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<p>[QUOTE="Ańbu Juniør, post: 17020950, member: 15719"]</p><p><strong><span style="font-size: 18px"><p style="text-align: center">Quick Access Techniques</p><p></span><p style="text-align: center"></p><p></strong></p><p><strong>Supekutoru-Kan | Spectral Sense</strong></p><p>[SPOILER]Type: Supplementary</p><p>Rank: B</p><p>Range: N/A</p><p>Chakra: 20 (-10 per turn)</p><p>Damage: N/A</p><p>Description: Spectral Sense is a technique usable only by ninken that takes advantage of the ability to sense and track targets through scent. By channeling chakra to their nose a Ninken’s sense of smell is heightened to the point where they become able to visualize scents. Much like synesthesia, this technique enables scents detected by the ninken’s sense of smell to be interpreted visually, with whatever smelt being interpreted as visible colors that will seep and ooze out of techniques and people. This will not be limited to the ninken’s visual range, but will instead exist independently as an experience-able phenomenon that will be interpreted visually - for instance, a ninken will be able to close their eyes yet will still see colors, with scents from behind them interpreted in a way akin to peripheral vision, yet more rear reaching and so on. The stronger or fresher the scent - whether it be a person or technique, the more vivid and bright the color will be. Staler sources of released chakra will take on more bland and faded tones, while those interpreted as dangerous or fatal will take or strong and alarming red, yellow and purple tones. Stronger scents, such as that produced by a ninja performing a technique or an active attack will produce stronger, more block colors, while dormant sources, such as a ninja at rest or passive or dormant techniques will produce more patchy and whispy tones. Elemental affinities and other disciplines of chakra transformation will also have their own distinct colors, even pure physical and spiritual energies, including spiritual beings/entities, will have their own hue.</p><p></p><p>Note:</p><p>- This technique can only be used three times per battle/arc.</p><p>- Color perception will appear like a filter that overlays onto the normal view of the world.</p><p>- Once activated this technique lasts until deactivated, draining -10 chakra per turn from the user.[/SPOILER]</p><p></p><p><strong>( Chakura Chikara ) - Chakra Enhanced Strength</strong></p><p>[SPOILER]Rank: C - S</p><p>Type: Supplementary</p><p>Range: Short</p><p>Chakra: 60 - 100 ( +30 to non-chakra CQC )</p><p>Damage: 60 - 100 ( +30 to non-chakra CQC )</p><p>Description: A technique that uses the refined chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet, and releasing it onto the target with pinpoint timing. Because of the amounts of chakra stored and released, this technique can deal massive amounts of damage at one time, causing widespread impact damage. This allows the user to deal blows to the earth that causes craters with the impact, starting at 5 meters at C rank and increasing by 2 meters per rank up to 10 meters at S rank. This technique, however, cannot be combined with other chakra based Taijutsu techniques or Ninjutsu techniques due to the chakra control needed to execute this. When used alongside non-chakra enhanced Taijutsu, this adds 30 damage to them and the user spends an additional 30 chakra, although only 10 of this can be applied towards the technique.</p><p>Note: Can only be used by Sakura, Sarada or Tsunade bios.</p><p>Note: S ranked attacks can only be done five times per battle. When used alongside non-chakra enhanced Taijutsu, this counts as an A rank ability and counts as a passive jutsu, used once per turn in this manner.[/SPOILER]</p><p></p><p><strong>(Chakra Tensõ no Jutsu) Chakra Transfer Technique</strong></p><p>[SPOILER]Type: Supplementary</p><p>Rank: N/A</p><p>Range: Short</p><p>Chakra: N/A (same as the amount transferred)</p><p>Damage: N/A</p><p>Description:</p><p>This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by up to 100 points per turn. The technique can even be used by ninjas with natural energy passively coursing through their chakra flows, as a medical ninja's near perfect chakra control enables them to filter the unwanted and sometimes harmful energy from entering the recipients chakra system.</p><p>Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it.</p><p>Note: Cannot be used to power the users own techniques.</p><p>Note: Usable 3 times per battle.[/SPOILER]</p><p></p><p><strong>(Chō Biburāto Raitontō) - Super Vibrating Lightning Release Sword</strong></p><p>[SPOILER]Type: Supplementary</p><p>Rank: B</p><p>Range: Short</p><p>Chakra: 20</p><p>Damage: N/A (+40 to Kenjutsu/sword-related attacks)</p><p>Description: The user channels their lightning chakra into a blade, increasing its vibrating frequency and giving it more cutting power than standard wind techniques.[/SPOILER]</p><p></p><p><strong>(Doton: Chō Kajūgan no Jutsu) - Earth Release: Super Added Weight Rock Technique</strong></p><p>[SPOILER]Type: Offensive</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: N/A (+40 if used to add damage)</p><p>Description: A more advanced version of the Earth Release: Added Weight Rock Technique, in which the user drastically increases the weight of any object in direct physical contact, but to a much greater extent than that of the original ability. This technique can increase the weight of a target up to 100 times. Under certain circumstances, the technique can be used to increase the force behind attacks.