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Lili's Bosom of Impending Doom III
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<p>[QUOTE="Lili-Chwan, post: 10278894, member: 25119"]</p><p style="text-align: center"><img src="http://i.imgur.com/2e0EguH.png" data-url="http://i.imgur.com/2e0EguH.png" class="bbImage " style="" alt="" title="" /></p><p></p><p>[border=]<p style="text-align: center"><strong>☿ Drunken Monkey Fist GenTaijutsu ☿</strong></p><p>[hr][/hr][spoiler=Drunken Monkey Fist by Mandy]Hebereke Seiyuuki Genkotsu| Drunken Monkey Fist</p><p>Type: Ningentaijutsu</p><p>Background:Long ago, there lived the Monkey King, ruler of a small group of ninja. The Monkey King was well renowned for his superior fighting style and cheerful, playful nature. People would come from all around the world just to see the Monkey King in his fights. The techniques were completely random and unexpected; agile yet powerful, and acrobatic and effective. To add the effectiveness, the Monkey King would often drink large amounts of liquor, increasing his power in the art he created.</p><p></p><p>In combat with a rival Lord of the Wild, The Monkey King found his crafty fighting style to be rather insufficient, making it hard to land an attack on the target as his opponent was able to accurately predict his movements. Knowing how deceit and trickery were his friends, The Monkey King began casting several illusions on the target that were aimed to disguise his movements even more, making it harder to detect the attacks and allowing him to defeat his rival, before vanishing himself, only stories of his style seemingly surviving.</p><p></p><p>After years of legends forming in his wake, the Monkey King returned to the Ninja World, to train Percy Jackson in how to use this art, who later began to spread it and enhance it's effects, making it much more useful in it's nature.</p><p></p><p></p><p>Description on the Abilities and Inner Workings of the Style:</p><p></p><p>Description of the Style:</p><p></p><p></p><p>Based on the core concepts of the Drunken Fist jutsu, Drunken Monkey Fists combines this unpredictability with the unique weaving of genjutsus to create a more effective sense of unpredictability and confusion in battles. In it's most basic form, Drunken Monkey Fist creates a very unpredictable chain of movement, allowing the user to move as if he were intoxicated. This causes problems for the opponent to accurately track and react to, not knowing where the user will be moving as the user himself doesn't know.</p><p></p><p>Advanced applications of the Drunken Monkey Fist utilize the addition of Genjutsus to create a more difficult ability to track and react to, for a range of reasons. Genjutsu is commonly applied in one of two ways with the style, creating two different fields that this is spread upon, named Monkey's Prank and The Drunkard, each casting different affects on the target.</p><p></p><p>Inner Workings of the Style:</p><p></p><p></p><p>Drunken Monkey Fist, or DMF for short, is firstly rooted in the application of taijutsu. Strong Fist taijutsu is often defend-able against due to it's often linear and "straight" methods of attacking (i.e. direct attacks that cause damage in the shortest line of attack such as a direct punch, or spinning kick, etc.), making it far from the primary choice of attacks to use for the crafty minded. DMF works around this limitation by utilizing the concept of being intoxicated, which causes the user to become significantly more difficult to predict his direct movements as well as his future movements, seemingly moving every which way as he moves forward. Utilizing chakra alongside this enhances the effect, allowing the user to seemingly change his movements as swiftly as he begins them, confusing the target easily.</p><p></p><p>In order to gain the full effect of unpredictability, mastery of Genjutsu is required as the style utilizes the field in two broad applications, named Monkey's Prank and The Drunkard respectively, each named after certain traits of the style, detailed below.</p><p></p><p>Monkey's Prank is named for the deceptiveness of the false movements given by the user to fool the opponent's mind into believing you are moving one way when you actually move in another way, triggered via the misleading movements of the style. These effects can best be utilized when moving one's limbs to start an attack, triggering the effect of their limb moving in one direction as if they were attacking in that manner, disguising the actual assault done by the body. This makes it harder to detect the actual attack launched at the target.</p><p></p><p>The Drunkard genjutsu's effects are much more easier to detect but harder to overcome; triggered by small movements, The Drunkard causes the illusions of being intoxicated inside the target, effectively causing them difficulty in tracking the user's movements and actions, almost is if they themselves were intoxicated. What makes this more difficult to overcome is rooted in the basis of how it is performed; by utilizing small movements that are chained with the user's taijutsu attacks, they grant the effect of making it appear as if the user's speed has been doubled and causes what appears to be afterimages of the user to appear, trailing copies of the user, making the enemy's ability to track things become insignificant, effectively halving it. Because of these illusions, it makes it more difficult to accurately track the user's attacks, making it appear as if the user has simply created some speed enhancing effect, unknowing to the fact that it is actually an illusion.</p><p></p><p>The average Drunken Monkey Fist Technique is, in essence, a Taijutsu Technique and a complimentary Genjutsu Technique, all three being considered the same rank.</p><p></p><p>Example Techniques:</p><p></p><p>Drunken Monkey Style: Monkey’s Prank: Feigning Uppercut | Hebereke Seiyuuki Youshiki: Seiyuuki's Azamuku: Gishi Appa-katto</p><p>Type: Offensive</p><p>Rank: A</p><p>Range: Short</p><p>Chakra Cost: N/A</p><p>Damage Points: 40</p><p>Description: The user stands, channeling chakra to his arms, begins by moving his arms in a drunken fashion, as if he were stumbling. This triggers an illusion of the user seemingly moving his arms upwards as if he were drawing the right first backwards to deliver a strike to the upper body of the enemy. As the target sees this, they then see the opponent launching his arm forward and dropping it low into a palm thrust to the stomach. In actuality, the user simply staggers forward, moving drunkenly and lower to the earth, and as the enemy moves to defend the perceived blow to the stomach, grabs the enemy's head, pulling them forward as the user falls backwards, pulling his head downwards to meet the user's rising leg, striking the chin with great force.</p><p>*Can only be used twice*</p><p></p><p></p><p>Skill levels of the style:</p><p></p><p>Monkey King (created the style)</p><p>^</p><p>Prince (Someone who begins learning the other application they did not learn as a user)</p><p>^</p><p>Pauper (someone who begins learning either Monkey's Prank or The Drunkard applications)</p><p>^</p><p>Apprentice (is learning basic Drunken Monkey Fist techniques)</p><p></p><p></p><p>Additional effects and Restrictions:</p><p>-User must have mastered genjutsu, basic ninjutsu, and taijutsu to learn.</p><p>-Masters of Drunken Monkey Fist will have increased Agility, Reflexes, and Speed when compared to the average Strong Fist user, though the real DMG movements are of equal speed as normal Strong Fist Taijutsu.</p><p>-Taijutsu movements done by the DMF are difficult to track. Moves that utilize Monkey Prank can only be predicted, read and fully countered by either Taijutsu Specialists (Hyuuga Masters, EIG Masters, NB Taijutsu Masters), ninjas with increased speed or reactions (A, Namikaze Minato, Tobirama, etc) or Sharingan users (whose ability to read through the movements is linked to their own tomoe level and its relation to piercing Visual Genjutsu). The basic, non illusionary movements of DMF are trackable and seen by anyone. However, their unpredictability make them very hard to counter with Taijutsu. Targets with immunity or resistance to Genjutsu will not be affected by its effects and will deal with it as they would with normal Taijutsu.</p><p>-Must be of at least Sannin Rank to learn.</p><p></p><p><span style="font-size: 9px"><a href="http://narutobase.net/forums/showthread.php?t=584726&p=17150911#post17150911">Trained</a></span>[/SPOILER][hr][/hr]<p style="text-align: center"><strong>☿ Drunken Monkey Fist Techniques ☿</strong></p><p>[hr][/hr]</p><p></p><p><span style="font-size: 9px"><p style="text-align: right">D Rank</p><p></span></p><p><span style="font-size: 9px"><p style="text-align: right">C Rank</p><p></span></p><p>( Yoi monkīfisuto ) Drunken Monkey Fist: Don’t Touch My Banana[spoiler]Type:*Defensive/Supplementary</p><p>Rank: C</p><p>Range: Short-Mid (illusion can be casted at mid range)</p><p>Chakra Cost: N/A</p><p>Damage: N/A</p><p>Description: This technique utilizes the elements of the playful monkey and is designed, not only to defend, but to increase the opponent’s frustration*with miniscule prankster illusions. In this technique the user makes use of various acrobatic movements; flips, rolls, jumps, bobbing and weaving and taunting motions to avoid enemy attacks and mocking their inability to hit them. This is not an all encompassing defense as the user can only defend/dodge at their current speed level and against other taijutsu or general small area techniques. As the Drunken Fist makes use of highly unpredictable movements that ordinary shinobi would need training for, these acrobatics enable the user to effective bob and maneuver in ways that cause the opponent to be unable to successfully land an attack.Along with the amazing acrobatics, every evasive maneuver would be accompanied by a simple illusion (D-rank). The illusion uses the movements as a medium for induction to make the opponent see an entirely different evasion; basically pranking them to be unaware of the true evasive move. So if the user was doing a roll to the left, he could make the opponent see a flip backwards, though the illusion only lasts a few seconds or so before being released.*</p><p></p><p>- Can only be used once every 3 turns</p><p>- Cannot move more than within a 5 meter area of the original position</p><p>- Cannot be used to mask an attack</p><p>- Need to have learned the Drunken Monkey Fist cfs[/spoiler]</p><p></p><p>( Hebereke Seiyuuki Youshiki: Hakuchi Soushin ) Drunken Monkey Style: Idiot’s Stupor[spoiler]Type: Offensive</p><p>Rank: C</p><p>Range: Short</p><p>Chakra Cost: N/A</p><p>Damage Points: 30(+10 to user)</p><p>Description: The user drunkenly swings his left leg slightly in front of him (he swings it to his right) while throwing a punch towards the face of the enemy, losing his balance whilst doing so, causing him to fall forward. As he falls to his left, he head butts the enemy in the stomach, causing them to double over. The user, who by then would have hit the ground, then raises very quickly, once more head butting the enemy, this time in the chin with great force, causing him to fall backwards. The user is then left with a small headache from the drunken, accidental head butting.</p><p>*Can only be used in Drunken Monkey Mode*[/spoiler]</p><p></p><p>( Hebereke Seiyuuki Genkotsu: Saru no Teiru ) - Drunken Monkey Fist: Monkey’s Tail[SPOILER]Type: Offensive</p><p>Rank: C</p><p>Range: Short</p><p>Chakra Cost: 15</p><p>Damage: 30</p><p>Description: This is a basic technique in the Drunken Monkey style that utilizes the Monkey’s Prank genjutsu. With the user already stumbling about as if he were off balance and unstable they will suddenly sway in on direction appearing as though they will fall; The falling motion being the inductor of the genjutsu. Within the genjutsu the user will appear to have suddenly regained his balance, with a confident step, demonstrating a rouse and jump upwards to the sky to deliver a dropping kick on the top of the victim’s head. In reality, the user falls into a roll on the ground. The user will push up with his hands, similar to the Rock Lee’s rising kick and deliver an upward blow to the chin, chest, or even their groin. As the genjutsu itself is a low level visual technique (C-rank) once the user actually makes physical contact the false image will disappear but by then the victim will have already been struck.[/SPOILER]</p><p></p><p><span style="font-size: 9px"><p style="text-align: right">B Rank</p><p></span></p><p>( Hebereke Seiyuuki Genkotsu: Kirikoe ashi no sutansu ) - Drunken Monkey Fist: Paw of Lord Kirikoe[SPOILER]Type: Offensive</p><p>Rank: B</p><p>Range: Short</p><p>Chakra Cost: 20</p><p>Damage: 40</p><p>Description: The user, with their hands out in front of them, will imitate drunken movements. The user will then suddenly turn his palms out with his fingers wide like a monkey’s paw/claw. This subtle movement creates the illusion where the victim sees the user accelerate quickly while ducking their body slightly almost as if the user disappears and re-appears much closer to them. The victim will then see the user thrust both their palms aiming at their solar plexus and heart or any other vitals on the lower torso and stomach. In reality, after turning their palms the user executes a powerful roundhouse or side kick aimed anywhere but the target area the illusion captures; meaning if the illusionary attack was on the torso, in reality the opponent would get hit anywhere but the torso.*[/SPOILER]</p><p></p><p><span style="font-size: 9px"><p style="text-align: right">A Rank</p><p></span></p><p>( Hebereke Seiyuuki Youshiki: Seiyuuki's Gishi Appa-katto ) Drunken Monkey Style: Monkey’s Feigning Uppercut [spoiler]Type: Offensive</p><p>Rank: A</p><p>Range: Short</p><p>Chakra Cost: N/A</p><p>Damage Points: 40</p><p>Description: The user, after standing in the Drunken Fist position (with the hands held in front of the user, slightly bent and palms facing to the user), drunkenly throws a punch, narrowly missing the enemy’s head. He then loops it behind the target’s head, and pull forward while seeming to stumble drunkenly backwards, falling. As he falls backwards and the target’s head get’s pulled forward, the user extends his leg quickly, hitting the target in the chin with great force.</p><p>*Can only be used twice*</p><p>*Can only be used in Drunken Monkey Mode*[/spoiler]</p><p></p><p>( Hebereke Seiyuuki Youshiki: Uxokka Hitodenashi ) Drunken Monkey Style: Vodka’s Miscreant[spoiler]Type: Offensive</p><p>Rank: A</p><p>Range: Short</p><p>Chakra Cost: N/A</p><p>Damage Points: 40</p><p>Description: The user uppercuts the enemy while leaning backwards and extending his right leg, kicking him in the groins as well. He then turns his right hand over (palm facing outwards) and punch the enemy in the stomach as he leans back forward, head butting the target at the same time, busting both their foreheads from the impact. As this happens, the user stumbles to his forward and slightly to the left of the enemy, ending up behind him and to his right by a few inches. He then falls forward, swinging his right leg backwards as he does so, hitting the enemy in the crouch once more. As the user hit’s the ground, he rolls forward and drunkenly rises and turns facing the target once more.</p><p>*Can only be used three times*</p><p>*Can only be used in Drunken Monkey Mode*[/spoiler]</p><p></p><p>( Hebereke Seiyuuki Genkotsu: Keiryō ) - Drunken Monkey Fist: Lightweight[SPOILER]Type: Defensive/Offensive</p><p>Rank: A</p><p>Range: Short</p><p>Chakra Cost: 30</p><p>Damage: N/A</p><p>Description: This is a counter technique that utilizes the Drunkard's Genjutsu style. Instead of using the genjutsu to lead an opening for the offensive, the user waits for the precise opportunity to strike. Upon being attacked by another taijutsu technique or closed ranged attack, the user sways; either his hands or body, whatever to induce a hypnotic like illusion. The illusion creates the sudden pulsating sensation that jolts the victim’s body, disturbing their focus for a very brief, yet effective enough moment. From there the user’s perception of the world around them becomes heavily slurred and the actions they were doing before will falter. Should the victim have been attempting a taijutsu movement they will attack short and miss all together or simple stumble. If they were using a ninjutsu of some sort their hand seals will mess up or the aim of their attack will be off and miss (within reasonable circumstances). In that momentary laps and the drunken slur of their opponent’s movements, the user can then execute an attack of their own.</p><p></p><p>Note: Can only be used 3 times per battle</p><p>Note: The disturbance of their opponent’s technique must happen within reason, described in explanation.[/SPOILER]</p><p></p><p><span style="font-size: 9px"><p style="text-align: right">S Rank</p><p></span></p><p>( Hebereke Seiyuuki Youshiki: Teichou Morgan's Boudou ) Drunken Monkey Style: Captain Morgan’s Uprising[spoiler]Type: Offensive</p><p>Rank: S</p><p>Range: Short</p><p>Chakra Cost: N/A</p><p>Damage Points: 60 (-15)</p><p>Description: The user, after drinking very strong alcohol, becomes very drunk and charges large amounts of chakra to his arms, strengthening them, which he holds out in front of him in the Drunken Monkey starting position. The user will then suddenly fall backwards, swinging his arms behind him to catch himself and swinging his legs upwards, kicking the enemy in his chin, and then quickly boosting himself in the air from his arms, landing with one foot in front of the other. He then immediately stumbles forward, and uppercuts the enemy several times in the chest and face as he/she rise from the “upper-kick”. As the drunken punches are thrown, the user continues to stumble forward, causing them to rise even further. The user then strikes the enemy with a powerful, uppercut sending them several feet into the air. The user then falls forward, but catching himself by his forearms and using the momentum from falling to flip himself over his head into the air, upside-down. He then catches the enemy almost as if by accident, wraps his legs around the enemy's upper body, catching them. The user then drunkenly and, once more if as by accident, twists over in the air, and lands with one of his arm across the throat of the enemy, causing great damage to his neck and the other shielding his face as they hit the ground hard. The user is left slightly disorientated from hitting the earth and vision is extremely blurry, making it hard to make out incoming projectiles and attacks further than mid range from him during the next turn.