Scorch (Other extreme heat elements) – These elements will break down gunpowder, melting it or making it explode primaturely

Lightning & Variations – Lightning will completely break down and neutralize the element

Is strong against:


Wind Release – The Black Powder is heavy and dense enough to overpower the wind and unable to be pushed away

Earth Release – The Black Powder is heavier and more dense in larger proportions making it easily overpower earth

Decay – It is said everything decays, yet in truth Black Powder does not decay

Co-creator: N/A

Students I passed this custom element on to: @Sinthorus & Kirikoe


☣ P a t e n t C e r t i f i c a t e ☣

I, Negative Knight, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:

Gutsy Jiraiya, our loyal member, gave on the date November 25th 2016 a request for a Patent on his custom element (Gunpowder); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;


Kayakuton

Powered by Lord of Kaos

Copyright © 2016, Gutsy Jiraiya, NarutoBase.net


Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage: N/A ( 20 Damage/+1 Rank to Explosion )
Description: This is a jutsu that is used alongside a Gunpowder technique. This can be used in the same timeframe as a Gunpowder technique being forced to explode or when an outside source causes it to explode. What this technique does is it allows the user to use precise chakra control to control the detonation of the Gunpowder, using their chakra to create their own form of a "gun-like barrel," to channel the explosion and the shockwave itself. Due to using this to focus the explosion, it will increase the damage of the detonation by 1 rank or 20 damage. This technique is used purely to control the blast, allowing the user to focus it in any direction he wishes, be it an 180° angle from where the blast occurred, upwards, etc. This technique can be used to force the denotation through a spark and control the blast and the resulting shockwave in this manor. This technique is usable four times per battle.

Approved: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22117341

Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15/40
Damage: 30/80
Description: The most rudimentary technique of the element. By focusing Gunpowder chakra throughout their body, into the surrounding ground, the user is able to create tools and constructs made of Gunpowder. These can range from kunais to full length swords and spears for close combat. It may also include different traps such as rising gunpowder from beneath the enemy similarly to the water imprisonment technique. This also includes pillars, walls and other complex constructs. Whenever the user is in physical contact with his creations, he can at will make it change its shape and form; from a sword to a spear or a pillar to an orb etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The techniques vary in size and power depending on the amount of chakra utilized, where the S-rank version of this technique allows someone to make jutsus as big as the canon ‘Destructive Earth Rising Pillars’. However when these constructs come into contact with any form of fire or an element that can create heat or a flame, these constructs explode immediately. The user can at will cause a weapon in his hand or any construct on the field, which he has made through this jutsu, to immediately explode (costing 5 chakra). The user can make multiple objects but the power is divided between them, for example if the user makes two swords with the A rank use, each sword will be B rank in power.

When these constructs explode, with the explosive power of gunpowder, the release shockwaves around proportional to the size of the technique that was detonated. These shockwaves contain no chakra and are just a result of the detonation, carrying the same rank as the jutsu used. Techniques B rank and below release a shockwave 5m around the gunpowder. A ranks release an shockwave up to 10m around the blast. S ranks and above release a blast 15m around the explosion. Should the user create an A rank construct, when it's detonated but the user or another means, the blast will release a shockwave 10m around, which is a double edge blade, as the user will be struck if within range.

Note:
- S-rank versions can be used 3 times per match. With 2 turns between uses. No gunpowder above A rank in the following turn. A-rank can be used 4 times per battle.
- C-rank can be done with hand gestures. B-ranks require a single hand seal. A-ranks require 2 hand seals. S-ranks require 3 handseals.

Approved: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22117341

Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The Bunker Buster technique requires the user to perform three hand seals. Afterwards a highly condensed pillar of Gunpowder will come through a small portal 15 meters above the ground and come plummeting down towards the ground. The pillar measures 2m in width and 5 meters in length. The only thing that controls the falling pillar is the pull of gravity and highly condensed mass which makes it very heavy. The pillar comes down with enough power to splinter trees; shatter rocks and leave a 20 meter wide and deep crater within the ground. Once the pillar hits the ground the gunpowder pillar explodes violently with a massive force of a shockwave 15m all around the detonation and sends boulders and rocks flying in all directions up to long range from the impact area. This shockwave will contain no chakra blasting everything around along with causing burning damage to anything within the blast. However if the pillar is struck or hits something in the air it will explode upon impact with that, creating the 15m explosion/shockwave all around from the point of its detonation applying its full force and power upon that object or person, still creating a massive shockwave powerful enough to devastate anything within mid-range of its explosion range. The second way this can be used is the user will perform a single hand seal and cause the pillar instead to shoot up out of the ground of the same size, then releasing their chakra into it they can cause a spark, detonating the gunpowder in a powerful explosion destroying everything within the 15m range releasing the shockwave from the point of creation. This can be created in the earth at any depths.
Note:
- Can only be 3 times per battle with 2 turns between uses
- No Gunpowder techniques of A-rank and above for two turns
- The user can passively create the spark in the pillar causing it to ignite/detonate at any point, even in the same timeframe as the pillar being created. Though it can't be made within 5m of the opponent.

Approved: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22119185

Type: Offensive
Rank: A/S
Range: Short-Long
Chakra: 30/40
Damage: 60/80
Description: The Fragmentation Mine Technique is a very unique technique where the user will channel his gunpowder chakra through the earth performing one hand seal, creating a field, which has the enemy as the epicentre, where the entire ground beneath the surface turns into a unique mine made of gunpowder, however this does not change or make the ground shift or shake in anyway, meaning there would be no feeling of change on the surface, where any sort of change in pressure on the ground will cause an explode. This meaning if the person moves as much as lifting a foot, or shifting his weight and balance, it would detonate as it would change the pressure as well as create friction beneath the surface, causing the sparks that would ignite and cause the explosion. As such this area which covers a field of up to mid-range from the enemy will make an explosion of fragments. The explosion itself is an upwards explosion that happens immediately as the pressure changes, creating a massive upwards explosion of earth and rock fragments combined with forceful shockwave from the explosion itself, tearing through bones, flesh, metals and everything due to the explosion and the shockwave caused by the initial blast, this shockwave would travel 15m upwards containing no chakra, throwing everything above the detonation into the air carrying the full damage of this technique's chose rank. This technique can be used as one large Fragmentation Mine (S-rank version), or as three separate Fragmentation Mines which are spread out anywhere on the field of the users choosing (A-rank, with each of the three fields gathering up to A-rank). When it is the A-rank version of the technique the three different mines covers a short range around them on the field each. The sheer force of the explosion would be able to rip through A/S-rank metals respectfully to the rank used of this technique. Additionally, with a single hand seal, the user can cause any of the mines to explode by creating a spark within the gunpowder passively detonating the gunpowder.
Note:
- The S-rank version of the technique can be performed twice per match
- Must have a 2 turn cooldown between each use, when using the S-rank version
- The A-rank version may be performed three times per match
- The user can cause the Fragmentation Mine(s) to explode with a single hand seal and a move cost
- No Gunpowder jutsu above A rank in the following turn if the S rank variant is used

