Liese Liese Liese

Cresee

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Ninjutsu



Taijutsu

(Taijutsu: Hakushu Shōten) Body Art: Hand Clap Focal Point
Type: Offensive
Rank: A - S
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80
Description: Inspired by his Gathering Clouds sword technique’s ability to create shockwaves of air pressure, Hakushu Shōten is a taijutsu attack created by Kōtetsu Inuzuka that allows the user to slam his hands together with tremendous strength to produce a radial shockwave of air pressure that reaches up to mid-range away from the user’s position and gradually spreads outward to a maximum of 10 meters wide as it travels. In addition to dealing concussive damage to an enemy and being capable of shattering or dispersing techniques of equal strength, this technique is able to push whatever it comes into contact with into mid-range. Due to this technique not being reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to taijutsu will apply to the technique.

Notes:
- The A-ranked version of this technique can be used four times per battle.
- The S ranked can only be used twice and requires a single turn cooldown between uses.



Genjutsu


(Genjutsu: Tarotto rīdingu, kōshukei no otoko) - Illusion Art: Tarot Reading, The Hanged Man
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: 60 (Mental damage)
Description: This is a unique illusion that uses a tarot card as a medium to induce the illusion. The user will draw a card from their deck of Tarot cards, with the image of "The Hanged Man". In seeing this card the target/targets (Max of 3), will be bound in the illusion. "The Hanged Man usually indicates a lack of ability to help oneself through independent action". Upon seeing the card the target/targets will feel straw grow around them as hard as steel wrapping around them, binding them. This straw binds them pulling them into a T shape pose as they feel themselves pulled up onto a cross. In the illusion they will look as they have been made into a scarecrow, in reality they will just be paralysed, unable to move from the binding. As they remain bound the straw grows tighter around them, crushing them, causing the pain to do mental damage.

Note: Usable three times per battle with a turn between uses.
(Genjutsu: Moeru Pesuto) Illusion Art: Burning Plague
Type: Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( + 10 per turn )
Damage: N/A
Description: This is a unique genjutsu in the way that it's placed on the chosen target/targets, as well as the user. The user will perform a single handseal or release a wave of chakra over their body, visible like the rasengan, but not offensive, purely a medium for inducing the genjutsu. In doing this, the user will bind themselves and any other's they wish in an illusion, where they will see thick, green smoke pouring from the users body. The area around would gain a green hue to it as the illusion takes control of their senses to bend the world around them. With this the target(s) would smell a horrid smell like rotting flesh, and feel a chill go through their bones. With the introduction to the illusion, they will hear a demonic voice in their head "Welcome to my Domain". They will see the user's eyes glow green as their skin begins to show what look like cracks of pure green energy flowing through their body. It will be as though the world around them has warped into a demonic realm under the users control. As this all happens, within the illusion, bolts of green lightning will shoot up from the ground, stabbing into the targets arms and legs, like spears of solid lightning to pierce them and hold them in place. From these spears, green smoke spreads over their body as the user bends their senses to feel searing pain as though the smoke is acidic as their see their flesh burn and mutate, taking on a mutated demonic look. After one turn if the target hasn't broken the illusion, they will see their limbs start to change, one by one, in the turn after being bound, they will see their arm become one giant mutated claw and lose their sense of touch from that arm as the demonic arm shoots up grabbing them around the throat beginning to choke them. On the second turn after being bound, if the target(s) are still within the illusion they will pass out due to their body reacting to not being able to breathe within the illusion. All this is done through bending their sense of touch and sight so they see the mutation and feel the burning pain and then the user removes their sense of touch in their arm while creating the illusion of them being choked. All the while the user will be looking on, laughing at them. Due to this being cast on the user too, following the layering genjutsu rules, it will free the user from any weaker genjutsu, though the user will have to have logical reasoning or notice the genjutsu in the first place that they are in through methods of sensory or deduction. Within the illusion the user can bend and control the smoke around them for addition effects.

Note: Useable twice with two turns between uses.
Note: No genjutsu in the following turn
Note: Can only bind up to 3 targets
Note: No genjutsu above A rank in the second turn after this is used
Note: Lasts 4 turns. Each turn, the chakra renewal will flush out every previous gen one rank bellow ( B rank, then C rank, then D rank ).

Just for peace of mind can you just explain how they work, just with you being newer to the rp,wanna make sure you get the best use out of them.
( Genjutsu: Mikkoku Kurouido) Illusion Technique: The Betrayal of the Black Widow
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user performs 3 handseals and creates a genjutsu that latches onto the opponent's brain, gaining control of the user's chakra. It will suddenly and powerfully make the opponent fear his own jutsu, which will translate in seeing the jutsu transform into something menacing or deadly to the user. For example, turns a dragon fireball around and has it attack the opponent, turns an earth armor into a spiked one, where the spikes grow inwards instead of outwards, etc etc. This only works on jutsus of the same rank as the technique. Genjutsu specialists will be able to affect 1 rank above. As the genjutsu kicks in, the target will hear a loud church bell ringing on their ears, and they'll see their jutsus stop. Then, a few seconds later, a second ring will be heard, and the jutsu will turn on them.
In case of the Kurama, the effects actually become real. By latching itself on the part of the brain that controls the chakra, shortly after preforming the technique, the genjutsu will have the opponent resume the contact with the jutsu and have it's own chakra reshape, re-manipulate the jutsu into what the genjutsu is creating.

*Affects 1 person per usage*
*In case of the Kurama, the genjutsu is short-ranged*
*Can only be used once every 2 turns*
*Can only be used 3 times*
*Kurama's restrictions only apply when the Inner Demon is activated
 
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Cresee

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Lightning
(Raiton: Rashirudo) - Lightning Release: Rashield
Rank: A
Type: Defensive
Range: Short (Original range of reflected attack)
Chakra: 30
Damage: (+20 to reflected technique)
Description: After weaving 1 handseal the user channels their Raiton chakra into the ground to create and carve up two 3m pillars of Earth in a similar way done in the 4 and 16 pillar bind jutsus. Between will release a gargantuan condensed amount of lightning chakra between them to the point that the lightning is effectively solid to form a tall and wide shield to protect from frontal attacks. This shield is capable of blocking and reflecting ninjutsu, within logical reason and respect to elemental interactions, back at its original user. The reflected attack will be electrically charged and carry a +20 to its damage.

Note: Can only be used by those taught by Kooljay
Note: Can only be used once per 2 turns.
Note: Can only reflect up to B rank ninjutsu if Rashield is at an elemental disadvantage and up to S rank if Rashield is at an elemental advantage.



Water


Fire



Earth

(Doton/Raiton: Tobu no Kangaru Bokushingu) Earth/Lightning: The Jump of the Boxing Joeys
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user will make 2 handseals, and charge earth chakra on the field. This will cause several earth features, (The ground and/or stagnant earth feature chakra or non chakra created) to implode on themselves, concentrating into head sized black balls, which will be extremely thick and heavy. But with a third handseal, the user will coat the with lightning, which will make them shoot out at great speeds. The lightning coat will not only protect the balls from lighting, making it spread harmlessly along the surface of the balls, but will also expel small electrical discharges whenever they touch anything, which will only make the balls propel further way. With the handseal meant to create the lightning chakra, the user can focus the attack on a target, by forcing the balls to be propelled off the ground into chosen directions. The heavy balls are capable of smashing the bones, and will kill if left unprotected.
*Great speed does not mean Lightning speed*
*This technique creates up to 4 balls*
*The lightning is able to protect the balls from all lightning jutsus up to his rank, being overpowered by wind jutsu the same and higher ranks.*
*Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain*
*Can't use Earth or Lightning Techniques above S rank in the next 2 turns*
*The user cannot perform other jutsu as long as they are controlling the bounce of the balls*




