[Approved] Luffy "Straw Hat" Hōzuki

ᴍᴏᴏғʏ

Active member
Legendary
Joined
Nov 14, 2014
Messages
10,065
Kin
0💸
Kumi
16💴
Trait Points
0⚔️
You must be registered for see images
Name: Luffy
Nickname: Moofy, Straw Hat, Mugiwara, Jet
Gender: Male
Age: 18
Clan: Hōzuki

Looks: Luffy sports his infamous straw hat that has a navy blue ribbon wrapped around the base of it. He also wears short with a golden yellow sash around his waist, black trousers with cuffs, sandals, and a sleeveless (sometimes sleeved) navy blue vest. Luffy also has a scar with two stitches underneath his left eye (which he earned in the Chuunin Exams) and short, messy black hair. He was severely wounded by an ANBU Blackops during a war, leaving a large X-shaped scar on his chest. Appearing to be scrawny underneath his shirt, he has a surprisingly well-built physique. After going rogue, Luffy began wearing a navy blue cloak with yellow/gold underlining and highlights as well as red accents.

Personality: Luffy's two dominant traits are his apparent lack of intelligence and his utter fearlessness. Luffy can easily be amazed by the simplest things, such as watermelons, and can be confused by concepts that have no importance. He is seen to strain himself and notes that he is going to feel sick from too much thinking. The same cannot be said when he is on the field of battle, though. It has been stated more than once that Luffy's instinct and behavior is similar to that of a wild animal's, like when he knows who he has to fight before he even gets to the battle. Even his fights show this as he relies on his instincts and counter attacks. This compliments the way he views the world. He is most often seen smiling, except in a fight where he is forced to use all his power (and sometimes even then). Luffy also seems to rarely change personality wise or so he thinks. Because he views the world in a straightforward and simple manner, he is occasionally the only person who can see past events that have taken place and realize the true goal, yet at other times he can fall into the simplest of traps.

Split-Personality: Unlike ordinary people that have a single personality, Luffy has two; His care-free goofy one, and the malicious, calm and collected tactical one. The very same personality that had gotten the rubber-man where he was today. The tone of his voice being completely dry of emotions. The joyful shine in his eyes vanishing completely as if though all emotions had been wiped clean from his person. This personality was known as "Jet" namely for the color; Jet Black as a mere representation of the personality. Jet's personality was the real one controlling Luffy with "puppet strings". In reality, they were both one in the same, two sides of the same coin; Yin & Yang.

Village Info

Village of Birth: Kirigakure
Village of Alliance: N/A

Rank//Chakra Info

Ninja Rank: Kage
Specialty: Water, Ninjutsu & Yang
Elements:Earth, Raiton, Wind, Fire
Yang
Water
Seraphic Water
Panthalassic Water
Luffy's Ninjutsu:
Ninjutsu
Genjutsu
Taijutsu
K'Taijutsu
Kenjutsu
Fūinjutsu
Kinjutsu
Iryō Ninjutsu
Iryō Fūinjutsu
Iryō Kinjutsu
Dokuton
Sound
Hōzuki
Leg Weights
Soft Body Modification
Kuchiyose ⇀ Monkeys & Hydras

Custom Fighting Styles:
Flowing River of Fierce Fighting
Mystified Fist
Quincy Arts

Background Info

History: Not much is known about Luffy except that he was a war orphan that was taken by the Anbu in Kirigakure. Over time, they came to find out Luffy's special ability to utilize the hydrification technique. Over the years, he mastered the ability by training under the guidance of the Anbu, later to join their ranks, skyrocketing his skills and experience over all. At the age of 18, he left the village he served, going rogue to explore the world as he didn't want to be locked up in a single place for the rest of his life. He was much more adventurous than that. Luffy wanted to be free, but he found himself chased by organizations. As time passed, he joined one himself, an organization that would allow him to continue exploring the world freely, yet painting an even larger target behind his back. His goal is to become the King of the Pirates. But in Luffy's head, its more along the lines of a positive kind of pirate, leaning more on the adventurous side.

To be continued..

Hōzuki Ichizoku - Is a group of ninja that settled in Kirigakure after the ending of the Warring States Period. Members of this clan have the ability to turn their bodies into liquefied form through the use of the Hydrification Technique. All Hōzuki clan members are water specialists, capable of using water with one hand-seal and without a water source for all techniques A-rank and below, up to mid-range. When the Hydrification Technique is in use, Hōzuki clan members can use their bodies as a source for Water Release techniques that reach up to and including mid-range.

(Suiton: Hōzuki) - Water Release: Demon Lantern
Type: Supplementary/Defensive
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Once a member master's the clan's hidden ability, he will tap into the passive and subconscious abilities of the Hydrification Technique(s). It has been proven time and time again that when a Hozuki Clan member is unexpectedly struck/attacked, his body instinctively turns into liquid by activating the Hydrification Technique(s), allowing them to avoid damage. It has also been seen that when a member is knocked unconscious, the body turns into a jell-like state that is also classified under the same category as Hydrification. This leads us to believe that a clansmen can always be in a hydrified state. This latent ability can be forcefully triggered by foreign threats to the user, like techniques that are too fast for them to detect or perceive. The user is so naturally in-tune with the overall moisture both around his body and his surrounding area that the body naturally detects the disturbances within the air's moisture as a threat travels through short-range of them, allowing the body to instantaneously turn into a Hydrified state to avoid the damage. Both the strength and weakness of this technique is that the user has no control over it, as the body is naturally programed for survival, activating on mere instinct. This however can be forcefully prevented so long as the user can perceive the threat himself. This technique will passively activate one of the user's Hydrification Techniques within his arsenal and be in tune with it, thus being performed in the same time-frame. This technique by no means offers any sensing capabilities directly as it is simply a passive & instinctive survival mechanism to ensure the safety of the user. When knocked unconscious or electrocuted, the user's body will turn into a jell-like state, following the hindering restrictions of the inflicting technique that was used upon them.