</p><p>Note: The weight change lasts 2 turns or until countered.[/SPOILER]</p><p></p><p>[SPOILER=Flying Thunder God]</p><p></p><p><strong>( Fūin Hirashin no Jutsu ) - Seal of The Flying Thunder God technique</strong></p><p>[SPOILER]Rank: A-Rank</p><p>Type: Supplementary</p><p>Range: Short</p><p>Chakra cost: 30</p><p>Damage points: N/A</p><p>Description: This is the technique through which Senju Tobirama and Namikaze Minato apply the sealing formula, that will allow the use of their trademark space time techniques, to any desired object through physical contact and allowing him to teleport to that desired location through the Flying thunder God Technique and the use of its variations. While Minato carries with him multiple kunais marked with the seal (making the core aspect of his fighting style which revolves around the use of FTG Kunais), Tobirama doesn't. To use the Flying Thunder God technique on kunais, Tobirama has to apply the seal to them though through one use of the technique he can mark up to 5 kunais (this is valid only for kunais and other basic weapons, not enemies or other targets of the seal).</p><p>Note: Can only be used by Senju Tobirama and Namikaze Minato bios.[/SPOILER]</p><p><strong>( Hiraishin no Jutsu ) - Flying Thunder God Technique</strong></p><p>[SPOILER]Rank: S</p><p>Type: Supplementary</p><p>Range: Short - Long</p><p>Chakra Cost: 40 ( +40 for every additional person teleported )</p><p>Damage Points: N/A</p><p>Description: The Flying Thunder God Technique is a space–time ninjutsu created by Tobirama Senju and used by Minato Namizake. Before the Flying Thunder God Technique can be performed, users must first mark a target with their technique formula. The formula is applied after the merest touch and cannot be removed; it will remain in place even after the user has died. By entering a dimensional void, users can instantly teleport to a formula's location whenever they please, regardless of distance. Anything or anyone that the user is holding, contacting, or that is linked with their chakra will teleport with them, but this requires additional chakra to do; particularly large objects can require so much chakra that a separate technique is required, placing a limit on how far away the user is able to teleport. Users can choose to teleport to a different location than the objects, or they can teleport objects without teleporting themselves. Minato's use of the Flying Thunder God Technique creates a yellow flash, in reference to his moniker.</p><p>Note: Can only used by Minato, Tobirama, and custom bios with access to it.</p><p>Note: FTG Marks last one entire arc.[/SPOILER]</p><p><strong>(Hiraishingiri) Flying Thunder God Slash</strong></p><p>[SPOILER]Type: Offensive</p><p>Rank: S-Rank</p><p>Range: Short-Long</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: A technique where Senju Tobirama combines the use of kenjutsu and his unique space–time ninjutsu. After marking an enemy with the Seal of the Flying Thunder God, the user will teleport to him, with a sword in hand, to deliver a swift, devastating slash. The technique is so fast that its virtually unavoidable unless through the use of similar Space Time techniques. The slash, however, can only be defined as a horizontal, mid abdomen slash, which limits the type of damage it can do, although it has the potential to be fatal.</p><p>Note: Can only be used 3 times</p><p>Note: Can only be used by Senju Tobirama and Namikaze Minato bios.[/SPOILER]</p><p><strong>(Goshun Mawashi no Jutsu) Mutually Instantaneous Revolving Technique</strong></p><p>[SPOILER]Type: Supplementary</p><p>Rank: S-Rank</p><p>Range: Short-Long</p><p>Chakra: 40</p><p>Damage: N/A</p><p>Description: The Mutually Instantaneous Revolving Technique is a technique which requires two persons that are able to use the Flying Thunder God Technique or two clones. Both users will mark each other with their respective seals which grants them the ability to use this technique to switch their positions at any point in time during a battle. As the users swap places, they can bring with them anything that they are touching with them, including some techniques such as the rasengan. The technique can also be used on inanimate targets instead, by first marking oneself and then the target, using the technique to switch places with the target.</p><p>Note: Can only be used by Namikaze Minato and Senju Tobirama bios</p><p>Note: Can only be used 4 times and requires the user to have used the Seal of the Flying Thunder God beforehand as explained.</p><p>[/SPOILER]</p><p><strong>(Jikūkan Kekkai) – Space-Time Barrier</strong></p><p>[SPOILER]Rank: S</p><p>Type: Supplementary</p><p>Range: Long</p><p>Chakra cost: 40</p><p>Damage points: N/A</p><p>Description: The user will perform the Ram hand seal, while holding a small object marked with a seal of the thunder god mark, to form a barrier that will teleport away incoming attacks that are sent at it. He is capable of diverting away an attack as large and powerful as a chakra blast from the nine-tailed demon fox. Once the technique is warped away, the user has to direct it to another location.