Wind
(Fuuton/Raiton: Houkou no Kora-Hanta) Wind/Lightning Style: The Growl of the White Tigress
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user charges wind or lightning chakra on the hand. When the hand is pulled back, simulating a string of a bow being pulled, a concentrated wind arrow appears charged. Upon release, the arrow disappears to the eye of the opponent, but actually it turns into several sharper arrows, that travel just a little bit faster than a normal arrow, and hit the opponent's body several times in multiple places. Depending on the accuracy and weapon's mastery of the user, the arrows can hit random body points or specific nerves, arteries or organs, though easily traceable even to a first-tomoe sharingan, after creating the arrow, user can enlarge it with a second layer of chakra. Upon releasing, the Lightning/Wind will combine to maximize the piercing and speed abilities, being so that it is a combination of the two fastest and sharpest elements. The barrage of tiny arrows will increase it's range and speed drastically, while the arrows themselves will be drastically smaller and more piercing.
*Can only be used once every 4 turns, for a maximum of 2 times, given the chakra strain*
*Can't use Lightning or Wind Techniques above S rank in the next 2 turns*
 
Last edited:

Cresee

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Custom Element(s)

------Sulphur Release
  • (Sulfuron: Kogane Kyousei) - Sulphur Release: Aurous Magnus
    Rank: A
    Type: Offensive/Defensive/Supplementary
    Range: Short - Long
    Chakra cost: 30 (-10 chakra per turn to sustain creations)
    Damage points: 60
    Description: This technique allows the user to generate pure blasts, crescents, streams, objects, tools and creations of gaseous sulphur directly from their body. This can be achieved by simply spewing it from the mouth, conjuring them in either or both of the user's hands and finally generating them from the user's limbs via movement (in a similar manner to the basic Fire Release Technique).

    Note: Can only be used five times per battle
    Note: Can only be Taught by Negative Knight
    Note: All created constructs will amount to the collective power of an A-Rank
  • (Sulfuron: Dokueki Hiru) - Sulphur Release: Venomous Secretion
    Rank: A
    Type: Supplementary/Offensive
    Range: Short-Mid
    Chakra cost: 30
    Damage points: N/A
    Description: The user will focus their sulfuron chakra into ground below, allowing it to leech into the soil and propagate its various harmful effects on the environment. The primary usage of the released sulphur is to exploit its herbicidal properties, namely poisoning the ground and making it uninhabitable for plant-life and organic elements alike such as Mokuton. To signify this, any vegetation within the vicinity of this technique's reach will be discoloured a foul brown colour before withering away and dying soon afterwards. Due to this, this technique can be likened to a sulphur based version of Chidori Nagashi though it only specializes in negating organic (plant-based) chakras within the ground. Although, unlike its raiton counterpart, this technique's effects are obviously longer lasting, since the soil itself is tainted by the lingering sulfuron chakra. This translates to no plant-based elements can be grown from the earth within this technique's area of effect for three turns. The area of effect, which is a circular area, mid range all around the user, will be left like a barren wasteland, deprived of any superficial water that might be present in its area; the sulphur will forcefully evaporate it.

    Note: The effects of the sulphur linger for three turns unless reversed
    Note: Can only be used thrice per battle
    Note: Can only be Taught by Negative Knight
  • (Sulfuron: Iyashii Tatchi) - Sulphur Release: Befouling Touch
    Rank: A
    Type: Offensive/Supplementary
    Range: Short (Burst has a short-range reach; weapon coating has a mid range reach)
    Chakra cost: 30
    Damage points: 60
    Description: By channeling sulphur chakra to any part(s) of their body, the user is able to emit sulphur from that location to envelop it in a highly condensed coating of volcanic gas which hover centimeters above their body. This coating can severely burn through the opponent's skin giving them 4th degree burns which extend through the skin, into underlying fat, muscle and bone upon substantial contact. Momentary contact will only result in slight burns (1st Degree) while more prolonged contact will significantly worsen the severity of the victim's burns. This technique can be applied various parts of the body, the whole body at once or alternatively the user can channel the sulphur chakra into an external object to provide it with a coating of sulfuron like Kakashi does with Raikiri. If that method is applied to a projectile then the infused object can only travel up to Mid Range before the coating dissipates. Alternatively, when this technique is used on one's self the coating can be forced to erupt outwards in a radial manner, carrying any substances previously on the user's clothes or body along with it. When this variant is used, it can be achieved very quickly, allowing this technique to be used extremely quickly and minimize any damage afflicted to the user. This technique was developed should the user himself ever be covered in a constricting substance (vines, vegetation, etc). To an outside observer, the technique appears to be a sudden yet forceful burst of pressurized sulphur gas which is released from the user's body. The chassis of sulphur is comprised of highly condensed sulphur which means the user/opponent is not at risk of inhaling it.

    Note: Can only be used four times per battle
    Note: Can only be Taught by Negative Knight
  • (Sulfuron: Kashou Ishi Kisoku) - Sulphur Release: Brimstone Breath
    Rank: A
    Type: Offensive/Defensive/Supplementary
    Range: Short - Long
    Chakra cost: 30 (+10 chakra per turn to sustain creations)
    Damage points: 60
    Description: The user will focus their sulfuron chakra directly into the ground below before forcing it to surface from within the earth in the form of several geysers of volcanic sulphur. The width and height of the geysers can be freely manipulated but their magnitude can never exceed the scale of an A-Rank. Through shape manipulation, the geysers of volcanic gas can be manipulated into whatever form or structure the user desires (e.g. walls, tendrils, spikes, etc). If the sulphur gas is formed into a particular construction it can possess a degree of solidity (Similar to Fire Release: Dragon Flame Release Song Technique), allowing it to be used to bind, impale or entangle as well as inflict burn damage.

    Note: Can only be used 3 times per battle
    Note: Can only be Taught by Negative Knight
    Note: All created constructs will amount to the collective power of an A-Rank and can be created anywhere short range of the user with a long range reach
  • (Sulfuron: Kama no Yomi) - Sulphur Release: Furnace of Hades
    Rank: A
    Type: Supplementary/Offensive
    Range: Short
    Chakra cost: 30 (-10 chakra per turn)
    Damage points: N/A (+20 damage to Fire Release techniques which pass through it)
    Description: The user swipe their hand across the air while focusing their sulfuron chakra into the ground to cause a translucent mist of sulphur to continually seep up from within it to form a circular gaseous barrier around the user's position. It will emerge at the edge of short-range, allowing it to encompass a five meter radial reach. The barrier's translucent nature means the user and opponent will be capable of keeping a distorted level of mutual sight intact. The main use of the barrier is mostly to empower Fire Release techniques (and its variants) by sending projectiles/streams through it. The sulfurous mist feeds the flames in a similar manner to how fire consumes wind, changes its colour to a shade of goldish-yellow and provides the target jutsu with a distinct corrosive quality after it traverses through the mist. The burning of sulphur in air will give rise to a sickly mist of sulfuric gases (sulphur dioxide and sulphur trioxide) which will instantly react with the moisture in the air its exposed to (after leaving the barrier), giving the minute droplets of water and by extension, the fire technique a slight corrosive quality. The sulfuric flames will become capable of corroding its victims in addition to burning them. Despite lasting for three turns, large scale fire techniques (S-Rank and above) will consume the entirety of the available volcanic mist, meaning it will take one whole turn for it to reform for further use. While this technique is active, the only elements the user can use are use sulphur, fire, earth, wind and any KG/CE combination of the aforementioned elements (e.g Steel or Scorch). Alternatively, the user can exude the mist from their body and have it spread out to the edge of short-range.

