Assassin's Codex

Pyro NB

Amegakure
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Assassin Codex

Codex
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Index:
Kumi/Ryo[x]
Ame Jutsu[
x]

Customs Jutsu
Doton[
x]
Futon[
x]
Katon[
x]
Suiton[
x]
Raiton[
x]
Genjutsu[
x]
Taijutsu[
x]
Ameton[
x]
Dokuton[
x]
Chōkuton[
x]
Ningyō geki[
x]
Summoning Contracts[
x]
Custom
Weapons[
x]
Kasutamu
gijutsu[x]
Sentō sutairu[
x]

Custom Count
CJ created 18/37
CS created 4/10
CW created 2/2

CE
known 1/5
CFS known 1/5
Desmond:06/23/2020
Movement speed: 8+4(Apex)=12(x2(LW)=24/x4(TCM)=48)
Tracking speed: 24(MS)+4(Track)=28x2(Spec)=56(x3(Byakugan)=168/x4(Tensie)=224/x5(TCM)=280)
Byakugan - x
Leg Weight: Drop - x
Puppets in coffins - x (Abrigor/Artemis/Zeus)

Red Fever:
Health: 40
movement: 6+4(Apex)=10(x2(LW)=20/x4(TCM)=40)
Tracking: 20(MS)+4(Tracking)=24x2(Spec)=48(x3(Byakugan)=144/x4(Tensei)=192/x5(TCM)=240)
Restricted to B-Ranks
RP Winnings:
Kumi Stamps - 1/2
2 CJ Slots - x
 
Last edited:

Pyro NB

Amegakure
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Kumi/Ryo
Note:
Thread does not include kumi earned via posts/threads/premium
Available Kumi: $4,644

Transaction Log:
+$1,000 - 04/07/2018 - Initial
+$550 - 04/13/2018 -
Spar
+$450 - 04/25/2018 - Mission
+$450 - 04/26/2018 - Mission
+$650 - 05/28/2018 - Mission
+$650 - 05/29/2018 - Mission
+$1,000 - 06/20/2018 - Mission
+$650 - 06/22/2018 - Mission
+$225 - 07/09/2018 - Spar
-$5,500 - 07/10/2018 - Fuin
+$1,500 - 07/24/2018 - Bounty
+$250 - 07/30/2018 - Mission
+$250 - 08/01/2018 - Mission
+$1,000 - 10/30/2018 - Mission
+$2,000 - 12/15/2018 - Granted by LoK(AVC:16)
+$450 - 12/03/2018 -
Mission
+$2,000 - 12/20/2018 - Granted by Never(AVC: 20)
+$2,000 - 12/24/2018 - Granted by Vex(AVC:24)
+$450 - 12/24/2018 -
Mission
+$2,000 - 1/13/2018 - Arc Mission
+$1,000 - 12/31/2018 - Mission
+$2,500 - 02/18/2019 - Birthday
-$19,000 - 02/20/2019 -Tenseigan
+$2,000 - 03/21/2019 -
Mission
+$1,000 - 03/30/2019 - Mission
+$2,500 - 01/20/2020 -
Mission
+$2,500 - 01/22/2020 - Mission
+$10,000 - 01/29/2020 - CJ Trade
-$25,000 - 01/31/2020 - Yang
+$7,000 - 02/10/2020 - Mission

Available Ryo: $11,050
Deposited Ryo: 0

Transaction Log:
+$450 - 04/25/2018 -
Mission
+$450 - 04/26/2018 - Mission
+$650 - 05/28/2018 - Mission
+$650 - 05/29/2018 - Mission
+$1,000 - 06/20/2018 - Mission
+$650 - 06/22/2018 - Mission
+$3,000 - 07/24/2018 - Bounty
-$2,700 - 07/29/2018 - Marketplace
+$250 - 07/30/2018 - Mission
+$250 - 08/01/2018 - Mission
+$1,000 - 10/30/2018 - Mission
+$450 - 12/24/2018 - Mission
+$1,000 - 12/31/2018 - Mission
+$1,000 - 03/30/2019 -
Mission
+$3,000 - 02/10/2020 - Mission

Available Artifacts:
Curse of Pestilence
Naxonian Mead

Service Insignia
Custom B-Rank(TBD)
( Chūkū Masuku ) - Hollow Mask(Perm)
( Sōshō Heisa no Shūhen ) - Periapt of Wound Closure(Perm)
 
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Pyro NB

Amegakure
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Custom Weapons

(Ōkami saishū keitai) - Wolves final form
Type: Weapon
Rank: S-Rank
Range: Short/(mid if in Chi form)
Chakra Cost: -40 per shift (-5 per turn when infused with Katon)
Damage Points: N/A
Description: Ōkami is a shifting ninja-to that feeds off the user's chakra. It was acquired through weeks of meditation and forged from the soul of its owner Keji and bound by three creeds. Ōkami was made to honor Keji's former teammates Byoto, Kira, and Chi.


Abilities: Its base form is a black sword made up of a titanium blade with tungsten carbide edge and a white tungsten sheath connected by a 6ft blood red titanium chain. It's base form it can be infused with fire chakra heating the blade to 2,900°F causing smoke to rise from the blade if given the command "Kira". When given the command "Byoto" the weapon fuse to form a giant war fan that is 6ft tall and 2ft wide with6ft chain wrapped around users arm. In this form, the fan has an edge and can defend against A rank attacks (Ration B rank+ bypass this) within reason once per turn. When given the command "Chi" the weapon turns into dual scythe while the chain extends into a 12ft chain with a circle in the center. This circle allows the weapon to extend to mid-range and retract at the will of the user. If this blade is in any way, shape, or form separated from each another they become ordinary ninja-to and lose their ability to transform for the rest of the match. If Keji dies without passing off Okami the sword vanishes from the existence.

Note:
~Okami has no need for chakra consumption whenchanging back to base form
~Takes 1 move per transformation
~Katon infusion counts as a move
~Only Keji can wield Okami unless passed off to another


Okami base:
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Kira:
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Byoto:
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Chi:
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Approval

(Gurentsu~e) - Grenth
Type: Weapon/Armor
Rank: S
Range: Short(gas/blades)-Mid(Skulls)
Chakra: 40(repair), X(-arm technique used), -5 per turn(Shijima Device)
Damage: +10(blade damage), X(poison dmg), X(arm technique dmg)
Description: Grenth is an armor based on the Tyrian God of Death; it was created by Desmond upon joining the Reapers. It is comprised of an animal skull, dense chakra metal pauldrons/chest plate/vambraces/tasset/greaves/sabatons, cloth lined with a chakra thread mesh, and leather straps. Altogether the armor is able to take up to one S-Rank of non-elemental dmg and up to one A-Rank of elemental dmg within reason. Unless the armor is completely destroyed the user can spend 40 chakra to infuse into the metal causing it to reform.


The skull mask is repurposed to function as a rebreather allowing the user to breathe underwater without making bubbles and a redesigned Shijima device built in as headphones. By flipping a switch the headphones activate draining 5 chakra from the user per turn allowing all chakra enhanced sounds A-Rank and below to be met with white noise preventing the sound from reaching the user's ears. On the right pauldron are five detachable skulls that can be filled with poison gas and tossed like a grenade at opponents; alternatively the user can push a button at the top of the skull sprouting a skeletal body no bigger than a 2yr old allowing the skull to chase down/latch onto enemies before releasing their poison. The vambraces are designed with puppetry in mind and were built to accommodate the use of any arm based puppetry techniques the user may know as well as release poisonous gas. The tasset has three heads and a man being dragged to hell on either side of them molded into it. These are filled with poisonous gas that can be released at the will of the user. Attached to the tasset is a long decorative cloth that has darken blades woven into the seams; due to their coloration, they aren’t noticeable by any means. The greaves have 8in hidden blades in the upper area and are filled with gas that can be released at any time. The sabatons have 8in hidden blades in the frontward soles.

Notes:
~Repairing counts as a move slot and can only be done twice.
~Utilizing puppetry techniques count as a move slot
~Utilizing gas while freeform takes a move slot
~Skulls can each contain different poisons which must be mentioned in bio
~Requires puppetry and some form of med training to utilize those fields
~Can only be taught by Pyro NB

Approval
 
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Pyro NB

Amegakure
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Ame Jutsu

(Mirāju Ame) - Rain MirageType: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: -
Description: The user manipulates their chakra in the rain, allowing it to infiltrate their opponent's body on contact, disturbing their chakra flow and implanting a false series of events, this is essentially an extremely advanced version of the false surrounding technique, allowing the user to control what the opponent's senses experience.
Note: Usable once per battle
Note: Lasts 2 turns
Note: Cannot be used to remove the opponent's senses, only manipulate them to experience an alternate series of events

Ame Kussetsu no Jutsu (Rain Refraction Technique)
Type: Supplementary
Rank: B
Range: Long range.
Chakra: 20 (+10 per turn)
Damage: N/A
Description: The user will send their chakra into the falling rain via the use of the Tiger→Ram→Snake hand seals, redirecting the light in such a way that the opponents will see the user standing in a different location, by altering the way light is reflected and refracted through the rain drops. As such, the opponent will see the opponent standing elsewhere from their actual location, causing them to aim at the wrong location. This could possibly cause the opponent to think they are in a genjutsu or are facing Haze clones as their jutsu will simply phase through it. The user of this jutsu would also be able to manipulate the direction jutsu may be coming from, by altering the way the light is reflecting through the rain. As such, a jutsu could be sent from the opponent's left but they will see it being sent from a point directly in front of them.
Notes:
- this ninjutsu only effects what the opponent sees, their other senses are left alone,
- lasts four turns or until the user cancels the jutsu,
- can be used three times per match.


(Suiton: MizuMeiden) Water release: Water Maiden
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After performing Water release: Rain Tiger at Will and having it still active, the user will perform the Ram -> Tiger seals and quickly open their arms and clap their hands together causing the rain within short range of the targets left and right, to move quickly towards each other, the speed at which they converge elongating the rain droplets into thousands of tiny sharp blades that pierce the enemy as they move towards each other similar to an Iron maiden.
Notes:
- Can only be used thrice per battle
- Cannot be used in succession
- Can only be used by a member of Amegakure no Sato
 
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Pyro NB

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Taijutsu

Created
N/A
Learned
*(Taijutsu: Puraudomearī) Body Art: Proud MaryType: Offensive/ Supplementary
Rank: B-Rank
Range: Short (- Long (Mobility)
Chakra: 20
Damage: 40
Description: A technique that utilizes physical enhancement through Chakra, for a simple yet effective purpose, Proud Mary requires the user to possess a basic understanding of Taijutsu, and be flexible enough to achieve it's unique, and honestly odd stance. The user starts by gathering Chakra throughout their legs, using it to enhance their natural capabilities, and preparing to stabilize this Jutsu's next step. The user leaps forward with their dominant foot and proceeds to perform a downward arcing kick, spinning their entire upper body, whilst keeping their leg as straight as possible. From this point the user then proceeds to continue the same spinning motion and transition into another downwards arcing kick with the opposite leg, requiring the user to perform a full-split and maintain it for as long as they wish to continue using this technique. The user then proceeds to continuously perform the same series of spinning kicks, keeping their legs rigid and straight, using the constant spinning to both appear and effectively function like a wheel, quickly traversing the terrain, whilst performing a powerful and relentless series of kicks, almost akin to a buzz-saw. This technique can be used to easily close a gap between the user and their target, or to evade certain techniques, and when combined with the "Tree Climbing Exercise" allows the user to effectively traverse almost any kind of terrain at high speeds, even topographical features that are highly elevated, or are inconsistent in nature. Additionally, through the constant spinning/ rotating motion, this technique employs, the user can easily reach great speeds, equivalent to their individual top speed, determined by factors such as their Rank, overall Speed Level, etc. This is what makes the technique easily fatal, the overall high speed the user charges at their opponent with, combined with the seemingly endless series of kicks can easily cause severe damage, whether through trauma from physical impact, or even lacerations, simply due to how fast the user is spinning.



Restrictions
☆ Can only be used twice per battle
☆ Can not use Taijutsu above B rank in the same turn
☆ Can not be used in consecutive turns
Taught by Ultra Instinct:
Training Thread
 
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Pyro NB

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Genjutsu

Created
*(Genjutsu: Setto no rerumu) - Illusion Arts: Set's Realm
Type: Supplementary
Rank: A Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will weave four hand seals and look into their opponent(s) eyes inserting chakra into their brain. This causes the target(s) to see dust from the ground rise around the whole battlefield similar to Doton: Hokorehiki no jutsu but on a much larger scale. As this dust rose and began to hit the target(s) skin they would see the user weave another seal which causes thunderclouds to start forming in the sky similar to the ones formed during Raiton: Kirin. As the clouds formed lightning would shoot across them while making a thunderous sound. Once completed the target(s) will believe they are trapped in a massive sandstorm which will hinder their vision. Due to the illusionary thunderstorm, the user's movements will be masked by the sound of thunder and lightning.