⋩ Requires a Hōzuki Biography
⋩ Chosen Hydrification Activation must be specified in the user's biography.
⋩ The selected Hydrification Technique will count towards the user's three moves.

(Suiton: Suika no Jutsu II) – Water Release: Hydrification Technique II
Rank: A
Type: Defensive/Offensive
Range: Short - Mid
Chakra cost: 30 (-5 per turn)
Damage points: 60
Description: This technique follows the very same concept as it's parent technique, "Water Release: Hydrification Technique" as a basis. The user can either infuse his already active Hydrification State, or simply activate and use this technique instead. The user will change the compounds of the liquid that make up his body, ranging from one to two at maximum simultaneously. Unlike it's parent technique, these conversions need to be sustained with chakra for prolonged usage. Specific body parts can be converted or even combined with two states within reason. (ie: Adhesive Mist.) Techniques released from the user's body acting as the source, will contain the same properties so long as the conditions logically allow it. In Crystalline form, the water is compressed to such a level that it appears to be almost crystallized in nature, increasing both defensive and offensive penetrating/cutting potential. Another variation will spread out molecules in the water, turning into a mist state. It can also be turned into a viscous and adhesive state, used to bind targets by sticking them or even an elastic-like functionality for more versatile usage in battle. Lastly, the absorption ability that takes advantage of both water's special traits as well as a Hozuki's natural talent for manipulating water. The user will absorb a source of water either naturally, or chakra-based in order to grow in size, equivalent to the technique/source absorbed (Up to the same rank). The user can choose to contain the water inside in order to maintain his enlarged form, or utilize it as a source for his next water-release technique. The user is free to create constructs out of his converted body, within reason. (ie: Turning his arm into a spear, extending a spike from his back, etc.)

⋩ Can be used four times per battle.
⋩ Can only be used by Hozuki Clan Biographies.
⋩ While active, the user can only mold Water Techniques along with non-elemental abilities.

(Suiton: Hōzuki ll) - Water Release: Demon Lantern ll
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A (Dependent on the chakra necessary to reach desired Rank)
Damage: N/A (+1 Defensive Rank)
Description: The brother technique to the original 'Demon Lantern'. The user is so naturally in-tune with the overall moisture both around his body and his surrounding area that the body naturally detects the disturbances within the air's moisture as a threat travels through short-range of them. Not only that but it allows them to sense the level and severity of the threat that is being carried out when the body is instantaneously turned into a Hydrified state to avoid the damage by the original Demon Lantern Technique. If the threat is of higher value/rank than the Hydrification being applied, this technique will passively feed off more chakra from the user's reserves and effectively increase the original rank of the Hydrification Technique by one. This unconscious thought is an animalistic instinct for survival, avoiding being evaporated, more than anything but can also be applied in different scenarios. Just like the original, this technique will in tune with the Hydrification process, thus being performed in the same time-frame. This technique by no means offers any sensing capabilities directly as it is simply a passive & instinctive survival mechanism to ensure the safety of the user. This technique will count as one of the user's three moves if not used in tandem with the original "Demon Lantern" technique.

⋩ Requires a Hōzuki Biography
⋩ Can be used five times per battle.
⋩ Technique must be tied to the user's biography.
⋩ Must wait two turns before reusing.
⋩ Forbidden-Ranked will count as a move, regardless.
⋩ Forbidden-Ranked Defense can only be reached once per battle.
⋩ Doing so will cause a -15 Damage to the user from chakra strain.
⋩ An additional -5 Chakra per turn will be deducted for sustained hydrification. (-15 for Forbidden)

(Suiton: Logiku Konjetsu) - Water Release: Logia's Conversion
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: +5 to Hydrification Activation Utilized
Damage: N/A
Description: This is a passive ability of the Hozuki Clan members that allows them to hydrify their belongings, like clothing and weaponry upon entering a hydrified state. These could range from sealing tags, to projectiles like kunais, or even weaponry like swords or armor, etc etc. The user is able to passively convert the objects back to their original self for strategic use so long as the situation calls for it. This technique is a mere add on to the nature of the Hydrification techniques and its variations, thus allowed to be performed in the same time-frame as aforementioned techniques. The user can willingly choose not to hydrify said belongings if he so chooses.

⋩ Requires a Hōzuki Biography
⋩ Must be placed in the User's Biography


Yang Release ⍨ Being a specialist in the field has bestowed Luffy with an increased chakra capacity due to his heightened vital energy. He is also more resistant to physical damage, such as normal taijutsu and blunt weapons (freeform and up to B-Rank techniques), low ranked burns, electrocution, etc (ninjutsu up to C-Rank) and won't be damaged by the use of Forbidden Rank techniques (though still needing to abide to the restrictions of the technique none the less).

Mystified Fist ⍨ Luffy specializes in a special fighting style that incorporates his clan's hydrification technique as a basis in order to turn himself into a source of mist. The style is essentially a modified version of the liquid-version of the clan's popular technique. When fully or partially converted into a mist, the user found himself with the ability to sense any disturbance within natural or self made mist sources like walking, running, release of projectiles or sources of chakra present in said mist. This was very similar to the sensing rain technique in terms of chakra detection. (Chakra detection is not plausible on sources of mist that aren't infused with the user's chakra.) Specialists of this style have the ability to pin-point their targets or threats within a mist up to mid range away from him through the extensive training and usage within mist-conditions and environments.

Quincy Arts ⍨ The Quincy's Cross Pendant is a specially crafted amulet, two inches in diameter made up of an indestructible non-magnetic alloy material that can be hydrified alongside the user if he so wishes. The Pendant contains several small inscribed sealing formulas to utilize the style's sealing attributes. When the pendant is hydrified, the user is unable to utilize the sealing ability of the cross. The Pendant's main sealing ability is to seal away the impurities within the user's Hydrified state. This seal was created as a way to turn the user's body to the purest form possible, disbarring the possibility of being electrocuted through lightning based techniques. Not only does the pendant serve to cleanse the user but also seal away threads that may be headed his way, like projectiles and such.