Approved: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22119185


Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user of this Jutsu will begin by perfroming a single handseal molding their earth and fire chakra together and permeating it in to a preexisting source of land. This land doesn't specifically need to be earth. But does need to be earthen in nature meaning it can work on terrain such as sand or elements composed partially of earthen materials such as some metals such as steel. The technique works by breaking down the material in to gunpowder in a similar method to Gaara grinding earth in to sand while adding the chakra to create the right balance for gunpowder. Due to the nature of this technique it can be used both as a stand-alone and an enhancing technique. The former stand-alone version being used to create pillars and various formations of gunpowder. Due to the somewhat sticky nature of gunpowder the constructs can be quite malleable allowing them to be controlled and shaped further with hand movements and upon striking an object, a spark caused by the friction of the impact will cause the gunpowder to explode violently. Additionally by clapping their hands the user can detonate the gunpowder remotely by causing a spark of fire to form in the powder. The enhancement version can be used to enhance other techniques as the name suggests. With a clap of the hands during another Jutsu the user can cause it to become laced with explosive gunpowder enhancing the Jutsu by +20 when it detonates or strikes something (host technique retains original S/W). Due to the nature of gunpowder it can be combined with a lot of elements of earthen composition or even wind techniques. However it doesn't combine primarily with some elements. . However this technique cannot convert other C.E. terrain into gunpowder, however in that case the technique will create a layer of gunpowder across the landscape. The user can use this to break down earth release jutsu by over powering them, working on the same rank or below.
Note: Usable 4 times
Note: Usable once ever two turns
Note: Can be applied during the creation of a technique acting in the same timeframe
Note: No A-rank or above gunpowder techniques the following turn
Note: Controlling or reshaping the technique costs a move count
Approved:
Re-Approval: https://animebase.me/threads/custom-element-jutsu-submission.764501/#post-21849815


Type: Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra Cost: 40 (-5 per turn)
Damage: 80 (overall, divided between the orbs)
Description: This infamous Gunpowder technique is named after the apples of Eris, some legendary artifacts of an ancient deity. When the technique is activated, with 3 hand seals, it causes four orbs to form around the one whom utilized it. These orbs are constructed of both earth and fire elements to generate orbs of gunpowder. These orbs are the size of a bowling ball, they are condensed and dark grey in appearance. These orbs are unique in the way that they are malleable, they are capable being changed in shape at the users digression passively . If anyone besides the user comes into contact with any of the specified orbs, The orbs will cause a spark on contact with the orb or orbs causing an explosion of significant size, exploding outwards away front the user. Like it was mentioned before, the orbs can still generate various shapes and objects and can be commanded around the battlefield of up to mid-range from the user of the technique, the shapes and objects will be as large as a two handed sword or spear if one orb is used, but if all are combined the can form large objects. These movements of the orbs are commanded without the necessity for utilizing a move, however if the user wishes he can perform a single hand seal causing one or more of these orbs to explode, controlling them to explode in a chosen direction. Each turn these are active they Will take up one of the users three moves per turn. The power is divided between the orbs though they can be combined at any time to increase their strength.
Note: Usable twice, lasting up to 4 turns.
Note: No gun powder in the turn following the end of this.
Note: Two turns between uses.
Note: No jutsu above S rank in the same turn
Note: Controlling the direction and shape is passive but causing them to explode costs a move.

Approved: https://animebase.me/threads/custom-element-jutsu-submission.764501/page-2#post-21873628

Type: Offense
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage: 80
Description: A newly developed technique which has become known as Ragnarok, the destruction of the gods, for its sheer power and destruction. The technique relies heavily on the utilization of a massive amount of the users energy. The technique is initiated by the user after performing three hand seals, where then everything will commence. Beneath the surface, the ground will be grounded into almost dust particles, they will be combined with both fire and earth chakra, causing the formation of gunpowder within the earth itself. All of it will converge and form one enormous condensed orb of gunpowder within the ground at the users desired location, normally about 10m underground making it hard for doujutsu users to see it for the most part but not impossible for the likes of the Byakugan. With the orb forming, the user can passively create a spark within the gunpowder itself, this will cause the orb in the ground to instantaneously explode out in all directions, without warning, it will cause the earth beside and above it to violently explode out in all directions, ripping and tearing through everything in its path, trees, plants, buildings and people will be shredded and torn to nothing as the explosion and the shock wave moves across the land. The technique is large enough to hit everything 30m all around the point of detonation, the explosive crater large enough to take out a village, while the shockwave and after effects of the explosion will destroy everything around the area, blasting trees from the ground and causing buildings to come crumbling down. Should the user get caught in the blast, he will suffer the same damage unless he defends himself from it. The shockwave carries the full damage of the technique pushing everything outwards and scorching it in the process.
Note: Usable twice per event. Two turns between uses
Note: The user can't use gunpowder jutsu A rank and above in the following turn

Approved: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22119185

Type:Offensive
Rank: S
Range: Short - Long
Chakra: 40(-10 per turn)
Damage: N/A
Description: Fafnir the Lindworm is conjured after the user has performed a set of two hand seals. As a result, the users chakra will seep into the ground, causing the earth below them to transform into gunpowder and be manipulated into the form of a Lindworm. A creature like that of a wyvern, it has two legs and wings, and a serpent like body. Its tail has spikes of gunpowder across it, which can be used to swing at their target with a reach of long-range and condensed to the point it is capable of piercing through someone. The lindworm, is capable of flight and it moves with a nimble and quick body. As it is conjured from below the user, it will rise, with him standing on top of it, however the user can create it somewhere within short-range of them instead. The creature that is called Fafnir, can attack its target by biting down and curling itself around them, while then causing itself to ignite and explode with the full force of the technique [80 Damage]. The user is also capable, with a single hand seal, of causing it to explode prematurely, with a powerful shockwave and fire.
Like dragons, the lindworm Fafnir, is capable of releasing what for a dragon would be a fireball, but in this case, it would be a ball of gunpowder. The dragon would generate a ball of gunpowder within its bowels, which would be released towards their target at intense speed, faster than a normal fireball. The ball of gunpowder is somewhat malleable, as it will upon impact loose its composure and sort of splatter across the target and surrounding area, with just about a second or two delaying the explosion itself. As a result, it is like that of a bomb with an extended ignition cord, while after it strikes and splatters the target it will explode about a second after, causing a massive shockwave and destruction of the area [A-rank: 60 Damage].

Usable twice and lasts for four turns
No S-rank or above gunpowder the following turn
The ball of gunpowder is considered A-rank and the Lindworm can utilize it three times in a fight

Approved: https://animebase.me/threads/custom-element-jutsu-submission.764501/page-4#post-21921224


Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30(-10 per turn)
Damage: N/A
Description: Calamity of Atlantis is a technique that causes it to rain down with gunpowder the size of regular rain droplets, taking command of the skies, it will require the user to perform a single hand seal, while then it will appear as if black rain is falling across the area, or simply in specified areas of the battlefield, the sky having turned black from above. These pebbles of gunpowder will continue to fall upon the field and at the user’s discretion, he can cause the pebbles to explode, creating what will seem like an endless chain reaction of explosions, never losing its potency as it continues to rain and explode [A-rank damage]. Of course, if any form of energy-based techniques is used like lightning, fire or energy-based techniques, it will cause the pebbles to react and begin a chain reaction of explosions with severe results. The chain reaction of explosions will occur for as long as the rain is falling. In addition to the fact that it prevents energy-based techniques usage, the rain of gunpowder can also be utilized as a medium for other gunpowder-based techniques. In addition to the fact that it can be utilized as a medium for gunpowder techniques, if the rain is falling and other gunpowder based techniques are utilized, the pebbles of gunpowder that falls will either add to the strength of the explosion or it will attach itself to the moving projectiles or creatures created by gunpowder [Adding a total of +20 to other gunpowder techniques up to A-rank, +10 for S-rank and above].
Technique is active for a total of 3 turns
Usable twice per battle
Has a two turn cooldown

Approved: https://animebase.me/threads/custom-element-jutsu-submission.764501/page-4#post-21921224

The above Taught here
 
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Dokkodo Techniques





Type: Offensive | Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user channels their chakra and natural energy into their sword, spinning in place gently, almost like a dance, after making the single rotation, the blade seemingly splits into hundreds of sword replica's which spirals outwards around the user in the same orbit on the edge of short range creating a spiralling wall of sword replica's capable of defending the user from outside attacks, whiles the original sword remains in place with the user.