Notes:
~The user weaving the fifth seal is a part of the Illusion
~Can't be combined with other genjutsu
~ Can only be used three times, must wait two turns between uses
~Can Only be taught by Keji

Approved
Learned
*(Genjutsu: Auto-Hada Taitoku) Illusionary Arts: Out of Body Experience
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user focuses their chakra into their opponent's brain by forming the Ram hand sign to put them under an illusion. In this illusion, they will feel themselves lift from their own body, in an astral projection style experience. While lifted from their body, in what would seem to be almost a spirit form to the target, they would be able to see themselves, as well as the terrain and others within it as it was at the time of the jutsu. Because of the mechanics of this jutsu, the target is left completely immobilized for the time they are under it. While watching from above, they will notice that the rest of the world has frozen in time, with no movement from anything. This is all within the illusion, within reality the target/targets are just stood motionless.


-Usable thrice per battle
-No B-Rank+ Genjutsu for two turns
Taught by Xicer:
Training Thread
 
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Pyro NB

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Raiton

Created
N/A
Learned
*(Raiton: Tako Tekidan) Lightning Style: Octopus Grenade
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user activates a time release seal on a scroll, and tosses it at the location of their opponents. After a moment, the seal activates releasing a very large octopus made entirely of electricity. The octopus would then sprout tentacle-like tendrils all around its body (up to 8). The tendrils then would hunt out the target(s) in the area, avoiding obstacles if need be. Once they catch the target, they would wrap it up like an octopus would its prey, and reel it into the head area of the octopus.


Note: Lasts for three turns
Note: Lightning specialties are immune to numbness and paralysis
Note: Can only be used twice per battle
Taught by Xicer:
Training Thread
 
Last edited:

Pyro NB

Amegakure
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Katon

Created
N/A
Learned
*(Kasai sutairu: Hadesu no konmei) Fire Style: Kings Dominion
Type: Offensive/Supplementary
Rank: Forbidden
Range: Mid-Long
Chakra Cost: 50
Damage Points: NA
Description: After performing three hand seals, the user starts off, by gathering their Katon chakra into the air causing four distinct warriors of flames to manifest above them. In mere moments, the flame entities will be shaped into that of
two-meter tall warriors of flames. Each warrior possesses in its hands a specific type of weapon as follows: Sword, Arrow, Spear, and an Axe. Immediately, after all of the warrior entities have been created, they will then instantly begin to propel each of their handheld objects down upon the target(s). There will be two arrows aimed at two designated locations on the left and right of the opponent and will be placed at least five meters away. Instantly, as they make contact the arrows will disperse as they begin to send a wave of heat throughout the ground; heating it to extreme temperatures that makes standing on it near impossible. This heat will extend up to mid-range, hence why this technique has to be performed at least 10 meters away. With the spear, that is thrown simultaneously, it will be aimed directly towards the opponent(s) and once it reaches at least five meters away the spear will radiate off of it a blinding flare which will encompass everything up to short-range blinding anyone in the vicinity, causing the spear to dissipate in the process. To finish up, the Axe and Sword which are also being thrown will pace towards the target at an incredible rate. Right before the sword hits the ten-meter mark, it explodes into a maelstrom of smaller miniature swords capable of hitting any targets Short-range the target. Meanwhile, the moment the ax makes contact with a solid surface it will manipulate the concussive properties of fire and explode into a precise, on target explosion. It is because of the strenuous pressure this puts on the user that it is considered an F-Rank jutsu.


Note: Can only be used once.
Note: Ground only stays heated for that turn.
Note: No B-rank or above Fire jutsu next turn.
Taught by Sasori:
Training thread

*(Katon: Chiri-Earēshon) Fire Style: Dust Aeration
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A (+15 to parent technique)
Description: By pumping more chakra into the ground after slamming their palms on the ground to perform Dust Wall Wind Bubble, the user uses their fire chakra to convert the dust held inside the wall into ignitable ash. This will change how the wall interacts with Fire by causing the ash to ignite as it burst outward toward the impact, resulting in the ash becoming superheated, giving anyone caught in the resulting clouds minor burns along with the sight deprivation due to the lingering ash cloud.


Note: Can only be used with Dust Wall Wind Bubble
Note: Occurs during the same timeframe as the parent
Note: If hit with anything other than fire, the wall will still act as described in the parent technique

Taught by Xicer: Training Thread
 
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Pyro NB

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Futon

Created
(1/2/3)*(Futon: Horusu no Reisu) - Wind Style: Wraith of Horus
Rank: S
Type: Offensive
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user waves their giant/war-fan while channeling chakra into it. As the fan crosses their body they will launch a large blast of wind that once mid-range from the user shapes into a large peregrine falcon. This Falcon will then ram into the target grasping it in its beak and ascend into the sky. Once high enough the falcon will begin to dive bomb crashing into the ground at breakneck speeds crushing the target.

Notes:
~Can only be used twice
~Has a 2 turn cooldown
~Must have war/giant fan
~Falcons speed is 1.5x the users
~No S-Rank or above futon the following turn
~Can only be taught by Keji

Approved
Learned

*(Futon: Kaosu no ude | Wind Release: Arms of Choas)
Type: Offensive/Defense
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform three hand seals, to begin with. Then, protruding from their back will emerge multiple of translucent/luminous arms (or just one) that will stretch to any distance and length to reach their opponent. These arms are made out of sharp winds, results of the user manipulating their chakra. The user has complete control over the arms and each arm can take a different path, coming at the enemy from any angle. Also, being formed by sharp winds, the hands can easily pierce straight through the targets skin and body structure. It will also be able to pierce through any Earth/Water technique/defense lower than C-B/A ranking. The translucent arms can be heard by a very low, distinct noise created by the friction of the wind, however, when coming from all sides, it can be hard to distinguish where the arms are coming from. At short ranged, the hands prove to be more lethal and when they are reaching out towards the enemy, they have suction from their palms that pull the enemy towards them, making it harder for them to evade the arms. Or, for situational defense purposes, the palms can reverse the suction and blow out high-powered wind, strong enough to push back a large summoning creature. The user can choose to split 2 of the arms into 4 at any given moment, and so on. Also, the hands/hand can be used as shields to defend off projectiles or certain Lightning techniques.
Notes:
- Can only be taught by Chihaya
- The technique can only be used three times in battle, with a one turn cool-down
- The arms last three turns and can be activated whenever the user chooses
- The hands are the same size as the user's human hands
- With the arms activated, the user cannot use an S ranked wind jutsu or above
Taught by Chihaya:
Training Thread
 
Last edited:

Pyro NB

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Doton

Created
(1/2/3/4)*(Doton: Anubisu no mon) - Earth Style: Anubis's Gate
Rank: Forbidden (arms are A)
Type: Supplementary/Attack/Defensive
Range: Short-Mid (created short)
Chakra: 50 (-30 per arm to respawn)
Damage: N/A (-20to user)
Description: The user weaves 5 hand seals while channeling chakra into the ground. This causes a 5x2m statue of the Egyptian God Anubis to spiral upwards from underneath the user. Once fully formed Anubis's arms open wide, eyes glow, and lets out a roar extending up to mid-range. This roar causes arms to form(4 max) which can drag anything the user wills on/in the ground to the depths of the earth. The user can create, shape(Max size =Akimichi partial expansion), and manipulate the arms as he sees fit. While the arms can be destroyed they can continue to respawn every turn as long as Anubis remains. Due to the shape manipulation, creation, and need for chakra this jutsu will cause some physical fatigue. If Anubis is damaged but not fully destroyed it will repair itself upon the following turn, this can be done once taking up one the users three moves per turn. Its arms are A rank each and can be respawned, at the cost of 30 chakra and one move per arm.

Notes:
~Can only be used once per battle
~Can't use A-Rank or above Doton for 2 turns after use
~ Nojutsu above A-rank in the same turn
~ After this jutsu ends, the user will lose 2 ranks to their speed due to exhaustion
~Can only be taught by Keji

Approved

(1)*(Doton: Nise no dōkutsu) - Earth Release: False Caverns
Rank: C
Type: Supplementary
Range: Short-Long
Chakra Cost: (-10 to techniques used upon)
Damage Points: N/A
Description:
This technique is relatively simple in nature but is no less useful. This jutsu allows the user to augment their earth techniques when they choose, it does so by allowing the user to use the rock and stone already present in the earth rather than creating more through chakra. The user will move the earth in the area they desire with their chakra and form it into the jutsu they are using rather than creating and shaping the earth with their chakra alone. By doing so this leaves a cavity in the earth underneath the jutsu of the same shape and size as the technique used, leaving a possible trap for the opponent later. For example, the user would form a spike of earth and choose to use the stone naturally present in the area, by doing so this leaves a small cavity that the opponent would stumble into should they attempt to batter and smash through the spike. This also saves some chakra for the user, as they do not have to expend chakra to actually create the earth for the jutsu, lowering the chakra cost of these techniques slightly.

Note:
~Must be stated in the user's bio or at the beginning of the fight
~Can only be taught by Keji
~ Can only be used 4 times

Approved
Learned
*(Doton: Borudākyaribā) - Earth Release: Boulder Calibre
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: This technique allows the user after streaming Doton chakra into the ground to form boulders to rise within the area. While this allows the user to simply pull the boulders from the ground crumbling into chunks that form around the user's arm, the given process is quite smooth and fluid. The size of the technique depends on the user.
Taught by Rucken:


*(Doton/Fuuton: Chiri-Hei Kaze-Suihou) Earth/Wind Release: Dust Wall Wind Bubble
Type: Defensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Description: The user concentrates their Doton and Fuuton chakra and then slams their palms on the ground. Using nature and shape manipulation, the user creates a solid wall comprised of densely packed dust that is held in place by a thin wind layer that acts as a bubble within mid-range of themselves. What makes this wall different from similar earth Jutsu is the way the wall reacts to impact. Once the wall is hit by ninja tool, Jutsu, body, or anything else, it reacts like an overfilled water balloon that has been pricked by a pen. Most foreign objects with any amount of force can create a rip in the wind layer of the wall, releasing the tremendous amount of dust held on the inside. The wall would explode outward (in the direction of the impact) with an enormous cloud of dust that is saturated with the user's chakra, blinding even dojutsu users.

Note: Can only be used twice per battle
Note: In order to learn this Jutsu, the user must know Earth up to A-ranks, and Wind up to B-ranks
Note: Neither the explosion of dust nor breathing the cloud cause adverse conditions to the target, except sight deprivation.
Taught by Xicer:
Training Thread

*(Doton: Kitei- Momou) Earth Style: Seismic Abrasions
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user concentrates their chakra into the ground below to manipulate the earth found there, stretching to long range from them. While this jutsu is active, the user can redirect seismic vibrations caused by jutsu emerging from the ground to the area beneath the opponent, deceiving them into thinking that the jutsu is emerging beneath them. This is accomplished by changing the density of the earth found there, cushioning some parts while hardening others to redirect the path that the vibrations ultimately take.
Note: Lasts 2 turns
Note: Can be used 3 times.
Note: Only effective on A-Rank and below jutsu
Note: Costs a move slot on every use, but occurs during the same time frame.
Taught by Xicer:
Training Thread

*(Doton: Kyojiiiiiins!) Earth Style: Titaaaaans!
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-15 per turn)
Damage: N/A (80 per melee)
Description: The user focuses their chakra into the ground by forming a series of 3 hand seals. Almost immediately, their body is taken over by the earth, forming a giant mound as it molds into a 15m tall version of the user, with the user in the nape of the neck. While in this form, the user loses himself to the earth, becoming a rampant beast, being able to maintain their ranks running speed due to the dexterity at which they are able to manipulate their chakra, and having a tendency to deliver very sloppy punches and kicks that have devastating force behind them. Due to the defensive nature of the earthen shell, the user is completely immune to B Rank and below jutsu (C-Rank and below lightning) due to the constant reforming of the body (although this also costs a move). Due to obvious implications, the user may only use S-Rank and below earth jutsu and only by punching the ground to activate it.
Note: Usable twice per battle
Note: Lasts 2 turns or until destroyed
Note: Earth is restricted to A-Rank and below the turn following this jutsu
Taught by Xicer:
Training Thread

*(Doton: Kurīto) Earth Style: Cleats
Type: Offensive/Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: 30 (+10 to kick based Taijutsu)
Description: The user concentrates their chakra into the ground below and causes numerous mini-stone spikes to emerge and become embedded into the bottom of the shinobi's shoes. This would serve numerous purposes, first aiding in kick based taijutsu by causing slicing damage to each kick. Alternatively, the user could also shoot the spikes from their feet at any time, being able to reach up to mid range while retaining C-Rank damage in total. The final quality of this technique is that by being able to dig into the surface that they're running on, the user would have an unparalleled grip to the ground, being able to run across shallow mud, ice, or any other slippery surface without so much as a missed step.

Note: Remains active until destroyed or fired from feet
Note: Can only be used thrice
Taught by Xicer:
Training Thread

*(Doton: tsuchi kakujuu) - Earth style: Earth expansion

Type: Attack/Defence
Rank: A
Range: Short-long
Chakra Cost: 30 (+10 to target jutsu)
Damage Points: +20
Description: At the end of one of their earth jutsu the user will perform 2 hand seals in the same time frame as they create the jutsu, and pump more of their earth chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 20 damage points. The user can also choose to perform this technique after their earth jutsu has already been created so that this jutsu occurs in a separate time frame.