Perhaps the most important and dangerous part of the style. Just like the Quincy Pendant, the glove is made of a special malleable material that is able to be hydrified alongside the user if he so wishes. The glove is normally worn in the hand which wields the arrows & make-shift swords. All throughout the glove lays several inscribed sealing formulas pertaining to four elements. (Fire, Lightning, Earth & Wind.) Not only that but that Quincy's Glove can be further customized to include additional seals that the user may possess, like some of the basic sealing techniques. (Needs to be stated in bio.) Unlike the pendant, the Glove does not seal, instead it does the opposite and unseals previously stored elemental attributes in order to enhance the user's arrow(s), including make-shift arrow sword and shield. Just like the Pendant, the Glove is also indestructible. Luffy's Quincy Glove is inscribed with all the seals and scroll-relate techniques that Luffy owns and that are already present throughout his body or possession like Abhorrence, Mayer's Band, Basic Elemental sealing techniques and even the medical tools scroll etc. The palm of the glove has inscribed crystalline tags to be used in emergencies.

Essentials ⍨ Luffy carries empty scrolls to be utilized, pre-paired seals as wells scrolls for the Base 5 Sealing Method alongside other pre-pared seals found in the canon/custom list. He carries small test tubes/flasks with samples of his blood as well as empty ones. A brush with black ink is stored for the creation of new seals in the mist of battle or traveling. Luffy also carries his special Crystalline Mist tags that take over half of the original explosive tags he usually has in his position, having a mixed combination of both handy. Luffy wields a snow-white katana along his left waist area as well as his executioner's blade tied to his back, directly down the center, covering his spinal cord completely. Aside from his seals Luffy still carries weapon ninja weapons like kunais, shuriken, senbon, which are all edged with flint stone to cause sparks along with explosive tags, flash bombs, smoke bombs, ninja wire, translucent string, makibishi and all other basic ninja weapons/utensils. After becoming a medical shinobi he began carrying more things, like pills that were already made, as well as a scroll that summons all the necessary tools for procedures.

Body Seals​
1. (Fuuin: Bachi no Fukyuu) - Sealing Technique: Bane of the Immortal
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 chakra per turn)
Damage: N/A
Description: The user will have a seal on their body with the Kanji for "Eternal". The seal lies dormant and is passively activated whenever the opponent tries to seal or drain the user's chakra and/or abilities. The seal will instantly release an intangible barrier that surrounds the user's body like an armour. Any abilities which act externally such as the canon techniques Multiple Infinite Embraces or Living Barrier will be unable to affect anything inside the barrier, namely the user's body. Seals which act internally will first have their chakra be absorbed by the barrier (happens instantly and so before they can come into effect) and once erected, the barrier will prevent any further insertion of chakra while active. The seal is self-sustaining and will involuntary leech chakra from the user's body. This is for the express purpose of maintaining this technique even when the user can't use or mold chakra. This is possible as the chakra still exists within the user as it is equivalent of their very life-force. This can counter S-Rank and below sealing techniques. This cannot be activated manually and will only ever activate under the aforementioned conditions. It lasts for four turns or until the ability attempting to seal or drain the user's chakra or abilities is no longer active, whichever is longer.

Note: Can only activate a maximum of thrice per battle

2. (Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer's Band
Type: Defensive/Supplementary
Rank: D-S
Range: Short
Chakra Cost: (equivalent to the amount of opposing tech)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, the circles on the wristband emit a bright colorful light signifying to the user that an energy different from the energies known to them has broken their perimeter. The sealing band cannot inform the user about the type of energy being used, but it can and does tell the difference between the various energies it comes across, and thus repeats the same color glows corresponding with that energy when met again. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the foreign energy into the wristband protecting the user. The jutsu is quite helpful for shinobi who don't have any energy sensing abilities, and its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Activates 3x per battle
►Has a one turn cool down
►When a S-Rank technique is sealed, no fuuin in the following turn, and then no fuuin above A in the next
►Seal must be placed in biography
►Can only be taught by ZandaT

3. ( Fuuinjutsu: Shukufuku no Macaria ) - Sealing Arts: Macaria's Blessing
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: Equal to jutsu
Description: When an energy wave touches the user, be it the effects of a foreign ninjutsu or a defensive pulsating effect, a dormant seal triggers. The purpose of this seal is simple in it's usage and execution: when the foreign chakra nears the user's body, this seal triggers and a thin, unnoticeable to the human eye, layer of adhesive like chakra is released. The purpose of this is to "catch" the chakra of the aforementioned ninjutsus and bind it in place, preventing it from continuing it's actual effect. By doing this, the user both stops it as well as holds the chakra in place while the adhesive chakra quickly corrupts and eats the chakra within the jutsu, before rebounding it as a pure of raw chakra (travels at the speed of an average Wind jutsu), aiming to blast backwards in the direction it was released. Should the jutsu the user contained with this be of a defensive or supplementary nature, this jutsu will cause no damage to the target, instead it will negate it's usage.
Note: This is able to affect Ninjutsu of S rank and lower.
Note: This seal can be released up to 4 times per battle with a two turn break in usage.

4. ( Juinjutsu: Dorobō Botsuraku ) - Cursed Seal: Trap Card Reversal
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: A Juinjutsu designed to work under the activation of other Fuuinjutsus, the user passively creates a seal that lays dormant until triggered. When a foreign barrier is eructed within mid range of the user, this seal is triggered and a first pulsing release of chakra in the form of a wave like barrier is released from the created seal. The purpose of this is to pulse through any activated Fuuinjutsu of the opponent, done in no time due to it's passive nature. Should it be of up to A rank, the pulse corrupts the opponent's link to it, their chakra essentially eating away at the opponent's chakra binding the Fuuin. As this happens, a second pulse released touches the seal and it's chakra of the user binds it and allows the user the ability to apply the seal towards his own person or if a harmful, rebound it's effects back onto the opponent. The user can only reverse certain seals, ones who's effects target the opponent in their effects, primary sensory based ones excluded. What this means is seals that hinder the opponent's speed or ability to use something, it's effects will reverse back onto the opponent.