</p><p>*Can only be done once*</p><p>*After using, the user’s balance will be thrown off on a level that the user can’t focus and/or stand straight enough to perform jutsus higher than A rank for three turns*</p><p>*Can only be used in Drunken Monkey Mode*[/spoiler]</p><p>[/border]</p><p></p><p style="text-align: center"><p style="text-align: center"><img src="http://i.imgur.com/oPfoBIQ.png" data-url="http://i.imgur.com/oPfoBIQ.png" class="bbImage " style="" alt="" title="" /></p></p> <p style="text-align: center"></p> <p style="text-align: center">[border=]<p style="text-align: center"><strong>☿ Whip Arts Genbukijutsu ☿</strong></p></p> <p style="text-align: center">[hr][/hr][spoiler]<strong><span style="font-size: 12px">鞭芸術 | Whip Arts</span></strong></p> <p style="text-align: center"></p> <p style="text-align: center"><strong>Hoippu Geijutsu | Whip Arts</strong></p> <p style="text-align: center"><strong>Type:</strong> Gentaijutsu</p> <p style="text-align: center"><strong>Background:</strong> While travelling trough the ninja world, -Severus Snape- came across a lot of different fighting styles, but one of them made the biggest impact on him, a Sannin from the leaf who used his hair as a whip. This inspired him to start fighting using a self-made whip. In the beginning this didn’t help him in his battles, it even caused him almost to die. Starting to combine his whip attacks with genjutsu, he realised that this was an really effective fighting style and started to use it.</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>Description on the Abilities and Inner Workings of the Style:</strong></p> <p style="text-align: center">This type of genjutsu uses the whip the user carries with him to disturb the enemy’s chakra flow, by inserting a bit of the users chakra trough a whip into the opponents chakra flow. This disruption of the flow of chakra makes the enemy perceives illusions, which puts enemy under a genjutsu. The damage done by the Whip Arts is Physical (if hit by the whip) but can also be Mental (the genjutsu the enemy is put under).</p> <p style="text-align: center">Whip Arts techniques are usually fast but gracefully, relying on the short ‘whipping’ movements of the whip to hurt the enemy (If they did too much physical damage, the enemy they would automatically be released from the genjutsu) and then disturbing the enemy’s chakra flow to put them under a Genjutsu. The speed of the movements can be compared with the speed of an attacking snake, short but powerful.</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>Additional effects and Restrictions:</strong></p> <p style="text-align: center">-Must be of at least Sannin Rank to learn</p> <p style="text-align: center">- Must have mastered Genjutsu</p> <p style="text-align: center">-The user biography must carry a (Custom) whip</p> <p style="text-align: center">-This style can only be taught by a Hoippu geijutsu Master.</p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 9px"><a href="http://narutobase.net/forums/showthread.php?t=525461">Trained</a></span>[/spoiler][hr][/hr]<p style="text-align: center"><strong>☿ Whip Arts Techniques ☿</strong></p></p> <p style="text-align: center">[hr][/hr]</p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 9px"><p style="text-align: right">B Rank</p></p> <p style="text-align: center"></span></p> <p style="text-align: center">( Hoippu Geijutsu: Akuma no Ikari ) Whip Arts: Devils Rage[spoiler]Type: Attack</p> <p style="text-align: center">Rank: B</p> <p style="text-align: center">Range: Short-Mid</p> <p style="text-align: center">Chakra: 30</p> <p style="text-align: center">Damage: 60</p> <p style="text-align: center">Description: The user will move the whip around his body while channelling his chakra trough the whip. As the whip hits the opponent, a small amount of chakra of the users chakra will disrupt the opponent’s chakra flow, putting him under a subtle genjutsu B-Rank jutsu where he will feel a burning pain coming from the muscle's that are near the hit point. This pain will increase over the next 2 turns, if not broken out from the Genjutsu, until the opponent has the feeling that pain is too much, and can't use the hit limb any more, until broken out of the genjutsu.</p> <p style="text-align: center">Note: Requires Hoippu Geijutsu training</p> <p style="text-align: center">Note: Can only be taught by -Severus Snape-[/spoiler]</p> <p style="text-align: center"></p> <p style="text-align: center">( Hoippu Geijutsu: Surīpu Byūtī ) Whip Arts: Sleeping Beauty[spoiler]Type: Offensive</p> <p style="text-align: center">Rank: B-Rank</p> <p style="text-align: center">Range: Short</p> <p style="text-align: center">Chakra: 20</p> <p style="text-align: center">Damage: 40</p> <p style="text-align: center">Description: The user cracks his whip towards the opponent and hit him diagonally over the chest (or any other body part that comes in its way). Upon the physical contact, a small amount of the users chakra will go trough the whip, into the opponents body, placing him under a B-Ranked genjutsu. A turn after being hit by the whip, the opponent will start to feel a slight tingling where he is hit, and this tingling feeling will spread over the next two turns until his uppe/lover body is completly numb, depending on where being hit. This numb feeling will continue until the opponent dispels the genjutsu he is placed in.</p> <p style="text-align: center">Note: Requires Hoippu Geijutsu training</p> <p style="text-align: center">Note: Can only be taught by -Severus Snape- [/spoiler]</p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 9px"><p style="text-align: right">S Rank</p></p> <p style="text-align: center"></span></p> <p style="text-align: center">( Hoippu Geijutsu: Indiana no Hanketsu ) Whip Arts: Indiana's Judgement[spoiler]Type: Attack/Defensive</p> <p style="text-align: center">Rank: S</p> <p style="text-align: center">Range: Short-Mid</p> <p style="text-align: center">Chakra: 40</p> <p style="text-align: center">Damage: 80</p> <p style="text-align: center">Description: This technique is the ultimate defence of a Whip Art Master. The user will spin his whip,while focusing chakra in it, rapidly around his body, creating an impenetrable dome around him. While moving creating the dome, the sound will trigger a genjutsu upon the opponent. The genjutsu itself if simple, instead of seeing the user moving around his whip constantly, the opponent will only see the whip being moved around once before the user seemed to rest the whip again by his side, while standing in the same position. In reality, the user will continue the move the whip around while moving forwards, and as the user comes within hitting distance from the opponent, he will flick the whip forwards and catch the opponent around the neck, effectively strangling or killing them, depending on the kind of whip the user carries.</p> <p style="text-align: center">Note: Can only be user twice per battle</p> <p style="text-align: center">Note: Can deflect any B-Rank or lower Elemental technique's, but the technique is broken</p> <p style="text-align: center">Note: Can deflect any A-Rank or lower Taijutsu and Kenjutsu technique's (except EIG technique's)</p> <p style="text-align: center">Note: The genjutsu breaks the moment the whip stops moving.</p> <p style="text-align: center">Note: Requires Hoippu Geijutsu training</p> <p style="text-align: center">Note: Can only be taught by -Severus Snape- [/spoiler][/border]</p><p></p><p style="text-align: center"><img src="http://i.imgur.com/MqPK3V6.png" data-url="http://i.imgur.com/MqPK3V6.png" class="bbImage " style="" alt="" title="" /></p><p></p><p>[border=]<p style="text-align: center"><strong>☿ Oversoul NinTaijutsu ☿</strong></p><p>[hr][/hr][spoiler=Oversoul by Erzo]<strong>Oversoul : - Tairei</strong> </p><p></p><p><strong>Type:</strong></p><p>NinTaijutsu</p><p></p><p><strong>Background:</strong> </p><p>The style was created by a little girl who was born from a mother and father that came from prestigious Taijutsu and Ninjutsu backgrounds. The girl was constantly pressured to excel in aspects of close and mid to long ranged fighting. However she was engrossed and obsessed with her countless stuffed toys and clothes, often forsaking practice to carry out her hobby. Eventually the pressure from her parents became unbearable, and in desperation she sought solace in her addiction. It was then that she thought of imbuing her clothes with chakra. By doing so she managed to create a style that allowed the user to warp and manipulate their clothing to their liking, such an ability made the girl exceptional at close combat, and rather adept at mid range combat. However she had yet to live up to her parents expectations. Thus she decided to experiment with imbuing chakra within her stuffed toys, and upon succeeding she realised that her style was complete. She had successfully created a way to dominate in both close, mid and long range combat while not having to physically overexert herself. Many years later, she came across three male Shinobi who were in search of a man Hiruko. They had heard of his ability to manipulate bandages, and sought to make it their own. However upon seeing the girls abilities they sought to learn from her instead, and thus the style was passed on.</p><p></p><p><strong>Description on the Abilities and Inner Workings of the Style:</strong></p><p>The style itself remains to be fairly ninjutsu orientated, revolving around the concept of manipulating cloth. By doing so not only would the user be capable of manipulating their own clothes. Whether it be a patch of cloth or individual strings, but would also allow the user to animate and utilize stuffed toys or sack toys for offensive purposes. </p><p></p><p>The basis of cloth manipulation would involve utilizing chakra to move the cloth, while also using the chakra to enhance and empower the cloths basic abilities. Advanced users of this style would be capable of passively manipulating basic cloth such as string or sleeve ends to a minor extent, mainly for strengthening and movement controlling purposes; although reinforcement, strength and speed would never exceed that of basic ninja weapons such as Kunai or ninja wire. </p><p></p><p>However cloth manipulation can be taken a step further through utilization of elemental chakra. Elemental chakra would allow the cloth to assume certain properties, for instance water chakra could be used to drench cloth, making it more resistant to being ignited, and adding mass so as to make the force of the attacks heavier. Fire chakra could possibly be utilized to heat a cloth, perhaps to sterilize it, or maybe to scald the skin of a ensnared opponent. Lightning could be utilized to strengthen the overall cutting and piercing abilities, as could wind. Earth chakra could be utilized to enforce the physical durability of the cloth, or perhaps make them taut and hard. While elemental infusions can be done in a free form manner, as with basic weapons, the effects achieved would be rather minor. For instance a free form water chakra drenched cloth, would be incapable of resisting chakra infused flames. However jutsu techniques can take infusions to a new, powerfully advanced level, that would allow for effective combat against Ninjutsu.</p><p></p><p style="text-align: center">[spoiler]<img src="http://i.imgur.com/24xphRA.gif" data-url="http://i.imgur.com/24xphRA.gif" class="bbImage " style="" alt="" title="" />[/spoiler]</p><p></p><p>The animation of stuffed toys would be a rather unique process. In a way it could be perceived as similar to the Shadow clone technique, but would likely be much more akin to Sai’s Ink Ninjutsu. By channeling chakra into a teddy or sack puppet, or any stuffed toy for that matter, the user would be capable of animating the toy. Granting it basic sentience, and usually a savage and violent persona. While the toy would more or less have the ability to attack and defend of its own volition, orders can be transferred via a chakra link. Animation of puppets can lead to various effects, sometimes the initial animation may result in size expansion, resulting in human sized, or perhaps summon sized toys. While the features of the stuffed toy may have effects on its usefulness and abilities, for instance a cheetah shaped stuffed animal may be exceptionally fast. The user would also be capable of creating a puppet with wanted effects on the spot, although this would require the necessary materials and would likely need to be done manually, but they can also carry around preprepared toys. Stuffed toys generally attack with their physical traits, eg a human sack puppet would use freeform Taijutsu or perhaps weapon play should they have a weapon. However they can also manipulate their bodies for offensive purposes, such as attacking with threading, stitches and filling. Naturally, animating a truly offensively viable toy would count as a jutsu, and would require the suitable technique to do so. However the user is capable of applying basic movement to small teddies, they would never have any particularly offensive abilities, they would not change in size, but could be useful in surveillance or mundane tasks, such as scattering explosive tags.</p><p></p><p><strong>Example Techniques:</strong></p><p></p><p>[spoiler]<strong>(Tairei: Sode Hórudo ) - Oversoul: Sleeve Hold</strong></p><p>Rank: B</p><p>Type: Supplementary</p><p>Range: Short</p><p>Chakra cost: 20</p><p>Damage points: N/A</p><p>Description: Sleeve hold is a jutsu which requires the user to simply focus his chakra in the clothing near his arms and manipulate it so that it suddenly extends outwards, towards the opponent, aiming to trap them completely as it forms into two snake like ‘monsters’, with the front of the sleeve used as if it were a mouth, allowing the clothing to swallow the opponent whole, whilst constricting their body, causing them to slowly suffocate as well as preventing any movement. The sleeves could be channeled with elemental chakra so that they have a distinct edge to them, as they perform their tasks.</p><p></p><p><strong>(Tairei: Kakushiken’ Oninotsume ) - Oversoul: Hidden Blade</strong></p><p>Rank: A</p><p>Type: Supplementary</p><p>Range: Short</p><p>Chakra cost: 30</p><p>Damage points: 60</p><p>Description: Hidden blade is a simple jutsu which allows the user to add chakra to his clothing and/or any other cloth in his possession and manipulate it so that they become sharpened, allowing the user to create swords, kunais and any other weapon he/she could imagine out of simple clothing. This can be used to create sharp spikes out of the users whole body (all parts covered by clothes), or it could be used to allow the sleeves to extend and form into two Katanas, axes (weapons in general), allowing a lot of flexibility. </p><p></p><p><strong>(Tairei: Sózó no Okurimono) - Oversoul: Gift of Creation</strong></p><p>Rank: A</p><p>Type: Supplementary</p><p>Range: Short</p><p>Chakra cost: 30</p><p>Damage points: N/A</p><p>Description: Gift of Creation, a technique which allows the user to make simple ‘toys’ turn into savage beasts of death. This jutsu requires the user to channel his chakra into a stuffed toy, animating the toy and giving it a basic sentience required for attacking or perhaps defending purposes. Upon animation, the toy may expand, depending on the users wishes of course, their expansion allowing them to even rival boss summons in size. These stuffed toys are capable of attacking with their basic attributes, whether it be unleashing strings to bind the opponent, firing balls of filling, launching stitching towards the opponent, or attacking with their physical traits. The type of stuffed toy may have an effect on its usefulness, for instance cheetah shaped stuffed animals would be rather fast, while Gorilla shaped ones would possess uncanny brute strength. [/spoiler]</p><p></p><p><strong>Additional effects and Restrictions:</strong> </p><p></p><p>- Requires mastery of Ninjutsu.</p><p>- Users of this style generally have increased dexterity due to their work with needles, stitching, strings, and other fiddly things.</p><p>- All users of this style are capable of creating a stuffed toy within moments if they have the raw required materials, this generally showcases their master craftsmanship; although more complicated or intricate stuffed toys may require more time for creation.</p><p><strong>- Bio can either be from Sunagakure, have biography history in which they at one point have been in Sunagakure or simply have been to Sunagakure within the NW, in a non violent visit.</strong></p><p><strong></strong>___________________</p><p></p><p><span style="font-size: 9px"><a href="http://narutobase.net/forums/showthread.php?t=487527">Trained</a></span>[/SPOILER][hr][/hr]<p style="text-align: center"><strong>☿ Oversoul Techniques ☿</strong></p><p>[hr][/hr]</p><p></p><p><span style="font-size: 9px"><p style="text-align: right">B Rank</p><p></span></p><p>( Tairei: Nuno chūnyū ) Oversoul: Cloth Infusion[spoiler]Type: Offensive/Supplementary/Defensive</p><p>Rank: B</p><p>Range: Short - Long</p><p>Chakra: 20</p><p>Damage: N/A +20</p><p>Description: This technique simply allows the user to infuse a cloth of choice with an elemental chakra. There are two distinct types of infusions, the first which entails the utilisation of pure elemental chakra, whereas the second utilised a manifestation of an element so as to provide more corporeal physical affects. In the first, the user will simply infuse the cloth with an element of choice via chakra flow, resulting in it undertaking an empowering elemental coating that will grant rudimentary manifestations of the respective element - i.e Fire infused cloth will become sterile and hot, Lightning/Wind infused will be sharper or faster, Earth more resilient/rigid, and water becoming ignition-resistant. The second version will result in a more distinct change, for instance, the infusion of fire will set the cloth alight, the infusion of Wind/Lightning will surround it in empowering currents of Wind or Lightning, the infusion of Earth will turn the cloth rock like, while the infusion of Water will utterly drench the cloth, with the added option of the cloth also becoming sticky so as to cling to a target. While the technique itself does not do damage, it does empower the cloth in question, allowing it to be tossed as a projectile, or more importantly, allowing for the pre-infusion of an element into a cloth so as to give an Oversoul Techniques of choice added power.