These blades are filled with natural energy and carry the properties of white blade flows as well as the most common form of senkenjutsu, petrification, following the rules outlined in the rules section, causing techniques that come into contact with the boundless sword replica's to seemingly shatter like glass and enemies which come into contact and get cut by the initial rotation or the following wall of blades to become severely injured and petrify after 3 turns.

At the cost of using another slot of the users three jutsu per turn, the user can shoot these sword replica's forwards to Long range, targeting the enemy, the sheer quantity of sword replica's having a total diameter of 10m.

Visual Representation

Note - Can only be used with Dokkodo Active
Note - Samurai and Ronin can use this technique without needing the mode
Note - Can only be used twice per battle.
Approved here

Type - Defensive
Rank - A - S
Range - Short
Chakra - 30 - 40
Damage - N/A
Description - The user surges a large amount of chakra into their sword mixed with natural energy causing the Senjutsu to overflow outwards in a burst, spreading out up to short range around the user in a flowing current, this current of natural energy holds the same properties as white blade flows and breaks down techniques it comes into contact with causing them to shatter like glass, much like the original white blade flows, it is capable of destroying solids, liquids and energy of equal chakra or lower, this technique can also cause damage to those that happen to be within range of the surging overflowing senjutsu also applying the petrification form of Senkenjutsu.

Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.
Note: A rank can only be used 3 times and S rank only 2 times
Approved Here

Type: Attack/Defence
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Blade of judgement is a unique Dokkodo technique where the user will release a surge of chakra from their body into their blade to draw on a mass of natural energy before stabbing their blade into the surface beneath them ground/solid surface or liquid. Through this the user will release the Dokkodo chakra through the surface using it as a medium to travel through where it will shoot up at a chosen location creating one large blade or up to four smaller blades. If one large blade is made, it can reach up to 10m high while being 2m wide, where if four blades are made they will be around twice the size of a regular katana. These blades are capable of combating equal ranked elemental ninjutsu, while carrying the effects of petrification and "The Alone Way: White Blade flow".

Note: Can only be used with Dokkodo Active
Note: Can be used by Ronin or Samurai while not in the mode.
Note: Can be used twice per battle
Approved Here

Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 to Technique Chakra)
Damage: N/A
Description: After entering Dokkodo, the user will focus Senjutsu enhanced chakra into their blade and charge it, such that the effects of White Blade Flow can be extended to other Dokkodo Kenjutsu by adding 10 chakra to its cost. Doing so causes the user's sword to leave a glittering trail of glass like shards in the air simply by moving it, and allows the techniques to carry a corroding Senkenjutsu effect: the released chakra quickly corrodes through the obstacle, weakening by exposing the obstacle's "shatter point". This is a point on the technique that the Senjutsu compromises, causing it to shatter in a glow of white glass-like shards, lending to the technique's name. It is capable of destroying solids and liquids of equal chakra or lower while dispersing energy as well.
Note: Useable three times, and remains active for four turns per activation. Only during this window can the +10 Chakra augmentation be done to Dokkodo techniques.
Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.
Taught Here

Type: Offensive
Rank: A-S
Range: Short-Long
Chakra Cost: 30-40
Damage: 60-80
Description: A Dokkodo technique comparable to the Samurai technique Secret Sword: Snowstorm Beheading. The user will channel Senjutsu into their blade, cloaking it in natural energy in much the same manner as one would for (Dokkōdō: Kakusu Shinjitsu ) - The Alone Way: Hidden Truths. Once done, the user will swing their blade, releasing outwards a massive swirling cyclone-like shockwave of natural energy that can carry either form of Senkenjutsu, that takes the appearance of a storm of cherry blossom petals. The cyclone is powerful enough to slash apart bone and steel effortlessly, and is capable of combating equally ranked Elemental Ninjutsu.
Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode.
Note: S rank version is usable 2 times per battle with a two turn cool down in between usages; A rank version is usable 3 times per battle.




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Samurai & Ronin Techniques


Type: Attack
Rank: A/S
Range: Short-Long
Chakra: 30-40
Damage: 60-80
Description: Blade of justice is a unique Ronin Kenjutsu where the user will release a surge of spiritual chakra through their body before stabbing their blade into the surface beneath. Through this the user will release the spiritual chakra through the surface using it as a medium to travel through where it will shoot up at a chose location creating one large blade or up to four smaller blades. If one large blade is made, it can reach up to 10m high while being 2m wide, where if four blades are made their will be around twice the size of a regular katana. This technique will cause spiritual damage based on how much chakra it limits the opponent from utilizing due to a spiritual imbalance. A rank prevents Forbidden ranked techniques, S rank prevents S rank and higher techniques S rank effects last a single turn while A rank lasts for 2 turns.

Note: Can only be used by Rōnin biographies.
Note: A-Rank can be used three times, S-Rank can be used twice.
Approved Here

Type: Offensive
Rank: A-S
Range: Short-Long
Chakra Cost: 30-40
Damage: 60-80
Description: A Ronin Spiritual Kenjutsu technique comparable to the Samurai technique Secret Sword: Snowstorm Beheading. The user will channel chakra into their blade, cloaking it in a wispy spiritual effect in much the same manner as one would for (Rōnin Seishin Ken no Jutsu ) – Rōnin Spiritual Blade Technique . Once done, the user will swing their blade, releasing outwards a massive swirling cyclone-like shockwave of almost pure spiritual energy that takes the appearance of the wispy steam signature to the field. This chakra plays neutrally against all natures and fields. When striking an enemy’s technique, it will target the balance of spiritual and physical energies, disrupting it and dissipating it harmlessly upon overpowering or neutralizing it.
Note: S rank version is usable 2 times per battle with a two turn cool down in between usages; A rank version is usable 3 times per battle.
 
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Custom Fighting Styles





Rod of Asclepius



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Asclepius no sutaffu | Staff of Asclepius
Type:
Taijutsu
Background:
Staff of Asclepius fighting style was created by King, of the Hyūga clan, who loved to fight with a staff. He loved to do so as he was short considering his age and so his reach wasn't as long as he would like, so he adapted to fight with a weapon such as a staff to increase his range. Through his spars he realized using a staff by itself wasn't efficient enough in a world with many that used ninjutsu as they would find different armors or elements to protect themselves. Instead, he found his own unique way to adapt the use of his staff.

Using his knowledge of the gentle fist techniques, with his byakugan, he created a style that revolved around using bursts of chakra from his staff to increase its damage and effectiveness in combat. Be it to add striking damage, strengthen the durability of his weapon, or to hit the chakra points of his target as long as he had his Byakugan active to hit them.


Description on the Abilities and Inner Workings of the Style:
This style is based around releasing pure chakra from the staff in bursts to augment the staff fighting style, applying all the knowledge of the gentle fist fighting style of the Hyūga, to the close combat style using a staff and staff-based weapons like a spear. The user would be able to release bursts of pure chakra from the weapon in various ways to increase its damaging efficiency such as:​
  • As they thrust the staff forwards, they would release a burst of chakra from the base to increase the speed of which the staff shoots forwards and enhancing its power.​
  • As they swing the staff, the user could release a burst of chakra from the back side of the staff to increase the speed and swing of the staff​
  • Releasing chakra around the staff in a similar method to (Hakuro Tenbu) – Heavens Dance of Hazy White, to create a solid point for striking power on impact being able to fight on equal terms with elements​
  • The user with their byakugan active can release a burst of chakra on impact of striking of of the 361 chakra points to seal off that point in a similar method to the gentle fist fighting style​
  • By releasing their chakra into their staff, they can cause it to rotate rapidly releasing chakra from the staff using it as a medium for its own variation of (Jūken: Hakkeshou Kaiten), to create and ultimate defence in the staff itself at a range.​
Example Techniques:

(Asclepius no sutaffu: Ichigekimi) - Staff of Asclepius: One blow Body
Type: Offensive
Rank: A
Range: short
Chakra: 30
Damage: 60
Description: Using a staff or spear as a medium the user will strike with their weapon upon the point of impact releasing a simple burst of chakra, with enough power to blast the opponent back. With the byakugan activated the user can use this to strike a specific point, closing the targets chakra points at those locations. This can be released through part of the staff or the whole staff. Due to the precise chakra control of the Hyūga clan, this can be used to strike a specific weak point in a technique to cause it to break as the burst of chakra is released through it.