Note: Only works on Fuuinjutsu activated in the last turn
Note: Initial pulse happens instantly as this is purely defensive and supplementary in it's usage. When rebounding and reversing Fuuinjutsu, the user is able to reverse up to A rank seals if he fits the requirements (i.e. able to use Sound if Sound if involved, ability to use Chakra Chains, or Fire for seals or barriers related, etc), costing a move per turn to do so.
Note: Can only be used to reverse Fuuinjutsu every 2 turns and up to 3 in total. These four seals can be placed on the Bio to avoid having to manually place during Battle, defeating the purpose of the jutsu. Despite activating passively/on it's own, it still requires a move in the 3 allowed per turn.

5. Ototon/Fuuinjutsu: Kodoku no Boumei) - Sound/Sealing Technique: Solitude of the Exile
Type: Defensive
Rank: S
Range: N/A
Chakra cost: N/A (-40 on each activation)
Damage points: N/A
Description: The user will have two seals on their body with the Kanji for "Solitude" infused with their sound chakra. The seals are located inside the ear canal (must be stated in the user's biography) and will activate automatically upon any chakra infused sound (not just the element) or technique entering the user's ear. The seal will then emit a sound wave with an amplitude opposite that of the invasive technique so that destructive interference occurs and the two cancel each other out. The seals will maintain the frequency for as long as the sound is being heard/transmitted by the opponent, allowing this jutsu to counter not only momentary techniques but those which are sustained or prolonged. This technique's use lies only in preventing chakra-infused sounds being heard and as such it's use is largely limited to countering Sound Genjutsu and similar abilities. The activation of this technique is instant (but still counts as a move) so it can intercept and cancel sound-based techniques before they're heard. As such, the user is free to perform techniques in the same time-frame (even if the seals are still actively transmitting to cancel a sustained frequency). These seals cancel chakra-infused sounds before they can affect the body by stopping them as they pass through the ear canal and so it essentially prevents illusions from taking effect. This means seals which activate upon foreign chakra entering the user's body will not be triggered. This technique can only counter one technique at a time and only one technique per use (counters up to and including S-Ranks).

Notes:

-Can only be taught by Detective L
-Usable twice per battle
-No S-Rank or above Fuuin or Sound in the user's same and next turn
-The seal itself is A-Ranked


Weaponry​
Za Kiri's Keiri Katana ⋩ The Mist's Executioner
Type: Custom Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: ZKKK is a blade crafted out of a very rare and indestructible white alloy, however that does not mean it can defend against anything/everything. The sword itself is eight inches wide, consisting of a single sided sharp edge however the dull side of the blade contains two small curved teeth that stick out two inches. The teeth are evenly spaced apart between a hollow opening the blade has near the lower end, the opening is large enough to fit a human head/neck, designed mostly for decapitations with it's inner sharp edges. The sword's blade is five feet in length, having the one foot handle covered in a layer of rubber which is laced by a bandage to disguise it, this would prevent the conduction of electricity. The end of the handle consists of a small rectangle ring big enough to fit two fingers comfortably. A small chain of six inches in length is attached to the rectangular ring, something that could be used to handle the blade in various acrobatic ways by spinning it. At the end of the chain there is a small crest with the symbol of Water, displaying it's origins. The blade's decapitating core/opening can be fueled with chakra and use the sword itself as a water-natured catalyst in order to fill it with a syrup-like substance that could be manipulated to perform special water related abilities;

Syrup/Liquid/Mist Core - The user is able to shape manipulate the source and extend it to create various constructs, up to the user's imagination and within reason, most in the theme of limbs or whips of water that can extend up to mid range and are no thicker than a human's arm. The constructs can be condensed enough to bind targets or even release as projectiles. up to two whips of Syrup/Liquid/Mist-based water that could be used to deal lashing/blunt/piercing damage or bind a target(s) causing them to be trapped within the technique. With the usage of a single hand seal the user can cause the syrup/liquid/mist to expand upon a captured target(s) in order to bind them in place, this ability is B-Rank in strength/cost. Four times per battle an A-Ranked variation can be used, allowing the maximum size to double.

Elastic String - By focusing chakra through the Water crest, the user can materialize a string of elastic water syrup. The string is long enough to reach up to a long distance and can be used to further enhance the manipulation of the blade in combat or bind a target. The string can be further manipulated to create miniature spikes and similar things to increase it's lethality. This ability is classified as B rank in strength/cost. Four times per battle an A-Ranked variation can be used, allowing the maximum size to double.

Inner Mist - By feeding -5 chakra per turn, the sword is able to produce a mist of water vapor in a short range radius around the user, the vapor would escape from the core of the blade. Just like the Hidden Mist technique, this mist can vary in terms of thickness, being able to manipulate it at will with the influx of chakra released, although it will always remain at -5 no matter how thick or thin the mist is. The mist produced by the blade can be treated the same as the Hidden in the Mist technique and be used as a source for possible attacks. Not only can the sword produce a mist but it can also passively turn itself into mist. This ability is passive and is used in order to avoid certain tangible situations or to retrieve the sword from a distance, using mental commands and chakra manipulation to control the sword in it's mist form back to or away from the wielder. The sword can either turn fully or partially into a mist. If standing within a large enough source or the user has the ability to use water techniques without a source, the mist's range can be increased up to mid.

Mist Manipulation - The mist lingering around the user or the sword itself can be manipulated to form anything within reason that can be imagined by the user, excluding projectile based objects. The manipulated forms can extend up to mid range and are B rank in strength/cost. If fully compressed/manipulated the mist rivals that of a large size bear. Four times per battle an A-Ranked variation can be used, allowing the maximum size to double.