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

Taught by Pervy: Training Thread
 
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Pyro NB

Amegakure
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Ameton

Created
N/A
Learned
*(Ameton - Ame no rōpu) - Rain Release - Rain Ropes
Type: Supplemental/Offensive/Defensive
Rank: A
Range: Short-Long
Chakra Cost: 30 (-5 per turn to maintain)
Damage Points: 60
Description: By sending their chakra into the rain clouds, the user can condense rain drops together in the clouds, dropping them down from the clouds to whatever height the user desires shaped like long ropes, but its really just raindrops molded together. By manipulating their chakra in the rain ropes, the user is able to grasp hold of them and pull themselves upwards/whichever direction they are pulling towards and swing from rope to rope. Alternatively, the ropes could be used to wrap around and bind an opponent, squeezing them tightly crushing them over time.


~Notes~
- Ropes last 3 turns
- Usable 3x per battle
Taught by Vegeta:
Training thread
 
Last edited:

Pyro NB

Amegakure
Elite
Joined
Apr 22, 2015
Messages
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Dokuton

Created
( )*(Dokuton: Iridari no hōken) Poison Release: Consecration of the Ilidari
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 (-20 to opponent's techniques that originate from the ground )
Description: The user channels poison chakra into their arms or legs and slams their dominant hand onto the ground or stomps their foot upon the ground. If they use their hand they stab their fingers into the ground releasing poison chakra as they manipulate it lacing the ground with a plethora of poisonous substances that encompasses a 5m-25m radius around the user in all directions as well as deep into the ground itself. This can also be done by merely by stomping their foot upon the ground.


The poison chakra creates a deadly poison that combines with the soil on a chemical level rapidly killing off any plant life such as wood, plants, roots, or mushrooms and makes it harder for plant life to grow from the ground. This happens over a two-turn period and not instantly in the turn it is used. This is because the substances that are created in the ground are a mixture of a deadly insecticide and a herbicide poisoning plants and creatures indiscriminately. Summoning creatures poisoned in this manner immediately reverse summon, whereas the summons associated with Summoning Ninjutsu Techniques die off slowly over the course of two turns. Insects and bugs excluding Aburame bugs die off just as quickly dying the turn after exposure. Upon the first turn of becoming poisoned a person will notice minor visual and auditory hallucinations similar to heat mirages alongside noises that are usually distracting. Things outside of short range will seem distorted and blurry as the eyes begin to water making it hard to see accurately at a distance. Upon the second turn of being poisoned their reactions will suffer slightly due to this as the hallucinations become more prominent with colors and lights twisting and warping the landscape techniques will seem out of place skewed a few meters away from where they actually are making it harder to judge distance and depth perception. This causes a reduction in reaction speed of three ranks; the symptoms do not worsen beyond this point.

Additionally, this poison absorbs and restricts the nutrients in the soil, in turn, it changes the soil from a soft loamy quality into a rocky dirt-clod like consistency devoid of moisture and almost acidic in nature. It doesn't do this through being acidic in nature but a process called soil acidity wherein elements such as calcium and magnesium are leeched from the ground thus causing the soil to change its pH. This change in soil makes it harder for plant life to thrive reducing the rank and damage of such techniques by 20 dmg and one rank it also drastically lowers the ph of the soil making the soil acidic to plant life, insects, summons, and people found in the ground, above the ground, and traveling through the ground poisoning them directly. This process is mentioned above. It specifically affects plant nutrient availability by controlling the chemical forms of the nutrients poisoning them directly making the ground itself toxic to the touch allowing it to poison anything or anyone who touches it excluding the user as they are immune to the poisonous effects. This can be used to stop the use of plant, mushroom, or wood like jutsu that originate from the ground as well as make the growing of roots, wood, and plants underground harder. This also reduces the power of earth techniques that originate from the ground forcing them to partially crumble and break away when formed thus they lose 20 dmg and one rank. This is because the earth is weakened due to its course weak consistency.

Notes:
~Can be used three times per battle
~The toxic ground effect lasts for 3 turns per usage
~ Can only be taught by Pyro NB

Approved

*( )(Kuchiyose/Dokuton: Sutikusu kawa) - Summoning/Poison Release: River Styx
Rank: S
Type: Offensive
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user slams their hands upon the ground or stomps their foot causing a summoning rift to open at least 5m above their target. From this rift flows a rushing column of volatile, hot, bubbling red poison able to extend up to twenty meters in height. The torrential column has a short range radius and has enough force to throw an object 10m away scalding it profusely causing second to third-degree burns to a human or a creature. The reason this poison is hot and volatile in nature is it is based upon the compound tert-butyllithium a pyrophoric substance meaning that it easily catches fire on exposure to air. However, due to the diluted nature of the substance being mixed with additional poisonous substances and dokuton chakra, it is slightly more stable needing a trigger to catch fire making it predictable enough for the user to supplement and attack with.


This poison can be liquid or gas and in either form is extremely flammable being able to be set off by fire, lightning or even explosive tags and makes for a fairly useful opener to combo into with this technique creating a 20m high column of fire and poison if set ablaze. The user is able to open multiple rifts at different angles aiming them in different directions or towards different things but the power is always shared between them with the total potential being split.

By adding an additional two hand seals to the technique the user is able to summon massive amounts of weapons alongside the poison inside of it with the potential to slash and cut the targets altering the damage and allowing for additional combinations to be used. The poison has very little bodily effects it only has the potential to cause blisters and third-degree burns on any skin touched and it can cause respiratory problems restricting the use of ninjutsu that requires being breathed or spit out. Additionally, it can be substituted for Med Toxin or the users own custom poison but will still have a flammable nature to it.

Notes:
~Only one to three portals can be created and the poison that escapes can be used as a source
~Can only be used twice per battle once per turn with one turn cool down
~The user cannot use any other S rank poison release techniques in the same turn
~Can only be taught by Pyro NB

Approved
Learned
*(Dokuton: Setsudan-go) - Poison Release: Vicious Mockery
Type: Supplementary
Rank: E
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: Vicious Mockery is the name given to special tags and metal canisters that can replace the user's basic explosive tags and smoke bombs. Made by someone with an innate curiosity of poison release the tags or canisters can have different substances inside of them if they so choose, needing specific skills to acquire these. The first is the basic Med Toxin, this variation requires the user to be a Medical Ninja, its effects are the exact same as the Med Toxin. The second is their own custom poison this requires the user to be a Medical Ninja with access to a custom poison that they have created. Finally the third is a special poison created specifically for these tags and canisters for anyone with poison release to use. This poison is called Tasha's Hideous Laughter and has specific effects that include uncontrollable laughter on turn one accompanied by auditory hallucinations where people will mock and insult the poisoned individual, blurred vision, twitching and numbness on turn two reducing the poisoned individual's reactions by one fourth, partial paralysis on turn three making hand seals impossible and reducing the affected persons speed by three ranks and finally complete paralysis on turn four. This third variation can be used by anyone who knows poison release.


Notes:
~These need to be mentioned in the bio or in the first post of the fight alongside the variation the user carries
~The user is immune to every poison this technique produces except custom ones created by others
Trained by Howard:
Training Thread

*(Dokuton: Toripuru pointo) - Poison Release: Triple Point
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (+20 to poison techniques )
Description: In chemistry and physics, the triple point is the temperature and pressure at which solid, liquid, and vapor phases of a particular substance coexist in equilibrium. It is a specific case of thermodynamic phase equilibrium. By forcing more chakra than usual into a poison technique while also coating it with a dense layer of chakra and forcing it to pressurize by forcing an immense pressure on it the user is able to raise or lower the temperature and pressure of the poisonous substance in unison. This causes any poison to reach it's natural triple point thus the poison can shift quickly through the three basic states of matter gas, liquid, and solid allowing them to coexist as one creating a superfluid or a supersolid.
By then slowing down and manipulating this process in a very precise and deliberate way the user is able to immediately and in the same timeframe as another poison technique change it's state of matter or change the state of matter of an already used technique. For example, they are able to turn a liquid poison technique into gas or a gas one into a liquid; meaning they are able to vaporize or condense the poison without losing any of its strength instead gaining strength from it. Also, a third state of poison can be created one that is different and new this being a solid variation. Solid poison is strong to water while being weak to lightning. This solid form isn't dust-like in nature like what can be done with Poison Creation and instead is a real solid like solid rock or earth with the potential to poison things that touch it. Changing the state of poison is done by basically forcing more poison chakra into a technique and pressurizing it thus making it naturally stronger via giving it a one-rank boost (+20 damage). This is done by pressurizing the poison with that chakra making it denser allowing it to deal more blunt damage when colliding with something. This works up to A-rank (S-rank too, but without the damage boost) allowing the user to alter many forms of poison including another technique or just ambient inert poison on the field. The user can preemptively use this on a technique at the cost of a move to allow for the change of state once in the next two turns whenever he chooses without the use of a move later as he has activated the poison's triple point where it will be in a superposition of all three states. It can happen in the same timeframe as another poison technique but it still costs a move to use.


Note:
~Can be used four times per battle with a two-turn cooldown
Trained by Howard:
Training Thread

*Dokuton: Watashi Wa Okoritai) - Poison Ninjutsu: Stick a Needle in Your Eye
Type: Supplementary/Offensive
Rank: B
Range: Short-Long
Chakra: 20 ( +5 to continue producing the poison after activation )
Damage: 20x ( x being number of turns effected )
Description: This technique is based heavily on a range of psychoactive drugs used in an effort to obtain information from subjects who are unable or unwilling to provide it otherwise. The user is able to produce a very potent cocktail of substances that can be administered one of two ways; through a gaseous cloud released from an orifice such as the mouth or nose of the user or created within Short-Mid range of the user with a short range radius or through a liquid that is produced from the skin of the user and injected into the opponent through wounds, cuts or finger-jabs.
To create the gas cloud outside of short range the user must perform the seal of confrontation otherwise they can release it from their body or create it in short range of their self without a seal. Next follows the ingredients of the poison and their subsequent symptoms. First, Midazolam; is a medication used for anesthesia, procedural sedation, trouble sleeping, and severe agitation. It works by inducing sleepiness, decreasing anxiety, and causing a loss of ability to create new memories it also has the effect of putting the poisoned individual into a calm, compliant state. Side effects can include a decrease in efforts to breathe, low blood pressure, and sleepiness causing the poisoned individual to show a visible decrease in their speed and reactions. Next, Sodium thiopental; is an ultra-short-acting barbiturate and has been used commonly in the induction phase of general anesthesia. Thiopental (Pentothal) is used in some places as a truth serum to weaken the resolve of a subject and make them more compliant to pressure as is Midazolam. The barbiturates as a class decrease higher cortical brain functioning. Because lying is more complex than telling the truth, suppression of the higher cortical functions leads to the uncovering of the truth. The drug makes a poisoned individual loquacious and cooperative with interrogators or even their opponent losing the ability to lie and gaining an uncontrollable urge to answer any question asked of them. This can not be used to make them perform actions, only answer questions that they know the answers to.


The neurological effects of the poison are instantaneous making the poisoned individual unable to lie, and they will respond to any question they are asked becoming compliant. They, however, can still fight and act against whatever they say but are stuck answering questions. This technique is very good for use on captured individuals but is also useful in battles as it can force an opponent to explain their tactics, their elements, their ninjutsu and even things as in-depth as their own personality and history as well as what they know about their allies or others. The lowered heart rate and blood pressure also decrease their speed, and rationality reducing both their running speed and their reaction speed (by three-speed levels). This technique works in a similar way as does ( Dokushinjutsu ) - Mind Reading Technique with the questions being asked and answered almost subconsciously. Asking the right question can allow the user to understand what the opponents next move will be and provide them with a better capability of countering and defending against them as well as having them know the positions of their allies, their strategies or various other important information with it being taken directly without consent from the poisoned individual.

Notes:
~Can only be used twice per battle, war, or conflict.
~Due to being created through the use of chakra the user is immune to their own variation of Truth Serum, but will not be immune to other users Truth Serum except Howard he's immune to all poisons created from this technique. Snakes or summoning creatures who can produce venom can create this with their own chakra just as a human can.
~Effects last until cured of the poison, however, if injected the limb involved can be amputated quickly to negate the effects if breathed in or injected into a non-superficial limb this point is moot.
Trained by Howard:
Training Thread

*(Dokuton: Doku no ki, Kalaipahoa) - Poison Ninjutsu: Kalaipahoa, the Tree of Poison
Type: Defensive/Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60 ( when used to attack )
Description: A poison user concentrates poison chakra all throughout their body or into a specific part of their body and by using this poison chakra they can turn portions of their body into poison. If a technique or an attack strikes this form with the potential to strike them directly depending on its strengths and weaknesses some techniques can be completely negated while others can be partially negated. This is because not only does the user literally turn their body to poison they proliferate this poison creating an additional buffer of poison allowing the "body of poison" to take on far more damage than the user's natural body. This costs a move and the user can temporarily become poison for at maximum three turns before reverting to normal. This ability can only be used once every other turn and if used to negate damage the user reverts to normal upon taking enough damage to take out the poison. Due to this, the user can defend against something that would naturally harm them negating the damage of an attack with the strength of an A rank or below for things neutral to the form of poison the body is converted into. Alternatively, it can negate an S rank technique of something that form of poison is strong too.


