Mirai's Palace of Artistry

Alyx

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Ink Ninjutsu

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Ink Ninjutsu​

(Fuin Inkupo: Jutsushiki) Sealing Ink Art: Jutsu Formulae
Rank: B-Rank
Type: Supplementary
Range: N/A (Short – Long, Active Portion)
Chakra Cost: N/A (+10 Active Ability)
Damage Points: N/A
Description: Jutsushiki is a unique hybrid technique which takes advantage on the mutual relationship ink ninjutsu and Fuinjutsu share. This is clearly visible in the Sealing Art: Crouched Tiger Bullet in which the drawn tiger is able of sealing others – however in the case of Jutsushiki this isn’t the case. What it does is act as a preemptive method of creating seals located on the body, modifying the scripts in their dormant state. By tattooing and infusing the appropriate kanji/formulae for the seal – the user is able to recreate the seal and its initial purpose with this ability via the ink or in other methods such as drawing it on paper etc. An example of this would be the Fire/Water/Wind/Earth/Lightning Sealing Method which the user pre writes the seal, however instead uses the ink from the ninja art instead. This causes all affected Fuinjutsu techniques to become treated as Ink Ninjutsu/Fuinjutsu based technique’s thus certain ink techniques can become effective with it such as the boosts which normally applies only to ink ninjutsu (if plausible) now applies to the Fuinjutsu in question as well by taking the infused chakra and simply adding onto the technique, however, the damage boosts themselves can only be applied to Fuinjutsu which originally utilizes a script in is formation/composition . Thus techniques such as Multiple Infinite Embraces cannot gain the benefit of the boost even if a script is added later into it via infusions etc. Offensive and Defensive Barriers which originate from a seal with script gains this as well. This technique doesn’t take up a move slot in battle, as it is applied outside of combat however the user may create a seal in battle with the ink if needed via control it and shaping it into the desired form. The latter ability is an active can only be used thrice per battle with a cool down of three turns though may be performed in the same time frame as the original technique while the former simply needs to be stated at the start of the battle or within the user’s bio. In spite of all this, this ability can only be used on Fuinjutsu/Barrier Ninjutsu which employs the usage of actual sealing scripts thus those which lack this are unable to be affected.

(Inkupo/Genjutsu/Raiton: Shuuru Fantazumu) Ink/Illusion/Lightning Technique: Surreal Phantasm
Type: Supplementary
Rank: A
Range: N/A (Same as Genjutsu; to which how far the flash will reach)
Chakra: X + 30 Infusion (X being the original illusions chakra cost)
Damage: N/A
Description: Through the use of some unique in tattoos on the user’s body; the user may will infuse their lightning chakra into the tattoos in order to cause them to begin to glow bright. This causes a flash of light to occur, which spans up to long range (depends on original technique's range) away from the user’s position – causing those who see the light to be inflicted into an illusion. This allows a new and unique way of casting techniques, utilizing the tattoos as a mean to cast an illusion; with the user being able to us any illusion they desire. This technique costs a move, but is use in tandem with the illusion, needing the same amount of hand seals, chakra etc for the original technique though with minor infusion of chakra for the flash of light. This method can follow with any Genjutsu the user knows up to A-Rank but is can only be used once every three turns. The tattoos must be posted before battle or within the user’s bio.

(Inkupo: Kaiga Natsu ) Ink Arts: Painting Summer
Type: Supplementary, Offensive, Defensive
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-5 per turn)
Damage: 10 - 80
Description: Usually used as a means for teaching others how to paint with ink, Painting Summer allows the user to manipulate their ink in various forms for different reasons such as demonstrating the applications of the ninjutsu. The range of this technique starts from short range as usual, painting the work of art into life such as furniture to sit on due to ink techniques having been known to sustain themselves, small animals for entertainment etc. The vast possibilities are endless, leaving it up to the user’s own imagination. These creations can be no bigger than five meters in height. These creations can be formed for combative purposes if the user needs this, now dealing damage in accordance to it's rank. A rank usage has a limit of thrice per battle while S rank is twice per battle however the former leaves the user unable to use ink based techniques above S rank in the same and next turn while the latter prevents use of ink based techniques above A rank for the same and next turn. A rank has a cooldown of one turn while S has two turns after use. Though this technique can be used with no damaging properties simply for cosmetic use. This is considered freeform and doesn't count as a move. B rank needs a single hand seal, A rank needs two while S rank needs three.

(Inkupo: Koiru) Ink Arts: Calling Out To Within
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A (+10 Infusion)
Damage: N/A
Description: A technique that seeks to enhance the nature of ink based techniques, through which this technique comes in two different forms. The first version of this technique is aimed towards turning ink based techniques into more “offensive” versions of themselves, in which when creating a work of art - the user will have drawn the technique in a far more aggressive way as opposed to the normal elegant and expressive manner. This actually comes into play, as with this technique - the drawings they create are far more “shaper” to the touch, in some cases delivering a more “blunt” hit as opposed to normal, while some, in terms of animal like creations, gain the characteristics of the former mentioned but they are also drawn to be more “feral” or “wild”, and thus attack more violently as opposed to normal. What this seeks to do is, through the expression of emotion and creativity, as seen that emotional states of the user can indeed influence the way techniques are created, allows for their own works of art to inherit such unique traits for their own purpose. This turns techniques which are usually labelled with “N/A” as damage in order to gain power. The damage is equal to and rivals the ranking of the original technique i.e A Ranks will deal 60 damage. This technique can be applied to any sort of works by the user, whether they are drawing it on the moment, have it pre drawn or even in the form of ink tattoos. The characteristics must be mentioned when using this technique in order to get a more detailed idea of how the works will be dealing damage. The most notable example of this is when Sai was unable to utilize a certain ink technique due to his mind not being mentally prepared/emotionally ready in order to do so, showing that emotions can indeed have an influence on one's ink techniques upon creation.
The second part of this technique is much like the first, but instead it applies it to already damage-dealing techniques in the same way. What this version seeks to do now is increase the damage output of the technique, allowing it to increase the rank of an ink technique by one rank, or in the case of S-ranks and above, getting an additional +20 damage.
The first variant is a passive skill, not taking up a move nor a slot in time frame and must simply be mentioned as a reference when performing the desired technique, though it can only be used once every two turns. The second variant can only be used four times per battle, needing a cool down of one turn between each use, and acts as an infusion technique, thus being able to be performed within the same time frame of another technique. When applying the second variant to pre-drawn/tattoos, the user simply needs to infuse the same amount of chakra in order to “activate” the augmented state

(Inkupo: Chizu Sakusei) Ink Art: Cartography
Type: Supplementary
Rank: B- A Rank
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique through the inspiration of Earth Style: Wheel Of Fortune, takes a similar twist in its formation in which the user will have pre drawn maps on scrolls in which they can through the use of their chakra bring these maps to life. What it does for the ink artist is allow for them to create 3D models of terrains they have been in before or created through imagination - allowing for them to create mazes, temples and all sorts of terrains through the pre drawn maps. To even further the beliefs of these creations, the user can use differing colors of ink in order to add more life to the creations. The larger the terrain, the bigger the scroll needed for the user to carry in order to draw. The created terrains are capable of being used as a source of the user’s ink creations if needed, thus removing the need for drawing them. This technique must be mentioned in the user’s biography or before battle, while each rank corresponds to how big the scale of the terrain can be. B Ranked scales up to mid-range, A ranks can scale up to long range, with B ranks three times per battle and A rank twice per battle. Much like Ninja Art: Super Beast Imitation these creations are capable of existing outside the need of the user’s chakra, keeping an inanimate and realistic look. These structures may last for four turns in battle.

(Inkupo: Kara no Waremono) Ink Art: Fragile and Empty
Type: Suplementary
Rank: B - Rank
Range: Short - Mid
Chakra: 20 (Activation)
Damage: N/A
Description: This technique combines the aspects of Ink Clone and expanding upon the potential of it, through which the user will have either a drawing down beforehand on a scroll, by drawing it on the spot under a few seconds or through a temporary water resistant tattoo located on the body in order to create a “clone” of the user, but what makes this far more unique than its predecessor technique is the special ink used to form the technique, and through the infusion of elemental chakra. The ink that was used is a special chakra absorbing ink, that through which the ink takes on the elemental nature of the that was being channeled while creating the works of art. Once the creation comes to life, it can take the form of anything the user desires, ranging from looking like the artist to taking the form of an animal. The creation has the elemental affinity of the infused elemental nature capable of using it up to B-Rank elementals, while also retaining the ability of using Ink Ninjutsu up to S-Rank. Much like Ninja Art Beast Imitation, if the user uses an animal - it is capable of acting much like it’s real life counterpart. This can only be used twice per battle, with each creation lasting only for fourturns before the ink falls. All jutsu coming from the creations counts towards the collective three jutsu usage per turn. Scrolls or tattoos must be mentioned in biography or before battle with each affinity mentioned. The creations however cannot be no more than twice the user’s size while the creation can have up to a base 200 chakra pre-made for it and requires the user to sacrifice a fixed amount of their chakra. For example, if a user makes 2 clones that contain 100 chakra each, then their default chakra capacity at the beginning of battles and/or events is 200 less than what it would normally be.

(Inkupo: Batafurai Eisha) Ink Art: Butterfly Swimmer
Type: Offensive, Supplementary
Rank: A - Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Having pre drawn on a scroll, the user will toss it into the air where the scroll will unwind and reveal the artwork. It is a lovely depicted river, drawn in colorful ink in order to mask the true nature of it secretly appearing as an water based technique. Through the methods of Ink Ninjutsu, the user will cause the 2D image to form into a 3D, flooding the area with ink. The amount of ink formed is enough to rival that of Water Release: Great Exploding Water Colliding Wave in terms of the amount of end resulting water made, being enough to flood the entire battle ground. Due to the nature of this technique, it's near impossible for the enemy to adjust their chakra into the ink as it is laced with the user's own chakra (similar to how Earth Release: Swamp of the Underworld is) and thus can’t stand on it causing them to sink down, potentially drowning while also restraining them, preventing them from moving properly. The amount of ink released only spans out enough leaving a two meter gap between the user in order to avoid self infliction, while being able to use this technique three times per battle with a two turn cool down. This technique carries the same s/w of regular Ink.

(Inkupo: Musaigen no Phantom World) Ink Arts: Myriad Colors Phantom World
Type: Supplementary | Offensive | Defensive
Rank: D - S Rank
Range: Short -Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Myriad Colors Phantom World is specialized branch of ninjutsu developed by the some of the best Ink Ninjutsu users within the world, being the sister counterpart to Ink Art: Solid Script. The process of it is done in three differing steps, all of which occurs instantly within each other, utilization of chakra absorbing ink similar to Ink Art: Fragile and Empty ,manipulation of ink into words and finally infusion of elemental chakra into the words while also molding ink and element together. What Myriad pans out to do is through the limitless imagination of the user, due to the essence of art - will create familiars through the use of words, i.e creating the word “dragon” while infusion earth based chakra into the word will cause the formation of an actual stone dragon capable of defending the user from attacks or even attacking the enemy. This technique is not limited to only defensive uses, as it can create a variety of things, be it animals, mythical creatures, extinct animals etc. The user draws the words in mid air, allowing for the words to form in either standard letters or in kanji form, then making a hand seal . The size, strength and range all differ based on the ranking of the technique used with D - C Rank being able to be used up to short range, B- A Rank Up to Mid Range while S - Rank up to long(Regardless of Rank used, all will first originate from within short range of the user. The creations of D - C range reaching up to five meters, B-A reaching up to 15 meters while S - rank being 15 meters and above. B-Rank and above uses require a handseal. A Ranks can be used up to three times per battle, while S ranks can be used up to twice. In the case of the S rank usage, no Ink Technique above B Rank can be used in the next turn. Creations made from this technique are able to act on their own and outside the need of user’s concentration but can only last up to three turns - while they also carry the elemental properties of the infused element. The user can also use this without the need of an ink brush similarly by controlling the ink similar to Ninja Arts: Ink Flush though for B/A Rank usages, the user needs to make a single hand seal in conjunction to the element it is associated with (such as the Tiger Seal being heavily involved with Katon) while B-rank and above requires two hand seals (though if the user is has a primary affinity for the infused element, only one seal is required).

(Inkupo/Kuchiyose: Chikai no Sain ) Ink Arts/Summoning: Oath Sign
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A rather unique technique in terms of composition, being rather tame in its effects due to not being an offensive nor defensive technique. Through the manipulation of specialized chakra absorbing ink, this brew of ink is merged with chakra of the user and actual blood - causing it to take a murky crimson coloring. The ink however has special properties, allowing for those who frequently uses summoning a new unique way in order to summon. By kneading chakra into the ink, drawing on a surface( be it on the ground, on a scroll or airborne) the user creates the kanji for the animal they are summoning i.e dog would be written as “犬” which then allows them to summon the animal. This makes the load easier for the user, due to the ink carrying their chakra and blood within the ink,acting as a medium for the appropriate summoning. The ink provides half of the needed chakra, thus the user only needs to pay half the total amount it would normally need to summon the animal.While primarily used for contract summonings, the user may also use this method for techniques such as Summoning Technique: Rashōmon by drawing a kanji associated with the technique i.e gates. This technique must be mentioned in the user’s bio or before battle in order to utilize and is passive in nature, not taking up a move nor time in the the timeframe though must be referenced while performing said techniques. The user may also say incantations, speaking in unique languages or phrases purely for cosmetic purposes. In the case of users with summoning tattoos, this technique can be used to infuse them with the same blood to achieve the same effect.

(Inkupo: Warui Appuru ) Ink Art: Bad Apple
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: 20
Damage: N/A
Description: Bad Apple is unique technique that doesn’t follow the traditional means of Ink Ninjutsu, rather being a technique designed to supplement the artworks instead. Through the infusion of additional chakra, the user is able to apply a similar ability to its sister technique Ninja Art: Ink Flow in which we seen when the snakes are capable of regenerating consecutively thus making escape impossible. What this technique does, is enable other works created by the user the same properties of regeneration. The regeneration however can only take place in the event the artwork is not completely destroyed and would regenerate back to full power so as long as it hasn't sustained enough damage to be neutralized or overpowered. This technique can be used three times per battle, lasting two turns each. Due to the nature of this technique, it's initial activation is instantaneous and can be used within the same time frame of another technique.

(Inkupo/Fuinjutsu: Hanabi) Ink Arts/Sealing Technique: Fire Works
Type: Offensive/Defensive
Rank: A - Rank
Range: Short-Long
Chakra: 30 (- 5 per turn)
Damage: 60
Description: This is based on the Sealing Trap Explosion & an ink user’s known ability to be able to form their own explosive tags. Through this process, rather than applying the ink to paper, the user mentally controls the ink. It would seep into the surface, with the ink forming into the kanji for “explode” written over and over. The user guides the ink in any direction he/she desires until they are within range of the intended target. The kanji immediately reacts, causing a chain explosion across the terrain. This can be used for multiple uses such as keeping it hidden in a surface as a form of C4 triggered explosions down to even forming the kanji in the air to then guide it and chase the opponent down. Can only be used thrice per battle, being able to be sustained for two turns before falling and becoming unusable. Requires a cool down of two turns before using again.

(Inkpo: Re:Seikatsu ) Ink Arts: Re:Life
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra Cost: N/A (+ 10 Infusion)
Damage: N/A
Description: Re:Life is a simplistic technique in terms of its end goal, but it’s versatility speaks volume in the eyes of the artist. Passively activated, the technique acts as a mere infusion of chakra, but this applies the effects of “reshaping” towards the work of art. To narrow it down, the user is capable of allowing the work of art the ability to reshape itself into any other form, such as a rabbit shifting its form into that of a dog, an ink kunai taking the form of a sword etc. This allows for a degree of on demand changes, allowing them to perfectly manipulate it into any situation they can think of but of course, there is some restriction to this. The work of art in question cannot grow bigger than it originally was. However, it can become smaller, but cannot be less than half the original size. This ability is possible as it takes the concept from “Ninjutsu: Ink Flow” as it’s basis – allowing for the user to actively change its form. A unique property of this technique also allows certain ink techniques which demonstrate sentience (i.e ink animals that Sai has drawn) to passively change form without the user's input, capable of using it as a form of evasive tactic such as growing smaller to avoid a technique. In the case of the latter, it will be treated as an active technique and thus counts as a move. This technique may only be used once per turn for its active portion, while the passive ability can only be used once per work of art and overall 4 times per battle.

(Inkupo: Kyōkai no Kanata) Ink Arts: Beyond the Boundary
Type: Supplementary
Rank: B - Rank
Range: Short -Long
Chakra: 20
Damage: N/A
Description: Through the use of a scroll the user will toss it into the sky about five meters in which it will poof open, while unwinding in order to allow a pre drawn work of art in the form of large amount of clouds to fly into the skies. Once the clouds fly up, they will deceptively blend in with the real ones and begin to downpour ink in the form of rain drops. Due to the unique coloring of the rain drops, it will be difficult to tell the difference between the real rain and the fake rain at first glance, but upon impact with the ground or person, it rapidly loses its colouring and turns black in colour like the original ink. The ink will continue to fall from the sky above, forming puddles of “water” while also soaking into other non sentient objects. The ink is connected to the user’s chakra, and thus can be used as a source to create their ink techniques, but the other use of it is that the user is mentally aware of when the ink touches something, acting as a unique form of sensory for the user. Can be used three times per battle, lasting four turns each.

(Inkupo: Renkinjutsu) Ink Arts: Alchemy
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 Infusion)
Damage: N/A
Description: A rather simple technique that is tame in nature compared to traditional Ink Ninjutsu Techniques. While creating a work or having it pre drawn/tattooed on the body of the user, through an additional amount of chakra. This technique allows the expansion of the creations by the user, allowing for it to increase in size by twice the amount using the extra infused chakra as a surplus to the techniques expansion. This means i.e a five meter drawn lion will increase in size, now reaching up to ten meters instead. Can be used twice every turn, going on cool down equal to the amount of usages used prior. i.e. if used twice in a turn, one must wait two turns before using it again. Due to its nature as an infusion, it can be done within the same time frame as another ink technique. This also can't be used on anything exceeding 10 meters in size.

(Inkupo: Gandr) Ink Art: Gandr
Type: Offensive
Rank: A Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will have three distinct tattoos located on each hand, each representing a single shot with this technique. After aiming at a target location, the user will shape their hand into a finger gun and shoot a piercing bullet of hardened ink, capable of piercing through rock easily while also moving twice the user's base speed though can only travel in a linear path thus making it quite easy to dodge at range. Can only be used thrice per battle, with a cool down of related to how much bullets where fired in a turn (i.e firing three will cause a three turn cool down). A max of three bullets can be fired per turn (with the power being divided per shot, though firing all three counts as one move). There is some aesthetics to this technique, such as the color of the fired ink blast and the dormant tattoo state, all being up to personal preference of the user.

(Inkupo: Arusu Shasuuru) Ink Arts: Ars Chasseur
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A ( +10 Infusion)
Damage: N/A
Description: A rather unique technique that naturally has no inherent offensive nor defensive power - but rather is a tool utilized by those who are capable of utilizing Ink Ninjutsu. This selective brand of ink is different from the others used, as it's intention is to capture the true essence of an animals predatory sense - in which the ink has the ability to form invisible works of art. This isn't to be confused with true invisibility but rather a contribution of the ink's ability to retract light away from it due to the translucent coloration and a minor infusion of chakra. Once the ink is used, the creation is formed, preventing the enemy from being able to see said work of art and thus is ideal for stealth attacks though it should be known that when within short range of the opponent, the creations cameo is easier to see due to distortions in the air or even from moving along the ground causing prints to appear etc.
The user is able to also apply this to his/her ink techniques within scrolls by simply having it pre-drawn or even conceal ink created tattoos on their body in which the user simply has to pay an extra infusion of chakra to "activate" the effect. Must be posted in user's bio or at the start of battle, though this only pertains in carrying the ink where as the infusion requires a move. The cameo affect only lasts for three turns before naturally a wearing off.

(Inkupo : Arusu Rooza ) Ink Arts: Ars Rosa
Type: Offensive
Rank: S-Rank
Range: Short - Long
Chakra: 40 ( -10 to sustain)
Damage: 80
Description: Arusu Rooza utilizes a unique application of controlling ink once it takes form by drawing it right on the spot. This causes a vast array of thorny whips with roses to grow and rampage across the ground as the ink soaks into the surface and resurfaces from below the ground. It's range is wide, devastating the terrain fifteen meters in front of the user whilst also reaching up to five meters in altitude. The user can also infuse the ink with fire chakra in order to cause the thorns to deal burning damage upon contact with the target (user can interact with it without suffering any adverse effect while also following the S/W of Fire). This can only be used twice per battle, remaining active for two turns while being unable to use S Rank and above Ink/Katon in same and next turn. Fire infusion isn't mandatory, leaving it up to the user's choice. They may also control the whips via hand movement for more precise strikes

(Ninpo: Sōzō no Karada) | Ninja Art: Body of Creation
Type: Supplementary/Defensive
Rank: C
Range: Short-Long
Chakra cost: N/A (-5 per turn)
Damage: N/A
Description: Using the ability to manipulate Ink, the user will gain the ability to place the ink on their bodies for the sake of future battles. Similar to getting a tattoo, the ink will rest on the user's skin in a variety of shapes and forms, and can often times be confused with Fūinjutsu seals. The ink "tattoos" have a variety of uses and properties, namely the ability to create ink animals directly from the user's body without the need for a scroll, because in essence the user would have turned his body into a living canvas. By channeling chakra into the ink the user can have the tattoos move about on their bodies in order to ensure the perfect orientation. Ninjutsu and Ink manipulation techniques that would require pre-prepared scrolls can be done with Sōzō no Karada by either the user drawing the needed shapes on their body or having the image needed already drawn on before the match. How this works is by first drawing the required shape/kanji onto their body and then coursing chakra through the ink to summon the preferred effect. Due to the ability to move the ink while it is on the skin, a new shape can be created instantly with chakra control and as such the user would only need to drawn a single shape once and then have it re-purposed for anything else. As mentioned before, the main ability of this technique is to allow the user to bring forth small, ink made creatures for the sake of carrying messages, scouting, or general amusement. Meaning, even if they were used to attack they would count as free form techniques with no rank or damage value at all. The creatures able to be created are listed below:
Hawk (鷹, Taka) Can be ridden for reconnaissance or high-speed travel. Smaller variants can be used to carry explosive tags or be used to deliver messages.
Rat (鼠, Nezumi) Can swarm across an area to search for a target much faster than the user would be able to on their own. Being so small, the rats are inconspicuous, also making them suitable for covert message delivery.
Snake (蛇, Hebi) Can be used as ropes to restrain someone. With the ability to soundlessly enter through even the smallest crevice, they can also be used for covert ops.
Tomoe Lion (巴獅子, Tomoe Shishi) Used for travelling on ground, these lions appear vicious on the outside but are actually harmless. If needed they can be used to hold down a target with their powerful jaws.
Fish (魚, Sakana) Made of special, water resistant ink, the fishes are able to travel through bodies of water to deliver messages or very small objects in their mouths.
Note: Must be stated in the user's biography or beginning of the battle.
Note: Up to 3 tattoos can be made in one go.
Note: The technique can be used five times per event, with each contract lasting two turns.(In the case four are made at a single go) Alternatively, the user can create a less amount of constructs and have the additional turns added to the created construct. For example releasing two creations that would last four turns each. Due to the technique lacking any actual damage potential, this extension serves for more story oriented purposes.

(Ninpo: Iro no Tatchi)- Ninja Art: Touch of Color
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra cost: 20 (-5 per turn)
Damage: 40 (+20 to Ink Ninjutsu)
Description: With the ability to manipulate Ink, the user will go through the delicate process of infusing the substance with elemental chakra. In doing so the ink will change color depending on the nature of chakra present within it, with the exception of Doton chakra. Katon turns the ink blood red, Suiton turns it blue, Raiton turns it purple, and Futon turns it into a faded grey color. In addition to changing the color, each elemental nature also changes how the ink behaves. Red Ink becomes scalding to the touch, like boiling water while Blue Ink is viscous and sticky similar to starch syrup technique. Doton channeled Black Ink contains properties of Super Added Weight Rock Technique. When contact is made with the ink technique the affected target would have its’s/their weight increased.(Initially 10x, then 30x, 50x, etc). The weight increase remains as long as contact with the ink exists + one turn after the removal of the ink for 10x increase, two turn after for 30x, three turns after for 50x etc. Purple Ink numbs whatever it touches due to lightning coursing through. (Numbing would last for one turn)Lightning would work similar to how lightning is channeled through liquid and water, having the ink technique electrolysed in a sense, which in turn affects the target. Grey Ink is given great cutting capabilities when used in pressurized streams or solid constructs the wind would surround the ink construct similar to a shroud, thus removing the possibility of negatively affecting the ink technique. This technique can be used as a standalone to create weapons, animals, and constructs of ink using scrolls or other methods of ink usage. It can also be applied in the same timeframe of another Ink technique for added damage, costing +10 infusion to the ink technique.

Note(s):
-Usable three times per battle, with a turn cool down in between.
-The user can imbue the ink technique with more than one element once every three turns. The damage increase remains at +20 to the ink technique.

(Fuuin/Inkupo : Ō no saigo no negai) - Sealing/Ink Arts : King's Last Wish
Type : Supplementary/Offensive
Rank : A
Range : Short - Long
Chakra Cost : (+30 to Release the Seal)
Damage Points : N/A
Description :
The user carries an ordinary deck of cards, or any unique kind of playing cards variants they have. These cards have prints sealed on them, similar to that of those on ordinary playing cards which allows the user to manipulate the ink prints on any of the cards that they have, selecting from the surface of the cards the user can utilise Ink Ninjutsu through their cards as they are the source of the technique. For example the user can use "Super Beast Imitation" to create a Large Bear from one of the cards or even throw the card above the opponent and have it use "Super Beast Imitation Picture Shower" raining down a ton of lions and dragons. The user if they wish can use one of their three moves to release the seal of the cards they manipulate the ink from, this seal inputs additional chakra into the Ink Ninjutsu created from the cards and gives them a form of sentience - allowing the creations to use Ink Ninjutsu up to their own rank (A rank). Though the creations from most jutsu are animals or beasts, they cannot draw the technique but instead use themselves as a source and they spew Ink related jutsu from their mouth, paws/hands or body.
-Must be stated in the user's bio or posted at the start of battle that they have Ink Prints on their cards
- Releasing the Seal can only be used three times with a two turn cooldown, is only applied to one creation
- Releasing the Seal can be done in the same timeframe as another Ink Ninjutsu only but cost a move.
- All Cards thrown have the capability to be used as an Ink Ninjutsu source

(Inku Ninpou/Fūinjutsu: Tsubasa Kouse) Ink Arts/Sealing Arts: Wings of Aggression
Type: Offensive/Defensie/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Through manipulating an existing ink source, either through hand movements or simply drawing, the user would have the opportunity to create a 3 meter large mosquito/fly hybrid, similar to ink techniques that create animals from scrolls. The creature is capable of flight, administering consecutive bites/stabs/sucks, and laying eggs. The creature has two main abilities, each related to the creature’s abilities.

Power: Through utilising it’s proboscis('mouth'), the creature can administer a powerful strike to a target, causing great pain while also taking in some of the targets blood and chakra. Alternatively, the user can have the creature take some of his/targets blood and chakra, in a non lethal manner. When used in a lethal manner, the creature can suck up to 30 chakra points, while delivering A rank damage. When used in a non lethal manner, it can consume up to 60 chakra points. In both cases, any technique the target is sustaining would be prematurely ended. (This can be used two times, lethally, and two time non lethally. However, it’s only usable once on the user) When Power is used on a technique, it would absorb all the chakra in the technique, weakening it by a rank while also piercing it with power. The absorption quality stems from combining Fūinjutsu, specifically in the form of a seal that gives the creature the aforementioned abilities.

Life: Only usable after Power has taken place and both blood and chakra has been consumed. The creature(s) would be capable of laying an egg(s), through which a miniature version of it would emerge, adding to the overall power of the technique, specifically 10 points per 30 chakra points. This is unusable unless blood is present, and due to it being reliant on power, it can occur in the same t/f of Power, but costing a move. The maximum power that can be increased is 20 points, but it should be noted that each 'Life' usage requires it's own 'Power' usage in which blood is taken. The eggs created would double the amount of creatures on the field, so for a big mosquito/fly only one.

Usable twice per battle, lasting 3 turns, with a three-turn interval between usages
 
Last edited:

Alyx

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Summoning Animal: Box Jellyfishes (Cubozoa)

Scroll Owner: Lili-Chwan
Other Users who have signed contract: Solf J. Kimblee, Shady Doctor, Flash07, -L-, Shuusai, Hokusai
Summoning Boss if existing:

Maman Brigitte, The Baroness
Samedi of the Crossroads, The Baron

Other Summoning Animals tied to contract:
Damballah Weddo, The Keeper of Contracts

Cubozoa Larva
Cubozoa Polyps
Cubozoa Medusas

Coco Macaque Family
Mamaragan, the Thunderous Old-Creep
Mauna Loa, the Infernal Brat
Marinette, the Volatile Mademoiselle
Coatrischie Family
Shango Family
Baron Cimitiére
Agwe Family

Origin: The Box Jellyfishes are from a secret coral reef on an archipelago simply called Shotou or Archipelago.

General Description: Box jellyfish (class Cubozoa) are cnidarian invertebrates distinguished by their cube-shaped medusae. Box jellyfish are known for the extremely potent venom and are among the most venomous creatures in the world. Stings from these and a few other species in the class are extremely painful and sometimes fatal to humans.

Archipelago Boxes Venom: The standard venom produced by the archipelago boxes is an enhanced version of the standard Cubozoa venom. It contains a mixture of hemolytic and neuro-toxins. Upon infection, the target will feel great pain, worse than being burned, as the poison spreads. The hemolytic toxins and other disgestive enzimes will burn and melt the flesh they come in contact with producing terrible scars in their path. Some Archipelago Boxes may utilize a different variation of the venom, focusing on different venoms used by different species of the Cubozoa class, which will be fully described in the jutsu description of each summon.

Summon General Abilities: Archipelago's Box Jellyfishes have varying heights. Some can be as small as a phalanx from the floater to the tip of the tentacles, while others reach can have floaters as big as elephants, like some Myobokuzan frogs are significantly bigger than normal.
Their venom, produced by the various nematocysts found in their tentacles, contains a powerful cocktail of hemolytic and neuro toxic enzymes. This venom can be manipulated with chakra, creating something that's similar to water jutsus. Proper jutsus will be submitted as Box Arts.

In case of an unsuccessful summon, the user may call forth a larvae, which will grow into a polyp and then into a grown medusa in 2 turns, or a polyp, which will grow into a medusa in 1 turn. Neither is able to use Box Arts or chakra, except special cases (which will have their own jutsu), but polyps will have some nematocyst in their tentacles, though not as abundant as a grown medusa.

Summoning: The person who signs this contract is able to summon Box Jellyfishes from Archipelago, and can also be summoned by them, and gains access to the Box Arts. In case of an unsuccessfully summoning, or the usage of a very small amount of chakra, the user calls forth a larvae or a polyp, which require 2 and 1 turn to grow into adult boxes. The canon Summoning Jutsu calls forth average Archipelago Boxes from varying heights, all venomous and with a random weapon, but require a water source in order to be successful. Using specific amounts of chakra, the user can summon special boxes, with special abilities, all up to the Boss. (Which will be submitted using the official template)

Box Jellyfish Summons

( Koukurage Kuchyose no Jutsu: Nagai Yama ) Box Jellyfish Summoning Technique: Mauna Loa
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Mauna Loa is a huge box jellyfish with Fire Affinity. It has a floater 0.5x0.5m and tentacles reaching up to 10 meters. Having affinity with fire allows him to heat up his body to extreme temperatures, while the chakra protects him from drying/burning and thus death. He uses his body temperature to either swim in the ground, leaving behind a trail of molten rock, or hovering in the air, by shifting the temperatures and creating air pockets, both techniques equivalent to an A rank technique, thus counting towards the jutsu count. He is able to use Fire techniques up to S-rank.
*The user is able to summon him already on the ground or hovering, both Summoning and the Hoovering/Ground technique counting as 1 jutsu. Shifting between ground/air afterwards will count as additional jutsus*
*While in water, if still hot, Mauna Loa will produce steam*
*Lasts 4 turns max*
*Can only be summoned once per battle*
*Mauna Loa's techniques count towards the users move count*

( Koukurage Kuchyose no Jutsu: ) Box Jellyfish Summoning Technique: Coatrischie

Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Coatrishie is a clan of Archipelago Boxes that has wind chakra, and a higher resistance to drought. They come in various sizes, from very small ones to large enough to carry 2 people in their floater. They can swim freely through the air as they can through the water. Twice per battle, they can charge wind jutsu on their tentacles, acquiring a saw-like appearance, equivalent to A rank and will last for 2 turns max each time.
*Can only stay on field for 5 turns max unless there is a water source nearby, in which case they can bathe in the water and renew the duration of their stay by 5 more turns*
*Can only summon up to 3 Coatrishie per battle but only one at a time*

( Koukurage Kuchyose no Jutsu: Kyoudan ) Box Jellyfish Summoning Technique: Marinette
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Marinette is large yet slender box jellyfish with Earth Affinity. Because of that, although strong and steady, she appears to be drier and more frail than other boxes, almost as if made of sand cloth,allowing her to remain out of water. She is able to freely alter her weight from milligrams to tons, with earth chakra, and move underground as if it was water. Combining both, she can propel herself out of the ground and soar in the air for quite long time, almost as if floating. She is a master of Ta Moko. Increasing the height and hardness of her thin tentacles, she can increase their size with such speed and strength that they act like bullets, at a speed that isn't easily discernible for untrained eyes (non Strong Fist Masters) or people with at least 1 Tomoe Sharingan or Byakugan.
*Except when using Ta Moko, Marinette's ability to shift her weight costs 1 jutsu*
*Can stay in battle for 4 turns max*
*Can only be used twice if not injured*

( Koukurage Kuchiyose no Jutsu: Toppi Shitei ) Box Jellyfish Summoning Jutsu: Coco Macaque
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: Allows the user to summon and vanish members of the Coco Macaque Clan.These are Cubozoan Larvae that don't mature into polyp or medusa, retaining their larvae shape through their life cycle. These larvae are all linked together by chakra, so much so that, by charging chakra through one will be felt by the others. The user of this technique can thus summon a larvae on him/herself, allowing the user to charge chakra through the Coco Macaque that will be felt by anyone else with access to a different Coco Macaque. Through a common understanding, the different intensities of the chakra information or frequency of information allows messages to be sent through any distance.

This made the Coco Macaque not very intelligent, since they aren't fully capable of thought, and rumor has it that the entire Coco Macaque Clan was created as a slave caste by previous Barons. They behave more like tools rather than actual summons, despite being summoned as one. They possess no nematocysts in their skin, which would leave them defenseless. To counter it, each Coco Macaque as the kanji for "Box", an inherited sealing storage which can be accessed manually by charging chakra through one of the Coco Macaque, unsealing the "Box" key in any Coco Macaque, or by having someone foreign to the Cubozoa Contract gain physical contact with a Coco Macaque, where the foreign chakra will activate the seal on that individual.

The sealing is pretty similar to any of Ten Ten's techniques, summoning small spears made of dried nematocysts, with scalpel-tip, that can spill cubozoan venom. These act as tiny needles, and each unsealing summons 1 spear, no bigger than 2 cm, that pierces the target in close contact (does not shoot off by itself). Each is considered E rank, though it costs no chakra. It's, in essence, an artificial nematocyst, and, stand alone, produces little damage. The seal itself is good for one spear each, unable to open to unseal another spear.

Main Usage: The way the user summons these Coco Macaque is by drawing blood, performing 2 handseals, and clapping the hands together, spitting a swarm of these small larvae that can spread around through water, the air or the underground. They will cover an area of around 15 meters radius. The Coco Macaque will then stay beneath the surface of any inanimate passive substance, like tree trunks or the ground itself. For 4 turns, each Coco Macaque will process chakra and detect chakra, thus, when in close contact with foreign chakra, they will rise the spear. After the 4 turns, they will simply dry up and die, even in humid surfaces, never, at any point, reverse summoning themselves, because they don't have the autonomy to do so, creating dry shells of larva with the "Box" inscription, beneath the surface of the terrain.

Supplementary Usage: The user is able to use these Coco Macaque as actual Ninjutsu, by summoning just a few individuals. They require no blood, and only 1 handseal. This allows one to summon a small larvae on their body, or in the body of any Box or fellow summoner. Each Coco costs 5 chakra, the same as an E rank technique, and each usage can summon up to 4 Coco Macaque at once, counting as 1 jutsu as a whole. These Coco Macaque stay alive indefinitely, yet, while having the seal, do not have the ability to summon needles, they serve purely as messengers between Boxes and Humans.

*The main ability transfers just a signal, a small fluctuation, up to any range. It is neither able to break someone from a genjutsu or block an attack like Minato's technique. It's like morse code. It's purpose is the same as morse code, being a form of primitive communication.*
*Main usage is a Summoning Technique that costs 20 chakra, happens short range and spreads out to mid range. Can only be used once per battle. Supplementary usage is a Ninjutsu Technique that cost 5 chakra per larvae up to 4, happens up to long range directly on members of the Cubozoa Contract, as long as a line of sight exist between the user and the target. Can be used 4 times per battle*

*Each artificial needle infuses a tiny bit of venom, like a tiny needle burning. The more needles come in contact with a target, the more the pain increases. Lethal injection requires 60 needles to actually pierce the skin, though it has excruciating pain levels above just 1/4 of that. Needles can surgically pierce most clothing and armor materials, except they only have 2 cms, making them useless if triggered by a boot, or a chest armor, for example. Each Coco Macaque unseals only 1 spear, drying off and falling harmless to the floor afterwards. Once dead they do not transmit chakra.

*Can be used by other Boxes*

( Ou Koukurage Kuchiyose no Jutsu: Ouhi & Ouja ) Boss Box Jellyfish Summoning Jutsu: The Baron and the Baronessa
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Point: N/A
Description: The Boss Summonings of the Box Jellyfish Contract are Maman Brigitte, the Baroness, and Samedi of the Crossroards, the Baron. They rule as Queen and King of the Archipelago. They are great box jellyfishes the size of a human, but their greatest strenght is the thick mist that comes forth with them, covering a great portion of the battlefield and throwing off chakra sensing techniques. It is their realm, and carries a strong genjutsu, A rank in strength, as it is filled with their chakra. Mama's Realm, which is filled with Maman's chakra, makes the opponent hear obscenities coming from a female voice, without being able to detect it's origin. Anyone trapped within her mist is flooded with images of black roosters, dead spirits and a burning taste and smell of rum and red peppers, all rounded and perverted by Maman's voice as if mocking them and the ones they lost. Samedi's Realm, which is filled with Samedi's chakra, makes the opponent hear continuous swearing and filthy jokes coming from a nasaly male voice, without being able to detect it's origin. Anyone trapped within the mist is flooded with images of skulls and top hats, dead spirits, a burning taste and smell of rum and tobacco, all rounded and perverted by Samedi's voice as if mocking them and the ones they lost. Light enough to swim through the mist, they take advantage of the confusion of their opponent to strike from behind. This takes the concept of a living Genjutsu, of a mist, a summon and, genjutsu mixing together. The genjutsu constantly shifts it's chakra signal, making it so that it adapts to any shifts in the opponent's chakra flow, making this a constant genjutsu even if the opponent is able to constantly shift his chakra or body, as long as the opponent is in the mist, mid range from it's creator.

