[CJ] Madara and Daemon Trade customs.

Daemon

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(Yuukai Hi Kobushi) Intertwined Flame Fist
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points:80
Description: The user focuses fire chakra into his/her hand and builds is up over time. The user then breathes in deeply while winding back his/her fist. A strong punch is delivered into the air in front of them. Using precise timing the user releases 2 large streams of fire. Using their chakra control. They manipulate the fire stream to spiral around each other and once they are about to hit the enemy both of the streams of fire conjoin into only large blast in the shape of a first that completely incinerates the enemy. After this taijutsu technique is complete, the user's first is left steaming and smoking from its power and thus cannot use they hand for the rest of the turn.
Restrictions:
- can be taught by Daemon
- can only be used 2 times per battle.
- No fire elemental taijutsu can be used in the same turn.
- Look of the technique:
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Focus fire chakra into either of your Fists doesn't matter which one, Then wind your fist back so that is beside your face. After that wait a Second so that some extra fire chakra can build up. Next, I want you to punch forward and release the fire. Now this is where the chakra control and manipulation comes in. For this technique, you will have to release two fire streams at once. The first fire stream comes out of the knuckle of the index finger. Simultaneously, the second stream comes out of the knuckle of the pinkie finger.

As the fire comes out. Use shape manipulation to caused the streams to intertwine and form on large stream of fire. (As seen on TV.)
 

Lord of Kaos

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Goodly. My turn

Tatsumaki Zankuukyaku|Hurricane Scythe Kick
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user jumps and, while in the air, rotates his or her legs, causing himself to spin in circles, kicking the opponent 3 times with rapid succession. The power behind the strikes increase with each spin, due to the user's momentum increasing. This attack can also be used against a standing target or while already in the air.

Pretty simple, you jump into the air while spinning and deliver a strong kick to the enemy. Once you make contact, you twist and rotate and deliver more strikes with it.

Standing still gif:
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Moving forward gif:
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Daemon

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Goodly. My turn

Tatsumaki Zankuukyaku|Hurricane Scythe Kick
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user jumps and, while in the air, rotates his or her legs, causing himself to spin in circles, kicking the opponent 3 times with rapid succession. The power behind the strikes increase with each spin, due to the user's momentum increasing. This attack can also be used against a standing target or while already in the air.

Pretty simple, you jump into the air while spinning and deliver a strong kick to the enemy. Once you make contact, you twist and rotate and deliver more strikes with it.

Standing still gif:
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Moving forward gif:
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*does what it says*

okay so you can use the moving on to like cover distances if i wanted too?
 

Lord of Kaos

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back and lets begin. Well, lets start with the easy two first.

(Suiton: atomikku shin'en) Water Style: Atomic Abyss
Type: Offensive
Rank: A
Range: Close –Mid (most effective up close)
Chakra: 30
Damage: 60
Description: The user creates 5 quickly condensed orbs of water from a nearby source of water. The orbs then begin to quickly orbit the user like an atomic nucleus, carving the earth as it touches the ground. The water orbs are then shot at the enemy in rapid succession with speeds like bullets.
*entitled to any elemental variations of this jutsu*

Poseidon's Tsunami|Poseidon's Tidal Wave
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (N/A in long range) (-20 to user from chakra strain)
Description: The user channels water chakra into his sword and swings it in the manner of a arc, in any direction (from the ground up; From up to down, left to right, etc.). While swinging the sword and forming the arc, the user will release the water through means of the sword, releasing a blast in water in the form of either a compressed crescent of water, or a large wave of water which will be released in the pathway of the swing of the user's sword. The crescent is strong enough to put out any flame projectile and continue through it (with the power of an A-rank water jutsu) and can cut through large boulders with relative ease (earth up to A-rank) The wave of water would have enough force behind it to crush small and medium sized buildings and uproot trees ( at short range). The further it goes, the less damage and wider the damage will be so by the time it reaches long range, the only thing that would happen to the target is they would get soaked and pushed back a few feet.
*Can only be used by Lord of Kaos*
*Can only be used once per battle*
*After using, no Water jutsus can be used for two turns*
*If used, no other sword related jutsus can be used that same turn*

The first is quite simple and easy yet useful. You channel Suiton chakra into the water nearby you and form five orbs of water, around the size of baseballs, which then follow around you similar to a nucleus. When you will them to, they are then released with speeds like bullets, traveling insanely fast and colliding with direct damage. I originally intended to make different elemental versions of this but never got around to it and as such, they would likely be declined in these days for being similar to existing customs.