</p><p>~ Can only be used 4x</p><p>~ No Tairei techniques above S rank next turn.</p><p>~ The second version of infusion wares off after two turns, and in the case of fire and earth infusions, the imbued cloth will burn out or crumble upon the duration limit being reached.[/spoiler]</p><p></p><p>( Tairei: Nuno Bādo Oikosh i) Oversoul: Cloth Bird Overtake[spoiler]Rank: B</p><p>Type: Attack/Defence/Supplementary</p><p>Range: Short - Long</p><p>Chakra cost: 20 (-5 per turn)</p><p>Damage points: 40</p><p>Description: The user throws a piece of cloth in the air, before performing a single handseal (Rat), infusing the cloth with chakra. At that point, the cloth will shred and divide itself into multiple pieces, no more than 10, which will then turn into various small sharp-beaked birds, akin a kunai. They have a long neck and a small wingspan, like weird looking flamingos. After the handseal, the cloth shreds, turns to birds and shoots itself towards a target of the users choice. The kunai flamingos can be shot in a converging or a diverging trajectory for focused shots or a more spread out damage output. The low rank of this jutsu allows for an easier manipulation, meaning the user can split the group evenly and send one batch for an attack whilst the other remains active for more instructions (their power would be split in half should this be done). The distinct shape and size of the birds allows them to have great acceleration. Although normally they possess the users base speed, they have reaction abilities much greater, allowing them to track and move opponents who are travelling up to the first gate and lower. When colliding with opponent(s), the birds would latch on, spreading the cloth of which their body is made and covering whichever part of the opponent is 'hit', quickly spreading to all parts of the body, almost as if the opponent was being mummified whilst alive, binding and restricting movement completely, leaving him/her at the users mercy. Alternatively, the birds can keep their shape and aim to deal physical damage by piercing through the opponent using their sharp beaks.</p><p>~ This jutsu can only be used three times and lasts a maximum of four turns, assuming the opponent doesn't neutralize the jutsu. After each usage time runs out, or the attack is destroyed, the user must wait 2 turns before being able to use it again.[/spoiler]</p><p></p><p><span style="font-size: 9px"><p style="text-align: right">A Rank</p><p></span></p><p>( Tairei: Sózó no Okurimono ) Oversoul: Gift of Creation[/I][spoiler]Rank: A</p><p>Type: Supplementary</p><p>Range: Short</p><p>Chakra cost: 30 (-10 per turn)</p><p>Damage points: N/A</p><p>Description: Gift of Creation, a technique which allows the user to make simple ‘toys’ turn into savage beasts of death. This jutsu requires the user to channel his chakra into a stuffed toy, animating the toy and giving it a basic sentience required for attacking or perhaps defending purposes. Upon animation, the toy may expand, depending on the users wishes of course, their expansion allowing them reach a size of up to 15 meters. These stuffed toys are capable of attacking with their basic attributes, whether it be unleashing strings to bind the opponent, firing balls of filling, launching stitching towards the opponent either by dispatching it through their mouths/noses and bodily pores in general or through bodily movements such as swinging their arms/legs/wings and other limbs in general, depending on the animal, with each of these strings/fillings launches considered to be B-ranked, or attacking with their physical traits. The type of stuffed toy may have an effect on its usefulness, for instance cheetah shaped stuffed animals would be rather fast, birds would be capable of flight, moles for digging and aquatic animals for swimming, meanwhile Gorilla shaped animals would possess uncanny brute strength. Hybrids are also creatable through utilisation of this technique, or even legendary creatures. Teddies can also undergo delayed expansion, allowing them to be thrown or launched to a desired spot before in preparation for their expansion. Once activated, the animal animated would become sentient, fighting alongside the user as an ally.</p><p>- Can only be used 5x</p><p>- Cannot be used on consecutive turns</p><p>- Can only be used to bring one toy 'alive' at a time</p><p>- No Oversoul techniques above S rank for the rest of the turn.</p><p>- Lasts for a duration of up to four turns, at which point chakra will fade from them leaving them lifeless. (The user can extend a duration by utilizing this technique again)[/spoiler]</p><p></p><p>( Tairei: Kōdona nuno Sōsa ) Oversoul: Advanced Cloth Manipulation[spoiler]Type: Offensive/Supplementary/Defensive</p><p>Rank: A</p><p>Range: Short - Mid</p><p>Chakra: 30 (-10 per turn if Elemental chakra is infused)</p><p>Damage: 60</p><p>Description: A multi-purpose Oversoul technique which stands as an embodiment of the basis of the Oversoul style. By infusing chakra into cloth within the users possession, the user is capable of manipulating it so as to perform various tasks. Cloth can be reinforced with chakra so as to go against piercing or cutting techniques and similarly enhanced so as to likewise pierce or slice an opponent; it can also undergo more traditional usages for restraining and binding purposes, with the range of this technique limited only by the amount of cloth the user has, and how they choose to use it. For instance, the user could unravel thinner pieces of cloths from clothing, allowing smaller amounts of more inconspicuous cloth to traverse longer distances so as to pierce or entangle a target, or could utilise bodily clothing for short ranged purposes such as manipulating sleeve ends to form weapons, or defences. This technique can be utilized with the infusion of one of the basic 5 elemental chakras. In which case, earth will provide a more advanced hardening capability and can also serve to increase weight, Wind will enshroud the cloth in wind chakra, making it sharper and faster (By reducing air resistance and streamlining it), Water will make it more resilient to being ignited, while also making it more damp. Fire and Lightning infusion works by coating the element in the aforementioned elements, as compared to letting the cloth taking the natural elemental effects (e.g putting the cloth on Fire). The effects of having Chakra infused Cloth results in the cloth becoming scorching hot without actually being set on Fire, whilst the Lightning infusion greatly increases cutting abilities as well as making cloth move faster, in the same way Wind does (by reducing air resistance and streamlining it). However infusion with elemental chakra will produce elemental weaknesses and strengths, for instance Earth Infused Cloth - will be susceptible to having its chakra nullified by Lightning techniques, and will also be liable to breakage by Lightning due to its unusual level of hardening, Wind will be more ignitable, Fire vulerable to drenching and so on. Utilization of normal chakra is neutral to all elements. - Can only be used on cloth which the user is in direct.</p><p>- Cannot be used on opponents clothing</p><p>- Can only be used 4x</p><p>- No Ninjutsu above S rank for the rest of the turn[/spoiler]</p><p>[/border]</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/WjMEzq1.png" data-url="https://i.imgur.com/WjMEzq1.png" class="bbImage " style="" alt="" title="" /></p><p></p><p>[border=]<p style="text-align: center"><strong>☿ Vector Cobra FuinNinTaijutsu ☿</strong></p><p>[hr][/hr][spoiler=Vector Cobra by Sharingdork]<strong>Bekuta Kobura - Vector Cobra</strong></p><p></p><p><strong>Type</strong></p><p>Fuin/Tai/Nin</p><p></p><p><strong>Background:</strong> </p><p></p><p>Priest as sole founder of this style stumbled upon this while rummaging through ancient archives of sealing. Though bringing several scrolls together, this style is able to emerge into one single entity with the sole purpose, Destruction.</p><p>History has it, that a Descendant of the Sage of the Six Path who is a God of Sealing made the numerous sealing techniques we use today and the owner of the sealing archives, however he after years of rigorous research, is unable to come up with this versatile uniqueness.</p><p>The Idea behind this is gotten from Soul Eater's Medusa Gorgon.</p><p>[spoiler]<img src="http://static3.wikia.nocookie.net/__cb20120511191250/souleater/images/5/5c/Vector_arrow_3x.jpg" data-url="http://static3.wikia.nocookie.net/__cb20120511191250/souleater/images/5/5c/Vector_arrow_3x.jpg" class="bbImage " style="" alt="" title="" /><img src="http://static4.wikia.nocookie.net/__cb20091001163639/souleater/images/e/ef/Snake_Bomb.jpg" data-url="http://static4.wikia.nocookie.net/__cb20091001163639/souleater/images/e/ef/Snake_Bomb.jpg" class="bbImage " style="" alt="" title="" />[/spoiler]</p><p></p><p><strong>Description on the Abilities and Inner Workings of the Style:</strong></p><p></p><p>This fighting style requires the user to have fuinjutsu seals in form of snake tattoos on his body.</p><p>Fuinjutsu is a versatile aspect of this fighting style thus needs the user to have mastery of it. The user would have numerous cobra tattoos all over his body, they are 16 in total, they are located on each of the four limbs, with some spanning/curling from the shoulder down to the wrist in length and vice versa for the ones on the upper limbs(arms) each, the ones on the lower limbs spans/curls from the top lap to the ankle while the remaining snake tattoos are located on the entire torso, back(back of the neck down to the waist) and chest(neck to the lower abdomen) interwoven in an irregular array. However these tattoos are but special fuinjutsu seals which are very essential for this fighting style and revolves around instant activation and deactivation of each of them for taijutsu and offensive purposes. </p><p></p><p>† Activation and Deactivation: </p><p>The snake seals upon activation assumes a tangible form(the seal becomes tangible) and extends from the user's body(like an ink snake though it may not be ink, but the substance that is used to imprint the tattoo) to deal physical damage though they can either be attached to the user through their tail or be released from the user's body. However releasing/detaching them from the body renders them uncontrollable making them only move in the direction in which they are released and after that, unusable thus would disperse into thin air after a short while. The fuinjutsu seals having been imbued into this fighting style specially are self sustaining and can be re-used again even after deactivation so far the seal itself is not destroyed. </p><p>After every use, the snake reverts back to their initial position on the user's body as fuinjutsu seals which marks their deactivation. However if any seal is destroyed when they are in tangible form(Activated), they would remain destroyed and detached from the user and unusable for the remainder of the battle thus reducing the number of cobra seals on the user's body.</p><p>[spoiler]<img src="http://static4.wikia.nocookie.net/__cb20100117164850/souleater/images/6/68/Medusa's_Insanity_Fusion.png" data-url="http://static4.wikia.nocookie.net/__cb20100117164850/souleater/images/6/68/Medusa's_Insanity_Fusion.png" class="bbImage " style="" alt="" title="" />[/spoiler]</p><p></p><p>† Effect: Depending on how the user wants it, the snakes may deal blunt damage by ramming itself against an opponent or something, this is very good in use in a taijutsu battle giving the user the upper hand with regards to extra arms and maneuvers aiding the user defensively, offensively and to supplementary create extension for complex movements. They can bite down an opponent to hold down the opponent or/and deal piercing wounds and also they can be used to bind targets. The snakes normally without elemental infusion is equal in strength to normal ninjutsu thus they are one rank weaker than elemental ninjutsu.</p><p></p><p>† Elemental Infusion: Apart from normal blunt force the snakes deal on the opponent, the user could infuse the snakes with elemental chakra so that each hit would deal specific after effect which further augments the damage and wound caused by the snakes. Infusing the cobras however with elements makes them stand on equal terms with elemental ninjutsu though elemental strengths and weaknesses still applies.</p><p style="margin-left: 20px"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Earth: The snakes are infused with earth chakra and thus delivers more heavier impact</p> <p style="margin-left: 20px"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Water: The snakes are infused with water chakra thus they leave their area of impact saturated with water leaving the opponent prone to lightning attacks</p> <p style="margin-left: 20px"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Wind: The snakes are infused with wind chakra thus making the snakes instead of just blunt damage, have cutting properties that leaves clean cuts on the area of impact</p> <p style="margin-left: 20px"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Lightning: The snakes are infused with lightning chakra thus leaves the area of impact numb and in the case of binding the target, they would leave the target paralyzed and numb.</p> <p style="margin-left: 20px"><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Fire: The snakes are infused with fire chakra thus leaves the area of impact with 3rd degree burns.</p><p></p><p>Vector Cobra revolves around using the snakes made out of seals as extra arms to grab, bind/restrain, attack and defend, or extra legs for extensive mobility and perhaps gain height while still connected to the ground.</p><p>The addition of Elemental chakra gives the snakes special essence, advantage and also makes them equally strong when used against elemental taijutsu or elemental ninjutsu. An example is enhancing the snakes with lightning allows the snakes to be able to smash/slice through an earth jutsu though elemental strength and weakness still applies.</p><p><u>3D Maneuver:</u> Each of the snake is connected to the user's body and can be used for stabilization and balance. The style also allows the user to pivot on one of the snakes, balancing while resting his entire weight on them and still remain stable while suspended in mid-air. This enables him to use all his limbs and entire body to fight while being suspended in a fluid 3D fashion.[spoiler]<p style="text-align: center"><img src="http://fc01.deviantart.net/fs40/f/2009/006/c/9/Vector_Witch_Medusa_by_gustredcloude.jpg" data-url="http://fc01.deviantart.net/fs40/f/2009/006/c/9/Vector_Witch_Medusa_by_gustredcloude.jpg" class="bbImage " style="" alt="" title="" /><img src="http://supermangafightersgo.files.wordpress.com/2012/01/medusa.jpg" data-url="http://supermangafightersgo.files.wordpress.com/2012/01/medusa.jpg" class="bbImage " style="" alt="" title="" /></p><p>[/spoiler] <strong>Example Technique:</strong></p><p></p><p></p><p>Sono Iyashii Gunomu - The Lustful Gnome</p><p>Type: Offense</p><p>Rank: B</p><p>Range: Short</p><p>Chakra: 20</p><p>Damage: 40</p><p>Description: The user activates the snakes on his arms and uses it to attack the opponent or bind them. He can infuse this with any one of the 5 elements depending on the effect he desires.</p><p>-Must be taught by Priest</p><p>-Must know Vector Cobra</p><p></p><p>Uso no Alanta - Lies of Alanta</p><p>Type: Offense</p><p>Rank: A</p><p>Range: Short</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: This combine complex movement in tajutsu using deception as its core purpose. The user launches an attack inform of a punch/kick, however this is but a feint attack the main idea of the punch or kick is not to connect but to shift the targets focus. This could either by a side hook which would purposely miss the opponent by some inches or a round-house high/low kick that would swing by the target. Then comes the real attack which moves in the shadow of the feint just like "Leaf Hurricane". Depending on the limb used for the deception, a snake is activated that moves concurrently with the limb but a bit behind schedule though not far behind and strikes the target with venomous rage.</p><p>-Usable 4x per match</p><p>-Must know Vector Cobra</p><p></p><p><strong>Additional effects and Restrictions:</strong></p><p></p><p></p><p><strong>Skill levels of the style:</strong> </p><p></p><p>-GrandMeister(Created the style)</p><p>-Meister(Knows all technique learn-able)</p><p>-Apprentice(Is learning technique)</p><p>-An Apprentice can only activate two of the snakes at a time while Meisters can activate 3. The Grandmeister is able to activate four of the snakes at once.</p><p></p><p>-Users of this style have extreme chakra control and also they have greater reflex than normal ninjas.</p><p>-only one elemental infusion can be used per move</p><p>-Users of this style must have completed the Basic five, Ninjutsu, Basic Fuinjutsu and Taijutsu</p><p>-Can only be learned by Kage rank ninjas and above</p><p></p><p><span style="font-size: 9px"><a href="http://narutobase.net/forums/showthread.php?t=589176">Trained</a></span>[/SPOILER][hr][/hr]<p style="text-align: center"><strong>☿ Vector Cobra Techniques ☿</strong></p><p>[hr][/hr]</p><p></p><p><span style="font-size: 9px"><p style="text-align: right">B Rank</p><p></span></p><p>† (Bekuta Kobura: Erumesu no Shisha no Tsue) Vector Cobra: Caduceus of Hermes †[spoiler]Rank: B</p><p>Type: Supplementary</p><p>Range: Short-Mid</p><p>Chakra: 20 (-10 per turn)</p><p>Damage: 40</p><p>Description: The user activates up to 4 snakes on any part of his body for basic supplementary use. They can extend up to 10m max and can pick up tools, act as extra limbs, aid the user in complex movements and manouvres during taijutsu and perhaps offensive usages where they can be used to grab, restrain and attack. While using the limbs, the user still moves at average speed.