    Note: Lasts for three turns
    Note: Can only be used 3 times per battle
    Note: Cool down time of three turns in between usages
    Note: Can only be Taught by Negative Knight
    Note: The mist itself is harmless to both the user and any enemy
  • (Sulfuron: Kyoukou Yuukyuu Kokyuu) - Sulphur Release: Famine's Fallow Breath
    Rank: S
    Type: Offensive/Defensive/Supplementary
    Range: Short - Long
    Chakra cost: 40 (-10 chakra per turn to sustain creations)
    Damage points: 80
    Description: The user will focus their sulfuron chakra directly into an existing source of gaseous sulphur anywhere on the field and begin manipulating it through the use of hand gestures. Through shape manipulation, the plumes of volcanic gas can be manipulated into whatever form or structure the user desires (e.g. walls, tendrils, vortexes, etc). If the sulphur gas is formed into a particular construction it can possess a degree of solidity (Similar to Fire Release: Dragon Flame Release Song Technique), allowing it to be used to bind, impale or entangle as well as inflict burn damage.

    Note: Can only be used three times per battle
    Note: Can only be used once every 4 turns
    Note: All created constructs will amount to the collective power of an S-Rank
    Note: No other S-Rank or above sulfuron in the user's same or next turn
  • (Sulfuron: Tsuki no Yupiteru) - Sulphur Release: Moons of Jupiter
    Rank: S
    Type: Offensive/Supplementary
    Range: Short - Mid
    Chakra cost: 40
    Damage points: 80
    Description: The user will perform two handseals and focus their sulfuron chakra into the ground, causing scorching geysers of volcanic sulphur gas to burst upwards from several locations on the battlefield. The resultant clouds of sulphur will remain fairly close to the ground before melting and melding with the earth itself to create a field of golden molten sulphur. The sheer heat of the sulphur clouds will allow it to melt down the earth relatively easily (since it is devoid of doton chakra), granting the user the ability to greatly transform the battlefield, making it resemble the inside of a volcano. However, the molten field will not encompass the entire battlefield, nor will it be that deep (maximum up to five meters deep). Solid rocky platforms will remain scattered across the battlefield for the opponent and user to position themselves on. Gaseous clouds of sulphur will rise up from the pools of pseudo-lava below which can be used as a source for other techniques. However, the user will be unable to manipulate or control the molten sulphur residing beneath the clouds. Any earth techniques utilized by the user or opponent which emerge from beneath the molten pool will be categorized as Earth/Sulphur techniques rather than solely earth. After a certain number of turns, the pools of molten liquid will harden into tainted sulphur, though this sulphur will contain a large portion of earth meaning its not enough to restrict usage of the ground in those regions of the battlefield. Through the use of an A-Rank or above heat-based technique (e.g. Katon or Sulphur), the user can melt down the solidified tainted sulphur back into its molten state, allowing them to salvage the gas given off for the use of further sulfuron techniques.

    Note: Lasts for three turns
    Note: Can only be used twice per battle
    Note: Can only be Taught by Negative Knight
    Note: No other S-Rank or above Sulfuron in the user's same turn and next turn
    Note: No Fire, Earth or Wind above S-Rank in the user's same and next turn
  • (Katon/Sulfuron: Koushoku Kunjou) - Fire/Sulphur Release: Fulvid Fumigation
    Rank: S
    Type: Offensive
    Range: Mid - Long
    Chakra cost: 40
    Damage points: 80
    Description: The user will focus their sulfuron chakra into the ground below, doing 3 handseals, before causing it to burst up from the ground as forceful columns of scorching sulphur, beneath and around the opponent's position. Without delay and as such as the columns erupt fully, the user will stomp their foot and send identical geysers of fire through the same openings created by the columns of dark yellow volcanic gas. The gaseous sulphur will instantly ignite and the flames will take on a distinct golden colour to signify the burning of sulphur. This burning of sulphur in air will give rise to a sickly mist of sulphur dioxide and sulphur trioxide (formed when sulphur is burnt in air) which will instantly react with the moisture in the air its exposed to, giving the minute droplets of water a slight corrosive quality. However, anyone unfortunate enough to breathe in this mist (including the user) will have their sense of smell deadened, their skin blistered and their insides eroded away as the gases readily react with the water in their bodies. Unlike Sulphur, the user has no control over the gases produced when it is burnt in air and the user is as to prone to their adverse effects as the opponent is, meaning they should take caution not to enter the vicinity in which the corrosive mist resides.

    Note: Counts as two moves
    Note: Can only be used twice per battle
    Note: Can only be Taught by Negative Knight
    Note: No other Sulphur techniques above A-Rank in the user's same and next turn
  • (Sulfuron: Buatsui Metsubou) - Sulphur Release: Colossal Desolation
    Rank: Forbidden
    Type: Offensive/Defensive
    Range: Short - Long
    Chakra cost: 50
    Damage points: 90 (-40 damage to the user)
    Description: The user will focus their sulfuron chakra throughout every chakra point in their body before releasing it in the form of a omnidirectional shockwave-like blast of superheated sulphur. The blast will incinerate the battlefield as it travels outwards in the direction of the opponent and the aftermath will resemble nothing short of a natural disaster. Nearby vegetation will die out instantly and the soil will be tainted/poisoned by the lingering sulphur, making it impossible for natural plant life (non-chakra infused) to grow from it once more. Nearby bodies of water (clouds, rivers, lakes) will be evaporated and hollowed out partially/completely, depending on how far the clouds of sulphur are allowed to travel. Furthermore, this technique will also heat up and quench the all of the moisture in the air itself, clearly demonstrating its ability to transform even the most life abundant terrains (such as rainforests) into desolate, desert-like wastelands. If the user utilizes while on the ground, the shockwave of sulphur will take the form of a hemispherical dome and will only travel outwards horizontally. If the user utilizes this jutsu airborne, the shockwave will take the form of a full dome which will travel outwards in every direction. The full dome variant possess a great capability for vast meteorological alteration, allowing it to purge rainy, snowy and other similar weather conditions. Should the full dome variant be used, clouds of sulphur will linger in the sky above, which can be used as a source for future sulphur techniques. The sulphur gas if undefended will linger on the field for the following three turns but will not pose a threat to the user/opponent's respiratory system since inhalation of Sulfuron (due to being such a dense gas) is near impossible unless the opponent/user is breathing extremely heavily.

    Note: Can only be used once per battle
    Note: No Sulphur techniques S-Rank or above in the user's next two turns
    Note: No long handseal sequences (longer than three) for the next two turns
    Note: No other Forbidden Ranked techniques in the user's same and next turn
    Note: No Forbidden Ranked Fire, Earth or Wind in the user's same and next 2 turns
    Note: Can only be Taught by Negative Knight
    Note: The damage the user receives pertains to general first degree burns he will receive all over his skin, painful but not deadly, yet hindering just the same.
 

Cresee

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Custom Contracts

--------Cardinals
  • Contract
    • Rank: S
      Type: Supplementary
      Range: N/A
      Chakra Cost: 40
      Attack Points: N/A
      Description: The user uses his summoning tattoo to summon the Love Goddess of Cardinals, Aphrodite. The Love Goddess possesses an almost regal air about her, though it may mostly be the self-righteous egotistical behavior she possesses. Strange as it seems, she prefers to walk rather than fly, unless she deems it necessary to do so. When entering a battle, a whirl of flame envelopes the cardinal, altering her drastically in almost an instant. What emerges is a vastly changed creature, the frame of a red predatory bird now larger than most men. Lightly plated armor sits strategically placed upon her body, glimmering as it shields wing, head, chest and legs from immediate dangers. Aphrodite’s legs are no longer the feeble limbs they once were, noticeably more muscular and every bit as strong as their appearance suggests. As the transformation is completed, she opens her wings thus causing the flame that begat this transformation to burst forward as a wave of B-Rank flames, leaving its mark not only on her feathers by making the bird’s wings light up with a flickering blaze, but also on the field burning anything in front of it up to mid-range. She is the same size as Gamabunta, with an enormous wing span of 18 meters. Although commonly known as The Love Goddess, she has also earned the title of Mistress of Ninjutsu for being the first Cardinal to obtain dual elemental affinities. Her affinities are to fire and wind, which she can perform up to A-Rank. She is proud, flirty, and unable to cope with most summoner’s unless they somehow prove themselves to her. These are the greatest flaws Aphrodite has, not that she sees them in such a way. Once she determines a course of action, she often follows through without considering it any further. Thankfully, even as brash as it may seem, she very often prepares before acting in the case of any sort of emergency that may result from a miscalculation. So in spite of her abrasive self-assureds she does have the forethought to consider these things beforehand. If only she weren’t such a self-important smart ass, then her company would be more tolerable.