</p><p>Note: Can only be used 4 times and can only be used by a Minato or Tobirama bios.[/SPOILER][/SPOILER]</p><p></p><p>[SPOILER=Advanced Leg Weights]</p><p><strong>(Kaihou Kasugai) Automated Clamps (Passive)</strong></p><p>[SPOILER]Type: Tool</p><p>Rank: E</p><p>Range: N/A</p><p>Chakra Cost: N/A</p><p>Damage points: N/A</p><p>Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.</p><p>Notes:</p><p>-Must be placed in the users biography</p><p>-Can only be taught by Serpent[/SPOILER]</p><p><strong>(Katai Omori) Leg Weights (Reference)</strong></p><p>[SPOILER]Type: Weapon</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: N/A</p><p>Damage: N/A</p><p>Description: An advanced version of the normal Leg Weights created for those dedicated to their craft, the Advanced Leg Weights increase the stress and weight applied to the user in order to achieve an even higher payoff. When inactive and worn, the user experiences a -3 Speed level drop due to the intense weight slowing him down. However, when released, the user gains a drastic boost to his base running speed (x4) and +35 to all his kick-related moves. Much like the weaker versions, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other. Only one of the user's bio can have these weights at any time.[/SPOILER][/SPOILER]</p><p></p><p>[SPOILER=Always Active, Reference]<strong>Fenriru No Gimuzuke | Fenrir's Lesser Oblige (Always Active, Reference)</strong></p><p>[SPOILER]Rank: S</p><p>Type: Supplementary/Offensive/Defensive</p><p>Range: Short</p><p>Chakra: 40 ( -15 per turn )</p><p>Damage: N/A</p><p>Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the user's body and the user will gain the ability to use techniques that require 'Four-Legged Beast' transformation as a prerequisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the user's senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead, it simply functions as a Ninken or Inuzuka walking outside of the host's body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.</p><p></p><p>Note:</p><p>- Must be posted at either the start of the battle or in the user's biography, and is active at all times.</p><p>- In the case of deactivation (On the user's account or as a result of an enemy technique) this technique can be reactivated again at the cost of a move. Each reactivation will require more chakra than the last, doubling each time.</p><p>- This technique serves as the ultimate baseline form for Inuzuka clan members. After using another transformation the user is capable of reverting back to this form without completely canceling the previous transformation, instead, they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)[/SPOILER]</p><p><strong>(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris</strong></p><p>[SPOILER]Type: Supplementary</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: 80 (-10 per turn)</p><p>Damage: N/A</p><p>Description: Solaris is a unique Advanced Fuuinjutsu seal placed on the body that incorporates Yang chakra. This seal works by passively siphoning Yang chakra from the user’s body and storing it, with the seal being capable of storing up to 80 chakra in total. Making use of the body’s condition as a trigger this seal will activate whenever the user falls unconscious as a result of an enemy technique. Upon activation it floods the user’s body with the previously stored chakra, purging any invading chakra and healing the body by the amount of chakra stored within the seal and essentially “breathing life” back into the user, allowing them to regain consciousness as the invading chakra is flushed from their system. In addition to resuscitation, the user’s constitution will be temporarily boosted for the following two turns due to the abundant Yang chakra, making them immune to Spiritual techniques with less chakra than that stored in the seal. While this energy heals physical wounds, it does nothing to mitigate the damage done to the spirit, meaning that if the user’s health is depleted through damage done spiritually, this technique will not resuscitate them. Due to the overwhelming amount of Yang energy present within the body, the user will be unable to make use of Yin release, other Spiritual techniques, or elemental techniques for the following two turns. Their speed is also reduced by -3 levels, and they are unable to use techniques above A-rank for the same duration.</p><p></p><p>Notes:</p><p>- This technique must be placed on the user’s biography.</p><p>- This technique can only be used once per battle, with the seal’s activation counting as a move.