*The thick mist can't be broken or pushed away by anything lower than one rank bellow it's rank, the mist being A Rank. This is because of the consistency of the mist, battling against the power of the wind/scattering agent*
*The mist Mid-range from Maman or Samedi throws off Natural Chakra gathering, preventing Sage Mode Users from gathering enough to break the Genjutsu. This has to do with the organic properties of the mist being so tightly woven with the animal's own sustenance and habitat, which throws off and severs the connection of the targets with the battlefield.*
*The genjutsu strikes mid-range from Maman Brigitte or Samedi of the Crossroads, despite the mist covering up to 30 meters radius. It works by physical contact with the water particles carrying their chakra*
*Any means of countering an A rank Genjutsu are fair game once the opponent is out of range from Maman or Samedi. Otherwise, the user must counter the mist or it's creator in order to be able to release from the genjutsu (the later being a method or releasing the genjutsu itself)
*No paralysis type effects are achieved, its a technique that creates false surroundings*
*Both are unable to preform any Elemental Jutsu*
*Can only be used once per battle, summoning either one or the other. Both bosses can't be summoned at the same time or both in the same battle.*
*Lasts 4 turns*

( Koukurage Kuchyose no Jutsu: Raiden ) Box Jellyfish Summoning Technique: Mamaragan
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user summons large polyp, with a body the size of an adult man, and a mouth filled with long tentacles. It has Lightning affinity, which give's it's translucent body and tentacles a strong electrical charge reacting automatically to any existing lightning in the surrounding area, up to 15 meters around it, as if it was a lightning rod. This means that while it is in play, for 2 turns, neither the user or the opponent can efficiently preform a lightning jutsu, as it will get pulled and absorbed by Mamaragan. It can absorb 80 chakra, 160 Damage Points of Lightning/Electrical based jutsu. Once the quota is reached, Mamaragan will burst open and expel several (10-20) tiny and light medusas, which are light enough to move through the air, and use small electrical discharges to change direction. This medusas will stay alive for 1 turn, and will produce powerful lightning discharges whenever they come in contact with the opponent, sending out a paralyzing wave which will lock the target's muscles for 1 turn, preventing movement. They fly at a normal pace, as if freely floating in the air currents.
*While in Polyp form, it is able to use its tentacles to move and/or thimble it's way around the field. In Medusa form, the small entities will just be attracted by the opponent's chakra, with no conscientious movement. They will not attack the user or fellow Box Jellyfishes*
*In Polyp form the tentacles can be used to wrap and bind a nearby (short-range) enemy while shocking him on contact (B-Rank) numbing his nerves*
*Absorbing the techniques do not count towards the jutsu count. Releasing the medusas counts as 1 jutsu. The electrical discharges from the medusas have a power equivalent to A rank, but do not count has a different jutsu from their release.
*The Polyp lasts 4 turns. If it reaches the 4 turns or the Lightning Absorption quota, it will release the medusa, if it is forced to vanish, it will not*
*The Medusas will stay on the field for 1 turn, before drying out. They do not contain poison*
*No other Box Jellyfish can be summoned on the field while Mamaragan's Polyp is in play*
*Can only be summoned once per battle*
Box Arts
( Kouton: Haki) Box Arts: Haka
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: Haka stands as an enhanced form of Killing Intent (Sakki). Works in all manners exactly like it, overpowering one's mind and paralyzing the targets with images of their death and torture, with the exception of one simply thing. Along with the chakra, the user secretes a fast wave of venom in it's gaseous state. This chakra-modified venom focuses solely the secondary effect of Irukandji syndrome, from the venom used by a certain specie of box jellyfishes, which is a sense of impending doom. While the Killing intent is chakra based only, thus easily overpowered by will alone, if the opponents are as strong as the user, Haka creates an added physical and physiological response to it, preventing even targets as strong or stronger than the user to break it by will as easily, having them suffer the same paralysis as if they were 2 ranks bellow.
*The venom wave only reaches Mid-range, thus the Haka continues as normal Killing Intent for longer ranges*
*Human users can't preform this technique, but the strength of Haka is based on the summoner's rank*
*The higher the user, the stronger the technique*
*Haka lowers the Target resistance to Killing Intent by 2 Ranks, even in bios that claim to be fearless*
*Venom produces ONLY the sense of impending doom. It has no Hemolytic of Digestive proprieties, neither does it produces pain*
*The user can control the Haka in order to not affect allies, even in radial uses*
*This technique is basically only a stronger version of Killing Intent (Sakki)*

( Kouton: Piripiri Sonson ) Box Arts: Wasp Mele
Rank: C
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: Similarily to ( Kouton: Haki ) Box Arts: Haka, this technique consists in a controlled burst of Irukandji venom, modified to enhance the impending doom syndrome with lethality or other venomous effects. Instead of focusing on fear and completely overpowering the opponent, Wasp Mele acts more discretely. It induces a certain feeling of shock and damage, as if they've been hit by a powerful attack. More physiological than physical, the effects is only able to make the target hesitate when performing techniques, and can even interrupt a succession of hand-seals. But it is easily brushed off and ignored afterwards. It has bigger effects on summons and clone jutsus. If a shadow clone is hit with the Wasp Mele, or any other sentient clone/technique, it will be tricked to immediately disperse. Similarly, summoned animals are tricked into reverse summoning themselves.
*It travels fast, up to 10 in less than a second, and hitting the full range (20 meters), in less than 2*
*Works on a Clone or Summon created with a technique up to and including A rank, or similar if the technique creates more than 1 clone/animal*
*Ineffective against resurrected bios, such as Impure World Resurrection or mushroom Nzumbes, or Boss summonings"
*Can only be used by Boxes*
*Can be manipulated to not affect the user or allies*
*Requires a 2 turn cool down*

( Kouton: Horimono ) Box Arts: Ta Moko
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This stands as the ability that Archipelago's Box Jellyfishes have to stretch out their tentacles in order to attack a target. Each box has an average of 4 tentacles, from which they derive their name, and their size and strength differs from rank to rank ( Based on the summoning technique's rank ). The power and range of Ta-Moko varies according to those variables. B rank and bellow summons are capable of stretching 1-4 tentacles ( D-A Rank ) up to Mid-Range. A and higher summons are capable of stretching 1-4 tentacles ( C-S Rank ) up to Long Range.
Human summoners mimic this technique by summoning a box on their back, with long tentacles, which wraps around the user's arms, legs and face, giving them the appearance of Moko, elegant carvings wore by Maori villagers, which can then manipulate and stretch 1-4 tentacles ( C-S Rank ) up to Mid-Range . The tentacles have the particularity of having one side with nematocysts and one side without. The side that attaches to the skin is without nematocysts.

Note: Follows Strong Taijutsu S&W.
Note: Unless specified otherwise in the summoning technique, the user/box can only use Ta Moko with up to 4 tentacles, the rank and damage of the technique varying according to the number of tentacles used or the strength of the impact with lesser limbs.
Note: A rank usages of this technique are restricted to once every two turns, for a maximum of 4 usages per user. S Rank usages of this technique are restricted to once every three turns, for a maximum of 2 usages per user.
Note: Summoning the tentacled box uses the same technique, but requires 3 handseals
Note: The tentacles last 3 turns on human summoners, after which, the user must wait 1 turn to summon them again.
Note: Human summoners have higher resistance to the poison, but are not immune.

(Kouton: Pishari ) Box Arts: Fa'ataupati
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40 ( -5 per turn, -10 for S rank )
Damage Points: 20-80
Description: The user secretes a large amount of venom and then uses chakra's property of adhesion and cohesion to shape the secreted venom into the shape of a big jellyfish. Then the user is able to control the jellyfish with a conjunction of various slap-like motions, gestures, making the jellyfish move (Up, Down, Sides, back, Front) and even change in shape (Become taller, blunter, sharper, bending, etc), in a large area around the user by manipulating the chakra that is containing the venom. The venom can be controlled up to Mid-Range, but can shot outwards up to Long-Range, as the user relinquishes controll of the venom and turns it into a linear projectile.

Note: Up to and including B rank, the user is capable of manipulating the Jellyfish up to three turns. Requires a 1 turn cooldown between usages. A rank and above can only be manipulated up to two turns, requiring a 2 turns cooldown between usages. A rank can only be used 4 times, S rank can only be used 2 times per user.
Note: Human summoners have higher resistance to the poison, but are not immune
Note: Can only be used by Boxes, or Summoners with the Naturalist Specialization.

( Kouton: Yari ) Box Arts: Woomera
Rank: A
Rank: Short
Chakra Cost: 30
Damage Points: 60
Description: Allows the user to summon several (up to 10) isolated nematocysts, of various sizes (from the tiny pin-sized nemoticysts of normal boxes to the massive spear/staff sized nematocysts of gigantic boxes). These can be wielded like weapons or thrown like projectiles (in the same manner as one throws kunais or shurikens). The user claps his hands and summons the nematocysts in front of him or in his palms, grabbing them to use. The nematocysts have only one autonomy, if the tips are stimulated, the injection mechanism is triggered, sending an infusion of Box venom directly related with the size of the nematocyst, otherwise, they're innanimate.
*charging chakra through the nematocysts while physically wielding them allows them to gain a certain steel-like quality, like a sword or a kunai. Throwing them or loosing physical contact will rever them back to soft organic material*
*triggering mechanism allows only one infusion, aftewards the namotocyst is reverse summoned*
*human summoners are more resistant but not immune to the venom*
*Can only be used once every 2 turns*
*Range pertains to the range of the summoning of the nematocysts and not their throwing, which is the same as the range at which the user can throw a kunai*

( Kouton: Utsu ) Box Arts: Shango
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Shango are a specialized type of Box Jellyfishes that are able to hibernate underground, until a foreign chakra steps within their close vicinity. Once it happens, they quickly lash out at their prey, shooting their thread-like tentacles and wrapping around the opponent, carving the skin and injecting their poison. This happens in a blink of an eye, almost as fast as Gaara's sand defense. They're trap-summons, and, upon preforming 6 handseals, they're summoned into the ground anywhere within range. Although able to stay indefinitely on the field, they are short lived after being triggered (1 turn). Each of them is roughly the size of a fist.
*Can only summon up to 4 per usage*
*Can only use 1 time per battle*
*Can't be summoned already in the direct vicinity of any opponent (right beneath their feet).
*Only one of the Shango can use Box Arts
*Triggering a Shango does not count towards the user's jutsu count*
*Foreign chakra is anything outside the Box Contract, as such, it will not react to fellow summons or summoners (even if used by different members), but will react to allies*
*Triggering reacts by pressure and chakra, trying to detect living animal organisms, thus, unless the jutsu mimics animal life (Shadow Clones, Organic Elemental Clones, Summon Animals) it won't get triggered. Again, Shadow Clones, Summoning Animals, Organic Elemental Clones (Wood Clones, Mushroom Clones, etc) will trigger the trap.*
*User can't preform any other summon in the same and next turn*

( Kouton: Dokueki) Box Arts: Agwe's Venom
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: Allows the user to summon a mist composed of thousands of nano-sized box jellyfishes. The mist moves concisely as a whole. Due to their small size, they don't require a large amount of water as per se, rather each individual is able to survive inside very small water sources, which would enable them to survive, for example, inside the droplets of the mist or inside the human body. Using their powerful venom, they infect the body and eat away the flesh, causing great pain throughout the process. Since they're minimal they are unable to preform jutsus of any kind. As they're summoned they bring forth a water mist, distinguishable from the regular mist by the naked eye only because of an soft and discrete unnatural glow on the droplets of the mist, as if it it alive, unless they're summoned directly into water, thus keeping the glow but summoning no additional water.
*Visible to the naked eye*
*It is possible to be infected and not feel severe effects, rather just pain from the venom, if the boxes are blocked early on*
*Can only be used once*
*Can't be summoned directly on the opponent. The combined amount of boxes is about 1 cubic meter*
*If summoned on rain, they'll fall to puddles, and are unable to move out of the puddle unless they find adjacent water pathways*
*Last 2 turns in the battlefield, take care of an average adult within a turn*

( Kouton: Taitou Oubochi ) Box Arts: Baron Cimitiére's Accession
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user performs a couple of handseals, summoning a giant jellyfish underground. The jellyfish possesses several dozens of tentacles, instead of 4. After being summoned, Baron Cimitiére rises them above ground, bursting forth with great power and strength, similar to the final dance of the Kaguya, having the same power as it. Afterwards, it can wrap around his opponents to crush them and poison them with it's venom.
*Can stay in the battlefield for 3 turns*
*Can only be summoned twice, if he didn't sustain critical damage*
*Requires two turns in between usage*
*The user must be on the ground or less than 10 meters from it to summon Cemitiére*
*The first outburst is a result of a chakra infused outburst, similar to an S rank, same as the rank of the technique. The initial outburst and the summoning technique count as 1 jutsu. The outburst can't happen any other time*
*Cannot use the chakra outburst if summoned second time*
 
Last edited:

Alyx

Supreme
Joined
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( Ouryuujin Yarijutsu ) Serengeti Spears
Type: Kenjutsu
Background: The Serengeti Spears is a style of Kenjutsu that was based around a very specific process of honing a blade. This ancestral form has it's roots in old warring tribal clans, as they studied the nature around. Taking inspiration in the burrowing insects, especially ants, they noted the intricate patterns produced in the ground, and tried to apply them into their spears and other bladed weapons. Across many generations, they started to note quite a difference between drag of naked blades and patterned blades, and applied that knowledge into mastering the flow of the sword as it swooshed through the air.

The more they experimented, the heavier the blade seemed to be, so, naturally, they began to train themselves into wielding these seemingly ineffective but full of potential weapons. The style fused together the intricate honing ritual of complex indentations that served to trap and accumulate air as the drag increased across the blade, with the unorthodox physical regimen of motions and muscle power required to efficiently wield this drag and infuse it into their battle prowess.

Description on the Abilities and Inner Workings of the Style:

This style revolves not around a specific weapon, but around a specific alteration to bladed weapons. When honing a blade, the practitioners of this style will intricately carve out striped indentations throughout the side of the blade, which will increase the amount of drag going through the blade with every slash. This indentations, studied across millennia, are specifically engineered to collect the air around the blade, coating the sword with a vicious yet thin layer of wind, very much similar to Leaf Dragon God, which grants this style a much greater punch in terms of elemental clash, and is mainly used to counter elemental ninjutsu users.

But, because of the drag, the blade also becomes heavier to wield, and, accompanying the style come a specific set of forms and knowledge to both wield the wind-coated sword in a fast, fluid and efficient manner, but also to wield it in such a manner than the indentation do not collect air at all, giving a much greater versatility to the wielder, so much so that it can allow one to use normal kenjutsu with altered blades. While it might seem, to an oblivious bystander, that the motions are identical, a master Kenjutsu or Taijutsu practitioner will notice the minute wrist and arm motions that the practitioner of this style has to develop and perfectly execute, in order to efficiently fight. This requires extreme grace and strength, greater than a normal Kenjutsu practitioner.

Additional effects and Restrictions:

Practitioners of this style possess blades that went through the ancient honing ritual. Any default bladed weapon, from katana to kunai, scythe to dagger, can go through with the ritual. This can't be applied to indestructible CW, like the 7 swords of the Mist, both NB and Canon, nor can they be applied to CW that are not owned by the user, but merely lent. Though it means that untrained users will be unable to wield honed swords, as they will be much heavier and will not slash efficiently. As a practitioner, though, every kenjutsu technique is available and will behave as normal, due to intense training in countering the drag and air accumulation, while still being able to perform this style's technique when one wishes to.

This style has a relationship of neutrality against elemental ninjutsu, similar to Leaf Dragon God, though only when this style is used. Normal Kenjutsu techniques used through this style will behave as normal.

As a Master of this style, one is capable of, once per turn at max, execute a known Kenjutsu technique, canon or custom, while applying the necessary grace as to activate the drag and air accumulation, essentially turning a normal Kenjutsu technique into this particular form of Kenjutsu.

( Ouryuujin Yarijutsu: Nan'a Tanken ) Serengeti Spears: Ivory Mambele
Type: Supplementary/Offensive
Rank: D
Range: Short-Mid
Chakra Cost: N/A
Damage Points: 20
Descritpion: Ivory Mambele is a form of projectile throwing that allows one to throw honed projectiles such as spears, kunai and shuriken. The user will pick up the projectiles and, with a flick of their wrist, they will throw the projectile at a slightly spiral rotation, which will pick up wind drag and strengthen the sharpness and steadiness of the projectile with a sheen of wind that will give the projectile a slightly white ivory hue as it flies towards the target.
Note: This also allows the practitioner to passively throw carved kunai without allowing them to pick up wind. This is a passive technique when used in that way, but also has none of the bonus that come with the style.
Note: Can throw up to 4 projectiles per usage.
Note: Can only be used once per turn.

( Ouryuujin Yarijutsu: Seidoukijidai ) Serengeti Spears: Benin Bronzes
Type: Offensive/Defensive
Rank: C
Range: Short
Chakra Cost: N/A
Damage Points: 30
Descritpion: Benin Bronzes is a form of blade wielding that allows the user to slash at an opponent while gracefully infusing the blade with wind by allowing it to pick up drag. The form consists of up to 5 cutting or parrying motions, allowing the wind to hone the blade for wider and wilder wounds, or for the wind to cushion an attack for a more efficient parry.
Note: This also allows the practitioner to passively wield a honed blade without allowing them to pick up wind. This is a passive technique when used in that way, but also has none of the bonus that come with the style.
Note: Can only be used once per turn.

( Ouryuujin Yarijutsu: Sho-ru ) Serengeti Spears: Netela
Type: Supplementary/Defensive
Rank: C
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Netela is a form of enhanced movement, where the user will direct the weapon's motions towards the ground, creating localized burst of wind from the entrapped air drag which will propel them towards a target at great speed. The user can also use this technique to immediately halt their own moment, creating a safe wind cushion for them to land on or stop mid-air, or even propel themselves a different direction mid-air. This works on themselves or others, as the burst is essentially non damaging.

( Ouryuujin Yarijutsu: Kokudo ) Serengeti Spears: Nok Terracotta
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Descritpion: Nok Terracotta is a form of parry that creates a strong and steady sheen of wind across a honed blade by spiraling it across oneself, before inverting it into a close-body parry, which will explode the wind outwards, like a human-size oval shield, cushioning a blow and pushing any short-range target outwards damagelessly.
Note: Can only be used once every 2 turns.

( Ouryuujin Yarijutsu: Takeyari ) Serengeti Spears: Assegai
Type: Offensive
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: 60
Description: Assegai is a form of blade wielding that has the practitioner slowly rotate the blade while pushing it forward, dragging the blade through the air. As it carries the wind, the blade will darken, and the heaviness of the sword will increase tenfold, making it very slow as it goes forth for a second. Suddenly, the practitioner will flick their wrist and the carried drag will shift, allowing the blade to cut through the air easily. The sudden shift in muscle effort required to move the blade will push the blade forward at super-human speed, piercing draw arrow speed onto an unsuspecting target, before the tip of the blade releases a spear of wind that widens the puncture dealing great damage.
Note: While fast in it's delivery, the preparatory push will open the practitioner to a counter before being able to unleash the strike.
Note: Can only be used once every three turns.

( Ouryuujin Yarijutsu: Enjin ) Serengeti Spears: Imishokobezi
Type: Defensive/Ofensive
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: 60
Description: Imishokobezi is a form of parry that produces a ringlet of wind around a blade through clock and counterclock wise rotation of the wrist. The user will brandish the weapon and create dense and sharp ring vortexes around the blade, which burst from the edge of the blade mid-counter or mid-strike. These can be quite devastating against an opposing blade, pushing and breaking the weapon away from a strike, or even serve to augment a wound when striking an opponent directly, as the user can produce the ringlet near the opponent's body, creating a burst-like shredding wound at the point of impact, around the puncture wound. The ringlets' sizes can vary from a fist to adult-size, depending on the initial momentum and rotation speed. A single motion can only create 1 ringlet across the blade, though the whole form can produce up to 3 ringlets, through 3 different motions.
Note: Can only be used 4 times.
Note: No Serengeti Spear techniques above B rank in the next turn.

( Ouryuujin Yarijutsu: Ou-Ken-Yadokari ) Serengeti Spears: The Nigerian Kapsigi King
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra Cost: N/A
Damage Points: 80
Description: The Nigerian Kapsigi King is a form of gyroscopic vibrating wrist movement, as the user draws a blade parallel to the ground. The compressed air currents, trapped within the intricate carving of the blade, will start to release, creating a visible serrated blade in the empty space left by the slowly drawing blade, increasing the length of the apparent weapon. At any point, , the user stops the blade and immediately rotates it 45º degrees, which will explode the condensed air currents into a mutilating vortex of wind, roughly resembling a burst of king crabs's pincers, directed towards the target. The vortex is wide enough to deal damage and push back an elephant sized summoning at it's max potential ( drawing the blade for 10 full seconds ) and enough to create powerful but short-ranged and localized burst of shredding wind if drawn for fractions of a second.
Note: Can only be used twice full range, or 4 times short-range.


Yari no Michi | The Way of the Bisento
Type:
Ninkenjutsu
Background: The Bisento has been in use since before the shinobi world was created. It wasn’t a typical warrior -type halberd; Bisento was used as a longer-distance sword with an ability to cut and pierce. The original Bisento was used by infantry. The weapon was able to reach the legs of a horse carrying a samurai into battle. Before the sage of the six paths tought the world ninjutsu, there were constant wars and so with each passing year new weapons were being made for the soldiers in clan wars, they were trained to use it in a long-distance fight to protect their families and estates. The idea behind it was to pretty much have a sword on a stick, an extention to ones body.

There was one ninja that adapted the Bisento to flow with his entire body, not just seeing the Bisento as a weapon but as one with his body. He mastered it to such an extent that he was never hurt in battle even by attacks from a distance such as arrows. As the years went on, the ninja world was born as the sage of the six paths taught the way of chakra to try and bring peace but that was far from what happened. Kilik saw the fault in his style, how could as Bisento hold up against such deadly attacks while also seeing the samurai develope their own style. Kilik went on a mission to learn how to control chakra and then rather than using it to master ninjutsu, he focussed it into his bisento to create his own fighting style. The way of the bisento.

Description on the Abilities and Inner Workings of the Style:

The way of the bisento is a martial artist style with a Staff with a sword type blade on the end as its weapon. The length of the staff allows a multitude of long range attacks, however if an opponent manages to get up close, the user is able to utilize fast horizontal strikes. Many of the more powerful attack strings are vertical hits that can be sidestepped if anticipated. Although linear, these powerful attacks are relatively fast and deal great damage.

The style revolves around the user using both hands on their Bisento releasing their chakra into it enhance their reach and power with their attacks. An example is a forward thrust enhanced with chakra of the elements to keep the opponent at a range. The blade of the bisento makes it so much more versatile in combat as it's not just blunt attacks. The entire style can be seen as a ranged version of Kenjutsu. While not a complex style, that takes a long time to master without hurting yourself.

What makes this unique compared to a basic style is similar to that of the Narutobase Taijutsu, where what would be simple attacks are enhanced with elements to give devastating effects. For example, the user could rapidly spin their biscento through a simple gesture in front of them but releasing one of the basic 5 elements they would create a rotating shield of said element for a simple yet effecting defense, such as a fire shield without having to relinquish their weapon to do so, all these would be explained in detail in the jutsu submissions in how earth could be released. Not only this but through elemental application the user could use the elements to extend the range of their bisento even further. A classic example of this would be the user stabbing the blade of their biscento into the ground to do a cartwheel kick enhanced with wind release to push them over for a stronger and faster kick, what makes this different is the height they gain from doing the cartwheel with the bisento.

Additional effects and Restrictions:
Can only be used through a bisento that must be mentioned in your bio.
Must have mastered basic taijutsu and kenjutsu.
Cannot be used in conjunction with Samurai jutsu.

[Yari no Michi: Saisho no fōmu, furō] - The way of the Bisento: First form, Flow
Type: Attack/Defense/Supplementary
Rank: D
Range: Short - mid
Chakra: 0
Damage: 20
Description: This is the most basic form of the Bisento arts akin to the "Drunken Fist" style, using body flow along with the bisento for exaggerated movements to increase their basic close combat fighting style. The bisento is an extension of the users increasing their reach as well as being close to them for effective combat, keeping the opponent right where the user wants them. These basic arts take several basic forms, enhanced with minimal chakra but still deadly. The first form of this, is swinging the bisento, rolling it around the users body, to build momentum, to add to striking power, without having to make large movements. With a quick swing of their arm the user could roll the bisento around their back, coming around form the other side using the momentum from the roll for a crushing strike. The second form of this basic style is large swings, using the length of the bisento to their advantage to do ranged leg sweeps this allows the user to keep their target at a range while still attacking them. The third unique form of this style is one where the user will use the length of their bisento, to elaborate on a basic moment to avoid attacks or enhance attacks. What is meant by this is the user could thrust the blade of their bisento into the ground to push them self up into the air, like a pole jump, to avoid incoming projectiles (within logic, due to the staff being 1.5m the user it would have to be like small fire balls and such or focused projectiles), or even a cartwheel going sideways but instead of placing the users hands on the ground they could place the bisento to make a "larger movement" moving up to 6m at a time. This can be used offensively, using the cartwheel motion to bring down an enhanced kick with the momentum behind it. Or simply stabbing the bisento into the ground, holding oneself up with their hands for a side kick relying on the bisento for balance. The entire style uses the staff itself as part of the user, an extension of them selves to increase their combat potential, making use of the length of the bisento.

2) [Yari no Michi: Dai 2 no keishiki, kakuchō] - The way of the Bisento: Second form, Extend
Type: Attack/Defense/Supplementary
Rank: B/A
Range: Short- Mid
Chakra: 20/30
Damage: 40/60
Description: This technique is one of the most basic for this style, using basic knowledge to infuse the staff with a chosen element, surrounding it, and also being able to extend it's range. A simple way to imagine this would be how a shinobi extends the range of chidori into a chidori spear through shape control. For each element it will be different, the user can simply cover the staff in the element to increase it's potential (B rank) or extend the element to give a greater range to their attacks, each outlined below:

Katon: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank fire, which when used to strike, on contact will explode outwards in a short range burst of flames. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of flames reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

Suiton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank water, which when used to strike, on contact will explode outwards in a short range wave of water, enough to douse small fires the size of the user. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed water reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

Fuuton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank wind with cutting properties like wind blade, which when used to strike, on contact will explode outwards in a short range burst of slicing wind, like the wind blade technique. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed wind which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

Lightning: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank lightning with destructive lightning properties like chidori remei, which when used to strike, on contact will explode outwards in a short range burst of destructive lightning that would more shock to burn a person than numb them like conventional lightning, like the chidori remei technique. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed lightning which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

Doton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank solid, jagged rocks (not impaling the users hands), which when used to strike, on contact will explode outwards in a short range burst of sharp rocks to impale anything within range in the direction the staff is swung. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed solid compressed sharpened earth which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

It is important to note that all the elements that form are made in a way as to not harm the user, much like when you infuse an element into a kunai without hurting yourself or coat your body in an element.

Note: Only one element can be used at a time.
Note: B rank coating can only be used twice per element lasting up to two turns. After this that ability can't be used again for 1 turn. It can be ended at any point. The blast released on contact is B rank also, taking up a move per turn if the user wants to maintain the element around their bisento.
Note: A rank extension can be used once per turn, with two turns between uses. Each element can only use 3 times and only lasts for that one turn/attack.

3) [Yari no Michi: Dai 3 no keishiki, kaiten] - The way of the Bisento: Third form, Rotate
Type: Attack/Defense/Supplementary
Rank: A/S
Range: Short - mid
Chakra: 30/40
Damage: 60/80
Description: Using the basis of the second form, the user will release a surge of elemental chakra through their staff and being to rapidly spin it infront of them, this can be done with one or both hands, and by skilled shinobi can be done above/behind/to the side of themselves. As they spin, the Bisento will release the chosen element outwards forming a circle shield of the element taking the full size of the bisento, as can be seen in the gif below. The element released will be like a focussed chakra in the spin, so for fire, form a solid fire shield, water a compact water shield, lightning will be focussed destructive lightning, wind will be cutting/shredding wind and earth will be compact mud that retains a shield shape through precise chakra control.
Note: A rank can be used 4 times per battle with 2 turns between uses, only one element can be used at a time
Note: S rank can be used twice per battle, requires both hands for control, with two turn cooldown (shared with the A rank version) and no jutsu of the chosen element above A rank in the following turn.

[Yari no Michi | Dai 4 no fōmu Bāsuto ] - The Way of the Bisento: Fourth form, Strike
Type: Offensive/ Defensive/ Supplementary
Rank: A-Rank/ S-Rank
Range: Short - Mid
Chakra: 30/ 40
Damage: 60/ 80
Description: This fourth form is based on the teachings of striking a specific point in a technique with a burst of elemental Chakra to disrupt the Jutsu itself, causing it to fail. It can be used on a technique of Shinobi, depending on how the user decides. The user will swing their bisento around or thrust or which ever motion needed for the strike, while focusing their Chakra through to the point of impact where the Chakra will burst outwards that pushes forwards up to 10 meters through a Jutsu, disrupting it's flow, negating the jutsu, working on Jutsu the same rank, or lower. This burst of chakra will be one of the basic 5 elements. To use the S-Rank variant, the user will follow the same process, but as they are about to connect, they will release a burst of Chakra from the back of the bi bsento at the same time to increase it's driving force and speed increasing the power of the initial strike.

Note: A-Rank can be used 3 times per battle, while S-Rank can be used 1 time per battle. A-Rank usages require a 1 turn cool down between uses, while the S-Rank usage requires a 2 turn cooldown between usages, S-Rank requires both hands for control, and no Jutsu above A rank in the following turn that require the use of the element chosen.

[Yari no Michi | Dai 5 no fōmu Shōgeki] - The Way of the Bisento: Fifth form, Shock
Type: Offensive/ Defensive/ Supplementary
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: This is a jutsu based on using pure force alone to create devastating attacks. In this way the user will use their bisento as an extension of their own body swinging it as though it was an extra or extended limb. Using their chakra the user will swing the spear weapon using the momentum and range of it to their advantage, enhanced by their chakra for devastating strikes. What makes this unique is, the bisento will be swung with such force that it will release a directional, visible shock wave of sorts that is just to result of the motion, similar to the leaf dragon god technique playing on terms with any elemental attack. This wave will contain no chakra though, the chakra is within the users body to give them the strength to swing the bisento with such force.

Note: Can be used once every two turns, up to 5 times per battle

[Yari no Michi | Dairoku no katachi,-ha] - The Way of the Bisento: Sixth form, Wave
Type: Offensive/ Defensive/ Supplementary
Rank: A-Rank/ S-Rank
Range: Short - Mid
Chakra: 30/ 40
Damage: 60/ 80
Description: This Sixth form is based on the teachings of releasing a burst of elemental Chakra in the form of a wave. The user will swing their bisento around or thrust or which ever motion needed for the strike, while focusing their Chakra through to the point of impact where the el;elemental Chakra will burst outwards that pushes forwards up to 10 meters. This burst of chakra will be one of the basic 5 elements and follow the strength and weaknesses for that element. If used directly on an opponent the burst of Chakra will cause damage and effects corsponding to the element chosen (eg, lightning for paralysis, burns from fire, cuts from wind, physical damage like breaking bones from earth, blunt damage from water. To use the S-Rank variant, the user will follow the same process, but as they are about to connect, they will release a burst of Chakra from the back of the bi bsento at the same time to increase it's driving force and speed increasing the power of the initial strike.

Note: A-Rank can be used 3 times per battle, while S-Rank can be used 1 time per battle. A-Rank usages require a 1 turn cool down between uses, while the S-Rank usage requires a 2 turn cooldown between usages, S-Rank requires both hands for control, and no Jutsu above A rank in the following turn that require the use of the element chosen.


Kyotōryū taijutsu (Kyotōryū Martial Arts)
Type:
NinTaijutsu
Background: An extremely powerful swordsman named Shikizaki Kiki one happened upon a man who has absolutely no talent for kenjutsu at all. After developing a style which used only his body to defend from every style of kenjutsu known at that time. The man trained for fifty years working on Shikizaki Kiki's style, and passed it down through his family line. As it is now, it has been perfected.
Description on the Abilities and Inner Workings of the Style: Kyotōryū is a style of Martial Arts in which the practitioner trains for many years in order to harden their body to be like that of a sword. Sometimes referred to as "Swordless Kenjutsu" the practitioner relies on extremely fast, and strong strikes, which can literally, cut the opponent. The practitioner, through his training, learned how to use basic energy, Chakra and wind resistance (Not wind chakra), to do the maximum amount of damage to the opponent. The practitioner tries to gain a large amount of momentum extremely quickly, even in extremely closed situations. The practitioner also uses chakra, in order to gain more momentum, and add force to his strikes. It could be considered in the middle of the spectrum between the gentle fist, and the strong fist. The gentle fist utilizes 100% technique, while the strong fist utilizes 100% raw strength. This combines principles from both, using chakra to attack the opponent, while also putting extreme amounts of force, effectively utilizing 50% technique, and 50% raw power. One could call it the "Medium fist" as well.
Additional effects and Restrictions: While some jutsus in this style require chakra, others don't. The ones that do will have chakra use explicitly in the description.

The user of this style has a tougher body through extreme training, and can run much faster due to being able to "Cut through the air" reducing friction.

In order to use this style, one must train for many years, sharpening themselves to be a human sword. The training time for each generation got lower to the point where the current generation only had to train for twenty years. Any bios which are capable of using this style (The next generation) must be at least 10 years old.
Kyotōryū taijutsu: Fuugetsu
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30 (If your speed is enhanced with chakra)
Damage Points: 60
Description: The user begins running at his opponent at extremely high speeds, (If closing a small distance, to gain the required speed, the user must use chakra in order to gain the speed and momentum.) with his arms behind him extended, collecting wind. He gains more and more momentum, and, upon reaching the opponent, he extends his palm, dragging the wind with his palm, and slams his palm into the opponent. The extreme momentum plus the wind gathered with his hand does massive amounts of damage to the opponent. The wind pushes the opponent across the battlefield, while releasing into the air behind him, blowing anything behind him back. (Note: This does not apply to humans. However, grass, swords and other ninja tools will be blown back.)
~Can only be used 5 times per battle.

Kyotōryū Taijutsu: Aerodynamic Movement
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user will utilize Kyotoryu's ability to allow one to control how their body is affected by wind-resistance to augment the agility of their movements. For example, the user could utilize their ability to move with reduced wind-resistance while leaping into the air, allowing them to reach greater heights/lengths at a fast speed, and then, on their descent, utilize their ability to have increased wind-resistance to soften their fall and allow them to position their body in mid-air to allow safe and pleasant landing.
Note: After initiating this technique, the user can freely utilize this form of movement for the rest of the battle.
Note: While using this form of movement, the effectiveness of the users blunt-force taijutsu (Strong Fist) is significantly reduced, causing the user to be more likely to utilize forms of combat like Kyotoryu and other forms of combat like it, which are not diminished by this movement.
Note: It doesn't drastically increase the speed of the user, only somewhat dampens and nullifies some of the effects Air has on the body movements.

(Tabi no Katana nashi)Journey of the Swordless
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-15 per turn)
Damage: +20 to All Kenjutsu/Taijutsu based Techniques.
Description: Journey of the Swordless is a technique which is always active for those who practice the art of Kyotoryu. Being active from the very beginning of battle, Journey of the Swordless is classified as a passive technique to all those who wish to utilize it. While most Kyotoryu techniques do not require this, Journey of the Swordless is meant to enhance the users Kyotoryu techniques to their maximum, by sacrificing a real sword in the process.

To start, the user coats their entire body in a tiny, razor sharp layer of chakra, which looks very similar to the Medical Scalpel technique, to activate this technique. Once active, the user become a human blade, as all their strikes carry the same cutting potential as any regular sword, by being enhanced by their razor sharp chakra. Another benefit to this technique, is that the razor sharp chakra around the users body allows them to bypass wind resistances, allowing their strikes to also be much faster than when performing techniques with an actual sword. Another benefit of this, is that due to the wind resistance being removed from their strikes, while also gaining speed, all the users kenjutsu gain additional damage, by having any wind resistance removed, the strikes carry more weight, striking much harder and with more maneuverability than one could perform with a regular sword. However, the damage bonus is further increased when utilized with Kyotoryu techniques, as these techniques are specifically created for the fight style, adding Journey of the Swordless on top further empowers them, allowing the unique movements of Kyotoryu fighting style to be even more deadly than usual.

However, while this technique seems strong, the largest drawback is the user loses their ability to hold a sword. The chakra around the users body will destroy any sword hilt it comes into contact with. Even with indestructible blades, the hilt of the sword will be rejected, forcefully pushed out of the users hand if he tried to wield a bladed weapon. This is only the case for swords however, other objects, like Staffs, can be wielded, but any techniques requiring a Staff will Not gain any benefits from this technique.

Restrictions:
Must be posted in the users bio if they wish have it passive from the start of battle. Chakra cost can be paid to activate it during battle.
Once activated, the users Arms, Legs, Head, and even torso become a replacement for any Technique that requires a sword.
Due to the nature of the chakra, the user cannot wear any armor, nor can the user wield a sword of any description. However the user is able to wield non bladed weapons, but those weapons will gain no bonus' from this technique.
Any jutsu the user users, such as Earth Armor, will have its defenses Reduced by -20 if used over top of this technique. However, this only applies to techniques that attach to the users body, techniques such as Susanoo, will be unaffected.
This technique can be used by Samurai, following all the same restrictions as regular uses. However, as the user cannot wear armor with this technique active, it cannot be used with Bushido, however SSS and Iaido can be used in conjunction

(Kyotoryu Himitsu No Ato: Kosaten Hoho, Katana Bureka)Kyotoryu Secret Art: Intersection Method, Sword Breaker.
Type: Defensive
Rank: A-F
Range: Short
Chakra: 30-50
Damage: N/A (-10 to user if using forbidden)
Description:Kyotoryu Secret Art: Intersection Method, Sword Breaker, is a technique designed by the masters of Kyotoryu to leave their opponents at a complete disadvantage against them. The art of Kyotoryu is Swordless kenjutsu, and this intersection Method allows the users to imploy a similar method which occurs when two swords clash, that is, the weaker blade will break. Intersection method is actually broken up into three different methods of intersection, however, all three methods have the same overall outcome, which is to stop an opponents blade without harming themselves, and then apply the correct force to the right area of the opponents blade to shatter it into piece in one swift movement. All methods are broken down into different stances of Kyotoryu which are explained below.

Form 1: The first form is used primarily against stabbing style techniques, allowing the user of Kyotoryu to not only evade a stab, but also shatter the opponents blade in one swift movement. This works quite simply. When the opponent goes in for a thrust or a stabbing technique, the user will position both his hands, palms up, at his sides, creating a triangular opening behind the users back. At the same time, the user will position their body, so that the opponents blade will thrust into the two openings created by the users arms, to trap the blade in the openings. As the blade passes through both openings the user creates, the user will thrust both hands forward, slamming the side of the blade into the users back with enough force to shatter the blade as the users arms reach full extension.

Form 2: Form two is designed to intersect techniques and slashes that are coming from directly above the user, techniques aimed cut the user from the top down, or even from the left or right shoulder down, this technique will work on those to. As the opponent begins to bring their sword down, the user will adopt a lower stance, while also bringing both their arms up in a cross fashion, with their palms face forwards. As the opponents blade comes down, the user will thrust their arms upwards, catching the blade between their crossed hands. As the blade is caught, in the same motion, the user will force their hands apart, creating equal pressure on both flat sides of the opponents blade, cutting the blade in half and smashing it in the process. The trick to this technique, is the user focuses large amounts of chakra into their hands and wrists, using said chakra to act as a cushion to stop the opponents blade from cutting them.

Form 3: The final form is for slashes coming at the user from the side of from below, making the other two forms useless. This form is, unlike the other two, slightly more straight forward and faster to execute. As the opponents blade is coming towards the user, they will adjust their position, to get their left or right hand as close to the in coming blade as possible. As the blade comes close, the user will extend their hand, channeling large amounts of chakra into it, and catch the blade, stopping it with their own power. As the blade comes to a stop, with their other hand, the user will drive their fingers into the blade, targeting the weakest points, and shattering the blade on the impact point of the hand not holding the opponents blade.

Restrictions:
A ranks 3 times, S rank 2 times, and Forbidden only once.
This technique is capable of shattering all types of swords as long as they are not indestructible.
This jutsu is capable of shattering blades of the same rank as the intersection used, due to the user focusing all their chakra into a singular point in the opponents weapon, instead of spreading it out, allowing the users pin point chakra to pierce through swords and sword techniques of the same rank.
This technique can be used by Samurai.

(Kyotoryu Himitsu No Ato: Naibu Nensho)Kyotoryu Secret Art: Internal Combustion
Type: Offensive
Rank: D-S
Range: Short
Chakra: 10-40
Damage: 20-80
Description: Kyotoru Secret Art: Internal Combustion, is a technique used to not only attack jutsu from the inside out, but also attack the opponent from the inside out. For this jutsu to be used, however, Journey of the Swordless must be active previously, as that technique is required for this jutsu to be executed. Once activated, this technique has 2 components to it, while both acting primarily in the same fashion, each one has a different outcome when used on a jutsu and when used on an opponent directly.

Firstly, when used on jutsu: When this technique is used on an enemy jutsu, the user will strike forwards, as he does this, he will release a portion of the chakra shrouding his body with Journey of the Swordless, and launch it forward into the enemy jutsu. As the chakra enters the technique, having been released from the user, it will explode, causing a chain reaction of razor sharp chakra, which will expand inside the enemy jutsu, slashing it to pieces and dispelling it as the uncontrolled chakra from Journey of the Swordless runs rampant, destroying the jutsu from the inside out. This portion can disperse jutsu of the same rank, as the chakra is not clashing with the jutsu, instead, it is invading the jutsu, and destroying it from the inside out, removing strength and weakness. However, this is rank based, so jutsu with a higher chakra limit than Internal combustion will be unaffected. This only works on techniques up to 40 chakra.

Secondly, When used directly on an opponent: When this jutsu is used directly on someone, it behaves slightly differently, than when it does collides with a jutsu. Instead of the chakra interacting with the chakra in a jutsu, it instead, acts more like a hail of razor blades inside the opponents body. As the user strikes forwards, he will release the chakra around their body part, sending it forward at the opponent. As the chakra makes contact, it will create a small incision in the opponent, a tiny cut, as the chakra enters the opponents body. The moment said chakra enters the opponents body, no longer under control of the user, it will explode outwards, like a Hail storm of razor blades, slashing the opponents internal organs and bones to ribbons, before exploding out the back of the opponent, like a concussive blast. How this differs is, instead of attacking the chakra, it attacks the opponents flesh directly, acting like a barrage of sword slashes, targeting the internal organs, and ripping them to shreds as if being chopped by a sharp knife. This version is just as fast as a regular sword would be piercing someones body, the internal damage and external damage to the person back happening almost instantly after the chakra is injected into them.

Restrictions:
D-C can be used any amount of time, B rank 4 times, A rank 3 Times with a one turn cool down between usages, S rank 2 times, with a two turn cool down in between usages.
Requires Journey of the Swordless to be active.
After S rank usage, No S-rank or above Kyotoryu Techniques can be used in the following turn.


Hachibushu - Eight Deva Guardians
Type:Nintaijutsu
Background: Master Chen, the developer of Konoha Ryujin was not the only one of his caliber to exist. In reality, there were 8 of them. Master Chen being the most famous. Each of these taijutsu masters were assigned an animal or creature. Using the same general formulation for konoha ryujin, the other seven taijutsu masters were capable of creating all type of creatures. One of the 7 masters took it upon himself to master the styles of all the other. With all these forms mastered, he condensed it into one unique fighting style known as Hashibushu, in honor of himself and the other members.
Description on the Abilities and Inner Workings of the Style:

Hachibushu are based loosely on the concepts behind the powerful jutsu ( Konoha Ryujin ) - Leaf Dragon God. As shown below, the Leaf Dragon God is formed through the the users own physical power (through the use of the spinning kick) shaping the air into currents through movement.

This means that the user kicks out and as he kicks, he shapes the air currents with his leg movement. Through this logic, the user attacks with various limbs, moving at such a level he shapes the air currents around him. Using control over these air currents as he shapes them, the user is capable of forming several different animals with different responses upon formation. This can be done in a series of methods, namely 3 main releases. These forms are named Yasha, Naga and Kinnara. Based on leg movements, Naga attacks are initiated by kicks in different motions, shaping different currents into different beasts. Done in similar fashion to the Konoha Ryujin, these kicks shape the wind in the direction of the kick, curving and causing a small whirlwind of air as the currents shape into different shapes. This alters from the Konoha Ryujin attacks as it shapes the wind into cyclone like formations, constantly spinning in the same direction. The user shapes the air currents to form different four legged animals, air currents constantly flowing in different angles and directions to maintain their shape and power, allowing these beasts to fight off elemental ninjutsu of the same rank and below.

Based around arm movements, Yasha attacks are initiated by swift punches and movements that shape air currents as the arms cut through the air. Similar to the original usage of Konoha Ryujin, these punches shape the air as the user punches, curving the currents in a way they form different winged animals. These beasts all move at swift speeds, capable of moving at high speeds and impacting the enemies at high impacts. These beasts, often of massive sizes, are able to fight against elemental ninjutsu of the same rank and lower, though this of course is situational as some jutsu would obviously not be able to be bested by birds.

Based around full body movements, Kinnara attacks are initiated by full body movements including rotations, flips etc that shape air currents as the person’s entire body cuts through the air. The body moves through the air, similar to the usage of Konoha Ryujin, curving the currents in a way to form different forms of primates. Compared to the other forms, Kinnara involves the entire body therefore making the power of the currents the strongest. These beasts, often of massive sizes, are able to fight against elemental ninjutsu of the same rank or lower. Kinnara based techniques are slower moving than the other forms but make up for it in brute force.