The second is more fun, but has a greater drawback. You channel suiton chakra into a sword and swing it in an arc, releasing said water chakra in one of two means. The first way would be a crescent of compact water, slicing through A rank earth and through any flame projectile and continue with A rank power (a mistake on my end, it should have been S rank strength but whats done is done). You can also use it as a massive wave f water that can crush and destroy buildings easily in short range, making it an ideal brunt impact damage jutsu. However, after using it, you cant use any Water jutsu for two turns, which in my opinion is horrible.
 

Daemon

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back and lets begin. Well, lets start with the easy two first.

(Suiton: atomikku shin'en) Water Style: Atomic Abyss
Type: Offensive
Rank: A
Range: Close –Mid (most effective up close)
Chakra: 30
Damage: 60
Description: The user creates 5 quickly condensed orbs of water from a nearby source of water. The orbs then begin to quickly orbit the user like an atomic nucleus, carving the earth as it touches the ground. The water orbs are then shot at the enemy in rapid succession with speeds like bullets.
*entitled to any elemental variations of this jutsu*

Poseidon's Tsunami|Poseidon's Tidal Wave
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (N/A in long range) (-20 to user from chakra strain)
Description: The user channels water chakra into his sword and swings it in the manner of a arc, in any direction (from the ground up; From up to down, left to right, etc.). While swinging the sword and forming the arc, the user will release the water through means of the sword, releasing a blast in water in the form of either a compressed crescent of water, or a large wave of water which will be released in the pathway of the swing of the user's sword. The crescent is strong enough to put out any flame projectile and continue through it (with the power of an A-rank water jutsu) and can cut through large boulders with relative ease (earth up to A-rank) The wave of water would have enough force behind it to crush small and medium sized buildings and uproot trees ( at short range). The further it goes, the less damage and wider the damage will be so by the time it reaches long range, the only thing that would happen to the target is they would get soaked and pushed back a few feet.
*Can only be used by Lord of Kaos*
*Can only be used once per battle*
*After using, no Water jutsus can be used for two turns*
*If used, no other sword related jutsus can be used that same turn*

The first is quite simple and easy yet useful. You channel Suiton chakra into the water nearby you and form five orbs of water, around the size of baseballs, which then follow around you similar to a nucleus. When you will them to, they are then released with speeds like bullets, traveling insanely fast and colliding with direct damage. I originally intended to make different elemental versions of this but never got around to it and as such, they would likely be declined in these days for being similar to existing customs.

The second is more fun, but has a greater drawback. You channel suiton chakra into a sword and swing it in an arc, releasing said water chakra in one of two means. The first way would be a crescent of compact water, slicing through A rank earth and through any flame projectile and continue with A rank power (a mistake on my end, it should have been S rank strength but whats done is done). You can also use it as a massive wave f water that can crush and destroy buildings easily in short range, making it an ideal brunt impact damage jutsu. However, after using it, you cant use any Water jutsu for two turns, which in my opinion is horrible.
Alright so for the second technique can it be used through a kunai or is it specific to swords only.(I guess this jutsu was made of Percy because of his sword)?
 

Daemon

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Swords only due to wording, yes.
Eh that sucks.