</p><p>- Upon resuscitation, this technique will heal the user up to the amount of chakra stored in the seal, though it cannot recover HP lost from spiritual damage[/SPOILER]</p><p><strong>(Sagīnjōzu) - The Sanguine Maw</strong></p><p>[SPOILER]Type: Relic Weapon</p><p>Rank: Forbidden </p><p>Range: N/A</p><p>Chakra: N/A</p><p>Damage: 80 </p><p>Description: The Sanguine Maw is a two-handed and double-edged axe crafted from Tiamat’s ivory bones. At the base of the grip is a single crystalline orb flickering with black and white energies representative of a fully powered weapon core. The axe is bound to the Boar seal and can be summoned to the user or sealed passively at their discretion. When wielded with two hands the user can, at the cost of a move, swing the axe to inflict 80 damage. </p><p></p><p><strong>Intrinsic Traits:</strong></p><p></p><p><em>Sanguine Affinity (I-III):</em> Fortifies the user’s vitality, enhancing their health by an additional 20/<strong>40</strong>/60 points. <strong>(II)</strong></p><p><em>Roiling Blood (I-III):</em> The intensity of battle augments the user’s power. Increases all damage by 10/<strong>15</strong>/20% of Health Points missing from biography’s maximum Health, up to a maximum of 40. <strong>(II)</strong></p><p><em>Fortified Anatomy (I-III):</em> Enhanced physical durability confers the user a passive damage reduction to physical-based techniques. Reduces physical damage taken by 10/<strong>20</strong>/30 points. <strong>(II)</strong></p><p></p><p><em>Exsanguination (I-II):</em> Exsanguination is a devastating ability that combines the power of Roiling Blood with the user’s own overwhelming life force, augmented by the Sanguine Maw. The ability manifests on the Maw as blood, a physical representation of the user’s own lost health. When unleashed it forms a crescent blood wave, launched at the speed of twice an S-Rank Water Release technique and neutral to all techniques it clashes with. It has a long-range reach. The damage it inflicts is correlated to <strong>125%</strong>/150% of Health Points currently missing. Tier II Exsanguination passively affords the user a 50% reduction to all effects of Health Fatigue. This passive is not active when Exsanguination is on cooldown. Can be used twice per battle, once every ten turns. <strong>(I)</strong></p><p></p><p><strong>Blood Brawler</strong></p><p><em>A warrior born in blood and battle.</em> Alters the appearance of Sanguine Maw into that of a one-handed axe, allowing its swings to be performed with a single hand. </p><p></p><p><em>Sanguinary (B-Rank, active):</em> A skill that enhances the benefit conferred by Fortified Anatomy, exchanging its passive benefit for a significantly increased physical damage reduction. The drawback is that it increases the damage intake of Spiritual-based techniques by 50%. This ability lasts for three turns and reduces physical damage by 30/<strong>50</strong>/80. Can be used twice per battle, once every three turns. While on cooldown the effects of Fortified Anatomy remain inert. </p><p><em>Bloodied Veteran (A-Rank, passive):</em> Passively strengthens Roiling Blood, increasing its damage enhancement to 30/40/50% of the user’s missing Health Points in exchange for it only being applied to Taijutsu and Bukijutsu. Cannot be applied to elemental Taijutsu. </p><p><em>Reborn in Blood (S-Rank, passive):</em> When the user’s Health Points fall to zero they will passively gain a single point of health back, allowing them to continue fighting. Can be activated once per arc. </p><p><em>Tunnel Vision (S-Rank, active):</em> For a moment the user is able to ignore the effects of Health Fatigue and pain entirely, becoming an unrelenting scourge. This technique lasts for two turns or until an enemy is not within short-range of the user. Can be activated twice per battle. </p><p><em>Blood Render (F-Rank, active):</em> Converts Exsanguination into a devastating close-quarters ability. The technique remains the same with the exception of the blood forming on the axe and remaining on it, unleashed in short-range in a massive explosion of blood. Increases damage done to 175%/250% of the user’s missing Health Points. [/SPOILER]</p><p><strong>(Kamijūkorosu: Mēsu) – Beast & God Slayer: Mace</strong></p><p>[SPOILER]Type: God-Slaying Artifact</p><p>Rank: C-Rank</p><p>Range: N/A</p><p>Chakra: N/A</p><p>Damage: N/A</p><p>Description: A crooked, malformed blunt force weapon forged anew by the Voidlord Basel. Once a refined construct of simple tastes, the head is now a crystalline mass of spikes and thorns, it's appearance alone instilling fear, like a wild mountain range. Additionally, the spikes run down the weapon's shaft all the way to the handle, further increasing the weapon's twisted appearance, causing it to pierce and shred it's target, as though it were intentionally designed to achieve such an outcome. This weapon was forged for Kōtetsu Inuzuka and is intrinsically tied to their soul. Because it was once a product of certain Atavistic techniques, it possesses anti-Divinity properties, and is able to pierce the defenses afforded to Divine enemies in the Ninja World. This does not confer a God-Slaying Tool the ability to defeat properties of Anutu or its sub-components; it is specifically targeted against Divine enemies in the Ninja World and the Divinity that they possess. Additionally, thanks to Basel's influence, and a series of runes carved into the mace's head, it also carries additional properties, designed to allow the Akatsuki to hunt even the most powerful of Tailed Beasts. With proper focusing and enhancements perhaps this weapon can become even stronger.</p><p></p><p><strong><u>Warrior:</u></strong> are a team's key close-range damage dealers. Their weapons are outfitted for raw offense. They are not particularly well suited to support roles.</p><p style="margin-left: 20px"><em>Hell-forged Combatant (Passive):</em> A Warrior gains an increase of 30 damage to all of their Taijutsu and Bukijutsu used through their God-Slaying Tool. Additionally, their Atavistic Flame is increased by the same amount.</p> <p style="margin-left: 20px"><em>Devastator (Passive):</em> A Warrior's Taijutsu and Bukijutsu strikes have a 10% chance to strike a Divine target critically.</p> <p style="margin-left: 20px"><em>Master of War (Active):</em> At the cost of a move and a slot in the timeframe the user is able to punch through any Divine technique regardless of its nature and neutralize it, taking no damage whatsoever. Usable once per battle.</p><p>[/SPOILER][/SPOILER][SPOILER=Always Active, Reference][/spoiler]</p><p>[/QUOTE]</p>