(Asclepius no sutaffu: Erumesu shūgeki ) - Staff of Asclepius: Hermes assault
Type: Offensive
Rank: A
Range: short
Chakra: 30
Damage: 60
Description: This is an adaptation to the trigrams palm strikes aimed to strike several chakra points. Instead of using the users hands, the user will rapidly trust their staff forwards with consecutive strikes, releasing bursts of chakra, hitting 64 chakra points of the opponents. Each successful strike halts the flow of chakra that ordinarily passes through the given tenketsu and makes chakra control a much harder endeavour. The recipient of this move will be rendered unable to user more than 35 chakra in individual attacks, which includes those with applied passives, for two turns. Beyond that effect, the usage of this manoeuvre will reduce the victim's chakra supply and any accumulated senjutsu chakra by 25% for four turns.

Additional effects and Restrictions:
- Must be a Hyūga with mastery over gentle fist and byakugan.
- Through years of training, those who specialise this style would have mastered their chakra control needed in using gentle fist techniques through a medium such as a staff with such precision. Due to this level of mastery, those who specialise in this style would gain a +1 rank (20 damage) bonus to their Gentle Fist techniques that are not used through a medium, as they would use the same level of enhanced control but without the need of exerting it through the staff.
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Asclepius no sutaffu | Staff of Asclepius Jutsu

[Asclepius no sutaffu | Saisho no fōmu Bāsuto] - Staff of Asclepius: First form, Burst
Type: Offensive/ Defensive/ Supplementary
Rank: D-Rank
Range: Short - Mid
Chakra: 10
Damage: 20
Description: This is the most basic form of the Staff arts akin to the "Drunken Fist" style, using body flow along with the staff and Hyūga teachings for exaggerate movements to increase their basic close combat fighting style while releasing small bursts of Chakra to increase their speed and power. The staff is an extension of the users increasing their reach as well as being close to them for effective combat, keeping the opponent right where the user wants them. These basic arts take several basic forms, enhanced with minimal Chakra but still deadly.

The first form of this, is swinging the staff, rolling it around the users body, to build momentum, to add to striking power, without having to make large movements, while releasing a burst of Chakra from the right part of the staff to increase the speed and power of the movement, through the teachings of the Gentle Fist style. With a quick swing of their arm the user could roll the staff around their back, while releasing a burst of Chakra from the right points to speed it up, coming around form the other side using the momentum from the roll for a crushing strikes.

The second form of this basic style is large swings, using the length of the staff to their advantage to do ranged leg sweeps infused with Chakra, this allows the user to keep their target at a range while still attacking them, though as they do these movements, they will release a burst of Chakra from behind the staff, propelling it's movement at double the speed the user would normally move, making it harder to evade while increasing the damage.

The third unique form of this style is one where the user will use the length of their staff, to elaborate on a basic moment to avoid attacks or enhance attacks. What is meant by this is the user could thrust the base of their staff into the ground, while releasing a burst of Chakra from this point to push themselves up into the air, like a pole jump, to avoid incoming projectiles (within logic, due to the staff being 1.5m the user it would have to be like small fire balls and such or focused projectiles) due to the burst increasing the push, they will be be able to go as high as 15m into the air, or even a cartwheel going sideways but instead of placing the users hands on the ground they could place the staff to make a "larger movement" moving up to 15m at a time while releasing bursts of Chakra from their body and staff to increase the rotation of the cartwheel movement to avoid or strike. This can be used offensively, using the cartwheel motion to bring down an enhanced kick with the momentum behind it. The entire style uses the staff itself as part of the user, an extension of them selves to increase their combat potential, making use of the length of the staff while enhancing it's power with the bursts of Chakra akin to the gentle fist fighting style.


Type: Attack/Defense/Supplementary
Rank: A/S
Range: Short - mid
Chakra: 30/40
Damage: 60/80
Description: Using the basis of the second form, the user will release a surge of chakra through their staff and being to rapidly spin it in front of them, this can be done with one or both hands, and by skilled shinobi can be done above/behind/to the side of themselves. As they spin, the staff will release the chakra outwards forming a circle shield of chakra taking the full size of the staff, as can be seen in the gif below. The chakra released will be like a focused chakra in the spin, that retains a shield shape through precise chakra control to create a shield. The chakra being releasing in bursts from the staff as it rotates, speeds up the staffs rotation to the point of looking like a propeller creating a defensive shield that is 2m wide. The other method to this is the user can release chakra into the staff, and cause the staff to rapidly rotate by itself, on the spot releasing the chakra infused out from all points of the staff to mimic the hyuuga's defensive rotation, releasing the chakra 1m around the staff. This will act in the same manor as the cannon technique, both forms playing on equal terms with elements, and creating at 360 degree defense around the staff. In the second form, the user can use this to enhance a strike, striking while rotating the staff while releasing chakra around it for a drilling destructive force.

Note: A rank can be used 4 times per battle with one turn between uses.
Note: S rank can be used 3x per battle, requires both hands for control, with one turn cooldown (shared with the A rank version) and no jutsu above A rank in the following turn that require gentle fist or similar abilities like the staffs style.

[Asclepius no sutaffu | Dai 3 no Keishiki, Sutoraiki] - Staff of Asclepius: Third form, Strike
Type: Offensive/ Defensive/ Supplementary
Rank: A-Rank/ S-Rank
Range: Short - Mid
Chakra: 30/ 40
Damage: 60/ 80
Description: This third form is based on the Hyuuga teachings of striking a specific point in a technique with a burst of Chakra to disrupt the Jutsu itself, causing it to fail, much like the "Gentle Fist: One Blow Body" technique. It can be used on a technique of Shinobi, depending on how the user decides. The user will swing their staff around or thrust or which ever motion needed for the strike, while focusing their Chakra through to the point of impact where the Chakra will burst outwards that pushes forwards up to 10 meters through a Jutsu, disrupting it's flow, working on Jutsu the same rank, or lower. If used on a lower ranked Jutsu the wave will continue forwards as a burst of pushing Chakra. If used directly on an opponent the burst of Chakra can be used with pin point accuracy to hit Chakra Points or even one of the 8 Inner Gates. In doing this the Chakra Point/ Gate will be closed, limiting the target to A rank and below Jutsu for one turn. To use the S-Rank variant, the user will follow the same process, but as they are about to connect, they will release a burst of Chakra from the back of the staff at the same time to increase it's driving force and speed increasing the power of the initial strike.

Note: A-Rank can be used 3 times per battle, while S-Rank can be used 2 times per battle. Both require a 1 turn cool down between uses, and the S-Rank requires both hands for control, and no Jutsu above A rank in the following turn that require Gentle Fist or similar abilities like the staffs style.