</p><p>-Can not be infused with elemental chakra.</p><p>-Last for 3 turns.[/spoiler]</p><p></p><p><span style="font-size: 9px"><p style="text-align: right">A Rank</p><p></span></p><p>† (Bekuta Kobura: Damballah Ihan) Vector Cobra: Violation of Damballah †[spoiler]Rank: A</p><p>Type: Offensive/Defensive/Sup</p><p>Range: Short-Mid</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: The user activates up to 4 snakes(depending on his rank) on any part of his body. These snakes then begin to extend to their full 10 meter length immediately, coiling near the user to stay close by until they are needed. The user then releases elemental chakra through the snakes to augment their power, increasing their strength proportionally to which elemental was used.</p><p></p><p><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Fire: The cobra themselves has gained a very high temperature, characteristic of fire, and causing 2nd degree burns on contact, and 3rd degree on prolonged contact without having to cause actual fire.</p><p></p><p><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Wind: The cobras gain a sharp cutting property, characteristic of wind. Touching the cobra at any point will result in a deep cut mark forming on whatever made contact, allowing the cobras to wrap around objects to reduce it to mere splinters of what it once was.</p><p></p><p><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Lightning: The cobras aesthetically gain small sparks that appear periodically across their body as lightning chakra is channeled through them. The lightning element allows the cobras to change their size to become thin at any point along their bodies, which combined with the natural piercing property of the element allows the cobras to shrink down to a very small size(though can be seen clearly) at the end to pierce through any object like a perfect arrow. The cobra can then reform to normal size after completely piercing through an object a portion at a time, meaning that the head can be on one side of a rock, full-sized, while a quarter of the way towards the user is shrunk to a very thin size as it's piercing through the rock, and out the side closest to the user the vector is normal sized once more. The "shape-shifting" of the snakes also allow this technique to pass through a barrage of precise attacks (ie. shower of senbon) without making contact with anything/losing any power.</p><p></p><p><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Earth: The snakes, when infused with the earth element, become heavier than they normally are (10x). However, because the speed, strength, and mobility of the serpents are determined by the user's chakra control, almost removing the factor of "weight" from these three aspects though not entirely as they still move as fast as the average earth jutsu, this serves only two purposes: to increase the force of impact, allowing the snakes to crash through defenses, though they lose some momentum after impact, and to restrain an enemy by crushing them with the immense weight of the earth-infused Vector Cobras. The user's earth chakra additionally allows the serpents to "meld" with the earth, much like the "Earth Release: Hiding in Rock Technique", allowing the serpents to move in and out of the earth without creating disturbances, tremors, or otherwise altering the battlefield (though they can still be seen by sensors/Dojutsu users/others who can "see/feel" chakra).</p><p></p><p><img class="smilie smilie--emoji" alt="♦" title="Diamond suit :diamonds:" src="https://cdn.jsdelivr.net/emojione/assets/4.5/png/64/2666.png" data-shortname=":diamonds:" /> Water: The snakes, when given the element water, begin to excrete a transparent sticky fluid, similar to "Water Style: Starch Syrup Capture Field". Because the snakes only secrete a small portion of this fluid until it is used, it is difficult for normal eyes to see the water while still on the snakes (though anyone who can see/feel chakra can "see" it). As the snakes make contact with objects, they leave behind this chakra-infused sticky residue which can snare other objects on it, restraining their movements and trapping it. The snakes themselves, if they touch an object which is weak enough (ie. solid matter based projectiles), they can drag the object with them, it sticking to the layer of sticky water covering the serpents. If the Vector Cobras have objects stuck onto them, they can dislodge them by making sharp turns, releasing the object with a layer of sticky water at speeds equivalent to the average water jutsu.</p><p></p><p>The cobras can then be released towards the target, being manipulated to move in any direction the user wishes as they move, creating effects related to the element infused into the snake. The cobras also can be made to begin their assault upon activation, instead of coiling around the user. The cobras may be used independently from each other, but all four snakes need to have the same element.</p><p></p><p>NOTE: Once activated, they can last 2 turns and after that, they revert back to their position on the user's body unless perhaps they are destroyed. The user however, can decide to deactivate them before the end of their turn limit.</p><p>NOTE: Only one elemental infusion can be used in one turn.</p><p>NOTE: Each elemental infusion can be used 2x max</p><p>Note: Can only be used 5 times max</p><p>NOTE: No other element can be used except the element that is currently infused with the cobras. Meaning if a fire infused cobra is activated and still active, the user can only use Katon.</p><p>NOTE: Students will need to wait two turn in between usage. Meisters have one turn wait.[/spoiler]</p><p>[/border]</p><p></p><p style="text-align: center"><img src="http://i.imgur.com/KqRUtNK.png" data-url="http://i.imgur.com/KqRUtNK.png" class="bbImage " style="" alt="" title="" /></p><p></p><p>[border=]<p style="text-align: center"><strong>☿ Sound Propulsion NinTaijutsu ☿</strong></p><p>[hr][/hr][spoiler=Sound Propulsion by McRazor]<p style="text-align: center"><img src="http://i.imgur.com/QyhPKBf.png" data-url="http://i.imgur.com/QyhPKBf.png" class="bbImage " style="" alt="" title="" /></p><p></p><p><strong>Sound Propulsion | Oto Suishin</strong></p><p></p><p><strong>Type:</strong> NinGenTaijutsu</p><p></p><p><strong>Background:</strong></p><p>Upon overusing the sound element and becoming too accustomed to it, Barney decided to come up with something new and more unique than what the actual element offered him. Being also well known as a genjutsu user, Barney figured that he could try and incorporate the ability into his new style that he called Oto Suishin. Oto Suishin revolves around using high pressure soundwaves in order to propulse oneself and to increase momentum. After a certain amount of trying and combining different movements and techniques, the fighting style finally started looking like something. Barney could execute swift and easy moves in the most unpredictable ways by simply ejecting high pressure soundwaves out of his tenketsu. This was an obvious breath taker but Barney wasn't satisfied. Something was missing in his mind and he wanted to push it further. This led him to using the ejected high pressure soundwaves as mediums for inducing genjutsu. Just a glance of an unaware opponent and Barney would burst forth leaving a silhouette behind him, tricking his opponent into different realities. This was the moment when Barney was finally happy with his product and felt it was worthy of being shown publicly.</p><p></p><p><strong>Description on the Abilities and Inner Workings of the Style:</strong></p><p>Sound is a mechanical wave that results from the back and forth vibration of the particles of the medium through which the sound wave is moving. Since a sound wave consists of a repeating pattern of high-pressure and low-pressure regions moving through a medium, it is sometimes referred to as a pressure wave. The main indicator of the pressure which a soundwave produces is the frequency, meaning that higher frequencies will produce more pressure when expelled. Using this theorem it is safe to assume that a very high frequency soundwave will be able to produce a sufficient amount of pressure to increase or reduce momentum, depending on the existent trajectory of the moving limb/body part and the direction in which the soundwave is expelled.</p><p></p><p>As already mentioned, Sound Propulsion revolves around using those very soundwaves to increase or reduce ones own momentum which can also be referred to as propulsion. What the soundwaves allow the user is very unpredictable movement by creating momentum out of, apparently, nothing. Of course it's not actually nothing but rather the users own chakra that initiates the soundwave. This allows the user to perform quick lunges, position shifts, stronger punches with increased momentum and even increased mid-air maneuverability. The soundwaves can be expelled from any tenketsu of his body, in any desired direction, giving the user the ability to fine tune his actions and movements and to easily fight his opponents. Using the same principle behind increasing momentum, the user can decrease it to slow down his movement and to even stop it completely. This allows him to even slow down opponents strikes in very limited situations, mostly before imminent collision, to the point where they can be intercepted and exploited.</p><p></p><p style="margin-left: 20px"><em>An example scenario for increasing momentum to show how exactly I see it working. I would charge at my opponent and prepare to punch him with my hand. When I'm close enough I would expel the soundwave out of my elbow, in the opposite direction of where I want my arm to go. Assuming that my shoulder is the center of rotation and the fixation point, once the soundwave is ejected in the opposite direction of my intended movement then my hand would burst forward with increased momentum resulting in a stronger as well as unpredictable punch.</em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>[SPOILER]<p style="text-align: center"><img src="http://i.imgur.com/aL3dDNz.png" data-url="http://i.imgur.com/aL3dDNz.png" class="bbImage " style="" alt="" title="" /></p></em></p><p style="text-align: center"><em>A simple explanation of the process behind the propulsion.</p></p> <p style="margin-left: 20px">[/SPOILER]</em></p> <p style="margin-left: 20px"><em>In case I want to slow down my momentum I would follow the same principle but by expelling the soundwave from my fist instead of my elbow. This would result in slowing down my already existing momentum and stopping my hand from moving forward. There is also a useful application of the built up pressure. Although not solid it can be felt and present itself as an obstacle. This application would also be used in order to slow an opponents punch if we were to, for example, simultaneously punch our fists. As our fists are about to collide I would expel the soundwave from my fist and create a "cushion" of high pressure that would slow both our movements; mine because of the previously mentioned reasons and the opponents because the high pressure buildup would present itself as an obstacle for the opponent, thus requiring more force to break through it. This could essentially be used to stop the opponents movement and then for example use the other hand or other means to exploit that advantage.</em></p><p></p><p>Now that the very basic workings of the style are explained we can touch the genjutsu ability. Basically, once the soundwave is expelled, it leaves behind a transparent but still visible trace. Since this soundwave is fueled with the users chakra he would use the remains of it to create very basic visual illusions. They would be very simple and used only for tricking the opponents eyesight without impairing any of his abilities to continue the battle. Stronger and experienced opponents wouldn't have problems with the illusions because it is quite easy to distinguish them and to see the clear image of the whole situation.</p><p></p><p>[SPOILER]<p style="text-align: center"><img src="http://i.imgur.com/eeHYjTy.png" data-url="http://i.imgur.com/eeHYjTy.png" class="bbImage " style="" alt="" title="" /></p> <p style="text-align: center"><em>Note the pressure wave behind the jet. It's actually not a heat wave but a pressure wave created by the extremely loud jet. Proof is in the article on the link.</em></p> <p style="text-align: center"><em><span style="font-size: 9px">(source: <a href="http://members.d11nuscgaux.info/deck/hear_about.html">http://members.d11nuscgaux.info/deck/hear_about.html</a>)</span></em></p><p>[/SPOILER]</p><p style="margin-left: 20px"><em>An example of both the propulsion an genjutsu ability in use. I would charge at my opponent with the intention to kick him with my foot. Once in range I would expel the soundwave from my foot, thus propelling my leg into my opponent with increased momentum. As my leg moves from its previous position it leaves a trace of the soundwave and as the opponent sees it the illusion activates, using the remains of the expelled chakra to disturb his chakra flow. What he opponent would see it the users body and its movement while he would also see a "fake" limb left behind, making it seem as if the users leg moved in a blur.</em></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[SPOILER]<p style="text-align: center"><img src="http://static3.wikia.nocookie.net/__cb20111205000126/naruto/images/thumb/d/d1/Yanagi.png/320px-Yanagi.png" data-url="http://static3.wikia.nocookie.net/__cb20111205000126/naruto/images/thumb/d/d1/Yanagi.png/320px-Yanagi.png" class="bbImage " style="" alt="" title="" /></p> <p style="text-align: center"><em>The illusion that the opponent would see wouldn't differ much from this illusion except that there wouldn't be so many limbs but only one, in the previous position where the users limb was.</em></p></p> <p style="margin-left: 20px">[/SPOILER]</p><p>Depending on the techniques and complexity of the movements, the genjutsu ability won't always be possible, thus the user can compromise between raw and strong propulsions with the genjutsu ability and fine tuned movements without the ability of casting the genjutsu.</p><p></p><p><strong>Example Techniques:</strong></p><p></p><p>Oto Suishin: Suishin | Sound Propulsion: Propulsion</p><p>Type: Supplementary</p><p>Rank: C rank</p><p>Range: Short</p><p>Chakra: 15</p><p>Damage: N/A</p><p>Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. By ejecting the soundwaves from multiple tenketsu, the user would have the ability to fine tune his movements as well as trajectory.</p><p></p><p>Oto Suishin: Kusshon | Sound Propulsion: Cushion</p><p>Type: Supplementary</p><p>Rank: C rank</p><p>Range: Short</p><p>Chakra: 15</p><p>Damage: N/A</p><p>Description: Ejecting sound from one of his tenketsu allows the user to create a high pressure soundwave cushion that can stop and slow down enemy movement, specifically punches and kicks. Due to the high pressure the opponent would need more force to execute his movements thus he risks to be caught in a disadvantageous position.</p><p></p><p><strong>Additional effects and Restrictions:</strong></p><p>A master of Sound Propulsion will have slightly increased reflexes due to the body being accustomed to the momentary propulsions and position shifts, which is achieved through extensive training and specialization. He will also have greater general perception because a wrongly executed propulsion could cost him his life. He is of a calm and composed demeanor and always with his guard held up. He is always observing the situations and calculating his propulsions for the best possible outcome. Other than that, unpredictability of his movements when using Sound Propulsion is one of the key features. </p><p></p><p>Regular eyes (non-dojutsu) would have slight difficulty distinguishing the user and his limbs from the illusionary ones created by the expelled soundwaves. Dojutsu users (sharingan, byakugan, rinnegan) as well as highly skilled taijutsu users (Taijutsu masters, EIG masters) wouldn't have problems distinguishing the real user and his movements and intentions because of their expertise in martial arts and close quarter combat. Taijutsu specialists will also be able to effectively counter the movements, albeit with somewhat slightly higher difficulty.</p><p></p><p>To be able to learn Sound Propulsion, one has to complete Sound, Genjutsu and Taijutsu training as well as be of Kage rank. Training is performed exclusively by McRazor.</p><p></p><p><span style="font-size: 9px"><a href="http://narutobase.net/forums/showthread.php?t=557654">Trained</a></span>[/SPOILER][hr][/hr]<p style="text-align: center"><strong>☿ Sound Propulsion Techniques ☿</strong></p><p>[hr][/hr]</p><p></p><p><span style="font-size: 9px"><p style="text-align: right">C Rank</p><p></span></p><p>( Oto Suishin: Suishin ) Sound Propulsion: Propulsion[spoiler]Type: Supplementary</p><p>Rank: C rank</p><p>Range: Short</p><p>Chakra: 15</p><p>Damage: N/A</p><p>Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. By ejecting the soundwaves from multiple tenketsu, the user would have the ability to fine tune his movements as well as trajectory. The user can perform an infinite (technically 361 because that's the number of tenketsu a body possesses) amount of simultaneous propulsions from his tenketsu in order to execute a specific movement while he can only perform two concurrent movements in a short duration of time. These propulsions are delicate, used for fine tuned movements thus why they do not support genjutsu induction.</p><p>Note: Can only be used 4 times per battle</p><p>Note: Can only be used by Sound Propulsion students[/spoiler]</p><p></p><p><span style="font-size: 9px"><p style="text-align: right">B Rank</p><p></span></p><p>( Oto Suishin: Suishin no Sakkaku ) Sound Propulsion: Illusion of Propulsion[spoiler]Type: Supplementary</p><p>Rank: B rank</p><p>Range: Short</p><p>Chakra: 20</p><p>Damage: N/A</p><p>Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. This technique is based on raw and powerful propulsions that leave behind great amounts of chakra which is used for genjutsu induction. These propulsions increase the momentum behind the users kicks and punches by a great margin. A propulsion of this type, seen from the opponents perspective would seem as if the users limb or even his whole body burst forth leaving silhouettes behind him. This happens due to the residue chakra from the propulsions being used to induce low rank visual illusions. Their main purpose is to confuse the opponent and to distract him, though a ninja who is a taijutsu master or doujutsu wielder will be able to accurately track the user.