      Note: Can be Only Summoned Once.
      Note: The Armor takes 3 B-Rank hits and breaks.
      Note: Must sign Cardinal Contract to use.
      Note: Only one element may be used in a move.
      Note: Lasts for four turns
    • Type: Supplementary
      Rank: S
      Range: N/A
      Chakra Cost: 40
      Damage: N/A
      Description: Keleano is the Love Goddess Aphrodite's very fierce younger sister. She was born in a brutal storm in the valley of the cardinals and this was prophesied to be a great sign of things to come. Due to having been born and raised in those conditions, she became so accustomed to that environment, and as such gained dual affinity for lightning and water, which she can perform up to A-rank. Similar to the way her sister enters battle, Keleano is enveloped by a vortex of water also altering her looks. She emerges as a large blue bird, although not as large as her sister. She is about 3/4 the size of Gamabunta, has a wingspan of 15 meters and can fit two riders on her back. As her transformation is complete the water vortex shoots forward a powerful stream of water, equivalent to that of a B-rank technique which leaves behind a watery residue on her wings which she can use her own water source. Having grown up in the stormy valley of the cardinals, she has flown in that weather many a time and has had to learn how to balance and move very fast in order to be able to evade from any type of danger, this including lightning. As such she is very agile and can fly and move faster than the average summon. She believes her fierce attitude represents her affinity. The only flaw she has is she can be quite naïve sometimes, willing to fight any opponent even though they are stronger than her. She is very trustworthy and also trusts her summoner and despite being young, she is a very good fighter and very helpful as well.

      Note: Can be Only Summoned Once.
      Note: Must sign cardinal contract to use.
      Note: Can only be taught by El Alucard.
      Note: Lasts for four turns
    • Type: Summoning
      Rank: S
      Range: Short
      Chakra: 40
      Damage: N/A
      Description: Mother Earth is Father Time's wife and is equally as old. Having to have the trickery of a woman to stand up against the wisdom of her husband, she of course learned and studied Genjutsu for many many years. Thus she is able to use any genjutsu the user knows up to A rank. Mother Earth also has a telepathic connection with her summoner and any cardinal on the field. She is a brown cardinal as small as the Ma toad and sits on her summoners shoulder, channeling chakra into her feet so that she does not fall of even when the user moves at high speeds, the chakra is just to her feet and will not break the user out of a genjutsu. Mother Earth is able to trigger these genjutsus by releasing a high pitched call.
      -Stays on the field for 4 turns and can only be summoned once
    • Type: Summoning
      Rank: A
      Range: Short
      Chakra:40
      Damage: N/A (+10 to Taijutsu)
      Description:
      Kurt is the greatest taijutsu master in all of the land of cardinals and has undergone extensive training with the user in his own taijutsu training. Due to this, Kurt is perfectly in synch with all of the user's body movements and is able to move and think in conjunction with the user's tai. When the user attempts to land a blow on an object Kurt will surround the user's limbs with a precise burst of chakra, strengthening the power of the blow. As Kurt is simply channeling chakra to strengthen the user's blows, this act is passive. In order to summon Kurt, the user must only simply clap his hands and Kurt will be summoned to his shoulder. Kurt stays on the user's shoulder by focusing chakra in his feet, similar to how Ma and Pa stay on their user's shoulder
      -Can be summoned once per battle.
      -Stays on the field for four turns.
--------PC
  • Contract

  • Summons
    • Rank: D
      Range: Short-Long
      Chakra Cost: 10
      Damage Points: N/A
      Description: Lloyd is a very dum looking parrot that can't fly, because it believes it is in fact a chicken, and thus dresses like one. It dwells among the Altorio parrots, without any apparent purpose, suspiciously looking at everyone, as some say, yet the "chicken" retains the same moronic, intelligent voided looking eyes. No one knows how it got in. It is actually considered to be a failed Parrot Summoning, and once it is summoned, it can appear anywhere on the field. It normally does nothing but standing there looking idiotic. The chicken as some secret agenda, possibly to rule the world.*Created by Luiz*
    • Rank: D-S
      Range: N/A
      Chakra Cost: 10-40
      Damage Points: N/A
      Description: The Parrot Contract allows the user to summon a variety of different parrots. The Bico Parrots are actually not a species within a Clan, but rather a clan-transversal mutation that some parrots developed. This means that the parrots summoned by this technique can have any size or appearance, but will all have the same skills. Parrots are known for their extraordinarily engineered beak, both in beauty and mechanical strength. The Bico Parrots thus focused their ninjutsu skills on their beaks, allowing them to manipulate them at will. They are able to quickly shoot, at arrow speed, and renew their entire beak, as well as remotely control their flight path and their opening width, through chakra. The beaks can be shot and renewed once per turn ( the new beak appearing right away, but can't be manipulated until the next turn ), and can be manipulated throughout that turn. The strength of a parrot beak, and thus, the strength of the attack, is entirely dependent on size, rather than shape ( as most parrot's beaks are identical ). As such, upon summoning, the user will infuse the adequate amount of chakra to summon bigger or smaller parrots. The average size of an Altorio Parrot, as described in the contract ( Lion - 2 people riding ), is equivalent to the cannon technique ( B rank ). With the D rank starting at roughly 1/9 the standard size, it increases by 3 every rank, up to roughly the size of 9 times the standard, which around half a boss summoning (with rivaling wing-span). Bico Parrots were considered for the Macaw Royal Guard, but were then crossed off because they were more of a pacifist group and prefered to sing, even if lousily. They can use their beaks, claws and swords for Kenjutsu.
      When a Bico Parrot is in place, the opponent is able to, through 1 handseal, create a beak on his/her body, and shoot it at arrow speeds, equivalent to a B ranked technique. This requires the user to spend 20 chakra and counts as a move.

      *Can only summon 1 Bico Parrot per technique*
      *D to A-Rank summons can stay in battle for 4 turns*
      *S Rank version can only be summoned once per battle*
      *S Rank version can only stay for 3 turns*
      *Technique can only be used 3 times per battle, once every 3 turns*
    • [*]Rank: D-S
      Range: N/A
      Chakra Cost: 10-40
      Damage Points: N/A
      Description: The Parrot Contract allows the user to summon a variety of different parrots. The Redentor Kakapos are part of the Kakapo Clan, heavy and flightless parrots with finely blotched plumaged, a facial disk and short legs, but have a very unique skill. Redentor Kakapo developed a very strong Earth Affinity, which they allied with their dense and heavy body, to create a powerful shield, making them defensive summons, rather than offensive, in an inherited skill similar to Earth Style: Added Weight series or Earth Style: Earth Spear. In essence, their body can be considered am actively regenerating Earth Spear, in terms of what level of ninjutsu it can withstand, including elemental nature. In essence, imagining the B rank Earth Spear, it can overpower neutral elements up to C rank and B water, but only D ranked lightning. Techniques that would equal the Earth Spear would be neutralized at the cost of the technique, meaning the parrot would withstand the attack but be forced to vanish. Techniques that would overpower the Earth Spear will kill the parrot and carry on. The strength of a parrot, and thus, the strength of the defense, is entirely dependent on size. As such, upon summoning, the user will infuse the adequate amount of chakra to summon bigger or smaller kakapos. The average size of an Altorio Parrot, as described in the contract ( Lion - 2 people riding ), is equivalent to the cannon technique ( B rank ), and is half the average size of a standard Kakapo Parrot, which are larger. With the D rank starting at roughly 1/9 the standard Kakapo size, it increases by 3 every rank, up to roughly the size of 9 times the kakapo standard, which around a boss summoning. Due to their strength, Egg Droping and Feather Techniques are given a +10 boost in damage, which is shared by the summoner while they're in battle.
      Redentor Kakapos are very warm and loving parrots, and are very cheerful and happy. They can't move very well, but love to dance either way.