( Asclepius no Sutaffu: Shintou ) - Staff of Asclepius: Impact
Type:
Offensive/ Defensive/ Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Impact is one of the style's strongest techniques, in which the user holds their staff in either hand, channelling a mass of chakra into it while using advanced shape manipulation simultaneously. Through shape manipulation, the chakra takes a physical form, similar to the "Twin Lion's Fist" technique, but it takes the form of an animal from the user's summoning contract around the staff. For example, if the user has the snake contract, it would take on the shape of the snake, resembling an ethereal beast. The user can then use this in one of two ways: thrusting their staff forward with either hand and releasing a burst of chakra from the base, or drawing the staff back and throwing it up to long range at rapid speeds, releasing a burst of chakra from the base. On impact, the beast would expand rapidly in all directions and affect everything within a 7m radius, causing blunt force damage. The user can also use this as a focused strike by not increasing its size, leaving it with a diameter of 20 cm to cause piercing damage to an opponent or jutsu, which would break apart upon being struck. Because of the shape manipulation applied to the chakra, this would be on equal footing with Elemental Ninjutsu.

Note: Usable three times per battle with two turns between uses.
Note: No Staff of Asclepius jutsu above A rank in the following turn.


( Asclepius no Sutaffu: Shuraudo ) - Staff of Asclepius: Shroud
Type:
Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A ( +20 )
Description: This is an enhancement technique based on the "Gentle Step Twin Lion Fists" jutsu. The user will channel chakra through their staff, forming a serpentine dragon shroud around it and coating it in chakra scales, with the tip of the staff resembling the dragon's head. This technique can be used in the same timeframe as other Staff of Asclepius techniques, enhancing them in the process. While the staff is being enhanced in this manner, the user's staff techniques and Staff of Asclepius jutsu will have their power increased by one rank, or twenty damage points.

Note: Usable twice per battle with two turns between uses, and each use lasting four turns.
 

Kirikoe

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Scientific Ninja Tools

Type: Tool
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Book of Wind is one piece of a set of five Scientific Ninja Tools, collectively known as the Book of Five Rings. Inspired by the methodology of Scroll Cartridges found in Kote, and founded upon the principle of freedom and versatility, the Book of Wind is a book of quick-tear talismans, pre-inscribed with contract summoning formula. These talismans allow the use of Contract Summoning techniques, allowing for quick casting of Contract Summonings by simply tearing the talisman and running chakra through it. The inscriptions placed upon the talismans are more complex than one might naturally find in other scripts, due to their intended use by Samurai and Ronin, and thus negating the need for usage of handseals.
Note: The Book of Wind has 5 charges and can be used once per turn with a turn cool down in between usages., and can produce the effects of a summoning technique for a bound contract; or techniques specific to a Summoning Contract (ex. Tengubi for Tengu).
Note: Like a Kote, the five charges must be defined on one's biography. Unlike a Kote that can have a wide variety of techniques at a scale of ranks, the charges of the Book of Wind can be of any rank.
Note: The Book of Wind allows Samurai and Ronin to use the above listed techniques, so long as they meet other necessary requirements (ex. Samurai could use a Fire-related Summoning Contract Ninjutsu talisman due to having elemental access, while a Ronin could not).
Taught Here


 
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Basic Information

Name
Gohan
Gender
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Male
Age
14

Looks
Gohan is a fairly short child, he has long black messy hair and wears a purple Gi with a red sash, despite being fairly young, Gohan has a muscular physique which is unusual for a child his age, he is the picture of the innocence however the blood shed he has seen has caused this innocence to begin to vanish

Personality
Gohan is a peaceful individual, often choosing not to fight if he can help it, however when forced to engage in combat he is a force to be reckoned with despite his young age, he is considered a prodigy of his own race, whiles normally being calm and collected with calculated movements once his anger erupts he will burst forth with an intense display of power, this power lasts but mere moments however before he calms down and returns to his more calm self, often surprised by his own power in the process.

Gohan despite his young age has witnessed more blood shed than would be expected of a child his age, as such his demeanour and attitude is something which transcends his age.



Stats


|Mind - 7 |Body - 4 |Spirit - 2 |Agility - 8 |Dexterity - 5 |Vitality - 0|



Rank//Chakra info



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.
Rank
Jonin


Health & Chakra
160 | 1600
Speed and Tracking
16 | 30
Yellow Flash
Having the Yellow Flash Nindo means analyzing and strategizing are important to you. There is much to gain in planning your assault instead of rushing in senselessly. Having this Nindo means that after observing your opponent utilize their Core Skills ( HA/AE/KG/CC ) more than 4 times, the user becomes capable of beating these techniques with 10 less damage needed, having observed their weaknesses.
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.
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.

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Specialty
Apex Handseal Specialist - Mysterious Peacock Method
Apex Tracking Specialist
Apex Speed Resistance
Minds Keen Eye
Chakra Fortification - Fuuinjutsu
Single Handseal specialist - Lightning
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Wind | Earth
Lightning | Water
Fire | Gunpowder
.
Mysterious Peacock Method | Otsutsuki Techniques
Leg weights | Fuinjutsu
.
Taijutsu | Ninjutsu
Genjutsu | Kenjutsu
Bukijutsu | K-Taijutsu
.








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.
.



Background info


Gohan since the age of 5 lived his life constantly under threat, numerous occasions he came close to losing his life however each time he pushed through and got stronger because of it, his father wasn't around often however the times he was around were some of the more fun times of his life, or some of the worst on occasions.. *horror flashbacks of the cell saga senzu bean incident*, Gohan became stronger and stronger through the years, often passing his peers, and then at times slacking on his own training during times of peace, however Gohan in his most recent endeavour once again broke the limits and exceeded expectations, unlocking a power far beyond he had experienced before
.

This is the story of Gohan, His story starting from when he was an early teenager and progressing all the way to adulthood as he faced the dangers of the world as aliens invaded the planet he had found himself upon and gods roamed free unrestricted and the world itself is placed under stress, here Gohan would make a name for himself within this new world



Other

Mysterious Peacock Method

Gohan Is a user of the Mysterious Peacock Method, having access to a powerful type of chakra known as star chakra, of course this weakened his body somewhat but he would not allow it to overcome him.
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Ninja tools
Gohan carries with him the basic ninja tools and weaponry that most ninja carry ranging from shuriken, Kunai, flash and smoke bombs and explosive tags as well as an extensive array of weaponry including swords


Won
N/A
Lost
N/A
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Basic Information

Name
Gohan
Nickname
Beast Gohan
Gender
Male
Age
24
Looks
Gohan has a muscular yet lean build, whiles wearing full clothing one would hardly recognise him for the muscular build individual he is, whiles normally donning black and spiky hair, this iteration shows his striking white hair and red eyes, often choosing to wear a purple fighters gi.
Personality
Gohan is a peaceful individual, often choosing not to fight if he can help it, however when forced to engage in combat he is a force to be reckoned with, whiles normally being calm and collected with calculated movements once his anger erupts and he enters his mode he becomes a cocky individual that will often toy with his opponents, a negative trait which to this day he has allowed to persist, Gohan's fury is second to none, his emotions being a form of empowerment instead, should someone anger him they often end up punished themselves.

Stats

|Mind - 7 |Body - 5 |Spirit - 2 |Agility - 7 |Dexterity - 5 |Vitality - 0|


Rank//Chakra info



Rank
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Jonin
Health & Chakra
160 | 1600
Speed and Tracking
16 | 30
Nindo


Yellow Flash
Having the Yellow Flash Nindo means analyzing and strategizing are important to you. There is much to gain in planning your assault instead of rushing in senselessly. Having this Nindo means that after observing your opponent utilize their Core Skills ( HA/AE/KG/CC ) more than 4 times, the user becomes capable of beating these techniques with 10 less damage needed, having observed their weaknesses.