In a close range aspect, the user can use these chakraless gusts of wind to empower their physical hits using the above mentioned styles of the fighting style itself. For example, using Yasha and its swift and sweeping arm movements to strike an opponent in their chest while creating a winged animal such as a bird that slams into the opponent at full force.


Example Techniques:
(Hachibushu: ) Eight Deva Guardians: Sakra Devanam Indra
Rank: B
Type: Offensive
Range: Short-Mid
Chakra cost: 20
Damage points: 40
Description: Using the form of Naga, the user focuses chakra into their leg and performs a slow leg sweep. As the leg cuts through the air, the user manipulates the air currents generated into a large stampeded of oxen. The herd of oxen charge toward to opponent destroying all in their path. Each ox is made up of cyclone like formations.


Additional effects and Restrictions:
Must have mastered Strong Fist Taijutsu and NB Taijutsu
Must be at least a S-Class to learn
Wind gusts, though they aren't wind release, have the same inherent weaknesses as wind release.
(Hachibushu: Gongen Wyzen ) Eight Deva Guardians: Incarnation Wyzen
Rank: B
Type: Offensive
Range: Short-Mid
Chakra cost: 20
Damage points: 40
Description: Using the form of Naga, the user focuses chakra into their leg and performs a slow leg sweep. As the leg cuts through the air, the user manipulates the air currents generated into a large stampede of oxen. The herd of oxen charge toward to opponent destroying all in their path. Each ox is made up of cyclone like formations. The number of oxen is variable and solely depends on he users choosing. The larger the number of oxen created results in each ox being fractionally weaker but the herd always combining into B rank. This allows the user to have a wider spread of coverage while sacrificing the strength of the individual ox.
Can be used four times per battle
Can only be taught by Daemon

(Hachibushu: Vajra Yasha ) Eight Deva Guardians: Vajra Yasha
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: Using the form of Yasha, the user focuses chakra into their arm and performs a rotating jab or uppercut. As the arm cuts through the air and rotates, the user manipulates the air current generated into a large flock of birds. The flock of birds quickly rush over the opponent like a wave. The birds not only do damage on impact but can shred the opponent due to the sharp violent winds provided by this technique. Unique to Vajra Yasha, the user can control the flight path of the birds on release allowing the birds to curve around defenses and attack the opponent at varying angles. The number of birds are variable and solely depend on the user's choosing. This gives the user the option of pinpoint attacks with the flock of birds or widespread volleys. Despite the amount of birds created, the sum of their strength will always be equivalent to A rank.
Can be used three times per battle
(Hachibushu: Chishi-sei no Augus ) - Eight Deva Guardians: Lethality of Augus
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short (With Mid Range Reach)
Chakra: 40 (-15 per turn)
Damage: N/A (80 if used to attack)
Description: Lethality of Augus is an Eight Deva Guardians technique which pushes the style to its limits. Mainly focusing on the Kinnara sub-style of Eight Deva Guardians, which resolves around full body rotations such as spins, flips, rolls etc. Lethality of Augus initiates with the user rotating their body in nearly any manner giving the technique flexibility in how its used. Once the user rotates their body, they manipulate the currents of air generated by this spinning and shapes it into an primate of choosing, such as an gorilla, orangutan etc. This causes a beast of neutral air to enclose the user at its base forming over the user's body as a shield of incredible size rivaling the size of the Konoha Ryujin technique which the entire style is based off of. This shield is extremely quick to form defending the user from techniques of the same strength. The brute force of this shield can used offensively in close quarter scenarios crushing opponent's under its might and force. Much like Konoha Ryujin, this primate creation can be maintained and sustained at the cost of 15 extra chakra points per turn. This allows the user to control the primate of choice as a giant extension of themselves using its size to reach into Mid range dealing 80 damage if the hit lands. Attacking with the Lethality of Augus costs a move per turn. While maintained, Lethality of Augus still retains its defensive properties but limits the user's offensive options. While encapsulated by Lethality of Augus, the user loses the ability to use Elemental Ninjutsu, however the user still has access to other Eight Deva Guardian and Taijutsu techniques by using the the limbs of Lethality of Augus to swipe through the air to produce the air currents or using its legs or arms to use Taijutsu techniques on the user's command. Lethality of Augus can be used twice per event lasting 4 turns each usage. Once Lethality of Augus is destroyed or deactivated, the user cannot use S rank or higher Eight Deva Guardians techniques for three turns. If not used in maintained usage, this technique can only be used two times per twice per battle with a three turn cool down in between usages.

(Hachibushu: Asurazu Rāsu ) - Eight Deva Guardians: Asura's Wrath
Type: Supplementary/Offensive/Defensive
Rank: S
Range:Short - Long
Chakra: 40
Damage: 80
Description: Asura's Wrath is an Eight Deva Guardians technique, based off of the Naga substyle of the technique. The user will focus chakra into their leg and perform a leg sweep. As their leg cuts through the air , the air around the origin of the kick begins to rotate and is shaped into a wolf. The wolf starts off small (roughly the size of a human) and as it travels forward begins to grow in size as it fully develops. It's full size grows to the size of 8m x8m x 8m size and reaches this size when it reaches mid range, allowing it to be fully formed as it enters long range. The wolf can either claw, bite or ram into the target based on the user's needs before dispersing. The wolf is made up of sharp, rotating air currents that is a trade mark of this style and will cause deep cuts as well as blunt force trauma. This technique can only be used twice per battle with a three turn cool down in between usages.

(Hachibushu: Mura no Murabit ) - Eight Deva Guardians: Mumbooku, Pillager of Villages
Type: Offensive/Defensive
Rank: A
Range:Short - Mid
Chakra: 30
Damage: 60
Description: Mumbooku, Pillager of Villages is an Eight Deva Guardians technique that utilizes two substyles of the technique at once. The two substyles involved are Kinnara and Naga. The technique initiates by the user performing a sweeping kick through the air (The user has the freedom to determine how the kick is done given the situation). Using the momentum of the kick , the user transitions into a full body rotation by using their other leg to lift off from the ground. This rotation can be done as a corkscrew, front flip, backflip etc that fits the situation at hand. As the user kicks through the air, the force of their kick cause an updraft of air that spirals upward and is shaped into a snake. As the kick converts into a full body rotation, the force of the rotation causes a draft of air to form as the body cuts through the air. This accumulation of air currents shape themselves into a tortoise. The snake formed has a 1m x 1m x 10m length while the Tortoise is confined to a short range space, standing at 3m x 4m x 3m. The snake races at the opponent and swallows them whole, lifting them skyward. The snake then arcs back toward the user and slams into the newly formed Tortoise, crashing the opponent into the tortoise's shell causing blunt damage as well as shredding. This technique can be done three times per battle with a two turn cool down in between usages. Finally, the snake is the only portion of this technique that can reach into mid range, and both the snake, and the tortoise carry a durability of B-Rank each.
(Hachibushu: Karō no te ) - Eight Deva Guardians: Hands of Kalrow
Type: Offensive/Defensive
Rank: B
Range:Short
Chakra: 20
Damage: 40
Description: Hands of Kalrow is a Kinnara based Eight Deva Guardians technique. By quickly rotating their body, the user picks up a gust of air that begins to rotated itself around the user's body forming the shape of a Pangolin. Hands of Kalrow takes after the pengolin's ability to curl in on itself forming a ball to protect itself from predators. As a result, Hands of Kalrow can be generated in two ways: The Uncurled and Curled form. The Uncurled form resembles a normal pangolin with its body fully extended. The Curled form of Hands of Kalrow, generates the Pangolin in it's curled form with its tail tucked into it's body and its head curled into its mid section, revealing its' armored back, thus resulting in an Pangolin shaped orb around the user's body. The size of the Pangolin is variable for the usages of the technique, when made in its "uncurled" form, the Pangolin encompasses a 2m (W) x 2m (H) x4m (L) dimension. When formed in its "curled" form. the Pangolin encompasses a 3m x 3m x 3m space. Hands of Kalrow is normally used for quick defenses and assaults in close range situations, capable of shredding targets on contact while providing a quick defense. But soon after it's created and it's intended usage is complete, Hands of Kalrow disperses making it a technique that is not sustainable by the user, naturally. Hands of Kalrow can be used four times per battle with a two turn cooldown period in between usages.
(Hachibushu: Oruga no miryoku) - Eight Deva Guardians: Olga's Attraction
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Olga's Attraction is an Eight Deva Guardians technique, centered around the Naga subskill. The user begins by focusing chakra into their leg and swiping it through the air. This swiped generates intense air currents that can be shaped to form an animal. However, these air currents function differently than normal Eight Deva Guardians techniques. These air currents work similar to suction, able to pull in targets towards the user. Due to the shape manipulation involved in Eight Deva Guardians and the level of complexity and selectivity in the style, the user is able to specifically select the targets in which these air currents can effect. Once caught up in these currents, the user begins to shape the currents into a giant serpent with cutting air currents. The user effectively pulls the target into the body of the serpent causing damage on contact with it. These air currents can pull targets from up to Mid range away from the snake formation.
Note: This can only be used three times per battle with a two turn cool down in between usages.
Note: No Eight Deva Guardians techniques can be used in the same turn as this technique.


(Torikkuācherī) - Trick Archery
Type: Fuuin-Buki-Ninjutsu
Background: The Trick Arrow fighting style originated in Kirikagure during the Second Ninja War. During the war, invasions in Kirigakure was causing heavy damage in the village due to the inner political turmoil concerning its status as the Village Hidden in the Bloody Mist. On the brink of losing their place in the war, a faction of the village's army decided to counteract the guerrilla style warfare that their enemies were using, instead deciding to use a more tactical style of fighting: Trick Arrows. Several archers in the village constructed a special weapon to replace the conventional bows and arrows meant that were in use in order to utilize their existing Archery skills in a newer, more fluid and handsfree method to gain an advantage. Rather than full sized, sharp-tipped arrows, they developed considerably smaller projectiles designed to carry out other functions, such as blinding, trapping and brunt damage to the area with the use of their newly acquired skills of Fuuinjutsu. The usage of these arrow-based projectiles became successful, especially in the shrouded environment of the village's mist. With the mist severely hindering their enemies and their sight, the arrows misleading and hidden usages became a great asset in the war, becoming a major component in turning the war around for Kirigakure. The success of Trick Arrows established it as a staple among Kirigakure's ninja, being passed down within the village

Description on the Abilities and Inner Workings of the Style: The style revolves around the usage of special arrows called Trick Arrows. The arrows are typically not the full-sized bladed or pointed regular arrows, nor does the style utilize a conventional bow. Rather, the style utilizes specialized launchers that are made of chakra-responsive metal and are mounted on the user's wrist, with a Fuuin seal on the Launchers in the form of the Kanji for "Trick" on it. Through the insertion of chakra through the launchers and into the seal, the user is able to release from it the specialized arrows, with the release forcibly launching them towards a particular target once the specific arrow needed is launched.

The arrows utilized in the fighting style are miniature, appearing similar to a shrunken kunai or simply the tip of a normal arrow. Each of these arrows have on themselves the Kanji for "Trick" on them as well. As the launcher stores and releases the arrows from its "Trick" seal, the arrows "Trick" similarly holds within them several "tricks" as well, which can range from releasing weapons(such as kunais or shuriken or ninja wires or even larger arrows and other Trick Arrows) to materials such as flash bombs, boxing gloves, corrosive liquids, adhesives, etc. It is important to note that these materials are not made of chakra but simply pre-sealed within the arrows and the launchers prior to battle(basically the same concept as a ninja with Shuriken, kunai, flash bombs, etc. having them pre-stored on their bios). The seals can also contain Ninjutsu pre-sealed into them, similar to the Exploding Dragon Strike jutsu containing a pre-prepared Katon technique within the scroll, that can also be released along with and instead of weapons to achieve specific effects. Ninjutsu sealed into the Trick Arrows, however, are specific ones created for the Fighting Style(i.e., the user cannot release any canon/custom Ninjutsu from the Trick Arrows, only those described by the specific CFSJ submitted). Similarly, Trick Arrows may bear additional seals for added effects to enhance the versatility of the style.

Example Techniques:

(???) - Grasp of the Archer
Type: Offensive
Rank: S-Rank
Range: Long
Chakra: 40
Damage: 80
Description: The user will launch from each launcher on their wrist a single Trick Arrow towards the opponent. The arrows aren't aimed directly at the target, but rather to their left and right in a short-range proximity, appearing to miss the target and on a trajectory to fly past them. Once the arrows enter this short-ranged proximity of the target, they release from them four lines of ninja wire, two from each arrow that wrap around the target, restraining them and holding them in place as streams of fire are released from the Arrows, traveling down the wires to burn the victim alive.

(???)
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will fire a single Trick Arrow from either of the launchers on their wrists towards the opponent. The Arrow contains both the Trick Seal and a seal in the form of Kanji for "pierce"; the latter seal infuses the Arrow with a layer of Fuuton chakra that enhances its piercing ability, allowing the arrow to slice through and lodge itself into the flesh of the target on impact. The "Trick" seal will then release a multitude of these arrows once the initial arrow has lodged itself, with each new Arrow also releasing more of the same kind. The rapid unsealing and multitude of released arrows causes a barrage that tears the opponent open from the inside out, ripping their flesh apart at a rapid pace.

(???)
Type: Offensive
Rank: C-Rank
Range: Short-Mid
Chakra: 10
Damage: 20
Description: The user will launch from either of their wrist launchers a red Trick Arrow with a blunt tip, rather than a sharpened one. When the arrow reaches in proximity with a target, it releases from the "Trick" seal embedded on a large red boxing glove that fires at a rapid pace towards the desired body part of the target. A relatively weak attack, it serves more as a diversion tactic than anything to catch the opponent off guard in bigger attacks.

Additional effects and Restrictions: In order to learn and perform the Fighting Style, practitioners must have mastered Basic Fuuinjutsu. In addition, in order to match the speed of the arrows' movement in order to effectively and accurately use the fighting style, practitioners of Trick Arrow have have sharper reflexes than the average shinobi.
(Torikkuācherī: Robin Fuddo, Kyōtsū no Kanshu) - Trick Archery: Robin Hood, Warden of the Common
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: "Robin Hood, Warden of the Common" is the basic technique of the Trick Archery fighting style meant to showcase the style's extreme versatility in usage and effect. Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all considered various forms of weaponry and possess various strengths and sizes. This technique primarily centers around basic weaponry as "trick" arrows, the user will be capable of releasing various weapons as projectiles towards a target with the intent to harm, hinder, or bind. These weapons can range anywhere from a plethora of arrows, to a barrage of swords, to a spiked boxing glove. These weapons however, cannot be elemental and or sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing S Rank or higher Trick Archery techniques in the next turn.

(Torikkuācherī: Tsuki Megami Hanto) – Trick Archery: Artemis, Goddess of the Wild Hunt
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will load their wrist-launcher with one of five arrowheads before firing it towards the opponent or another location on the battlefield. Each of the arrowheads will have the kanji for one of the basic elements applied as well as the kanji for "Soul". At any point after the arrowhead is released, the user can unseal the contents of the kanji to release an elemental familiar composed of the chosen affinity. This sentient creation will have an ability related to the basic element of which it's comprised, all of which will be outlined below. All of the familiars will be humanoid in appearance, be S-Rank in strength and will be double the size/dimensions of their creator. Earth, this sentient creation will be made of sturdy rock and will possess the ability to use an ability akin to Hiding in Rock (at the cost of a move-slot). It will be capable of merging in and out of the earth at will, following the same mechanics as the Leech All Creation technique. Although this earth creation doesn't make a sound and or vibration the enemy should be capable of sensing should they possess some form of chakra sensory or dojutsu. Moreover, in order to make any sort of physical attack or cause harm to the opponent, the creation must fully emerge from the ground first. After which, it would sound and behave like a normal familiar.Lightning, this elemental familiar can (at the cost of a move-slot) diffuse into an unfocused current of lightning that spans short-range, possessing the same paralyzing abilities as Chidori Nagashi. Upon doing so, it can reform it's body just as quickly and essentially use this as a method of travelling to locations within short-range. Wind, this elemental familiar can (at the cost of a move-slot) transition between being tangible and intangible wind. In its tangible state, the air which constitutes it's body will be compressed to the point that a stray spark or a small flame will be capable of igniting it. This will produce a sudden and violent combustion, generating an explosion that spans a short-range radial reach. In it's intangible state, people and physical attacks alike will phase through it. Fire, this elemental familiar is composed of flammable gas similar to Fire Release: Mist Blaze Dance Technique (however the flammable gas is completely visible). This familiar much like it’s Wind counter-part can is incredibly volatile as the user can combust this familiar in a violent explosion that expands outwards to long range (at the user's base running speed) should it not be contested. Water, this elemental familiar is composed of water. It's body can be utilized as a water source, additionally it passively releases chakra-infused mist unto the battlefield for as long as it lasts. Each sentient being works very similar to that of the Great Stone Golem technique albeit significantly smaller each of their free-form physical attacks are A Rank and follow each element's respective S/W, though are limited to one freeform attack per turn.

Note: Can only be used twice per battle (once per familiar)
Note: Each respective familiar lasts for four turns
Note: No A-Rank or above Trick Archery in the user's next turn
Note: One turn cool-down before reuse.

(Torikkuācherī: Yūhi no Aporo Kami) - Trick Archery: Apollo, God of the Setting Sun
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: "Apollo, God of the Setting Sun" is the basic technique of the Trick Archery fighting style and the brother technique of "Robinhood, Warden of the Common". Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all elemental constructs, and or entities of various strengths and sizes. This technique centers around these elemental constructs and entities as "trick" arrows, the user will be capable of releasing various elemental entities as projectiles towards a target with the intent to harm, hinder, or bind. These trick arrows can range anywhere from adhesive mud, to burning acid, to mist that envelops the field and often times even resembles basic elemental ninjutsu. The user is more or less limited to their imagination, however these elemental entities cannot be sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing A Rank or higher Trick Archery techniques in the next turn.

(Torikkuācherī: Senkensha Mikon) – Trick Archery: Legolas, Seer of the Wilds
Type: Offensive
Rank: A
Range: Short - Long (seal is short)
Chakra Cost: 30 (-50 chakra per turn to the opponent)
Damage Points: N/A
Description: The user will load their wrist-launcher with an arrowhead that has the Kanji for "Drain" for applied. Upon releasing this arrow-head where-ever it should land on the ground a seal will expand five-meters in every direction. This seal will exhibit the same properties as the Chakra Draining Seal. Everything within the seal's area of effect will have it's Chakra drained and people will become unable to mold Chakra while inside of it. However much like the predecessor technique, the effects of this Jutsu can be dispelled by merely leaving the area of effect.

Note: Can only be used thrice per battle.


Duel Monsters (Dyueru Monsutāzu)
Type:
FuuinBukijutsu
Background: There have been stories about card based combat from the time when chakra was first being used, but no one could find any proof of this. In his travels, Broly discovered some of these cards that were sealed with wonderous abilities and started to experiment with them. Eventually he mastered and even created more of these cards, thus remaking the style for modern use.
Description on the Abilities and Inner Workings of the Style: This fighting style revolves around, in a nutshell, enhancing the user's weapon combat. However, it has 2 unique twists. The first is that all weapons used in this style are thin, but sharp, sheets of metal around the size of playing cards. These may be thrown just as regular kunai or shuriken can be and are mostly the same in their use by themselves, simply a different shape. The second is that the sheets of metal are pre inscribed with seals that do different effects and according to the different inscriptions on the card. These inscriptions can be quite detailed and even colored, however this is merely an aesthetic detail. The parameters of these seals will be explained below

There are 3 different variations of the seals that are placed on these cards, each going by a different name.

Monster Cards: These cards have a seal inscribed on them that require a trigger to activate, which can be anything from travelling a certain distance to encountering foreign chakra. Once this trigger is met, the seal releases a barrier around the weapon, similar to "(Fusen no Kekkai) Tag Barrier". However these aren't simply spheres or boxes, these barriers are actually molded and shaped into different forms, thus making them on par with elemental releases. Normally, the weapon would still travel in its thrown direction, but these barriers are able to physically interact with the enviroment around them, thus allowing the weapon to change speed and directions. Given that the barriers have a source of chakra via the seal, the user is able to perform other techniques while using them. The barriers can all have different effects of course, depending on what seal is used. These barriers can be extremely detailed and even given color, however this is just cosmetic

Example of a barrier
Spoiler

Spell Cards: These seals give the card a special affect that can either effect an enemy, the landscape, or a monster card. For example, some spell cards "equip" to an already made Monster Card barrier, thus releasing something like an element onto the Monster Card barrier in order to make it stronger or addidng a barrier type fuuin weapon to the monster card. Some spell cards are standalone and thus can seal or unseal objects/chakra/clones/summons/the ground/etc, thus giving the weapon an extra effect when its seal is triggered. These cards generally give positive effects and are used to strengthen for the most part

Example of a spell card that equips to a monster card (object that equips is shown in illustration)
Spoiler


Trap Cards: Whereas spell cards usually give positive effects, trap cards generally give negative effects to either an enemy, their attacks, or the landscape. Trap card seals are also standalone and give the weapon an effect that can seal, unseal, or release barriers that specifically affect an enemy target or his attacks in a negative manner. Trap cards function mostly like spell cards, only dealing in negative aspects and weakening instead.


Example of a trap card
Spoiler

All specific restrictions and abilities to each specific card are to be made on a case by case basis in submission. These are just general parameters of the different types of cards. All of these seals however, just give the original weapon different ways to be effective and useful in battle, thus remaining in the range of a CFS. Without all the bells and whistles the cfs is very established in weapon combat. Monster cards are simply erecting barriers around cards in order to make them more deadly and give them an extra ability. Spell cards either enhance said barriers or standalone to give the weapon a Supplementary ability. Trap cards do the same as spell cards, besides enhancing monster cards, only dealing with taking away abilities and power

Example Techniques:

Nightmare Troubadour: Kuriboh
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Monster Card: The user will throw out a card that, when it reaches short range away, will form a barrier around the card that resembles a small furry monster. The barrier is filled with a brownish colored smoke. This barrier is designed to take up to B rank hits from the opponent, releasing its smoke as a cover when destroyed to help the user get away unseen. Mainly used as a last ditch effort.

Nightmare Troubadour: Bottomless Trap Hole
Type: Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Trap Card: The user will throw this card facedown and it will remain dormant until activated. Once a summon or clone is made by the enemy this card will release a series of kanji underground until it reaches the entity in question before it releases a short range seal similar to that of "(Fūin Fuda ) – Sealing Tag". This seal will immediately seal the entity into itself for the rest of the battle.


Nightmare Troubadour: Magnum Shield
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Spell Card: The user will throw this card at an already made Monster Card or throw it together with a monster card. Once it makes contact with the monster card barrier, it will add onto it a barrier type fuuinjutsu seal. This shield allows the barrier to defend against an attack 1 rank higher than it normally would, but vanishes once it is used once

Additional effects and Restrictions:
this CFS is regarded as falling under the fuuin field
To learn, the student in question must pass either a knowledge test or beat a person of the creator's choosing in a 2 out of 3 card game or any game he chooses
While the Monster Card barriers are self sustained in terms of chakra, they still require a mental command from the user (such as with the great stone golem) as they are not sentient. They are still simply weapons with barriers around them.
Must have mastered basic fuuinjutsu
Users can throw the cards this uses as if they were kunai
Must be taught by USA Scaze

P a t e n t C e r t i f i c a t e

USA Scaze, our loyal member, gave on 2017, a request for a Patent on the Custom Fighting Style Duel Monsters (Dyueru Monsutāzu). I, Vex of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Duel Monsters (Dyueru Monsutāzu)
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Copyright 2017, USA Scaze, NarutoBase.net

(Dyueru Monsutāzu: Oreikarukosu no Kekkai) Duel Monsters: The Seal of Orichalcos
Type:Supplementary
Rank: S
Range:Short-Mid
Chakra:40 (-10 per turn)
Damage:N/A
Description: Field Spell; When the user (or an object attached to the user directly under his control) touches this card, a blue shaded barrier with intricate patterns within a large circle will expand from him outwards, taking the same amount of time it takes to throw a kunai to do so. The lines running between the circle are actually chains of of kanji bearing the word "Strengthen" repeated over and over again. Said lines are made of a molded and pure form of chakra and doesn't interact with physical objects, therefore they do not trip up or form any sort of hazard for the opponent. These seals do exactly as they say and unseal "strength" into the users Duel Monster techniques stated and strengthen all Duel Monsters techniques, increasing all of their effectiveness by 1 rank by unsealing stored chakra into the technique(+10). In some cases, rather than their effectiveness being improved by 1 rank they receive a modifier to their own existing effects. In these cases the effect will be outlined in the technique. Simply being a field spell and doing no real effect by itself, this technique is able to be used alongside another technique in the same timeframe, as long as it is a Duel Monster technique. When under the influence of this technique, the user gains a smaller glowing inscription of this technique on his forehead
-Lasts 3 turns
-Once ended, can't be used for 4 turns
-Can only be used twice
(Dyueru Monsutāzu :Kaizā Koroshiamu) Duel Monsters: Kaiser Colliseum
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (activate, then 10 chakra for the next 4 turns)
Damage: N/A
Description: Magic Card: This card may only be activated when the user has at least 1 Summon/entity/nonhuman Ally/creation/clone on the field. By revealing this card, the user will activate this cards effect which will cause it to draw chakra from the user to fuel itself. Due to this A barrier will erect itself in the same time it takes to throw a kunai That surrounds an area of up to long range meters in all direction from it's targeted area within short range of the user. This seal will cast a seal similar to the chakra draining seal, that will drain the chakra, prevent the use of chakra or it's manipulation in any way (though it may still receive/draw in chakra) and completely paralyze any Summon/entity/nonhuman Ally/creation/clone that any opponents in the range of the barrier create when they attempt to bring such a thing to the field so that it would outnumber those that the user has. This only works on such things up to A Rank. This barrier lasts 4 turns and can be used twice per battle with a 2 turn cool down in between. This barrier will also affect such entities that are already present on the field, so long as they were made/brought to the field the turn before, or if the user activates this in the first turn of battle. This effect works via the quantity of such entities created, therefore if the user has one summon on the field, and the opponent creates 2 golems with 1 technique, only 1 golem will be sealed. The barrier can be destroyed by A-rank and above techniques. The barrier takes the form of an arena with a glowing orange floor that spans the area, with blue walls surrounding the perimeter with spikes pointing outwards all around.

( Dyueru Monsutāzu | Hyōkekkai no Ryū Torishūra) - Duel Monsters: Trishula, Dragon of the Ice Barrier
Rank: S
Type: Attack/Supplementary/Defense
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: When the user activates this card it drains him of chakra to fuel it. This chakra absorbed activates the script on the card which releases a barrier in the form of a large 3 headed dragon that spans mid range in size. Once per turn at the cost of a move slot the dragon may release from its mouth a beam of condensed and molded chakra that works as a conduit for its sealing ability. As the beam of chakra (up to 10 meters in area in terms of size) makes contact with its target, the sealing effect activates. This seal will drain away any infusion of chakra from an opponent or technique that it makes contact with (up to S rank), and deal 80 damage to any target that it hits.This ability may be used every other turn up to 3 times per battle. This ability may be used in the same timeframe as another technique by the user, though it will always cost a turn. In this case an infusion of chakra is any sort of chakra that has entered/been bestowed onto the the opponent from an outside source. An outside source here means any source other than the opponent themselves. For techniques it is any additional amount of chakra that has been bestowed onto it before, during, or after creation. Trishula is capable of flight and may physically attack an opponent once per turn at the cost of a moveslot. Trishula may be summoned twice per battle with a 3 turn cooldown and lasts 3 turns. If Seal of Orichalchos is on the field the user may choose to instead take the effect of having it and its effects being unable to be affected by any sealing based abilities.

(Dyueru Monsutāzu: Mirā Fōsu - ) Duel Monsters: Mirror Force
Type: Supplementary/Defensive
Rank: A
Range:Short (Explosion is long)
Chakra: 30
Damage: (equivalent to Rank of absorbed technique)
Description: Trap Card: When the user touches this card, a white barrier encompasses the entirety of the short range around the user. This barrier known as Mirror Force, seals incoming techniques within its walls similar to Uchiha's return and then releases the attack in an outward explosion back towards the opponent. Due to the nature of this technique, the outward explosion would be equivalent in rank to the absorbed technique. After the technique is reflected back at the opponent, the barrier dissipates quickly. Mirror Force absorbed and reflect techniques up to and including S ranks. Note: Mirror Force can only be used three times per battle with a three turn cool down in between usages.

( Dyueru Monsutāzu | Majikku Jamā) - Duel Monsters: Magic Jammer
Rank: S
Type: Supplementary/Defense
Range: Short-Mid
Chakra: 40 (-15 per turn while dormant)
Damage: N/A
Description: The user activates this trap card, and it will briefly flash a bright blue light forming a sealing script spanning mid range from the user, up to 15 meters. From then on, the card will constantly drain 15 chakra per turn to remain set. This barrier travels alongside the card and while invisible to the naked eye is visible to chakra sensors. The script is dormant and made of chakra, and therefore may only be interacted with by energy based techniques. Due to the chakra drain from the card constantly draining the user's chakra to maintain itself, this barrier will always be reformed unless the hit by an F rank technique. This seal (S Rank) will be activated when anyone within the field uses genjutsu. When genjutsu is used within this script a cloud of smoke will be ejected from within and around the seal at speeds that of the average Jounin, afflicting all within the field with similar effects as (Genjutsu Fūin ) - Illusion Skill Seal , negating the use of that genjutsu (if the opponent fails to avoid the cloud) due to removing both the user and opponents ability to cast, control, or maintain it as their skill for it has been sealed away. If the Seal of Orichalcos is on the field this seal gains the ability to seal the user and opponents ability to cast, control, or maintain genjutsu as well as Yamanaka, Yin, and other spiritual abilities and will be activated upon the use of such techniques. By escaping/avoiding the 'cloud', the opponent regains/retains usage of his genjutsu/Yin (if applicable) skill(s). The trap may drain the user's chakra and remain dormant as long as they wish to pay the chakra. The sealing ability lasts 4 turns. The user can use this card 2 times per battle with a 3 turn cooldown in between.

(Fuinjutsu/Dyueru Monsutāzu :Burakku Majishan) Sealing Arts/Duel Monsters: Dark Magician
Type: Offensive/Supplementary
Rank:S
Range:Short-Long
Chakra:40
Damage:80
Description: Monster Card: The activation of this card forms seal on the user's body in additon to a barrier in the shape of a 2.5 meter tall human man bearing spiked full body armor over a cloak with sealing tags and kanji covering it, as well a staff. The staff glows when summoned and passively releases a barrier that it serves as a conduit to in order to bring the battlefield under the Dark Magician's control and remains on the field so long as he does. This barrier will automatically detect the strength and react to any effect that would destabilize or change reality (in this case actions such as the use and manipulation of Space/Time techniques, removal/addition/transportation of anything from this plane of existence [this doesn't affect the summoning of familiars/entities based on chakra from either user] or otherwise actions that warp reality itself) that are activated within it. When this occurs the staff will glow and will sap chakra from the user's main pool of chakra in a method similar to "Medical Sealing Technique: Chakra Link". Like this seal, this effect will seek to create a chakra equilibrium and will release chakra within it at the source/location of the disruption equal to the amount chakra used to create it, and thus will cancel out the disruption as well as it's effects by doing so, even going so far as to negate the chakra used within/around/by seals to stop such disruptions used in this way as well. In the case of reverse summoning attempts, the chakra is released within the barrier as a whole in order to block anyone from leaving from inside of it. Of course this only works on techniques up to this card's rank as well as rankless techniques. It should be noted that this effect does not discriminate, and also affects the user and any techniques they may use to achieve such an effect. The usage of this ability to cancel out the above described techniques costs a move slot.

With a disdain for those that violate the laws of reality and nature, Dark Magician may twirl his staff and form purple glowing sealing circle(s) (like the one found behind him in the spoiler) behind him. This circle seemingly sinks into the ground, returning beneath the target(s) and is able to seal Undead and forbidden Entities, dragging them within the seal. This may affect entities such as that made possible via Kinjutsu as well as clones made via Kinjutsu. This technique may only affect the target types named above and may affect targets up to F Rank. This effect may be used once per turn, with a 2 turn cooldown in between usages up to twice per battle. Each sealing effect may effect a single usage of a technique, therefore if 3 undead entities are created via the usage of 1 S rank technique, this effect will seal all 3 entities. This effect also takes up a move slot and may not affect the opponent themselves.

Dark Magicians final ability may be used once per summoning and costs a moveslot and may only be used if the Seal of Orichachos is on the field. By slamming his staff on the ground he may erect a barrier around a target similar to "Sealing Technique: Three Directions Seal". This barrier forms in the shape of a pyramid, and possesses a diameter of 15m from corner to corner. Once created, it quickly implodes, collapsing in on itself dealing damage to the opponent equivalent to an (S rank) Jutsu, and has the added benefit of drawing them to the center of the pyramid, due to the aforementioned collapsing of the barrier.

Note: Must have Advanced Fuin in order to use Dark Magician's staff effect to seal away entities
Note: Dark Magician lasts for a total of 4 turns and may be used twice per battle with a 2 turn cooldown between usages
Note: The Dark Magician may use one of its abilities upon creation at the cost of an additional moveslot


Sound Propulsion | Oto Suishin
Type: NinGenTaijutsu
Background:
Upon overusing the sound element and becoming too accustomed to it, Barney decided to come up with something new and more unique than what the actual element offered him. Being also well known as a genjutsu user, Barney figured that he could try and incorporate the ability into his new style that he called Oto Suishin. Oto Suishin revolves around using high pressure soundwaves in order to propulse oneself and to increase momentum. After a certain amount of trying and combining different movements and techniques, the fighting style finally started looking like something. Barney could execute swift and easy moves in the most unpredictable ways by simply ejecting high pressure soundwaves out of his tenketsu. This was an obvious breath taker but Barney wasn't satisfied. Something was missing in his mind and he wanted to push it further. This led him to using the ejected high pressure soundwaves as mediums for inducing genjutsu. Just a glance of an unaware opponent and Barney would burst forth leaving a silhouette behind him, tricking his opponent into different realities. This was the moment when Barney was finally happy with his product and felt it was worthy of being shown publicly.

Description on the Abilities and Inner Workings of the Style:
Sound is a mechanical wave that results from the back and forth vibration of the particles of the medium through which the sound wave is moving. Since a sound wave consists of a repeating pattern of high-pressure and low-pressure regions moving through a medium, it is sometimes referred to as a pressure wave. The main indicator of the pressure which a soundwave produces is the frequency, meaning that higher frequencies will produce more pressure when expelled. Using this theorem it is safe to assume that a very high frequency soundwave will be able to produce a sufficient amount of pressure to increase or reduce momentum, depending on the existent trajectory of the moving limb/body part and the direction in which the soundwave is expelled.As already mentioned, Sound Propulsion revolves around using those very soundwaves to increase or reduce ones own momentum which can also be referred to as propulsion. What the soundwaves allow the user is very unpredictable movement by creating momentum out of, apparently, nothing. Of course it's not actually nothing but rather the users own chakra that initiates the soundwave. This allows the user to perform quick lunges, position shifts, stronger punches with increased momentum and even increased mid-air maneuverability. The soundwaves can be expelled from any tenketsu of his body, in any desired direction, giving the user the ability to fine tune his actions and movements and to easily fight his opponents. Using the same principle behind increasing momentum, the user can decrease it to slow down his movement and to even stop it completely. This allows him to even slow down opponents strikes in very limited situations, mostly before imminent collision, to the point where they can be intercepted and exploited.An example scenario for increasing momentum to show how exactly I see it working. I would charge at my opponent and prepare to punch him with my hand. When I'm close enough I would expel the soundwave out of my elbow, in the opposite direction of where I want my arm to go. Assuming that my shoulder is the center of rotation and the fixation point, once the soundwave is ejected in the opposite direction of my intended movement then my hand would burst forward with increased momentum resulting in a stronger as well as unpredictable punch.

In case I want to slow down my momentum I would follow the same principle but by expelling the soundwave from my fist instead of my elbow. This would result in slowing down my already existing momentum and stopping my hand from moving forward. There is also a useful application of the built up pressure. Although not solid it can be felt and present itself as an obstacle. This application would also be used in order to slow an opponents punch if we were to, for example, simultaneously punch our fists. As our fists are about to collide I would expel the soundwave from my fist and create a "cushion" of high pressure that would slow both our movements; mine because of the previously mentioned reasons and the opponents because the high pressure buildup would present itself as an obstacle for the opponent, thus requiring more force to break through it. This could essentially be used to stop the opponents movement and then for example use the other hand or other means to exploit that advantage.


Now that the very basic workings of the style are explained we can touch the genjutsu ability. Basically, once the soundwave is expelled, it leaves behind a transparent but still visible trace. Since this soundwave is fueled with the users chakra he would use the remains of it to create very basic visual illusions. They would be very simple and used only for tricking the opponents eyesight without impairing any of his abilities to continue the battle. Stronger and experienced opponents wouldn't have problems with the illusions because it is quite easy to distinguish them and to see the clear image of the whole situation.

An example of both the propulsion an genjutsu ability in use. I would charge at my opponent with the intention to kick him with my foot. Once in range I would expel the soundwave from my foot, thus propelling my leg into my opponent with increased momentum. As my leg moves from its previous position it leaves a trace of the soundwave and as the opponent sees it the illusion activates, using the remains of the expelled chakra to disturb his chakra flow. What he opponent would see it the users body and its movement while he would also see a "fake" limb left behind, making it seem as if the users leg moved in a blur.

Depending on the techniques and complexity of the movements, the genjutsu ability won't always be possible, thus the user can compromise between raw and strong propulsions with the genjutsu ability and fine tuned movements without the ability of casting the genjutsu.

Example Techniques:

Oto Suishin: Suishin | Sound Propulsion: Propulsion
Type: Supplementary
Rank: C rank
Range: Short
Chakra: 15
Damage: N/A
Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. By ejecting the soundwaves from multiple tenketsu, the user would have the ability to fine tune his movements as well as trajectory.

Oto Suishin: Kusshon | Sound Propulsion: Cushion
Type: Supplementary
Rank: C rank
Range: Short
Chakra: 15
Damage: N/A
Description: Ejecting sound from one of his tenketsu allows the user to create a high pressure soundwave cushion that can stop and slow down enemy movement, specifically punches and kicks. Due to the high pressure the opponent would need more force to execute his movements thus he risks to be caught in a disadvantageous position.

Additional effects and Restrictions:
A master of Sound Propulsion will have slightly increased reflexes due to the body being accustomed to the momentary propulsions and position shifts, which is achieved through extensive training and specialization. He will also have greater general perception because a wrongly executed propulsion could cost him his life. He is of a calm and composed demeanor and always with his guard held up. He is always observing the situations and calculating his propulsions for the best possible outcome. Other than that, unpredictability of his movements when using Sound Propulsion is one of the key features.

Regular eyes (non-dojutsu) would have slight difficulty distinguishing the user and his limbs from the illusionary ones created by the expelled soundwaves. Dojutsu users (sharingan, byakugan, rinnegan) as well as highly skilled taijutsu users (Taijutsu masters, EIG masters) wouldn't have problems distinguishing the real user and his movements and intentions because of their expertise in martial arts and close quarter combat. Taijutsu specialists will also be able to effectively counter the movements, albeit with somewhat slightly higher difficulty.