      *Can only summon 1 Redentor Kakapo per technique*
      *They stay in battle for 4 turns*
      *S Rank version can only be summoned once per battle*
      *S Rank version can only stay for 2 turns*
      *Can only use Earth Techniques up to the previous rank*
      *Can only be used twice per battle, once every 3 turns*
      [*]
    • [*]Rank: C
      Range: Short
      Chakra Cost: 15
      Damage Points: N/A
      Description: The user is able to summon Nico, one of the only two masters of the Samurai Arts among the Parrots of Altorio. Nico is an average sized parakeet with green feathers and white chest. He's relatively faster and more agile than his fellow master, and carries one samurai katana and bears a straw hat typical among samurais.
      Nico possesses the ability to manifest it's chakra into a solid state, using it to enhance it's chakra weapons. The technique is similar to Samurai Sabre Technique (which can be used in ranged form for up to mid-range) and allows Nico to mimic Samurai jutsus, using this power instead of the SS Technique. Nico's chakra has a colder feel to it, chilling the bones of his enemies, purely psychological.
      Both Nico and Rafael do not call themselves Samurai Masters, for they are the self proclaimed Karaoke masters. Though everyone in Altorio begs to differ, they just don't tell them in their faces.
      *each can only be summoned once, for a maximum of 5 turns, after vanishing, they can't be summoned again. Summoning both will count as two jutsus*
      [*]
    • [*]Rank: B
      Range: Short-Mid
      Chakra Cost: 20 (15 for Saci Pererê only)
      Damage Points: N/A
      Description: The messengers of Saci consist on 3 small parrots, Saci Pererê, Saci Trique e Saci Saçurá. The Saci are the fastest parrots one can summon and are the tricksters of Altorio. The first is a male black parakeet with one leg and a red hootie. The second is a male brown parakeet with a bright pipe. The third is a female grey parakeet with red eyes. They're usually summon in the midst of a dust devil, and speak loud and excitingly fast. Twice per battle, they can fly at such speed that they can prevent even a Sannin from performing handseals at Short Range (If the technique has more than one seal, or a Kage/Sage at if the technique has more than 3 seals, with a burst of speed, striking them with their beaks on specific parts of the body, inducing a small paralysis on the arms and legs, or simply steal whichever weapons or scrolls the opponent has. Saci Pererê has Lightning Chakra and can join his wings like comical hands when he needs handseals.
      *Can only be summoned all once per battle, and last 4 turns*
      *One can summon only Saci-Pererê, which is the strongest of all twice per battle, or again after summoning all of them (and vice-versa), he lasts 4 turns*
      *Created by Luiz*
      [*]
    • [*]Rank: A
      Range: Short
      Chakra Cost: 30
      Damage Points: N/A
      Description: Zé Carioca is a large green macaw, with a dark umbrella, a brown suit and a coconut hat. He is very polite and joyful, and but very charming with the ladies. He is the son of Parrot boss and thus is holds great political power amongst the parrots of Altorio. He has the ability to enlarge his body and feathers, enabling him to transport up to 2 people on his back, for the cost of 15 chakra. While he is in play, he or his summoner can preform 1 handseal and enlarge any thrown feathers from normal feathers to about 1 meter in height. He has Fire Chakra.
      Zé Carioca is Luiz's personal summon. He travelled from Altorio and is able to remain in play without cost for the whole battle. He is of the same rank as Luiz and has the same chakra reservations.
      *Lasts 4 turns for any summoner apart from Luiz, and can only be used once per battle*
      *Created by Luiz*
      [*]
    • [*]Rank: A
      Range: Short
      Chakra Cost: 30
      Damage Points: N/A
      Description: Vitória Régia is a large blue macaw with incredible beauty. She is a very bright and fun macaw, who loves to Samba and party. She wears a beautiful Victoria Amazonica, a large white water lily, from where she gets the name, on her head. She has Water affinity, and is able to swim fastly, underwater. She holds the Naiá, the Moon Dagger on her belly, which is a bright silver katana with the power to suck absorb water on it's blade. A cut from it will drain large amounts of water, constant contact will result on the mummification of the enemy. The weapon can absorb up to 1 S rank water jutsus, 2 A ranks, 3 B ranks and all C and D ranked jutsus per battle.
      She is Lili-chwan's personal summon, and has travelled from Altorio, thus she is able to stay with Lili all the battle without cost.

      *Without Vitória, there's no Naiá*
      *Any summoner apart from Lili-Chwan can only summon her once per battle, for 4 turns*
      *After the sword absorbs the water, the user can shoot it out again, but only after the battle ends
      *Created by Luiz*
      [*]
    • [*]Rank: A
      Type: Supplementary
      Range: N/A
      Chakra Cost: 30
      Damage Points: N/A
      Description: The Parrot Contract allows the user to summon a variety of different parrots. The Capoeira Lovebirds are part of the Lovebird Clan, parrots with sharp and long fingers, small bodies and a plumage with a multitude of bright colors, but have a very unique skill. The Lovebirds are known as some of the smallest birds in the contract, as Capoeira Lovebirds are no different, their sizes being 1/4th of average Altorio Parrot Size Standard, as described in the contract. But through their inherited skill, they are able to engorge their body and feathers and reach sizes of up to 2 and 3 times bigger than Standard. This change is nearly instant, and can be called upon without any handseal or chakra cost once per turn, to either engorge or revert to the normal size. Parrot Techniques used by the Capoeira Lovebirds pertain to their current size. With one handseal, they are able to retain their size and merely increase or decrease the size of their parrot techniques. When they're in battle, the human summoner is able to do the same with his/her own parrot techniques, but, in this case, it counts as a turn. The size differences are described in the techniques, this does not give an extra damage boost. The Capoeira Lovebirds compose the Macaw Royal Guard, and work directly with the Altorio Royalty to keep the order. They are usually summoned with medieval armor and weaponry.
      Capoeira Lovebirds enjoy dancing and playing percussion instruments.

      *Can only summon 1 Capoeira Lovebird per technique*
      *They stay in battle for 5 turns*
      [*]
    • [*]Rank: A
      Type: Supplementary
      Range: N/A
      Chakra Cost: 30
      Damage Points: N/A
      Description: The Parrot Contract allows the user to summon a variety of different parrots. The Favela Cockatoos are part of the Cockatoo Clan, parrots with an ostentatious head crest, but have a very unique skill. They are uncoformist and against the current regime of the Macaws within the Altorio rainforest, so, rejecting their ninjutsu background, the Favela Cockatoos embraced the Samurai methods and culture. Similarily to Gamachu from the Toad Contract, the Favela Cockatoos are capable of using Samurai and Kenjutsu techniques isntead of Ninjutsu and the Parrot Arts. They can be summoned, for they are part of the contract, but they can't summon other parrots or humans.
      Their techniques suffer no damage increase, but they acquire a certain orange glow, like a tropical brazilian sun, with a certain warmth. The Favela Parrots are within the Altorio Parrot size norm, as stated withing the contract, their largest being only slightly larger than the average ( Tiger sized, up to 3 people ). Favela Cockatoos usually come into battle with one or two samurai armor pieces, and samurai swords has weapons.
      While constantly headbutting with the Macaw Royal Guard, the Capoeira Lovebirds, they are great drinkers, and enjoy partying as much as any other parrot.