The whole body can be converted to poison but to do so the user must perform a single hand seal. If instead they only turn a portion of their body to the poison they are able to do so without a seal. Whole limbs or portions of the body such as the head, neck, shoulders, stomach, fingers or chest can be converted into poison relatively easily. However, as mentioned above the form of the poison dictates it's strengths and weaknesses. While this technique is primarily a defensive technique it can be used offensively by for example turning an arm to poison and grappling an opponent. Limbs converted to poison can be extended up to mid range away and can be destroyed without harming the user because as mentioned above it is not their natural body but instead poison proliferated from the poison they converted their body into.

Notes:
- Can be used three times per battle with transformations lasting for three turns at max
- Can be used once per turn with a two turn cool down

Taught by Shinta:
Training Thread

*(Dokuton: Dorakonikkuburesu) Poison Release: Tibsy's Draconic Breath
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30 ( +10 to make it semi-solid again )
Damage points: 60 ( +10 to another poison technique )
Description: The user molds poison chakra to create poison (from his body), or manipulates an already existing source of poison. If creating the source, he must perform the boar hand seal allowing him to form the source of poison into projectiles, nets, waves, tools or weapons. If he's manipulating an already existing source he is able to merely use slight motions of the hands to form sources into the above-mentioned items. By doing this the user can control poison already in play forcing it to move towards the opponent at a rapid pace through the air or across the ground. This poison is usually the residual leftovers of a clash but can even just be an inert poison that is on the battlefield. Inert poison refers to poison on the battlefield created by the user that no longer retains chakra. An example, poison created by something like Poison Creation that is left on the battlefield from before. This is similar to Earth Release or Water Release ie, mud left from previously used Earth Techniques or Water left from previously used water techniques. These substances would be inert, just chakra-less substances but would be usable by forcing chakra into them such as the B rank (Suiton: Bakusui Shōha) - Water Release: Exploding Water Colliding Wave technique. For a more specific example for poison release itself, Poison Creation or this technique itself could be used to create a source of poison by manipulating the users own custom source creating a large amount of liquid poison leaving behind a massive amount of inert poison. It becomes inert because it's no longer being manipulated so it's just there on the field. This would obviously need the user to create poison beforehand as there wouldn't just be poison lying around on the ground like natural water that can be found for water release.


As he manipulates the poison he coats it in chakra giving it shape and making it retains a form until the user decides to release the chakra coating at that point the liquid poison loses its solid properties covering the opponent in a vicious, almost tar-like, purple poison that can impede movement making the opponent slowed due to the excess weight of the poison as well as it's sticky properties. The poison reduces the poisoned individual's reactions and speed by three ninja ranks and causes a numbness upon any skin touched. This numbness radiates throughout the body ending in complete paralysis on turn five. During this time the numbness is accompanied by excessive pain and burning as the poison eats away at the first and second layer of skin causing moderate first to second degree burns all over the body. The user can also manipulate the poison to constrict the opponent hardening it to a point that it can hold a person in place indefinitely unless defended adequately. This is done by calling upon the chakra inside the poison causing it to increase the viscosity of the substance to the point where it's a semi-solid allowing for the temporary capture of opponents. The aforementioned process is the same one that keeps the poison solid until impact.

In the same time frame as another poison technique, the user can also pump more chakra into it through this technique increasing its rank by one rank up to S rank where it merely gains an additional ten damage. This is done by performing an extra hand seal alongside another poison technique thus making it larger, stronger and more deadly imparting the aforementioned effects onto another poison.

Notes:
- Poison creation/manipulation can be used 4 times, with a one turn cooldown.
- The strengthening ability can be used once per turn with a one turn cooldown (three times total)
- This can be used with a custom poison but requires it to be a liquid

Taught by Shinta:
Training Thread

*Dokuton: Doku Rendan no Jutsu) - Poison Release: Breath of the Hydra
Rank: S
Type: Offensive/Defensive
Range: Short-Long
Chakra Cost: 40 ( -20 next turn to use again )
Damage Points: 80 ( -5 to user )
Description: Based heavily on (Dokuton: Doku Hebi Rendan no Jutsu) - Poison Release: Poison Hydra Barrage Technique the user will make two small nicks on their thumbs allowing blood to pool in their palms. Using this blood as a template they create either a generic poison similar to that created by the Hydra Barrage Technique having the same effects (which will cause increasingly severe muscular pain, sensory numbness and damage if absorbed through the skin (30 damage per turn, effects last 5 turns after exposure, death if the poison is vaporised and inhaled) or a custom poison. What they do with this poison is release it in either one massive wave of liquid poison by bringing their hands together and releasing the poison altogether, or two smaller waves by separating their hands and releasing the poison in two moderately sized torrents of liquid poison.
These torrents can be directed in two different directions allowing the user to attack multiple things.


Notes:
- Can be used three times per battle
- Requires two turn cooldown between activation

Taught by Shinta:
Training Thread

*Dokuton: Poizunburetto) - Poison Ninjutsu: Poison Bullet
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user begins by creating a small amount of liquid poison, pooling the sticky liquid in their mouth and chewing it like bubblegum while kneading into it. dense amounts of chakra to perfect the consistency. When complete the user exhales the poison, blowing it outward like a bubble, creating a thick film of liquid poison. They fill this liquid film of dense sticky tar-like poison with gaseous poison inflating it. After the bubble gets to a reasonable size, decided upon by the user as small as a normal bubble or as large as their own body they release it, where it will travel at the same speed as a Lightning Release Technique traveling through the air at a fast pace. The poison bubble only takes a moment to form and release. When released the poison travels towards an opponent or a technique, when it clashes with something the liquid erupts outward exploding with a decent amount of force while also creating a wave of liquid poison followed by a dense gust of gaseous poison. By performing the seal of confrontation the user can create multiple poison bullets each consisting of a liquid shell filled with gaseous poison. The poison created can be Med Toxin or a custom poison. Poison created through this technique will additionally cause cell necrosis to any skin touched causing symptoms that mimic third-degree burns with skin melting and bubbling up and reduce the poisoned individual's reactions and speed by three ninja ranks when it makes contact. The poison also makes it more difficult to breathe, forcing the affected person to wheeze and cough.


Notes:
- Can be used three times per battle and the user is immune to any poison created
- Can not be used in successive turns, and the effects last for four turns or until cured
Taught by Shinta:
Training Thread

*(Dokuton: Atsuryoku no Shita) - Poison Release: Under Pressure
Type: Defensive/Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The poison user concentrates poison chakra below their skin pooling a fair amount of the chakra in a specific spot before releasing it from their pores. This is similar to what they would naturally do with something like (Ninpou: Dokugiri) - Ninja Art: Poison Mist but instead of releasing the created poison from the mouth they do so from the pores of the body. When released from the pores it creates an intense burst of poison gas or liquid with the ability to negate an incoming technique or to dull or even completely negate momentum from things such as taijutsu or weapon ninjutsu. It does this by creating the poison in a very pressurized way creating a forceful burst of it that can be released from any part of the body and directed outward in a direction up to mid range knocking objects, or people back up to fifteen meters. Multiple bursts can be created but obviously the more there is the less strength each singular burst has needing to be aimed collectively to be as useful as a single burst. The bursts follow the natural strengths and weaknesses of the form of poison used. This technique can be used with Med Toxin or a custom poison.


Alternatively, the poison chakra can be pooled all throughout the body just below the skin to create a forceful burst from all of the pores on the body creating a pressurized gust of gaseous poison or a wave of liquid poison with similar potential but in a multi-directional manner. This burst obviously has less stopping power as it is spread throughout the body releasing a concentrated burst that can knock opponents, creatures or objects back up to five meters. This has enough force to move even large summoning creatures. This variation creates an ethereal mist of poison that completely engulfs short range around its user and it hangs heavily in the air until blown away with the similarly ranked wind.

Note:
~Can be used three times per battle with a two-turn cooldown.
~No Dokuton in the turn after above A-rank.

Taught by Shinta:
Training Thread

*(Dokuton: Kōgo no Yogore) - Poison Ninjutsu: Colloquial Cloak of Contamination
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 ( +10 per turn to maintain ) ( +20 to rebuild )
Damage: 80
Description: The user begins by releasing poison chakra from their skin materializing it into a shroud of dense liquid or gas cloaking their body in the substance creating a form of pseudo-clothing from pure poison. This allows for a rather decent defense against things that form of poison is strong to for example a liquid shroud will allow for the defense of even Forbidden rank fire release as the liquid vaporizes into its gaseous state while also being able to take on two S rank fire techniques. Alternatively, if a gaseous shroud is created it can defend from even Forbidden rank lightning or take on two S rank lightning techniques. Anything that form of poison is neutral to plays on equal terms with the cloak obviously. Additionally, by performing a hand seal and spending a move slot by releasing more poison into the cloak it can be rebuilt and strengthened temporarily allowing it to survive through damage that would normally destroy it. However, this can only be done once per usage.


The cloak can additionally be used to attack an opponent by using it as an S rank construct with it being able to travel up to mid range from them in any direction creating tentacles and hands that whip out and strike at their opponents and just requires the user to manipulate the cloak to attack. It can be done passively upon creation but if used after the turn of creation it will cost a move slot. The gaseous form is able to grant flight, and create wings on the back allowing the user to fly at their base running speed the wings themselves are more cosmetic than anything else as the gaseous cloak is what allows the flight. This is because it has enough substance to pick up and move the user and by being manipulated it can carry the user throughout a battlefield allowing them to hover or glide. The basic poison itself only has the effects of Med Toxin, where the really useful part comes in is when the user uses their own custom poison to create the cloak imparting upon it those effects. The cloak can support A-rank and below poison techniques allowing it to be used as a source for things such as Poison Creation or other similar poison techniques.

Note:
~Can be used twice per battle lasting three turns per use
~Can only be used to attack as an S rank construct once per turn and costs a move slot after the turn of creation
~Twice per battle, once per turn and passively per cloak creation the user can use the gaseous cloak to avoid incoming techniques.

Taught by Shinta:
Training Thread

*( Dokuton: Yūdokuna ito ) - Poison Release: Toxic Threads
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (15 to maintain)
Damage: N/A (or 80)
Description: The user concentrates dokuton chakra into the tips of their fingers extending from each of their fingers long spindle like threads of dense liquid poison. The user is able to choose how many threads for whatever scenario but the number cannot exceed ten (one thread per finger). Then they can weave these threads throughout the battlefield to attack or around the target, somewhat similar to those used by puppet users or the threads created by (Iryō Ninjutsu: Chakra No Ito) - Medical Technique: Chakra Threads.


The threads can be funneled into the ground to travel to the opponent's position to attack from several angles allowing for a very deceptive use. The threads can then embed themselves into the target and pierce into the opponent's chakra circulatory system as well as their vascular system. Through this connection, the user can pump poison directly into the opponent's body or can directly pollute their chakra with dokuton chakra causing the chakra circulatory system to decay and erode from the damage. Individuals who have had their chakra circulatory system polluted will have to mold an additional twenty chakra alongside their techniques and if the threads are connected for more than four turns the opponent will lose the ability to mold chakra until they are healed. This also causes additional damage as long as the threads are attached to the opponent and even once removed the opponent will remain poisoned until cured as per the usual requirements of poison. If dokuton chakra has been applied to their chakra circulatory system a full body purge has to be performed to remove the polluted chakra otherwise it remains in the body circulating through the body.