To be able to learn Sound Propulsion, one has to complete Sound, Genjutsu and Taijutsu training as well as be of Kage rank. Training is performed exclusively by McRazor.
Oto Suishin: Suishin | Sound Propulsion: Propulsion
Type: Supplementary
Rank: C rank
Range: Short
Chakra: 15
Damage: N/A
Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. By ejecting the soundwaves from multiple tenketsu, the user would have the ability to fine tune his movements as well as trajectory. The user can perform an infinite (technically 361 because that's the number of tenketsu a body possesses) amount of simultaneous propulsions from his tenketsu in order to execute a specific movement while he can only perform two concurrent movements in a short duration of time. These propulsions are delicate, used for fine tuned movements thus why they do not support genjutsu induction.
Note: Can only be used 4 times per battle
Note: Can only be used by Sound Propulsion students

Oto Suishin: Suishin no Sakkaku | Sound Propulsion: Illusion of Propulsion
Type: Supplementary
Rank: B rank
Range: Short
Chakra: 20
Damage: N/A
Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. This technique is based on raw and powerful propulsions that leave behind great amounts of chakra which is used for genjutsu induction. These propulsions increase the momentum behind the users kicks and punches by a great margin. A propulsion of this type, seen from the opponents perspective would seem as if the users limb or even his whole body burst forth leaving silhouettes behind him. This happens due to the residue chakra from the propulsions being used to induce low rank visual illusions. Their main purpose is to confuse the opponent and to distract him, though a ninja who is a taijutsu master or doujutsu wielder will be able to accurately track the user.
Note: Can only be used 3 times per battle
Note: Can only be used by Sound Propulsion students

Oto Suishin: Hanpatsu-ryoku | Sound Propulsion: Repulsion
Type: Defensive/Supplementary
Rank: B rank
Range: Short
Chakra: 20
Damage: N/A
Description: Following the principle of ejecting the high pressure soundwaves from his body, the user can use them to slow down his own movement as well as prevent and slow down an opponents strike. By ejecting the soundwaves from his fist, for example, while moving it towards the opponent the user can slow down and stop the movement of his hand. Depending on the situation on the battlefield this can come as a very useful technique for situations when something doesn't go as planned and allows the user to assert the situation and act accordingly. This technique is aimed to be used for close quarters combat and it is aimed to be used against opponent's physical attacks, including those with various weapons. However, the user can also use this technique to stop weapons that the opponent throws as projectiles (kunai, shuriken, etc.) from inflicting wounds but it has to follow logic, i.e the user has to expel the soundwaves from his torso if he wants to create the cushion and stop kunai or shuriken aimed at it. Same goes for limbs and other body parts. Following this principle, the user can also slow down and stop an opponents strike by ejecting the high pressure soundwaves which present themselves as an obstacle in this situation. Due to the high pressure buildup that acts as a cushion the opponent would need more force to overcome and overpower it. This application is, as already explained, very useful in hand to hand combat because it gives the user the chance to exploit the situation, e.g. suddenly stopping his opponent's punch, and quickly change his tactics as he sees fit, e.g. grabbing the opponent's arm and proceeding to punch him in the stomach, etc. This technique follows the elemental interactions of the sound element, meaning that elemental attacks strong to sound would easily overcome the cushion even at the same rank. Obviously, elemental attacks weak to sound, at the same rank, would need to double the effort to overcome the cushion. Regular taijutsu and kenjutsu are considered neutral to sound in this regard and to overcome the cushion, they would just need to be one rank stronger. As usual for close quarters combat, reaction speed is very important and if the user can't react to an attack, it means that he can't create the cushion in time to protect himself. Slower enemies would be at a greater disadvantage.
Note: Can only be used 4 times per battle
Note: Can only be used by Sound Propulsion students

Oto Suishin: Yugan Rojikku | Sound Propulsion: Awry Logic
Type: Offensive/Defensive/Supplementary
Rank: B rank
Range: Short
Chakra: 20
Damage: 40
Description: Awry Logic follows the basic principles of Sound Propulsion. It has the task to propulse the users limbs or body in a specified direction upon use. However, it also capitalizes on its secondary ability, to induce illusions. Instead of simply leaving a trail behind a successful propulsion, this illusion is a bit advanced. Once the propulsion is performed and the target is captured within the illusion, he would see the propulsion go in the opposite direction, giving the user a perfect opportunity to finish off the opponent with ease. The purpose of the inverted propulsion is to confuse the opponent and it lasts until the actual propulsion is finished. This means that upon finishing the propulsion, the illusion would dissipate and the opponent would suddenly see the user on a different location adding even more to the confusion effect.
Note: Can only be used 3 times per battle with a one turn cooldown period in between usages
Note: Can only be used by Sound Propulsion students

Oto Suishin: Buki no nagare | Sound Propulsion: Weapon Flow
Type: Offensive/Supplementary
Rank: B rank
Range: Short (slash)/Long (throw)
Chakra: 20
Damage: 40 (+20 if supplementary)
Description: Following the basic principle behind sound propulsion, the user can improve the lethality of his weapons and other various ninja tools. For slashes with swords, the user can eject a pressure wave from his hand in the opposite direction of the slash in order to increase the speed, as well as potency of the slash. Likewise, when throwing kunai, shuriken or other various ninja tools, the user can drastically increase their speed by ejecting a high pressure sound wave from his hand in the opposite direction of the thrown object. This will increase the momentum behind the throw and propel the object through the air faster than regular or even chakra coated ninja tools. If used on its own in order to improve the effectiveness of free form movements, then this technique assumes damage values of a B rank technique. However, if used as a supplementary technique in order to increase the power of a regular kenjutsu or taijutsu technique, it adds +20 to its damage output.
Note: Can only be used by Sound Propulsion students

Oto Suishin: Suishin kurōn sakkaku | Sound Propulsion: Propulsion Clone Illusion
Type: Supplementary
Rank: B rank
Range: Short/Mid
Chakra: 20
Damage: N/A
Description: Using this technique and following the principles of sound propulsion, the user will perform a concentrated full body propulsion in order to launch himself at the opponent or out of harms way and he will use the residue chakra after the propulsion in order to place a genjutsu upon the opponent. As the user propulses his body, the opponent will see a clone of the users body appear. It will seems to him as the user charged at him so quickly that he managed to split his body in the process, leaving a perfect copy of himself behind. Furthermore, in the illusion the clone will charge at the opponent, mirror mimicking the users movements. This means that the clone will do the same movements as the user but with the opposite hand or leg, for example. Once the clone reaches the opponent it disappears leaving the opponent with the sore reality.
Note: Can only be used by Sound Propulsion students
Note: Can only be used 3 times per battle

Oto Suishin: Uso o tsuku buki | Sound Propulsion: Deceitful Weaponry
Type: Supplementary
Rank: B rank
Range: Short (slash) /Mid (throw)
Chakra: 20
Damage: N/A
Description: After using Sound Propulsion: Weapon Flow, the user can use the residue sound chakra from the highly pressurized sound wave in order to put a visual genjutsu on the opponent. Upon placing the opponent into the genjutsu, he would see the slash or throw as multiple slashes or a volley of thrown weapons. Basically, after performing a propulsed slash with a sword, the opponent would see it as if the user performed the slash at such a great speed that it leaves a blur behind, making it seem as if they are multiple simultaneous slashes. This is aimed at making it harder for the opponent to know which slash is the real one and which one to defend from. Same goes for thrown weapons and ninja tools, except that they appear as if they're thrown in a volley in order to cover a greater area. In reality, the user performed one action and can take advantage of the confused opponent. Due to the nature of Sound Propulsion and the innate working of genjutsu within the fighting style, it is very easy to place the genjutsu on the opponent, taking very little to virtually no time since the chakra is already there, expulsed from the users tenketsu.
Note: Can only be used by Sound Propulsion students
Note: Can only be used 3 times per battle.

Oto Suishin: Gōin'na | Sound Propulsion: Brute Force
Type: Offensive
Rank: S rank
Range: Short
Chakra: 40
Damage: 80
Description: With the sole purpose of brute forcing his limb trough his opponent, in order to incapacitate him and deal as much damage as possible, the user ejects a high pressure soundwave out of his body. The attack follows the custom fighting styles principles in order to propulse a limb forward. The only difference between this technique and any regular strong fist technique is the fact that the punch never actually connects. Virtually, just before hitting the opponent, the user ejects a soundwave from his limb in order to stop that limbs movement, similar to the Repulsion technique, but instead, the ejected soundwave hits the opponent causing massive internal damage. The high frequency due to the vibration of the air particles, tears its way through the skin tissue of the opponent and does great damage to the opponents flesh all the way to the bone. Once it hits the bone, it resonates within it and the resonation spreads through the whole skeleton thanks to the joints holding the skeleton together, causing agonyzing pain.
Note: Can only be used by Sound Propulsion students
Note: Can't use S rank Sound Propulsion or Sound Release techniques in the same and next turn
Note: Can only be used 2 times per battle

Oto Suishin: Kiken'na bachi | Sound Propulsion: Risky Repellence
Type: Deffensive
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: Using this technique, the user can release a 360° omnidirectional burst of highly pressurized sound waves from his body in order to stop and repel projectiles and weapons thrown or swung at the user. This technique is a bit different than most of the Sound Propulsion techniques because it isn't focused in a specific direction in order to provoke movement, thus why the user isn't propulsed in any direction either. This is possible because the burst is omnidirectional, meaning that it pushes at the users body from all sides simultaneously, leaving him at the same place, unharmed. However, the highly pressurized sound waves used would be able to repel aforementioned techniques used against the user because they're based on the principles of the Repulsion technique. Logically, since the highly pressurized sound waves are made of sound chakra, they would follow the strengths and weaknesses for sound release. Timing of this technique is of utmost importance in order to execute it properly. If the user performs the technique too early then the pressurized sound waves would form a shield-like construct around the user and simply stop the incoming technique, but if they were timed to collide with the incoming technique at its zenith, it would be able to repel the technique backwards at the opponent due to its momentum. This works only for projectile techniques, taijutsu and kenjutsu techniques as well as free form variations of the latter two. The zenith of the high pressure sound wave is at half of short range from the users body. Due to the nature of the technique, it's impeccable need for timing and the fact that it doesn't produce destructive soundwaves, this technique can't be used to harm the opponent directly if he comes into range of the technique, and can only be used to forcefully push him back. The defense lasts for a turn, after which the soundwaves dissipate. This technique is used as a last resort defense, when everything else fails.
Note: Can only be used by Sound Propulsion students
Note: Can't use S rank Sound Propulsion or Sound Release techniques in the same and next turn
Note: Can only be used 2 times per battle
Note: Need to wait at least one turn before using again

Oto Suishin: Sekushīna gurō | Sound Propulsion: Sexy Taunt
Type: Supplementary/Defensive
Rank: C rank
Range: Short
Chakra: 15
Damage: N/A
Description: A unique technique that bases its principles on Sexy Jutsu and Hiding in cloth technique, entwined with the effects and workings of the Sound Propulsion style. Following the basic principles of the style, the user will propulse his body in a desired direction, in order to charge at the opponent or to avoid an imminent thread. As he does so, he will use the residue chakra in order to place an illusion on the opponent. Within the illusion, the opponent will see the user propulse himself while simultaneously turning into a beautiful naked female, with perky attributes and a lovable smile. On the other hand, the users originals clothes will be left levitating in their original position. As the naked beauty taunts the opponent by sending him kisses and flashing her attributes, the clothes will start attacking the opponent. In reality, the user simply moved from his original position and is using the advantage of the confused opponent in order to strike.


Sentouryuu - Infinite Sword Style
Type:
Ninkenjutsu
Background:

Killer B had always imagined a way he could use more then Seven Swords at a single time. Having developed the sword style by carefully observing other swordsman masters and their fighting style, later incorporating some aspects of their sword styles into the Infinite Sword Style. Many of his peers and clansmen find the Infinite Sword Style rather unorthodox, but due to Killer B’s unpredictable and odd nature, this type of fighting style rather suits him perfectly.

Description on the Abilities and Inner Workings of the Style:

This particular fighting style involves using many blades as possible rather than relying on a single good quality blade. This gives the practitioner an advantage and allows them to overwhelm their opponents with the large number of swords. These swords are scattered across the battlefield, making it so there is always a sword within the user's grasp. While using this style, practitioners use a variety of moves that make use of either a single blade or multiple blades at the same time. Using refined chakra control, this allows practitioners to implement a variety of techniques.


Because the blades are scattered across the battlefield, the user always has a blade, or multiple blades on hand ready for use. Due to the flexibility of the sword style, users can use the blades for various purposes beyond the conventional melee attacking, including use as projectiles, defenses, paths to walk on, increasing speed, pins to hinder the opponent’s movements, and also to attack the enemy multiple times simultaneously. Using this type of sword style is not as easy as it sounds, as one much have a natural gift for the arts of swordsmanship, including a better understanding of the various swords styles that exists.

Before or during a battle, the user will preform a special technique called Summoning Technique: Thousand Blades, to summon the swords into the battlefield. The swords are scattered across the battlefield in nearly every spot one can see. However, these blades are only able to be wielded by the user or someone who has learned the style. Since there are swords everywhere the user will always have access to a sword as this kenjutsu style allows for use of many kenjutsu styles in conjunction with the techniques only possible with this style.

Example Techniques:

Infinite Sword Style - Addition
Rank:
A
Type: Attack
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Immediately following the connection of a robust swing with the intended opponent, the user releases the used blade and before the enemy can recover from the momentary stun inflicted by the previous blow, he attacks once again utilising one of the swords in the immediate vicinity. This process is then repeated a further eleven times in quick succession, from various angles and positions around the victim, ultimately leaving a total of twelve swords attached to their body. The extent of the injuries caused as a result of this technique, vary from minor to fatal, dependent entirely on how much the user desires to exact upon the target. However, regardless of the amount of damage inflicted, it can be doubled through the subsequent use of the Multiplication technique.

Infinite Sword Style - Multiplication
Rank:
S
Type: Attack/Supplementary
Range: Short
Chakra: 40
Damage: (doubles damage points of Addition)
Description: Immediately following the use of Addition, whilst all twelve swords still remain momentarily attached to the opponent, the user proceeds to strike the entirety of the surrounding blades again in quick succession, with the final devastating blow dislodging the weapons so that they land in a circular formation around the target. This results in doubling the damage that was already previously inflicted on the victim, as each of the twelve swords slices into their flesh once again. As the total twenty-four strikes are received within such an incredibly short period, little to no opportunity exists for the enemy to mount a counter attack.
(Usable Twice)

Infinite Sword Style - Three Paths Shot
Rank:
B
Type: Attack/Supplementary
Range: Short- Long
Chakra: 20
Damage: 40
Description: After taking hold of three swords and leaping into the air, the user throws them simultaneously with tremendous force, using both of his hands. Even if the blades miss their intended target, as each stands perpendicular to the ground along a single line, they can then be used as an improvised path that he can traverse to approach the enemy, whilst retrieving another sword in the process.

Additional effects and Restrictions:

-Must have mastered Kenjutsu
-Must have mastered Taijutsu
-Must have completed Basic NB Taijutsu
Sentouryuu ǂ Tōga - (Infinite Sword Style ǂ Sword Fang)
Rank: B
Type: Attack/Supplementary/Defense
Range: Short
Chakra: 20
Damage: 40
Description: The practitioner begins by taking three nearby swords and infusing chakra into the blades before dropping them inside the opponent's guard standing parallel to one another. This effectively cuts off the opponent's movement and make this attack nearly impossible to avoid without the opponent first releasing their weapon. The user will then strike all three swords with a powerful swing near their sunken tips, causing the entirety to slash upwards in a violent slash reminiscent of a fang.

Sentouryuu ǂ Sandōuchi - Infinite Sword Style ǂ Three-Shot Path
Rank: B
Type: Attack/Defense/Supplementary
Range: Short-Mid
Chakra: N/A
Damage: 40
Description: After taking hold of three swords and leaping into the air, the user throws them simultaneously with tremendous force, using both of his hands. Even if the blades miss their intended target, as each stands perpendicular to the ground along a single line, they can then be used as an improvised path that he can traverse to approach the enemy, whilst retrieving another sword in the process. It's also possible to throw another blade so that it collided with the others, sending the entirety hurtling towards the opponent.

Sentoryuu| Mugen Ittōryū - Infinite Sword Style | Infinite Sword Attack
Type:Supplementary/Attack
Rank:A
Range: Short-Long
Chakra:30
Damage: 60
Description: The initializing technique for practitioners of the Infinite Sword Style, this technique varies among the practitioners of the style. Each user carries a special case of that contains a countless number of katanas in a storage unit on the back of the hips. Every katana within this storage unit is tied to the user by his chakra. Depending on the needs, the user can spread any number of swords among the battlefield or can offensively launch these swords at the opponent using their chakra to have them home in on the opponent. Once on the battlefield the blades will only move if the user chooses and each sword is also placed in such a way that the user always has access to a sword. Those who attempt to touch any of the blades are instantly sensed by the user. These blades however are not indestructible as the user sacrifices the quality of the blade for the sheer quantity they bring into battle with them. However, when the blades are directly being used in the various techniques for the fighting style they are strengthened by the user's chakra so the blades do not break in normal circumstances or direct confrontation allowing them to be used for defensive purposes.

Sentouryuu ǂ Tenka - (Infinite Sword Style ǂ Addition)
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:Immediately following the connection of a robust swing with the intended opponent, the user releases the used blade and before the enemy can recover from the momentary stun inflicted by the previous blow, he attacks once again utilizing one of the swords in the immediate vicinity. This process is then repeated a further eleven times in quick succession, from various angles and positions around the victim, ultimately leaving a total of twelve swords attached to their body. The extent of the injuries caused as a result of this technique, vary from minor to fatal, dependent entirely on how much the user desires to exact upon the target. However, regardless of the amount of damage inflicted, it can be increased through the subsequent use of the Multiplication technique.
Note:
Usable three times per battle.


Sentouryuu ǂ Jōzan - (Infinite Sword Style ǂ Multiplication)
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: N/A
Damage: +20 to Addition
Description: Immediately following the use of Addition, whilst all twelve swords still remain momentarily attached to the opponent, the user proceeds to strike the entirety of the surrounding blades again in quick succession, with the final devastating blow dislodging the weapons so that they land in a circular formation around the target. This results increasing the rank of the technique by one and causes 20 extra damage to be inflicted on the victim, as each of the twelve swords slices into their flesh once again. This can happen all within the same time frame as the total twenty-four strikes are received within such an incredibly short period, little to no opportunity exists for the enemy to mount a counter attack.
Note:
Usable two times per battle.

Sentouryuu ǂ Suichoku no Narabi - Infinite Sword Style ǂ Vertical Line
Rank: A
Type: Attack
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user slashes the ground causing three nearby blades to rise up in front of them. Whilst all three swords remain momentarily suspended in the air, the user proceeds to hit the entirety in quick succession with the blade of the sword he is currently holding. Each sword is struck separately and in such a manner that they are launched directly towards the target along a linear trajectory, with a tremendous amount of force, meaning they act instead like long projectiles. The swords are are imbued with chakra during the launch and move with such force they can easily pierce through A-rank and lower techniques. As the user's held sword makes contact with each individual blade, he announces aloud the number of the strike, as follows: "One Sword" (一本, ippon), "Two Swords" (二本, Nihon), "Three Swords" (三本, Sanhon). If this technique is used as a follow up to Infinite Sword Style ǂ Sword Fang, the rank of this technique increase by one and gains +20 damage and can pierce through S-rank techniques.
Note:
Usable three times, S rank version only usable twice.
Although this technique can pierce through jutsu, it doesn't neutralize them in anyway.

Sentouryuu ǂ Konranshita Narabu - Infinite Sword Style ǂ Jumbled Lineup
Rank: S
Type: Supplementary/Defense
Range: Short
Chakra: 40
Damage: +20 to Kenjutsu
Description: This technique begins with the user revolving his body around a single point. The user swings his currently held sword in a circular motion, causing all of the blades in the immediate vicinity to be propelled upwards. By then utilizing the collisions between the swords to keep them aloft, he is able to ensure that he is continually surrounded by a large quantity of blades regardless of his subsequent movements, whilst integrating even more into the technique as and when necessary. By then adding chakra to the blades, they can increase the overall potency of their strikes as well. Due to the close proximity and number of the involved swords, the user can unleash the full potential of his expert swordsmanship to then bombard the enemy with an unrelenting stream of attacks from all directions. The versatility of this technique is unsurpassed, as it combines both a powerful defence and a comprehensive offense, yet still retains the capability to effortlessly switch between the two. This occurs due to the user being able to execute his other attacks more easily, without the prior need to gather and/or position the swords, whilst making it increasingly difficult for an opponent to engage him directly because of the presence of the adjacent blades.
Note:
Usable two times per battle.
Last three turns per use.
 
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Alyx

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Sound Release

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Sound Release


(Ototon: Maesutoroteiruzuobu) Sound Release: Tales of the Maestro
Type: Offensive
Rank: B-Rank
Range: Short -Long
Chakra: 20
Damage: 40
Description: Through the kneading of chakra into the user’s weapon or hand, they will vibrate it with their chakra. By waving their hand around, the user gives form to up to five compressed destructive sound waves in the form of musical notes. They will then thrust their forward, causing the notes to be released at the enemy, which upon contact causes a short range explosion of one meter, destroying anything near the point of impact. Can only be used four times per battle.

31. (Ototon: Ongaku no Kodou ) Sound Release: Heartbeat of Music
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 ( - 5 per turn)
Damage: N/A
Description: Heartbeat of Music is a unique sound sensing technique, which works relatively close to it's parent technique Sound Release: Inner Sonar Skill revolving releasing sound waves into the surrounding area(aka using inaudible sound that is passively emitted from the user and bouncing off of objects.) but also on a psychological state of synesthesia; though Chromesthesia to be more precise. Chromesthesia or or sound-to-color synesthesia is a type of synesthesia in which heard sounds automatically and involuntarily evoke an experience of color. What this technique does is through the use of Sound Release, the user will knead a certain amount of chakra into their body in order to produce a frequency that replicates the effects mentioned above. The frequency will travel from the ears and into the brain - allowing certain sounds when heard to “illuminate” as certain color, allowing the user a unique form of sensory such as when rushing water is heard it will appear as a bright blue coloration towards the user, or the crackling sound of flames will appear as fiery red color or the voices of certain people etc though this isn’t always true. There are times when certain people with this condition will see the color differently from others, though this is merely cosmetic in terms of the actual technique though it will help the user identify the elemental nature of techniques based on their coloration - allowing for some cosmetic usage between each user. Though certain objects might remain silent in nature, the rebounding sound waves will still "locate" the object of interaction and will be seen as dull grey coloration instead. It should also be noted that despite the visual and auditory phenomenon, it does not hinder the user's perception of their surroundings etc whatsoever. This technique lasts the same duration of Inner Sonar Skill (6 turns max) though it can be deactivated at any given time.

(Ototon: Kakki ni Michita Ken) - Sound Release: Vibrant Fist
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: This technique begins with the user attacking the enemy with a punch or a slap towards either side of the enemies head. The moment that his his hand connects with the enemies body, inaudible sound waves will be released, from the hand, towards the user’s skull. These sound waves will travel through the canals in the ears heading towards the Semicircular Canals which controls the balance of the body is very important for taijutsu techniques and perceiving the location of the individual properly. The soundwaves will damage this organ, so that the enemies body movements will not match with what the other senses tell the body to do. They in short can’t make out the correct location so that the hits that the enemy intends to land, won’t connect.
Notes:
- Can only be used three times per-match.
- Lasts for six turns.
- Must wait three turns to reuse.
- Can only be taught by Nathan.

(Ototon: Sensō no chōritsu) - Sound Release: Rhythm of War
Type: Supplementary
Rank: A-rank
Range: Short (Self)
Chakra: 30
Damage: N/A (+10 to taijutsu) (+10 to sound)
Description: A spin on sound that is meant to be beneficial to the target, this innovative technique developed by Nathan. It uses sound to alter the targets' brainwaves in order to increase their physical proficiency. The user produces a low sonorous sound, this sound isn't used on anyone but rather used on the user themselves. Once under the influence of the sound the user will begin to feel their blood "boiling with anticipation", their body will seem lighter and more supple, and they will have enhanced physical prowess due to the brainwaves altered by the sound. This also gives the user increased damage to their sound based techniques, as the user is already in a state surrounded by sound, thus they only need to further shape manipulate the sound. The sound is able to persist only as long as the sound is present which requires the user to constantly manipulate and duplicate the soundwaves which affect the the user. The only downside to this technique is that is the user choices to channel any other chakra based techniques, excluding sound & the elements that make up sound, thus lightning and wind, this technique will cease. The way the user uses the sound waves on themselves is by releasing tiny amounts of sound chakra all throughout their body a method also know as "whole body vibration" but just distributed at a much higher frequency.
Notes:
- The technique lasts three turns.
- Can only be used twice times per-match.
- Must wait one turn before reusing.
- No sound techniques for one turn after this ends.
- Whilst in this state, due to the humming this technique removes the need for handseals only for sound techniques.
- Can only use free-form, taijutsu (elemental taijutsu can be used if it falls under sound, lightning or wind), as well as sound, lighting and wind techniques that are A-rank & below while this is active.
- Can only be taught by Nathan.

(Ototon: Banshī no sensō Kurai) - Sound Release: Banshee's War Cry
Type: Offensive | Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user infuses any object capable of exploding, detonating, etc, or able to create an exploding sound with a coating of sound chakra. Objects coated by this technique gain a distinct sound that is easily heard. Once contact is made with another object (such as an opponent's technique, a landmark, etc) the infused object would explode like normal (unless it's an object that requires no physical contact to create an explosive sound, such as an explosive tag or smoke bomb). However, the infusion of sound amplifies the sound waves released in order to produce a screeching sound that can affect those who hear it. The effects created by the amplified sound waves vary by distance. If the target is within short range of an explosion they will experience deafness and moderate disorientation for two turns. If the target is within mid-range of the explosion they will experience deafness and have a mild headache for a single turn. If the target is long range from the explosion, there are no adverse effects. The user is capable of negating these adverse effects by coating his own ears within sound chakra. This will effect all targets within range of the explosion, with the exception of the user.
Notes & Restrcitions:
Note: Can only be used four times, however, it cannot be used consecutively.
Note: Can only be taught by EdwardSama

(Genjutsu: Migoto Koukyoukyoku: Seimei) Illusion Technique: Beautiful Symphony: Life
Rank: S
Chakra: 80
Damage: N/A
Range: Short-Long.
Description: The user activates this sound based Genjutsu by tapping any two objects together in a rhythm. (This can be hands, kunai, or an instrument, in which case, only one is needed.) As soon as the first beat is heard, the person is captured in the Genjutsu. The person, or persons, caught in the Genjutsu lose the ability to channel chakra and their movement is reduced to the coordination of a severely drunk person. The user of this jutsu is unable to attack, because this jutsu must stay activated by the caster, so if the user attempts to attack, the Genjutsu is broken, and the enemy(s) caught in the Genjutsu immediately regain all their abilities. (20 chakra per turn to sustain this jutsu.) Because this jutsu interferes with the enemy's ability to control chakra, this justu cannot be dispelled by a Kai used by the person caught in its effect. The user cannot move during this jutsu.Only usable one time per battle. The Genjutsu only last one turn before the additional 20 chakra must be paid.

(Ototon: Kodai Sorufējusukēru) - Sound Release: Ancient Solfeggio Scale
Type: Supplementary
Rank: S
Range: Self - Short (Direct Contact)
Chakra: 40 (-20 per ability used that has a turn duration)
Damage: N/A
Description: This technique is derived from "The Ancient Solfeggio Scale", which basically is: "Solfeggio frequencies make up the ancient 6-tone scale thought to have been used in sacred music, including the beautiful and well known Gregorian Chants. The chants and their special tones were believed to impart spiritual blessings when sung in harmony. Each Solfeggio tone is comprised of a frequency required to balance your energy and keep your body, mind and spirit in perfect harmony." To start the use of this technique, the user gathers up a large amount of sound chakra that can either be released, or used in two options. The user then either starts to vibrate the chakra, either within their own body, or the body of their intended target Using their chakra, the user is able to manipulate and alternate between specific frequencies the chakra vibrates at, resulting in various beneficial effects on the receiving party. The available frequencies, and the effects generated by them, are as follows;

174 Hz - "Do" (Pain Relief) - The lowest of the Solfeggio Scale, this frequency uses the slow and calming vibrations to act as a sort of anaesthetic, relieving the affected of pain and trauma. While under the effects of "Do", the user/ target is more tolerant of minor pain, (i.e broken finger, or broken toe, etc) lending them a brief respite from the burden of physical damage. The target is unaware of their body's own pain for 2 turns.

285 Hz - "Io" (Healing Increased Efficiency) - The "Io" frequency is perhaps one of the most beneficial forms on the Solfeggio Scale, this frequency helps return tissue into its original form. 285 Hz influences energy fields, sending them a message to restructure damaged organs. It also leaves your body rejuvenated and energized. In other words "Io" helps the repair of damage done to it's target, allowing them to be healed faster and more effectively by Medical Shinobi. Any Medical Jutsu performed on a target under the effects of the "Io" frequency cost 50% less Chakra, which last for a max of 3 turns and expire when a Medical Jutsu is performed on the user. The sound itself doesn't actually heal the user in anyway, but it just creates an opening for medical ninjas to use their techniques more efficiently.

396 Hz - "Ut" (Killing Intent Resistance) - "Ut" is a rather unique frequency, as it grants its target a feeling of liberation from negative feelings, such as guilt, fear or anger, and general corruption of the mind through whatever means (as long as the jutsu used to corrupt the mind is the same or lower ranked, than this jutsu). Through this liberation the user is granted a high level of mental clarity, the likes of which may seem alien to them. Thanks to the relief of the burden of negative emotions, a beneficiary of the "Ut" frequency will be less susceptible to techniques that prey on such emotions. This makes the user one level more resistant to the "Killing Intent" Jutsu for 2 turns, after which their mind and new capabilities will return to their original state before anything had happened.

417 Hz - "Re" (Re-encouragement) - Next tone from the solfeggio scale is connected with resonation processes or processes of amplification. Re can “delete” person’s “alienation from God” and enable returning to the “right path”. This solfeggio frequency cleanses traumatic experiences and clears destructive influences of past events. It can be used for cleaning limiting impression, which disables the person to achieve her life goals. When speaking of cellular processes, tone Re encourages the cell and its DNA to function in an optimal way. 417 Hz frequency energizes your body cells and helps to use their creative potentials. This one creates a small window of opening where the users reaction speed is by a scale factor of 1.5x, that being said this frequency is activated will only last the turn it is used on.

852hz - "La" (Genjutsu Resistance) - Tone ‘La’ is linked to your ability to see through the illusions of your life, such as hidden agendas of people, places and things. This frequency can be used as means for opening a person up for communication with the all-embracing Spirit. It raises awareness and lets you return to spiritual order. Regarding cellular processes, 852 Hz enables the cell to transform itself into a system of higher level. The sound created from this effect, creates a resistance to genjutsu, how this works is that the sound reverberates the users chakra flow in such a way that it constantly fluctuates the chakra which makes it easier for the easy to break out of genjutsu of same rank as this jutsu, this technique lasts for two turns. And this only works on basic genjutsu, and sound based. Anything that comes from a Doujutsu is unaffected.

Notes:
- Only one effect can be used per-usage.
- Each effect can only be used once per-match/twice per-NW event.
- Cooldown of two turns before re-use.
- Not a medical ninjutsu technique, this is rather a technique that enhances the use of medical ninjutsu though the use of specific frequencies.
- Can only be taught by Nathan.

(Ototon: Rentai no Shinfonii) - Sound Release: Symphony of Solidarity
Rank: C
Type: Supplementary
Range: N/A
Chakra Cost: (× - 5; x equaling the amount of allies applied towards.)
Damage points: N/A
Description: Symphony of Solidarity is a passive technique that is activated before use of a certain Sound based techniques; namely those of high frequency. What it does in essence to this; is through manipulation of chakra the user will tune the pitch of their sound chakra just before they release it and with an additional infusion of chakra the user will modify the frequency. This allows the user a higher degree od control of whom their sound waves effect in a negative way avoiding having to harm allies and thus making using techniques such as Voice of Midas without fear of friendly fire. It does not make them "immune" to the sound per say; what it does through the additional chakra is create a concept within the sound wave to have a "rest" within it as normal music where the musician seizes playing for brief moments. These "rests" in turns of the frequency will be released first to the targeted allies creating intangible muffs around their ears; to block out the remains of the frequency while leaving the targets unprotected. While passive in nature, this can only be used once per turn lasting for the duration of the technique it is applied towards.

(Ototon Genjutsu: Keisei Aitou) - Sound Release Illusion: Siren's Lament
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user will gather their ototon chakra into their throat and release it in the form of an audible sigh, the sound waves carrying it to the ears of anyone within range. Anyone who hears the sound will be cast in an illusion that causes them to hear a single or multiple voices, that appear to be coming from within their head, all of them speaking over each other in order to be heard. These voices can have varying tones, accents, speak in different languages (real or fictional), exhibit different emotions or simply generate noises. Most commonly the illusion is used to create a cacophony of begging, screaming, cursing, wailing and pleading to potentially evoke guilt from it's target(s). To make them conscious of all of the victims they killed or all of the people they couldn't save, depending on their disposition. There can be as many or as few voices as the user desired, they can even all possess a single voice, a few specific ones or all have unique ones. Naturally the user can perfectly re-create voices they've heard in reality or perceived by navigating the memories of others. This technique is exceptionally effective against shinobi that possess mind-reading capabilities as all of the voices appear to be coming from within their own head. This effectively intermingles with and drowns out any and all targets' thoughts, making it impossible to distinguish the real ones from all of the fakes. All of these effects only apply if there are a multitude of voices all speaking over each other (at least ten).

Notes:
-Can only be used twice per battle
-Cooldown time of four turns in between uses
-No S-Rank or above Sound in the user's next turn
-The effects only last until the illusion is broken

(Ototon: Fuka Shindou) Sound Release: Bad Vibrations
Type: Offensive
Rank: B
Range: Short - Mid range
Chakra: 20
Damage: (+20 damage)
Description:
This is a useful jutsu with effects that can only be noticed when used in conjunction with another technique, simply by snapping ones fingers. The user may add this snap onto the performance of another jutsu so that this may activate within the same timeframe or it may be used standalone on an exisiting justu. By snapping their fingers the user will release a pulse of sound that effects the natural noise surrounding their target technique.

For example the 'roaring' and 'crackling' of fire or the 'rushing' of water. Any technique that produces a natural sound in this way may be targeted by this sound. The sound will amplify the natural noise around the target jutsu and forcibly turn them into destructive sound waves. This forms a cloak or barrier of sorts of sound around the technique as long as it is in play, empowering the inital technique slightly. The inital snap of ones fingers produces a sharp cracking noise that can be heard across the battlefield

Note:
~Can only be used 3 times
~Can only be taught by Houdinii

Sound Release: Resonance (Ototon: Kyoshin)
Rank: S
Type: Offensive
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: Resonance is a damage dealing sound release technique. After performing a series of hand seals, the user focus on index and middle finger to write two circular seals in the air until they form into glyphs. These glyphs then move on the ground and the air until they position themselves appropriately to strike the correct area. The user then performs a seal of confrontation to activate the technique, following which both glyphs release a strong sound wave in between their vicinity. The waves are of the same resonance which results in a reaction, the aftermath is a huge concussive blast which spreads horizontally 360 degrees crushing everything with a tremendous force.
Note: Requires Sound Release and Fuuinjutsu.
-Usable twice/battle.
-Cannot use S rank sound release the following 2 turns.
-Visual Description of the glyph (Ignore the vertically laid ones beside the person, the only one above him and below)


(Ototon: Shu Ranmyaku) Sound Style: Lord Of Chaos
Type: Offensive | Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Lord Of Chaos or sometimes spelled "Kaos" Is one of the signature styles of the sound style that the user uses utilizing only the snap of their fingers to initiate the technique. Overall the user by snapping his hands release sound chakra in the shape of a bubble that violently explodes. By pointing their finger in the direction they want the bubble to be made at, the user will snap their hand causing sound to take a translucent and transparent (Looking like a distortion in the air) circle shape next to the opponent, which will quickly explode dealing a very high pitch screech enough to damage said person ear drums distorting said person vision while causing the screech to vibrate on said opponent body causing a violent reaction to their bones dealing damage that way as well Another way the user can use this is The user will snap their fingers in the direction of a technique causing tiny sound bubbles to form inside (If its water or anything that can be penetrated) or on the layer (such as earth etc) which will then quickly explode, destroying said technique. The great thing about this technique is that once the sound orbs explode they let out a very devastating screech, bursting the ear drums of anybody within 3 meters of the explosion causing them to go deaf for 3 turns and -30 due to the eardrums bursting..
Note: Cant use this technique back to back
Note: No sound jutsu above A rank in the same turn
Note: Can only be used 1 meter and beyond from the opponent
The Damage come from both the screech and the vibrations from the sound to the opponents body.

(Ongaku Sōsa: Dai ichi kōkyōkyoku) Musical Manipulation: The First Symphony
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Once activated, this ability allows the user to use specific musical patterns in place of the standard handseals. The user will play tunes and release sound waves which fluctuate their chakra in a way that mimics the chakra fluctuation of the standard handseals. The chords/notes played in order to perform specific handseals are as follows:
Spoiler
- Once activated, this ability will remain active for six techniques before it will require reactivation.-
- Cannot be reactivated the turn after expiry.

(Ongaku Sōsa: Sono Seibutsu Enbu) Musical Manipulation: The Creatures Waltz
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user plays a tune on their instrument which hypnotizes animals nearby, including summons (A rank and below). The hypnosis allows the user to completely dictate the creatures action using the instrument that initiated the control. Creatures with an inability to hear are unaffected.
-Must be taught by Heda-
-Summoned creatures turn limits still apply-
 
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Fūinjutsu


(Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic
Type: Fuuin
Rank: A
Range: Short (mid range blast when released)
Chakra: 30
Damage: 60
Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.

Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal A rank and below
Note: Must wait 1 turn to use this jutsu again
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns.
Note: Can only seal one element, not elemental combinations.
Note: Useable 3 times

(Ninjutsu/Iryō Fuinjutsu: Gurattonzu Banketto) Ninja Art / Medical Sealing Style: Gluttons Banquet
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra Cost: 40
Damage Points: N/a
Description: Gluttons Banquet is a very unique style of jutsu that combines the basics of ninja art in terms of molding and creation and sealing arts. The user will touch their body applying a seal while stringing a single handseal creating a wolf like entity in the form of pure raw chakra around the user. Upon doing this the wolf will have a fork and knife. The wolf like entity purpose is to eat all forms of chakra present within short range all around the user excluding directly from the opponents body (User isnt affected by this). The wolf like entity will take a deep breath. Upon doing this, it will break down, and absorb all forms of chakra by inhaling the techniques/chakra, even harden materials (It will simply break down the earth into crumbs). As the jutsus are absorb into the wolf, thats when the seal on the user will kick in. The chakra that the wolf absorbs will be stored inside the users body, being able to replenish their Health equivalent to the damage output of said opponent technique.
Note: The user can only use said technique Twice per battle
Note: User can only absorb S rank techniques once and A and below, once.
Note: Cant use any Fuinjutsu or Basic Ninjutsu in the same turn or the following turn
Note: Cant use any medical jutsu in the following turn

[Fuuinjutsu: Shi Kishu no Keiji] - Sealing Technique: Four Horsemen of the Apocalypse
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A (+20 chakra to the applied seals)
Damage: N/A
Description: This seal is essentially one that can be applied to other seals placed on the user’s body, clothes/armour, weapons or person prior to a battle (must be stated in a biography). Seals which otherwise lie dormant but must be manually activated can instead be given a specific trigger from one of the choices below. The seal retains it’s capability to be activated manually but will now be capable of being triggered automatically if the necessary requirement is fulfilled. Only one of the below “trigger seals” can be applied per technique, meaning a technique cannot be given multiple triggers lest they clash or conflict.

Horseman of War: If a seal has this script applied to it, it will activate whenever something moving at a certain speed (3x the user's current speed or higher) comes within five meters of the seal. It will passively activate the seal this is applied to once this condition is met. The seal can sense this as there is constantly an invisible and intangible barrier of pure chakra that encompasses the area short-range around the user (that doesn't interact with techniques whatsoever). When anything "breaches" this barrier, not only will the user be notified where it entered from but the seal this has been applied to will activate if the aforementioned trigger requirement is met.

Horseman of Famine: If a seal has this script applied to it, it will activate whenever a foreign chakra or energy technique is injected into the user’s body. The seal is capable of sensing disturbances in the user’s chakra or rather the entry of foreign entities into their chakra system. When this happens, this seal will activate the technique this was applied to. Unlike Pestilence, this seeks to work solely on Genjutsu and similar abilities that attempt to affect the user’s body through the injection of chakra. This trigger seal can only be placed on seals that are on the user's body.

Horseman of Pestilence: If a seal has this script applied to it, it will activate whenever foreign chakra or energy technique enters the immediate vicinity of the seal (within one-meter). The seal can sense this as there is constantly an “invisible mist” of chakra surrounding the area around the seal. The mist doesn’t interact with techniques whatsoever as its just pure, unmolded chakra. When any foreign chakra or energy makes contact with this blanket of chakra, the seal this was applied to will activate passively. This technique will not be triggered by Genjutsu techniques as they do not travel through the mist on induction but rather manifest the chakra inside of the user's body.

Horseman of Death: The simplest in it's trigger but arguably the most powerful, this sealing script will allow the seal this is applied to activate automatically upon the user's death. The mechanism by which this is triggered is identical to that of the canon technique Reverse Four Symbols Sealing Technique. This trigger seal can only be placed on seals that are on the user's body.

Notes:
Each seal can only be applied to one technique (meaning 4 in total, one per Horsemen)
Must be applied to different techniques and each must be stated in the user's biography

(Fuuinjutsu: Kanpekina rippōtai)- Sealing Arts: Perfect Cube
Rank
: A
Type: Supplementary
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Perfect cube is a very intricate fuin technique. The user will do a set of three handseals, ending with the tiger. Doing this, the user will cause a barrier to erect from short range around the user in haste taking on a translucent purple color and expanding from there. Once the cube fully forms, anything inside the barrier excluding humans and summons, will be drained and absorbed, completely dispersing said technique. The unique thing about perfect cube is that, once you are in the cube, no jutsu containing chakra is able to be used without the cube completely absorbing it, and any jutsu that is directed towards the cube from the outside will be reflected back towards the opponent. Though the cube is not unbreakable, being able to be broke by completely overpowering the cube by means greater than the rank of the custom or non chakra infused techniques of equal rank (such as taiutsu, kenjutsu etc)
Note: Can only be use twice with a two turn cool down
Note: Last a total of three turns before dispersing
Note: No jutsus that contain chakra are able to fully form inside the cube without being absorbed

Fuuinjutsu: Museigen no Buredo) Sealing Technique: Unlimited Blades
Rank: B
Type: Supplementary/Offensive
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user either places seals on 4objects they would like to have under their control which is placed passively or they have objects already with these seals. This must be stated in their first post of the battle. The seals are connected to the user via a seal that is on the user's left shoulder. The user with this seal allows the user to control each seal that's on their objects and move them around for whatever purpose they see fit. This whole jutsu was created so when the user loses their weapon they can still control it and attack an opponent that isn't looking or drop their guard. The user can control up to 2 objects at a certain time (one per arm). The objects can only be inanimate. The seal on the user's shoulder glows whenever this technique is in use but isn't bright enough to go through none see through clothing. The speed of the objects at what they move is the same as if the user had it in their own hands.

Note: Each movement through this counts as a move per turn

Fuuinjutsu: Gādowandā Sealing Arts: Wonder Guard
Type: Supplementary
Rank:A
Range:Short
Chakra:30
Damage:N/A
Description: Created primarily to guard the user against gentle fist users, before battle the user will apply this seal to their body, which will create tiny barriers around each of their chakra points which lie dormant until triggered. When any amount of foreign chakra interrupts the flow of chakra between one chakra point to the next, the seals will absorb the foreign chakra and, If the opponent is touching the user, spit it back out at the opponents nearest chakra point, instead closing one of theirs and causing a brief stun that results in the opponent needing to spend 10 more chakra to use techniques for the next two turns due to the strain this puts on them. This technique can guard up to B rank Elemental techniques and up to A rank techniques of non elemental chakra
-Can be used twice per battle
-2 turn cool down between uses

Fuuinjutsu: Hekkusubureikā (Sealing Arts: Hex Breaker)
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description:Hex Breaker may only be used when an opponent erects a barrier type Fuuinjutsu of their own. Whenever this happens, the user can make the Dragon handseal and immediately cause 2 barriers of his own to form on the immediate inside and outside of the opponent's jutsu. Both of these barriers will have the Kanji for counter "カウンタ" all over them in bright red lettering. As they appear, they immediately begin pushing towards each other, breaking the erected barrier they formed around as they do so due to the crushing pressure. This can counter up to B rank elemental barriers
-Can be used 4 times per battle
-Requires a 1 turn cool down between each use
-User must be on the ground when using this

(Fuuinjutsu: Matomemasu) Sealing Jutsu: Bring Together
Rank: A
Type Supplementary
Range: Short-Mid(length the range of the seals can reach up to draw someone or thing)
Chakra Cost: 30
Damage Points: N/A
Description: The user places seals on different objects(inanimate). These seals are connected via their kanji symbols. The seals are activated to draw each other close together. The seals can be activated one at time or multiples at once. These seals primarily for weapon users that uses multiple weapons and can't get them back since they are to far away to reach but can be used to draw in almost anything to another seal. The seals are activated with a hand seal. The speed that the weapon comes together is Sannin rank running speed

-Can only place four seals which is the max, no more can be placed until one of the seals is removed.
-The user automatically has a seal on themselves(must have this jutsu posted in the beginning of a match or in the bio) so that leaves three other seals to be used.
-Placing a seal, removing a seal and attraction(bringing them together) counts towards the three moves per turn
- Cannot be used with the projectile clone jutsu

(Fuuinjutsu: Fantomu ken o hauringu) - Sealing Technique: Howling Phantom Swords
Type: Offensive/Defensive/Supplemental
Rank: A Rank
Range: Short
Chakra: 30 (-10 per weapon)
Damage: 60
Description: The user after placing a unique version of the lightning blade creation seal on his body. Will perform two handseals before clapping his hands. Activating a powerful sealing jutsu on his body that allows him to summon a grand armory of weapons from his body at any point. Once activated the sealing technique remains able to summon and replace destroyed weapons from the users body. The weapons summoned can be hugely varied basic weapons of the users choice and when summoned will hover around his body within a 5 meter radius being controlled by his hand gestures in a similar fashion to the floating ninja tools jutsu. These weapons carry a static damage property of D rank damage each and the user is capable of having up to six weapons summoned at any one time. If destroyed another weapon can be summoned in it's place, upon summoning the weapons initially appear somewhat ethereal before forming completely, while this is only momentary it prevents the weapons just popping up in mid air with no forewarning. Essentially this jutsu gives the user a unique ability to have weapons readily available to him at any point. This jutsu is the cornerstone of the phantom swords techniques. These weapons are formed from raw chakra focused in a similar fashion to the rasengan making them capable of competing with elemental jutsu equally when released they are raw chakra which the user focuses causing the slight delay.