      *Can only summon 1 Favela Cockatoo per technique*
      *They stay in battle for 5 turns*
      *Can only be summoned once per battle*
      [*]
    • [*]Rank: S
      Range: N/A
      Chakra Cost: 30
      Damage Points: N/A
      Description: Iris Gloriosa is a beautiful rainbow colored macaw with Fire, the queen of Altorio. She is half the size of a normal Summon Boss, although having a rivaling sized wingspan. Twice per battle, she is able to run her fire chakra through her feathers, creating a burning light of multicolors, flashing her opponents and stealing their sight, not through chakra but through the light alone (Not a genjutsu). Her fire jutsus display a strong rainbow glow, burning brighter than normal fire, although at a much weaker effect than her blinding flash, without any added strength. She speaks with a very soft and joyful brazilian accent, like a royal lady, yet very playful and youthful.
      *Can only be summoned once*
      *Lasts 4 turns*
      [*]
  • Techniques
    • Rank: E-C
      Range: Short
      Chakra Cost: 5-15
      Damage Points: 10-30
      Description: This techniques stands as the parrots ability to lay normal eggs and let them hit their opponents. Depending on the size, chakra reservations and overall characteristics of the user, this technique can have lesser or greater damage. A Parrot summoner can create eggs on their hands and then throw them, as if they are projectiles. The smaller parrots will lay 10-15 smaller eggs, about the size of quail eggs. Normal parrots and human summoners have 5-8 eggs of chicken egg size. The larger parrots, laying up to 3 of the biggest eggs, from parrots about the size of Gamabunta, which would be about the size of a human.
      *The biggest technique is a C ranked egg that has a damage of 30 points. The others are significantly smaller, a normal egg being D rank. The larger eggs cost the same as a D rank technique but cause a little bit more damage, something like 25. The smaller eggs are E ranked.
      *Created by Luiz*
    • Type: Supplementary
      Rank: D
      Range: Short (on summoning the feather)/Long (on transmission)
      Chakra Cost: 10
      Damage Points: N/A
      Description: Similar to a summoning technique, this allows the user to summon and vanish a feather from any parrot in Altorio. The feather will be attached to it's owner by chakra, allowing the user to charge chakra through the feather that will be felt by the owner, and the other way around as long as the feather is in the user's possession. Through a common understanding, the different intensities of the chakra information or frequency of information allows messages to be sent through any distance.
      *With this I claim rights to the idea behind this technique, reserving to myself the permission for other Bird Summoning Contracts to create their version of Message. Rights for hair (Mammal Contracts) and Scales (Reptile and Piscis Contracts). If other users find a different part to use, I claim no rights as I can't think of them by myself*
      *It transfers just a signal, a small fluctuation. It is neither able to break someone from a genjutsu or block an attack like Minato's technique. It's like morse code. It's purpose is the same as morse code, being a form of primitive communication.*
      *Created by Luiz
    • Rank: D-B
      Range: Short
      Chakra Cost: 10-20
      Damage Points: 20-40
      Description: This techniques stands as the parrots ability to lay especial eggs and let them hit their opponents, these especial eggs extremely thick and heavy like dumbbells. Depending on the size, chakra reservations and overall characteristics of the user, this technique can have lesser or greater damage. A Parrot summoner can create eggs on their hands and then throw them, as if they are projectiles. The smaller parrots will lay 7-10 eggs of about 5kg. Normal parrots and human summoners have 3-6 eggs of about 15 kg. The larger parrots, laying up to 2 of the biggest eggs, from parrots about the size of Gamabunta, would weight about about 300 kg .
      *The biggest technique is a B ranked egg that has a damage of 40 points. The others are significantly smaller, a normal egg being C rank. The larger eggs cost the same as a C rank technique but cause a little bit more damage, something like 35. The smaller eggs are D ranked.
      *Created by Luiz*
    • Rank: C-A
      Range: Short
      Chakra Cost: 15-30
      Damage Points: 30-60
      Description: This techniques stands as the parrots ability to lay special eggs and let them hit their opponents, these special eggs have explosive upon contact or when the user decides to detonate them. Depending on the size, chakra reservations and overall characteristics of the user, this technique can have lesser or greater damage. A Parrot summoner can create eggs on their hands and then throw them, as if they are projectiles. The smaller parrots will lay 5-8 eggs which have the explosion abilities of a paper bomb. Normal parrots and human summoners have 2-5 eggs of about 5-7 paper bombs power. The larger parrots (laying only 1) would follow the same line, the biggest eggs, from parrots about the size of Gamabunta would explode with the equivalent power of Deidara's C3 bomb.
      *The biggest technique is an A ranked egg that has a damage of 60 points. The others are significantly smaller, a normal egg being B rank. The larger eggs cost the same as a B rank technique but cause a little bit more damage, something like 50. The smaller eggs are C ranked.
      *Created by Luiz*
    • Rank: C
      Range: Short-Long
      Chakra Cost: 15
      Damage Points: 30
      Description: Multiple parrots from a multitude of colours, shapes and sizes burst out of the users’s body, hitting a opponents with a barrage of beak slams and claw scratches, and provide a great distraction for the user to flee or attack, amidst the flying birds. The technique works similarly to the Murder of Crows Confusion. The amount of birds that appear depend on the chakra the user puts into the technique, when no longer needed, the parrots disperse. In parties, the user can make the parrots dance Samba.
      *Created by Luiz*
    • Rank: C
      Range: Short-Long
      Chakra Cost: 15
      Damage Points: 30
      Description: After throwing the feathers, the user can make them explode with one handseal, which can be done with one hand only, the size of the explosion being proportional to the size of the feathers. A normal sized feathers, such as those thrown by normal sized parrots or human summoners are of the same power as a paper bomb.
      *Created by Luiz*
    • Rank: C
      Range: Short-Long
      Chakra Cost: 15
      Damage Points: 30
      Description: This techniques stands as the parrots ability to shoot their wing's feathers towards their opponents, as sharp thrown projectiles. Depending on the size, chakra reservations and overall characteristic of the feathers, this technique can have lesser or greater damage. A Parrot summoner can create feathers on their hands and then throw them, as if they are kunais, for they acquire steel-like properties during the duration of the throw, or charge them with chakra for greater effects. The smaller parrots have feathers that pack the same damage as shaving razors. Normal parrots and human summoners have feathers from the size of small daggers, and pack the same damage. The larger feathers would have a size and damage ability equivalent to Zabuza's sword.
      Can be used by Favela Cockatoos and considered bukijutsu
      *Created by Luiz*
      [*]
      Rank: A
      Range: Short
      Chakra Cost: 30
      Damage Points: N/A
      Description: This jutsu relies on bird's innate magnetic compass that allows them to migrate over extensive distances across the globe. Allying chakra to it, a parrot using this technique would be able to pinpoint any chakra signature he had contact with, regardless of distance. This technique serves not as the detection itself for that is innate, but as the locking of a target's signature in the parrot's brain. It requires the summon to be short-range from the target or short range from a place where the target stood for a relatively long period of time (Unless the target is using or used a camouflage jutsu during that time). After the target is successfully locked, the bird can sense it anywhere in the world, with very little interference (Only Muu's camouflage technique would hide himself from this, higher than 15 meters, other means would have to interfere with the ability itself).
      *Can only be used by parrots*
      *Can only lock on two targets at a time*
--------Cardinals
  • Contract
    • Rank: S
      Type: Supplementary
      Range: N/A
      Chakra Cost: 40
      Attack Points: N/A
      Description: The user uses his summoning tattoo to summon the Love Goddess of Cardinals, Aphrodite. The Love Goddess possesses an almost regal air about her, though it may mostly be the self-righteous egotistical behavior she possesses. Strange as it seems, she prefers to walk rather than fly, unless she deems it necessary to do so. When entering a battle, a whirl of flame envelopes the cardinal, altering her drastically in almost an instant. What emerges is a vastly changed creature, the frame of a red predatory bird now larger than most men. Lightly plated armor sits strategically placed upon her body, glimmering as it shields wing, head, chest and legs from immediate dangers. Aphrodite’s legs are no longer the feeble limbs they once were, noticeably more muscular and every bit as strong as their appearance suggests. As the transformation is completed, she opens her wings thus causing the flame that begat this transformation to burst forward as a wave of B-Rank flames, leaving its mark not only on her feathers by making the bird’s wings light up with a flickering blaze, but also on the field burning anything in front of it up to mid-range. She is the same size as Gamabunta, with an enormous wing span of 18 meters. Although commonly known as The Love Goddess, she has also earned the title of Mistress of Ninjutsu for being the first Cardinal to obtain dual elemental affinities. Her affinities are to fire and wind, which she can perform up to A-Rank. She is proud, flirty, and unable to cope with most summoner’s unless they somehow prove themselves to her. These are the greatest flaws Aphrodite has, not that she sees them in such a way. Once she determines a course of action, she often follows through without considering it any further. Thankfully, even as brash as it may seem, she very often prepares before acting in the case of any sort of emergency that may result from a miscalculation. So in spite of her abrasive self-assureds she does have the forethought to consider these things beforehand. If only she weren’t such a self-important smart ass, then her company would be more tolerable.