Alternatively, if the user wishes to use the threads defensively or in a different offensive manner they can lift their hands into the air causing the threads to spiral around their body in a rapid manner. These threads begin to whip around the user at a fast pace with the potential to either create a defensive dome of fast-moving threads or they can be directed to whip at the opponent to attack directly with slashing and piercing motions. Additionally, the user can connect these threads to a technique they've used pumping dokuton chakra or poison directly into the technique empowering it. This has the potential to raise the rank of a technique by one up to S-rank where it merely grants an additional ten damage. Though this has to be a technique that the threads can attach to liquids

Notes:
~Can only be used twice per battle with a two turn cool down
~Can only use poison techniques while this technique is being maintained
Taught by Shinta:
Training Thread
 
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Pyro NB

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Chōkuton

Learned
*( Chōkuton - Rudī wa chōku ) Chalk Release - Rudy's Got the Chalk
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: The user performs two hands seals and forms objects such as weapons, tools or constructs out of chalk to attack an opponent, or defend against other techniques with relative ease. These objects can be made of solid chalk. If the user is using an already formed source of chalk they can do so with slight motions of the hands or they can create chalk from their body or materialize it in short range and have it move outward to attack or defend. Forming a source outside of short range will require the two hand seals. At any time the user can form an additional hand seal forcing the chalk particles in a solid source to grind against one another breaking down solid chalk into its dust-like form. Additionally, when solid chalk from this technique clashes with another technique it has the potential to be broken down into its dust-like nature.
Note: S rank can only be used once per turn


*( Chōkuton - Ikiru ) - Chalk Release - Coming to Life
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: The basis for the animation abilities of Chalk Release the user is able to either draw an object, creature or construct on a hard or solid surface or materialize chalk powder directly upon a solid or hard surface to create a drawing. Then by performing two hand seals the user can create animations allowing them to attack or defend as well as bind the opponent or even allow the user to fly. The major drawback of this technique is the fact that the user must draw or create the animation in battle thus for B to A rank animations this can be done merely with the two hand seals but S rank animations will require an additional hand seal. This is similar to ( Ninpou: Choujuu Giga ) - Ninja Art Beast Imitation and ( Ninpou: Chou Choujuu Giga ) - Ninja Art: Super Beast Imitation and like those techniques the animations are able to grow larger after being drawn with S rank's size limitations being that of the Great Stone Golem Technique. Once created the animations can attack or defend at the will of the user and have substance until they are dispersed. They can disperse into a massive amount of chalk dust that can be used as a source for other techniques. Additionally, the user can draw a word if they are less artistically inclined or if they are trying to hurry and these words will take the form of the animal or construct that was written. However, these animations will seem malformed and will appear like a mixture between the word and the animal or construct. By combining the abilities into one construct the user is able to draw an animation and write the word explode, explosion, or detonate and upon attacking something the animation will explode in a puff of chalk dust with a decent amount of explosive force comparable to the damage that would have been dealt by a direct attack. Alternatively, the word explode or similar words can be written on a surface and they themselves will just explode into a source of chalk dust.
Note: S rank can only be used once per turn with a one turn cool down


*( Chōkuton - Chōkuzōn ) Chalk Release - Chalkzone
Type: Supplemental
Rank: A
Range: Short-Long
Chakra Cost: 30 (-5 per turn)
Damage Points: N/A
Description: Using their Chōkuton the user will create fine, granules of chalk dust to rise from the ground and fill the air thru out the area. The chalk dust is near invisible to the air because of how small the granules are, and will not hinder anyone's sight, it's only purpose is to coat the area with the users' chalk. Being linked to the user, it acts as a mini-map of sorts, allowing the user to sense any movement within the fine layer of chalk dust. Because of how spread out it is, simply blowing it away with a wind technique will not work, as the entire amount would need to be removed and can easily refill any area's cleared as it draws chakra from the user each turn creating more dust on its own and completing the repair without need for the user to act.
Note: Once activated lasts until the user ends it or can no longer give chakra for it to remain active, or is completely destroyed
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Pyro NB

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Kuchiyose no Jutsu

Created
N/A
Learned
*(Kuchiyose - kashakutaku ) - Summoning: Torture table
Type: Attack
Rank: S rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: The user will perform 3 hand seals and slam their hands to the ground performing a special summoning. Suddenly a table like that from a mental institution will shoot up from the earth swiping the target's feet from under them. As this happens the straps on the table will shoot up around the target binding them to the table. The person bound is unable to use their arms or raise their head at all due to the straps that bind them in place. As they are bound, 2 earth clones dressed like mental doctors with scalpels in hand. The table is made of metal and the bands are made from rubber so that lightning won't work.



Note: Useable once
Note: Target must be distracted
Note: User can't use elemental jutsu while concentrating on this jutsu
.
Taught by Pervy:
Training Thread
 
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Pyro NB

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Ningyō geki

Puppets
(1)*(Jupiter) Zeus
Type: Puppet
Rank: A
Range: NA
Chakra: 30
Damage: NA
Description: Zeus is a puppet based off of Greek mythology. Zeus was the sky and thunder god in ancient Greek religion, who rules as king of the gods of Mount Olympus. Zeus is a fairly tall puppet being around six feet tall making it taller than most ordinary puppets. Zeus wears a torn white cloth around his body that covers his legs, but keeps his chest exposed. One of its most unique characteristics is that it holds a metallic lightning rod in its left and right hands. Most of Zeus’s abilities are derived off of lightning hence the reason for the lightning rod.


Abilities:
The first ability that Zeus has is based off using the two lightning rods that are in its hand. By activating a seal on the lightning rods the user can release form them a lightning bolt that can extend up ten meters of wherever the rods where pointed. With this ability, it is possible for the user to adjust the puppet’s arms in order to release the lightning bolt into different directions, but the overall damage caused by this attack is equivalent to A-rank. When releasing the lightning bolt directly at an opponent, it is possible for the user to cause electricity to branch off of the main bolt in order to hit multiple targets. It is also possible for the user to place the rods on the ground and activate the seal and release underground a stream of lightning and once it reaches its designated location the user can cause lightning to erupt from the ground in a ten meter radius of wherever the lightning bolts go off at and can extend up to ten meters in the sky once it has been done.


The second ability of the rods is that the user has the ability to activate another sealing tag in response to an incoming lightning up to S-Rank. Zeus will then place the rods in a vertical position and emit a golden barrier five meters around itself. This next ability comes into action upon a lightning attack coming within five meters of the barrier and will then begin to seal/drag the lightning based attack inside of the rods. Once this is done, the rods will become charged with electricity and this can be seen as lightning currents branching off of it. Once the user has charged the rods with an incoming attack electricity can be seen flowing through it and will allow the user to boost the next attack used by rods by +20. Alternatively, it is possible for the user to release the sealed technique in the form of a lightning bolt/stream towards an opponent that is up to long range. As always the user can opt to point the rods in different directions in order to allow the lightning currents to attack different opponents.

Lastly, the user can infuse ten chakra points into a seal on Zeus’s body causing its body to emit a bright white light up to five meters around itself. This light does not harm anyone’s eyesight but does prevent the opponent from seeing what is happening around Zeus and what is happening to Zeus directly. Essentially, this light will block the opponent’s line of vision with a bright light. This ability can last up to one turn and can only be used three times. Additionally, it is possible for Zeus to own up to its name as a god because on the soles of Zeus’s feet are holes that the user can pour chakra into. By spending five chakra points every time the user can passively activate an ability of Zeus that allows it to move throughout the field and scale the skies with the help of the chakra pushing him around.

Note: The first ability has a one-turn cooldown whereas the second ability has a two-turn cooldown.
Approved

(1/ )*(Abigōru) Abigor
Type: Puppet
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: NA
Description: Abigor is a rather tall, demonic oriented puppet whose frame is larger than any ordinary puppet or human because it is around eight meters tall making it a distinguished puppet. As far as aesthetics go, Abigor is a rather bulky puppet that possesses a brownish hue and appears to be coated in a layer of metallic plates. Abigor is a grotesque, monstrous puppet entity with several lesser accessories scattered throughout its body. Some of its more distinguished characteristics would have to be the massive cannon that it holds on its arms. The cannon happens to be the puppets main source of power and with it allows the puppeteer to expel a variety of different types of attacks.


Abilities:
Elemental Cannon: The first ability of Abigor involves the user utilizing a Fuinjutsu tag located inside of cannon. By infusing thirty chakra points into the cannon the user will be able to release from it the lightning element. The cannon will release a thick and wide stream of the desired element that the user can choose to use to hit multiple opponents by simply moving the cannon around. This particular ability can extend up to long range.


Goo Cannon: The second ability of Abigor, involves the user channeling chakra into the cannon as previously done, but this time around the chakra will manifest itself into a sphere of concentrated chakra. Once ready the user can quickly release up to two chakra spheres in quick succession towards a targeted area. The special thing about these spheres in that the moment they make contact with the ground it will begin to disperse up to five meters around the targeted area. Once contact has been made, the ground will have been layered in a special chakra that is very sticky which can be used to immobilize targets. (A-rank)

Absorption Cannon: The third ability of Abigor, involves the user sending chakra points into a seal inside of Abigor's cannon. Once the user has done so they will point the cannon into the direction of an incoming attack. In response to the attack, the cannon will begin to unleash a powerful sealing jutsu that will begin to drag inside of it any incoming attacks or persons. The thing about this sealing jutsu is that the suctioning wave can only be felt when the object the user is trying to seal is five meters away. Also, when the user is trying to seal away a technique they are only able to seal away certain techniques which just means that jutsu that cover a wide range and scale will not be able to be sealed inside. Despite the cannon being unable to seal certain jutsu, it is still possible for the user to seal large jutsu because once the attack is within range of the suction wave the attack will become compressed and will be dragged inside of the cannon. When a person or sentient creation is within range of the suction wave they will find it difficult to move due to powerful suctioning wave This ability is equal to A-rank and can seal up to S-rank jutsu.

Poison Cannon: By utilizing a compartment inside of the cannon, the user will be able to release from the cannon a concentrated stream of gaseous poison throughout the field. This ability has the strength of an A-rank and, it is possible for the user to utilize it in order to counter other attacks or they could use it to blast away opponents with a powerful stream of smoke. This poison will have the effects and properties of the puppeteer poison. (A-rank)

Notes:
~Each ability has a range of Short-Long except Absorption Cannon, which is limited to short-range.
~Each cannon has a one turn cooldown except for Absorption cannon which has a three-turn cooldown.

Approved

(1/ )*(Shiru tame ni) Saber
Type: Puppet
Rank: A
Range: N/A
Chakra: 30
Damage: NA
Description: Saber is a rather tall puppet being around six feet tall. Saber is a wooden puppet crafted in the image of a man. Image-wise, Saber wears an armor with metallic plates which is purely a cosmetic part of its design. The thing that is so special about Saber is that he was crafted to be a sword specialist. He owns up to the name by carrying two ordinary katanas in his hands and other than the swords that he carries when he is summoned to the field there is nothing else unique about the puppet upon first glance. Saber, however, has Fuinjutsu seals scattered across its body that allows it to summon forth unique swords that are combined with Fuinjutsu in order to make deadly combos. If desired, the user can even passively activate a seal on the puppet with a surge of five chakra points and summon forth up to two ordinary katanas.


Abilities:
The first ability of the puppet involves the user manipulating the swords in Saber’s hands and pointing them in the desired direction. The swords can be pointing in different directions, but once a direction has been found the user will charge their puppet with raw chakra and upon doing so the puppet will release from the tips of its blades a thin stream of chakra. This chakra is refined so that it can easily cut through objects or pierce them. When using this ability, the user is free to manipulate the chakra in order to make abrupt turns or to move the arms of the puppet in order to allow for the chakra streams to move into another direction. If desired, the user can pierce the ground with the swords and cause the chakra streams to travel underground and emerge to attack the opponent. This particular ability is equivalent to A-rank and can extend up to long range.


The next ability of the puppet requires the puppet to retrieve two katanas from somewhere inside of its body or utilize the ones in its hands in order to place on the ground directly below the puppet. Upon the tips of the swords being placed on the ground, a fuinjutsu tag located on the puppet will activate and from it, an emerald barrier will spring forth from the swords. The barrier will extend up to five meters of where the swords were, but the special thing about this barrier is that upon its emergence the user can control the barrier to repel foreign chakra sources around it. This just means that the user can use the barrier in order to push away an enemy to the outskirts of the barrier which would be five meters away, but they could also use the barrier in order keep their allies inside. The barrier can also be used to push away other techniques such as smoke or mist that are around the swords when they release the barrier. Otherwise, the barrier is able to sustain up to A-rank damage but can be canceled if the opponent finds a way to remove the swords from the ground.

The last ability of Saber is the ability of the user to open a compartment on Saber’s left arm and send chakra into a seal located on the puppet in order to release a barrage of katanas from the seal that will be attached to a string. With the help of the strings, the user can manipulate them to alter their directions suddenly which can be useful to attack multiple targets at once. If desired the user can also choose to attach a poisonous smoke bomb filled with a poison of their choice and once the swords make contact with an object the user will release a smoke cloud up to a meter of where the sword was. This particular ability can extend up to long-range and covers a wide range making it difficult to outrun especially with the help of the strings. This technique, essentially, could allow the user to fill a good percentage of the battlefield with smoke. The poison used can only be the puppeteer's specialty poison.

Notes:
~Chakra stream ability is equal to A-rank, has a one turn cooldown
~The barrier technique is equal to A-rank, has a three-turn cooldown
~The barrage of Katanas technique is equal to A-rank, has a one turn cooldown

Approved

(1/ )*(Juno) Artemis
Type: Puppet
Rank: A
Range: NA
Chakra: 30
Damage: NA
Description: In ancient stories, Artemis was known to be the goddess of the hunt. Artemis is a rather average puppet height wise due to it being only five feet tall. It is clothed in rudimentary fabrics that run throughout her entire body. The most distinguishing feature about Artemis would have to be her holster used to carry a large amount of spear tipped arrows. In her holster, Artemis holds a variety of different arrows, some attached with sealing tags or explosion tags. Upon being summoned to the field, Artemis will hold in its arms a wooden bow that it will use to release arrows throughout the field. These arrows, for the most part, can reach up to long range with the help of the chakra the user uses when the arrows are released. There are specific arrows that Artemis has, but the user is also free to release free form arrows of the falling choices: wooden arrows by themselves or arrows with explosive. The user is free to release up to four arrows of freeform nature at once. Regarding its specialty arrows, the user is free to release up to two of any kind in different directions if wanted but at the cost of two moves. If by any chance, Artemis’s bow is destroyed, the user can retrieve up to three spare bows from inside of her body.