Notes:
-Once activated remains active until the battle ends-
-Summoning additional swords costs a move slot, but the user can summon between 1-6 swords for a single move slot depending on his needs-
-Must be mentioned in the users biography-
-Each individual blade is capable of taking D rank damage before breaking.
-Can only be taught by ReXii-

(Fuuinjutsu: Fantomu ken o hauringu: Dai gōshi āsenaru) - Sealing Technique: Howling Phantom Swords: Armiger Arsenal)
Type: Offensive/Defensive/Supplemental
Rank: S Rank
Range: Short
Chakra: 40
Damage: 80
Description: An improvement on the original Howling Phantom Swords technique, the user will sacrifice the ability to summon the six swords and instead replace them with a singular weapon of increased power, there are several of these weapons and each one has unique properties. But only one may be summoned at any given time. Summoning a replacement will cause the one present to vanish and it's effects will no longer be usable. This technique can be activated once the parent technique is active, and can only be sustained for four turns before reverting to the parent technique for four turns to recharge. At which point the user can reactivate it at the cost of a move slot. The abilities of the various weapons will be listed below. The technique works by supplying increased chakra to the parent technique. While the seal itself remains A ranked the chakra provided to the weapons is heightened.

Aqesiro
Sword that slices through space and time, allowing its wielder to warp at will.
The first of the swords and also one that may only be used by a Minato biography or a biography with access to the flying thunder god technique. The sword is marked with the seal of the FTG on creation, the blade takes the form of a scimitar with a single edged cutting blade. Reminiscent of a pirates sword. With a large square crossguard. As with all of the Howling Phantom swords it's composed of pure chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The blade allows the user to teleport to it once every two turns and this costs a move slot.

Secace
Storied sword that strikes with waves of resonance. Calls forth the formidable power of the Knightswords.
The second of the swords of the Armiger Arsenal. Secace takes the form of a longsword with a double edged cutting style. Reminiscent of a captains sword. With a circular crossguard. This sword is part of the elemental variants and allows the user to use the water element to resonate through the blade upon striking, it will cause water to blast through the opponent or object struck finding any orifice such as pores or porous material to penetrate the target causing heavy internal damage. As with all of the Howling Phantom swords it's composed of pure suiton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Galatine
Gallant greatsword that cuts through thin air to find its mark. Calls forth the protective power of the Knightshield.
The third of the swords of the Armiger Arsenal. Galatine takes the form of a greatsword with a double edged cutting style. Reminiscent of a giant knights sword. With a rectangular crossguard. This sword is part of the elemental variants and allows the user to use the wind element to create a large shield in front of the blade composed of pure wind chakra that is capable of blocking against attacks. As with all of the Howling Phantom swords it's composed of pure fuuton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Rhongomyniad
Lance that nimbly negates damage using displacement. Calls forth the preventive power of the Knightguard
The fourth of the swords of the Armiger Arsenal. Rhongomyniad takes the form of a large dragoon lance instead of a sword. The spear is three meters in length. Reminiscent of a spartans primary weapon. With a hooked end aimed to cause huge damage to an opponent. This sword is part of the elemental variants and allows the user to use the fire element to create a wave of fire aimed to consume attacks heading towards the user while pushing him 5 meters in an chosen direction. As with all of the Howling Phantom swords it's composed of pure katon chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Carnwennan
Daggers that light the darkness. Calls forth the paralyzing power of the Knightguard
The fifth of the swords of the Armiger Arsenal. Carnwennan takes the form of two large straight daggers instead of a sword. The daggers are large and double edged. Reminiscent of Roman Gladius though slightly smaller. This sword is part of the elemental variants and allows the user to use the lightning element to create a shroud of chakra to enhance the length of the daggers to roughly the size of normal swords. When this chakra clashes with an opposing technique one of two things happen, if it overpowers the technique the electricity will run through the length of the technique and travel on paralyzing the opponent, or if the techniques cancel each other the lightning shroud will explode in to a flash of blinding light capable of blinding an opponent. As with all of the Howling Phantom swords it's composed of pure raiton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Notes:
-Once activated remains active until the battle ends with the exception of it's cool down period-
-Summoning additional swords costs a move slot, but the user can summon any of the weapons listed-
-Must be mentioned in the users biography-
-Must have activated the parent technique to use this-
-Each individual blade is capable of taking S rank damage before breaking-
-Each blades ability can only be used twice per battle in addition to the rules in the moves-
-Can only be taught by ReXii-

(Fūinjutsu: Arashi Monshō) – Sealing Technique: Storm Crest
Type: Defensive
Rank: A
Range: Short
Chakra: 30 (-5 per turn)
Damage: N/A
Description: This technique operates akin to Sealing Technique: Living Barrier. However, unlike Living Barrier this technique specializes in the creation of a defensive barrier in order to protect the user. By crossing the user’s arms the user produces a barrier which emerges from their arms as a hemisphere/half-dome construct in front of them, protecting them from frontal attacks. The barrier is incredibly durable, only being able to be broken by A-Rank attacks, playing neutrally to elemental techniques. The advantage created through the use of Storm Crest is its potent speed, enabled simply by the user crossing his arms; this makes the technique very potent and possible to use, even in close quarters combat. When activated Storm Crest can be sustained at a minimal chakra cost per turn. Because the barrier is sustained by the user they are able to regenerate the barrier retroactively from its creation. As such attacks which lack the strength to destroy the barrier simply cause the barrier to return to full strength (at the cost of a move), requiring that the barrier be overpowered completely by an attack in order to neutralize it. Storm Crest can be used three times per battle with a single turn in between applications.

(Fūinjutsu: Akiresu Kyōka) – Sealing Technique: Achilles’s Bulwark
Type: Defensive, Supplementary
Rank: A
Range: Short – Mid range
Chakra: 30 (-5 per turn)
Damage: N/A
Description: This technique operates akin to Sealing Technique: Living Barrier. However, unlike Living Barrier this technique specializes in the creation of a defensive barrier in order to protect the user. This technique is initiated by the user either crossing their arms or by lifting either arm into a vertical position; from their arms a translucent barrier in the shape of a large kite shield is produced. The shield can vary in size reaching a maximum coverage from the user’s feet to the user’s neck. This allows the shield to adjust itself to larger users while covering the same proportionate area of their body. The Bulwark, while translucent, possesses special black sealing script atop it which bears an ornate appearance. The sealing script, while remarkable, carries functionality to make the Bulwark operate in a similar fashion to the Magenta barrier of Sealing Technique: Spiritual Acquiescence, based on the Elemental Sealing Method. This grants the Bulwark specialized abilities. When coming in contact with solid matter the barrier will exert a specialized pressure within the target which allows it to pulverize the physical object and then seal it within. This sealing method is capable of sealing up to S-Rank physical-based entities. Against incorporeal targets, like energy, wind, Sound, etc, the barrier holds no defensive capabilities and they will simply phase through it with ease. Achilles’s Bulwark is purely a defense utilized against tangible targets. This technique can be used twice per battle with two turns in between applications

(Fūinjutsu: Kōsoku Fantajia) – Sealing Technique: Restraints of Phantasia
Type: Offensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: N/A
Description: This technique employs the usage of barriers to create a technique designed to restrain targets. With a single hand seal the user causes a large geometric barrier to encapsulate the target in what appears to be a box. The walls restrain the target by pressing and squeezing down on the target; while they exert great pressure and effectively prevent the target from moving under normal circumstances they are harmless themselves. The barrier itself can fit to the size of its target, however it cannot reach sizes equivalent to boss summons. It can only be used to trap targets up to three times the size of an average human. The barrier is simple to escape, however, in that it only requires an A-Rank technique to shatter it from within. Unlike the Embraces, which specialize in sealing abilities and chakra, the Restraints of Phantasia is only able to restrain its target independent of the user. The Restraints can also be used on targets within mid-air, causing them to enter a sort of suspended animation within the barrier. Restraints of Phantasia can only be used on targets within mid-air, causing them to enter a sort of suspended animation within the barrier. Restraints of Phantasia can only be used three times per battle within two turns in between applications. No fuuin above A rank in the following turn

(Fūinjutsu: Gitai hakai shīru) - Sealing Arts: Mimicry Destruction Seal
Type: Defensive |Supplementary
Rank: S
Range: Short-Mid.
Chakra Cost: 40 (-10 per turn)
Damage: N/A
Description: This sealing technique is a rather simple acting one able to be created during battle, or prior to, using a seal with the word "Revoke" either on paper or somewhere on one’s body. The seal will remain dormant until the enemy’s chakra makes contact with it, thus triggering its activation. If this seal is used against an enemy technique, the moment the technique comes into contact with the seal, it will cease as it is absorbed into the seal, and immediately afterwards a barrier is released from the user as it spreads to the ends of mid range with the user as its epicentre at all times. This barrier carries special chakra/energy blocking properties that focuses on the foreign source first used to activate the technique launched by the target. Once in the barrier the target is restricted by the barrier's blocking properties, restricting them from using the same type of energy absorbed, now unable to use techniques of that same type S rank and below. For example; if used on a suiton technique, it would hinder the target from molding their water chakra while in the barreir. Only elemental and energy based techniques can be registered and absorbed by this seal, and the technique in question can be no bigger than five meters in diameter in order to be absorbed. All divided, but similar, target foreign chakra sources, like clones, also succumb to the barrier's properties while in its realm. This doesn't block jutsu coming from outside the barrier just seals the element within.
NOTES
►User can only have two of these seals in their possession/body
►Only one of this type of seal can be in play at a time
►The restriction lasts for 4 turns unless otherwise broken
►Seal has a 2 turn cooldown upon ending
►No other techniques S rank and above the same turn the seal is used
►The user cannot use jutsu above S rank for 2 turns after activation
►Cannot be used on F ranks
►Can only be taught by ZandaT

(Fuuinjutsu: Umi no gurandoshīru ) Sealing Technique: Grand Seal Of The Sea
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This technique is a powerful fuuinjutsu ability employed by those who specialize in water techniques along with being skilled in the art of fuuinjutsu. Normally employed on larger scale techniques ideally those that flood or otherwise cover a battlefield. Upon releasing a water jutsu the user of this technique will apply one additional handseal to the technique. Causing a sealing script to blend in with the water. Once the jutsu is completed and at it's full size, one more handseal will cause the sealing script to activate forming a large invisible glass like barrier around the outside of the water jutsu or across it's surface. To those outside of the water it would appear akin to a giant fishbowl with no exits. To those inside the water the barrier would be almost undetectable without the aid of sensory techniques. The purpose of the jutsu is to essentially reinforce any prison of water used to trap someone in. The barrier will be symbiotic with the water in that it will take on twice the amount of damage points the water technique had. This will become the damage required to shatter the barrier. Also the barrier could be broken with an equally ranked fuuin displacement technique. So for example if this technique was to be used with an A ranked water technique, the barrier would require 120 damage total to be broken. To clarify, the barrier is treated as an A rank, and the jutsu itself would be an A rank meaning to break both at the same time would require 120 damage. If this jutsu was used with a B rank, it would require 40 damage to break the Brank barrier and 40 damage to break the B rank water binding jutsu used, as the barrier takes on the strength of the jutsu.

- Once this technique has been used, the user will not be able to use any fuuinjutsu for two turns.
- It should be noted that this technique can in no way increase the offensive damage of a technique it it simply used to create barriers to prevent entrance or exit.
- Can only be taught by ReXii. Usable four times per battle.
- Can only be used on A ranks and below
- No other jutsu while focusing on the barrier

(Fūinjutsu: Kyōshin) – Sealing Technique: Resonance
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+400 Maximum)
Damage: N/A
Description: Resonance is a unique application of Fūinjutsu created for those who possess multiple individualistic personalities; each with its own very unique set of beliefs, memories, emotions, and attributes. In its purest essence this sealing technique brings to life one’s own multiple personalities by enabling a form of organization and structure. A personality is generally defined as the individual characteristics which defines one; their memories, beliefs, ideas, personal skills, mannerisms, and habits. It has been shown throughout the series that various forms of Ninja Arts are capable of controlling, manipulating, transferring, and even changing memories. It has also been shown that chakra, Fūinjutsu, emotion, and memory all play intimately and are connected with one another. The most striking example of this is Minato Namikaze’s use of his chakra to seal his own personality within Naruto when he sealed the Nine Tails; this is at times called a ‘consciousness imprint.’ Karin Uzumaki noted that chakra carries the ability to reflect emotion and personality; she described Naruto’s chakra as warm while Sasuke’s was cold. There also exist techniques such as the Loss of Memory Technique which allows the user to block memory sets with their chakra. Fūinjutsu is also capable of sealing metaphysical phenomena such as chakra, souls, memories, and even emotions. With this in mind it is reasonable to extend the ability to seal entire personalities away into a vessel. Thus, Resonance is a seal which seals the users multiple personalities. It grants structure to chaos within one’s own mind; organization to a torrential storm of personalities, emotions, and beliefs.

Resonance is applied to one’s own personality; as such the seal must be stated in the user’s personality section of their biography. Resonance can seal up to seven individual personalities. These personalities are listed within the user’s biography. Each must have characteristics which are distinct from one another. For example, one personality can have a tendency toward violence and bloodshed while another can be prone to kindness. The user is granted great versatility with the customization of each personality, each being a cosmetic choice. Personalities can be named differently and even possess different perceived genders. This means that while the body’s physiological gender will remain static the personality can operate differently to the body; essentially the personality believes it is the opposite gender to the body. Personalities can also have distinct memories, skills, emotions, motivations, thought patterns, movement patterns, and mannerisms. The possibilities are nearly limitless in regards to defining traits of a separate personality. Personalities can also be structured into hierarchies with one typically dominant over the others; although this is largely a cosmetic feature. The inner workings of the seal itself are simple. The seal treats the user’s own body as the vessel for the sealed personalities. All of the user’s personalities are sealed by Resonance, including the original personality along with a portion of the user’s chakra before the seal is performed. Each personality, now sealed by Resonance, will be able to communicate with each other in an environment granted structure. This environment is much like Minato and Kushina’s communications with Naruto. Each happened within his imagination and mind allowing for numerous forms to be created. The user is able to shape the environment to take the appearance of anything the user so desires and all occurs within his or her mind. While sealed the personalities will be able to communicate with each other and watch each other, much like how Minato’s consciousness imprint was able to watch Naruto’s growth and development throughout his life. In terms of usage the seal possesses two release states. They are as followed:

Partial Release; The first state is a partial release state which is performed passively. Through this method the seal will be partially opened allowing for the fluid transitioning between separate personalities. It offers no true combat benefits and is purely a cosmetic ability which is inherent to the biography that Resonance is used on.

Full Release; The second state is a full release state which is performed at the cost of a move, but instantaneously, exempt or within the same timeframe. This second application is the combat-favored variant allowing for numerous benefits associated with the release of the user’s personalities. This state can be used for as many personalities as the user possesses, up to seven. As previously mentioned each personality is fully sealed with a portion of the user’s chakra, each laced with the personality’s essence of existence. Between all seven potentially sealed personalities a maximum of 400 chakra can be stored in Resonance. This chakra is split between each personality; each personality requiring a minimum of 50 chakra stored. The amount of chakra stored per personality is stated within the user’s biography in the personality section. When fully released the chakra will flow from the vessel of the user’s body back into his or her chakra network along with the personality; this effectively creates a full body surge equivalent to the quantity of chakra released. In addition to this the user will experience a refreshing surge of energy as their body is replenished and a personality is released; this is largely a cosmetic feature but can numb relatively moderate levels of pain and grant clarity to the mind.

(Fuuinjutsu: Burakkusandā) - Sealing Arts: Black Thunder
Type: Defensive/Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Black Thunder is an advanced fuuinjutsu technique that is to be used in conjunction with another technique or even chakra-less attacks such as kunai etc, and is based on "Hiding in Camouflage". The user upon using an offensive or even a defensive technique, will simultaneously lace this jutsu in a seal with the kanji for hide. The technique will than seemingly disappear, when in reality the seal simply manipulates how light is reflected around the jutsu, the seal also effectively erases the techniques shadow and scent, exactly like that of the Hiding in Camouflage jutsu. This technique can be initiated just as the offensive of defensive technique is being formed so as to not leave any moment in time where the technique being utilized is visible. The technique despite being invisible will still retain all of it's properties, such as audibility, and after coming in contact with an enemy technique or jutsu will become visible.

Note: This technique can be used a maximum of four times per battle. Requires a one turn cool-down before uses.
Note: No Fuuinjutsu above A-rank in same turn
Note: No Fuuinjutsu above S-rank in the next turn

(Fuuinjutsu: Disupurēsa Kabei) Sealing Arts: Displacer Wall
Type: Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: N/A
Description: The user erects a transparent barrier that spreads out from their body up to mid-range, carrying with it no damaging properties or physical characteristics. To the untrained eye this barrier is entirely invisible, though chakra sensors and other Doujutsu users will be able to perceive its existence easily. The barrier’s purpose is temporary, acting to intercept a single technique and perform its functions on techniques or fields that have boosted or augmented it. The barrier’s mechanics allow it to ‘strip’ a single technique that it intercepts of its boosts or augmentations; in other words, the barrier must be able to physically intercept the targeted technique. Those that are intangible, like the Hands of Sloth, would be incapable of being interacted with under normal circumstances by this barrier technique unless it was modified by an external technique. In terms of boosts, this barrier is capable of stripping infusions that are directly infused into the technique in question – this counts passive infusions, as well as those actively done by techniques that infuse chakra directly into a technique. When the infusion is stripped the effects of that infusion are also removed. Note that if an infusion applies more than the chakra of this technique, then the barrier will be unable to strip the targeted boost. This technique can be used within the same timeframe as another technique, or used on its own.

Note: No Fuuinjutsu above A-Rank can be used in the same turn or next.
Note: Can only be used four times per battle.
Note: Requires a two-turn cooldown between applications.


(Fuinjutsu/Senjutsu: Kurukuru umi no doragon) - Sealing Sage Art: Cradle Of The Sea Dragon
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra Cost: 40
Damage points: N/a
Description: Cradle Of The Sea Dragon is a very intricate type of fuin jutsu, utilized only by those who are in sage mode. The user once enters into sage mode will utilize the moisture in the air instead of having to use a water source (Thus why its sage mode exclusive). Doing this, the user will create a huge orb of water roughly the size of Kisames water wave dome used against the 8 tails (Mid range reach). Due to the water being infused with senjutsu it makes it harder to break through the technique, while even restricting the opponent on breathing underwater and making absorbing the water dangerous, turning their body into the psuedo form of the sage mode uncontrolled, throwing off their chakra balance, not allowing usage of jutsus of A rank or above. Once the dome is placed, A Seal will appear and form on the top of the water dome, sealing any and everybody who is caught within the dome and sealing any and all forms of chakra. This technique is similar to gaaras sand pyramid sealing technique. Thus making it that once you are sealed within, you cant get out unless the seal from the outside is undone.

Note: Can use twice per battle
Note: Cant use any fuinjutsu above S rank in the same turn
Note: No Water technique above S rank in the same turn
Note: No Fuin of S rank or above in the next turn
Note: For the affects of the sage petrification the opponent has to absorb a total of 80 Chakra cost worth of Senjutsu

(Fūinjutsu: Geijutsu Soshite Kaikaku) – Sealing Technique: Artifice and Revision
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20 chakra to the applied seal)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement to a seal, or an adjustment to sealing script, applied to other seals such as the generic Sealing Tag technique. This technique is designed to slightly adjust their sealing script so to emulate the effects of the Multiple Infinite Embraces. Through an infusion of chakra the applied sealing tag will, upon contact with its target, release an intangible barrier on its target, much like armor. Those entrapped within the armor will experience the disruptive effects of the Multiple Infinite Embraces, but to a lesser degree. The target will be unable to mold chakra above S-Rank while affected while also losing 50 chakra per turn, allowing the user to gain the stolen chakra. Unlike the Multiple Infinite Embraces, which can be escaped by destroying the barrier, this barrier can only be destroyed by destroying the tag which it is applied to. Because of the nature of this technique it can be used within the same timeframe as the tag which it is applied to. Can only be used two times per battle, with two turns in between each application. Its effects cannot be boosted to restrict the target further.

(Fūinjutsu: Ishutaru no Heiki) – Sealing Technique: Ishtar’s Armory
Spoiler
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-5 per turn)
Damage: 60
Description: This technique is the sibling of Sealing Technique: Ethereal Guardian. Like its sister technique, Ishtar’s Armory employs the same principle of malleability and versatility allowing the user to produce a wide variety of barriers. These barriers, like the familiars created by Ethereal Guardian, are limited only by the user’s imagination in their creation allowing the user to produce objects which range from simple geometric constructs, such as a pillar, to something as complex as a sword, kunai, bird, or dragon. Although, unlike the Ethereal Guardian, which allows the user to produce familiars which siphon chakra these constructs are static and simply drain the user’s chakra should they be sustained over multiple turns. The created objects cannot exceed a maximum of 15 meters in height or width. By default their created color, like Ethereal Guardian, is white. These constructs are created within short-range of the user and can reach up to long-range from the user’s position. They are capable of levitating by default, like Ethereal Guardian. The user is able to produce multiple constructs freely, following normal splitting rules. Ishtar’s Armory can be used four times per battle with two turns in between applications. In the following turn the user is unable to use Sealing techniques above B-Rank. Creations are only able to be sustained for up to two turns, during which it will occupy one of the user's three moves per turn.

(Fuinjutsu: Hikari Arawasu Katana) - Sealing Arts: Swords Of The Revealing Light
Rank:
A
Type: Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage points: N/a
Description: SotRL is one of the more powerful and unique fuinjutsu that was created. The user will start off by doing three handseals, one for each "sword". Doing this, the user will cause three swords made of pure chakra to strike down from above the opponent in a triangle formation in an mid range radius. Once the swords strike the ground, a seal formula will form doing two things. The first thing that will happen, will create a powerful force pushing them down, similar to MIE, restricting them from movement. The second thing that will happen will be the disruption of the opponents chakra, not allowing the opponent to form chakra above A rank. The swords can be broken by A-Rank equivalent damage. The sealing potency of the swords cannot be augmented.

Note: Can use a max of 3 turns per battle
Note: Last a max of two turns with a 3 turn cool down
Note: Cant use any fuinjutsu the same turn as this

(Fuujin: Kuro Boido) - Wind Sealing Art: Dark Void
Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: With a seal mark written "封" between their hands, the user utilises shape and nature manipulation by performing Rat>Ram>clap hands to create a sphere of wind. The wind sphere is about the size of a bowling ball held between the user's hands and it contains the seal mark in its center. Once made, the user can launch the sphere at high speeds towards his target. Once it reaches their vicinity(or on impact), the wind sphere expands to 5m(short range radius) while the seal mark simultaneously activates, sucking in everything nearby and finally; seals them inside the mark which corresponds to the one on the user's hand. The technique however cannot seal a human person but can seal summons, weapons/tools, clones, techniques (if feasible), Edo Tensei summons, etc. The user can perform the reverse order of hand seals and slam their hand on the ground to unseal the technique.
~ 3 times per battle.
~ No wind or fuuinjutsu in the same or next turn.

(Fūinjutsu: Mu Gen no Kensei) Sealing Art: Baseless Blade Works
Type: Supplementary
Rank: B-Rank
Range: Self
Chakra: 20 (-5 per turn active)
Damage: N/A
Description: Created by a fabled Blacksmith in an attempt to preserve his own creations through chanelling them into lesser works so as to not ruin his own blade's with wear, tear and rust, Baseless Blade Works is a seal applied to one's body that possesses a two-directional seal. Aesthetically it takes the form of a sword tattoo, the seal's primary application is similar to that of a generic Sealing technique, allowing the the user to seal and unseal physical targets, in this Jutsu's case specifically weapons, and store them within the seal for convenience and protection. What seperates this seal from the countless seals that provide the same function is the second application tied to the seal. When activated at the cost of 20 Chakra, the user selects one of their stored weapons and, should they be utilizing a weapon(s) of a similar nature, the seal identifies and targets unique aspects of the weapon and imparts that weapons properties on to the weapon held in their hands, effectively creating an "imitation" of the chosen target. This includes access to Jutsu that can only be performed through that specific weapon, abilities or techniques inherent to that weapon itself, or factors of the weapons design that make it unique, such as a specialized version of an existing weapon whose design is altered to achieve a greater/ different effect than its standard counterpart, all of these become avaliable to the weapon(s) in the user's hands.

Naturally there are limitations and drawbacks to the properties this seal. Firstly, due to the transformational nature of this technique, to "overwrite" existing weapons with the nature of another, this technique cannot be used on weapons that already have their own abilities. The weapon in the user's hands needs to be a "blank slate" that a unique weapon can be imprinted upon, or the technique fails to produce an effect. Next, weapons recieving the unsealed properties are still bound by their own inherent/ original properties and limitations. For example, regardless of a stored weapon's durability, the weapon in the user's hands does not recieve any additional defensive capabilities, such as indestructibility. Rather, when the "imitation" weapon's durability is too low (less than B-Rank in strength or durability (freeform weapons are classified as unranked), they can only maintain the imprint for a short period of time (4 turns max) before being destroyed as the enhancement turns into something more akin to a hostile invasion, causing the weapon to self-destruct. Additionally, utilizing techniques or abilities unique to a specific weapon while falling under the aforementioned durability range instantly causes this same destructive reaction. Finally this technique still requires the user abide by the rules regarding Custom Weapons and similarly restricted weapons, as well as any and all limitations the weapons themselves have.

Baseless Blade Works can last for as long as the user is willing to maintain it, provided the application doesn't expire due to the aforementioned durability factor, at a cost of 5 Chakra per turn. If an application of this technique lasts longer than 4 turns, it cannot be used for at least 2 turns once that usage ends. Finally, storage and withdrawal of weapons within this seal costs 5 Chakra per each activation, with the former costing a move when performed in combat, while the latter is always passive. Techniques used used through the imitation technique decrease in strength by a rank.

(Fuinjutsu: Sora no Sonetto) Sealing Technique: Skyward Sonnet
Rank: S - Rank
Type: Supplementary, Offensive, Defensive
Range: Short - Mid
Chakra Cost: 70
Damage Points: 80
Description: Skyward Sonnet is a unique technique which utilizes Fuinjutsu in conjunction with Kyujutsu. After the formation of three hand seals, the user will immediately make contact with an arrow on their person. Once they do, they will knock the arrow to the bow, releasing the bow into the direction of the opponent. The arrow in question is wrapped in fuinjutsu script after the inital hand seals are made, causing it to gain a spotted coloration of sorts, but the true nature comes in once the seal is triggered. The script located on the arrow would immediately trigger upon physical contact with foreign chakra as it releases a sort of cone like formation of around the arrow. This cone like barrier is two meters wide and high; but also covered in the same script. Once in it comes into contact with the opposing technique, it would become trapped within the barrier in question. The script however would keep the technique anchored onto the barrier (though only for for the same turn of use). The barrier, due to have the original foreign technique anchored to it would also adapt the characteristics of the technique’s nature i.e if a fire technique becomes anchored to it, the barrier would become a giant flaming arrow in turn etc though will rapidly spin as it drills into the opponent's body. This technique can only be used twice per battle, leaving the user unable to utilize Fuinjutsu of above A Rank for three turns. This also requires Adv. Fuinjutsu training in order to utilize it, with it affecting techniques of 70 chakra or lower.

Note: Requires Advanced Fūinjutsu.

(Shizukesa Omei) Brand of Tranquility
Type:
Supplementary
Rank: B-Rank
Range: Self - Direct Contact
Chakra: 20 (-5 per turn)
Damage: N/A
Description: A unique body seal which utilizes the deep understanding of biology that comes with Medical Ninjutsu, Brand of Tranquility allows the user to target, seal and unseal specific aspects of the biology of their target. Visually the seal takes the form of a sunburst tattoo/ glyph that can be applied anywhere on the body. Utilizing the principle found within the "Bloodline Sealing Technique", the Brand of Tranquility allows the user to target aspects of the targets biology that go beyond that of a "regular" Shinobi, such as Kekkei Genkai, Advanced Elements, or Custom Clans, and seal them away within the brand itself where they cannot activate, be utilized, etc. This includes both physical aspects of their biology, such as a Kaguya's bone manipulation and inherent healing factor related to it, as well as more metaphysical, or conceptual aspects within their biography, such as unique energies found within Custom Clans. As an example, the ambient Keigoku within a Nekura, or Prana within a Surgebinder can be targeted, removing their shared trait of resisting, or outright nullifying external attempts at healing, but conversely it would also make it impossible for the respective character to utilize techniques associated with those energies, as well as remove any beneficial traits associated with them until the seal is released. The Brand can be used outside of, or during a fight, requiring the user expend one of their Jutsu slots per turn if performed in the latter. The effects can last for up to 10 turns (half if applied to another target), after which the seal automatically deactivates, and the ability/ abilities return. Once the seals effects end, whether through the time limit, willing (not applicable if the Brand is applied to another target) or forced deactivation/ destruction, the Brand cannot be used again for 5 turns. Finally, once the effects of the seal end and the user's targets return, due to the forced repression of their body's natural functions, the targeted skill, ability, element, etc receives a -20 reduction in their damage for 4 turns. Also they may not use the targeted skill, ability, element, etc above A rank for two turns after it's unsealed.

Note: Requires Advanced Fūinjutsu & Medical Ninjutsu.
Note: Can be used a max of 2 times per battle/ NW Arc.

( Fuuinjutsu: Furui no Manmosu ) Sealing Technique: The Tusk of the Lost Mammoth
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 ( +20 per turn )
Damage Points: N/A
Description: Mammoth is an ancient sealing technique that combines Elemental Ninjutsu with Fuuinjutsu. The user creates a ball of chakra the size of a pea, with the kanji for "Sheer Pressure" inscribed in it's surface. The user is then able of shooting the pea-sized inscription towards any active enemy elemental ninjutsu, which will cause an inscription to encase it wholy and immediately compress it back into a pea-sized black ball of dense elemental chakra. The compressed ball will now show a sealing insignia of with the kanju for "Tusk" which will absorb the user's chakra and allow for the manipulation of the Shape of the walls of the Tusk that compressed the element, which can passively turn into any generic weapon and be safely controlled either remotely or physically by the user, which can then be used to perform Bukijutsu and any fitting Weapon CFS, passively acquiring an elemental edge of the sealed element of +20 damage and rank boost to their technique, as the Tusk assumes the shape of the necessary weapon required to perform it. The user is capable of performing one freestyle action with the weapon itself, be it a slash, or a parry, with the power and rank of the original technique, per turn, counting towards the jutsu slot per turn. This attack will always follow the main release of the elemental nature, and entails generic and simple contact-based attacks like slices, parries, cuts, strikes, etc. Otherwise, the user can also passively expend the elemental chakra inside the Tusk and create simple constructs that detach from the Tusk ball, like blasts, jets, crescents etc, which will expend the chakra that was previously sealed. So if an S ranked technique was used, the user can detach up to 1 S rank construct, 2 A ranks, 4 B ranks, 8 C ranks or 16 D ranks. This can only be used up to Mid-range. Only one contact-based attack or dettach-based attack can be used per turn. Using dettach-based attacks lower the potential rank of any other attack used with with the Tusk.

Note: This technique can only be used 2 times per battle, while only lasting a maximum of 3 turns, whereupon the Tusk will collapse upon itself harmlessly. It requires the user to wait 2 turns before reusing the technique.
Note: Since the user is sealing the enemy technique with Fuuinjutsu, and then manipulating the inscription walls that compressed the enemy element, this is not considered full manipulation of the element, but merely hijacking it. The user is incapable of sealing a liquid water jutsu and turn it into oil-based water jutsu, even if Water Ninjutsu can be used like that. Thus, even when sealing elements that the user does not own, like CE or AE, the user is never manipulating the original element or technique, merely the fuuinjutsu itself.

Fuuinjutsu: Mizu No Kami No Shirushi | Sealing Arts: Seal of the Water God
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: The seal of the Water God is a special seal developed for the purpose to aid the user in tough situations. The seal itself is a circle of kanji surrounding the kanji for "Divine" in the middle. The user himself is the seal and can manifest it in any part of his body he wishes. The seal only works against Water techniques and is a very good defense against them. The seal activates and draws in any nearby water technique into himself, storing both the water and the chakra it contained inside of it. The seal can then serve multiple purposes:
-Reverence of God: The user will use the sealed, chakra infused, water to boost the damage of another water technique. Once he has absorbed an enemy technique, he does the handseals or rituals, needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is the water technique that the user performed with the addition of damage of the technique he had absorbed. The damage added is equal to the chakra points absorbed. Can be used 2 times.
-Divine Will: The user will use the sealed, chakra infused, water to combo with another elemental technique. Once he has absorbed an enemy technique he does the handseals or rituals needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is an elemental combo of both water and the element of the technique he performed. The rank of the combo is equal to rank of the elemental technique used although becoming a dual elemental technique. Can be used 2 times.
-Touch of Drought: The user will manifest the seal in both his hands and absorb any nearby moisture or water into the seal in a mere moment. This can be used to negate weather patterns such as clouds or mist but also to make it harder to breathe or to drain water sources. This can also be used to, upon touching an enemy, induce a temporary dehydration to the enemy, making him stumble and lose focus as well as stamina and strength, as he feels dizzy and weak. The effects last one turn. Can be used 2 times.
Note: Absorbing a technique counts as a move and can only be done 3 times. Cannot absorb more than one at a time.
Note: The seal can be combined with techniques that can logically be combined with a "water burst" from his body, as its follows logic and reasoning
Note: The seal can only be used max 3 times and the effects used depend on the user but neither can be used more than 2 times
Note: The user must wait a turn before using it again
Note: The seal has to be stated in the biography
Note: Only McRazor can teach this

[Raiton/Fuuinjutsu: Eien] - Lightning/Sealing Art: Eternity
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user will perform this jutsu by placing a tag on their body and performing lightning jutsus, or creating a barrier for lightning jutsus to contact through as they travel, effectively granting the ability to that lightning jutsu since the seal sets itself upon the body of the lightning. The seal is written in Kanji form (永) meaning "Eternity". The moment a lightning jutsu is created or dislodged and detached from the users control or body (projectile for example) the seal will allow the lightning to remain "active". In reality, the seal allows for the energy of the lightning to remain active and present, while also maintaining its shape and ability instead of just crashing down into a continuous current of electricity or disappearing. An example of this in action is sending a spear at a rock, on contact, instead of piercing the rock and then dispersing, the spear will pierce but remain active on the battlefield. This can range from extremely large lightning jutsus, or smaller ones. In usage, it allows the user to have a easy source of lightning or re-use the original lightning jutsu from a different spot, but also lightning will remain active in how its used for terrain manipulation. The seal around the body of the lightning allows for the user to interact with the object without being shocked. The seal/barrier in short is just a sustaining life, a life support for lightning and its aftereffects of the jutsu to remain present, consider the lightning to almost be a statue to be brought back to life or usefulness when needed by the user.

Notes:
Can only be used four times
Can only be taught by Venom
Must be a lightning specialist

[Raiton/Fuuinjutsu: Tōkyoku no Hajimari] - Lightning/Sealing Art: Beginning Of Authority
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30 (+5)
Damage Points: N/A
Description: One of the underlying issues when performing lightning jutsus is the lack of source. This basic fuuinjutsu essentially attempts to disregard this weakness for the user to have an easier access to a source of continuous electricity to be used for lightning jutsus. The user will place a tag, with channeled lightning chakra, titled in Kanji (限) meaning "Authority". This tag will preferably be on the ground, or any solid areas. The seal will then create a barrier on the ground around the entirety of the solid area to a max of long range. The barrier will seep into the ground. The steps might seem long, but this process is done rather quickly. The entire area that was covered by the seal is now a barrier, a source of the electricity. The barrier is the holding of the lightning, and the user consistently channeling chakra into the seal allows for the source to remain replenished and active. From here, the user can perform lightning jutsus out of the ground (only includes solid earth). Most jutsus that would had required to be made from the body or sky can now be accessed from the ground, this adds a new dimension in performance for lightning. The key to unlock the barrier and summon the lightning is specifically the chakra of the user to activate the barrier and unleash the source to be used. These are required to prevent the opponent to have any sort of benefit with the source, making this a user-only access jutsu. Nothing else changes from the jutsus, rank, damage, length (not distance of creation, but the reach of the jutsu itself), ability, duration, etc are all relatively the same. Lightning jutsus used through this seal cannot be erected directly beneath an opponent or within a 5m radius of their current position to kill an opponent(s).

Notes:
Can only be taught by Venom
Can only be used twice
Lasts four turns
Can not be used in consecutive turns
Can only be used on S ranks and below Lightning techniques

(Fūinjutsu: Kakei Rinku) Sealing Technique: Kindred Link
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Kindred Link is a unique technique that’s purpose is initially derived from Mirabelle’s desire to preserve the memories and emotions of her creations. These creations are normally crafted from her use of her “Yang Release: Sunlight Forger” technique. Utilizing a similar method to how Kushina and Minato sealed imprints of themselves within Naruto, it’s relatively the same for these familiars. As they are given life; the seal is passively branded onto the familiars’ body. Once the familiar is defeated or dismissed willingly – the seal automatically triggers, sealing all the memories, emotions and experiences that the creation has gone through. It is then stored into the user’s own memories as well. This allows them to then access these experiences themselves – due to the creations being byproducts of their own chakra therefore are also simply extensions of their own will to an extent. All applications of this seal are purely aesthetic, though some use of this such as for recon missions to gain information without actually being present is possible. Once the seal is reapplied to a familiar once again, they will regain the memories once more and thus can continuously add onto the experience, thus having a pseudo form of immortality so to speak. Can only be used by Mirai, with all applications being passively done. Requires Advance Fuinjutsu in order to be utilized. Can have up to three creation's/familiar's memories stored and must be mentioned in bio.

( Fukurō no sukuriputo ) | Scripts of the Northern Owl
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 [+10 to seal]
Damage:
Description: Scripts of the Northern Owl is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically, Scripts focuses on the more supplemental side of sealing. The Chakra chains come with an inherent ability to use a certain sealing method through them, so a talented Uzumaki found a way to advance the idea of using seals through them altogether. Through the use of additional chakra when deploying the chains, the user is able to forge kanji/Scripts into the chains and give them the effects of a sealing technique. This would only work with Fuuinjutsu techniques that have kanji markings or scripts that can be written/forged into the chakra chains themselves. This has it's limits though. Being a technique that only comes into fruition when used directly next to chakra chains, it is a passive technique and won't take up a move slot; Though whatever seal is forged into the chains will need to be posted and altogether would count as two moves (The chains + Seal). This is a technique that would have to be posted in the user's bio or at the beginning of fights as a reference (also being posted as reference when used). For S rank seals and above, the user will need to perform an additional hand seal when forming the chains. Can only be used to apply S rank seals 3 times each battle, with two turns between uses. Cannot be applied to forbidden ranked chains.

( Īsutandoragon no shizukesa ) | Tranquility of The Eastern Dragon
Type: Supplementary
Rank: B
Range:
Chakra: 20 [+10 to jutsu]
Damage: +20
Description: Tranquility of The Eastern Dragon is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically, Tranquility focuses on elemental chakras to enhance the overall effectiveness of the chains. Through the use of additional chakra when deploying the chains, the user is able to passively mark his chains with kanji of a chosen element [to be specifically posted which element in bio] to enhance them to fit their needs. The kanji would instantly erect a barrier that is skin tight on the chains, possessing the inherit properties of said element. This can range from being a basic element, to an advanced element or CE, which effectively raises the rank of the chains when used. This is something that CAN be applied to the chains but doesn't HAVE to be applied every use, seeing as the chains would also take on the weaknesses of said element and wouldn't always be needed.

On the other hand, at the cost of a move and 20 chakra, the user can switch the kanji seal to a new element (losing the old seal). This would happen within the same time frame of the chains due to the nature of this technique, being unusable on its own.

Note: Can only be used on chains up to S rank.
Note: For S rank seals the user will need to perform an additional hand seal when forming the chains or swapping the seal. Can only be used to apply S rank seals 3 times better battle, with two turns between uses.