</p><p>Note: Can only be used 3 times per battle</p><p>Note: Can only be used by Sound Propulsion students[/spoiler]</p><p></p><p>( Oto Suishin: Yugan Rojikku ) Sound Propulsion: Awry Logic[spoiler]Type: Offensive/Defensive/Supplementary</p><p>Rank: B rank</p><p>Range: Short</p><p>Chakra: 20</p><p>Damage: 40</p><p>Description: Awry Logic follows the basic principles of Sound Propulsion. It has the task to propulse the users limbs or body in a specified direction upon use. However, it also capitalizes on its secondary ability, to induce illusions. Instead of simply leaving a trail behind a successful propulsion, this illusion is a bit advanced. Once the propulsion is performed and the target is captured within the illusion, he would see the propulsion go in the opposite direction, giving the user a perfect opportunity to finish off the opponent with ease. The purpose of the inverted propulsion is to confuse the opponent and it lasts until the actual propulsion is finished. This means that upon finishing the propulsion, the illusion would dissipate and the opponent would suddenly see the user on a different location adding even more to the confusion effect.</p><p>Note: Can only be used 3 times per battle with a one turn cooldown period in between usages</p><p>Note: Can only be used by Sound Propulsion students[/spoiler]</p><p></p><p>( Oto Suishin: Hanpatsu-ryoku ) Sound Propulsion: Repulsion[spoiler]Type: Defensive/Supplementary</p><p>Rank: B rank</p><p>Range: Short</p><p>Chakra: 20</p><p>Damage: N/A</p><p>Description: Following the principle of ejecting the high pressure soundwaves from his body, the user can use them to slow down his own movement as well as prevent and slow down an opponents strike. By ejecting the soundwaves from his fist, for example, while moving it towards the opponent the user can slow down and stop the movement of his hand. Depending on the situation on the battlefield this can come as a very useful technique for situations when something doesn't go as planned and allows the user to assert the situation and act accordingly. This technique is aimed to be used for close quarters combat and it is aimed to be used against opponent's physical attacks, including those with various weapons. However, the user can also use this technique to stop weapons that the opponent throws as projectiles (kunai, shuriken, etc.) from inflicting wounds but it has to follow logic, i.e the user has to expel the soundwaves from his torso if he wants to create the cushion and stop kunai or shuriken aimed at it. Same goes for limbs and other body parts. Following this principle, the user can also slow down and stop an opponents strike by ejecting the high pressure soundwaves which present themselves as an obstacle in this situation. Due to the high pressure buildup that acts as a cushion the opponent would need more force to overcome and overpower it. This application is, as already explained, very useful in hand to hand combat because it gives the user the chance to exploit the situation, e.g. suddenly stopping his opponent's punch, and quickly change his tactics as he sees fit, e.g. grabbing the opponent's arm and proceeding to punch him in the stomach, etc. This technique follows the elemental interactions of the sound element, meaning that elemental attacks strong to sound would easily overcome the cushion even at the same rank. Obviously, elemental attacks weak to sound, at the same rank, would need to double the effort to overcome the cushion. Regular taijutsu and kenjutsu are considered neutral to sound in this regard and to overcome the cushion, they would just need to be one rank stronger. As usual for close quarters combat, reaction speed is very important and if the user can't react to an attack, it means that he can't create the cushion in time to protect himself. Slower enemies would be at a greater disadvantage.</p><p>Note: Can only be used 4 times per battle</p><p>Note: Can only be used by Sound Propulsion students[/spoiler]</p><p>[/border]</p><p>[/QUOTE]</p>
[QUOTE="Lili-Chwan, post: 10278894, member: 25119"] [CENTER][IMG]http://i.imgur.com/2e0EguH.png[/IMG][/CENTER] [border=][center][B]☿ Drunken Monkey Fist GenTaijutsu ☿[/B][/center][hr][/hr][spoiler=Drunken Monkey Fist by Mandy]Hebereke Seiyuuki Genkotsu| Drunken Monkey Fist Type: Ningentaijutsu Background:Long ago, there lived the Monkey King, ruler of a small group of ninja. The Monkey King was well renowned for his superior fighting style and cheerful, playful nature. People would come from all around the world just to see the Monkey King in his fights. The techniques were completely random and unexpected; agile yet powerful, and acrobatic and effective. To add the effectiveness, the Monkey King would often drink large amounts of liquor, increasing his power in the art he created. In combat with a rival Lord of the Wild, The Monkey King found his crafty fighting style to be rather insufficient, making it hard to land an attack on the target as his opponent was able to accurately predict his movements. Knowing how deceit and trickery were his friends, The Monkey King began casting several illusions on the target that were aimed to disguise his movements even more, making it harder to detect the attacks and allowing him to defeat his rival, before vanishing himself, only stories of his style seemingly surviving. After years of legends forming in his wake, the Monkey King returned to the Ninja World, to train Percy Jackson in how to use this art, who later began to spread it and enhance it's effects, making it much more useful in it's nature. Description on the Abilities and Inner Workings of the Style: Description of the Style: Based on the core concepts of the Drunken Fist jutsu, Drunken Monkey Fists combines this unpredictability with the unique weaving of genjutsus to create a more effective sense of unpredictability and confusion in battles. In it's most basic form, Drunken Monkey Fist creates a very unpredictable chain of movement, allowing the user to move as if he were intoxicated. This causes problems for the opponent to accurately track and react to, not knowing where the user will be moving as the user himself doesn't know. Advanced applications of the Drunken Monkey Fist utilize the addition of Genjutsus to create a more difficult ability to track and react to, for a range of reasons. Genjutsu is commonly applied in one of two ways with the style, creating two different fields that this is spread upon, named Monkey's Prank and The Drunkard, each casting different affects on the target. Inner Workings of the Style: Drunken Monkey Fist, or DMF for short, is firstly rooted in the application of taijutsu. Strong Fist taijutsu is often defend-able against due to it's often linear and "straight" methods of attacking (i.e. direct attacks that cause damage in the shortest line of attack such as a direct punch, or spinning kick, etc.), making it far from the primary choice of attacks to use for the crafty minded. DMF works around this limitation by utilizing the concept of being intoxicated, which causes the user to become significantly more difficult to predict his direct movements as well as his future movements, seemingly moving every which way as he moves forward. Utilizing chakra alongside this enhances the effect, allowing the user to seemingly change his movements as swiftly as he begins them, confusing the target easily. In order to gain the full effect of unpredictability, mastery of Genjutsu is required as the style utilizes the field in two broad applications, named Monkey's Prank and The Drunkard respectively, each named after certain traits of the style, detailed below. Monkey's Prank is named for the deceptiveness of the false movements given by the user to fool the opponent's mind into believing you are moving one way when you actually move in another way, triggered via the misleading movements of the style. These effects can best be utilized when moving one's limbs to start an attack, triggering the effect of their limb moving in one direction as if they were attacking in that manner, disguising the actual assault done by the body. This makes it harder to detect the actual attack launched at the target. The Drunkard genjutsu's effects are much more easier to detect but harder to overcome; triggered by small movements, The Drunkard causes the illusions of being intoxicated inside the target, effectively causing them difficulty in tracking the user's movements and actions, almost is if they themselves were intoxicated. What makes this more difficult to overcome is rooted in the basis of how it is performed; by utilizing small movements that are chained with the user's taijutsu attacks, they grant the effect of making it appear as if the user's speed has been doubled and causes what appears to be afterimages of the user to appear, trailing copies of the user, making the enemy's ability to track things become insignificant, effectively halving it. Because of these illusions, it makes it more difficult to accurately track the user's attacks, making it appear as if the user has simply created some speed enhancing effect, unknowing to the fact that it is actually an illusion. The average Drunken Monkey Fist Technique is, in essence, a Taijutsu Technique and a complimentary Genjutsu Technique, all three being considered the same rank. Example Techniques: Drunken Monkey Style: Monkey’s Prank: Feigning Uppercut | Hebereke Seiyuuki Youshiki: Seiyuuki's Azamuku: Gishi Appa-katto Type: Offensive Rank: A Range: Short Chakra Cost: N/A Damage Points: 40 Description: The user stands, channeling chakra to his arms, begins by moving his arms in a drunken fashion, as if he were stumbling. This triggers an illusion of the user seemingly moving his arms upwards as if he were drawing the right first backwards to deliver a strike to the upper body of the enemy. As the target sees this, they then see the opponent launching his arm forward and dropping it low into a palm thrust to the stomach. In actuality, the user simply staggers forward, moving drunkenly and lower to the earth, and as the enemy moves to defend the perceived blow to the stomach, grabs the enemy's head, pulling them forward as the user falls backwards, pulling his head downwards to meet the user's rising leg, striking the chin with great force. *Can only be used twice* Skill levels of the style: Monkey King (created the style) ^ Prince (Someone who begins learning the other application they did not learn as a user) ^ Pauper (someone who begins learning either Monkey's Prank or The Drunkard applications) ^ Apprentice (is learning basic Drunken Monkey Fist techniques) Additional effects and Restrictions: -User must have mastered genjutsu, basic ninjutsu, and taijutsu to learn. -Masters of Drunken Monkey Fist will have increased Agility, Reflexes, and Speed when compared to the average Strong Fist user, though the real DMG movements are of equal speed as normal Strong Fist Taijutsu. -Taijutsu movements done by the DMF are difficult to track. Moves that utilize Monkey Prank can only be predicted, read and fully countered by either Taijutsu Specialists (Hyuuga Masters, EIG Masters, NB Taijutsu Masters), ninjas with increased speed or reactions (A, Namikaze Minato, Tobirama, etc) or Sharingan users (whose ability to read through the movements is linked to their own tomoe level and its relation to piercing Visual Genjutsu). The basic, non illusionary movements of DMF are trackable and seen by anyone. However, their unpredictability make them very hard to counter with Taijutsu. Targets with immunity or resistance to Genjutsu will not be affected by its effects and will deal with it as they would with normal Taijutsu. -Must be of at least Sannin Rank to learn. [size=1][url=http://narutobase.net/forums/showthread.php?t=584726&p=17150911#post17150911]Trained[/url][/size][/SPOILER][hr][/hr][center][B]☿ Drunken Monkey Fist Techniques ☿[/B][/center][hr][/hr] [size=1][right]D Rank[/right][/size] [size=1][right]C Rank[/right][/size] ( Yoi monkīfisuto ) Drunken Monkey Fist: Don’t Touch My Banana[spoiler]Type:*Defensive/Supplementary Rank: C Range: Short-Mid (illusion can be casted at mid range) Chakra Cost: N/A Damage: N/A Description: This technique utilizes the elements of the playful monkey and is designed, not only to defend, but to increase the opponent’s frustration*with miniscule prankster illusions. In this technique the user makes use of various acrobatic movements; flips, rolls, jumps, bobbing and weaving and taunting motions to avoid enemy attacks and mocking their inability to hit them. This is not an all encompassing defense as the user can only defend/dodge at their current speed level and against other taijutsu or general small area techniques. As the Drunken Fist makes use of highly unpredictable movements that ordinary shinobi would need training for, these acrobatics enable the user to effective bob and maneuver in ways that cause the opponent to be unable to successfully land an attack.Along with the amazing acrobatics, every evasive maneuver would be accompanied by a simple illusion (D-rank). The illusion uses the movements as a medium for induction to make the opponent see an entirely different evasion; basically pranking them to be unaware of the true evasive move. So if the user was doing a roll to the left, he could make the opponent see a flip backwards, though the illusion only lasts a few seconds or so before being released.* - Can only be used once every 3 turns - Cannot move more than within a 5 meter area of the original position - Cannot be used to mask an attack - Need to have learned the Drunken Monkey Fist cfs[/spoiler] ( Hebereke Seiyuuki Youshiki: Hakuchi Soushin ) Drunken Monkey Style: Idiot’s Stupor[spoiler]Type: Offensive Rank: C Range: Short Chakra Cost: N/A Damage Points: 30(+10 to user) Description: The user drunkenly swings his left leg slightly in front of him (he swings it to his right) while throwing a punch towards the face of the enemy, losing his balance whilst doing so, causing him to fall forward. As he falls to his left, he head butts the enemy in the stomach, causing them to double over. The user, who by then would have hit the ground, then raises very quickly, once more head butting the enemy, this time in the chin with great force, causing him to fall backwards. The user is then left with a small headache from the drunken, accidental head butting. *Can only be used in Drunken Monkey Mode*[/spoiler] ( Hebereke Seiyuuki Genkotsu: Saru no Teiru ) - Drunken Monkey Fist: Monkey’s Tail[SPOILER]Type: Offensive Rank: C Range: Short Chakra Cost: 15 Damage: 30 Description: This is a basic technique in the Drunken Monkey style that utilizes the Monkey’s Prank genjutsu. With the user already stumbling about as if he were off balance and unstable they will suddenly sway in on direction appearing as though they will fall; The falling motion being the inductor of the genjutsu. Within the genjutsu the user will appear to have suddenly regained his balance, with a confident step, demonstrating a rouse and jump upwards to the sky to deliver a dropping kick on the top of the victim’s head. In reality, the user falls into a roll on the ground. The user will push up with his hands, similar to the Rock Lee’s rising kick and deliver an upward blow to the chin, chest, or even their groin. As the genjutsu itself is a low level visual technique (C-rank) once the user actually makes physical contact the false image will disappear but by then the victim will have already been struck.[/SPOILER] [size=1][right]B Rank[/right][/size] ( Hebereke Seiyuuki Genkotsu: Kirikoe ashi no sutansu ) - Drunken Monkey Fist: Paw of Lord Kirikoe[SPOILER]Type: Offensive Rank: B Range: Short Chakra Cost: 20 Damage: 40 Description: The user, with their hands out in front of them, will imitate drunken movements. The user will then suddenly turn his palms out with his fingers wide like a monkey’s paw/claw. This subtle movement creates the illusion where the victim sees the user accelerate quickly while ducking their body slightly almost as if the user disappears and re-appears much closer to them. The victim will then see the user thrust both their palms aiming at their solar plexus and heart or any other vitals on the lower torso and stomach. In reality, after turning their palms the user executes a powerful roundhouse or side kick aimed anywhere but the target area the illusion captures; meaning if the illusionary attack was on the torso, in reality the opponent would get hit anywhere but the torso.