      Note: Can be Only Summoned Once.
      Note: The Armor takes 3 B-Rank hits and breaks.
      Note: Must sign Cardinal Contract to use.
      Note: Only one element may be used in a move.
      Note: Lasts for four turns
    • Type: Supplementary
      Rank: S
      Range: N/A
      Chakra Cost: 40
      Damage: N/A
      Description: Keleano is the Love Goddess Aphrodite's very fierce younger sister. She was born in a brutal storm in the valley of the cardinals and this was prophesied to be a great sign of things to come. Due to having been born and raised in those conditions, she became so accustomed to that environment, and as such gained dual affinity for lightning and water, which she can perform up to A-rank. Similar to the way her sister enters battle, Keleano is enveloped by a vortex of water also altering her looks. She emerges as a large blue bird, although not as large as her sister. She is about 3/4 the size of Gamabunta, has a wingspan of 15 meters and can fit two riders on her back. As her transformation is complete the water vortex shoots forward a powerful stream of water, equivalent to that of a B-rank technique which leaves behind a watery residue on her wings which she can use her own water source. Having grown up in the stormy valley of the cardinals, she has flown in that weather many a time and has had to learn how to balance and move very fast in order to be able to evade from any type of danger, this including lightning. As such she is very agile and can fly and move faster than the average summon. She believes her fierce attitude represents her affinity. The only flaw she has is she can be quite naïve sometimes, willing to fight any opponent even though they are stronger than her. She is very trustworthy and also trusts her summoner and despite being young, she is a very good fighter and very helpful as well.

      Note: Can be Only Summoned Once.
      Note: Must sign cardinal contract to use.
      Note: Can only be taught by El Alucard.
      Note: Lasts for four turns
    • Type: Summoning
      Rank: S
      Range: Short
      Chakra: 40
      Damage: N/A
      Description: Mother Earth is Father Time's wife and is equally as old. Having to have the trickery of a woman to stand up against the wisdom of her husband, she of course learned and studied Genjutsu for many many years. Thus she is able to use any genjutsu the user knows up to A rank. Mother Earth also has a telepathic connection with her summoner and any cardinal on the field. She is a brown cardinal as small as the Ma toad and sits on her summoners shoulder, channeling chakra into her feet so that she does not fall of even when the user moves at high speeds, the chakra is just to her feet and will not break the user out of a genjutsu. Mother Earth is able to trigger these genjutsus by releasing a high pitched call.
      -Stays on the field for 4 turns and can only be summoned once
    • Type: Summoning
      Rank: A
      Range: Short
      Chakra:40
      Damage: N/A (+10 to Taijutsu)
      Description:
      Kurt is the greatest taijutsu master in all of the land of cardinals and has undergone extensive training with the user in his own taijutsu training. Due to this, Kurt is perfectly in synch with all of the user's body movements and is able to move and think in conjunction with the user's tai. When the user attempts to land a blow on an object Kurt will surround the user's limbs with a precise burst of chakra, strengthening the power of the blow. As Kurt is simply channeling chakra to strengthen the user's blows, this act is passive. In order to summon Kurt, the user must only simply clap his hands and Kurt will be summoned to his shoulder. Kurt stays on the user's shoulder by focusing chakra in his feet, similar to how Ma and Pa stay on their user's shoulder
      -Can be summoned once per battle.
      -Stays on the field for four turns.
 
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Fuuin

[Fuuinjutsu: Henkan] - Sealing Art: Conversion
Type: Supplementary
Rank: A-Rank
Range:Short - long
Chakra: 30
Damage:60
Description: A simple fuuinjutsu formula that is applied to a form of metal. This can be a basic weapon such as a sword, kunai or shield etc, or even metallic elements such as steel release. This formula is applied passively but to activate it's use costs one of the users 3 jutsu per turn. How this seal works is, much like the cannon sealing technique "( Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" it absorbs an element, only working on energy based elements such as fire or lightning. Though, instead of containing this element within the seal, instead in coverts the element and redistributes it through the metallic object, channeling it around it. For example, if this seal were applied to a sword, the user could activate the seal to draw in the lightning and have it then converted and redistributed around the sword, using the seal as a method of reshaping the technique and applying it as a coating around the sword. Like the cannon B rank seal, this can absorb up to S rank energy based elements, and reform them to coat the object the seal is applied to. This will only work on wind, lightning and fire based elements, and advanced variants such as typhoon or black lightning. This is possible much like how jiraiya was able to use the seal to absorb amaterasu, and advanced variant of fire. The limit to this is, that the seal can only coat the item it's placed on and not be manipulated further. It will coat the item for 1 turn. The formula can be applied to part of an object so as to not hurt the user when the coating is applied, for example, only applied to the blade of a sword, so the user can hold the handle without hurting themselves.

Note: Useable 4 times. Once applied to an object passively, it remains there until activated, when activated it counts as one of the uses, the passive application does not. Once activated the element will be absorbed in and redistributed coating the item within mere moments, last until the end of the users next turn.
Note: Can only be activated on one item or object at a time (such as one steel jutsu etc) and the seal can only be applied once to an object or seal.
Note: Once activated must wait 1 turn before activating again. No fuuinjutsu above A rank in the following turn.
 

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Bromine Release

Custom element Japanese name: Shusoton

Custom element English name: Bromine Release

The element is based on: Water + Fire + Advanced Chakra Control

Facts that prove the element to be possible (in the manga context): In the real world, Bromine exists both in the Earth's Crust and in large bodies of water. Its most commonly found along with Iodine in algae and seaweeds. These subterranean plant-like structures must exist since Yagura (Jinchuuriki of the Three Tails) has displayed the ability to utilize Coral, something found solely in the deepest regions of seas and oceans. In reality, Coral and seaweeds co-exist in the same regions, so the existence of one highly suggests the occurrence of the other. Additionally, because one of Itachi's favorite foods is onigiri with seaweed, this proves that seaweed, which commonly contains Bromine, exists in the Naruto world, further implying the existence of bromine.

To add further veracity to this claim, the ash of seaweed was once a popular source of obtaining bromine.