Abilities:
Sacred Arrow: The first ability of Artemis calls for the user to attach three arrows to its bow where it will then propel the arrows up to long range with the help of its chakra infused bow. The arrows will all be arranged into the formation of a triangle around whatever it is nearby. Instantly, as contact has been made the Fūinjutsu tags will activate and begin emitting a magenta colored barrier that will attempt to close in on whatever it is around. The point of this barrier will be to entrap enemies in a barrier that constantly closes in on them until they are crushed. If desired due to how these arrows work the user can instead use it as a protective shield to stop incoming attacks by surrounding themselves in the barrier or by placing the barrier in front of them. Let it be noted, that each arrow is placed at least five meters from its target, but if the user is placing the arrows around themselves then they can cover any allies five meters around them. If the arrows are removed from the ground then the barrier will be dispelled. (A-Rank)


Chaos Arrow: The next set of arrows have more of an elemental touch them. By first placing a string attached arrow laced with a Fūinjutsu tag, the will the propel it up to long range. While it is in mid-air the tag will activate unsealing a wide array of stringed arrows that cover a wide range and are hard outrun. A special thing about these arrows is that they can be coated in the lightning element and are able to be controlled via a string in order to allow for directional control. (A-rank)

Exorcism Arrow: The Exorcism arrow is one that has a sealing jutsu imbued inside of it. The seal is set to activate whenever the arrow makes contact with foreign chakras such as the enemy or the enemy’s technique. Upon expulsion of this arrow, the arrow will glow in a bright white light. The thing so special about this arrow is that upon contact with a surface the user will be able to seal away impurities and foreign chakra upon contact. For example, the user can use this to target poisonous smoke clouds or other toxins and upon the arrow making contact with the source it will seal all of it away. In regards, to enemy techniques, this technique can be used on A-rank jutsu within reason in order to seal them away. For instance, if this seal were to make contact with the Stone Golem technique, upon the arrow touching the creature, ethereal arms can be seen manifesting from the arrow and will begin to submerge the technique from all angles until the beast has been sealed inside of the arrow. This ethereal arms can still be countered logic wise with an opposing technique, and if desired the user can choose to shoot the arrow at a piece of the ground in front of a jutsu or person and release the ethereal arms from there, but they can only extend up to five meters (A-rank).

Miasma Arrow: The last arrow is one that has a lethal part attached to it. This arrow has at the end of it a poisonous smoke bomb that is filled with the puppeteer's poison. Upon the arrow making contact with a solid surface it will release a poisonous smoke cloud up to ten meters around where it went off. The user can release up to one arrow of this kind at once and upon them making contact with the ground smoke will be dispersed everywhere.

Note: Each arrow has a one-turn cooldown but do note that Exorcism Arrow is only useable four times per event.
Approved

*(Ōtsutsuki Ningyō: Barutazāru) - Ōtsutsuki Puppet: Balthazar
Type: Puppet
Rank: S
Range: Mid-Long(Purge)
Chakra: 40(Summon/Abilities), 20(Purge)
Damage: 80(Freeform), 10-80(Purge)
Description: Balthazar is designed after the God of war, fire, and courage from Tyrian lore. Balthazar looks like a walking suit of armor obsidian black armor with a spiked helm, wolf head pauldrons, and skulls adorning his chest plate; in between each piece of metal, he glows with the color of fire. Being a Ōtsutsuki puppet Balthazar is capable of speech when brought to life via (Ōtsutsuki-ryu: Kugutsu no Jutsu) Ōtsutsuki Style: Puppet Technique. Balthazar is made up of multiple layers of chakra metal with the bottom layer lined with various needles and has an artificial circulatory system woven into his body. Along with the ability to perform puppetry techniques, he is built with a few unique ones of his own.


Abilities:
Weapons:
Balthazar being the God of war wields a black long sword with wolf head hilt and black shield with a wolf head adorning the front of it. By channeling the appropriate chakra into the sword Balthazar becomes capable of performing non-elemental kenjutsu. Balthazar’s shield, when infused with chakra, is capable of defending against elemental ninjutsu B-rank and below within reason.


Armor:
Balthazar at the will of the user can be disassembled and reassembled onto a target as armor. When worn the user is granted the added defenses of the puppet but is also passively enhance for war due to the puppet. Once the armor is placed upon the target several needles laced with enough adrenaline penetrate the skin granting the user a passive 1.5x increase to their base speed.


Purge:
This function is hidden inside of Balthazar in the form of several seals that are etched into his armor capable of absorbing up to two A-Rank fire techniques regardless of size (not simultaneously). This, however, isn’t the only function of the seals. When releasing, the user can release the sealed fire in the form of a giant maelstrom that engulfs and turns anything in the vicinity to ash.


Notes:
~Adrenaline lasts up to four turns and is usable once per event.
~Purge ability can only be released twice per event
~Can only be taught by Pyro NB

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*(Ōtsutsuki Ningyō: Merandōru) - Ōtsutsuki Puppet: Melandru
Type: Puppet
Rank: S
Range: Short-Long (Arrows)
Chakra: 40
Damage: 80(Freeform), 40(Arrows), 80(Barrage/Debilitating)
Description: Melandru is based on the Goddess of nature, earth, and growth from Tyrian lore. Melandru has a human female torso and a lower body designed to look like it’s made up of wood; her body has very intricate designs on it to make it look like she is covered in bark and leaves of trees with colors to match. Being a Ōtsutsuki puppet Melandru is capable of speech when brought to life via (Ōtsutsuki-ryu: Kugutsu no Jutsu) Ōtsutsuki Style: Puppet Technique. Melandru is made up of multiple layers of chakra metal with active camo on the outermost layer and has an artificial circulatory system woven into her body. Along with the ability to perform puppetry techniques, she wields a metal longbow and is built with a few unique ones of his own.


Abilities:
Armor/Arrows:
The active camo built into Melandru works more like a chameleons skin versus traditional active camo. When entering a battle or simply when ordered to Melandru passively changes her color configuration to match that of the surrounding environment. Unlike complete invisibility, she has to remain still or else run the risk of being spotted by the enemy. Melandru’s bow is made of the same material as she is but her arrows are made up of B-rank chakra infused earth. Melandru has four different arrow abilities that she can interchange between.


Barrage:
The first utilizes a set of seals placed along the shaft of her arrows; these seals when triggered release from them hundreds of more arrows broadening the range of her attack. This barrage can cover a 15m radius around its initial target and is the equivalent to S-Rank in damage.


Debilitating Shot:
With the second ability, she utilizes an arrow soaked in a mixture of several blood thinning herbs. Upon entering short-range of the target the arrow ignites several flashbang seals etched into it causing temporary blindness(1 turn) and also sending shards of the arrow flying in in all directions. These shards will cut and embed themselves into anything within a 5m radius of the initial explosion causing those hit to bleed continuously for 3 turns(-5 health per turn) and is S-rank in terms of the initial damage.


Seeking Arrow:
The third ability can only be used on her regular arrows which once loose she can command to track a foreign chakra target in case they attempt to evade or cause it to bend around opponents attempted defense no matter what the angle. Another feature of this ability allows the arrow to branch off to track and hit up to two additional targets but also lowering the dmg done.


Notes:
~Barrage can be used once every 2 turns
~Debilitating has a 2 turn cooldown
~Seeking has a 1 turn cooldown
~Can only be taught by Pyro NB

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*(Ōtsutsuki Ningyō: Dou~eina) - Ōtsutsuki Puppet: Dwayna
Type: Puppet
Rank: S
Range: N/A
Chakra: 40
Damage: 80
Description: Dwayna is based on the Goddess of healing, air, and life from Tyrian lore. Dwayna appears as a young, tall and slender woman adorned in gold and blue armor with fair skin with cyan hair and wields a staff as her weapon. Being a Ōtsutsuki puppet Dwayna is capable of speech when brought to life via (Ōtsutsuki-ryu: Kugutsu no Jutsu) Ōtsutsuki Style: Puppet Technique. Dwayna is made up of multiple layers of chakra metal with hundreds of hollow threads between each layer. Along with the ability to perform puppetry techniques, she is built with a few unique ones of his own.


Abilities:
Armor:
Dwayna’s sash is lined with metal feathers symbolic of her depiction of having wings in the lore. In this design, however, her sash when prompted while stiffen and move from her waist to her back and actually act like wings allowing her the ability to fly/evade if necessary whilst also acting as a fan to perform futon jutsu that make use of them.


Cleansing:
Dwayna takes her staff and throws it into the ground. Upon hitting the ground the staff will begin to glow as a seal spreads 10m out from it onto the ground. This seal (A-rank) activates when a land-based jutsu/technique is performed within range or if there are traps laid about the area to which the seal begins to instantly draw in the chakra from said jutsu/techniques and transfer it into Dwayna storing it within her. This includes friendly jutsu/techniques.


Life/Death:
Using her threads Dwayna can pierce the skin of shinobi, and other puppets to either absorb and transfer chakra (up to 30 per turn), extract or inject poisons, stitch together severed limbs. The threads can also be used for non-healing purposes in the form of binding targets, strangling, or impaling.


Archangel:
Utilizing the feathers in her sash Dwayna can send them flying towards her target(s) similar to that of a shinobi throwing kunai. These feathers either have explosive seals, flashbang seals, or summoning seals(not animals) etched onto them. The summoning seals replace the need for ninjutsu scrolls allowing the user to summon puppets or ordinary weapons from them(kunai/swords/shuriken).


Notes:
~Life/Death has a 2 turn cooldown between uses
~Archangel has a 2 turn cooldown between uses
~Cleansing can only be used 4 times per event, has a 3 turn cooldown
~Threads no matter how many are created are equivalent to A-Rank as a whole
~Evading is passive upon activation of wings but costs a move every turn after that

~Absorbing and transferring chakra and injecting/extracting poison requires Fūinjutsu and Medical/poison training, respectively
~Can only be taught by Pyro NB

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Techniques

(1)*(Ningyō yōshiki: Shōmetsu-hō) — Puppet Style: Disappearing Act
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: A puppetry and fuinjutsu based technique that the user will use on their puppets. This jutsu was created to help the user protect their puppets from incoming attacks or things of the like. This is because it can be quite difficult for a puppet user to protect themselves and their puppet. The user will place this seal on all puppets and must mention the seal either in their bio or at the start of a fight. Now, when foreign chakra comes close to them the seal will automatically activate by sapping 30 chakra points from the user puppeteer. Once activated, the seal will seal all of the user’s puppets(with the seal placed on them) within eight meters of the targeted puppet and seal them into a scroll. After the threat has disappeared the user will be able to passively return their puppets to their original locations in the same positions.
Note: This will not seal the puppet that has this seal placed on it.

Note: Usable three times per battle
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Kasutamu gijutsu

Offensive
*(Kinzoku Kugutsu: Lyss) - Autonomous Puppet: Lyss
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30-40(chakra bullets), 30(Abilities)
Damage: 60-90(chakra bullets), 60(Freeform)
Description: Lyss is designed after the twin Goddesses of beauty, water, and illusion Lyssa from Tyrian lore. Being an auto puppet she is programmed to initiate defensive measures when unknown or hostile chakra signatures come within range but is also programmed to follow their owner's orders to the letter, and has been programmed with learning and speech capabilities to further increase her usefulness in battle while also increasing their realism. She has a fair skin tone, long white hair, and wears purple and gold armor. She is made up of layered chakra metals with rubber between each layer. Along with her normal auto puppet abilities, Lyss is fully capable of performing non-chakra related taijutsu, puppetry techniques, and has a unique function of her own.


Abilities:
Weapons:
Lyss's daggers are laced with a puppeteer poison, upon being cut by the daggers, the victim will be partially paralyzed after three turns. After six turns the victim is completely paralyzed and after seven turns, the victim dies from the poison. Puppeteer poison, due to being minimalistic in its nature, is as advanced as poisons created by medics and as such, both the effects triggered by inhalation and ingesting of it takes the same amount of time.


Lyss:
Lyss's unique function allows the puppet to release a mist of adhesive water from within(A-Ranked). This concoction sticks to anything within a short-range radius of Lyssa but the key component to this is when the water adheres to a victim's eyes. The water forms a type of contact lens over the cornea causing light to drastically reflect around it which in turn causes the victims to view things as if looking through a kaleidoscope. The water naturally conductive to electricity, however, loses its adhesive nature after three turns returning the affecteds vision back to normal.


Notes:
~Chakra bullets are still subject to the same rules as the normal auto puppets
~Unique function last 3 turns with a 5 turn cooldown between uses
~The rubber insolation can protect against non-focused electricity A-Rank and below 3x per fight
~Takes up one of the user's auto puppet slots
~Can only be taught by Pyro NB
Approved


*(Kinzoku Kugutsu: Irīya) - Autonomous Puppet: Ilya
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30-40(chakra bullets), 30(Abilities)
Damage: 60-90(chakra bullets), 60(Freeform)
Description: Ilya is designed after the twin Goddesses of beauty, water, and illusion Lyssa from Tyrian lore. Being an auto puppet she is programmed to initiate defensive measures when unknown or hostile chakra signatures come within range but is also programmed to follow their owner's orders to the letter, and has been programmed with learning and speech capabilities to further increase her usefulness in battle while also increasing their realism. She has a fair skin tone, long white hair, and wears purple and gold armor. She is made up of layered chakra metals with rubber between each layer. Along with her normal auto puppet abilities, Ilya is fully capable of performing non-chakra related taijutsu, puppetry techniques, and has a unique function of her own.