*[/SPOILER] [size=1][right]A Rank[/right][/size] ( Hebereke Seiyuuki Youshiki: Seiyuuki's Gishi Appa-katto ) Drunken Monkey Style: Monkey’s Feigning Uppercut [spoiler]Type: Offensive Rank: A Range: Short Chakra Cost: N/A Damage Points: 40 Description: The user, after standing in the Drunken Fist position (with the hands held in front of the user, slightly bent and palms facing to the user), drunkenly throws a punch, narrowly missing the enemy’s head. He then loops it behind the target’s head, and pull forward while seeming to stumble drunkenly backwards, falling. As he falls backwards and the target’s head get’s pulled forward, the user extends his leg quickly, hitting the target in the chin with great force. *Can only be used twice* *Can only be used in Drunken Monkey Mode*[/spoiler] ( Hebereke Seiyuuki Youshiki: Uxokka Hitodenashi ) Drunken Monkey Style: Vodka’s Miscreant[spoiler]Type: Offensive Rank: A Range: Short Chakra Cost: N/A Damage Points: 40 Description: The user uppercuts the enemy while leaning backwards and extending his right leg, kicking him in the groins as well. He then turns his right hand over (palm facing outwards) and punch the enemy in the stomach as he leans back forward, head butting the target at the same time, busting both their foreheads from the impact. As this happens, the user stumbles to his forward and slightly to the left of the enemy, ending up behind him and to his right by a few inches. He then falls forward, swinging his right leg backwards as he does so, hitting the enemy in the crouch once more. As the user hit’s the ground, he rolls forward and drunkenly rises and turns facing the target once more. *Can only be used three times* *Can only be used in Drunken Monkey Mode*[/spoiler] ( Hebereke Seiyuuki Genkotsu: Keiryō ) - Drunken Monkey Fist: Lightweight[SPOILER]Type: Defensive/Offensive Rank: A Range: Short Chakra Cost: 30 Damage: N/A Description: This is a counter technique that utilizes the Drunkard's Genjutsu style. Instead of using the genjutsu to lead an opening for the offensive, the user waits for the precise opportunity to strike. Upon being attacked by another taijutsu technique or closed ranged attack, the user sways; either his hands or body, whatever to induce a hypnotic like illusion. The illusion creates the sudden pulsating sensation that jolts the victim’s body, disturbing their focus for a very brief, yet effective enough moment. From there the user’s perception of the world around them becomes heavily slurred and the actions they were doing before will falter. Should the victim have been attempting a taijutsu movement they will attack short and miss all together or simple stumble. If they were using a ninjutsu of some sort their hand seals will mess up or the aim of their attack will be off and miss (within reasonable circumstances). In that momentary laps and the drunken slur of their opponent’s movements, the user can then execute an attack of their own. Note: Can only be used 3 times per battle Note: The disturbance of their opponent’s technique must happen within reason, described in explanation.[/SPOILER] [size=1][right]S Rank[/right][/size] ( Hebereke Seiyuuki Youshiki: Teichou Morgan's Boudou ) Drunken Monkey Style: Captain Morgan’s Uprising[spoiler]Type: Offensive Rank: S Range: Short Chakra Cost: N/A Damage Points: 60 (-15) Description: The user, after drinking very strong alcohol, becomes very drunk and charges large amounts of chakra to his arms, strengthening them, which he holds out in front of him in the Drunken Monkey starting position. The user will then suddenly fall backwards, swinging his arms behind him to catch himself and swinging his legs upwards, kicking the enemy in his chin, and then quickly boosting himself in the air from his arms, landing with one foot in front of the other. He then immediately stumbles forward, and uppercuts the enemy several times in the chest and face as he/she rise from the “upper-kick”. As the drunken punches are thrown, the user continues to stumble forward, causing them to rise even further. The user then strikes the enemy with a powerful, uppercut sending them several feet into the air. The user then falls forward, but catching himself by his forearms and using the momentum from falling to flip himself over his head into the air, upside-down. He then catches the enemy almost as if by accident, wraps his legs around the enemy's upper body, catching them. The user then drunkenly and, once more if as by accident, twists over in the air, and lands with one of his arm across the throat of the enemy, causing great damage to his neck and the other shielding his face as they hit the ground hard. The user is left slightly disorientated from hitting the earth and vision is extremely blurry, making it hard to make out incoming projectiles and attacks further than mid range from him during the next turn. *Can only be done once* *After using, the user’s balance will be thrown off on a level that the user can’t focus and/or stand straight enough to perform jutsus higher than A rank for three turns* *Can only be used in Drunken Monkey Mode*[/spoiler] [/border] [CENTER][CENTER][IMG]http://i.imgur.com/oPfoBIQ.png[/IMG][/CENTER] [border=][center][B]☿ Whip Arts Genbukijutsu ☿[/B][/center][hr][/hr][spoiler][B][SIZE=3]鞭芸術 | Whip Arts[/SIZE][/B] [B]Hoippu Geijutsu | Whip Arts[/B] [B]Type:[/B] Gentaijutsu [B]Background:[/B] While travelling trough the ninja world, -Severus Snape- came across a lot of different fighting styles, but one of them made the biggest impact on him, a Sannin from the leaf who used his hair as a whip. This inspired him to start fighting using a self-made whip. In the beginning this didn’t help him in his battles, it even caused him almost to die. Starting to combine his whip attacks with genjutsu, he realised that this was an really effective fighting style and started to use it. [B]Description on the Abilities and Inner Workings of the Style:[/B] This type of genjutsu uses the whip the user carries with him to disturb the enemy’s chakra flow, by inserting a bit of the users chakra trough a whip into the opponents chakra flow. This disruption of the flow of chakra makes the enemy perceives illusions, which puts enemy under a genjutsu. The damage done by the Whip Arts is Physical (if hit by the whip) but can also be Mental (the genjutsu the enemy is put under). Whip Arts techniques are usually fast but gracefully, relying on the short ‘whipping’ movements of the whip to hurt the enemy (If they did too much physical damage, the enemy they would automatically be released from the genjutsu) and then disturbing the enemy’s chakra flow to put them under a Genjutsu. The speed of the movements can be compared with the speed of an attacking snake, short but powerful. [B]Additional effects and Restrictions:[/B] -Must be of at least Sannin Rank to learn - Must have mastered Genjutsu -The user biography must carry a (Custom) whip -This style can only be taught by a Hoippu geijutsu Master. [size=1][url=http://narutobase.net/forums/showthread.php?t=525461]Trained[/url][/size][/spoiler][hr][/hr][center][B]☿ Whip Arts Techniques ☿[/B][/center][hr][/hr] [size=1][right]B Rank[/right][/size] ( Hoippu Geijutsu: Akuma no Ikari ) Whip Arts: Devils Rage[spoiler]Type: Attack Rank: B Range: Short-Mid Chakra: 30 Damage: 60 Description: The user will move the whip around his body while channelling his chakra trough the whip. As the whip hits the opponent, a small amount of chakra of the users chakra will disrupt the opponent’s chakra flow, putting him under a subtle genjutsu B-Rank jutsu where he will feel a burning pain coming from the muscle's that are near the hit point. This pain will increase over the next 2 turns, if not broken out from the Genjutsu, until the opponent has the feeling that pain is too much, and can't use the hit limb any more, until broken out of the genjutsu. Note: Requires Hoippu Geijutsu training Note: Can only be taught by -Severus Snape-[/spoiler] ( Hoippu Geijutsu: Surīpu Byūtī ) Whip Arts: Sleeping Beauty[spoiler]Type: Offensive Rank: B-Rank Range: Short Chakra: 20 Damage: 40 Description: The user cracks his whip towards the opponent and hit him diagonally over the chest (or any other body part that comes in its way). Upon the physical contact, a small amount of the users chakra will go trough the whip, into the opponents body, placing him under a B-Ranked genjutsu. A turn after being hit by the whip, the opponent will start to feel a slight tingling where he is hit, and this tingling feeling will spread over the next two turns until his uppe/lover body is completly numb, depending on where being hit. This numb feeling will continue until the opponent dispels the genjutsu he is placed in. Note: Requires Hoippu Geijutsu training Note: Can only be taught by -Severus Snape- [/spoiler] [size=1][right]S Rank[/right][/size] ( Hoippu Geijutsu: Indiana no Hanketsu ) Whip Arts: Indiana's Judgement[spoiler]Type: Attack/Defensive Rank: S Range: Short-Mid Chakra: 40 Damage: 80 Description: This technique is the ultimate defence of a Whip Art Master. The user will spin his whip,while focusing chakra in it, rapidly around his body, creating an impenetrable dome around him. While moving creating the dome, the sound will trigger a genjutsu upon the opponent. The genjutsu itself if simple, instead of seeing the user moving around his whip constantly, the opponent will only see the whip being moved around once before the user seemed to rest the whip again by his side, while standing in the same position. In reality, the user will continue the move the whip around while moving forwards, and as the user comes within hitting distance from the opponent, he will flick the whip forwards and catch the opponent around the neck, effectively strangling or killing them, depending on the kind of whip the user carries. Note: Can only be user twice per battle Note: Can deflect any B-Rank or lower Elemental technique's, but the technique is broken Note: Can deflect any A-Rank or lower Taijutsu and Kenjutsu technique's (except EIG technique's) Note: The genjutsu breaks the moment the whip stops moving. Note: Requires Hoippu Geijutsu training Note: Can only be taught by -Severus Snape- [/spoiler][/border][/CENTER] [CENTER][IMG]http://i.imgur.com/MqPK3V6.png[/IMG][/CENTER] [border=][center][B]☿ Oversoul NinTaijutsu ☿[/B][/center][hr][/hr][spoiler=Oversoul by Erzo][B]Oversoul : - Tairei[/B] [B]Type:[/B] NinTaijutsu [B]Background:[/B] The style was created by a little girl who was born from a mother and father that came from prestigious Taijutsu and Ninjutsu backgrounds. The girl was constantly pressured to excel in aspects of close and mid to long ranged fighting. However she was engrossed and obsessed with her countless stuffed toys and clothes, often forsaking practice to carry out her hobby. Eventually the pressure from her parents became unbearable, and in desperation she sought solace in her addiction. It was then that she thought of imbuing her clothes with chakra. By doing so she managed to create a style that allowed the user to warp and manipulate their clothing to their liking, such an ability made the girl exceptional at close combat, and rather adept at mid range combat. However she had yet to live up to her parents expectations. Thus she decided to experiment with imbuing chakra within her stuffed toys, and upon succeeding she realised that her style was complete. She had successfully created a way to dominate in both close, mid and long range combat while not having to physically overexert herself. Many years later, she came across three male Shinobi who were in search of a man Hiruko. They had heard of his ability to manipulate bandages, and sought to make it their own. However upon seeing the girls abilities they sought to learn from her instead, and thus the style was passed on. [B]Description on the Abilities and Inner Workings of the Style:[/B] The style itself remains to be fairly ninjutsu orientated, revolving around the concept of manipulating cloth. By doing so not only would the user be capable of manipulating their own clothes. Whether it be a patch of cloth or individual strings, but would also allow the user to animate and utilize stuffed toys or sack toys for offensive purposes. The basis of cloth manipulation would involve utilizing chakra to move the cloth, while also using the chakra to enhance and empower the cloths basic abilities. Advanced users of this style would be capable of passively manipulating basic cloth such as string or sleeve ends to a minor extent, mainly for strengthening and movement controlling purposes; although reinforcement, strength and speed would never exceed that of basic ninja weapons such as Kunai or ninja wire. However cloth manipulation can be taken a step further through utilization of elemental chakra. Elemental chakra would allow the cloth to assume certain properties, for instance water chakra could be used to drench cloth, making it more resistant to being ignited, and adding mass so as to make the force of the attacks heavier. Fire chakra could possibly be utilized to heat a cloth, perhaps to sterilize it, or maybe to scald the skin of a ensnared opponent. Lightning could be utilized to strengthen the overall cutting and piercing abilities, as could wind. Earth chakra could be utilized to enforce the physical durability of the cloth, or perhaps make them taut and hard. While elemental infusions can be done in a free form manner, as with basic weapons, the effects achieved would be rather minor. For instance a free form water chakra drenched cloth, would be incapable of resisting chakra infused flames. However jutsu techniques can take infusions to a new, powerfully advanced level, that would allow for effective combat against Ninjutsu. [CENTER][spoiler][IMG]http://i.imgur.com/24xphRA.gif[/IMG][/spoiler][/CENTER] The animation of stuffed toys would be a rather unique process. In a way it could be perceived as similar to the Shadow clone technique, but would likely be much more akin to Sai’s Ink Ninjutsu. By channeling chakra into a teddy or sack puppet, or any stuffed toy for that matter, the user would be capable of animating the toy. Granting it basic sentience, and usually a savage and violent persona. While the toy would more or less have the ability to attack and defend of its own volition, orders can be transferred via a chakra link. Animation of puppets can lead to various effects, sometimes the initial animation may result in size expansion, resulting in human sized, or perhaps summon sized toys. While the features of the stuffed toy may have effects on its usefulness and abilities, for instance a cheetah shaped stuffed animal may be exceptionally fast. The user would also be capable of creating a puppet with wanted effects on the spot, although this would require the necessary materials and would likely need to be done manually, but they can also carry around preprepared toys. Stuffed toys generally attack with their physical traits, eg a human sack puppet would use freeform Taijutsu or perhaps weapon play should they have a weapon. However they can also manipulate their bodies for offensive purposes, such as attacking with threading, stitches and filling. Naturally, animating a truly offensively viable toy would count as a jutsu, and would require the suitable technique to do so. However the user is capable of applying basic movement to small teddies, they would never have any particularly offensive abilities, they would not change in size, but could be useful in surveillance or mundane tasks, such as scattering explosive tags. [B]Example Techniques:[/B] [spoiler][b](Tairei: Sode Hórudo ) - Oversoul: Sleeve Hold[/b] Rank: B Type: Supplementary Range: Short Chakra cost: 20 Damage points: N/A Description: Sleeve hold is a jutsu which requires the user to simply focus his chakra in the clothing near his arms and manipulate it so that it suddenly extends outwards, towards the opponent, aiming to trap them completely as it forms into two snake like ‘monsters’, with the front of the sleeve used as if it were a mouth, allowing the clothing to swallow the opponent whole, whilst constricting their body, causing them to slowly suffocate as well as preventing any movement. The sleeves could be channeled with elemental chakra so that they have a distinct edge to them, as they perform their tasks. [b](Tairei: Kakushiken’ Oninotsume ) - Oversoul: Hidden Blade[/b] Rank: A Type: Supplementary Range: Short Chakra cost: 30 Damage points: 60 Description: Hidden blade is a simple jutsu which allows the user to add chakra to his clothing and/or any other cloth in his possession and manipulate it so that they become sharpened, allowing the user to create swords, kunais and any other weapon he/she could imagine out of simple clothing. This can be used to create sharp spikes out of the users whole body (all parts covered by clothes), or it could be used to allow the sleeves to extend and form into two Katanas, axes (weapons in general), allowing a lot of flexibility. [b](Tairei: Sózó no Okurimono) - Oversoul: Gift of Creation[/b] Rank: A Type: Supplementary Range: Short Chakra cost: 30 Damage points: N/A Description: Gift of Creation, a technique which allows the user to make simple ‘toys’ turn into savage beasts of death. This jutsu requires the user to channel his chakra into a stuffed toy, animating the toy and giving it a basic sentience required for attacking or perhaps defending purposes. Upon animation, the toy may expand, depending on the users wishes of course, their expansion allowing them to even rival boss summons in size. These stuffed toys are capable of attacking with their basic attributes, whether it be unleashing strings to bind the opponent, firing balls of filling, launching stitching towards the opponent, or attacking with their physical traits. The type of stuffed toy may have an effect on its usefulness, for instance cheetah shaped stuffed animals would be rather fast, while Gorilla shaped ones would possess uncanny brute strength. [/spoiler] [B]Additional effects and Restrictions:[/B] - Requires mastery of Ninjutsu. - Users of this style generally have increased dexterity due to their work with needles, stitching, strings, and other fiddly things. - All users of this style are capable of creating a stuffed toy within moments if they have the raw required materials, this generally showcases their master craftsmanship; although more complicated or intricate stuffed toys may require more time for creation. [B]- Bio can either be from Sunagakure, have biography history in which they at one point have been in Sunagakure or simply have been to Sunagakure within the NW, in a non violent visit. [/B]___________________ [size=1][url=http://narutobase.net/forums/showthread.php?t=487527]Trained[/url][/size][/SPOILER][hr][/hr][center][B]☿ Oversoul Techniques ☿[/B][/center][hr][/hr] [size=1][right]B Rank[/right][/size] ( Tairei: Nuno chūnyū ) Oversoul: Cloth Infusion[spoiler]Type: Offensive/Supplementary/Defensive Rank: B Range: Short - Long Chakra: 20 Damage: N/A +20 Description: This technique simply allows the user to infuse a cloth of choice with an elemental chakra. There are two distinct types of infusions, the first which entails the utilisation of pure elemental chakra, whereas the second utilised a manifestation of an element so as to provide more corporeal physical affects. In the first, the user will simply infuse the cloth with an element of choice via chakra flow, resulting in it undertaking an empowering elemental coating that will grant rudimentary manifestations of the respective element - i.e Fire infused cloth will become sterile and hot, Lightning/Wind infused will be sharper or faster, Earth more resilient/rigid, and water becoming ignition-resistant. The second version will result in a more distinct change, for instance, the infusion of fire will set the cloth alight, the infusion of Wind/Lightning will surround it in empowering currents of Wind or Lightning, the infusion of Earth will turn the cloth rock like, while the infusion of Water will utterly drench the cloth, with the added option of the cloth also becoming sticky so as to cling to a target. While the technique itself does not do damage, it does empower the cloth in question, allowing it to be tossed as a projectile, or more importantly, allowing for the pre-infusion of an element into a cloth so as to give an Oversoul Techniques of choice added power. ~ Can only be used 4x ~ No Tairei techniques above S rank next turn. ~ The second version of infusion wares off after two turns, and in the case of fire and earth infusions, the imbued cloth will burn out or crumble upon the duration limit being reached.