(Katon/Fuuinjutsu: Kuro Sanshō̄o no Seimei-Sen) - Fire Release/Sealing Technique: Lifeblood of the Black Salamander
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (Fire jutsu with this effect applied cost 10 more chakra to create.)
Damage Points: N/A
Description: This technique was developed in response to the chakra draining and chakra absorbitve abilities displayed by certain water and earth techniques. Made in an attempt to achieve a similar effect for fire, the resulting technique was deemed too destructive and was classed as a jutsu too dangerous to be used. Like the chakra draining properties of earth and water, the developed technique was highly effective at targeting chakra in its incorporeal states - however instead of draining or absorbing chakra this technique invoked the most fundamental property of Katon - Burning, and applied it to incorporeal interactions. Under the influence of this technique the flames of produced fire jutsu will be sculpted and recoloured so that the Kanji for 'Burn' will appear embossed and patterned across the surface of the flame. As a result the affected fire techniques will burn away foreign chakra within their proximity. There will be little noticeable change for physical clashes such as fire against earth or water, although a sensor will be capable of discerning that the chakra of the technique clashing against the flame is disappearing even before the techniques physical body fades. Against techniques that fire would not have much interaction with however, such as lightning or sound, or techniques that it would not affect at all - such as incorporeal chakra barriers, the true strength of this technique is displayed. As the flames come into 'contact' (Not physical as it generally cannot directly interact with these techniques, but instead overlapping on the same area or being in the same vicinity/pane) the opposing chakra will be burned away, as under the influence of this technique the users fire natured chakra will adopt a singularly destructive property when it encounters opposing chakra and, true to its nature, will not absorb but will rather burn - flooding out to attack the chakra and erasing the opposition completely. When such a flame encounters the body of a living being such as a Summon or Human, it will burn away at their chakra supply for as long as they remain near the flame (short range), destroying more of their chakra each turn, starting at the amount of chakra used to create the fire technique for the first turn, and increasing by double each turn (i.e, 40 the first, 80 the second, 160 the third and so on) until they have absolutely nothing left - and as such fire techniques under the influence of the Black Salamander serve as the bane to beings that cannot be burned or posses powerful regenerative abilities. Against techniques however, elemental weaknesses and strengths will apply, and the strength of the fire technique will reduce accordingly as it expends the very chakra that comprises it to burn away at enemy techniques. Upon the first use of this technique on a fire jutsu, a crest of ash will appear on the users chest, appearing as a salamander that, like an ouroboros is seen to be devouring its own tail. The Salamander Crest will act as a medium for sustaining this technique, should the crest be destroyed then this technique will also end, likewise, for as long as the crest persists, so too will this jutsu. Should the chakra of a fire technique under the influence of the Black Salamander be absorbed, then then absorbed fire chakra will act as a virus - rapidly burning away at the chakra of its new host until nothing is left. The only counter then, is to produce a full bodied chakra surge equal to or greater than the amount of chakra absorbed. (Starts at double the chakra cost of the technique this time, i.e a technique costing 30 chakra would burn away 60 the first turn, and so on, this time as it is directly within an opponents chakra system and as such can wreak havoc more easily). The chakra burn is easily detectable however as an opponent will feel as if their chakra is 'boiling' (a little like the discomfort that Naruto felt upon his first uses of the Kyuubi chakra), although an infected can still produce techniques as usual, albeit they cannot utilise forbidden ranks.

Note:
- Made of ash the crest is virtually immune to any technique that will smash or break it apart as it can simply reform and regenerate, and is counted as a fire/fuuinjutsu combination, A ranked in power, that can only be destroyed by water - which is the natural enemy of fire, or techniques that can completely burn or blast it from existence such as fire or lightning. After four turns the crest will fade, signifying the end of this technique. If Symphony of the Dragon is either active or used afterwards, the Crest of the Black Salamander will combine with the Crest of the Unburnt Dragon, the Salamander wrapping around the Dragon's head and, the two crests will combine, becoming destroyable only by techniques equal to or greater than their now combined strength. When they combine, the crest of the Black Salamander, being weaker, will adopt the turn limit of the Dragon's Crest, if it has two turns left then this crest will also crumble in two turns and so on. While it makes the crest harder to destroy, it also has the drawback of potentially ending the duration of this technique prematurely depending on how, and when the crests are created.
- While this technique is active the user is capable of, once per turn, producing raw blasts of S ranked fire chakra from any point of their body which - incapable of interacting with physical substances, will instead interact with and destroy those made of chakra, for instance if used against earth the blast will phase into the earth, erasing it of all the chakra that fuels it and, by destroying its source of strength will also undermine the earth's corporeality, leaving it to crumble to dust. (Although it does not interact so much on a physical level, it can still be countered by a technique of equal power as the flame will attack the chakra within the technique, and respecting elemental weaknesses and strengths, will falter when overwhelmed or equalized.) The chakra is visible as it takes a translucent gold or black hue, and be can form various shapes and sizes at the users whim, and the user can maintain control over it should they so wish, however they will be limited to non elemental and fire elemental jutsu during this time. This count as one of the user's three moves per turn.
- When this technique ends it cannot be reactivated again for the next two turns, and no fire techniques above S rank can be utilized during this period. It can also only be activated 2x, and the user is immune to have their own chakra devoured by their flames.
- This technique is also capable of working against chakra, or uses of physical/spiritual energy that have a slightly different make-up than usual, such as Senjutsu chakra and Kiyoshi energy. However it cannot target physical or natural energies in their raw, un-combined state; it can do so for spiritual energy however.
- The user can choose to not apply this effect to a created fire technique, and affected fire techniques will appear an imperial black, red and gold in colour.
- As this technique has no effect on its own, its activation is instant and can be performed in the same timeframe as the following technique. The crest will appear upon the creation of the first Black Salamander Fire technique, and this works on ash too.
- When used by an Inuzuka this technique will not adversely affect their Ninken as, accustomed to their presence, this jutsu, while largely indiscriminate, will have the users Ninken labelled as something related to and bound to the user, as a result just as the user is immune to the effects of this technique, so too will Ninken be. (Same for cursed seals as they are a part of the users being)
- Can only be taught by Scaze

(Fuuinjutsu: Akiresu Ihan)- Sealing Arts: Achilles' Breach
Type: Defense/Offense
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A (varies)
Description: The process of this jutsu is done through direct contact with the opponent if in short range, or weaving through two seals, then the slamming of the hands of the user if in middle, erecting a barrier around the opponent, in a very similar fashion to that of (Tajū Mugen Hōyō ) - Multiple Infinite Embraces. What makes this technique different, however, is the barrier works to "rip" apart any chakra based armors up to A rank on the opponent's body. The actual process is the barrier will act to absorb the chakra based armor, with the visual illusion looking like the armor is being torn from the body of the user. One may compare this visual to when the tool of the sage of six paths (Kohaku no Johei) traps somebody inside of itself. The process is similar, where the barrier acts to tear the chakra armor from the body of the opponent, with the armor traveling and attaching itself to the inner walls of the barrier, being no longer "connected" to the user in a physical stand point, and a chakra stand point, it will be weakened slightly (down to one rank) allowing for it to be torn off the body of the opponent with more ease, and as the armors chakra mixed with the users own chakra, it will become volatile, causing an explosion from the inside, with the explosion being composed of pure chakra with damage characteristics similar to that of the armor that was absorbed (so if the armor was heat based, it will be a burning explosion, if it was lightning based, a more shocking explosion). This barrier can also be used against material/matter based elements, by simply tearing the material from the body of the opponent, and the explosion being composed of the debris/material that was composed of the armor. This barrier can work against virtually any kind of element (up to A-Rank), and in some cases against jutsus that require the opponent to hold, or have the jutsu be on the opponent's body, so it isn't narrowed down to just armors, but it is simply a more practical usage due to the longevity of an armor. What the user will do in stripping away specific elemental jutsus that correlate with the purpose of this jutsu, the user will erect the barrier with a specific chakra nature infused into the barrier, the chakra nature infused will target those jutsus specifically. Example, the user can summon the fire version of this barrier, and in doing so, can strip away fire armors. This allows for the barrier to hone in on specifics and focus its strengths on these specific elemental jutsus.

Notes: Can only be taught by Joker. Can only be used three times with a 2 turn cool down period. No fuuinjutsu above A-Rank same turn this is used, and no fuuinjutsu above S-Rank next turn.

(Fuuinjutsu: Goto) - Sealing Arts: Burglary
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20)
Description: The user will release an jutsu from their body or from away their body, while lacing the jutsu with a unique seal. The seal has a property of absorbing characteristics of an opponents jutsu when clashing against the users jutsu. This will weaken the opponent's jutsu by 20 CP and the 20 CP will be transferred to the users technique. However, this doesn't just simply improve in power, rather it steals byproducts that relate to the element and combines it with the users technique. E.g. if the seal absorbs properties of fire, specifically it will absorb either its heat, ash, or gas (this is for the user to decide) and whatever is chosen will coincide in aiding the users jutsu, so this can include heating up an earth or water jutsu, inflaming a fire jutsu to larger size, or make a lightning jutsu violently explode. This works logically with just about any elemental jutsu element, KG and CE included. Lastly, to reiterate, even when the users technique is up by 20 damage, this doesn't mean they will not still clash with the opponents technique, but the clash will be weakened (from the opponent's perspective) and this also follows elemental strength and weakness. In a lot of cases, this can also enhance the size of the jutsu, especially when two of the same elements clash. The process of attaching the seal is performing jutsus from the body through a seal (either on the tongue, or limbs) or slamming their hands on the ground and channeling seal simultaneously with the jutsu. Does not work with techniques that come out of thin air.

Note: Can only be taught by Joker. This does not work with water (unless absorbing the water jutsu of the opponent) mainly so it doesn't clash with Noni's Davy's Devilish Devouring technique. Can only work with S-Rank jutsus and can only absorb S-Rank and below jutsus. Can only be used three times. Can not be used in consecutive turns. Cannot be stacked with infusions.

( Fuuinjutsu: Shishienjin Shinshoku Mushi ) Sealing Technique: The Vitriolage of the Corrosive Beetle

Type: Supplementary/Defensive
Rank: D-S
Range: Short-Mid
Chakra: 10-40
Damage Points: N/A ( - Equivalent Damage )
Description: Similar to Four Violet Flames Battle Encampment, the user will produce a square barrier of purple flames which will corrode the damage from opposing techniques, which can be manipulated and moved around within range. The defensive barrier will shave the damage of any technique that clashes with it until it expires, as the purple flames corrode and consume the power within it, without damaging any living entity, unlike it's simbling technique. Depending on the chakra spent producing the barrier, it will be able to deal with a single technique of equivalent tier, shaving the damage until nullification, consuming it whole, or any number of lower tiered techniques. For example, a D rank usage ( 10 chakra ) will shave 20 damage, negating the damage equivalent to a generic D rank technique that clashes with it and expires, or any E rank technique that clashes with it until time expiration. People interacting with the flames won't feel any damage effect, but will have their techniques rejected. Inner Modes or Active skills like Eight Inner Gates, Sage Mode, Doujutsu, Chakra Sensory, etc, are not affected by this technique. This barrier entails a defense against techniques that pass through it, not against skills applied to a user that passes through the barrier. This is not the case with techniques like Elemental Taijutsu or the Raikage Armour, where they use their chakra to coat around their bodies.

Note: Up to B rank, it requires 1 turn cooldown after expiration, and last up to 3 turns. A Rank and above can only last up to 2 turns and require 2 turn cooldown. A rank can only be used 4 times, S rank can only be used 2 times.
Note: A barrier will be overpowered without debuffing damage if hit with a technique 2 ranks higher, or with a difference of 20 chakra when interacting with techniques S rank and above. It is neutralized if it weakens/consumes a technique of equal tier, and is restricted to a maximum of 3 techniques of lower tier.
Note: This technique can thus be boosted externally once, with a chakra/damage debuff boost or a chakra tier boost. Damage boost won't have effect in this technique.

(Fuuin: Hakari no Doragon) - Sealing Technique: Scales of the Dragon
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: N/A (-40 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji for "Impervious" that automatically activates upon the user being struck with a Taijutsu attack. A barrier instantly forms over the user (before the user can be harmed) and mitigates the damage dealt by the strike and any subsequent strikes encompassed in the technique or freeform combo. Whether a Taijutsu technique deals one single hit or a multitude of them, each activation of this seal will defend one single Taijutsu attack/combo, be it freeform or a technique. The effect of the barrier is to reduce rather than eliminate the damage the user takes from being struck physically by the opponent so it will only halve the damage of any Taijutsu technique no matter how powerful (e.g. S-Ranks will fall to 40 damage, D-Ranks will fall to 10 damage). Due to this seal only reducing damage rather protecting the user completely, it acts as a failsafe more than anything else in case the user is caught unawares by someone much faster than them. The user’s body will sustain the remaining damage after the barrier halves it’s power.

Note: Can only be used twice per battle
Note: User still takes half the damage
Note: Only applies to Taijutsu techniques
Note: No S-Rank or above Fuuin in that turn or next

(Fuinjutsu: Gyaku rirīsu) Sealing Technique: Release Inverse
Type: Supplementary
Rank: S
Range: Self
Chakra: N/A (-40 Upon Activation)
Damage: N/A
Description: Reverse Inverse is a very intricate fuinjutsu technique, applied to the users body as a body seal. This technique is used in response to techniques that bind the users, this ranges from anything such as genjutsu or yamanaka techniques all the way to a fuuinjutsu , physical handcuffs or even an earth technique that physically binds the user (This applies to any elemental technique that binds/hinders the user). Upon being the binded, the seal will instantly activate, flooding chakra. If the user is binded by elemental means or physical means, chakra will flood into the technique or weapon breaking it, dispersing it or destroying it as a whole. If the technique is mental, it will flood the users body with chakra, refreshing the users chakra network system. This will break the mental binding.

Note: Technique can only be used once
Note: Must State this in bio, or start of bio.
Note: Cant use any fuinjutsu above S rank in the same or following turn.

(Fuinjutsu: Kyūmin Erementarudomein) Sealing Style: The Dormants Domain
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn, -20 per turn if used twice)
Damage: 80
Description: This technique has an application of both a body seal and a active regular fuin seal, being able to brand their body with the Kanji utilizing the technique. By applying this technique onto the user, (Be it in the start or mid way through the battle) the seal will activate causing said element to form into a small creature on their shoulders roughly the size of pakon (Kakashis Dog) This element can range from the basic elements, Advance Element, or Custom element but it needs to have an element component to it. Once the seal is active it stays dormant until an enemy is within short range. Once an enemy is within short range, the elemental creature that is on said body will instantly use a technique from said element that their body is composed of, of equal rank or lesser by using their own body as that source but having to be a projectile technique or a defensive technique that doesnt spawn larger than five meters around the user. Once the technique activates, the said creature would then disperse which the user is able to apply another seal on them, replicating this technique but will cost double the chakra to sustain it.

Note: Technique stays dormant until use
Note: Technique used from the creature can be defensive or offensive in nature, not supplementary and cant be a stream nor continuous
Note: This technique can be applied before battle in said bio. By doing this it can be activated as soon as the battle start.
Note: if applied a second time it uses double the amount of chakra to sustain said technique until active
Note: Can only be used twice per battle.

(Fuuinjutsu: Majutsu-shi no kyōse) Sealing Arts: Compression Of A Magician
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Compression of A Magician is a technique utilizing the barrier function of the Fuin while also incorporating normal sealing functions. This technique can only be activated upon touch, making this technique dangerous in its execution. The user will use one or both of their hands at their intended targets and/or allies. By doing this, a large barrier will instantly erect around them, quickly compressing to the size of a marble. By doing this, normally it would destroy the body but upon compressing the size of the barrier into a marble, the body also compresses as well, leaving their bodies unharmed. This technique also can be used on individual body parts, being used offensively. Upon the compression of the opponents chakra is sealed as well. This restricts the opponent from breaking out through ordinary means, or it allows the user to use it as an infiltration tactic with their allies. Though due to its nature the marbles are essentially indestructible and cant be broke from the outside thus keeping them safe from outside damage. The user is able to reverse this technique by snapping their fingers, putting them back to their original size.

Note: Can use twice per battle
Note: Can use on a max of two people at a turn
Note: Cant use techniques back to back
Note: Cant compress anything or anyone above 3x the size of the user.
Note: If used on a body part it turns offensive and does 80 Damage, while castrating that body part. (Cant be used on the head or torso, meaning no insta kills)

(Fuinjutsu: Anubisu no norowareta shukufuku) - Sealing Style: Blessed Cursed Of Anubis
Rank: S
Type: Supplementary
Range: Mid
Chakra Cost: 40
Damage points: N/a
Description: Blessed Cursed Of Anubis is a very unique type of fuin technique, created to offset those who boost themselves and to balance the haves and have nots in term of power a powerful fuinjutsu was created. The user will do a set of five handseals ending with the tiger seal, creating a large sealing symbol to take form on the ground. Once the seal appears it will encompass all those who are within it acting as a barrier, sealing off the exits, unless a collective damage of S rank was done. The Seal can have both a cursed or blessed response, and even the user is not immune to the affects. The Seal acts as a reverse for bodily boost (This excludes things such as leg weights or boost done by physically training the body as such). By activating a boost, it will actually curse the body causing the opponent (and/or user) to experience negative affects. Meaning if the opponent was to boost himself or technique by +20 then it will actually have a -25 to their damage. This is done with speed and strength as well such as chakra enhancement and even EIG. If the opponent activates a technique to increase their speed by +3 it will decrease their speed by -3. Though this technique has a blessed portion. If negative affects were to be applied onto the user be it by themselves or the opponent (via means of things such as poisons, or side affects of a jutsu it would boost them. So if a jutsu was done on the user to decrease their tracking by -3 it would boost their tracking by +3 instead, making this a technique to keep everybody on even fields.
Note: This excludes specialties in the bio, physical alteration to the body such as leg weights being released.
Note: Can only be twice per battle with a 5 turn cool down
Note: Once the technique is cast, the user cant use any fuin until technique is finished
Note: Last four turns

(Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.
Note: Can use two times per battle
Note: Both Fuin and Kenjutsu is S rank, allowing the user to seal S rank and below
Note: The seal is pre-applied to the sword before battle. After usage, the user has to manually apply the seal to the sword again (This portion does not take up a move slot, but using the technique does)
Note: Seal stays dormant until clashes with other technique

( Seibu rivu~aiasan no Hakai ) | Destruction of the Western Leviathan
Type: Offensive | Supplementary
Rank: S-rank
Range: Short - Long
Chakra: 70 (-15 per turn)
Damage: 80
Description: Destruction of the Western Leviathan is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically, Destruction focuses on the more attack side of sealing. The user would begin by releasing chakra chains from their back similarly to the original chakra chains technique but on a much more massive scale. The abundance of chains would instantly begin to tunnel into the ground while converging into groups of gathered chains; Creating large tentacle-like structures that begin to erupt across the battle field, aiming to attack/defend as the user needs. These chains would hold a decent amount of power but even greater versatility when it comes to range and mobility, though their real power comes from their sealing abilities. With sealing scripts of each basic element etched into the chains by nature, these chains become able to seal away elements within them of equal chakra or lower to use them immediately after. Once an element is sealed away, they'd instantly be unsealed in the form of skin tight barrier around the chains, being the color of the originally sealed element. This barrier would hold the same damage output as the sealed technique's rank but would also have the same strength and weaknesses of said element. The chains would be able to be maintained for up to 3 turns, though coming with a chakra cost each turn. Though powerful, the sealing can be easily avoided as long as the chains don't touch a target or a target has chakra exceeding this technique.
Note: Can only be used twice with a 3 turn cool down.
Note: After using the user can't use any S-rank or higher fuuin for a turn
Note: Cannot be used to seal AE Or CE.
Note: Can only be used by Adv. Uzumaki Bios
Note: The chains carry no damage unless they seal an attack

( Kōdona Uzumaki Fuuinjutsu: Tsubame no gyakuten ) – Advanced Uzumaki Sealing Technique: Body Of Teach!
Type: Defensive | Supplementary
Rank: S-rank
Range: Short (Mid)
Chakra: 70
Damage: N/A (+20 to taijutsu)
Description: Body Of Teach is a simple sealing technique only passed down to the head of the Uzumaki clan of each generation. The seal would come in the form of small vertical straight lines across the body that are not noticeable by the naked eye while dormant. Each line would be small written kanji of each basic element over and over in a row, forming the straight line. The kanji is so small, even those capable of seeing the lining on the body wouldn't notice they are actually kanji writing unless they had some sort of vision allowing to see such small writing. The seal would come into effect when the user wills it to, actively sealing an elemental technique that would have come into contact with the users body; Allowing them to seal the element into the lining, causing the lining to glow a color similar to the element sealed (Yellow = Lightning, Blue = Water, Brown = Earth etc.). Once the element is sealed, within the next 2 turns (including the turn the element is sealed) the user can release the element passively next to any taijutsu performed; Not only giving the attack a heavy damage boost, but also causing an outward shockwave in the direction of the attack, which would expand the damage out to mid range. Once the element is added to the taijutsu attack, the kanji for the specific element would disappear from the lines on the body altogether. In case of AE or CE being sealed, the kanji for every element that makes that element up would disappear Also. Of course this means once an element is sealed once, that specific element that disappeared can't be sealed and used as a boost again. Being an advanced Uzumaki seal, it can seal techniques with chakra up to 70 or below. Anything beyond that would be unsealable.
Note: Only usable 3x with a 2 turn cool down between uses.
Note: Can only have a single technique sealed away at a time.
Note: Once used, the user can't use any S-rank or higher sealing techniques for 2 turns.
Note: Can only be used by Adv. Uzumaki Bios
Note: Counts as a body seal

( Fuinjutsu: Sutāku kōka ) Sealing Technique: Starrk Effect
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (+10 to technique)
Damage: N/A
Description: The Starrk effect is a unique sealing technique crafted by a man that was alone for many years, only to find a way to gain companions by creating things. He was blessed with the ability to give things life, but these things still didn't keep him company. They had no motive. No personality. No sense of uniqueness to them at all. They were just drones that reacted and acted on his whims. Then he finally found a way to give them everything they were missing, with a simple seal. The seal simply takes a part of the user's personality and seals it into an object, technique or weapon that has sentience or life. With this, the host that the personality is sealed within becomes much more unique depending on what sort of personality the user chose to gift the host; Gaining speech, deeper thinking and other things connected with actually thinking for ones self and having a personality to make unique decisions. Though this does give things a uniqueness, it would also strip the one it is used on of part of his/her personality. Meaning if they sealed the happy part of their personality into another host, that host would be happy and outgoing, while the one the happiness came from in the first place would most likely be an unhappy personality when interacting with them. This works especially well with people whom have multiple personality disorder. One could potentially strip themselves or others of those personalities specifically and place them into a different host. This seal can be used passively next to the creation of anything sentient, or can be pre placed on things such as custom weapons and such, though would need to be placed in the user's bio or stated before a fight/event.

Fuinjutsu| Anka - Sealing Arts | Anchor
Rank
: S
Type: Supplementary / Defensive
Range
: Short - Mid
Chakra: 40
Damage: NA
Description: A sealing technique which forms as the kanji for anchor (錨) is placed on the body. The Anchor Seal technique utilizes the properties of the Earth Release: Super Added Weight Technique and can be placed upon an opponent through direct contact, initiated by either the opponent or user. In a similar fashion to Leg Weights, by combining the seal's formula with the user's Earth chakra this seal forms into to a black, large, weighted object upon the opponent. This weighted object will encase area surrounding the seal while weighting down the opponent which effectively seals the opponent's movement by utilizing the weight as an anchor. The seal makes it harder for the opponent to move the affected area such as the arm or leg while reducing their base speed by 40% and preventing movement-based abilities/techniques (Flight, Flicker Evasion, etc) until the seal is removed following the S/W of S-rank Earth Release. This Anchor's Seal's only function is to limit the target's mobility by combining the seal with the properties of the Super-Added Weight Rock Technique. Since this weight inherently does no damage, the Anchor seal can be applied to other restrictive techniques to afford them with the added properties of this seal by adding two handseals to the total. If used this way, it is applied within the same time frame of the technique but can only be combined with A-rank and below restrictive techniques. When used this way, the technique is raised by a single rank. This seal may be activated immediately or lay dormant as a trap that activates when the opponent rids themselves of the initial restrictive technique.
Note:
  • Requires Adv. Fuuin, after use no Fuuinjutsu may be used for two turns.
  • Can only be used twice per battle
(Fuuinjutsu: Shifuto Shio) - Shifting Tides
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Shifting Tides is an advanced fuuinjutsu technique that is to be used in conjunction with another technique, be it elemental, or basic ninjutsu anything that requires chakra. By adding an extra to seal to an existing set, the user will focus their chakra around an attack, or defense. This chakra solidifies itself into an extremely malleable barrier capable of taking on any shape the user desires. The barrier, when first formed is invisible, and can only be seen when the user applies one of the functions of this technique. As a result of this shift, the technique encased by this barrier can do one of two things. The first would be to condense it's shape and size. An example of this would be condensing a colossal fireball, into an single arrow composed of the flames. This allows the encased moved to be come more compressed and focused, giving it a rank in strength and durability at the cost of it's area of effect: meaning the user is capable of increasing the power of a technique by decreasing it's size. The second usage would be to expand it, the barrier surrounding the technique is capable of mimicking its properties, effectively transforming into the technique itself resulting in a larger technique. This in turn allowing it to cover ground at the cost of a single rank, in this case the user could transform a blast of water into a tidal wave.

Note: This technique can only be used a maximum of for times per battle. This technique can be used in the same time-frame as the technique being empowered however, it will still consume a move-slot.

(Fuuinjutsu: Nejire Shōheki) Sealing Art: Distortion Barrier
Type: Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 60
Damage: N/A
Description: An Advanced Fuuinjutsu technique created by Kōtetsu Inuzuka, Distortion Barrier allows the user to erect a crimson circular barrier at a location of their choosing within range to protect themselves or an ally after performing four handseals. Primarily used as a defensive measure, this barrier possesses a unique interaction that allows chakraless attacks to pass through itself and is only capable of interacting with those containing chakra or other forms of energy. When hit by a technique of lower chakra or energy, the barrier allows the user to change its direction either away from the protected target or back toward the opponent at full strength. When used against large-scale techniques, the barrier is capable of distorting the direction of a portion of the incoming techniques, leaving the user or anyone behind the barrier unharmed.

Notes:
- This technique can be used four times per battle and requires a two-turn cooldown between uses.
- No Fuuinjutsu above A-rank in the following two turns after this technique is used.
- This technique requires mastery of Advanced Fuuinjutsu
 
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Alyx

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Ninja Technology

(Supuratto Bakudan) Splat Bomb
Type:
Tool
Rank: A Rank
Range: Short - Long (Thrown), Short (Explosion)
Chakra: 30 (N/A When Thrown)
Damage: 60
Description: Created based on the blueprints originally made for the Kote, these small tools are crafted and intended to be used by those whom utilize ink ninjutsu. Within these triangular containment units are ink of various color, this color matching that of the element infused into the ink ahead of time. When thrown at the enemy, the user will weave a single hand seal - causing the capsule to burst open those releasing a violent burst of ink to those around the blast zone, however if the user desires to delay the explosion they may do so, in which case simply throwing the bomb is considered freeform and thus doesn’t count as a move, though activation of it's bomb form will still count as one and the user must be within two landmarks to trigger it. The power of the blast depends on the amount of chakra and ink utilized for the this technique, while also dealing additional adverse effects depending on the element such as fire burning the enemy, water making the ink more vicious and sticky making it harder to move etc. It can also be used as a source for future ink techniques. A rank can only be used thrice per battle while the overall technique can only be used five times per battle. This is also akin to having works of art pre drawn thus various techniques can be used in conjunction to this due to the ink acting as a new source.
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(Shizukesa) Hush
Type:
Tool
Rank: D - S Rank
Range: Short (Explosion & Absorption), Short - Long (Travel Range)
Chakra Cost: 10 - 40
Damage: 20 - 80
Description: Hush is a special designed ninja tool that utilized the “Absorption Arm” as a basis for its production – though many are surprised by this due to weapon being in the form of an umbrella or parasol. The overall design of the tool is highly durable in nature, allowing it to physically tank one S rank before being rendered useless, two A ranks but remains undamaged by B ranks and below while also doubling as a physical weapon that can be used in free form close combat. It also has a sword hidden within it’s structure which uses the handle as a hilt and the other base piece as a sheathe, which can be launched out at the press of a button (freeform) to strike the opponent rather quickly for a surprise attack.

Moving onto the chakra related powers, the ferrule of the umbrella has the ability to release a barrier of chakra with similar to that of it’s predecessor where it intakes the chakra into the weapon itself but what makes it differ from the two is that the sphere doesn’t expand in size, but rather returns into the weapon swiftly. Once the chakra is absorbed into the weapon, it acts as a “charge” to the weapons second chakra related ability. The absorption is done via specific fuinjutsu formula located on the top that then releases the barrier.

After the absorption of the chakra the user is able to return the attack at the enemy as a chakra blast, moving at the speed of a Lightning Technique but dealing damage based on the rank of the jutsu absorbed. Although it moves in a linear path, the explosion radius is five meters; meaning simply dodging the path of the blast wouldn’t always be enough to avoid it completely.

This of course isn’t the lonesome way to “charge” the tool, as the user may willingly infuse his/her own chakra into the umbrella itself in order to fuel it, dealing damage based on the amount of chakra is placed into it. The absorbing of an enemy technique counts as a move each, but absorbing and releasing it back can be done within the same time frame and counting as one move if used like this but the user can simply absorb the chakra and store it without sending it back.

Charging the weapon with chakra from the user is done passively but sending it as a blast counts as a move, with the chakra amount ranging from 10 (D) to 40 (S), thus the user must spend chakra based on the rank in order to fire the blast. The user however can only retain a certain amount of chakra inside of the umbrella with its max being 200. While the umbrella’s firing/absorbing (each one separately) mechanism can be done once every two turns, while S ranks can only be done twice per battle causing it go on cool down for three turns instead. A rank can be done thrice while B rank and below can be used collectively 6 times a battle. The design of the umbrella is cosmetic, allowing for various coloration and patterns to suit a person's need.

(Bīkon) Beacon
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: As the Kote has gained notoriety among Shinobi, Samurai too have looked at the technology as a way to expand their arsenal. The Beacon is an altered Kote, capable not of using Ninjutsu, but of preforming Summoning in place of the user, intended for use by Samurai. A beacon has a disk inside it upon which a summoning contract is inscribed, much like how one would sign a traditional contract. Unlike Kote, to use the Beacon does require chakra - an equal amount as would be required to normally preform a Summoning, but unlike traditional summons, the Beacon acts as its namesake, allowing Summons to pull themselves to the wielder's location.
*Note: Allows Summoning to be preformed by Samurai.
*Note: Chakra Cost and Damage are dependent on the Summoning being used.
*Note: Use of the Beacon itself is passive, but the Summoning still consumes a moveslot.
*Note: The Beacon can only be attuned to one Contract at a time.

(Uranau Ha Sakuhin ) Divine Blade Works
Type: Tool
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Divine Blade Works is a unique piece of technology mixed with ninjutsu. For generations, members whom have come to learn the unique style of combat commonly referred to as “Dance of the Blade Sage” has meet with multiple difficulties. The first of this problem being the unconventional travel method, needing to carry a backpack for housing the blades. The wires becoming a frequent hazard in use as well. As such members of the Black One’s from Hanguri ordered the creation of new technology that would better the use of the style – though with the razing of the Freehold, not many where able to see the finished product. A prototype of the system was only recently discovered in old books, detailing the functionality of the gear. In turn the system “Divine Blade Works” was reimagined with new technological scholars in order to create the perfect tool. In terms of the actual tool its comprised of mainly on the concept of remote controlling the blades, like the original style does but with more seamless direction. The blades are each outfitted at their handles with unique cores that is remotely connected to central hub located on the user’s person, usually integrated into their bodies if a cyborg or in the user’s clothing if normal. These cores transmit chakra instantly and passively between one another, guided and controlled by the user’s gestures and mental control which are then translated by the central hub and distributed to each blade or individual blades – thus no longer needing the razor wiring initially needed to control the blades. In terms of housing the blades – cyborgs keep the blades within their cybernetic body while normal humans have a special seal located on the same hub that releases or seals the blades back into it when not in use. While this is usually intended to be used with the Dance of the Blade Sage CFS, the swords can also simply be used for Kenjutsu or other sword-based techniques or style. The one true advantage of this is gaining the ability to utilize kenjutsu at range, as the user simply needs to transmit the chakra to the blade in order to utilize it if needed (capable of transferring any sort of chakra, including elemental etc). The activation of these blades is passively done but requires 10 chakras in order to do so, while also absorbing -5 chakra per turn to keep active. The user can only sustain up to six blades at a time; each one having the durability of a regular weapon though utilizing the seal the user can simply replace any broken swords (which requires -5 chakra per blade, but done passively). The cores can be activated any up to three times per battle, but lasts as long as the user desires. The design of the blades are largely up to the user - allowing creative freedom in their design.

(Cyberdyne Adobansa Kuchiyose no Jutsu) - Cyberdyne Advancement Summoning Technique
Type:Tool
Rank:A
Range:N/A
Chakra: 30 (+Original Summoning's Chakra cost)
Damage:N/A
Description:Advancement Summoning Technique, is a tool that allows the user to summon cybernetic organisms of their summoning contact of the summon being with both organic and biomechatronic body parts. Appearing as brace-band, usually in dark colors with relic like writing upon it however, very futuristic. To summon the cyborg-creature of the ninja, they will wipe blood on this brace-band, perform the Boar → Dog → Bird → Monkey → Ram handseals and then touch an object or not, then a sealing formula will appear short range to them. These summoned cybernetic organisms, have their restored functions and now enhanced abilities due to the integration of some artificial component or technology that relies on some sort of feedback: Due to the cybernetic enhancements, they're subject to a lesser cyborg attributes as they have increased durability ( Immunity to D rank and below physical attacks and -10 damage from up to B rank physical damage ) and strength ( +10 damage to Taijutsu ). However, due to this enhancement, they are also more vulnerable to Lightning jutsu, increasing the damage done to cyborgs by 20 damage. Energy based attacks deal the same amount of damage.
Note:
The user must have signed the contract with the creature he wants to summon but the technique can be used to summon a generic creature of that contract (B-Rank) which will have no special traits or abilities beyond those normal to the rest of the animals in the contract. Specific cyborg summonings have to be created via submission. The animal is always summoned on the mark that appears upon slamming the users hand or, if not the case, always in short range of the user. The user can only have up to 2 present on the field at any time.
(Sandāu~ēbu ) - Thunderwave
Type:
Tool
Rank: A
Range: Short - Long
Chakra: N/A ( - 5 per turn when used )
Damage: N/A
Description: Thunderwave is a basic chest plate outfitted with a surround sound speaker system, and a microphone. It can be used to play music or make noises more audible than normal similar to a karaoke machine. It is able to produce sound louder than most techniques or the clashing of techniques and can be much louder than the user or opponent can scream. In essence it can act like the (Utsusemi no Jutsu) - Empty Cicada Shell Technique passively at all times being louder and stronger than even that basic technique. It comes pre-loaded with all of the wielder's favorite songs. In battle it can be used to play theme music or it can make the user louder as it has a built in microphone system connected to the speaker system.
The primary use of Thunderwave as mentioned above is the ability to play music with the offshoot of this being the ability to cancel sound waves with sound waves while playing music. This is similar to the Scientific Ninja Tool: Shijima and works like a noise-cancellation speaker. The system can emit a sound wave with the same amplitude but with inverted phase also known as antiphase to the original sound. The waves combine to form a new wave, in a process called interference, and effectively cancel each other out. This effect is called destructive interference and is able to nullify sound techniques in equal rank. The sound can encompass a short - long range area around the user being louder the closer to the user the people who can hear it are and due to this it has a dampening system as to not harm the users ears or cause them any undue problems. It can be fine tuned to look different depending on the wielder's appearance or preference.
Note: Sound techniques can only be canceled once per turn three times per battle.

( Eld no Jū ) The Guns of Eld
Type: Weapon
Rank: S-Rank
Range: Short - Long ( 50meters)
Chakra: Depends
Damage: Depends
Description: A pair of revolvers once used by a man known as the Last Gunslinger, forged from an unknown indestructible alloy said to be the melted down remnants of the mighty sword Excalibur, wielded by King Arthur Eld during his fateful battle with the Dark wizard Maerlyn and the Crimson Queen. The blacksmith who forged the dual six-shooters was said to have combined his Katon with a special Sage Oil. The revolvers are grey with sandalwood grips and symbols along the barrels. The revolvers are conduits for Fire Release, granting them a number of abilities:

The Guns are extremely durable, nearly indestructible from their unknown alloy, making them resistant to oxidization, rusting, etc. This durability won't allow them to block or otherwise directly interact with Jutsu safely, however they can be incorporated into the user's hand-to-hand combat. There are also enhancements such as the revolvers themselves being able to act as conduits for the user's Katon, and at a reduced cost of 10 Chakra, due to the Katon found within the revolvers. Also, 4x's per battle the Guns may be used to passively extend the range of one Katon technique, this is possible due to the Katon already in the guns being released into the jutsu as a boost. This requires 1 turn cool down between uses and doing so and drains the guns of their Katon Chakra, and requires that the user wait 1 turn before the Guns replenish this independent store, however during this time they can still act as conduits within reason but will not allow the Guns to fire off their special Katon bullets.

-The Guns of Eld, as mentioned just above, can fire special, 2 inch diameter bullets made from Katon. The amount of Chakra naturally present in the alloy is enough to shoot off single rounds from each Gun having properties from both and would cause burning/concussive damage for A rank and below, limbs struck would drop the damage done by the limb hit 10 damage for 1 turn. Once per turn used, the guns can release an S rank combined blast utilizing 1/4 meter diameter in size "bullets" from each gun (combined S rank strength), being hit by this would not only severely burn and knock the target back, it would sear thru flesh and cauterize it in the process from the immense heat. This can be done 3x with 1 turn cool down. They can also fire off a total of 4 bullets per turn free form, doing 5 damage with 20 damage max. All bullets fired move at the speed of a standard Raiton jutsu

Note: Can only be used by Vegeta, and those he teaches. Naturally, this means the Guns of Eld will not work if stolen, as the user must be taught the deciphered symbols on the barrels to use. They also cannot be used against Vegeta by anyone he allows to use them. One could use the Guns without the ability to use Senchakra however would only be able to fire off Katon blasts, nothing related to Senchakra would work for them and would be disregarded during use by the individual.

Sukābarafea | Scarborough Fair
Rank: S
Type: Tool
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The Scarborough Fair is a set of four large caliber handguns that act as the user conduits for chakra. These handguns are based upon the Derringer a gun capable of rapid fire, simple, and rugged. These four guns have been crowned with the names Parsley, Sage, Rosemary, and Thyme. Pushing the user's hand to hand ability to its limits, when combined with the user's chakra, the guns' rate of fire and stopping power are incredible. The user will makes use of these four weapons by holding two in their hands and two connected to the back of the user's feet which are fired through the use of chakra. To stay loaded at all times, the guns passively drain up to 40 chakra (10 each) per turn. Each weapon holds up to 40 chakra magazine at which points the weapon will stop draining/accepting additional chakra. During development, Ninja Scientists recognized that some situations may require more immediate offensive output, so chakra can be actively loaded by the user by sacrificing one of their moves to fuel one or more of the handguns with chakra. This chakra can be spread among the weapons to load multiple at a time, but can only distribute up to 40 chakra between the weapons and can be done within the time frame of another technique. This allows the user to quickly stockpile the bullets damage resulting in a more powerful bullets as the need arises. Naturally, as long as the weapons are loaded with chakra they can fire chakra bullets up to S-rank depending on the amount of chakra used. It should be noted, that the user may also not expend more than 40 chakra from Scarborough Fair per turn which may be spread among the handguns as needed. These chakra bullets may be elemental or raw chakra, but this must be stated prior to the release as only a single element may be used in a turn. In the turn the user fires bullets from one of the weapons, they expend one of their moves per turn but may fire multiple simultaneously. This means the user will not be able to fire more than three of the weapons per turn. The main focus however behind these weapons lies in the fact they are held and mounted in such a way, they can be used to aid the user's melee combat. Users can supplement some taijutsu by firing the weapons in a way they act as propulsion for their movements. The propulsion increases the speed of the technique, which in turn increases the damage by half the amount of normally ranked jutsu at the expense of chakra within the weapon and thus a move allowing for more powerful strikes. For example, if the using an A-rank taijutsu, the user can supplement it by firing 10 chakra from the chosen handgun. This translates to +10 extra damage to the technique alongside additional flurries of chakra bullets which may cause collateral damage for those in close-range of the propulsion blast. This happens within the same time frame of the taijutsu when used this way, and one or more weapons may be fired if the technique permits it, each weapon fired counting as a move. There is a maximum to this however, as the user may not exceed a +40 damage threshold (S-rank) added to the taijutsu.
Note:
Bullets respect the elemental strengths and weaknesses but as mentioned the user may not expend more than 40 chakra from this weapon per turn. This can be done in single fire or semi automatic fashion. When fired semi auto, the resulting damage will be spread among the number of bullets fired as mentioned by the user during their turn.
S-rank applications cause Scarborough Fair to go into a cool down sequence, preventing usage for two turns.

(Kansō) Requip
Type: Tool
Rank: D
Range: Self
Chakra: -5 chakra per transformation
Damage: N/A
Description: Requip is a unique brand of ninja technology namely used for those always on the move. Coming in the form of apparel; the user has the innate ability to have clothing that morphs and changes form in order to suit their needs. Within the fabric of the clothing – there exists specialized ninja technology that controls the strings and thus with the use of chakra can command it to take any form she desires. This can range from shifting from casual wear to combat ready clothing on the fly. It mimics any clothing the user may also have somewhere at home and even the coloration changes as well. This combines two aspects: the Henge no Jutsu and the morphing capabilities of the microfibers but the transformation is permanent until changed again. Transforming the clothing is passive and doesn’t take a move slot however needs – 5 per use to do so. While transforming a bright light is also emitted to prevent others from seeing the transformation until it fully forms if needed.

Seruvitora - Servitora
Type
: Tool
Rank: C
Range: Short-Long
Chakra: 5 per copy
Damage: N/A
Description: Servitora is a unique ninja tool split into small series of mirrors shaped like regular octahedrons, floating thanks to a ring of the user's chakra. When activated, they create three-dimensional copies of the user. Should a mirror be destroyed, its corresponding copy will disappear, too. As the user's chakra interacts with the mirrors, they reflect the chakra like they would light waves projecting a three-dimensional copy of them, however, these copies are only optical illusions similar to the E-ranked Clone Technique. As such, they cannot harm an opponent but are useful in disorienting them since they will be unable to discern which is the real one or where the next attack will come from. Each clone also possesses the user's chakra signature making it difficult for chakra sensors and even a Sharingan user to determine which is the real one. Since the duplicates are reflections, left and right will be inverted; however, if a copy is reflected, left and right will be inverted again, thus matching the user's image perfectly. Further confusion can be created if the user switches their own left and right with a disguising technique. This tool automatically creates up to 4 of these optical illusion clones at the beginning of every battle unless the user chooses not to activate it.
Note:
Regular ninja may carry four of these into battle, only two copies allowed on the field at one time.
Cyborgs may carry up to 8 and are capable of having four copies on the field at one time.

( Kyuu-tsuki ) - September
Type:
Tool
Rank: S
Range:
Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of 10% of the wielder's normal chakra supply.

Charge:
While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to 10% of their chakra supply from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra passively, this senjutsu chakra allows them to enter Sage Mode but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

(Izanagi no Futan) Izanagi's Burden
Type: Tool
Rank: S
Range: Short – Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Izanagi's Burden is a uniquely designed piece of custom technology crafted by a gunsmith named Paradox. It was an original draft, given to him by Mirabelle in her endeavor to create new forms of weapons to further her weapons mastery. The tool in question takes the form of a sniper rifle. The metallic frame is structured with unique blue accents on it's side. At first glance, the weapon seems like an ordinary sniper rifle but in reality, with Paradox’s ideals and Mirabelle’s ambition, the managed to craft one of the best guns known to society. Ability wise, the entire gun is based on two things: Fuinjutsu and Senjutsu, two fields Mirabelle considered her weakest – thus she aimed to use this to help cover some holes up. However, due to her love of sharing, many copies of the gun was made so others may utilize it's glory as well.