⋩ While sustained, the user can only mold Water based techniques along with the Ninja Basics (Nin/Gen/Tai/Ken/Fūin)
⋩ All abilities count as the user's techniques per turn, excluding the sword's mist form manipulation.
⋩ All abilities can be active at the same time

(Akatsuki Enjin: Sho) - Akatsuki Ring: Azure
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage points: N/A (+1 Rank Suiton)
Description: One of the ten Akatsuki Rings worn on the right index finger. This Ring is made out of an Indestructible blueish green stone that increases the water manipulation abilities of the user. All water technique's strength are increased by one rank, with the exception of S ranked techniques and above, and Handseals are decreased by 1/2. This ring produces a hidden frequency received by other rings providing a hidden form of communication among ring bearers.
Five times per battle, it can change the properties of a water technique, giving it Syrup, Boiling or Freezing abilities, adding +20 damage instead of +1 rank, but being unable to produce water techniques in the following turn.
Note:
-Can only be worn by a Member of Akatsuki

(Ninjutsu: Kuchiyose's Kiri) - Ninja Art: Summoning's Mist
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: (+10 Additionally)
Damage: N/A
Description: By studying the properties of the smoke produced by the summoning technique, the user found a way to manipulate the moister in the air around the summoned creature/object/person. This allowed him to exchange the 'smoke' and create a cloud of mist instead by taking advantage of the moister in the air along with chakra manipulation. This allowed the mist to be as big as the animal/object being summoned. The lingering mist resembles Kirigakure's signature technique in the sense that it stays until blown away and is infused with the user's chakra. This technique is a passive ability that is tied to all summoning techniques the user knows, however can be chosen not to be used.

⋩ Must be posted as a reference with the Summoning Technique used.
⋩ Technique must be placed in the user's biography(s).

(Fūinjutsu: Kirigakure Kurisutaru Sagefuda) - Sealing Arts: Hidden Crystalline Mist Tag
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: (-10)
Damage: N/A
Description: A paper tag with the symbol for "Crystalline Mist" (晶霧). The tag is sealed with the user's chakra-infused mist which also contains crystalline particles mixed inside. The tag replaces the need for explosive notes and instead, releases mist instead of the ordinary smoke of an explosion. The crystalline water particles inside produce superficial piercing/shredding damage similar to shattering glass. The damage is equal to that of any ordinary explosive tag, barring the burning qualities in exchange for the shredding. These tags can be used in other Ninja Techniques that utilize explosive tags, as it replaces them, if the user wishes. After the explosion settles, the crystalline particles turn back into droplets of water as the mist spreads throughout a mid-range radius.

⋩ Must be posted as a reference when used.
⋩ Mist stays present in the field for four turns
⋩ Technique does not count towards Jutsu Count.
⋩ Technique must be placed in the user's biography(s).

Supplementary​

(Heishi Piru) Soldier Pills
Type: Supplementary
Description and Background:Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiry of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.

(Hyōrōgan) Military Ration Pills
Type: Healing
Description and Background:Military Rations Pills (兵糧丸, Hyōrōgan) are special pills that replenish one's chakra and nourish the body. It is made up of powerful stimulants and nutrients, said to allow the user to keep fighting for three days and three nights without rest. Replenishes 50 percent of the user's maximum chakra supply per pill taken, along with pumping stimulants into the body to alleviate tiredness. These pills are a basic medicine medical ninjas use or distribute in combat and are essentially dark brown small round pills which are swallowed and absorbed through the mucosa in the stomach.
Description of Side Effects:
-Taking two pills in a conflict results in hyper-stimulation of the cardiovascular system. The users heart rate and blood pressure increase to the point they become painful for 6 turns after taking the pill.
-Taking 3 pills in a conflict pushes the user's cardiovascular system to breaking point, resulting in heart failure after 4 turns.

(Ketsueki no Zōka Piru) Blood Replenishing Pill
Type: Healing
Description and Background: Contains high concentrations of amino acids, iron and mitosis inducing enzymes designed to turbo boost the production of erythrocytes from haematopoetic stem cells in the human body. This pill alleviates and cancels the symptoms of blood loss after one turn. These pills are a basic medicine medical ninjas use or administer in combat and are essentially dark red small round pills which are swallowed and absorbed through the mucosa in the stomach
Description of Side Effects:
-Taking 2 pills leads to increased blood pressure, and increased likelihood of blood clots forming, specially through trauma.
-Taking 3 pills over stresses the cardiovascular system and causes aneurysm after 4 turns.

Med Toxin
Type: Neurological
Description and Effects: Med nin with poison specialty are able to produce a incredibly potent poison, which is capable of making the entirety of a victim's body numb just moments after inhalation and may eventually prove fatal. This toxin causes partial paralysis after exposure, reducing the victim's movement and reaction speeds by 25%. After 4 turns untreated, this will result in near total paralysis as the victim loses almost complete motor control. Will cause death 6 turns after exposure due to suffocation.

Symptoms are:
1: Difficulty breathing, loss of balance. Effects take place after 1 turn.
2: Dizziness and mental disability; their mind becomes hazed as do the senses. Inability to perform 4 or more handseals or complex techniques. Diminished reactions and speed reduced by 25%. Effects take place after 2 turns.
3: Near complete paralysis: The target becomes almost fully paralyzed, moving at 75% their speed and their reactions reduced at the same level. Effects take place after 4 turns.
4: Death: Muscles as well as organs shut down, the nerve response from the body fully gone as they suffocate, unable to breath. Effects take place after 6 turns.

(Kuchiyose No Jutsu: Eisei Yougu) Summoning technique: Medical tools
Type: Supplementary
Rank: B-Rank
Range: N/A
Chakra cost: 20
Damage: N/A
Description: The medical shinobi bites his thumb and draws his Medical Kanji on the Medical scroll underneath the symbol of the tool he desires to summon.
Note: This can only be used by Medical Shinobi.