[QUOTE="Ańbu Juniør, post: 17020950, member: 15719"] [FONT=Palatino Linotype][B][SIZE=5][CENTER]Quick Access Techniques[/CENTER][/SIZE][CENTER][/CENTER][/B] [B]Supekutoru-Kan | Spectral Sense[/B] [SPOILER]Type: Supplementary Rank: B Range: N/A Chakra: 20 (-10 per turn) Damage: N/A Description: Spectral Sense is a technique usable only by ninken that takes advantage of the ability to sense and track targets through scent. By channeling chakra to their nose a Ninken’s sense of smell is heightened to the point where they become able to visualize scents. Much like synesthesia, this technique enables scents detected by the ninken’s sense of smell to be interpreted visually, with whatever smelt being interpreted as visible colors that will seep and ooze out of techniques and people. This will not be limited to the ninken’s visual range, but will instead exist independently as an experience-able phenomenon that will be interpreted visually - for instance, a ninken will be able to close their eyes yet will still see colors, with scents from behind them interpreted in a way akin to peripheral vision, yet more rear reaching and so on. The stronger or fresher the scent - whether it be a person or technique, the more vivid and bright the color will be. Staler sources of released chakra will take on more bland and faded tones, while those interpreted as dangerous or fatal will take or strong and alarming red, yellow and purple tones. Stronger scents, such as that produced by a ninja performing a technique or an active attack will produce stronger, more block colors, while dormant sources, such as a ninja at rest or passive or dormant techniques will produce more patchy and whispy tones. Elemental affinities and other disciplines of chakra transformation will also have their own distinct colors, even pure physical and spiritual energies, including spiritual beings/entities, will have their own hue. Note: - This technique can only be used three times per battle/arc. - Color perception will appear like a filter that overlays onto the normal view of the world. - Once activated this technique lasts until deactivated, draining -10 chakra per turn from the user.[/SPOILER] [B]( Chakura Chikara ) - Chakra Enhanced Strength[/B] [SPOILER]Rank: C - S Type: Supplementary Range: Short Chakra: 60 - 100 ( +30 to non-chakra CQC ) Damage: 60 - 100 ( +30 to non-chakra CQC ) Description: A technique that uses the refined chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet, and releasing it onto the target with pinpoint timing. Because of the amounts of chakra stored and released, this technique can deal massive amounts of damage at one time, causing widespread impact damage. This allows the user to deal blows to the earth that causes craters with the impact, starting at 5 meters at C rank and increasing by 2 meters per rank up to 10 meters at S rank. This technique, however, cannot be combined with other chakra based Taijutsu techniques or Ninjutsu techniques due to the chakra control needed to execute this. When used alongside non-chakra enhanced Taijutsu, this adds 30 damage to them and the user spends an additional 30 chakra, although only 10 of this can be applied towards the technique. Note: Can only be used by Sakura, Sarada or Tsunade bios. Note: S ranked attacks can only be done five times per battle. When used alongside non-chakra enhanced Taijutsu, this counts as an A rank ability and counts as a passive jutsu, used once per turn in this manner.[/SPOILER] [B](Chakra Tensõ no Jutsu) Chakra Transfer Technique[/B] [SPOILER]Type: Supplementary Rank: N/A Range: Short Chakra: N/A (same as the amount transferred) Damage: N/A Description: This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by up to 100 points per turn. The technique can even be used by ninjas with natural energy passively coursing through their chakra flows, as a medical ninja's near perfect chakra control enables them to filter the unwanted and sometimes harmful energy from entering the recipients chakra system. Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it. Note: Cannot be used to power the users own techniques. Note: Usable 3 times per battle.[/SPOILER] [B](Chō Biburāto Raitontō) - Super Vibrating Lightning Release Sword[/B] [SPOILER]Type: Supplementary Rank: B Range: Short Chakra: 20 Damage: N/A (+40 to Kenjutsu/sword-related attacks) Description: The user channels their lightning chakra into a blade, increasing its vibrating frequency and giving it more cutting power than standard wind techniques.