Specialty
Apex Handseal Specialist - Mysterious Peacock Method
Apex Tracking Specialist
Apex Speed Resistance
Yang Specialist
Mind's Keen Eye
Single Handseal specialist - Wind


Wind 風 | Earth 土
Lightning 雷 | Water 水
Fire 火

Mysterious Peacock Method | Sage Mode | Leg weights 重さ| Gunpowder 火薬

Taijutsu 体 | Ninjutsu 忍
Genjutsu 幻 | Kenjutsu 剣
Bukijutsu 武 | K-Taijutsu 体
Yang



Background info


Gohan since the age of 4 lived his life constantly under threat, numerous occasions he came close to losing his life however each time he pushed through and got stronger because of it, his father wasn't around often however the times he was around were some of the more fun times of his life, or some of the worst on occasions.. *horror flashbacks of the cell saga senzu bean incident*, Gohan became stronger and stronger through the years, often passing his peers, and then at times slacking on his own training during times of peace, however Gohan in his most recent endeavour once again broke the limits and exceeded expectations, he swore that this time he wouldn't slack, and this world he ended up in, with most of his power sealed by a mysterious force he had no choice but to take things more seriously.
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Other

Mysterious Peacock Method
Gohan Is a user of the Mysterious Peacock Method, having access to a powerful type of chakra known as star chakra, of course this weakened his body somewhat but he would not allow it to overcome him, Gohan became quite proficient with this chakra almost to the same level as his Ki
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Ninja tools
Kirikoe carries with him the basic ninja tools that most ninja carry ranging from shuriken, Kunai, flash and smoke bombs and explosive tags


Won
N/A
Lost
N/A
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Updating https://animebase.me/threads/kirikoe-katsuryoku-v-3.783075/
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Kirikoe

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Custom Jutsu Idea's




(Tama) Soul
Type:
Weapon
Rank: S
Range: Short - Long
Chakra: (+10 where relevant)
Damage: (+20)
Description: Soul, a weapon forged by the user pouring his spirit, will and heart into the blade as he moulded it to his ideal shape and form which he desired most, whiles using wood from the world tree which he worked tirelessly to secure, Wei Wuxian having poured so much of himself into this blade embedded it with his feelings of freedom and his desire to reach the peak of swordsmanship in his own way, using his own path, this gave birth to a sword which was unique and very much apart of the user.

The first ability Soul was born with was the the most basic, being born from the users emotions and will it reflected those desires, Soul and its master sharing a connection of spirit, it elevates the users ability with the sword, a gift born from the desire to reach the peak, improving all Kenjutsu by +20 damage and +10 chakra should the technique use chakra.

Secondly, Soul having been given form by its master using wood from the world tree has a very strong connection to nature, Soul passively draws in natural energy from the world around it gaining +25 natural energy per turn to a maximum of 100, this natural energy is stored within the sword and all kenjutsu techniques subsequently benefit from this natural energy, becoming neutral to ninjutsu as well as gaining the strengths and weakness of natural energy techniques whiles having 50 or more natural energy accumulated, the user, having a strong connection to Soul is able to use this natural energy and draw it into their body and then out of their pores, thus cleansing their body of foreign chakra such as Genjtusu or Fuuinjutsu by drawing on equal or more natural energy from the sword, for example an A rank Genjutsu/Fuuinjutsu would require 30 natural energy be consumed from the sword.

Lastly, due to the user and Soul having a strong connection of spirit, will and the fact Soul is able to passively draw in natural energy, it allows the user to become able to passively sense natural energy through Soul itself, this normal passive does not benefit from the tracking boost but is constantly active. The user can gain sensory skill just below that of imperfect sage mode equating to a x2.5 tracking boost, not stacking with sensory of the same type, by consuming the natural energy within Soul to do so, this passive activation consumes 5 natural energy from Soul every turn it remains active and whiles active, Soul becomes unable to draw in additional natural energy.

Summoning Animal: Golden Fleeced Ram
Scroll Owner: Sauron
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: Krios Khrysomallos or more simply, Golden Fleeced Ram, are a mythical creature found in greek mythology, they are considered a divine animal which were at the command of the goddess Cloud Nymphe Nephelle herself, They are typically golden in colour, with the horns of a typical ram and an incredibly hard head suited for ramming, with the golden angelic wings which match their size.

Standard Ability: The Golden Ram have a variety of abilities, some more unique than others, they have the innate ability of flight, their wings being able to easily support there weight, capable of moving at 12 speed, once per turn they are able to use their wings to avoid techniques aimed at them by moving at high speeds.

Standard Ability 2: The Golden Fleeced Ram is a master of its own biological product, being able to use Golden Fluff ninjutsu at better proficiency than its summoner gaining +20 to Golden Fluff Ninjutsu

Standard Ability 3: The Golden Ram being a summon which often takes to the skies or hovers above ground is more proficient with the wind element, being able to use its wings for wind style techniques of all kinds including those requiring a fan, gaining a +20 boost to wind style techniques

Unique Ability: Golden Fleece, A natural product grown and produced by the Golden fleeced Ram, this golden thread and fluffy wool is incredibly strong and durable and is the signature ninjutsu used by all Golden fleeced Rams as well as summoners with the naturalist speciality, The rams Golden thread and wool is neutral to the elements being able to content on equal ground.

( Dokkodo Iaidō ) – Art of the Alone Way Quick Draw
Type: Offensive/Defensive
Rank: A - S
Range: Short
Chakra: 30 - 50
Damage: N/A
Description: Dokkodo Iaidō is a unique form of Kenjutsu practiced by Samurai, Rōnin and Ninjutsu users capable of using the Dokkodo mode. Much like its Samurai and Ronin counterpart, this is a method of quick drawing a blade to strike opponents. This differs from the normal Iaido because it does not only aim to prevent hand seals from being created. Instead, the Dokkodo Iaido aims to inject a flood of natural energy into the targeted area, causing that particular area to petrify for a number of turns comparable to the rank of the technique. This also differs in their damage magnitudes; this variant much like the samurai's version deals damage based on the rank of the technique, Much like the Ronin's spiritual blade technique the user is able to use this technique by creating a sword replica to perform the technique if needed. A rank usage prevents limb usage for 1 turn, S rank prevents limb usage for 2 turns, if used to target the hands it prevents the opponent from making hand seals using the affected hand/hands.

Note: Can only be used by biographies capable of using Dokkodo. This technique can be used to interrupt more than 1 Handseal at S rank. At A rank, this technique can interrupt more than 2 seals.
Note: A-Rank can be used three times, S-Rank can be used twice

Inner Spirit Severing
Type: Defensive
Rank: A - S
Range: Short
Chakra: 30 - 40
Damage: N/A
Description: A Ronin's answer to Genjutsu, The user focuses his spiritual prowess within, forming an illusory blade within the mind, this blade is more of a concept than a physical manifestation and follows the same principles as image training, by focusing on the core Ronin concept of spirit severing inwardly, the user aims for the foreign chakra which has invaded their system, severing the spiritual energy within the chakra causing an imbalance and thus breaking the technique and expelling it. This technique is capable of breaking Genjutsu of equal chakra value and below.

Note - A rank is capable of being used 3 times per battle and S rank is capable of being used 2 times per battle
Note - Can only be used by Ronin

Dokkodo - White Blade Flows - Flood
Type: Defensive
Rank: A-S
Range: Short
Chakra: 30-40
Damage: N/A
Description: The user draws in natural energy as per usual into their blade seemingly getting ready to perform the usual version of white blade flow, however instead of displaying it outwardly, the user instead draws in the natural energy from white blade flows and floods their chakra system creating a large spike of foreign energy which would expel Genjutsu, however the properties of white blade flows pervades, this technique becomes capable of breaking Fuuinjutsu placed on the user as well by targeting the weak points of said techniques and breaking them down, Seals placed on the body shatter like glass and fade, illusions the user is stuck in seemingly shatter before their eyes revealing the real world around them.