(Taijutsu|Kankoui|Fukyuu Itami)-Fighting Technique|First Act|Opening Scene
Type:Attack
Rank:A
Range:Short
Chakra Cost:N/A
Damage Points:60
Description: The user upper cuts the opponent lifting him some inches into the air. Then follows up with a round house kick to the chest knocking the air out of the victim. He or She then grabs the foes legs as they fly back and slam them back and forth on the ground. Once the opponent hits the ground for the last time, the performer kicks them in the chest causing them to slide across the ground and crash into a wall.
(Can only be taught by Daemon)

(Konmoui|Nentenkei)- Soul Menace|Twisting Punishment
Type:Attack
Rank:A
Range:Short
Chakra Cost:30
Damage Points:60
Description: the user focuses lightning chakra into their palms then the user slams his/her on the opponents chest. When it connects the user turns there palm to the right in a 90 degree angle when the opponent turns their hand it will release the massive wave of chakra into the opponent sending them flying backward.
(Can only be used twice per battle)
(Can only be taught by Daemon)

The first one is simple just uppercut the opponent and round house kick him. Before they fly away you grab their leg and slam them on the ground back and forth. You leave them on the floor and kick them in the chest.


The second one is pretty simple. You charge lightning chakra into your hands and place them over the heart and right lung of the opponent. You turn you hands to a 90 degree angle and release the lightning chakra. Obviously this would hurt like a ***** and making them fall backward.

Any questions?
 
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Lord of Kaos

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no questions and i like this. ^^

(Water Style: Atomic Abyss: Poseidon's Aquatic Destruction) ♆ Suiton: Atomikku Shin'en: Poseidon's Suijou Metsubou
Type: Offensive
Rank: Forbidden
Range: Close-Long
Chakra: 50
Damage: 90 (+40 to user if hit)
Description: The user starts by making several (up to 5 in short range, 10 mid range and 15 in long range, basically five in each range) condensed large balls of water with great pressure compressing them to the size of basketballs but the solidarity of ice (still water, just tightly compacted). The user then causes the orbs to sink into the water source he and his opponent are standing on, creating an mine-field in the ocean of sorts. If the user choices to, he can also create said orbs in the water itself, preventing the opponent a chance to detect them (doujutsu and chakra sensing abilities aside, of course). The orbs are then spread in a pentagonal shape, surrounding the user and opponent, with 3 pentagons in total: one surrounding the enemy in short range, one in mid range and the last in long range. The five orbs in each range are in relation to the target, i.e. one pentagon that reaches out to the borders of short range around the enemy, another reaching the boundaries of mid range from the enemy's start point, and the same with long range. If the opponent moves around underwater, he will cause a chain reaction, causing all of the water orbs to forcibly explode, causing great damage to anything caught underwater, with enough force to break bones on contact and cause severe internal damage to and rupture organs and even remove limbs. If both the user and enemy are standing on the water surface, and they move, it will cause the orbs near the surface to explode firstly, still causing a chain-reaction. The explosions, if above water, have the force and power to blow holes in metal.
*Can only be used once*
*after using, neither the user nor the opponent can move for 3 turns. After the three turns, the orbs loose the pressure within said orbs and the user and opponent will have no threats presented when moving*
*If the user is on the water when detonated, he will take the same damage the enemy would take*
*After using, the user cannot use water jutsus for three turns*
*The user is able to control the orbs released nearby him when he moves but doing so takes a great deal of chakra from him and thus, he can only use 1 jutsu per turn if he does this (must be stated). The user is only able to take control of up to 3 orbs with each one coming from a different range, i.e. one from short, one from mid and one from long range. Once the explosions start, however, he will no longer be able to control them*
*If hit by orbs, the user's bones will be broken and damaged and he will be unable to move*
*Can only be used by Lord of Kaos*

This is based on one of the above jutsu i taught you. You start by making 15 large orbs of water that are severely compressed and have them sink in the water. You can also make them directly in the water. each set of 5 are made in a pentagon like shape, surrounding you and the enemy. If your enemy moves on the surface of the water or under, the orbs explode causing massive damage that sets off a chain reaction, exploding virtually everything on the field. Questions?
 

Daemon

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No questions. Nice jutsu.

(Taijutsu|Kankoui|Kyuukei)-Fighting Technique|First Act| Intermission
Type:Attack
Rank:B
Range:Short
Chakra Cost:20
Damage Points:40
Description: The user focuses chakra into their legs and starts charging at the opponent. The performer grabs the arm of the opponent and uses their right knee to slam into the elbow breaking the arm of the unlucky sparring partner. Then the user uses his/her right hand to slam the face of the opponent in the ground.
(Can only be taught by Daemon)

You run up to the opponent and grab their arm(either one is fine) then you extend their arm and ram your knee into their elbow. Effectively breaking their arm. Then you slam their face into the ground below.
 