[/spoiler] ( Tairei: Nuno Bādo Oikosh i) Oversoul: Cloth Bird Overtake[spoiler]Rank: B Type: Attack/Defence/Supplementary Range: Short - Long Chakra cost: 20 (-5 per turn) Damage points: 40 Description: The user throws a piece of cloth in the air, before performing a single handseal (Rat), infusing the cloth with chakra. At that point, the cloth will shred and divide itself into multiple pieces, no more than 10, which will then turn into various small sharp-beaked birds, akin a kunai. They have a long neck and a small wingspan, like weird looking flamingos. After the handseal, the cloth shreds, turns to birds and shoots itself towards a target of the users choice. The kunai flamingos can be shot in a converging or a diverging trajectory for focused shots or a more spread out damage output. The low rank of this jutsu allows for an easier manipulation, meaning the user can split the group evenly and send one batch for an attack whilst the other remains active for more instructions (their power would be split in half should this be done). The distinct shape and size of the birds allows them to have great acceleration. Although normally they possess the users base speed, they have reaction abilities much greater, allowing them to track and move opponents who are travelling up to the first gate and lower. When colliding with opponent(s), the birds would latch on, spreading the cloth of which their body is made and covering whichever part of the opponent is 'hit', quickly spreading to all parts of the body, almost as if the opponent was being mummified whilst alive, binding and restricting movement completely, leaving him/her at the users mercy. Alternatively, the birds can keep their shape and aim to deal physical damage by piercing through the opponent using their sharp beaks. ~ This jutsu can only be used three times and lasts a maximum of four turns, assuming the opponent doesn't neutralize the jutsu. After each usage time runs out, or the attack is destroyed, the user must wait 2 turns before being able to use it again.[/spoiler] [size=1][right]A Rank[/right][/size] ( Tairei: Sózó no Okurimono ) Oversoul: Gift of Creation[/I][spoiler]Rank: A Type: Supplementary Range: Short Chakra cost: 30 (-10 per turn) Damage points: N/A Description: Gift of Creation, a technique which allows the user to make simple ‘toys’ turn into savage beasts of death. This jutsu requires the user to channel his chakra into a stuffed toy, animating the toy and giving it a basic sentience required for attacking or perhaps defending purposes. Upon animation, the toy may expand, depending on the users wishes of course, their expansion allowing them reach a size of up to 15 meters. These stuffed toys are capable of attacking with their basic attributes, whether it be unleashing strings to bind the opponent, firing balls of filling, launching stitching towards the opponent either by dispatching it through their mouths/noses and bodily pores in general or through bodily movements such as swinging their arms/legs/wings and other limbs in general, depending on the animal, with each of these strings/fillings launches considered to be B-ranked, or attacking with their physical traits. The type of stuffed toy may have an effect on its usefulness, for instance cheetah shaped stuffed animals would be rather fast, birds would be capable of flight, moles for digging and aquatic animals for swimming, meanwhile Gorilla shaped animals would possess uncanny brute strength. Hybrids are also creatable through utilisation of this technique, or even legendary creatures. Teddies can also undergo delayed expansion, allowing them to be thrown or launched to a desired spot before in preparation for their expansion. Once activated, the animal animated would become sentient, fighting alongside the user as an ally. - Can only be used 5x - Cannot be used on consecutive turns - Can only be used to bring one toy 'alive' at a time - No Oversoul techniques above S rank for the rest of the turn. - Lasts for a duration of up to four turns, at which point chakra will fade from them leaving them lifeless. (The user can extend a duration by utilizing this technique again)[/spoiler] ( Tairei: Kōdona nuno Sōsa ) Oversoul: Advanced Cloth Manipulation[spoiler]Type: Offensive/Supplementary/Defensive Rank: A Range: Short - Mid Chakra: 30 (-10 per turn if Elemental chakra is infused) Damage: 60 Description: A multi-purpose Oversoul technique which stands as an embodiment of the basis of the Oversoul style. By infusing chakra into cloth within the users possession, the user is capable of manipulating it so as to perform various tasks. Cloth can be reinforced with chakra so as to go against piercing or cutting techniques and similarly enhanced so as to likewise pierce or slice an opponent; it can also undergo more traditional usages for restraining and binding purposes, with the range of this technique limited only by the amount of cloth the user has, and how they choose to use it. For instance, the user could unravel thinner pieces of cloths from clothing, allowing smaller amounts of more inconspicuous cloth to traverse longer distances so as to pierce or entangle a target, or could utilise bodily clothing for short ranged purposes such as manipulating sleeve ends to form weapons, or defences. This technique can be utilized with the infusion of one of the basic 5 elemental chakras. In which case, earth will provide a more advanced hardening capability and can also serve to increase weight, Wind will enshroud the cloth in wind chakra, making it sharper and faster (By reducing air resistance and streamlining it), Water will make it more resilient to being ignited, while also making it more damp. Fire and Lightning infusion works by coating the element in the aforementioned elements, as compared to letting the cloth taking the natural elemental effects (e.g putting the cloth on Fire). The effects of having Chakra infused Cloth results in the cloth becoming scorching hot without actually being set on Fire, whilst the Lightning infusion greatly increases cutting abilities as well as making cloth move faster, in the same way Wind does (by reducing air resistance and streamlining it). However infusion with elemental chakra will produce elemental weaknesses and strengths, for instance Earth Infused Cloth - will be susceptible to having its chakra nullified by Lightning techniques, and will also be liable to breakage by Lightning due to its unusual level of hardening, Wind will be more ignitable, Fire vulerable to drenching and so on. Utilization of normal chakra is neutral to all elements. - Can only be used on cloth which the user is in direct. - Cannot be used on opponents clothing - Can only be used 4x - No Ninjutsu above S rank for the rest of the turn[/spoiler] [/border] [CENTER][img]https://i.imgur.com/WjMEzq1.png[/img][/CENTER] [border=][center][B]☿ Vector Cobra FuinNinTaijutsu ☿[/B][/center][hr][/hr][spoiler=Vector Cobra by Sharingdork][b]Bekuta Kobura - Vector Cobra[/b] [b]Type[/b] Fuin/Tai/Nin [b]Background:[/b] Priest as sole founder of this style stumbled upon this while rummaging through ancient archives of sealing. Though bringing several scrolls together, this style is able to emerge into one single entity with the sole purpose, Destruction. History has it, that a Descendant of the Sage of the Six Path who is a God of Sealing made the numerous sealing techniques we use today and the owner of the sealing archives, however he after years of rigorous research, is unable to come up with this versatile uniqueness. The Idea behind this is gotten from Soul Eater's Medusa Gorgon. [spoiler][img]http://static3.wikia.nocookie.net/__cb20120511191250/souleater/images/5/5c/Vector_arrow_3x.jpg[/img][img]http://static4.wikia.nocookie.net/__cb20091001163639/souleater/images/e/ef/Snake_Bomb.jpg[/img][/spoiler] [b]Description on the Abilities and Inner Workings of the Style:[/b] This fighting style requires the user to have fuinjutsu seals in form of snake tattoos on his body. Fuinjutsu is a versatile aspect of this fighting style thus needs the user to have mastery of it. The user would have numerous cobra tattoos all over his body, they are 16 in total, they are located on each of the four limbs, with some spanning/curling from the shoulder down to the wrist in length and vice versa for the ones on the upper limbs(arms) each, the ones on the lower limbs spans/curls from the top lap to the ankle while the remaining snake tattoos are located on the entire torso, back(back of the neck down to the waist) and chest(neck to the lower abdomen) interwoven in an irregular array. However these tattoos are but special fuinjutsu seals which are very essential for this fighting style and revolves around instant activation and deactivation of each of them for taijutsu and offensive purposes. † Activation and Deactivation: The snake seals upon activation assumes a tangible form(the seal becomes tangible) and extends from the user's body(like an ink snake though it may not be ink, but the substance that is used to imprint the tattoo) to deal physical damage though they can either be attached to the user through their tail or be released from the user's body. However releasing/detaching them from the body renders them uncontrollable making them only move in the direction in which they are released and after that, unusable thus would disperse into thin air after a short while. The fuinjutsu seals having been imbued into this fighting style specially are self sustaining and can be re-used again even after deactivation so far the seal itself is not destroyed. After every use, the snake reverts back to their initial position on the user's body as fuinjutsu seals which marks their deactivation. However if any seal is destroyed when they are in tangible form(Activated), they would remain destroyed and detached from the user and unusable for the remainder of the battle thus reducing the number of cobra seals on the user's body. [spoiler][img]http://static4.wikia.nocookie.net/__cb20100117164850/souleater/images/6/68/Medusa's_Insanity_Fusion.png[/img][/spoiler] † Effect: Depending on how the user wants it, the snakes may deal blunt damage by ramming itself against an opponent or something, this is very good in use in a taijutsu battle giving the user the upper hand with regards to extra arms and maneuvers aiding the user defensively, offensively and to supplementary create extension for complex movements. They can bite down an opponent to hold down the opponent or/and deal piercing wounds and also they can be used to bind targets. The snakes normally without elemental infusion is equal in strength to normal ninjutsu thus they are one rank weaker than elemental ninjutsu. † Elemental Infusion: Apart from normal blunt force the snakes deal on the opponent, the user could infuse the snakes with elemental chakra so that each hit would deal specific after effect which further augments the damage and wound caused by the snakes. Infusing the cobras however with elements makes them stand on equal terms with elemental ninjutsu though elemental strengths and weaknesses still applies. [indent]♦ Earth: The snakes are infused with earth chakra and thus delivers more heavier impact ♦ Water: The snakes are infused with water chakra thus they leave their area of impact saturated with water leaving the opponent prone to lightning attacks ♦ Wind: The snakes are infused with wind chakra thus making the snakes instead of just blunt damage, have cutting properties that leaves clean cuts on the area of impact ♦ Lightning: The snakes are infused with lightning chakra thus leaves the area of impact numb and in the case of binding the target, they would leave the target paralyzed and numb. ♦ Fire: The snakes are infused with fire chakra thus leaves the area of impact with 3rd degree burns.[/indent] Vector Cobra revolves around using the snakes made out of seals as extra arms to grab, bind/restrain, attack and defend, or extra legs for extensive mobility and perhaps gain height while still connected to the ground. The addition of Elemental chakra gives the snakes special essence, advantage and also makes them equally strong when used against elemental taijutsu or elemental ninjutsu. An example is enhancing the snakes with lightning allows the snakes to be able to smash/slice through an earth jutsu though elemental strength and weakness still applies. [u]3D Maneuver:[/u] Each of the snake is connected to the user's body and can be used for stabilization and balance. The style also allows the user to pivot on one of the snakes, balancing while resting his entire weight on them and still remain stable while suspended in mid-air. This enables him to use all his limbs and entire body to fight while being suspended in a fluid 3D fashion.[spoiler][center][img]http://fc01.deviantart.net/fs40/f/2009/006/c/9/Vector_Witch_Medusa_by_gustredcloude.jpg[/img][img]http://supermangafightersgo.files.wordpress.com/2012/01/medusa.jpg[/img][/center][/spoiler] [b]Example Technique:[/b] Sono Iyashii Gunomu - The Lustful Gnome Type: Offense Rank: B Range: Short Chakra: 20 Damage: 40 Description: The user activates the snakes on his arms and uses it to attack the opponent or bind them. He can infuse this with any one of the 5 elements depending on the effect he desires. -Must be taught by Priest -Must know Vector Cobra Uso no Alanta - Lies of Alanta Type: Offense Rank: A Range: Short Chakra: 30 Damage: 60 Description: This combine complex movement in tajutsu using deception as its core purpose. The user launches an attack inform of a punch/kick, however this is but a feint attack the main idea of the punch or kick is not to connect but to shift the targets focus. This could either by a side hook which would purposely miss the opponent by some inches or a round-house high/low kick that would swing by the target. Then comes the real attack which moves in the shadow of the feint just like "Leaf Hurricane". Depending on the limb used for the deception, a snake is activated that moves concurrently with the limb but a bit behind schedule though not far behind and strikes the target with venomous rage. -Usable 4x per match -Must know Vector Cobra [b]Additional effects and Restrictions:[/b] [b]Skill levels of the style:[/b] -GrandMeister(Created the style) -Meister(Knows all technique learn-able) -Apprentice(Is learning technique) -An Apprentice can only activate two of the snakes at a time while Meisters can activate 3. The Grandmeister is able to activate four of the snakes at once. -Users of this style have extreme chakra control and also they have greater reflex than normal ninjas. -only one elemental infusion can be used per move -Users of this style must have completed the Basic five, Ninjutsu, Basic Fuinjutsu and Taijutsu -Can only be learned by Kage rank ninjas and above [size=1][url=http://narutobase.net/forums/showthread.php?t=589176]Trained[/url][/size][/SPOILER][hr][/hr][center][B]☿ Vector Cobra Techniques ☿[/B][/center][hr][/hr] [size=1][right]B Rank[/right][/size] † (Bekuta Kobura: Erumesu no Shisha no Tsue) Vector Cobra: Caduceus of Hermes †[spoiler]Rank: B Type: Supplementary Range: Short-Mid Chakra: 20 (-10 per turn) Damage: 40 Description: The user activates up to 4 snakes on any part of his body for basic supplementary use. They can extend up to 10m max and can pick up tools, act as extra limbs, aid the user in complex movements and manouvres during taijutsu and perhaps offensive usages where they can be used to grab, restrain and attack. While using the limbs, the user still moves at average speed. -Can not be infused with elemental chakra. -Last for 3 turns.