- Small test tubes with Luffy's blood.
- Pills
メス - scalpel, sterilized
ナイフ - knife
アルコール - a bottle of 96% ethanol for disinfection
水 - a bottle of sterilized water
スポイト - syringe, sterile, for one time use only
アドレナリン - adrenaline, to be injected intravasulary, induces faster heartbeat
包帯 - bandage, sterile, 8 meters in length
血液 - a set of everything you need to draw someones blood (Sterile syringe, vacuum system and a test tube.)
温度計 - mercury thermometer, for axillary or rectal use
ベッド - a mobile bed to carry patients
バグ - bug spray, effective against all bugs, lasts for 2 turns (used in cases when your patient is having a reaction to multiple bug stings, and there are still some bugs around it, so you spray-kill them. Kills bugs up to A rank if they've been created/summoned from a jutsu like the Aburame techniques)
テント - a small tent, just enough for two people to lie in
光 - a flashlight
ガスマスク - gas mask with a bottle of oxygen that lasts 5 turns (Not 100% effective against all types of poison/gas. The purpose is to protect the user from breathing in toxic substances, keeping the lungs safe. However, if the poison gets absorbed through the pores of the skin it will still affect you).
流体 - a set to start an intravenous fluid addition line, helpful with dehydration amongst many other conditions
モルタル - mortar and pestle, chemically clean
スプーン - spoon, sterile
パテ - putty knife, metal, sterile
研究所 - a small hut. Into the walls of that house, parts of Nexus' eyes DNA have been inserted, so now it mixes Time And Relative Dimensions In Space , creating an effect of being larger on the inside then it is on the outside. Inside is an advanced laboratory with everything needed to create antidotes and medicines

(Chakra Tensõ no Jutsu) Chakra Transfer Technique
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.

Soft Body Modification - After having eaten the Gomu Gomu no mi Devil Fruit Receiving special surgery that modified his body, Luffy has been granted the ability to twisting and extending his body to great lengths. Through further experimentation, a permanent solution was established that allowed Luffy to twist, stretch and move as he pleased in a very limited manner. From there, he expanded to create a small fighting style of his own, calling it his "Gomu Gomu no" style.

(Nan Kaizou: Gomu Gomu no Mi) - Soften Modification: Rubber Devil Fruit
Rank: N/A
Type: Supplementary
Range: Short
Chakra Cost: N/A
Damage Points:N/A
Description: After having received the body modification surgery for the "Nan Kaizou" technique, the user found himself being able to freely stretch and/or twist their bodies. Unlike the parent technique, this version does not actively utilize chakra. However because of it, it does come with limitations. Due to having become second nature to the user as an extension of their body, they are able to stretch and/or twist up to two body parts/sections up to short range of themselves. For example, these include things like; Arms, Legs, Torso, Mid-section, Hands, Neck, Fingers, etc etc. Any extension past the aforementioned range would require the activation of the original technique or some form of variant of it to compensate. This passive ability grants no form of boost multiplier or otherwise physical empowerment. Damage done through the application of this technique is equivalent to free-form just like any ordinary punch or strike, etc. The user will not be limited in the techniques that he/she can perform whilst this is utilized as it is a part of them, by default.

⋩ Requires Soften Modification Surgery
⋩ Must be placed on User's Biography.

(Nan Kaizou: Karakuri Raiushu) - Soften Modification: Evasive Assault
Rank: B
Type: Supplementary/Offensive
Range: Short - Mid
Chakra Cost: 20
Damage Points: 30
Description: The user will forcefully extend up to two of their limbs, like their legs, arms or even head/neck in order to launch themselves away from an incoming assault. The force of the stretch is so great that it almost appears as though the user is catapulted outwards like a canon ball. The user can choose to retract their outstretched limbs or leave them be as a means to utilize them in a more strategic way. Although popularly used to evade, this technique can also be utilized offensively by outstretching in a burst towards a desired target to deal blunt damage. The speed of the expansion can be compared to 2x the user's base speed.

⋩ Requires Soften Modification Surgery.

(Nan Kaizou: Ranton Ranton no Mi) - Soften Modification: Storm Devil Fruit
Rank: B-S
Type: Supplementary/Defensive/Offensive
Range: Short - Mid (Long as Projectiles)
Chakra Cost: 20-40 (-5 Per turn)
Damage Points: 40-80
Description: Before, during or after the activation or utilization of a Soften Modification-related technique, the user will channel one of two elemental affinities (Water or Lightning). If the user has learned Yin/Yang, they are able to simultaneously access both affinities at once. By releasing chakra from the pores or materializing it from the moisture in the air, the user is able to coat the stretching/twisting limb(s) with compressed crystalline water, either fully wrapping it or with an overlaying shield that hovers inches away from said surface up to three meters wide. By swiping/motioning said limb/section, the user is able to release a crescent, kunai, shuriken, senbon, or even an arrow of crystalline shaped projectiles of water towards the desired target(s). The user can alternatively release the water towards themselves as they shape manipulate it into a wieldable weapon within reason. Another application that can be used either individually or in combination is releasing mist in a five meter radius around the limb, either letting it linger around or release it with a motion/gesture as a wave that can deal concussive force similar to a wind-related technique, being as thick or thin as visually possible by the user's desire. Alternatively, the user is able to channel lightning chakra throughout affected areas to either release unfocused electricity that can cause paralyzing & numbing effects, or concentrated lightning that has great piercing capabilities. The unfocused energy can be released in the form of waves up to the aforementioned ranges while the concentrated lightning can be released in the form of projectiles like the water variation.

⋩ Requires Soften Modification Surgery.
⋩ Chakra to sustain doubles if both affinities are utilized simultaneously.
⋩ A&S Ranks can only stay active for a maximum of three turns per use.
⋩ A-Rank Version can be used four times per battle & can't be used consecutively.
⋩ S-Rank Version can be used twice per battle & can't be used for two turns after.
⋩ While active, the user can only mold Water/Lightning (Dependent) Techniques along with non-elemental abilities.