Lord of Kaos

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Alright, so I assume you know about Sharks as you have the contract and a Kisame bio. We'll start with the Water natured one first, given Sharks are naturally water based summonings.

As you know, most sharks (in real life) exhibit some form of countershading, allowing the top of their bodies to have a color that closely matches the water and their underbellies generally being white. This gives them a sense of camouflage so to speak. They have a great sense of hearing, able to hear sound kilometers away in water and their sense of smell is perfected, to the point they can detect smells miles away with such clarity that they are able to tell the exact location and direction of the smell. They also, by nature, have powerful bites, having a high bite force. A well known trait of them is that their teeth are constantly growing, allowing them to lose hundreds of them over a lifetime. These are the basics of all sharks, so to speak. The sharks I've created, i tried to set the precedence of having them all contain these things.

What is unique about these Water Release based summonings are that while being one jutsu, the shark does not have to be the exact same one each time. Named Phorcys sharks, this is more so a subspecies of sharks aligned with Water Release. In their full grown size, only one can be summoned at any time. This shark is generally 4 meters long and bigger than most sharks. Along with the above stated traits, their bite force can deal S rank damage and is strong enough to bite through B ranked jutsus and use up to S rank water as well.

As I stated earlier, Phorcys is a subspecies, and not the name of a specific one. The sharks I created are unique in the fact that they also exist as a "baby" form. What is great about this is that it allows us to summon more than one, with reduced size and power of course, creating up to ten. They are able to bite through C ranked jutsus as well as the general abilities of sharks. They have a special attack to themselves as well, able to swarm a target and deliver hard hits and bites as they rush past him, each multiplied by ten.

However, the best ability of them ties in with their water nature. As Sharks are able to swim through water, Phorcys sharks are able to swim through any type of water source, including rain and mist. Seeping chakra through their bodies as they swim, they make it so they are able to stay afloat the mist and swim effectively. In the case of rain, they will never be able to stay afloat long and fall back into water at the end of that turn. Baby Phorcys sharks are able to last in rain for up to 2 turns before falling back into the water, moving at speeds slightly faster than the average ninja.


( Kuchiyose: Phorcys ) Summoning: Phorcys
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: Phorcys sharks are a genus of sharks closely related to Bull sharks, with Water affinity capable of reaching lengths of 4 meters long and stockier than most Sharks. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Phorcys sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They're excellent swimmers and can exert great strength though their jaws, with a bite force of up to 600 kilograms (1,300 lb), dealing S ranked damage. These sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks. They have the passive ability to swim through any type of water source, allowing them to leave the sea and "swim" through mist, making them deadly in the misty environment of Kirigakure. This is acheived through the use of employing water chakra to keep them afloat through mist and atop rain drops by causing the water to become denser under them as they swim, keeping them elevated. However, with the case of rain, there will never be enough rain to contain the density of these sharks so they inevitably fall back into the ocean by the end of that turn they are summoned, being able to be summoned up to 10 meters above the short range field of the user and able to be directed towards an opponent in order to allow the sharks to bull-dive direct into the opponent, biting them as it does so, with force of an A rank attack. These sharks, by nature, are able to use up to S rank water.


Phorcys sharks are also able to be summoned in their younger form, summoning Baby Phrocys sharks, each with the size of 1 meter. These Baby Phorcys sharks are remarkably similar to their adult counterparts, able to bite through C ranked jutsus and swim through mist at a faster rate, slightly faster than the average ninja runs. As they are smaller than than full grown Phorcys sharks, they are able to last twice as long in the air before inevitably falling back into a water source. A special trait that baby Phorcys Sharks are able to perform that their Adult counterparts are unable to, having become more solitary and hunting alone, is the ability to swarm a target. If in a water source, the user can call these baby sharks up and direct them 20 meters into the air where they are multiplied into 10 shark-clones, all around the opponent. They then swarm inwards attacking him with all different angles inflicting damage equal to an A ranked attack. These 10 baby Phorcys Shark-clones are only able to attack and defend collectively, no one individual shark can be utilized by itself and their power is divided among them, being that more sharks, equals smaller and weaker individual clones. The clones last only until the attack ends.
Note: Only Last 4 turns at the most.
Note: Can only be summoned once per battle; baby Phorcys sharks are able to be summoned twice. But if Baby Phorcys sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Water up to S Rank (up to C rank for baby Phorcys).
Note: Using Phorcys to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using water jutsu and the swarming of baby sharks.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire.
 