[/spoiler] [size=1][right]A Rank[/right][/size] † (Bekuta Kobura: Damballah Ihan) Vector Cobra: Violation of Damballah †[spoiler]Rank: A Type: Offensive/Defensive/Sup Range: Short-Mid Chakra: 30 Damage: 60 Description: The user activates up to 4 snakes(depending on his rank) on any part of his body. These snakes then begin to extend to their full 10 meter length immediately, coiling near the user to stay close by until they are needed. The user then releases elemental chakra through the snakes to augment their power, increasing their strength proportionally to which elemental was used. ♦ Fire: The cobra themselves has gained a very high temperature, characteristic of fire, and causing 2nd degree burns on contact, and 3rd degree on prolonged contact without having to cause actual fire. ♦ Wind: The cobras gain a sharp cutting property, characteristic of wind. Touching the cobra at any point will result in a deep cut mark forming on whatever made contact, allowing the cobras to wrap around objects to reduce it to mere splinters of what it once was. ♦ Lightning: The cobras aesthetically gain small sparks that appear periodically across their body as lightning chakra is channeled through them. The lightning element allows the cobras to change their size to become thin at any point along their bodies, which combined with the natural piercing property of the element allows the cobras to shrink down to a very small size(though can be seen clearly) at the end to pierce through any object like a perfect arrow. The cobra can then reform to normal size after completely piercing through an object a portion at a time, meaning that the head can be on one side of a rock, full-sized, while a quarter of the way towards the user is shrunk to a very thin size as it's piercing through the rock, and out the side closest to the user the vector is normal sized once more. The "shape-shifting" of the snakes also allow this technique to pass through a barrage of precise attacks (ie. shower of senbon) without making contact with anything/losing any power. ♦ Earth: The snakes, when infused with the earth element, become heavier than they normally are (10x). However, because the speed, strength, and mobility of the serpents are determined by the user's chakra control, almost removing the factor of "weight" from these three aspects though not entirely as they still move as fast as the average earth jutsu, this serves only two purposes: to increase the force of impact, allowing the snakes to crash through defenses, though they lose some momentum after impact, and to restrain an enemy by crushing them with the immense weight of the earth-infused Vector Cobras. The user's earth chakra additionally allows the serpents to "meld" with the earth, much like the "Earth Release: Hiding in Rock Technique", allowing the serpents to move in and out of the earth without creating disturbances, tremors, or otherwise altering the battlefield (though they can still be seen by sensors/Dojutsu users/others who can "see/feel" chakra). ♦ Water: The snakes, when given the element water, begin to excrete a transparent sticky fluid, similar to "Water Style: Starch Syrup Capture Field". Because the snakes only secrete a small portion of this fluid until it is used, it is difficult for normal eyes to see the water while still on the snakes (though anyone who can see/feel chakra can "see" it). As the snakes make contact with objects, they leave behind this chakra-infused sticky residue which can snare other objects on it, restraining their movements and trapping it. The snakes themselves, if they touch an object which is weak enough (ie. solid matter based projectiles), they can drag the object with them, it sticking to the layer of sticky water covering the serpents. If the Vector Cobras have objects stuck onto them, they can dislodge them by making sharp turns, releasing the object with a layer of sticky water at speeds equivalent to the average water jutsu. The cobras can then be released towards the target, being manipulated to move in any direction the user wishes as they move, creating effects related to the element infused into the snake. The cobras also can be made to begin their assault upon activation, instead of coiling around the user. The cobras may be used independently from each other, but all four snakes need to have the same element. NOTE: Once activated, they can last 2 turns and after that, they revert back to their position on the user's body unless perhaps they are destroyed. The user however, can decide to deactivate them before the end of their turn limit. NOTE: Only one elemental infusion can be used in one turn. NOTE: Each elemental infusion can be used 2x max Note: Can only be used 5 times max NOTE: No other element can be used except the element that is currently infused with the cobras. Meaning if a fire infused cobra is activated and still active, the user can only use Katon. NOTE: Students will need to wait two turn in between usage. Meisters have one turn wait.[/spoiler] [/border] [CENTER][IMG]http://i.imgur.com/KqRUtNK.png[/IMG][/CENTER] [border=][center][B]☿ Sound Propulsion NinTaijutsu ☿[/B][/center][hr][/hr][spoiler=Sound Propulsion by McRazor][CENTER][IMG]http://i.imgur.com/QyhPKBf.png[/IMG][/CENTER] [B]Sound Propulsion | Oto Suishin[/B] [B]Type:[/B] NinGenTaijutsu [B]Background:[/B] Upon overusing the sound element and becoming too accustomed to it, Barney decided to come up with something new and more unique than what the actual element offered him. Being also well known as a genjutsu user, Barney figured that he could try and incorporate the ability into his new style that he called Oto Suishin. Oto Suishin revolves around using high pressure soundwaves in order to propulse oneself and to increase momentum. After a certain amount of trying and combining different movements and techniques, the fighting style finally started looking like something. Barney could execute swift and easy moves in the most unpredictable ways by simply ejecting high pressure soundwaves out of his tenketsu. This was an obvious breath taker but Barney wasn't satisfied. Something was missing in his mind and he wanted to push it further. This led him to using the ejected high pressure soundwaves as mediums for inducing genjutsu. Just a glance of an unaware opponent and Barney would burst forth leaving a silhouette behind him, tricking his opponent into different realities. This was the moment when Barney was finally happy with his product and felt it was worthy of being shown publicly. [B]Description on the Abilities and Inner Workings of the Style:[/B] Sound is a mechanical wave that results from the back and forth vibration of the particles of the medium through which the sound wave is moving. Since a sound wave consists of a repeating pattern of high-pressure and low-pressure regions moving through a medium, it is sometimes referred to as a pressure wave. The main indicator of the pressure which a soundwave produces is the frequency, meaning that higher frequencies will produce more pressure when expelled. Using this theorem it is safe to assume that a very high frequency soundwave will be able to produce a sufficient amount of pressure to increase or reduce momentum, depending on the existent trajectory of the moving limb/body part and the direction in which the soundwave is expelled. As already mentioned, Sound Propulsion revolves around using those very soundwaves to increase or reduce ones own momentum which can also be referred to as propulsion. What the soundwaves allow the user is very unpredictable movement by creating momentum out of, apparently, nothing. Of course it's not actually nothing but rather the users own chakra that initiates the soundwave. This allows the user to perform quick lunges, position shifts, stronger punches with increased momentum and even increased mid-air maneuverability. The soundwaves can be expelled from any tenketsu of his body, in any desired direction, giving the user the ability to fine tune his actions and movements and to easily fight his opponents. Using the same principle behind increasing momentum, the user can decrease it to slow down his movement and to even stop it completely. This allows him to even slow down opponents strikes in very limited situations, mostly before imminent collision, to the point where they can be intercepted and exploited. [INDENT][I]An example scenario for increasing momentum to show how exactly I see it working. I would charge at my opponent and prepare to punch him with my hand. When I'm close enough I would expel the soundwave out of my elbow, in the opposite direction of where I want my arm to go. Assuming that my shoulder is the center of rotation and the fixation point, once the soundwave is ejected in the opposite direction of my intended movement then my hand would burst forward with increased momentum resulting in a stronger as well as unpredictable punch. [SPOILER][CENTER][IMG]http://i.imgur.com/aL3dDNz.png[/IMG] A simple explanation of the process behind the propulsion.[/CENTER][/SPOILER] In case I want to slow down my momentum I would follow the same principle but by expelling the soundwave from my fist instead of my elbow. This would result in slowing down my already existing momentum and stopping my hand from moving forward. There is also a useful application of the built up pressure. Although not solid it can be felt and present itself as an obstacle. This application would also be used in order to slow an opponents punch if we were to, for example, simultaneously punch our fists. As our fists are about to collide I would expel the soundwave from my fist and create a "cushion" of high pressure that would slow both our movements; mine because of the previously mentioned reasons and the opponents because the high pressure buildup would present itself as an obstacle for the opponent, thus requiring more force to break through it. This could essentially be used to stop the opponents movement and then for example use the other hand or other means to exploit that advantage.[/I][/INDENT] Now that the very basic workings of the style are explained we can touch the genjutsu ability. Basically, once the soundwave is expelled, it leaves behind a transparent but still visible trace. Since this soundwave is fueled with the users chakra he would use the remains of it to create very basic visual illusions. They would be very simple and used only for tricking the opponents eyesight without impairing any of his abilities to continue the battle. Stronger and experienced opponents wouldn't have problems with the illusions because it is quite easy to distinguish them and to see the clear image of the whole situation. [SPOILER][CENTER][IMG]http://i.imgur.com/eeHYjTy.png[/IMG] [I]Note the pressure wave behind the jet. It's actually not a heat wave but a pressure wave created by the extremely loud jet. Proof is in the article on the link. [SIZE=1](source: [URL]http://members.d11nuscgaux.info/deck/hear_about.html[/URL])[/SIZE][/I][/CENTER][/SPOILER] [INDENT][I]An example of both the propulsion an genjutsu ability in use. I would charge at my opponent with the intention to kick him with my foot. Once in range I would expel the soundwave from my foot, thus propelling my leg into my opponent with increased momentum. As my leg moves from its previous position it leaves a trace of the soundwave and as the opponent sees it the illusion activates, using the remains of the expelled chakra to disturb his chakra flow. What he opponent would see it the users body and its movement while he would also see a "fake" limb left behind, making it seem as if the users leg moved in a blur.[/I] [SPOILER][CENTER][IMG]http://static3.wikia.nocookie.net/__cb20111205000126/naruto/images/thumb/d/d1/Yanagi.png/320px-Yanagi.png[/IMG] [I]The illusion that the opponent would see wouldn't differ much from this illusion except that there wouldn't be so many limbs but only one, in the previous position where the users limb was.[/I][/CENTER][/SPOILER][/INDENT] Depending on the techniques and complexity of the movements, the genjutsu ability won't always be possible, thus the user can compromise between raw and strong propulsions with the genjutsu ability and fine tuned movements without the ability of casting the genjutsu. [B]Example Techniques:[/B] Oto Suishin: Suishin | Sound Propulsion: Propulsion Type: Supplementary Rank: C rank Range: Short Chakra: 15 Damage: N/A Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. By ejecting the soundwaves from multiple tenketsu, the user would have the ability to fine tune his movements as well as trajectory. Oto Suishin: Kusshon | Sound Propulsion: Cushion Type: Supplementary Rank: C rank Range: Short Chakra: 15 Damage: N/A Description: Ejecting sound from one of his tenketsu allows the user to create a high pressure soundwave cushion that can stop and slow down enemy movement, specifically punches and kicks. Due to the high pressure the opponent would need more force to execute his movements thus he risks to be caught in a disadvantageous position. [B]Additional effects and Restrictions:[/B] A master of Sound Propulsion will have slightly increased reflexes due to the body being accustomed to the momentary propulsions and position shifts, which is achieved through extensive training and specialization. He will also have greater general perception because a wrongly executed propulsion could cost him his life. He is of a calm and composed demeanor and always with his guard held up. He is always observing the situations and calculating his propulsions for the best possible outcome. Other than that, unpredictability of his movements when using Sound Propulsion is one of the key features. Regular eyes (non-dojutsu) would have slight difficulty distinguishing the user and his limbs from the illusionary ones created by the expelled soundwaves. Dojutsu users (sharingan, byakugan, rinnegan) as well as highly skilled taijutsu users (Taijutsu masters, EIG masters) wouldn't have problems distinguishing the real user and his movements and intentions because of their expertise in martial arts and close quarter combat. Taijutsu specialists will also be able to effectively counter the movements, albeit with somewhat slightly higher difficulty. To be able to learn Sound Propulsion, one has to complete Sound, Genjutsu and Taijutsu training as well as be of Kage rank. Training is performed exclusively by McRazor. [size=1][url=http://narutobase.net/forums/showthread.php?t=557654]Trained[/url][/size][/SPOILER][hr][/hr][center][B]☿ Sound Propulsion Techniques ☿[/B][/center][hr][/hr] [size=1][right]C Rank[/right][/size] ( Oto Suishin: Suishin ) Sound Propulsion: Propulsion[spoiler]Type: Supplementary Rank: C rank Range: Short Chakra: 15 Damage: N/A Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. By ejecting the soundwaves from multiple tenketsu, the user would have the ability to fine tune his movements as well as trajectory. The user can perform an infinite (technically 361 because that's the number of tenketsu a body possesses) amount of simultaneous propulsions from his tenketsu in order to execute a specific movement while he can only perform two concurrent movements in a short duration of time. These propulsions are delicate, used for fine tuned movements thus why they do not support genjutsu induction. Note: Can only be used 4 times per battle Note: Can only be used by Sound Propulsion students[/spoiler] [size=1][right]B Rank[/right][/size] ( Oto Suishin: Suishin no Sakkaku ) Sound Propulsion: Illusion of Propulsion[spoiler]Type: Supplementary Rank: B rank Range: Short Chakra: 20 Damage: N/A Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. This technique is based on raw and powerful propulsions that leave behind great amounts of chakra which is used for genjutsu induction. These propulsions increase the momentum behind the users kicks and punches by a great margin. A propulsion of this type, seen from the opponents perspective would seem as if the users limb or even his whole body burst forth leaving silhouettes behind him. This happens due to the residue chakra from the propulsions being used to induce low rank visual illusions. Their main purpose is to confuse the opponent and to distract him, though a ninja who is a taijutsu master or doujutsu wielder will be able to accurately track the user. Note: Can only be used 3 times per battle Note: Can only be used by Sound Propulsion students[/spoiler] ( Oto Suishin: Yugan Rojikku ) Sound Propulsion: Awry Logic[spoiler]Type: Offensive/Defensive/Supplementary Rank: B rank Range: Short Chakra: 20 Damage: 40 Description: Awry Logic follows the basic principles of Sound Propulsion. It has the task to propulse the users limbs or body in a specified direction upon use. However, it also capitalizes on its secondary ability, to induce illusions. Instead of simply leaving a trail behind a successful propulsion, this illusion is a bit advanced. Once the propulsion is performed and the target is captured within the illusion, he would see the propulsion go in the opposite direction, giving the user a perfect opportunity to finish off the opponent with ease. The purpose of the inverted propulsion is to confuse the opponent and it lasts until the actual propulsion is finished. This means that upon finishing the propulsion, the illusion would dissipate and the opponent would suddenly see the user on a different location adding even more to the confusion effect. Note: Can only be used 3 times per battle with a one turn cooldown period in between usages Note: Can only be used by Sound Propulsion students[/spoiler] ( Oto Suishin: Hanpatsu-ryoku ) Sound Propulsion: Repulsion[spoiler]Type: Defensive/Supplementary Rank: B rank Range: Short Chakra: 20 Damage: N/A Description: Following the principle of ejecting the high pressure soundwaves from his body, the user can use them to slow down his own movement as well as prevent and slow down an opponents strike. By ejecting the soundwaves from his fist, for example, while moving it towards the opponent the user can slow down and stop the movement of his hand. Depending on the situation on the battlefield this can come as a very useful technique for situations when something doesn't go as planned and allows the user to assert the situation and act accordingly. This technique is aimed to be used for close quarters combat and it is aimed to be used against opponent's physical attacks, including those with various weapons. However, the user can also use this technique to stop weapons that the opponent throws as projectiles (kunai, shuriken, etc.) from inflicting wounds but it has to follow logic, i.e the user has to expel the soundwaves from his torso if he wants to create the cushion and stop kunai or shuriken aimed at it. Same goes for limbs and other body parts. Following this principle, the user can also slow down and stop an opponents strike by ejecting the high pressure soundwaves which present themselves as an obstacle in this situation. Due to the high pressure buildup that acts as a cushion the opponent would need more force to overcome and overpower it. This application is, as already explained, very useful in hand to hand combat because it gives the user the chance to exploit the situation, e.g. suddenly stopping his opponent's punch, and quickly change his tactics as he sees fit, e.g. grabbing the opponent's arm and proceeding to punch him in the stomach, etc. This technique follows the elemental interactions of the sound element, meaning that elemental attacks strong to sound would easily overcome the cushion even at the same rank. Obviously, elemental attacks weak to sound, at the same rank, would need to double the effort to overcome the cushion. Regular taijutsu and kenjutsu are considered neutral to sound in this regard and to overcome the cushion, they would just need to be one rank stronger. As usual for close quarters combat, reaction speed is very important and if the user can't react to an attack, it means that he can't create the cushion in time to protect himself. Slower enemies would be at a greater disadvantage. Note: Can only be used 4 times per battle Note: Can only be used by Sound Propulsion students[/spoiler] [/border] [/QUOTE]
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