[/SPOILER] [B](Doton: Chō Kajūgan no Jutsu) - Earth Release: Super Added Weight Rock Technique[/B] [SPOILER]Type: Offensive Rank: S Range: Short Chakra: 40 Damage: N/A (+40 if used to add damage) Description: A more advanced version of the Earth Release: Added Weight Rock Technique, in which the user drastically increases the weight of any object in direct physical contact, but to a much greater extent than that of the original ability. This technique can increase the weight of a target up to 100 times. Under certain circumstances, the technique can be used to increase the force behind attacks. Note: The weight change lasts 2 turns or until countered.[/SPOILER] [SPOILER=Flying Thunder God] [B]( Fūin Hirashin no Jutsu ) - Seal of The Flying Thunder God technique[/B] [SPOILER]Rank: A-Rank Type: Supplementary Range: Short Chakra cost: 30 Damage points: N/A Description: This is the technique through which Senju Tobirama and Namikaze Minato apply the sealing formula, that will allow the use of their trademark space time techniques, to any desired object through physical contact and allowing him to teleport to that desired location through the Flying thunder God Technique and the use of its variations. While Minato carries with him multiple kunais marked with the seal (making the core aspect of his fighting style which revolves around the use of FTG Kunais), Tobirama doesn't. To use the Flying Thunder God technique on kunais, Tobirama has to apply the seal to them though through one use of the technique he can mark up to 5 kunais (this is valid only for kunais and other basic weapons, not enemies or other targets of the seal). Note: Can only be used by Senju Tobirama and Namikaze Minato bios.[/SPOILER] [B]( Hiraishin no Jutsu ) - Flying Thunder God Technique[/B] [SPOILER]Rank: S Type: Supplementary Range: Short - Long Chakra Cost: 40 ( +40 for every additional person teleported ) Damage Points: N/A Description: The Flying Thunder God Technique is a space–time ninjutsu created by Tobirama Senju and used by Minato Namizake. Before the Flying Thunder God Technique can be performed, users must first mark a target with their technique formula. The formula is applied after the merest touch and cannot be removed; it will remain in place even after the user has died. By entering a dimensional void, users can instantly teleport to a formula's location whenever they please, regardless of distance. Anything or anyone that the user is holding, contacting, or that is linked with their chakra will teleport with them, but this requires additional chakra to do; particularly large objects can require so much chakra that a separate technique is required, placing a limit on how far away the user is able to teleport. Users can choose to teleport to a different location than the objects, or they can teleport objects without teleporting themselves. Minato's use of the Flying Thunder God Technique creates a yellow flash, in reference to his moniker. Note: Can only used by Minato, Tobirama, and custom bios with access to it. Note: FTG Marks last one entire arc.[/SPOILER] [B](Hiraishingiri) Flying Thunder God Slash[/B] [SPOILER]Type: Offensive Rank: S-Rank Range: Short-Long Chakra: 40 Damage: 80 Description: A technique where Senju Tobirama combines the use of kenjutsu and his unique space–time ninjutsu. After marking an enemy with the Seal of the Flying Thunder God, the user will teleport to him, with a sword in hand, to deliver a swift, devastating slash. The technique is so fast that its virtually unavoidable unless through the use of similar Space Time techniques. The slash, however, can only be defined as a horizontal, mid abdomen slash, which limits the type of damage it can do, although it has the potential to be fatal. Note: Can only be used 3 times Note: Can only be used by Senju Tobirama and Namikaze Minato bios.[/SPOILER] [B](Goshun Mawashi no Jutsu) Mutually Instantaneous Revolving Technique[/B] [SPOILER]Type: Supplementary Rank: S-Rank Range: Short-Long Chakra: 40 Damage: N/A Description: The Mutually Instantaneous Revolving Technique is a technique which requires two persons that are able to use the Flying Thunder God Technique or two clones. Both users will mark each other with their respective seals which grants them the ability to use this technique to switch their positions at any point in time during a battle. As the users swap places, they can bring with them anything that they are touching with them, including some techniques such as the rasengan. The technique can also be used on inanimate targets instead, by first marking oneself and then the target, using the technique to switch places with the target. Note: Can only be used by Namikaze Minato and Senju Tobirama bios Note: Can only be used 4 times and requires the user to have used the Seal of the Flying Thunder God beforehand as explained. [/SPOILER] [B](Jikūkan Kekkai) – Space-Time Barrier[/B] [SPOILER]Rank: S Type: Supplementary Range: Long Chakra cost: 40 Damage points: N/A Description: The user will perform the Ram hand seal, while holding a small object marked with a seal of the thunder god mark, to form a barrier that will teleport away incoming attacks that are sent at it. He is capable of diverting away an attack as large and powerful as a chakra blast from the nine-tailed demon fox. Once the technique is warped away, the user has to direct it to another location. Note: Can only be used 4 times and can only be used by a Minato or Tobirama bios.