Honed Edge - While not an offensive ability, Honed Edge is the unique scope attached to the sniper rifle. This allows the weapon the ability the user to see up to 50 meters away and fire bullets from Accurized Rounds up to 50 meters away as well. This doesn't consume a move slot in order to utilize; simply being a form of attachment to the sniper.

Composite Stock – The first ability of the gun, in which combines the previous two abilities into one. Among the blue ascents, there are seals located within its design that is well hidden to the untrained eye. When holstered or not directly in her hand, the unique magazine is “loaded”, feed through the aforementioned seal. The seal is passively absorbing Natural Energy around the user but also draining their chakra, causing it to mix and create Senjutsu. This process is automatic, but can be mentally halted by the user when needed once the gun is empty and the user is within at least five meters of the weapon. However, what this does is that it converts 10% of the user’s max chakra into senjutsu, passively converting 10% per turn though only for two turns (i.e if the user's maxed chakra is 2000, it passively takes 200 chakra from the user per turn for two turns to convert into senjutsu). The chakra is then stored in the seal, at least until the user makes physical contact with the handle of the gun. This senjutsu chakra is immediately rushed into the user’s body, forcefully activating Sage Mode for them. Once drained, however, should the user be in Sage Mode already, Composite Stock’s effects remain inactive, simply allowing the second portion of the gun to come into play. This can only be used with Imperfect Sage Mode.

Accurized Rounds – The secondary ability of the gun though is a bit more simplistic. This portion is the firing mechanism, which in turn allows the user to infuse their senjutsu into the sniper rifle. This allows them to fire off shots of senjutsu bullets, capable of piercing into the bodies of others with relative ease. The damage these bullets carry varies, as the amount of Senjutsu infused is largely up to the user. The bullets are fast, moving as fast as a lightning technique, and are also easily seen – appearing similar to the air projectiles released akin to (Fūton: Shinkūdama) - Wind Release: Vacuum Bullet. It should be noted, however, that the bullets upon impact will also detonate, causing an explosion capable of pushing someone back up to five meters and they also travel in a linear path. Despite all this, the user is also capable of firing none senjutsu bullets as well, this, however, being freeform but taking 5 chakra per bullet to do so.

Restrictions: Izanagi's Burden can only be used by those with knowledge of Fuinjutsu and Sage Mode. The activation of Sage Mode via Composite Stock shares the same usage amount of the user’s current remaining uses of the Sage Mode Technique. This means should the user only have one Sage Mode use left, then so does this weapon. The sealing and storing of Senjutsu is passive, though it can only hold a max of 400 chakra in total, regardless in which once the gun reaches this max, Rosemary’s effects are inactive. Accurized Round’s firing ability counts as a move, with D to B Rank having no usage limits while A Rank bullets can only be used thrice per battle with a cooldown of two turns and S Rank bullets being usable twice with a cooldown of three turns after use. The bullets due to being senjutsu based are pulled from the user’s Sage Mode chakra pool, thus will slowly or rapidly deplete the user’s enhanced state, thus leaving the user unable to fire bullets until returning into Sage Mode once more. Raw Chakra bullets are freeform, not requiring a move to fire. These bullets can also be fired while in Sage Mode, however, are still free-formed thus not getting the boost in power Sage Mode provides to the user. The user also, however, can only fire three freeform bullets per turn.

(Dōgigo) - Semblance
Type: Tool
Rank: B
Range: Short-Mid
Chakra Cost: N/A (-10 per turn)
Damage Points: N/A
Description: A device resembling a watch that is designed to aid in covert operations involving groups of people. Twisting a dial located along its edge makes it passively take chakra from the holder and link itself remotely with up to eight similar bands. By forming the Seal of Confrontation in any position, the wearer and anyone linked to this device can transmit a mental command to it and have the Transformation technique passively applied to them. They appear to flicker for an instant when assuming their disguises instead of being covered in a puff of smoke. Regardless of the user’s skill with transformation, the result is so intricate it is impossible to tell it apart from the real thing. This device maintains the transformations itself so getting injured will not cancel them. Transformations applied by Semblance do not cost a move except when multiple people transform in the same timeframe. In that case it will cost just one move and remain passive.
-Each person may only use this device to transform once per turn
-Moving long range from it cancels the transformation
-Transformations can be cancelled at will

(Sutorenjia Mukōhadan) Sword of the Stranger
Type: Technology/Weapon
Rank: S
Range: N/A
Chakra: 40 ( -20 per turn )
Damage: N/A
Description: A specialized piece of technology forged between a joint collaboration with the Samura and Ronin. However due to disputes in relation to the beliefs of both warrior factions, the idea was scrapped. Similar in nature to the Chakra Saber, this sword in particular was designed with the intention of amping the power of a Ronin’s spiritual based abilities. The design of the sword is largely up to the user, ranging from simple wakizashis, katanas or even tachi blades (described in user’s bio or start of battle). In terms of abilities, the blade comes with two, namely “Chūdan-no-kamae ” and “Hassō-no-kamae".

Chūdan-no-kamae : An ability triggered passively but draining a straining amount ofchakra, this causes the blade of the warrior to become rapidly energized with their spiritual energy. Once it becomes charged, the sword will glow a bright white coloration. What this does however is constantly pull additional chakra from it’s user in order to increase the potency of their Spiritual Kenutsu. This causes an infusion of +10 chakra each jutsu, translating into a power increase of +1 rank towards A rank and below while S ranks gain +20 DMG. Similarly, the user’s blade when activated will become intangible, allowing the sword to pass through physical techniques with ease.

Hassō-no-kamae: An active ability, requiring a move slot in order to utilize. Once activated, the sword once again becomes energized with the user’s spiritual energy thus making the blade intangible. This in turn allows the user to utilize non spiritual based kenjutsu as actual spiritual based kenjutsu. What this does is damage done by normal sword techniques is now considered spiritual based, attacking the soul and spirit of others. In terms of techniques clashing with others, this words simply the same as other spiritual based kenjutsu, allowing the techniques to attack the chakra of the opposing technique. Once it is overpowered, the technique continues unhindered, while if equal, the techniques will naturally fade away harmlessly. In the event the opposing technique’s chakra is higher, it will shatter the user’s technique without weakening by default.

Can only be utilized by a Ronin, with only one mode above being able to be active at a time. Once activated, they remain active for as long as the user desires but constantly drains +20 chakra per turn to sustain. Once deactivated, either mode can only be used twice per battle.
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(Chakra Saifon) Chakra Siphon
Type: Tool
Rank: A
Range: N/A
Chakra Cost: N/A (-20 per turn)
Damage points: N/A
Description: A basic automated siphon tool attached to the users back and designed to passively absorb and store the users chakra. This Nin-tech is able to sense foreign chakra and then pump all the stored chakra back into the user creating a shock that spikes and restarts the users chakra flow. This allows the user to break out of Genjutsu using the chakra surge method, being able to release any genjutsu, excluding Yin and MS level Genjutsu, so long as the surge of chakra released into the user is higher then the chakra used for the Genjutsu. This Nin-Tech is able to store up to 100 chakra into it, taking up to five turns before it reaches capacity. If the user has Senjutsu, the siphon can still absorb the senjutsu like chakra and release the Senjutsu back into the user, following the foreign chakra/energies release method of Genjutsu, instead of the chakra surge method. This allows the user to break any genjutsu, including Yin release genjutsu however it cannot break Mangekyou Sharingan Genjutsu. This Chakra Siphon begins absorbing and storing the users chakra at the beginning of battle and stops absorbing once it reaches capacity and/or when the chakra/senjutsu is released back into the user. Requiring a two turn cooldown period before it begins absorbing chakra/senjutsu again. While the siphoning of chakra is a passive ability, the release of chakra back into the user will still cost a move for that turn. Lastly, this Nin-tech cannot be used to enhance techniques in any way. The chakra/senjutsu released back into the user does not replenish their chakra or senjutsu reserves. Only working to release foreign chakras and genjutsu under one of the two presented methods.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent

(Ekō) - Echo
Type: Tool
Rank: A
Range: Short
Chakra: N/A (-10)
Damage: N/A (+20)
Description: Echo is a simple technological tool which compliments the use of Sound Ninjutsu. This comes in the form of ear buds that have a specific set of functions. First and foremost, the buds passively and automatically sync with the user's chakra and only comes into being "active" when Sound Ninjutsu are used. Once the earbuds sense the chakra being used, they both let off unique sounds. The left bud would only sap (-10) chakra from the user to create its sound, passively creating a pulsing echo of said sound which would in turn increase its range by 1. Of course this wouldn't apply to Long range techniques so the chakra deduction wouldn't happen with them. The right earbud would sap (-10) chakra from the user in order to apply it to said technique. This would passively create a sound that would resonate with the sound technique in such a way that they become louder and more aggressive. This in turn would increase the damage by (+20). An ability that the buds share in a defensive mechanism. By spending 30 chakra, the user is able to release from the buds that is inaudible and harmless. The sounds simply change wave lengths in order to resonate with and cancel out incoming sound techniques that rely on sound (Sound Gen) or entering the body (Hindering Sound). This ability would only work on A-rank and below techniques, With A-ranks simply losing a rank, while anything lower is simply cancelled. This can be done up to 5 times a battle.

Note: Left and Right buds cannot effect the same technique in the same turn; Other than the defensive mechanism, which would count as a move per turn to use.
Note: The boosts (Range or Damage) can only be applied to one technique per turn each.

Sukautā - Scouter
Type: Tools
Rank: A-rank
Range: Short-Long
Chakra: 30 activation 10 per turn thereafter
Damage: N/A
Description: A Scouter is a scanning piece of Ninja technology, contained in a unit that fits over the users left ear, with a semi-transparent coloured monocle that serves as a display, covering the preferred eye. The colours can vary depending on the users preference but it has no bearing on the usage of the Scouter. The primary function of the scouter is to Scan the Chakra level of an opponent, groups of opponents or even the levels of chakra a jutsu posses; such as in the case of a yang infusion or simply the amount of chakra used to create the jutsu; displaying this as a numerical value as well as an arrow to indicate the direction(s) of the chakra source(s), if they happened to be outside the display-screens field of view. The Scouter is able to pick up Chakra Signals at a vast range, up to a single landmark away; though if multiple Chakra Sources are in the same landmark, it is only able to show the number of individual signals, instead of each Chakra Level. The Scouter will not detect Chakra if the target is using a chakra suppressing ability.
Upon initial activation, it will only show the current level of targets within Long-range of the user, requiring an additional activation cost to scan into the next landmark. Once a targets Chakra has been scanned, it will constantly update the chakra level in real-time, as well as being able to auto-detect any new targets that become detectable within mid-range. So long as the user is able to sustain the chakra cost, they will be able to detect/track up to five targets at any time though only two can be at long-range with the closest two being shown. Any targets within an adjacent landmark, will appear as one reading with the combined chakra level displayed on the screen. The scouter is able to track any source of chakra, from projectiles, to clones, to summons and animal companions; anything with a readable chakra source present. This ability to detect targets does grant a small boost to the users tracking speed, granting an equivalent to a 2T Sharingan.
Scouter's are able to provide a direct line of communication with other Scouter's and communication devices, via implementation of a modified script from a communication scroll, however only when the Scouter is active. This communication extends up to three landmarks in any direction and can easily be heard by the wielder due to the device being ear-mounted.
Notes:
-Scouter can remain active so long as the user has the chakra reserves to do so.
-Scouter Tracking speeds do not stack with Doujutsu
-Can only be made/taught by Shinta and a max of 3 can be used per event.
-Full body lightning jutsu of B rank and higher will short-out the Scouter, making it unusable for five turns. S rank lightning will destroy the Scouter.

(Nen Resu) Sensory Dampener
Type: Tool
Rank: A
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: The Nen Resu is a unique tool worn on the users belt that emits a dampening field around the user in order to better hide their movement and hinder an opponent from accurately tracking them. This dampening field only works on Sensory ability's (Chakra Sensing, Sage Mode, etc) but doesn't hinder a Doujutsu's ability to see or track chakra. The field emitted dampens sensory abilities both by range and tracking. This means that if a sensory ability is able to track an opponent from two landmarks away, It will only be able to track the user from one landmark away and if the sensory ability has x3 tracking, it will only be able to track x1.5 when tracking the user of the sensory dampener. This Nin-tech is a double edged sword, as it also hinders the users sensory abilities to an equal degree. Meaning their sensory ability will also be reduced by half in terms of range and tracking.
Notes:
-Must be placed in the users biography
-Cannot reduce sensory range less then a single landmark
-Can only be taught by Serpent


(Sentō Taiō Akushon Kamera) Combat Ready Action Camera
Type: Tool
Rank: S
Range: Short - Long
Chakra Cost: 40 (Absorption)
Damage Points: N/A
Description: C.R.A.C’s or commonly known as Combat Ready Action Cameras are a unique line of DSLR and Mirrorless cameras. Engineered by the company known as Yukimura Films, these are specialized and outfitted with Scientific Ninja Tool technology, while also serving as a regular ole photography camera (cosmetic usage). In actual combat, the cameras all share unique properties mentioned as follows.

Polaroid Stills (Active) - By pressing the shutter button of the camera, it will release from the lens a rapidly moving trail of photo film towards an intended target. These film scripts are designed with a similar function to that of the “Absorbing Arm” SNT, which upon contact, the chakra within the film would absorb an opposing technique into it. As it does, the technique is forcefully sealed away into the film strip, as it instantly retracts back into the camera and prints out a polaroid image made from the same material used for scrolls. Within it, prints a copy of the technique, crafting a unique photo of it forever. This was derived from Ink Ninjutsu’s “Tiger Vision Staring Bullet” which forcefully seals a technique or person caught by the tiger into a scroll as a work of art afterwards. This ability can be used thrice per battle, with a cool down of three turns between each use. The user can only absorb up to 40 chakra with this ability.
Electronic Viewfinder (Passive) - The ability constitutes the user looking into the viewfinder of the camera while channeling chakra into it. This would passively enable the camera to display unique information. This information includes any foreign chakra sources within the landmark, the ability to zoom the lens out enough to see across the same landmark or up to long range in a fight. It also is capable of displaying names of people the user has programmed into the camera’s system to remember. This activation is passive but drains -10 chakra per turn to sustain, though can only remain active for four turns before slightly overheating the camera and forcing it into a cooldown period of two turns should it remain active for the full duration.


Interchangeable Lens (Passive) - The last ability of the camera is the ability to change the lens of the chakra. The lens that initially comes with the lens known as the ‘kit lens’ comes with “Polaroid” as its unique perk, but all lens are capable of using Electronic Viewfinder. In order to make or attach new lens, one must have the “Primary Crafting Expert” specialty in their bio. The new lens will provide a bonus perk, but usually will replace “Polaroid Stills” with its unique perk.

C.R.A.C all come in an assortment of colors and designs, being unique to each and everyone who has one. The user can carry two of these cameras but they must have different lenses, each one taking their own individual SNT slot in one's bio.


(Anesidora) - Anesidora
Type: Technology
Rank: S
Range: Short - Long
Chakra: (Varies)
Damage: N/A
Description:
Anesidora is a Camera that comes with two Bangles that are worn on each of the user’s wrists. The Bangles act like “printers” for the user, capable of creating light copies (colour custom to user, cannot be invisible) of solid chakra Tools and Weapons that the user has photographed previously. The user can passively create freeform standard tools and weapons in their hands from the Bangles and they always look like solid chakra “wireframes” of the weapons or tools they’re mimicking; the user can substitute tools in techniques with this version of the weapons. If they’re Kunai, Shuriken, Metal Cards or small thrown tools like that any amount can be created around the user - larger weapons like swords are created in the hand. Even though they’re “wireframe” chakra copies, they act like the standard weapon they’re mimicking. Anesidora can mimic weapons needed for the user's custom fighting styles and create them in their hands or on their person at will without the user needing to carry them around. These tools can have seals placed or already placed on them recorded in the camera, the kanji or pattern take a wireframe look as well.

The real usage of this technique however is that this Camera stores the memory of Jutsu as well. The User can look through the Camera lense and can take a picture of a shape manipulated technique, examining the taken Jutsu and it’s structure in a Three-Dimensional shape and what abilities/strength it possesses and will store or print a copy for the user whether it be projected out from the bracelets or from the front of the Camera itself until formed and performs/sustains on it’s own - a Chakra deduction is made from the user's chakrapool which reflects the amount of chakra inputted into the taken technique. The created constructs will also have a Wireframe effect made purely of Chakra that is neutral to everything, the Wireframe construct can do what it’s original could do but instead of an “Earth Entity” firing “Earth spikes” it would be a Wireframe entity with a similar appearance firing “Wireframe Spikes” that can stab targets. If the printed entity can perform elemental jutsu up to a certain rank, this is replaced with Wireframe Constructs from the ground or their own body (Which are down to the user’s imagination) up to that certain rank, relevant chakra for the chosen rank construct much be deducted still (30 for A-Rank, 40 for S-Rank). The Construct lasts until a new Construct is made, sustained by the Camera which stores 150 Chakra Points, deducting -40 per turn that a construct is active. The user can passively give the camera 10 chakra a turn when there isn't a construct active.

Note: The user can have one of their own jutsu chosen to be “stored” in Anesidora. Posted with this technique in the relevant Technology and Artefact section or posted at the beginning of a Fight.
Note: The Copied Jutsu can be from the user or the opponent, they can be summons, entities or creations. Their strength is the same and their abilities are mimicked through Wireframe meshes (Within reason) which are neutral to everything. Unless they have unique abilities which cannot be copied as it's impossible for a Wireframe construct to use Yin parasites for example or to utilise absorption in any way.
Note: The user can take a Picture three times per battle, but only have one Construct on a field active at a time. When a Construct is destroyed it cannot be used again unless taken a Picture of again.
 
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Bekuta Kobura - Vector Cobra

Type
Fuin/Tai/Nin

Background:

Priest as sole founder of this style stumbled upon this while rummaging through ancient archives of sealing. Though bringing several scrolls together, this style is able to emerge into one single entity with the sole purpose, Destruction.
History has it, that a Descendant of the Sage of the Six Path who is a God of Sealing made the numerous sealing techniques we use today and the owner of the sealing archives, however he after years of rigorous research, is unable to come up with this versatile uniqueness.
The Idea behind this is gotten from Soul Eater's Medusa Gorgon.
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Description on the Abilities and Inner Workings of the Style:

This fighting style requires the user to have fuinjutsu seals in form of snake tattoos on his body.
Fuinjutsu is a versatile aspect of this fighting style thus needs the user to have mastery of it. The user would have numerous cobra tattoos all over his body, they are 16 in total, they are located on each of the four limbs, with some spanning/curling from the shoulder down to the wrist in length and vice versa for the ones on the upper limbs(arms) each, the ones on the lower limbs spans/curls from the top lap to the ankle while the remaining snake tattoos are located on the entire torso, back(back of the neck down to the waist) and chest(neck to the lower abdomen) interwoven in an irregular array. However these tattoos are but special fuinjutsu seals which are very essential for this fighting style and revolves around instant activation and deactivation of each of them for taijutsu and offensive purposes.

† Activation and Deactivation:
The snake seals upon activation assumes a tangible form(the seal becomes tangible) and extends from the user's body(like an ink snake though it may not be ink, but the substance that is used to imprint the tattoo) to deal physical damage though they can either be attached to the user through their tail or be released from the user's body. However releasing/detaching them from the body renders them uncontrollable making them only move in the direction in which they are released and after that, unusable thus would disperse into thin air after a short while. The fuinjutsu seals having been imbued into this fighting style specially are self sustaining and can be re-used again even after deactivation so far the seal itself is not destroyed.
After every use, the snake reverts back to their initial position on the user's body as fuinjutsu seals which marks their deactivation. However if any seal is destroyed when they are in tangible form(Activated), they would remain destroyed and detached from the user and unusable for the remainder of the battle thus reducing the number of cobra seals on the user's body.
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† Effect: Depending on how the user wants it, the snakes may deal blunt damage by ramming itself against an opponent or something, this is very good in use in a taijutsu battle giving the user the upper hand with regards to extra arms and maneuvers aiding the user defensively, offensively and to supplementary create extension for complex movements. They can bite down an opponent to hold down the opponent or/and deal piercing wounds and also they can be used to bind targets. The snakes normally without elemental infusion is equal in strength to normal ninjutsu thus they are one rank weaker than elemental ninjutsu.

† Elemental Infusion: Apart from normal blunt force the snakes deal on the opponent, the user could infuse the snakes with elemental chakra so that each hit would deal specific after effect which further augments the damage and wound caused by the snakes. Infusing the cobras however with elements makes them stand on equal terms with elemental ninjutsu though elemental strengths and weaknesses still applies.
♦ Earth: The snakes are infused with earth chakra and thus delivers more heavier impact​
♦ Water: The snakes are infused with water chakra thus they leave their area of impact saturated with water leaving the opponent prone to lightning attacks​
♦ Wind: The snakes are infused with wind chakra thus making the snakes instead of just blunt damage, have cutting properties that leaves clean cuts on the area of impact​
♦ Lightning: The snakes are infused with lightning chakra thus leaves the area of impact numb and in the case of binding the target, they would leave the target paralyzed and numb.​
♦ Fire: The snakes are infused with fire chakra thus leaves the area of impact with 3rd degree burns.​

Vector Cobra revolves around using the snakes made out of seals as extra arms to grab, bind/restrain, attack and defend, or extra legs for extensive mobility and perhaps gain height while still connected to the ground.
The addition of Elemental chakra gives the snakes special essence, advantage and also makes them equally strong when used against elemental taijutsu or elemental ninjutsu. An example is enhancing the snakes with lightning allows the snakes to be able to smash/slice through an earth jutsu though elemental strength and weakness still applies.
3D Maneuver: Each of the snake is connected to the user's body and can be used for stabilization and balance. The style also allows the user to pivot on one of the snakes, balancing while resting his entire weight on them and still remain stable while suspended in mid-air. This enables him to use all his limbs and entire body to fight while being suspended in a fluid 3D fashion.
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Example Technique:


Sono Iyashii Gunomu - The Lustful Gnome
Type: Offense
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user activates the snakes on his arms and uses it to attack the opponent or bind them. He can infuse this with any one of the 5 elements depending on the effect he desires.
-Must be taught by Priest
-Must know Vector Cobra

Uso no Alanta - Lies of Alanta
Type: Offense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This combine complex movement in tajutsu using deception as its core purpose. The user launches an attack inform of a punch/kick, however this is but a feint attack the main idea of the punch or kick is not to connect but to shift the targets focus. This could either by a side hook which would purposely miss the opponent by some inches or a round-house high/low kick that would swing by the target. Then comes the real attack which moves in the shadow of the feint just like "Leaf Hurricane". Depending on the limb used for the deception, a snake is activated that moves concurrently with the limb but a bit behind schedule though not far behind and strikes the target with venomous rage.
-Usable 4x per match
-Must know Vector Cobra

Additional effects and Restrictions:


Skill levels of the style:

-GrandMeister(Created the style)
-Meister(Knows all technique learn-able)
-Apprentice(Is learning technique)
-An Apprentice can only activate two of the snakes at a time while Meisters can activate 3. The Grandmeister is able to activate four of the snakes at once.

-Users of this style have extreme chakra control and also they have greater reflex than normal ninjas.
-only one elemental infusion can be used per move
-Users of this style must have completed the Basic five, Ninjutsu, Basic Fuinjutsu and Taijutsu
-Can only be learned by Kage rank ninjas and above

____________________
P a t e n t C e r t i f i c a t e

Priest, our loyal member, gave on the 12th of August 2014 a request for a Patent on custom fighting style Bekuta Kobura | Vector Cobra. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Bekuta Kobura | Vector Cobra
Powered by Madāra Uchiha
Copyright 2014, Priest, NarutoBase.net

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Approved Techniques
† (Bekuta Kobura: Erumesu no Shisha no Tsue) Vector Cobra: Caduceus of Hermes †
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra: 20 (-10 per turn)
Damage: 40
Description: The user activates up to 4 snakes on any part of his body for basic supplementary use. They can extend up to 10m max and can pick up tools, act as extra limbs, aid the user in complex movements and manouvres during taijutsu and perhaps
offensive usages where they can be used to grab, restrain and attack. While using the limbs, the user still moves at average speed.
-Can not be infused with elemental chakra.
-Last for 3 turns.

† (Bekuta Kobura: Damballah Ihan) Vector Cobra: Violation of Damballah †
Rank: A
Type: Offensive/Defensive/Sup
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user activates up to 4 snakes(depending on his rank) on any part of his body. These snakes then begin to extend to their full 10 meter length immediately, coiling near the user to stay close by until they are needed. The user then releases elemental chakra through the snakes to augment their power, increasing their strength proportionally to which elemental was used.

♦ Fire: The cobra themselves has gained a very high temperature, characteristic of fire, and causing 2nd degree burns on contact, and 3rd degree on prolonged contact without having to cause actual fire.

♦ Wind: The cobras gain a sharp cutting property, characteristic of wind. Touching the cobra at any point will result in a deep cut mark forming on whatever made contact, allowing the cobras to wrap around objects to reduce it to mere splinters of what it once was.

♦ Lightning: The cobras aesthetically gain small sparks that appear periodically across their body as lightning chakra is channeled through them. The lightning element allows the cobras to change their size to become thin at any point along their bodies, which combined with the natural piercing property of the element allows the cobras to shrink down to a very small size(though can be seen clearly) at the end to pierce through any object like a perfect arrow. The cobra can then reform to normal size after completely piercing through an object a portion at a time, meaning that the head can be on one side of a rock, full-sized, while a quarter of the way towards the user is shrunk to a very thin size as it's piercing through the rock, and out the side closest to the user the vector is normal sized once more. The "shape-shifting" of the snakes also allow this technique to pass through a barrage of precise attacks (ie. shower of senbon) without making contact with anything/losing any power.

♦ Earth: The snakes, when infused with the earth element, become heavier than they normally are (10x). However, because the speed, strength, and mobility of the serpents are determined by the user's chakra control, almost removing the factor of "weight" from these three aspects though not entirely as they still move as fast as the average earth jutsu, this serves only two purposes: to increase the force of impact, allowing the snakes to crash through defenses, though they lose some momentum after impact, and to restrain an enemy by crushing them with the immense weight of the earth-infused Vector Cobras. The user's earth chakra additionally allows the serpents to "meld" with the earth, much like the "Earth Release: Hiding in Rock Technique", allowing the serpents to move in and out of the earth without creating disturbances, tremors, or otherwise altering the battlefield (though they can still be seen by sensors/Dojutsu users/others who can "see/feel" chakra).

♦ Water: The snakes, when given the element water, begin to excrete a transparent sticky fluid, similar to "Water Style: Starch Syrup Capture Field". Because the snakes only secrete a small portion of this fluid until it is used, it is difficult for normal eyes to see the water while still on the snakes (though anyone who can see/feel chakra can "see" it). As the snakes make contact with objects, they leave behind this chakra-infused sticky residue which can snare other objects on it, restraining their movements and trapping it. The snakes themselves, if they touch an object which is weak enough (ie. solid matter based projectiles), they can drag the object with them, it sticking to the layer of sticky water covering the serpents. If the Vector Cobras have objects stuck onto them, they can dislodge them by making sharp turns, releasing the object with a layer of sticky water at speeds equivalent to the average water jutsu.

The cobras can then be released towards the target, being manipulated to move in any direction the user wishes as they move, creating effects related to the element infused into the snake. The cobras also can be made to begin their assault upon activation, instead of coiling around the user. The cobras may be used independently from each other, but all four snakes need to have the same element.
NOTE: Once activated, they can last 2 turns and after that, they revert back to their position on the user's body unless perhaps they are destroyed. The user however, can decide to deactivate them before the end of their turn limit.
NOTE: Only one elemental infusion can be used in one turn.
NOTE: Each elemental infusion can be used 2x max
Note: Can only be used 5 times max
NOTE: No other element can be used except the element that is currently infused with the cobras. Meaning if a fire infused cobra is activated and still active, the user can only use Katon.
NOTE: Students will need to wait two turn in between usage. Meisters have one turn wait.

† (Bekuta Kobura: Buraku Mamba) - Vector Cobra: Black Mamba †
Type: Sup/Off
Rank: B
Range: Short-Mid
Chakra: 20(-5 p/turn)
Damage: 40
Description: The user releases at will, vectors in any area of their body to form a particular weapon or an object of sort. The user can release say up to 4 vectors at once from his hand and as soon as they are released, they weave/merge themselves into a weapon, for example, a huge blade(7m max) long and can use it to attack and defend. There are plethora of weapons and tools that can be made, though one at a time. Examples: Sword, Scythe, Axe, umbrella, fan, staff, spear, etc, depending on the user's imagination. However, the vectors are still connected to the users hands unless shed. The user can instead of morphing the vectors into offensive weapons, morph them into more supplementary tools. Example is the user can release vectors from his back and weave them into a pair of wings which would apparently aid him to gain flight as the vectors are connected to the user's body unless shed. Another example is the user can release vectors from his legs and morph them into a makeshift surfboard so that he is able to move along water surface or perhaps ride strong wave of water current.
The contructs however are able to revert back to their coily form at will. This allows to move around solid object/obstacles. Example is when the vectors, in sword form, clashes with an object, the user may make the sword to form back into slithery vectors and quickly wrap around the object, binding it or traping it or perhaps to disarm the opponent from their weapon. If the user wants, he may infuse a particular element into the weapon/tool as they are made to gain special elemental affects of the element in question, though doing this makes the vectors submit to elemental strenghts and weakness.
NOTE: The user can make two different weapon on his two hands with each having a B-rank power. However this counts as two moves
NOTE: Usable 5x per battle
NOTE: The vectors would continue to linger until the user calls them back, though the user would continue to sacrifice some of his chakra while they are in play.

† (Bekutoru Kage) Vector Shadow †
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description:
The user would flush chakra into all his vector tattoos and cause every one of them to duplicate. The result is a myriad of vector tattoos on the user's body. The tattoos, being congested already would merge to form a complete coloration of the user. Its still just the tattoos but now it covers the users entire body like a plain coloured skin while the colour would be that of the chosen tattoo colour. The complete pigmentation makes it so that the user is able to release vector tendrils from any point of his body without disrupting the complete pigmentation. The activated vectors this time, while still active, are passively able to retreat into the pigmentation while using the pigmentation as a medium. They would denature into tattoo form and can emerge from another point when needed. Every seals on the user's body are not affected by the pigmentation, instead, the user can make them either stay immiscible above the pigmentation or make them meld into it thus the seals can be used from any point of the body. The coloration is but a simple tattoo thus does not add any defensive capabilities. Should an
opening be made on the pigmentation, it regenerates while leeching 20 chakra from the user. This is a simple activation technique and thus can be used in the same timframe with other techniques. The user can passively revert the coloration to that of the former vector tattoos anytime. Does not count as a defensive technique, does not have any defensive properties
on its own.


Type: Offensive/Supplementary/Defensive
Rank: C-S
Range: N/A
Chakra: 15-40
Damage: 30-80
Description:
Just like activating a vector, This technique would make the complete tattoo materialise as single solid vector, but now covering the entire body of the user like a skin tight spandex, though with slits in areas that requires breathing, vision, hearing and the mouth. This would be a perfect form of defense forming a second layer over the user's skin. If the user wants, he could form part of the tattoo to be solid while others remain in tattoo form. by controlling the vector around the part of the body or the whole body, the user can turn himself to his own puppet, moving only according to how he willed the vector. This is quite useful in situations where the user's movement is restricted.
Part | C-A Rank
This application works when only part of the body materialises. The user is able to control only that part. Since the user is only willing it and not doing the effort himself, he's able to will the vector controlling that part of the body to move at two times his base speed. However, he is only able to move the body in the right way the body part is supposed to move, else he risks breaking his own bones or tearing his muscles. Also for this application, the movement is a momentary but "could be" complex one that only last the turn its used in. For example, the user could quickly use the vector to move his left leg out of the way of an incoming kick and follow up with a kick with the same leg with him not having to consider his stance, balance and momentum(angular or linear) since he is not in anyway doing it via his physical force. This means the user might not have a strong pivot but still deliver a bone breaking kick, or he can still spin in mid-air without needing a foothold. The vector in this application can have upto an A-rank strength, depending on the user while he spends chakra accordingly. Counts as a move and last the same turn while A-rank version can only be used 4x per battle.
Full | C-S rank
This application works when the full body tattoo materialise into a full body vector. With this, the user is able to move the entire body with just his will and no physical effort. Meaning, he is able to manoeuvre his body to move in a myraid of ways, though the body parts must be moved in the correct way in tandem with each other, else the user risks harming himself. Unlike the "part" application, the full body materialisation can last longer than a turn, however, the user is unable to activate any fuinjutsu seals while active. Seal activated prior to that time, self activating seals or barrier fuinjutsus are not affected by this restriction. Like the "part application" the vector can also move at twice the user's speed. The vector in this application can have upto an S-rank strength, depending on the user while he spends chakra accordingly. However, he would be spending large amount of chakra to keep active, spending half the chakra used in activating it per turn. S-rank version can only be used 2x per battle and lasts 3 turns.

NOTE
The user can't perform above C-rank taijutsu for 1 turn after the "full" application ends.
The user still has access to his own physical movement if he chooses, but he looses the values of being under the vector's control.
Each application counts as a move
One is able to release other jutsus from the body like normal without affecting the vector. Its just like how one could release fire from his body without affecting his own clothing.
One must have used Vector Shadow before hand.
 

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Custom element English name: Dark Vacuity Release
The element is based on: Doton, Raiton, Katon, Fuuton

Facts that prove the element to be possible (in the manga context):

Notably, the Explosion Release is a combined nature transformation suggested to be made up of Doton and Raiton chakra to give the wielder the ability to utilize explosive chakra. Therefore, by this analogy, as it relates to the logical possible entities that formulate to attain explosive natural attributes. However, this is still all based on the elemental tendencies to happen within the natural world.

Coincidentally, this element focuses on fixation of natural correspondences that in turn which is able to happen if given the set fields in the natural world. Where when if a lightning bolt was to occur upon to striking a mineral, that strong electric current field will cause the mineral around shutter at a greater force that a "breakdown," would happen to allow a current to flow in an attempt to neutralize the charge separation provoking an ionization process.

How it works:
The Dark Vacuity Release is based on lightning ionization of air and earth implosive-empowered ash minerals. To initiate, the user controls their fire-based chakra allowing him to control ash segments which to be ionized with lightning-based chakra while the earth-based chakra gives it form, meanwhile the wind chakra supplementing the heat slashes within inside. In-turn gives the cubes erratic abilities, thus producing a new element of physical and implosion properties from their own body or surrounding area. The ionized ash may be formed either from the user's body directly or even using the surrounding terrain as a source to produce the element. They may also utilize the ionized ash through direct physical contact with the object in question. Through microscopic vision, it appears as glowing cubic particles that jumble to formulate together as a single form, a much larger cube about 1 ft wide and tall (standard form). Using shape composition, it can also be shaped to any desired form of the user's choice in any way possible. While in countless in numbers as sand, the segments ultimately as one single entity hold near to no impact in their implosion but, however, if when flooded together as a sum (i.e, Cubic-standard form) their cumulative implosion is remarkably astonishingly deadly. Guided by the user's will, this collective numberless amount will swiftly come together to be used as an implosive entity at which upon contact with an object of aim. The ash’s coloration is very dependent on the user’s desires, coming in an array of colors but this color must be within the coloration perception of the human eye, thus it cannot be “invisible” or any other color the human eye cant perceive.


Dark Vacuity Release has 2 main abilities; ‘Wave-light Distortion, and Implode ignition’. These three characteristics come from the very nature within the element’s chakra mixtures, for each chakra element residing within has a ratio mix that influences the element deriving such abilities.

[Implode Ignition] inherited from Fuuton, Raiton and Doton chakra mix, gives Dark Vacuity Release of net-zero electrical charge. Given all matter is composed of energy, having a net-zero charge allows these Ionized Ash segments to transcend through matter for a limited period of time before disappearing.This process starts as it ionizes the target to basically convert it into an ionized source of energy, that it assimilates into itself. However, it cannot attain advantage through this form. The solid ash-state collapses upon itself (generally being crushed by the force of air drafting inwards) resulting in the element acting like the “ball of lightening” phenomenon. Always disappearing quickly. Creating a situation of when the CE assimilates another object of aim, by ionizing it and reducing it to energy. That target becomes caused to having a less pressure on the outside causing that target/object of aim to collapse in on itself. In a sort of "erasing" them, shrinking away rather than expanding into an explosion.

[Wave-light Distortion], inherited from Raiton, Katon and Doton chakra, gives the element Mie scattering. Initiated by releasing ionized-ash particles into the air around an area, these particles then scatter more wavelengths of light in the color spectrum, creating "hazy air". These particles in the air can make the sky appear gray or even white. This is due to the particles being able to scatter the light to produce these colors. This phenomenon is called Mie scattering. To sum it up, the way light is scattered determines the color of the air. The flumes from these particles can make it difficult to breath once inhaled.

Jutsu Usage Examples:

(Dakuiton: ???) – Dark Vacuity Release: ???
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60 (+10 to other DakuitonJutsu)
Description: The user will release Dakuiton chakra through their hands as they create the glowing ash to form from their hands, which in-turn forms into one huge cube before dividing them in smaller cubes to shoot. Once they aim at their target(s), they can mentally initiate a course of a path for the cubes, the range, speed, and size of implosion impact of their cubes shot, all depends on the user. While also the user can merge and combine this Jutsu with another Dakuiton projectile-alike jutsus, to create even more powerful implosions. However once released upon, the user can only undo the just returning it to hot segments and cannot direct it away from its course.

(Dakuiton: ???) – Dark Vacuity Release: ???
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/a
Description: The user will release Dakuiton chakra as they create the glowing ash spores to form from their hands, which makes a glowing fog scene in the terrain before dividing them in even smaller forms. These cubes lose their explosive ability which allows the user to change the trajectory of their cubes as they are floating throughout the area around them, allowing the user to sense their opponent whenever these floating spores interact with them or even if they attempt to dodge them, the spores will take in the change in air flow giving feedback to the user of the opponents whereabouts. These spores are even capable to phasing through objects as like the known "lightning ball" phenomenon.

Conditions to be able to use it: Jounin Chakra level. Katon, Doton, Fuuton and Raiton Mastery.

Is weak to: Wind Release + Fire Release
| Elaboration | The basic Wind/ Fire release can simply overpower this element. This interaction occurs when wind slices through the element's core or wind the gust shreds layers of the element as it's also redirected away. While when interacting with flames, this element cannot ionize fire, resulting in the element getting devoured.

Is strong against: Water Release + Earth Release + Lightning
| Elaboration | The basic Water, Earth and Lightening release succumb to the power of the ionization and wind draft that comes with the element's implosion. When interacting with liquid based elements, it reduces those elements into itself vaporizing them almost instantaneously. While earth (all-solid) based elements collapse upon themselves, failing altogether, meanwhile lightning would usually fail to overcome the ash.

Co-creator: Hokusai
Students I passed this custom element on too: Ryoma & Koto


P a t e n t C e r t i f i c a t e


I, Drackos, moderator of the Custom Elements Bureau, declare for all men to hear that I give you the following:​

Rucken, our loyal member, gave on the date February 21, 2019, a request for a Patent on his custom element (Dakuiton); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;

Dakuiton
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Copyright © 2019, Rucken, AnimeBase.me

Approved CEJ
(Dakuiton: Shinkai Kairou ) Dark Vacuity Release: Abyssal Corridor
Rank: N/A
Type: N/A
Range: N/A
Damage Points: N/A
Description: Abyssal Corridor is a not a traditional technique in the sense of manipulation of an element. It’s rather a basic outline of what occurs when the human body or other sentient creatures such as animals make contact with the ionized ash of Dark Vacuity Release. This is always active in battle, simply posted in the beginning or whenever a Dark Vacuity Release technique is used, being completely passive and not costing a move slot. The outline of exposure to the element follows as such:

D Rank: This is considered the weakest level of exposure, which due to how insignificant the damage is, the technique in question doesn't cause any residual damage and simply deals its intended damage to the opposing human/sentient being. They however due to the hazy like nature of the ash, can cause blindness if exposed to his eyes. As long as exposure is remained with the source, the target won't be able to see up beyond mid range.

C Rank: This is considered the second weakest level of exposure; thus has the least effect on the skin. However, despite this; the ionizing process does in fact still cause irritation to the skin – akin to a constant need to itch at the area. This in turn causes the opponent a bit of difficulty in attempting to perform hand seals without the need to scratch at the zone, causing them to be unable to perform a technique if it possesses more four or more hand seals. It should be noted however that exposure will still also cause damage to the skin, which in turn causes the opponent to suffer -5 DMG per turn. Due to this being the weakest level of ionizing on the skin, it only lasts for two turns if separated from the technique though constant exposure to the initial technique will cause these effects to persist.

B Rank: Similar to the previous exposure level, B rank exposure causes more irritation to the skin as more layers of it is removed. This causes other to be unable to make more than three hand seals for a technique without wanting to completely scratch at the area of exposure, due to the immense irritation. This also causes -5 per turn as well, akin to the C Rank Usage, while also causing the same blinding affect if exposed to the eyes.

A Rank: This is fourth stage of exposure; which causes the effects to be far worse than beforehand. Of course; at this level of exposure the ionizing process is far more severe as layers of the target’s flesh will start to become more ionized as well. These levels the upper layers of flesh to be eaten away – capable of exposing bones should the ionizing process persist. Much like before, this causes high level of irritation and pain to the skin, preventing those exposed to unable to utilize techniques with two or more hand seals without wanting to scratch or deal with the pain from the ionizing skin. This in turn causes more passive damage over time, causing -10 DMG for two turns unless constant exposure to the technique remains established.

S - rank: This is fifth stage of exposure; which causes the effects to be the worse among the technique. Of course; at this level of exposure the ionizing process is far more severe as layers of the target’s flesh will start to become more ionized as well. These levels the upper layers of flesh to be eaten away – capable of exposing bones should the ionizing process persist. Much like before, this causes high level of irritation and pain to the skin, preventing those exposed to unable to utilize techniques with one hand seal without wanting to scratch or deal with the pain from the ionizing skin. This in turn causes more passive damage over time, causing -20 DMG for two turns unless constant exposure to the technique remains established.

Abyssal Corridor’s effects however are reflected once the Dark Vacuity Technique within the damage threshold. This means; should an A – Rank technique be increased in damage to that of 80, the S rank effect will those trigger instead. It’s the same for when the user is afflicted with a technique that reduces the damage; including after clashes with other techniques will cause the effects if contact is made to lessen.