How it works:
The high solubility of bromide ions has caused its accumulation in the oceans and commercially the element is easily extracted from saline bodies of water (any body of water that isn't devoid of salt content). Pure, liquid bromine can be extracted from the salts in water (specifically sodium bromide) by adding sulfuric acid to it. The acid serves the purpose of liberating the bromine ions from bromide salts (predominantly sodium bromide) which are naturally occurring in saline bodies of water. We know that Suiton creates salt water rather than pure water since it conducts an electrical current. Thus by using Water Release to create the base of the element and Katon Release to acidify it (in the same way it acts in Boil Release) to a similar pH as concentrated sulfuric acid enables the user to mimic the laboratory procedure for the production of liquid bromine.*

It is a thick, fuming, red-brown coloured liquid which smells like bleach since it belongs to the Halogen group. It is also quite soluble in water but not enough so to be weak to Water Release.

Approved Techniques
1) (Shusoton: Fo-Ji no Kasai Shinsui) - Bromine Release: Forge of the Fiery Flood
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn to sustain creations)
Damage points: 60
Description: This technique allows the user to create waves, constructs and tools of liquid bromine directly from their body or from water sources using a simple handseal. The user can create a plethora of constructions and as such this technique's use is only limited by the user's imagination and the chakra put into the technique (scale can never exceed that of an A-Rank).

Note: Can only be used five times per battle
Note: All created constructs will amount to the collective power of an A-Rank

2) (Shusoton: Takedakeshii Izumi no Kazan) - Bromine Release: Ferocious Fountains of Volcanus
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-15 chakra per turn to sustain creations)
Damage points: 80
Description: This technique allows the user to create waves, constructs and tools of liquid bromine directly from their body or from water sources using 3 simple handseals. The user can create a plethora of constructions and as such this technique's use is only limited by the user's imagination and the chakra put into the technique (scale can never exceed that of an S-Rank).

Note: Can only be used three times per battle
Note: No S-Rank or above Bromine in the user's next turn
Note: All created constructs will amount to the collective power of an S-Rank

Approved Here

3) (Shusoton: Kasai Akaaka Sakurifaisu) - Bromine Release: Ignis' Incandescent Immolation
Type: Defensive/Supplementary
Rank: D-S
Range: Short - Long
Chakra cost: 10-40
Damage points: N/A
Description: This technique is predominantly used to neutralize earth-based techniques susceptible to liquid bromine and its variable rank is dependent on what it seeks to negate. The user will focus their shusoton chakra into the air moisture around a given substance, material or technique in order to convert the water into bromine. The liquid bromine will immediately begin corroding and/or reacting with the targeted substance in order to neutralize it in its entirety. The bromine will also be neutralized in the process as the purpose of this technique isn't to attack the opponent directly. For example, if the opponent is clad in the Hardening technique, the produced bromine will only corrode the chassis of earth and nothing more. As a result, the rank of the bromine is dependent on the rank of the technique it seeks to neutralize e.g. attempting to negate an S-Rank Earth technique will make this technique A-Rank in power. Non-metallic and organic earth-based elements such as Earth, Wood and Coal will be devoured by the crimson liquid at an astonishing rate. Despite this primarily technique's defensive nature, its capability to inflict harm stems from its interaction with other reactive chemical elements. Metallic elements (and some non-metallic chemical elements such as Phosphorus and Sulphur) will be corroded and/or react violently with the surrounding bromine in an extremely exothermic manner. High amounts of heat, fire and sound energy will be produced in this case and depending on the reactivity of the targeted element, the interaction of the two may very well culminate in an explosion. This will only happen with the most reactive of elements such as the alkali metals (francium), the earth metals (magnesium), sulphur, chlorine and fluorine. The explosion generated is short-ranged around the area the technique the bromine is reacting with encompasses. If this technique is used to target substances devoid of chakra such as kunai, swords and other basic weaponry, this technique will be D-Rank in power. This technique cannot be used on living beings (does not include sentient creations such as the Stone Golems).

Note: Cannot be used on consecutive turns
Note: Can only be used three times per battle
Note: S-Rank version can be used a maximum of twice per battle
Note: No S-Rank Bromine in the user's next turn if S-Rank version is used

Approved Here

4) (Shusoton: Houka Enkai Akunochimata) - Bromine Release: Infernal Oceans of the Underworld
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra cost: 30 (+30 chakra if long-range version is used)
Damage points: N/A (60 Damage if user/opponent comes into contact with it)
Description: The user will focus their shusoton chakra into a source of water and convert it into liquid bromine by doing 2 handseals. Converting a body of water up to and within mid-range in terms of size into bromine expends the chakra of a single technique but converting water long-range away from the user will expend the chakra of two A-Rank techniques (60 chakra). This conversion will mean both the user and the opponent cannot use any water techniques from that source for this jutsu's duration. This technique can only be used on regular liquid water. Alternatively, due to Bromine's strength to Earth Release the user can even convert the moisture within mud-based techniques into bromine. The remaining residue of solid rock will be eaten away almost immediately by the produced chemical and all that will remain is a source of bromine. This jutsu cannot be used to convert the opponent's techniques. When on a water source, the user can simply seep their bromine downinto the water, it will begin to gradually spread outward in an omnidirectional manner, converting the source into bromine, this would be a streaming, so anyone can notice the travel of the bromine moving outward in such a directional manner, the water will even take a orange color as it spreads. This is an alternative method in creating this jutsu, to prevent the user from being harmed as the water is converting, they can channel chakra into their feet beforehand to be used as a protection mechanism, but this only lasts two turn before they must find a way to exit the water source and prevent harm to themselves.

Note: Can only be used thrice per battle
Note: Cool down time of two turns in between usages
Note: No other S-Rank and above Bromine in the user's same turn

5) (Shusoton: Watatsumi Yajuu Fukai Taku) - Bromine Release: Scylla's Abyssal Sanctuary
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short – Mid (Created within mid-range with long-range reach)
Chakra cost: 40 (-15 chakra per turn to sustain)
Damage points: N/A (20 damage if used to attack the opponent)
Description: The user will perform two handseals and focus their shusoton chakra into a moderate to large sized water source within mid-range of their position. A colossal portion of the body of water will be converted into a mass of liquid bromine which will swiftly assume the shape of a sentient creature which is little more than a mass of writhing tendrils. All of the tendrils collectively make up one, gargantuan creature which is partially sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. The tendrils maintain themselves by passively leeching chakra from their creator every turn. Due to bromine's partial solubility in water, the creature's creation will result in the water source its inside/residing in to become strongly acidic. This dissolution of bromine in water will cause the body of water in question to become slightly discolored (becomes a murky orange but remains slightly translucent) and gain a distinct corrosive quality. Water techniques created from this source will now be corrosive in composition but their elemental strengths and weaknesses will remain completely unchanged. Supplementary and/or defensive techniques will become offensive and will inflict damage proportional to their rank (e.g. B-Ranks will inflict 40 damage) as they will become capable of eliciting severe chemical burns on sufficient contact. All of the effects described thus far can't be considered abilities of this creature but rather mere by-products of its creation. Scylla's only ability is her capability to "turn off" her corrosiveness, she can switch from being corrosive, to not corrosive at all, but only between these two forms. If she so wishes, she can interact with organic materials and living beings without destroying them by merely touching them. This is so she can aid her creator and allies in battle without harming them unintentionally. This is passive and unranked due to the nature of it. While this technique is active, the user will be restricted to Bromine, Fire, Water and any KG/CE which stem from them (e.g. Boil or Steam Release) as well as non-elemental abilities. Her physical attacks are equivalent to that of B-ranks, and are free-form in nature.

Note: Requires a Water Source
Note: Can only be used once per battle
Note: Lasts four turns (unless cancelled or destroyed)
Note: No A-Rank or above Bromine on the turn this is cancelled
Note: No Fire or Water above A-Rank on the turn this is cancelled
 
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