Abilities:
Weapons:
Ilya's whip has special seals placed on it which activate when they come into contact with a target. These seals drain 5 chakra every time the weapon hits or 5 every turn a target is bond storing this chakra within her body which can later be used to fuel the puppets attacks. The trick to this, however, is that the weapons must also be held by Ilya in order for the seals to activate further preventing friendly fire in case the puppet is disarmed.


Ilya:
Ilya's unique function allows her to release a puppeteer poison in gas form, Inhalation the victim will be partially paralyzed after three turns. After six turns the victim is completely paralyzed and after seven turns, the victim dies from the poison. Puppeteer poison, due to being minimalistic in its nature, is as advanced as poisons created by medics and as such, both the effects triggered by inhalation and ingesting of it takes the same amount of time.


Notes:
~Chakra bullets are still subject to the same rules as the normal auto puppets
~Unique functions last 3 turns with a 5 turn cooldown between uses
~The rubber insolation can protect against non-focused electricity A-Rank and below 3x per fight
~Takes up one of the user's auto puppet slots
~Can only be taught by Pyro NB

Approved
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Sentō sutairu

(Umarekawari no ken) - Reincarnation Fist
Type: Fuin/Puppetry
Background:
This style was created to quickly and conveniently release puppets for specific functions and tasks. When a puppeteer is in combat they will not always be able to summon the puppet they need at the time nor will they know if they need a specific puppet until they are in combat. This style was created to allow puppeteers to summon forth puppets that can form specific tasks and once that task is completed then return back to their seal. This style essentially allows the user to change their fighting style by allowing them to summon forth surprise and concise attacks by bringing forth puppets that are needed at a time. Reincarnation Fist is a custom fighting style developed by a group of puppeteers who excelled in puppetry and Fuinjutsu. They were encouraged to create this fighting style after reports of a feat Kankuro pulled off in one of the Ninja wars. In the war, Kankuro summoned from his scroll a puppet that immediately upon its release capture and restrained Deidara on its own. This proves that it is possible to bestow a specific yet simple function upon a puppet. The image of what Kankuro did can be found in this link: x

Description and Inner Workings of the Style:
In order to utilize this fighting style, the user must first cover their bodies or armor with sealing tags. Inside of each seal is a puppet that can be utilized depending on how the user wants. The main thing about this is that the puppets can range from basic humanoid structures to puppets like dragons or snakes. The purpose of each puppet will be to perform a specific action. This specific action is based on the specific technique the user makes. Any action the user decides to perform with the puppet can be any action that can normally be utilized with an ordinary puppet such as senbon, chakra based attacks, or generating elemental attacks through specific methods. These methods can also techniques that involve Fuinjutsu and its abilities. For instance, the user can summon forth a dragon based puppet whose dimensions and configurations will be decided upon in the technique, and program it to release a punch with its left arm. The thing about all puppets used through this technique is that once they fulfill their programmed action they will re-seal themselves and undergo a cooldown before said puppet can be used again. Also, most techniques from this technique will usually deactivate after one turn. It is also important to mention that the puppets cannot be programmed with overly complicated tasks or ones that would cause them to span out over several turns. At most, a puppet can stay around for one turn. Lastly, it is possible for a specific technique to hold multiple puppets, but the abilities and strength of these puppets are distributed between the puppets.

Additional Effects and Restrictions

~ Must know puppetry and fuinjutsu
Approved
Techniques:
(Ikari no kamigami) Primordial Creations
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Primordial Creations is one of the more basic techniques out of the Reincarnation Fist fighting style. This technique will essentially allow the user to utilize seals located on their body with an influx of chakra depending on what is needed. With this jutsu, the user will essentially be able to summon forth basic puppet creations in order to serve basic tasks. For example, the user is capable of activating a seal in order to release a specific puppet. For instance, the user can release from a seal a humanoid, serpentine, or any other creations that puppets can be modeled after. The thing, however, about this technique is that the user can only summon forth creations that have a maximum height and width of ten meters. Additionally, the user is able to summon multiple puppets with this technique like the Reincarnation Fist fighting style. This does not mean that the user can use this technique multiple times in the same time frame. It does, however, mean that the user can summon forth more than one creation from a specific seal. For instance, if the user wanted to summon forth humanoid puppet then they could summon forth up to a maximum of four humanoid puppets. These puppets also will have their strength and effectiveness distributed among each puppet depending on the rank of the technique. Another thing to note about this technique is that the user can use this technique to program their puppets with specific functions. The possibilities of these programs are up to the user’s discretion and creativity. It, however, is important to note that these functions cannot be anything overly complicated. A couple of examples of a program could be the user summoning a serpentine puppet to constrict or bite a target, or summoning a humanoid puppet to punch a target, or a puppet that can serve defensive or supplementary purposes such as blocking an attack or covering the user. In situations where the user summons a dragon or a flying based puppet, the user is able to utilize their chakra to levitate the puppet and allow it to emulate flight. Also, the user can choose to program a puppet to release a basic puppetry technique such as senbon or poison gas. One last property of this technique is that the user can choose to utilize the Fuinjutsu seals that are incorporated into this technique in order to layer one of their techniques in a specific elemental chakra nature. This aspect of Primordial Creations cannot be used in any order way or form such as to release elemental beams. It will only serve to give a puppet an elemental side if the user wishes it to have one. Overall, this jutsu is the pinnacle of all Reincarnation Fist techniques.

Note: A-rank can only be used four times and S-rank twice with a turn cool down.
Note: Puppets from this technique last up to one turn like all Reincarnation Fist techniques.
Approved

(Ikari no kamigami) Reincarnation Fist: Curse of the Locust
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will first send a surge of chakra into a seal on their attire. As a result, this will cause a hoard of locust-like puppets to emerge from seals across their body. These locusts are around eight inches long but are easily visible to the naked eye, and it will emulate flight with the help of the chakra the user will cover them in. Once on the field, the user’s body will be covered by a plethora of locusts that will be flying around their body. Curse of the Locust is a technique that involves an aspect of Fuinjutsu that deals with absorbing chakra. Like all Reincarnation techniques, the locust from this technique will be imbued with a specific command upon summoning. The first command is Eat, and once commanded the user will manipulate the Locust to bombard any incoming chakra based attack. Once in contact with the technique, the locust will immediately activate their Fuinjutsu imbued ability to absorb chakra. As soon as contact has been established the chakra inside of the opposing technique will be siphoned off and will be disabled. The effect of the locust can affect jutsu up to this technique’s rank. The user can also choose to utilize this technique as a debuff to the opponent’s jutsu. To do so, the user can use this technique in the same time frame as one of their jutsu. By doing this, the locust will surround said jutsu, and once in range of another technique, the locust will drain the chakra of the opposing jutsu of twenty damage points. Another way the user can utilize this technique is to program the locust with the command Attack. With this command, the user can manipulate the locust to attack a target and deal physical damage to them by biting the person or object. This damage is equivalent to A-rank, and due to a large number of locusts, it is possible for the user to control the locust to attack the target from multiple angles and directions.

Note: Can only be used three times with a two-turn cooldown
Note: The Locust end when it's one turn is over, and will be resealed.
Note: The sealed chakra is just sealed inside of the locust, and serve no ulterior purpose.
Approved

(Ikari no kamigami) Reincarnation Fist: Archfiend
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will first send a surge of chakra into a seal on their attire. In response to it, a demonic oriented puppet crafted after a hell hound will spring forth from the seal. The hell hound will be on all four, and will immediately begin to leap towards its target in long strokes. One summoned, another seal will activate that will coat the hound in a layer of fire chakra so it appears more akin to an actual hell hound. Once the hell hound is within five meters of its target its Fuinjutsu imbued ability will activate. Once in place, a red translucent barrier will be emitted up to five meters of the hound. Any opponent or target within range of the puppet will have a portion of their blocked/sealed off. Similar to multiple infinite embraces the target will be unable to mold chakra above A-rank while in the presence of the hellhound. The thing about this technique is that the opponent’s movement will not be hindered in any way. The barrier from this technique only serves the purpose of acting as a chakra inhibiting field. If the opponent were to stay out of range of the hound then they will regain their use of their chakra or if the user were to destroy the hound then it would disable the barrier. On to its main ability, while the hound is approaching the target its command will be to ram into the target attacking it with its brute force which will deal burns upon contact. This will be equivalent to A-rank.

Note: Can only be used three times with a two-turn cooldown
Note: The Hellhound ends when it's one turn is over, and will be resealed.
Approved

(Ikari no kamigami) Reincarnation Fist: Charybdis and Scylla
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will apply chakra to a seal on their body to release forth Charybdis and Scylla. Between them, these two puppets make up an S-rank technique but individually possess A-rank quality. Scylla takes the form of a five-meter long and 1-meter thin serpentine creature. Charybdis, on the other hand, takes the form of a five-meter wide octopus-like creature. Upon being summoned the two will act in tandem to achieve their purpose before being sealed. When on the field Scylla will immediately erect a transparent barrier up to six meters of where she is. The special property of the barrier is that the barrier can seal up 40 chakra points like the rank of this technique this means that the user can choose to seal their own techniques or the opponents. It is not possible for the user to seal more than one technique at once though. More specifically, the barrier will only be able to seal one specific type of chakra. The type of chakra absorbed plays an important role in what happens next because the sealed chakra is unsealed into Charybdis. The strength of the unsealed technique will be imbued into the tentacles of Charybdis of which it possesses four. However, the power of it is dependent on the rank absorbed. For example, if an S-rank is absorbed the unleashed power will be 80 damage etc. If desired the user can focus the strength into just one or divide it up. The special thing about these tentacles is that once imbued with chakra they will begin to emulate the effects of the element that was absorbed. For instance, if a fire jutsu was absorbed then the tentacles will glow a hot red color and possess the burning effects of a fire technique. The tentacles of the octopus can extend up to ten meters of where they are and can be used to deal blunt or precise damage. Due to the nature of this technique, it is possible for the effects of Charybdis and Scylla to happen with a very short delay but there are instances when this would not be possible. For example, if the chakra to be absorbed was not already within range of Scylla then there would be a delay factor to take into consideration until Charybdis was imbued with any power. Also, it is important to note that it is possible for Charybdis to not be bestowed with any actual strength or elemental strength. This means that if the techniques absorbed were not an offensive or elemental jutsu then Charybdis would only be equivalent to a basic A-rank puppet that could deal A-rank damage.

Note: Can only be used twice with a two-turn cooldown
Note: No Reincarnation Fist above A-rank next turn.
Approved

(Ikari no kamigami) Reincarnation Fist: Eurynomos
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: After releasing chakra into a seal on their body the user will release a puppet known as Eurynomos up to five meters in any direction. Eurynomos takes the form of a skeletal puppet with six arms that possesses a round shield attached to its upper right forearm and a metallic sword in all of its remaining hands. Eurynomos will be imbued with a special function known as Emulation. Eurynomos is only able to activate this ability in response to taijutsu, kenjutsu, or a chakra based combination of the two. When in the face of any of these conditions Eurynomos will do as its programmed and imitate said technique. For instance, if an opponent is launching a punch at the user then the puppet will release the same punch in the same fashion as the opponent. If the opponent is launching a sword-based attack then Eurynomos will utilize the swords in its possession to release a sword-based attack in the same fashion. There are however limits to this because there is only so much a puppet can imitate. For instance, if Eurynomos does not possess the necessary tools to perform the technique then it will be unable to do so. The special property of this puppet however is that it is imbued with the sealing effects of Fuinjutsu and will activate once the puppet’s imitated technique comes into contact with the real thing. Upon doing so the puppet will drain 30 chakra. Alone the puppet has no strength but once it has absorbed the chakra upon contact it will be capable of delivering a similar strike against the opponent. An example of this in battle would be if the opponent is delivering a kenjutsu strike against the puppet then it will create a sort of temporary stalemate because of how the opponent and puppet will be in the same position. At this point, the chakra will be absorbed and the user puppet will be capable of delivering a physical blow equivalent to the rank of the jutsu absorbed with any of the weapons it has in hand. The puppet is also able to emulate chakra extension or waves stemming from kenjutsu. Meaning if the opponent released a kenjutsu strike that released a wave ordinary chakra or if the opponent increased the extension of their fist or blade with chakra then the puppet could release chakra from a seal on it and do the same but the only difference would be that the puppet’s wave would be freeform.