Lord of Kaos

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Alright, now as I already listed the general abilities of sharks above, like I said, they apply for the later ones I teach as well. A notable difference, however, with Ceto sharks is that due to the shape of their head, they aren't able to bite with as great force as others. Their bites still deal damage, but more situational of course, like a normal toad slapping someone or something of similar nature. Instead, they use the shape of their head to ram into an opponent, able to break through B ranked elements that are solid based. Basically, anything that isn't energy based. Such as Earth, Water, Wind, steel, ice, etc. They are also able to use S rank Earth jutsus. Also, due to the shape of their head and placement of their eyes, Ceto sharks are able to see with 360 degree vision in the vertical place, which means they can see everything above, below and in front of them. By slightly turning it's head,it is able to see everything behind it as well, giving it a perfect range of field.

A trait of sharks is that they are able to swim passively through Earth as well as water. Moving through the earth allows them to move at the average speed of a ninja, but in water this speed is doubled, essentially to twice the speed of the Average ninja (normal Kage ranked with tai learned).

Inversely, they are able to be summoned in their baby forms, ranging from 2 to 3 meters long and being able to bite through C ranked defenses, but swim at half the speed of their adult counterpart. Should one collide with a person, they can crack bones on impact but disperse from the impact. Up to 5 baby sharks can be summoned at a time and are able to use an unique jutsu that allows them to swarm a target and bite their various limbs as the last one rushes and bites his head with bullet like impacts. They are able to use up to C rank earth.

( Kuchiyose: Ceto ) ♆ Summoning: Ceto
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Able to grow to lengths of 6 meters, Ceto sharks are a genus of sharks closely related to Hammerhead sharks, with Earth affinity. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Ceto sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. The positioning of the eyes, mounted on the sides of the shark's distinctive hammer head give the shark good 360-degree vision in the vertical plane, meaning they can see above and below them at all times. They possess the characteristic elongated head, which is a chakra focal point, thus much more resistant and strong. Rather than biting, they usually slam their heads on their prey, beating them to submission. Capable of driving it's hammer like head into the opponent to deliver bone crushing blows, Ceto sharks are capable of breaking through B ranked defenses of solid based elements. With their chakra, they gain a passive ability of swimming through earth as well as through sea, though their speed in water is faster than when they travel through the earth. Moving at half their speed, Sharks are able to move through earth at the speed of the average ninja.

Should the user choose to attempt to summon a full Shark but fails, he is able to Summon a baby variant of Ceto sharks, spanning from 2-3 meters long and having the ability to bite through C ranked defenses and swimming at half the speed of the a full grown Ceto shark. Should a baby Ceto shark collide into a foe, he is able to cause bone bruising and cracking impacts, dispersing on contact. While only one full grown shark can be made from this summoning, up to 5 baby sharks are able to be summoned. These baby Ceto are also able to utilize an unique ability lost when they become fully grown as they move away from the school of sharks. As baby Ceto, they are able to swim under the user and and burst up from under the water (or earth) at max speeds, crashing into the opponent and causing bullet like impacts. As they collide into the user, they bite each limb with a fierce grip, causing damage as the last shark bits the skull of the opponent, before dispersing, causing A ranked damage. These baby Ceto are only able to attack and defend as a school of sharks.
Note: Lasts 4 turns at max
Note: Can only be summoned once per battle; baby Ceto sharks are able to be summoned twice. But if Baby Ceto sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Earth up to S Rank (up to C rank for baby Ceto sharks).
Note: Using Ceto sharks ability to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using earth jutsu.
 
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