Note - A rank is Capable of being used 3 times per battle and S rank is capable of being used 2 times per battle
Note - Can only be used by users of Dokkodo
Note - Can be used Ronin/Samurai without the mode


Seikuken
Type:
Taijutsu/Bukijutsu
Background:
Description on the Abilities and Inner Workings of the Style:


The user passively expands chakra within short range of themselves, creating a sphere which encompasses them, this sphere of chakra mimics the flow of air or water and is used similarly to replicate currents. the chakra itself is both harmless and users of this style are capable of sustaining this sphere at all times with no chakra cost, this is due to the chakra around them being connected with their inner chakra system flowing and returning to the body whiles new chakra takes its place, creating a system which seems to expand and exist outside the body and is used as more of a supplementary aid when fighting creating a unique style.

The concept here is when performing actions and techniques the user can alter the flow/current of the chakra that exists around them within short range, when performing a punch for example, the chakra's current can drag towards and around the user creating a vacuum and pulling effect locked and centred around the limb/weapon or body as a whole which in turn boosts the power of the combat techniques used due to the two colliding forces, this is done passively resulting in a +20 boost to both Taijutsu/Bukijutsu

Secondly, The flow/current of chakra can be used against the opponent using the chakra in various ways for example creating drag around them, making them feel as if they are located within a quagmire, resulting in a decrease in base speed or removing the drag from the user resulting in a temporary increases in speed dependant on the technique used respecting buffing/stacking limitations and depending on how the chakra around them is applied, this is not a debuff which is applied passively and is instead a result of appropriate techniques of the Seikuken CFS used which affects the chakra around the body to supplement the users combat prowess.

Thirdly the user is able to use the currents of chakra that exist within short range of himself to help attack or defend with alongside the appropriate actions used creating a style which is unpredictable and deceptive to surface appearances
The Seikuken style is heavily based around the above functions and is used in tangent with appropriate techniques to apply them.

Example Techniques:

Raging Current

Type: Offensive
Rank: A/S
Range: Short
Chakra: N/A
Damage: 60/80
Description: The user attacks using a seemingly ordinary punch or weapon strike at first glance using their desired motion, while the current of chakra around the user moves in tangent along with him in the same trajectory reinforcing the strike along with it, this is akin to a sail boat caught in a large wave, with the punch or weapon strike being the boat, this in turn multiplies the users attacking speed by x2 (A rank) or x3 if using the S rank version as the strike is being carried by the wave of chakra, upon the strike making contact, the wave/current of chakra will continue rushing forwards battering the opponent with a bludgeoning force akin to water crashing against a cliffs edge.

Note - A rank can be used 3 times per battle whiles S rank can be used 2 times per battles

Riptide
Type: Offensive/Defensive
Rank: A-S
Range: Short
Chakra: 30/40
Damage: N/A (60/80)
Description: The user performs a palm strike forwards, this action need not be heavy or forceful but can be done so to inflict damage upon contact, upon doing so the enemy or the enemies technique directly in front of the user within 5 Meters will feel as if they are forcing themselves against a heavy raging current visibly reducing the speed of the incoming danger, this technique reduces the base speed of the opponent by -4 whiles working on a Chakra Vs Chakra basis against energy techniques causing them to come to a halt entirely and disperse, physical techniques if overwhelmed will come to a standstill before reaching the user either remaining in place or falling to the ground, this technique is capable of working equally against all non elemental techniques and against elemental techniques of 1 rank lower.

Note - A rank can only be used 3 times per battle whiles S rank can only be used twice per battle

Waterfall
Type: Offensive
Rank: A-S
Range: Short
Chakra: 30/40
Damage: 60/80
Description: The user will perform a downwards attack of their choice, the resulting sphere of chakra located around the user will fall downwards upon them mimicing a raging waterfall, the sheer pressure from the falling chakra results in severe damage and does not require the user make physical contact, instead a bludgeoning pressure will collide with anyone within 5 meters in front of the opponent.

Note - A rank can only be used 3 times per battle whiles S rank can only be used twice per battle

Additional effects and Restrictions:

-Users of the Seikuken Style are adept at controlling the chakra current around them passively resulting in a +20 passive boost to their Taijutsu/bukijutsu techniques

-This style is capable of being used by by Samurai and Ronin as this is merely an extension of chakra flow outside of the body without

(Dokkodo - Taiyō furea no arashi) | The Alone Way - Solar Flare Flurry
Type: Supplementary | Offensive
Rank: A - S
Range: Short
Chakra: 30 - 40
Damage: 60 - 80
Description: The user sends a torrent of natural energy into their sword and releases it outwards up to short range as a bright flash of colour, effectively blinding anyone present apart from the user via sight and chakra sensory, during this they unleash a flurry of slashes containing the first form of Senkenjutsu, Petrification, at the opponent under the mask of light completely cutting their opponent to ribbons and causing them to petrify 3 turns after being cut.

The S rank variant allows both forms of senkenjutsu to be used, adding the corrosive aspect of Senkenjutsu.

Note - A rank can only be used three times per battle and the S rank can only be used twice per battle

Note - Can only be used with Dokkodo Active, Ronin and Samurai can use this without the mode

Note - Should the S rank variant be used, the user must wait a turn before being able to use either rank of this technique again
 
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Kirikoe

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"Who cares about the crowded broad road? Il stick to my single-log bridge until its dark"


Basic Information
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Name: Wei Wuxian
Nickname:
Age: 23
Gender:
Male
Clan: Ronin/Samurai
Affiliation: Chaotic-Good


Appearance & Personality
Wei Wuxian often found donned in black robes with red decoration, he often has long flowing hair, which can appear rather unkempt, this can be appear either down or tied up in a pony tail with a red ribbon, Wei Wuxian has a fairly flawless appearance, his skin appearing like jade, he is often found enjoying his flute, a much preferred form of entertainment, preferring to live freely without wielding his sword if he can help it, he has a playful personality enjoying whatever chaos may be going on around him, if not inciting it directly, of course despite his small jokes, pranks and other chaotic tendencies, Wei Wuxian is good at heart

Eye Of Insight
Having the Eye of Insight Nindo means listening to your senses and your gut feelings matter more than what you’re told. You trust your inner voice and know there’s more to the world than just what you see. Having this Nindo means you are able to discern other’s Nindo after interacting with them for two turns, preventing Nindos from working for 4 turns.
Note: When interacting with Power of Youth! or What a Drag, the member with the higher rank will succeed. Should there be equal rank, an Official Roll will determine who succeeds.
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Village Information

Land of Birth: Unknown
Affiliation: N/A



Rank & Chakra Information

---------------------------------Mind-------Body-------Spirit-------Agility--------Dexterity--------Vitality
------------------------------------4----------86------------5------------8---------------4----------------0

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Health & Chakra
160 | 1600
Speed & Tracking
16 | 54

Universal Abilities
Elemental Kenjutsu | Ronin Kenjutsu | Samurai Kenjutsu | Kenjutsu
Dokkodo Kenjutsu | Taijutsu | Elemental Taijutsu | Bukijutsu


Specialities
Apex Speed Resistance | Apex Tracking | Chakra Fortification
Mind's Keen Eye | Apex Kenjutsu | Apex Genjutsu Defence


Summon
Monkeys



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History
Wei Wuxian grew up in a sect/clan which focused on the art of the sword, this sect was located away from worldly affairs where those who trained focused solely on the sword and achieving new heights, Wei Wuxian was adopted into this sect whiles young, having been abandoned in the wilderness a nearby practioner had found him and brought him back to the sect, Wei Wuxian spent his days training, albeit grudgingly, he preferred to neglect his studies and focus on relaxation, fun and playing his flute, the master of the sect would often punish him for neglecting the rules of the sect, of course this did not stop Wei Wuxian.