Note: Can only be used four times with a turn cooldown
Note: Will have no effect on chakraless techniques.
Approved

(Ikari no kamigami) Reincarnation Fist: Essence of Aion
Type: Supplementary
Rank: D
Range: N/A
Chakra: N/A (+5 per puppet)
Damage: N/A
Description: A unique Reincarnation Fist technique that involves both the fuinjutsu that this style is composed of and puppetry itself. This technique is one that is based on the user’s preexisting puppet arsenal. Reincarnation Fist is based on unsealing puppets so that they can perform a specific function and then be sealed. With this jutsu the user will be able to seal specific puppets inside of it (Up to four) once this is done the user will be able to passively activate this technique so that it releases one of the users already created puppets. The user will release said puppet from the seal and bestow it with a given function. The thing about this seal is that the user will not release entire puppets or use an ability of a puppet directly from the puppet itself. The seal works by having the user unseal a part of the original puppet’s body which will open and attach itself to the user. For instance, if a puppet’s arm was capable of releasing a fire blast the user will be capable of opening the mechanics of the arm and attach it to their arm allowing them to utilize it for that specific purpose. The same goes for how puppet releases senbon from their head. The user could encase the puppet head around theirs. The appendages from this technique can last up to the user’s next turn upon which it will be sealed. Of course, logically not any type of appendage will be able to be mapped on to the users. If desired it is also possible for the user to spend up to fifteen chakra points to passively activate this seal and release from it up to three puppet appendages. This will allow the user to use three puppet moves from their puppets. The cap of this is at fifteen chakra points because the user can only use three moves per turn. It is also possible for the user to choose to release generic puppetry moves from the puppets such as senbon or smoke bombs instead of one that is explicitly stated in the description, but it will still cost a move.

Note: The user must state at the beginning of a battle what puppets are inside or somewhere in their biography.
Note: Puppets used by this technique cannot be summoned by any other means.
Note: Any puppet parts destroyed while activated will be unable to be used anymore.
Approved

(Antiphates no shīrudo) Reincarnation Fist: Antiphates
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: After activating a seal on their body the user will release a golden serpent that will swiftly wrap its body around the users. By doing so the user’s movement will not be hindered in any way. Once summoned Antiphates will be programmed with the function “Drain”. This puppet will emit up to five meters around them a golden barrier that will have a special sealing function. Upon techniques coming within range of the user, the barrier will instantly seal them away. This technique is capable of sealing techniques as long as they don't exceed A-rank in chakra. If desired the user can use this technique in another fashion. Instead of sealing the entire Jutsu, it will be possible for the user to program the “Drain” function so that it drains any opposing techniques chakra reducing them by 30 damage points like the rank of this technique and this will happen whenever they enter the barrier’s range.

Note: Can only be used three times with a turn cooldown
Note: Antiphates will be resealed after its one turn is over.
Note: No Reincarnation Fist above A-rank next turn.
Approved
 
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Fuinjutsu

Created
(1)*( Fūin Wana Bakuhatsu ) – Sealing Arts: Long Live The King
Rank: A
Type: Supplementary/Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: N/A/60
Description: The user will first perform five hand-seals and form around their target a red opaque barrier. The barrier can entrap objects up to six meters in width and height. This barrier can also be used to entraps target who is in mid-air and stop them in their tracks. The main purpose of this barrier goes into place when the user has trapped their target. Once done, the user will be able to guide the barrier with gestures or movements of their body such as waving or nodding their hands. There are multiple reasons and purposes for doing so. For instance, if the user were to raise and lower their hand then they can cause the barrier to rise into the air and slam into the ground. By doing this the user will be able to deal concussive damage equivalent to this technique’s rank to the opponent. If using the barrier in this manner then the barrier will be destroyed in the process.

The user can also choose to passively and quickly wave their hands back and forth which will cause the barrier’s position to be in constant flux. As a result, the user can cause the opponent to feel dizzy and make it difficult for them to maintain their footing. Lastly, the user can choose to passively create an opening in the barrier, so that they can release objects from within. This property of the barrier is especially useful if the user were to swipe their hands really fast because then the barrier would be sent flying somewhere far away. This is useful in conjunction with the barrier’s passive ability to create openings because the user can essentially send the opponent flying out of the barrier, and into a far away location. At the most, the user can move the barrier up to mid-range distance. Also, this barrier can be destroyed by an attack equivalent to this technique’s rank.

Note: Can only be used four times with a turn cool down
Note: Can last up to four turns
Note: The user can choose to crush the opponent with the barrier in the same turn they activate this barrier so that it only costs one move
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Summoning Contracts:
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Summoning Animal: Springhare
Scroll Owner: Pyro NB
Others who have signed: N/A
Summoning Boss: Azrael
Other summonings: Cynn, Eva, Haunter
Description and Background: There are two types of Springhare left in the world and both belong to the genus Pedetes, the third being extinct. The Springhare can range anywhere from 35cm to 100m. The Springhara resembles a small kangaroo(though unrelated) with well developed hind legs which allow for the smallest to leap over 10m(30ft) in a single bound; it's because of this trait that it gets its name.

The color of this mammal varies from a reddish-brown to a pale grey, with a black tip on the tail. They have four toes on their hind feet with claws that look like small hoofs; these are wider than those found on the forefeet. They have a thick muscular neck supporting their short head. They also have large eyes, and their ears have a tragus that prevents sand from entering when they are digging. Springhares are mostly nocturnal but are occasionally active in the day. During the daytime, they live in tunnels that they dig. They plug the entrance of the hole with soil from the inside of the tunnel. It is easier for them to dig during the rainy season when the soil is wet. The springhare doesn't trust many outside species so getting them to allow a human to sign the contract is very difficult.

Abilities:
-Springhare summons are land-based summoning's and because of their natural relation with earth are doton masters performing earth jutsu without hand seals but they are not limited to this one element.

-They also perfected taijutsu to take advantage of their natural leg strength which allows them allows for greater maneuverability, jumps, and kicks than toad summons. (Tai specialty and +10dmg to leg based tai)

-As they live in burrows springhare is able to free form dig in both solid and wet ground.

-The springhare also has a heightened sense of hearing, smell, and vision.
Approved

Summons:
(Kuchiyose no Jutsu: Azreal) - Summoning Technique: Azrael
Rank: S-Rank
Range: Short
Damage: 80
Chakra: 40
Description: Azreal is the current boss of the springhare, she has white fur with touches of grey, blue eyes, and stands about 100 m tall. She normally wears medium armor that covers her shoulders, torso, forearms, lower legs, and also wields chakra enhanced gauntlets and boots. As the boss of the springhare, she is a doton and taijutsu master giving her +15 to tai attacks and +1 rank to earth (excluding S-Ranks and above)
- Must have signed Springhare contract and tattoo
- Moves count as users moves
- Can only be summoned once per battle
- Can only stay for 4 turns
~Can only be taught by Pyro NB
Approved
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(Kuchiyose no jutsu: Haunter) Summoning technique: Haunter
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: Haunter is the youngest child of Azrael's three children and has purple fur. Haunter is amongst the smallest of his kind coming in at 35cm tall. Due to this small size, he likes to cause mischief whenever he can and tends to not listen at times. Unlike the majority of the Springhare, he was born not only with an affinity for Doton techniques, but also a modest capacity for Raiton techniques enabling him to use the latter up to and including C-ranks (canon).

Notes:
~Must have signed Springhare contract
~Moves count as users moves
~Last for 4 turns
~Can be summoned once
~Can only be taught by Pyro NB
Approved
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(Kuchiyose no jutsu: Eva) Summoning technique: Eva
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: Eva is the middle child of Azrael's three children who has pink and white fur and stands about 2ft tall. Eva doesn't get out much and so when she does she is naturally curious about everything around her. Since being discovered by Keji she has grown to like the stories that he shared and thus, began to train and craft her own. In addition to a natural affinity for Doton techniques, Eva eventually grew to possess a modest capacity for Genjutsu techniques enabling her to use the latter up to and including C-ranks (canon).

Notes:
~Must have signed Springhare contract
~Moves count as users moves
~Last for 4 turns
~Can be summoned once
~Can only be taught by Pyro NB
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(Kuchiyose no Jutsu: Cynn) - Summoning Technique: Cynn
Rank: S-Rank
Range: Short
Damage: N/A
Chakra: 40
Description: Cynn is the oldest of Azrael's children and has brown and beige fur with traces of yellow and black. She stands about 7ft tall when standing on two legs and can be ridden when on all fours. Unlike most of her kind, she was born without a mouth but granted the ability to communicate telepathically to those she trust. She has also been Desmond's personal summon since the day he first discovered the species. Due to this they've trained side for years granting her more tai prowess compared to her peers(+10 to all tai) and has since matched Desmond's speed(w/o leg weights).

Notes:
~Must have signed Springhare contract and tattoo
~Moves count as users moves
~Can only be summoned once per battle
~Can only stay for 4 turns
~Can only be summoned/taught by Pyro NB
Approved
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Summoning Arts:
(Springhare āto: Ashi no kyōka) - Springhare art: Leg enhancement
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user draws blood and places it into their palm and claps them together entwining their fingers. The user then channels chakra into their legs enlarging the muscles slightly. This mimics the leg strength of a springhare giving the user a +20 to leg based taijutsu. This gives even the most basic of moves the ability to break through rock. The enhancement only lasts 3 turns or until the user ends it.

Notes:
~Usable x2 per battle
~Must have signed springhare contract
~Can only be taught by Pyro NB
Approved
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Summoning Animal: Thunderbird
Scroll Owner: Pyro NB
Others who have signed the contract: BoiNez
Summoning Boss if existing: N/A
Other summoning animals tied to contract: Jecht
Description and Background: The legend of the Thunderbirds originates from Native American folklore and is considered a being of power and strength. Thunderbirds are on average when fully grown are larger than any human but in some cases, they have been some the size of but no smaller than an eagle. Like most aerial creatures they have very keen eyesight being able to see in any type of light and depending on the bird they can have anywhere from 1 to 3 pairs of wings on their bodies. They are most recognized for and named after their ability to create storms as they fly.

Abilities:
Sky Dominion: All Thunderbirds naturally and passively flood the sky to which after 2 turns of flight create natural lightning clouds in the landmark they are in. These clouds unlike those created by shinobi are almost impossible to blow away or disperse if the clouds are dispersed they passively reform (two-turn cooldown). The strength of these clouds is dependant on the strength of the individual bird and thus requires at least a suitable jutsu of similar rank aimed at them to disperse.

Lightning: As the creatures fly through storm clouds and are constantly surrounded by natural lightning their feathers protect them from the weaker chakra variants that lesser creatures produce. This translates into Thunderbirds having immunity to all forms of it up to their individual rank both damage and effect wise.

Keen Eyesight: Being birds of prey and not just ordinary birds of prey Thunderbird's like their cousins have very keen eyesight. Their eyes allow them to track targets up to 1 adjacent landmark away, are able to see in low light environments, and have a 360-degree horizontal/180-degree vertical field of view.
Approved

Summonings:
(Kuchiyose no jutsu: Jecht) Summoning Technique: Jecht
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Jecht is the son of Castiel and one of Desmond’s closest friends, like his father he has 3 pair of wings each half the size of the pair before them. Appearance-wise he has 2 tails, desert brown and white feathers that also seem to have a golden shimmer to them when in direct sunlight, a yellow/golden beak, and dark golden slit-pupil eyes. When it comes to size he is roughly the of an Argentavis Magnificens, allowing him to carry one person on his back at a time. Ability wise Jecht can utilize Rain Release as well as techniques affiliated with the summoning contract. Being a mythical creature associated with rain and storms Jecht has such immense control over the skies he is capable of preventing his allies from taking any damage from his rain release so long as he demonstrates a grasp on their location(s). Due to being an aerial creature, Jecht is able to telepathically communicate back and forth with Desmond.

Notes:
~Can only stay for 4 turns
~Moves count as users moves
~Can only be summoned once per battle
~Must have signed Thunderbird contract and tattoo
~Is the only Thunderbird able to utilize Rain Release
~Can only be summoned by Pyro NB
Approved
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Summoning Arts:
(Sandābādoāto: Inazuma no kami) Thunderbird Art: Lightning God
Rank: S
Type: Supplementary
Range: N/A(+1 to Jutsu)
Charka: 30(+10 to Jutsu)
Damage: N/A(+20 to Jutsu)
Description: By passively channeling their raiton chakra into the lightning created via Thunderbird. The signer or Thunderbird can manipulate the lightning and release any projectile-based lightning attack from them. Due to the lightning being natural jutsu used via this method is enhanced via power(same concept as kirin), speed, and range. The speed and range of the lightning are increased enough to keep the jutsu relevant in combat and unlike Kirin isn't instant. This technique, however, comes at the cost of dispersing the clouds and can't be used again until they return.
Notes:
~Must be a signer of the Thunderbird contract
~Can't be used in conjunction with Kirin
~As clouds take 2 turns to form this has a 2 turn cooldown
~Can only be taught by Pyro NB
Approved

(Sandābādoāto: Inazuma) Thunderbird Art: Lightning Molt
Rank: S
Type: Offensive/Defensive
Range: Short(creation)-Mid(Attack)
Chakra: 40
Damage: equal to that of charge
Description: By drawing blood onto the Thunderbird Tattoo and clapping their hands together intertwining the fingers, the user summons forth Thunderbird feathers all around their body and clothes/armor if wearing some. These feathers protect the user from lightning via absorbing any electrical-based attack that comes into contact with them(up to S-Rank). Once struck the feathers will be charged with the same attributes as the attack that they absorbed and molting of the user's body. After molting the user can weave three seals to cause the feathers to levitate. From here they can either send them flying towards the target(s) or utilize them as a defensive barrier, these feathers however once the secondary function is used disperse in a poof of smoke. The user is also able to direct the feathers anywhere they can visually see (Mid-range).

Notes:
~Feathers Remain on the user/field for a max of 2 turns
Can only be used two times with a turn cool down in between
~Can only be taught by Pyro NB
Approved
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