(Nan Kaizou/Taijutsu: Niiro Taka) - Soften Modification/Strong Fist: Red Hawk
Rank: A
Type: Offensive
Range: Short - Mid (Long - Projectile Blast)
Chakra Cost: 30-40
Damage Points: 60-80
Description: One of Straw Hat Luffy's most prominent techniques, created in memory of his deceased brother, Fire Fist Ace. A technique that fundamentally takes advantage of the attributes granted by the Soften Modification technique in tandem with Strong Fist. The user will begin by closing one or both of their hands into a fist whilst twisting their arms, either clock or counterclockwise in the form of a compressed coil/corkscrew. While doing so, the user will retract their arms back, behind themselves. In a quick and sudden motion, both (or one) fist(s) explode outwards as the arms forcefully outstretch as fast as they possibly can, going at 1.5 the user's base speed, just like the Evasive Assault technique. As the arms outstretch, they begin to forcefully unwind in the form of a cork-screw blow. The forward momentum and unwinding motion is so fast and fierce that natural wind currents begin to wrap around the limb(s), causing them to take the form of a piercing drill of natural wind. Not only that but the forward momentum is so great that the friction produced by the expanding limb(s) through the air causes the natural wind currents to ignite, exploding outwards in the form a fearsome hawk(s) of fire and wind. The friction will only ignite the wind after it has traveled through short range and into the parameters of mid-range. Any distance before then and the user will only have a natural piercing drill of wind that is one rank lower than the original technique. At any time during the technique, the user can retract their arm(s), leaving the blasts to continue forward up to long range (The blast can only go one distance further than the users arms reached, if there arms were shot short range and retracted, then it will only each mid range), either as wind, or a fire and wind combination, dependent on how far the stretch traveled. Utilizing both fists will equally divide the strength of the overall technique but allow for a greater surface area, as well as include versatility of striking targets in different locations, not being limited by frontal releases.

⋩ Can be used four times per battle with two turns between uses
⋩ Technique benefits from Taijutsu/Strong-Fist Multipliers/Boosts.
⋩ Technique is neutral to Elemental Ninjutsu

You must be registered for see images

Ninjutsu & Monkeys: Luffy also specializes in the art of basic ninjutsu and thus can perform hand seals with greater speed as opposed to ordinary shinobi. Specializing in the field has also allowed him to create a deeper bond with one of his animal contracts. A monkey by the name of Roronoa Zoro accompanies Luffy in his travels throughout the ninja world. Some time after, Luffy learned a special Monkey Art technique from the teacher that allowed him to sign the contract in the first place. This technique allowed Luffy to have has his summoning animal Barto, in weapon form wielded/carried by his companion Zoro. Barto's special ability to carry/apply one of the user's seals allowed him to be bestowed the 'Dead Zone' seal, effectively transferred over onto Barto's "Flower State" transformation.


Personal Summon
(Kuchiyose no Jutsu: Roronoa Zoro) Summoning Technique: Roronoa Zoro
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Being Straw Hat Luffy's personal summon and companion, Zoro is a well built muscular and athletic monkey with lightly tanned skin. His dark green, velvety fur covers a large portion of his arms, wrapping around his shoulders and around his abdominal area, not fully concealing them. A remarkable feature is his cropped green hair, which closely resembles a Marimo, literately meaning a ball of seaweed, something he has gotten made fun of in his land. Standing at 210cm tall, he towers over the average shinobi. His chest is decorated with a massive scar stretching from his left shoulder to his right hip. Zoro's eyes are as vibrant as a crimson moon, shining in the depths of hell. His tail being 40 cm in length is usually tucked away, wrapped underneath his sash. Zoro wears a long, open dark-green coat closed on his waist and is held by a red sash, in which his three chakra-bladed swords are tucked into, and a black bandanna tied around his left forearm. His coat exposes his bare chest, revealing his green haramaki underneath the coat. Zoro usually has a stern, serious, and distanced personality, but often loses his temper in a goofy and exaggerated manner when his fellow companions call him "Moss Head". Anger is the only emotion that Zoro often feels comfortable showing. Outside of situations where he feels confident in battle, he rarely smiles or laughs. He chooses to maintain a quiet solemnity rather than outwardly express his emotions, very similar in nature to Luffy's second personality. With that aside, Zoro has a kind heart and would give his life for his comrades and would even go far beyond the traditional means to save a stranger if the situation called for it. Zoro's attitude is tailored around a Samurais as he prefers to wield swords for combat. Unlike most Monkeys, Zoro's strength does not lie on raw strength, but on his speed. His base speed is twice as fast in comparison to a Kage's with the corresponding tracking capabilities to match his speed. Although he excels in and is well versed in free-form kenjutsu, his primary affinity is Lightning and can use its techniques up to S-Rank without the need for handseals. A passive ability is that he can either use the swords as an extension of his own body, being able to release techniques from them (ex: Releasing a bolt of lightning from the tip of a sword, or slashing motion). Zoro can passively use a levitating ability via lightning to add a form of dynamic to his Santoryu-Style, having the ability to be used in unison with other assaults. Zoro has the unique ability to passively transform into a Adamantine sword named Sandai Kitetsu, also known as the Third Generation Oni Piercer which possesses its own set of abilities. A notable feature after becoming Luffy's personal summon was that unless a killing blow was dealt on him, Zoro would not reverse summon back to its country. This was not only due to his trust in his partner and undying will to help, but also the ability to be healed by him through Medical Ninjutsu or Yang Release.

⋩ This is Straw Hat Luffy's personal companion.
⋩ Must have signed the Monkey Contract
⋩ Can only be used once and lasts four turns when summoned (unless it enters weapon form)
Image:
You must be registered for see images

Summoning Technique: Adamantine Armory | Kuchiyose no Jutsu: Kongōhieki
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A

Description: Contract Ninjutsu effectively enabling the user to summon any animal tied to the Monkey contract, albeit in their unique weapon forms. First, the contract signer draws some of their own blood, then proceeds to perform the Monkey handseal and bring forth the specific weapon. The basis for this expedited process is that creatures are innately capable of determining who is attempting to summon them from the chakra used, and so the summoner modifies their chakra output to indicate that a weapon form is preferred upon entering the battle.

Note: Limited to only those "Adamantine Transformations" tied to the Monkey contract.
Note: The user can carry one such weapon in their bio, but reverting to a monkey form will count as a move.