[/SPOILER][/SPOILER] [SPOILER=Advanced Leg Weights] [B](Kaihou Kasugai) Automated Clamps (Passive)[/B] [SPOILER]Type: Tool Rank: E Range: N/A Chakra Cost: N/A Damage points: N/A Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat. Notes: -Must be placed in the users biography -Can only be taught by Serpent[/SPOILER] [B](Katai Omori) Leg Weights (Reference)[/B] [SPOILER]Type: Weapon Rank: S Range: Short Chakra: N/A Damage: N/A Description: An advanced version of the normal Leg Weights created for those dedicated to their craft, the Advanced Leg Weights increase the stress and weight applied to the user in order to achieve an even higher payoff. When inactive and worn, the user experiences a -3 Speed level drop due to the intense weight slowing him down. However, when released, the user gains a drastic boost to his base running speed (x4) and +35 to all his kick-related moves. Much like the weaker versions, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other. Only one of the user's bio can have these weights at any time.[/SPOILER][/SPOILER] [SPOILER=Always Active, Reference][B]Fenriru No Gimuzuke | Fenrir's Lesser Oblige (Always Active, Reference)[/B] [SPOILER]Rank: S Type: Supplementary/Offensive/Defensive Range: Short Chakra: 40 ( -15 per turn ) Damage: N/A Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the user's body and the user will gain the ability to use techniques that require 'Four-Legged Beast' transformation as a prerequisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the user's senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead, it simply functions as a Ninken or Inuzuka walking outside of the host's body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead. Note: - Must be posted at either the start of the battle or in the user's biography, and is active at all times. - In the case of deactivation (On the user's account or as a result of an enemy technique) this technique can be reactivated again at the cost of a move. Each reactivation will require more chakra than the last, doubling each time. - This technique serves as the ultimate baseline form for Inuzuka clan members. After using another transformation the user is capable of reverting back to this form without completely canceling the previous transformation, instead, they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)[/SPOILER] [B](Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris[/B] [SPOILER]Type: Supplementary Rank: S Range: Short Chakra: 80 (-10 per turn) Damage: N/A Description: Solaris is a unique Advanced Fuuinjutsu seal placed on the body that incorporates Yang chakra. This seal works by passively siphoning Yang chakra from the user’s body and storing it, with the seal being capable of storing up to 80 chakra in total. Making use of the body’s condition as a trigger this seal will activate whenever the user falls unconscious as a result of an enemy technique. Upon activation it floods the user’s body with the previously stored chakra, purging any invading chakra and healing the body by the amount of chakra stored within the seal and essentially “breathing life” back into the user, allowing them to regain consciousness as the invading chakra is flushed from their system. In addition to resuscitation, the user’s constitution will be temporarily boosted for the following two turns due to the abundant Yang chakra, making them immune to Spiritual techniques with less chakra than that stored in the seal. While this energy heals physical wounds, it does nothing to mitigate the damage done to the spirit, meaning that if the user’s health is depleted through damage done spiritually, this technique will not resuscitate them. Due to the overwhelming amount of Yang energy present within the body, the user will be unable to make use of Yin release, other Spiritual techniques, or elemental techniques for the following two turns. Their speed is also reduced by -3 levels, and they are unable to use techniques above A-rank for the same duration. Notes: - This technique must be placed on the user’s biography. - This technique can only be used once per battle, with the seal’s activation counting as a move. - Upon resuscitation, this technique will heal the user up to the amount of chakra stored in the seal, though it cannot recover HP lost from spiritual damage[/SPOILER] [B](Sagīnjōzu) - The Sanguine Maw[/B] [SPOILER]Type: Relic Weapon Rank: Forbidden Range: N/A Chakra: N/A Damage: 80 Description: The Sanguine Maw is a two-handed and double-edged axe crafted from Tiamat’s ivory bones. At the base of the grip is a single crystalline orb flickering with black and white energies representative of a fully powered weapon core. The axe is bound to the Boar seal and can be summoned to the user or sealed passively at their discretion. When wielded with two hands the user can, at the cost of a move, swing the axe to inflict 80 damage. [b]Intrinsic Traits:[/b] [i]Sanguine Affinity (I-III):[/i] Fortifies the user’s vitality, enhancing their health by an additional 20/[b]40[/b]/60 points. [b](II)[/b] [i]Roiling Blood (I-III):[/i] The intensity of battle augments the user’s power. Increases all damage by 10/[b]15[/b]/20% of Health Points missing from biography’s maximum Health, up to a maximum of 40. [b](II)[/b] [i]Fortified Anatomy (I-III):[/i] Enhanced physical durability confers the user a passive damage reduction to physical-based techniques. Reduces physical damage taken by 10/[b]20[/b]/30 points. [b](II)[/b] [i]Exsanguination (I-II):[/i] Exsanguination is a devastating ability that combines the power of Roiling Blood with the user’s own overwhelming life force, augmented by the Sanguine Maw. The ability manifests on the Maw as blood, a physical representation of the user’s own lost health. When unleashed it forms a crescent blood wave, launched at the speed of twice an S-Rank Water Release technique and neutral to all techniques it clashes with. It has a long-range reach. The damage it inflicts is correlated to [b]125%[/b]/150% of Health Points currently missing. Tier II Exsanguination passively affords the user a 50% reduction to all effects of Health Fatigue. This passive is not active when Exsanguination is on cooldown. Can be used twice per battle, once every ten turns. [b](I)[/b] [b]Blood Brawler[/b] [i]A warrior born in blood and battle.[/i] Alters the appearance of Sanguine Maw into that of a one-handed axe, allowing its swings to be performed with a single hand. [i]Sanguinary (B-Rank, active):[/i] A skill that enhances the benefit conferred by Fortified Anatomy, exchanging its passive benefit for a significantly increased physical damage reduction. The drawback is that it increases the damage intake of Spiritual-based techniques by 50%. This ability lasts for three turns and reduces physical damage by 30/[b]50[/b]/80. Can be used twice per battle, once every three turns. While on cooldown the effects of Fortified Anatomy remain inert. [i]Bloodied Veteran (A-Rank, passive):[/i] Passively strengthens Roiling Blood, increasing its damage enhancement to 30/40/50% of the user’s missing Health Points in exchange for it only being applied to Taijutsu and Bukijutsu. Cannot be applied to elemental Taijutsu. [i]Reborn in Blood (S-Rank, passive):[/i] When the user’s Health Points fall to zero they will passively gain a single point of health back, allowing them to continue fighting. Can be activated once per arc. [i]Tunnel Vision (S-Rank, active):[/i] For a moment the user is able to ignore the effects of Health Fatigue and pain entirely, becoming an unrelenting scourge. This technique lasts for two turns or until an enemy is not within short-range of the user. Can be activated twice per battle. [i]Blood Render (F-Rank, active):[/i] Converts Exsanguination into a devastating close-quarters ability. The technique remains the same with the exception of the blood forming on the axe and remaining on it, unleashed in short-range in a massive explosion of blood. Increases damage done to 175%/250% of the user’s missing Health Points. [/SPOILER] [B](Kamijūkorosu: Mēsu) – Beast & God Slayer: Mace[/B] [SPOILER]Type: God-Slaying Artifact Rank: C-Rank Range: N/A Chakra: N/A Damage: N/A Description: A crooked, malformed blunt force weapon forged anew by the Voidlord Basel. Once a refined construct of simple tastes, the head is now a crystalline mass of spikes and thorns, it's appearance alone instilling fear, like a wild mountain range. Additionally, the spikes run down the weapon's shaft all the way to the handle, further increasing the weapon's twisted appearance, causing it to pierce and shred it's target, as though it were intentionally designed to achieve such an outcome. This weapon was forged for Kōtetsu Inuzuka and is intrinsically tied to their soul. Because it was once a product of certain Atavistic techniques, it possesses anti-Divinity properties, and is able to pierce the defenses afforded to Divine enemies in the Ninja World. This does not confer a God-Slaying Tool the ability to defeat properties of Anutu or its sub-components; it is specifically targeted against Divine enemies in the Ninja World and the Divinity that they possess. Additionally, thanks to Basel's influence, and a series of runes carved into the mace's head, it also carries additional properties, designed to allow the Akatsuki to hunt even the most powerful of Tailed Beasts. With proper focusing and enhancements perhaps this weapon can become even stronger. [B][U]Warrior:[/U][/B][U][/U] are a team's key close-range damage dealers. Their weapons are outfitted for raw offense. They are not particularly well suited to support roles. [INDENT][i]Hell-forged Combatant (Passive):[/i] A Warrior gains an increase of 30 damage to all of their Taijutsu and Bukijutsu used through their God-Slaying Tool. Additionally, their Atavistic Flame is increased by the same amount. [i]Devastator (Passive):[/i] A Warrior's Taijutsu and Bukijutsu strikes have a 10% chance to strike a Divine target critically. [i]Master of War (Active):[/i] At the cost of a move and a slot in the timeframe the user is able to punch through any Divine technique regardless of its nature and neutralize it, taking no damage whatsoever. Usable once per battle.[/INDENT][/SPOILER][/SPOILER][/FONT][SPOILER=Always Active, Reference][/spoiler] [/QUOTE]
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