Now Wei Wuxian travels the world, enjoying life, completing the duties of his sect whiles causing a bit of chaos wherever he goes.

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Other Information


Specialities
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Apex Speed Resistance: You are able to slow opponents within a specific range, exerting a force that slows targets naturally. This causes a 2 Base Speed level decrease to opponents that are within 8 meters of him.
Note: Requires at least 5 in AGL.
Chakra Fortification: The user can add an additional effective 10 Chakra or Siris to an element or skill they specialize in, though not at any increased cost or strain to the user. This simply allows their techniques to have 10 more chakra infused into them. (Kenjutsu)
Apex Tracking Specialist: With more heightened senses, the user is capable of gaining a now increased x2.5 tracking. This allows him to physically track faster movement without chakra sensory.
Note: Requires at least 5 in DEX.
Mind’s Keen Eye: Genjutsu of any type, other than MS-level or those cast by Kunino, appear 'flawed.' This means that regardless of the caster's expertise or perfection, there will be some kind of tell within the illusion that is very obvious; such as a visual illusion appearing like static on a television, a smell being off, or a sound not making sense.
Apex Kenjutsu Specialist: The user has the ability to use two sword based CW in one fight.
Apex Genjutsu Defence Specialist: You can have a Genjutsu immunity of up to A rank, being immune to basic Genjutsu of that rank and lower. In addition to this, the user’s ability to counter stronger Genjutsu increases and requires 10 damage less than normal to break from.
Note: Requires at least 5 in SPRT.


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Kirikoe

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"I live every day of my life like there's no tomorrow,
so that when my number's up, I can check out with no regrets!"

Basic Information
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Name: Rumi Hyūga
Nickname: Mirko
Age:
23
Gender:
Female
Clan: Hyūga
Affiliation: Chaotic-Good


Appearance & Personality
Mirko has long white hair, her eyes are just as you would expect, they are a clouded looking white, typical to the Hyuuga clan, she has a toned physique, proof of the sheer training she has undertaken in both the gentle fist and other styles of combat. Mirko has a rather fiery personality, she is playful and prefers the heat of combat, her bravery knows no bounds and will not hesitate to step into harms way in order to help those closer to her, Mirko is the opposite of modesty, preferring to show off her toned body which took years of effort rather than allow it to be hidden.

Believe It!
Having the Believe It Nindo means the bravery your character has knows no limits, daring to charge into battle with little regard for their safety. will to save and defend his friends and the downtrotten allows him to enter fights at any point during the battle to assist them in battle, allowing the attempt to be done after the first 3 turns of battle. This also extends to up to 1 ally of the user’s, allowing one person to assist the user during any fight if logical.
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Village Information

Land of Birth: Unknown
Affiliation: N/A



Rank & Chakra Information

---------------------------------Mind-------Body-------Spirit-------Agility--------Dexterity--------Vitality
------------------------------------4----------88------------2------------8---------------4----------------0

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Health & Chakra
160 | 1600
Speed & Tracking
16 | 20
Universal Abilities
Ninjutsu | Genjutsu | Taijutsu | Kenjutsu
Bukijutsu | Fuuinjutsu | Dokkodo

Elements
Earth | Water | Fire | Wind | Lightning
Gunpowder

Specialities
Apex Speed Resistance | Advanced Tracking | Chakra Fortification
Mind's Keen Eye | Apex Kenjutsu | Staff of Asclepius

Fighting Styles
Staff of Asclepius
Summons
Monkeys

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History
Mirko, much like many young Hyuuga clan members, was trained rigorously to master her clans arts, she was put through intense training mastering many of the clans art, as well as extra which she had picked up along the way, Mirko's father, Meng Hao, was a high level member of the head of the clan, his skills were second only to the Clan leader, her father specialised in medical ninjutsu in conjunction with his Byakugan arts, however he left for another land on a mission whiles Mirko was still only an early teen, Mirko endeavoured to find her father, she left the clan to journey at the age of 20, she was a strong individual in her own right at this time, she scoured the lands searching, eventually she came across the great desert, out here there was a city by the name of Thousand Needles, little did she know that she would meet her best friend here.. and this is where her real journey and story would begin..

Heng luo mountain, this is the name of the mountain top where Mirko's father resides, it was here that Mirko met her best friend Kiko, They had spent a bit of time together on the mountain training under the guidance of Meng Hao, of course these peaceful days did not last, the Ouyang-gu clan had its eyes set on thousand needles and had already infiltrated partly into the city, Kiko's prowess and wit caused the Ouyang-Gu clans intentions and plans to fail, before Mirko and Kiko confront the leaders of the clan in the deadmines, it was a tragic day, one Mirko did not wish to remember, it was here where Kiko sacrificed herself in order to take down the enemy leader, without the leaders firm control of the clan and strength it caused the rest of the clan to become unorganised, a chicken without a head, thanks to this the clan was easily driven away by the City Military, while there were casualties, Mirko's presence was a large factor in Thousand Needles victory.

two years had gone by, and in this space of time Mirko had been through much, on a journey of healing and self discovery, helping those she came across whiles honing her own skills, slowly her traumas of losing Kiko and a few others began to heal until she became the mentally strong individual she is today.

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Other Information


Specialities
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Apex Speed Resistance: You are able to slow opponents within a specific range, exerting a force that slows targets naturally. This causes a 2 Base Speed level decrease to opponents that are within 8 meters of him.

Chakra Fortification: The user can add an additional effective 10 Chakra or Siris to an element or skill they specialize in, though not at any increased cost or strain to the user. This simply allows their techniques to have 10 more chakra infused into them. (Kenjutsu)

Advanced Tracking Specialist: Your tracking capabilities become more advanced, allowing you to have x2 tracking speeds. This allows him to physically track faster movement without chakra sensory.

Mind’s Keen Eye: Genjutsu of any type, other than MS-level or those cast by Kunino, appear 'flawed.' This means that regardless of the caster's expertise or perfection, there will be some kind of tell within the illusion that is very obvious; such as a visual illusion appearing like static on a television, a smell being off, or a sound not making sense.

Apex Kenjutsu Specialist: The user has the ability to use two sword based CW in one fight.

Staff of Asclepius: Through years of training, those who specialise this style would have mastered their chakra control needed in using gentle fist techniques through a medium such as a staff with such precision. Due to this level of mastery, those who specialise in this style would gain a +1 rank (20 damage) bonus to their Gentle Fist techniques that are not used through a medium, as they would use the same level of enhanced control but without the need of exerting it through the staff.
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Weapons / Technology








(Mukō: Hōfuku Jūyōdenai) – Void: Spiritual Riposte
Type: Void Infused Artifact
Rank: A
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description: Whenever the user is successfully placed in a Genjutsu this Void Infused Artifact grants the user a 75% chance to gain a single Void Infusion. Can be activated once every two turns.

(Mukō: Chikara Chūnyū) – Void: Energy Infusion
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user successfully restores at least 10% of their maximum chakra pool in a single turn they have a 75% chance to gain a single Void Infusion.


(Mukō: Meisō) – Void: Meditation
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Remaining within a single landmark and meditating for three turns (or three posts separated by 45 minutes) grants the user a 75% chance to gain a single Void Infusion.




Background Music

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