Reference:
(Kuchiyose no Jutsu: Roronoa Zoro) Summoning Technique: Barto
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Barto is a middle aged monkey, covered in dark brown fur, standing at 50 cm, with a tail length of 6ft. Barto is very wise and his personality reflects it, as he is calm and collected but gets irritated by insolence. He spends most of his time meditating and studying various sealing formulas. His attire consists of a dark brown monk's robe, accompanied with a raggedy cape. His wrists, ankles and head is adorned with bronze spiraling amulets inscribed with kanji. Attached on his back is a wooden staff that is 4ft in length, with bronze ends, also inscribed with kanji. Each end contains storage compartments that hold all kinds of pre-made small scrolls and tags. Barto's intellect has allowed him to master the arts of fūinjutsu, being able to perform techniques up to S-Rank with a single hand-seal. As an extension of his body, Barto can use his tail instead of his hands to place seals or otherwise utilize techniques that require arm/hands. One of Barto's special abilities is being able to place one of the user's body seals on their body to be used on themselves. Barto has the unique ability to passively transform into a Adamantine sword named Kash Kitetsu, also known as Flower State, which possesses its own set of abilities. If the conditions logically allow it, the body seal chosen will be transferred onto the weapon's transformation.

⋩ Must have signed the Monkey Contract
⋩ Barto can remain on the field in Monkey form for four turns.
⋩ The Body Seal must be tied with summon when used.

Tied:
(Adamantin Henge: Kashu) - Adamantine Transformation: Flower State
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Kashu in its transformed state is a nearly indestructible katana, compared to diamond in toughness. It is a single-edged, curved blade with a wavy hamon filled with engraved kanji formulas and bronze guard in the form of kanjis which make it stand out from the rest. Just like other weapons, Barto is able to extend at will and retract at twice the user's normal speed. Not only is he able to extend but he can also sprout limbs or body parts from the sword itself, using it tactically. The blade possess three distinctive abilities, with an additional fourth one, if the conditions allow it. (Body and/or Bio Seal) The first ability is activated by swinging the blade in any desired direction. When swung, the kanji on blade activate, releasing a white vapor type mist that is released up to short range and expands outwards. The vapor follows a similar method as the Elemental Sealing technique, in the sense that it will envelop a technique the wielder wishes to contain, and seal it within the sword itself. Just like its parent technique, this is a B-rank ability and it can seal up to S-Rank Techniques and be used thrice per battle. The second feature is a malleable barrier that is similar in nature to the "Four Violet Flames Battle Encampment" technique. The barrier can be made as a skin-tight armor around the wielder of Kashu, or in the form of a rectangular containment around the user/wielder. Just like the original technique, anything that comes in contact (Be it tangible or not) with the barrier will be completely stopped and engulfed in violet flames. The flames not only engulf physical entities but energy/chakra based ones as well, engulfing chakra itself at an attempt at destroying it. This is an A-ranked ability and can be used four times per battle. The barrier is sustained so long as the user fuels it. The third ability is an invisible barrier that extends up to mid-range in every direction, allowing both user and wielder to sense not only chakra, but the displacement of matter jut like its parent technique; Boundary Barrier Technique. This ability is self sustaining and will drain -10 Chakra from the user for as long as he is willing to fuel it. The fourth and final ability which is passive, is only applicable if Barto has applied a body seal on themselves and will follow its respective restrictions.

⋩ Must have signed the Monkey Contract
⋩ Each ability counts towards the user's jutsu.
⋩ Body Seal tied to Barto must be specified either in the Battle/NW Thread and/or Bio

Tied:
6. Fuuinjutsu: Deddozōn | Sealing Technique: Dead Zone
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: A seal with the word 'Maintain' will be placed somewhere on the users body. The seal will passively drain chakra from the user which it will then redirect into the surroundings so as to detect attempts at manipulating space (affords no other kind of sensory). When a technique that seeks to distort space/time is utilised within the users vicinity (Mid range radius) this seal will activate, passively draining chakra from the user to erect a barrier that will instantly spread outwards and prevent the space time continuum from being manipulated - in effect the seal will serve to neutralize space time techniques such as summoning jutsu, or techniques that utilise portals such as 'Stick Earth Drop' from being utilised as it forcibly maintains the fabric of space and time. The seal activates automatically upon detecting an attempt at space/time manipulation, and is effective against such jutsu up to, and including A rank. However it is wholly ineffective against S ranked space time manipulation (Such as S rank summoning techniques as the jutsu utilises more chakra than this technique to bring a stronger summon to the field, however it will still be effective against lower ranked space time techniques even if the substance that they attempt to bring to the field is higher ranked)

Note:
- The user can start the battle with the seal already placed, in which case it must be posted at either the start of the battle or in the users bio. Otherwise the user will have to manually place the seal, which counts as a move and can only be done twice.
- The seal can only activate once per turn, and the user cannot use Fuinjutsu above A rank the turn after it triggers.
- The seal passively drains 5 chakra from the user per turn
- When triggered, a barrier of the appropriate strength will be set up (i.e A rank to counter A rank S/T) that will prevent the space time technique and last for that turn. An A rank barrier can be set up once, and a B rank barrier can only be set up twice. For C rank and below however, on account of there being virtually no S/T techniques that weak barring the summoning of certain lesser animals, the barrier can be triggered continuously to prevent these critters from taking to the field.
- As activation is passive, (But does count towards move count) the user is free to continue as normal.
- Won't work on 'Flying Thunder God' as it is a S ranked Space-Time technique.



Theme Song and Background Music:

Battles
Won: N/A
Lost: N/A​



Updating:


□ Approved □
 
Last edited by a moderator:

Roy

Active member
Legendary
Joined
Oct 7, 2011
Messages
10,366
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Hmmm, don't you think using Luffy for a Hozuki bio is a bit of a stretch? :3 #PunIntended

Naw, awesome bio Mat-.. Moofs <3
 
Top