(Dakuiton: Sakusei no Mukou ) Dark Vacuity Release: Void of Creation
Rank: D - S
Type: Offensive, Defensive, Supplementary
Range: Short-Long Chakra Cost: 10 - 40 ( - 10 Per Turn)
Damage Points: 20 - 80
Description: Void of Creation encompasses the basic formations of the element. Exploiting the ionized ash particles, the wielder is capable of forming it into its standardized cubic form or in any form he/she desires. This includes, but not limited to, basic constructs such as tools, body surges, waves, weaponry, spikes etc. It is only limited to the imagination of the user, as the formation can begin/manipulated from anywhere in the terrain (though must be spawned at least five meters away from the intended human), directly from the body and or through direct contact with solid material. The structures forged imitate their realistic counterpart with an array of coloring detail, thus making the creation made from the ionized-ash quite realistic.

As outlined in the element however, should the ash come into contact with solid material/water etc, the ionized ash will cause it to collapse upon itself. Should the ash be stronger – it’s capable of ionizing the target before assimilating it within itself and returning back into its compact form, although a bit weaker. The user can control the implosion not to trigger, remaining inert if he or she chooses too. During a process of implosion there’s two types of interactions that occur under certain circumstances; A) when this jutsu physically interacts with a solid object, the ionizing of the targeted object of aim happens in a process of it being ionized (short-range subjects will be pulled into the wind drafts created by this implosion) before it’s broken down into energy becoming ionized ash altogether, B) when this jutsu interactions with a non-solid element, unlike regular interactions this will cause ionized particles fumes which are able to change the area’s illumination to the user’s choice (perceivable to the human eye), upon overcoming the interaction as it assimilated it within itself. If this jutsu was countered/ if that interaction results in this jutsu becoming overwhelmed, segments of ionized ash will succumb and remain mundane in the area of effect and with no inherit chakra. It should be noted that these effects are outlined for all Dark Vacuity based techniques, requiring the user to post this technique as a reference each time or simply mentioning it at the start of the battle.

Note: This technique needs one handseal to form the B rank version, two for the A rank and three for the S ranks. In the case of the S ranks being used, the user is unable to use Dark Vacuity Release techniques A rank and above for the same and next turn, while A rank use causes them from using above S rank for the same amount of time. A rank may be used thrice per battle, while the S ranks twice per battle with each use having a cool down of two turns. Fumes utilized to creating an area illumination are hazards to the opponent, if they so much so in inhale them, it would result in -10 dmg to their health per turn, for each turn they're inhaling them. The user may create multiple constructs, however the power is divided evenly among them based on the rank used.

(Dakuiton: Chikou Tai no Hokou ) Dark Vacuity Release: Rift Walker
Rank: A - Rank
Type: Defensive, Supplementary
Range: Short-Long
Chakra Cost: 30 ( - 5 per turn )
Damage Points: N/A
Description: Through the swift formation of two hand seals – the surges their Dakuiton chakra. This willingly turns the user’s body into that of the iconic ionized ash. The ash is formed into an avian form of the user’s choosing, be it insects, birds or any winged creatures in a swarm like formation as they move. Due to their bodies natural weight being reduced, as they move in this state they are moving twice their base speed. The intentions of this technique is to act as a gap closer or inherit dodge, using the transformed state and speed as a means to achieve such a feat. However due to the user being in this state of form, they are restricted to the elements that compose of Dakuiton, alongside other basic non elemental abilities. In terms of dodging, due to the user’s small form – is capable of avoiding most techniques though those with wide range can prove to be troublesome. Techniques that overpower the transformed state will cause the user to shift back into his/her human form while taking the rest damage after interaction; while technique's which doesn't fully overcome it - the user remains in said form if they so chose thought weakened. The unique part of the user’s transformation, is that when interacting with elements weaker to Dakuiton(up to S-rank), those elements are ionized as norm – but the user remains unharmed and simply reverts back into their human form having dealt with the opposing technique. This may be used three times per battle, with a cool down of three turns between each use. The user is capable of sustaining the form for three turns, and may dodge a technique using its sheer speed once per turn at the cost of a move.

(Dakuiton: Naraku no Soko Kunshu ) Dark Vacuity Release: Monarchs of the Abyss
Type: Offensive, Defensive, Supplementary
Rank: D - S
Range: Short-Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80
Description: Monarchs of the Abyss encompasses the formation of familiars composed of ionized ash. Through the generation of one's chakra into the surrounding terrain or from their body or through physical contact with the object, the user is capable of sculpting the ash. This allows for partially sentient familiars to be created, ranging from humanoids, down to demonic like creatures one would expect out of a nightmare. These creatures are compact in composition, capable of easily slicing through material should they desire it with their body parts, tearing them with talons etc. The creatures are capable of performing the Dark Vacuity Element without the need of hand seals up to its rank. Thus an S rank familiar is capable of using S ranks and below at the cost of a move slot.. Much like it's sister technique "Void of Creation" certain applications apply here.

As outlined in the element however, should the ash come into contact with solid material/water etc, the ionized ash will cause it to collapse upon itself. Should the ash be stronger – it’s capable of ionizing the target before assimilating it within itself and returning back into its compact form, although a bit weaker. The user can control the implosion not to trigger, remaining inert if he or she chooses too. During a process of implosion there’s two types of interactions that occur under certain circumstances; A) when this jutsu physically interacts with a solid object, the ionizing of the targeted object of aim happens in a process of it being ionized (short-range subjects will be pulled into the wind drafts created by this implosion) before it’s broken down into energy becoming ionized ash altogether, B) when this jutsu interactions with a non-solid element, unlike regular interactions this will cause ionized particles fumes which are able to change the area’s illumination to the user’s choice (perceivable to the human eye), upon overcoming the interaction as it assimilated it within itself. If this jutsu was countered/ if that interaction results in this jutsu becoming overwhelmed, segments of ionized ash will succumb and remain mundane in the area of effect and with no inherit chakra.

Note: This technique needs one handseal to form the B rank version, two for the A rank and three for the S ranks. In the case of the S ranks being used, the user is unable to use Dark Vacuity Release techniques A rank and above for the same and next turn, while A rank use causes them from using above S rank for the same amount of time. A rank may be used thrice per battle, while the S ranks twice per battle with each use having a cool down of two turns. Fumes utilized to creating an area illumination are hazards to the opponent, if they so much so in inhale them, it would result in -10 dmg to their health per turn, for each turn they're inhaling them. The user may create multiple constructs, however the power is divided evenly among them based on the rank used. Familiars from D to B needs a sustained cost of -5 per turn, A and S require - 10. Each familiar lasts three turn regardless of rank

(Dakuiton/Fuinjutsu: Kuusou no Sekai Kii ) Dark Vacuity Release/Sealing Technique: Otherworldly Keys
Type: Offensive, Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description:
Through the formation of a single seal; the user will produce a sealing script. This script latches unto a technique the user has performed (within the same time frame of this) forming the word kanji for void. Upon reaching within short range of an enemy technique, depending on which variation of the seal is produced it will provide a following buff/debuff or counter seal. These variations are simply known as “ The Keys”.

Key of Oblivion: This variation of the seal acts as a counter seal; to which once the infused technique is within short range of a foreign technique – it will release a plethora of ionized ash. This will seek out the technique; swiftly causing it to collapse upon itself in the case of elements neutral/weak to Dark Vacuity’s ash while simply interacting with techniques strong against it. The amount of released ash is equivalent to a A rank technique; which in the case of S rank and below techniques weak to it will be reduced into nothing – allowing for the infused technique to continue without hindrance. Technique’s neutral towards it will lose power in accordance to the damage interaction (i.e 80 vs 60; opposing technique loses -20 damage) while techniques strong to it will be the same.

Key of Larceny: This variation of the seal acts as a buff; to which applies the concept of chakra absorption into the ash. Once released after coming into short range of the opposing technique – the ionized ash released will cause the opposing technique to collapse onto itself but rather than simply clashing and leaving nothing behind – it would instead absorb the chakra within it and seal it back into the script. This causes the opposing technique to lose some of it’s chakra but still retaining some its power, while using the seal to transfer the chakra into the infused technique. This increases it’s power by one rank; allowing to become more potent as it clashes afterwards with the opposing jutsu. This however cannot be applied to techniques that cannot be ionized i.e fire or wind. This does not affect the rank of the opposing jutsu

Each variation can be used once per battle, with an overall usage of two times per battle. Once applied, the effects of the seals are passively released without the cost of a move. Cannot use any Dark Vacuity Techniques above A rank while the technique still has the seal on it and requires a cool down of two turns after the seal ends.

(Dakuiton: Mariana no himitsu ) Dark Vacuity Release: Mariana’s Secret
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: + 10 Per Infusion
Damage Points: N/A
Description: Through the use of a single hand seal; the user is capable of activating this infusion. Upon performing the an earth based technique; the additional hand seal will cause the user to further manipulate the earth’s structure instantly – causing it to break down immediately into the iconic ionized ash. This effectively turns any of the user’s earth based techniques into that of the Dark Vacuity Element and gains all of its properties such as the same S&Ws and the likes. While it doesn’t empower the technique, it does causes those which intermittently does no damage such as defensive or supplementary to deal damage in accordance to the range of the applied technique. This technique may be used four times per battle; with a cool down of two turns between each use and unable to use Dark Vacuity Techniques above A rank in the same nor next turn.
 
Last edited:

Alyx

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⚔Hadou Yuukai | Surgebinders⚔

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⚔History of the Clan | ルックス⚔
The Surgebinders were founded by Sir Galahad when he completed his quest for a fabled relic known as the “Holy Grail”. Rather than existing as a mere physical object, the Grail manifested itself as a floating, ethereal object in the form of swirling energy. Upon touching the white energy, Galahad’s body was fused with it and he was transported to a dimension called “the Throne”. There he learned the Grail was a 'conceptual weapon', one that exists as an ethereal tool rather than a physical one similar to the Totsuka Blade and the Yata Mirror. However it belonged to a separate set of weapons though like the former two, it's origins are unknown. The Grail is the crystallization of a highly concentrated amount of Prana that acts as both the key and doorway to the Throne. Acquiring the Grail imparted Galahad with knowledge of the Throne, the nature of Prana and how to manipulate it. The Throne is a realm that exists separate from the real world and consists entirely of energy known as Prana. He also learned that the Grail had fused with his soul and granted him immortality just as the legends claimed. However it would be more accurate to call it perpetual longevity, for he was not truly immortal. The Grail only acted to maintain his body and prevent him from aging but he could still be killed. When he returned to the real world, Galahad used his newfound ability to establish an order of "knights" called the Radiants. These were knights only in name, for they came from all walks of life. The only determining factor for Galahad was inducting people that were fundamentally good and held a deep sense of justice. He learned he could grant them the ability to become Surgebinders by sending them to the Throne every day for an extended period of time via his Reality Marble. Eventually they gained the ability to manipulate Prana energy and learn the different Surges. His order of Radiants swore to become defenders of the world and keepers of peace. They would try to save everyone they could and would only kill as a last resort. They would not involve themselves in politics or try to become leaders, their sole purpose was to serve.

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The Radiants prospered for a while but over time some of their number became disillusioned. They had killed for what they believed in, over and over, but the violence would not end. Wars continued to rage and blood was constantly split. Many of the Radiants felt the world’s nations had exploited them and debased them into nothing more than glorified weapons. A schism occurred when Galahad was confronted with these thoughts during one of their meetings. Almost half of the Radiants felt they had to renounce one of their oaths, the one which precluded them from leading nations. They professed that they had grown weary of serving corrupt lords. Galahad firmly rejected this notion and asserted the knights were meant to serve rather than lead. That they would succumb to corruption if they put themselves in positions of leadership. Unable to reconcile themselves with Galahad’s beliefs, many of the Radiants abandoned his order. This faction would come to be known as the Fallen. A small number had become apathetic to his cause and wished to abandon their original purpose. They would come to be known as the Divergents. In time, Galahad’s words proved true and all of the Fallen fell prey to corruption. The Divergents continued to exist for themselves. A small number of the Divergents pledged to live altruistically and renounced killing. As an energy form that’s closely entwined with the user’s will and emotions, Prana manifests itself in different colours depending on what order a Surgebinder belongs to. The Radiants use prana which is either blue, gold or green in colour (or any combination of the three). The Fallen use prana which is red, purple or black in colour (or any combination of the three). The Divergents use prana which is white, silver, grey or a mix of the colours of the Radiants/Fallen. White prana is reserved for people who have sworn off killing and silver for those with an unshakable belief in the righteousness of their actions. Grey prana is only seen by those with a deep sense of apathy towards the world. In very rare cases, Radiants have exhibited white or silver-coloured Prana. Normally Divergents exhibit a mix of colours depending on their morals and emotional state. It can fluctuate between any of the other colours or be a fusion of two or more colours (e.g. prana which is half-black and half-gold or prana which is orange or brown).

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⚔Special Abilities | ルックス⚔
All Surgebinders are inexplicably tied to a place known as “The Throne”, a dimension that exists separate from the real world. The Throne consists almost entirely of an ethereal energy known as Prana. Normally Prana cannot escape into the normal world but since the bodies of Surgebinders act as both beacons and portals, they can draw forth the coloured energy into the real world, manifesting it anywhere on the field. Prana’s real power lies in its adaptability and the intentions of the user. In its raw and unrefined form, it simply turns whatever it touches into Prana and transports it to the Throne. If applied to the terrain rather than people or techniques, it's scope will not be unlimited. This limit will be defined by the rank of the Prana energy and the scale of the transported section of the terrain/battlefield can never exceed the largest scale canon jutsu of it's rank or below. This will also be bound by the size/scale of the Prana used, firing a tiny orb (even if S-Rank in strength) will only transport a very small section of the field. Surgebinders can harness raw Prana and bind it to their will to elicit specific and more supplementary effects. It can be used to change the properties of an object without altering it’s form or to enhance the body of a living being without changing their physical body. Objects, weapons and even people can exist in the Throne as Prana. Due to this property, Surgebinders store Prana-infused tools, weapons and armours in the Throne and call them forth onto their bodies/person at any time. These augmented weapons are known as Noble Phantasms and possess wondrous properties that seemingly distort reality. They can also enhance certain abilities of the user. For example, a Noble Phantasm in the shape of a sword may boost the power of the user’s fire techniques. An armour-based Noble Phantasm may enhance the wearer’s strength or speed. Both of these weapons work as they filled with concentrated Prana, which leaks into the user’s body on contact. Universal Noble Phantasms will be made as general CCJ but more specialized ones will have to be submitted as PCCJ.

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Surge of Evocation – This form of Prana is the raw and unrefined version. Whatever it touches is transformed into more of the ethereal energy and is transported back to the Throne after it’s been absorbed. In a sense, this form captures the very essence of the ethereal energy, which is to act as the 'bridge between worlds'. Unlike Dark Release, Prana is unshackled by elemental strengths and weaknesses and will just as easily break down matter into energy. Thus it will be capable of absorbing jutsu, objects and anything barring living non-Surgebinders. Prana’s neutrality to all elements and abilities means it will neutralize techniques possessed of equal chakra or lower, regardless of their damage. Upon absorbing an attack of equal chakra, the Prana will be neutralized and disperse. However this means it will be useless against techniques of greater chakra. Against living beings who are not Surgebinders, the energy will not transport them to the Throne but rather feel extremely frigid to the touch and induce "cold burns" on contact. This is a similar but opposite effect of the Yang Truth-Seeking Balls which emanate no heat but scorch anything they touch. Lower ranked techniques will induce frostbite and hypothermia while higher ranked ones will freeze them solid. Surgebinders can release absorbed techniques, objects or parts of the terrain, returning them to the field exactly the way they were prior to absorption. Alternatively they can choose to only return the chakra within techniques to their body, adding it to their own supply. Surgebinders are immune to their own Prana so they can wield and interact with it. The same is true for their techniques, clothes and everything on their person. The only way they can gain access to the Throne is by forcibly surging a large amount of prana throughout every chakra point in their body to transform it via jutsu. They can also do this partially to cleanse themselves of poisons, foreign energy and chakra. If applied to one’s self, a Surgebinder can enter the Throne for a short time and reappear elsewhere. All Surgebinders are immediately made aware when one of their own enters the Throne. Turning into Prana essentially leaves the body in a permanent “stasis” and so they can retreat to the Throne after sustaining a life-threatening injury until the proper medical care can be administered. This ability is not passive and will need to be submitted as a CCJ. All of the other Surges are not nearly as destructive to the world as this one because they are more refined and controlled in their usage.

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Surge of Armament – This surge is used to call forth Noble Phantasms, Prana-enhanced objects, weapons and armours that are permanently stored in the Throne. Noble Phantasms can even come in the form of golems, ships and fortresses. These Noble Phantasms are released from the user’s body in their ethereal energy form before becoming corporal and usable as tangible entities. These objects contain copious amounts of concentrated Prana, so much so that the energy distorts their physical properties to a considerable degree. Thus unlike ordinary weapons, these Noble Phantasms can possess the unique and sometimes logic-defying abilities of Prana. For example, these weapons can escape the influence of gravity or be extremely durable regardless of their form. They may even exhibit traits such as corrosiveness or high reactivity despite possessing no chemical properties that would enable such. To put this in perspective, a Noble Phantasm in the form of a book could be immune to burning and capable of withstanding techniques up to A-Rank. It may burn or shock whatever touches it despite no visual emission of heat or surging of electricity. These traits cannot be stacked without limit nor are they allowed to clash or be of the same type (e.g. a weapon can either petrify or electrocute on contact, never both). They also cannot possess traits of elements that the user does not possess. As mentioned earlier, Noble Phantasms can leak Prana into the wielder's body to boost or alter their physical attributes or ability to mold chakra. Since Noble Phantasms contain copious amounts of concentrated Prana, when it the weapon enters it's "released form", it can emit Prana similar to the Surge of Evocation. However this Prana may not possess the absorption capabilities of the aforementioned surge. In which case, it will instead take on certain properties of the elements the user knows without taking on their elemental strengths and weaknesses. For example, lightning can be used to electrify the Prana while fire could be used to superheat it to scorching temperatures. Alternatively, some Noble Phantasms will instead release elemental attacks infused with Prana to erase their elemental strengths and weaknesses. Some Noble Phantasms will last a given duration on the field while others can last indefinitely, though in the case of the latter, such Noble Phantasms will either be weaker in their effects or will prevent the user from calling up further Noble Phantasms until it's returned. The incredible thing about these Noble Phantasms is that they can be wielded by anyone once called forth from the Throne. Surgebinders of Heroic Spirit rank and above will become capable of summoning Noble Phantasms passively (without costing a move or taking a slot in the timeframe once per two turns ). This does not mean techniques contained within the Noble Phantasm become passive, this only pertains to the simple act of drawing weapons from the Throne.

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Surge of Augmentation – Used in a similar manner to Armament, this surge can be used to enhance techniques or living beings through Prana but it cannot be applied to objects. Applying Prana to techniques is more limited and will simply act to change existing properties rather than incorporate new ones. This can be used to boost and in some cases, lessen their power. This normally manifests itself in an increase/decrease in rank or damage and will be outlined in CCJ. A fire technique enhanced with Prana can have it’s temperature raised while an augmented earth technique may become more durable. The reverse is also possible, with the user lowering the temperature of their fire to diminish it’s power or decreasing the structural integrity of their earth technique to make it extremely brittle. Energy-based and wind-based techniques infused with prana will change in colour to the hue of the user's Prana while matter-based elements will become luminous or develop a glowing aura of said prana. By default all of a Surgebinder's techniques are imbued with a small measure of prana, just enough to change their colour but accomplish nothing else. Finally, a prana infusion could also be used to erase a technique's elemental strengths and weaknesses. Applying Prana to living beings can be used to enhance the physical attributes of the entity in question.The Prana can be used to enhance their bodies to increase their speed, strength, agility, durability, ability to mold chakra or any other physical attribute. When divided between multiple attributes, these enhancements will be less pronounced but when focused upon a single attribute, the effects will be more profound. The more extreme the boost and the more it’s used, the greater the toll it will take on the user’s body when the Prana infusion is exhausted. The user’s body will "catch up" to reality once the infusion ends and they will suffer some kind of backlash related to the boosted attribute(s). For example, moving at 4x speed might result in the user's base speed falling to a quarter of the original for the same duration or may even prevent lower body movement altogether once the infusion ends. Augmentations can also be used to fortify the body e.g. allowing the user to see infrared energy or making them resistant to burning/corrosion.

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Surge of Transcendence – This surge is sometimes described as the opposite or superior counterpart to the Surge of Armament. Rather than summoning weapons to the battlefield, the user summons themselves, allies and any opponents to the Throne. The user will simultaneously convert this entire body into Prana and release a pulse of the ethereal energy that travels at thrice the user's running speed. Unlike the Surge of Evocation, this Prana isn't harmful to non-Surgebinders and will be capable of absorbing/transporting them. It will transport the user and anyone struck by the pulse to their personal sector in the Throne, a man-made realm known as a Reality Marble. Upon being transported, everyone will immediately reform into their physical bodies. This Reality Marble is essentially a Noble Phantasm in the form of an arena. The user can freely govern anything within this personal realm through mental commands or hand gestures, be it weapons suspended in the air or the very foundations of the battlefield. The user cannot manipulate anything within short-range of the opponent. Everything in the Reality Marble is infused with Prana and so the opponent cannot manipulate the ground or any water sources. Since all of the user’s Noble Phantasms exist in their Reality Marble, they can passively form them from the ambient prana in the air. This is merely materializing the weapons, the abilities and techniques of Noble Phantasms will still cost a move. However due to being within the Throne, the Surge of Evocation will now send anything Prana touches back into the real world.

The real power of a Reality Marble is that it grants the user total control over their personal dominion. By default, a Reality Marble is unbound by the laws of reality such as gravity due to existing within the Throne. However upon it’s construction, the user can decide which of these laws they want to apply (a maximum of five can be applied). For example, the user can have gravity apply or invoke a warped sense of space and/or time. An example of warped space is a Reality Marble having two or more portals that are connected. When a technique or person enters one portal, it will exit from the other, regardless of the distance between them. An example of warped time is an arena which exhibits a slower or faster passage of time. Slowing down time can be used to decrease the speed of techniques or people, halt the propagation of poisons, toxins or imminent physical damage or effectively increase the duration of techniques on the field (i.e. by making the passage of two turns the equivalent of one). Conversely speeding up time is capable of the opposite. Techniques will last a shorter duration on the field (i.e. by making the passage of one turn the equivalent of two), affected people or techniques will be capable of moving faster, poisons and toxins will propagate through the body at a much faster rate, et cetera. Reality Marbles will have to be submitted as PCCJ with the terrain and all of the effects outlined in those submissions. Every Reality Marble will require a duration/turn limit. This will be longer if they are tamer in their effects or shorter if they confer a very significant advantage to the user.

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⚔Passive Abilities | ルックス⚔
Once a Surgebinder is initiated into the clan, their body essentially becomes an "open doorway" for the ethereal energy. This means that prana energy will constantly enter and exist within their chakra systems and any quantity of foreign chakra or energy inserted into their bodies will immediately be transported to the Throne before they can take effect. Chakra inserted into their bodies for the use of illusions will be absorbed before their induction time is complete, meaning the genjutsu never occurs. However this also means Surgebinders will be incapable of having a Curse Mark or using Sage Mode. It will also become impossible for others to heal them through medical Ninjutsu or transfer chakra to them. If an ally or opponent tries to absorb the chakra of a Surgebinder into their own body, they will instead absorb this ambient Prana energy and be frozen internally.


⚔Location and Purpose | ルックス⚔
The Radiants reside in a land known as Avalon, a place once said to be the home of immortal Sidhe. It can only be accessed by clan members capable of using Prana (will be outlined in the Custom Landmark thread). They exist to be the protectors of the world and defenders of peace. They will often intercede in conflicts to aid nations being invaded or to stop certain individuals causing havoc in the Ninja World. The Fallen and the Divergents reside in no particular place and have no united purpose.


⚔Special Information | ルックス⚔
Divine Soul – This is the Clan Head and in addition to possessing all four Surges, they have the Grail fused with their soul.

Heroic Spirit – The top four members of the clan who possess all four Surges. Only the Clan Head and members in this rank are capable of teaching clan abilities.

Servants – These are full-fledged members of the clan who have achieved mastery in the three basic Surges (all but the Surge of Transcendence). Guardians and Wraiths are promoted to this rank once they have showcased enough skill in the clan abilities.

Guardians and Wraiths – These are members, who in addition to learning the prior two Surges, can learn the Surge of Augmentation.

Apparitions and Shades – This is the next level of Surgebinder and they can learn two Surges. The Surge of Evocation and the Surge of Armament.

Phantasms – These are new entrants to the clan and they can only learn a single Surge, namely the Surge of Evocation.


⚔Requirements | ルックス⚔
In order to join, one must reach certain requirements. One must have at least reached the rank of S-Class ninja in order to join the clan. One cannot join on a bio which posses a KG or HA nor can canon bios.

Noni, Drackos, Riker and Joker are ready and willing to join my clan.




C u s t o m C l a n C e r t i f i c a t e
I, Lord of Kaos, RolePlay Foreman of NarutoBase's RolePlay, in this day, 1st of March of the 9th Year of NB, by the power vested in me by Versuvio, Rei, Nexus, Caliburn, myself and all the RP gods before us, after reading the above submission and validating all the needed requirements, give you, Negative Knight, our loyal member, property and patent of the following custom clan:

Surgebinders

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Surgebinders
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Copyright ©2017, Negative Knight, NarutoBase.net​




(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra Cost: 10 – 40
Damage Points: 20 - 80 (to non-Surgebinders)
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. However when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to B-Rank uses will inflict cold burns as well as all of the effects of frostbite. A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.

Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released from the body via various hand signs depending on the user's rank in the clan. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. A-Rank and S-Rank constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every two turns and no Prana above A-Rank in the turn after the deactivation of an S-Rank application.

Embrace of Ishtar – Armory of Akkadia
This variant allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors or enveloping it in a formless manner. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor, though at the cost of one of the user's three moves. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole. The armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while A and S Ranks require 10 chakra per turn. A-Rank and S-Rank applications can last a maximum of three turns, with A-Ranks usable thrice per battle and S-Ranks twice per battle. After an S-Rank application expires the user is unable to utilize Prana above A-Rank for a single turn.

Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. These familiars are also capable of taking solid form at the user’s volition. Familiars are capable of remaining on the battlefield for four turns. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. S-Rank applications can only be used twice per battle and no Prana above A-Rank in the user’s next turn after deactivation.

Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank.

(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings

(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive/Defensive/Supplementary
Rank:
D - S
Range: Short - Long
Chakra: 10 - 40
Damage: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Unlike the Era of Gods, which manipulates raw Prana, this technique is used to bring techniques previously transported back onto the field. The two applications of this technique, Conquest and Domination, deal with returning entities within the Throne to the field; thus these two applications require previous absorptions to have already occurred.

Conquest of Alexander – Bastion of Achaemenid
Through this ability, the user will be able to return absorbed objects, techniques, and parts of the terrain to the field. They will be manifested on the field in the form of Prana before becoming corporeal and usable as tangible entities. Upon becoming corporeal, the transported entities will still possess all of the effects and properties they possessed prior to absorption; this is because the Throne places objects within it in a stasis-like state. Objects returned will continue to move with the same speed and momentum that they had. This creates the effect that appears almost as if time had stopped and then later resumed for them, a trait of the Throne. It can be summoned facing a different side and/or in a new location altogether, although it must be outside of five meters of the opponent unless the user is within short-range. Techniques returned through Conquest possess the same damage they did prior to absorption. The technique’s rank applied is directly proportional to the technique rank, size of matter, and complexity; this means returning an A-Rank boulder would require an A-Rank application of Conquest. The S-Rank version of this ability can be used once every three turns and no Prana above A-Rank in the user’s next turn. Bastion of Achaemenid can only be used four times per battle.

Domination of Vlad – Tower of Yggdmillenia
Unlike Conquest, Domination involves concentrating on returning the Chakra contained within objects or techniques to the user’s body. The user systematically isolates all of the Chakra contained within a number of techniques they’ve sent to the Throne, even if only Chakra is present (in the case of raw Chakra techniques and similar abilities). It will then be returned to the user’s body as Prana energy in order to seamlessly integrate into their Chakra network, making it available for later use. The user can utilize this ability four times per battle and the maximum amount of Chakra that can be returned with each use is capped at a maximum of 100 Chakra points. This does not mean this ability will always return that amount, the value is always dictated by how many techniques the user has absorbed and how much Chakra they contained. For example, absorbing 10 A-Rank techniques and integrating them with the user’s system will increase the user’s pool by a full 100 Chakra per turn. Objects that Domination is applied to will no longer carry their damage value once used on; this is because the objects, while stored in the Throne, will become Chakra-void and instead become classified as simple terrain usages when used with Conquest of Alexander. Naturally, this is only possible with matter-based techniques and not those composed of energy. Domination of Vlad is considered an S-Rank technique, costing a move to activate but not taking a slot in the timeframe.

(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans

(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans
Type: Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: N/A
Description: Considered the father technique of Era of Gods and Dynasty of Kings, Epoch of Titans uses the Surge of Evocation's ability to teleport objects and Surgebinders to the Throne, and return them to the field.

The Wandering Sea - Bending Space

The user, instead of applying this technique to their own body, can manifest Prana around any object or feature of the terrain to teleport it to the Throne and return it immediately or with a delayed timer. The teleported object can either reappear in a new location instantly, in the same manner as the user's own teleportation, or the user can set a delay of up to four turns and it will return on the first turn after the said number of turn elapses (e.g. a delay of 4 turns, the casting of this jutsu counting as the 1st, means it will reappear at the beginning of the user's 5th turn). The user can also create a technique or familiar with an aura of prana, which can only take affect in the same turn it is created, that allows the technique to teleport itself to a new location. This applies to virtually all type of jutsu except those which are streamed, as the user would find themselves unable to progress to this technique before the other reaches its end. This application occurs in the same timeframe as the jutsu cast and offensive jutsu teleported in this manner must reappear a minimum of five-meters away from any opponents unless the user is also within short-range of that opponent, in which it must reappear at least one meter away. The user cannot teleport any object or jutsu to or from a 1-meter distance from any opponents. However this entire variant cannot be applied to the opponent's jutsus which exceed B-Rank in chakra and it cannot be used on Noble Phantasms or Custom Weapons.

The Everlasting Heaven - Warping Time

This variant involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. If the user reappears within less than a meter of the opponent, the opponent can react with any instant, passive or freeform or chakraless technique. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. The instant use of this technique, which doesn't take a slot in the timefreame, is enabled by the fact that the ethereal energy already exists within their chakra systems. Thrice per battle the user can utilize a stronger version of this ability (S-Rank) to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. The first application, considered A-Rank, can only be used once every three turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used three per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.

(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions

(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Blades of the Saber
The user will summon a sword from the Throne with a glowing metal blade that vibrates at the frequency of lightning. It is coated in and charged with a never-ending current of electricity that cannot be short circuited or insulated. The blade can be stabbed into a conductive surface such as earth, water, metal, mist, etc to release currents of electricity in every direction, that quickly form into dozens, hundreds or thousands of replicas of the metal blade jutting upwards, downwards or in any direction. This counts as a move, deals 60 damage per attack (regardless of the number of blades used) and the user is free to perform other techniques. If the user drops the blade, it can be recalled to their hand with a mental command or manipulated remotely through hand gestures in a similar manner to Lightning Blade Levitation. Upon summoning, the blade leaks prana into the user's body which renders them immune to electric shocks and paralysis. Alternatively, the glowing blade is coated in wreath of prana-infused flames which cannot be extinguished. Both the fire and the aforementioned electricity, can be used as a source for Fire, Lightning and advanced or custom elements which are energetic (e.g. Dark, Rhythm or Storm). This fiery blade renders the user immune to burns, dehydration and the effects of scorching temperatures. The blades themselves deal 80 damage on direct contact with the opponent’s body or techniques. Using it to counter a technique counts as one of the user’s moves per turn.

Spears of the Lancer
The user will summon an indestructible, two-meter long spear, staff or lance from the Throne into either of their hands. These weapons will be slightly elastic to the point they can be used for pole vaulting and will be capable of extending their length. The speed of extension will be twice the user's base speed but retracting it to restore it's original size will occur instantly. Since the weapon is not subject to the effects of gravity, the user will not be weighed down regardless of how much it increases in size. This will also enable it to fly through the air and the user can control it's movements through mental commands. The weapon will also have the have the malleability of a liquid, allowing it to change shape at will. Noble Phantasms in this class will possess the ability to enter and exit the Throne passively and instantly, taking no slot in the timeframe. Each time it disappears, an exact replica of the weapon will remain it's place, completely camouflaging it's teleportation to the naked eye. These replicas will possess all of the abilities of the original but they will only have the durability of a basic kunai. Their creation process is exactly the same as the Shadow Shuriken technique but there is no puff of smoke. It can teleport any number of times in a given turn but all the created duplicates will collectively count as one move.

Bows of the Archer
The user will summon any kind of bow as well as a quiver full of arrows onto their back. The quiver will appear with a strap that will be fastened onto the user's body. Upon contact with the bow, the user's body will be flooded with an incredible amount of prana. This will enhance their sense of sight without making them more sensitive to bright lights or intense stimuli. This increased visual acuity will allow them to see everything in the landmark they're in as well as see through clouds of dust, mist and heavy rain. This means they will be completely unaffected by such conditions present in certain landmarks. Their eyes will also become capable of following the speed of quicker targets, which translates to a tracking increase of x3. The arrows will not be subject to the effects of gravity or air resistance and so they will continue perpetually nor will they ever slow down since no energy is lost. They will also cleanly slice through basic weapons and ninja tools them without being deflected off their trajectory in the slightest. They will seek out and be drawn to targets with chakra foreign to the user's own once they are fired. When multiple sources of foreign chakra exist, they will always be directed towards the ones with the greatest concentration of chakra. Once per turn, by pulling back the bowstring and releasing it, long stream(s) of wind-infused prana will be emitted from the front of the bow. The infusion of wind chakra will give the prana distinct slicing properties, enabling them to cut straight through solid targets. This is an A-Ranked ability, will cost a move and has a long-range reach. Both the normal arrows and the streams of prana will travel at twice the user's speed.

Chariot of the Rider
The user will summon a chariot, golem, fortress or anything else that can be ridden. All of the Noble Phantasms in this class are capable of flight and can be a maximum size of twenty meters in radius. They will also be durable enough to tank one S-Rank technique per turn, whereby they will then passively regenerate from the damage sustained by the end of the turn. The golems can come in any shape or form, whether it's animalistic, humanoid, a hybrid or monstrous. Large-scale phantasms will displace the user's body in the same way as summons do if they're manifested beneath them. Earth-based phantasms will be constructed of rock and stone while Water-based ones will be made of ice. More accurately, most of the exterior will be made of ice that can't be melted and the interior will contain a large quantity of water. The water will be encased by the ice from all sides barring the top, allowing it to be accessed. The user will be capable of manipulating the earth/water for the use of techniques. The phantasm can be made of any solid or liquid material and be used as a source for Custom Element or Advanced Element techniques. This will be supplemented by their ability to regenerate, meaning the source will replenish itself upon and even during use and therefore can even be used to perform techniques larger than itself. Since it is infused with copious of amounts of Prana, it can't be manipulated by the opponent and techniques created from that source will have their strengths and weaknesses erased.

Armour of the Berserker
The user will summon an armour slightly larger than their body, made of any material, over their current attire, which will envelop them fully or partially. In the case of full body armours, by default they will not conceal the user's eyes or mouth unless specified otherwise. All armours in this class can be reshaped passively to extend weapons, limbs, spikes, tendrils, prehensile tails, hands which can perform handseals and wings capable of flight. These suit of armour will be both weightless and flexible at the joints, meaning they will not hinder the user's ability to move in the slightest. The composition of the armours makes them incredibly durable, rendering them immune to damage from A-Rank and below techniques. It can completely block/negate the damage of one S-Rank technique but this will neutralize the Noble Phantasm and return it to the Throne. The armour insulates both electrical currents and extreme heats and will also absorb the force of massive impacts or techniques. They user will sustain no fall damage, from any height, and the armour will absorb and reflect the impact of any physical strike onto the attacker. Since they are fully infused with prana, the armour cannot be manipulated by foreign chakra or energy. Only the user can use the armour as a source for techniques.

Grimoire of the Caster
The user will summon a 'spellbook' onto their person that can't be made wet, burnt or corroded. It will also insulate any electrical currents and despite it's composition, possess enough durability to sustain S-Rank and below offensive techniques without taking damage. Upon contact with the user's body or attire, the book will leak prana into them to enhance their body and ability to mold chakra. The prana infusion will render the user's body virtually weightless and lighter than air, allowing them to fly through the air while they're in contact with the book. The main effect of the infusion is that the user gains +20 damage to the element or ability of their choice (defensive and supplementary jutsu can defend against or affect jutsu one rank higher than normal). The user can perform all techniques by gesturing a single hand, as long as they're holding the grimoire in the other. These effects only apply if the user is holding it, and the effects will have to be recast if the user reacquires the grimoire after dropping it or being disarmed (although it does not cost a move or take a slot in the timeframe to do this). Once per turn, the grimoire can release a large amount of Prana that will form into shields or geometric shapes around the user. The shields can be linear walls or they can expand into 3D shapes that encapsulate the user partially or completely. The user can extend spikes, tendrils and other harmful constructions from these shields up to a short-range distance but these extensions will always remain connected to the central structure. This is an S-Ranked ability and will count as a move when used.

Masks of the Assassin
The user will summon a mask and cloak filled with daggers, which will manifest over their current attire. Both the cloak and mask are waterproof, fireproof, and will defend against freeform damage of all kinds. Every cloak and mask will possess a unique colour and design and will fit the user perfectly as each is tailor-made for the individual. Within the interior of the cloak, held in place by numerous pockets, are countless throwing daggers known as 'Black Keys'. These daggers are invisible, unaffected by air resistance, produce no sound whatsoever and are impossible to sense. Whenever they clash with or come into contact with anything, no sound is produced by the collision/contact. These daggers can be used in exactly the same manner as basic ninja tools.

(Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons

(Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user will summon a cloak from the Throne onto their body, with this coat manifesting over their current attire. Through the infusion of prana, the cloak has been bestowed with several properties that render it an ideal defence for battle. The cloak can neither be burnt nor made to be wet. It insulates both high heats as well as electrical currents, allowing it to insulate unfocused lightning techniques before they can affect the user. It is also non-reactive and immune to corrosion, rendering the cloak immune to chemical elements which target it. The cloak is bulletproof and will defend against freeform damage of all kinds (excluding freeform boosted beyond 80 damage), from bladed weapons to explosions spawned from paper tags. The weapon itself can’t be destroyed, but it can be forcibly returned to the Throne when struck by a jutsu that exceeds 80 damage. Both the cloak and the Knightmare shave 40 damage off techniques which strike it. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Demons of Mephistopheles - Seven Princes of Hell
What truly makes this cloak a Noble Phantasm, is that it contains a familiar composed entirely of prana energy. This familiar is also known as a Rashomon and is composed entirely of white Prana. It exists within the cloak, with the Noble Phantasm acting as the vessel of it's containment. The physical form it takes varies from user to user but it is always some kind of animal, creature or hybrid. Upon being summoned onto the body of a Surgebinder, the Rashomon will sap some of their chakra (equal to this jutsu's chakra cost) and essentially adopt the colour of their Prana. This will change it from it's 'dormant' state to it's 'active' state whereby it's capable of acting autonomously and independently of the user. This will neither cost a move nor occupy a slot in the timeframe, it occurs instantaneously upon the phantasm being summoned. The cloak will develop a glowing aura of light in the colour of the user's Prana to signify the Rashomon's activation. This Rashomon can be controlled through mental commands. It can seamlessly emerge from and reintegrate with the cloak at will. It can be released in any shape or form such as tendrils, spikes, limbs, weapons, animals or any other configuration. As it's body is composed of raw Prana energy, it will exhibit the absorption traits of Evocation. This translates to the ability to absorb objects, parts of the terrain and techniques that possess lower chakra than the Rashomon, however upon clashing with a technique of equal chakra, both it and the opposing technique will cancel eachother out. Upon absorbing a technique possessed of lower chakra, the Rashomon will passively leech the amount of chakra it took to neutralize the jutsu from the user's body to restore itself to full strength. Absorbing techniques will count as a move each time it's used (on the turn of summoning, any absorptions count as part of the single move slot used to summon the weapon) but the user is free to perform other techniques while it occurs. Even while released, the Rashomon possess the ability to constantly reshape and reform itself but it's total size can never exceed mid-range in dimensions. All of these manoeuvres, including its initial release and returning to its vessel are passive manoeuvres. However, it should be noted that when the Rashomon is used to attack an opponent, it will cost a move to do so but again, the user will be free to perform other techniques while this occurs.

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Knightmares of Hijikata - Shinsengumi's Vengeance
Knightmares of Hijikata is a very similar variant to the Seven Princes but instead of a cloak, it creates an oversized suit of armour which surrounds the user entirely. The summoner or wielder of the NP is nestled at its core, and the Knightmare can be thought of as a suit of armour suited to a three or four-meter tall giant. The user's chakra is capable of diffusing through the suit, to perform techniques which require contact with the ground or a water source. It possesses all of the aforementioned abilities except in this variant of the technique, is that the Rashomon, is infused with one of the user's basic, advanced or custom elements. The prana then, does not absorb but rather burns, crushes, cuts or electrocutes upon contact and follows the S/W of the chosen element exactly. If the chosen element is solid, the Knightmare itself can also be made of that material but this is optional. It possess the same regenerative abilities as the first variant, allowing it to regenerate fully from A-Ranks it is weak to, S-Ranks it is neutral to and Forbidden Ranks it is strong to. A Knightmare's Rashomon can be destroyed quite easily if struck with any jutsu that exceeds those stated ranks in damage (an A-Rank of 70 damage of an element it's weak to will destroy the Rashomon and return the Noble Phantasm to the throne). Since the prana is infused with chakra, it no longer absorbs and therefore the Rashomon can freely interact with the terrain. It can grab a hold of trees and other features of the terrain to travel by rappelling the Knightmare towards that location, it can throw or catch objects and can interact with anything solid as well as energy-based. As with the cloak in Demons of Mephistopheles, any jutsu the user released or created from the user's body or skin, will manifest outside of the Knightmare. Any jutsu which teleport the jutsu or anything similar, will also teleport the Noble Phantasm as it is considered a physical extension of their body. Once a turn, the user can shoot beams, blasts or create geometrical shields that detach from the Rashomon or other projectiles, which are A-Rank in power and count as a move slot but leave the user free to perform other techniques. The Rashomon immediately regenerates its defensive power upon performing this ability, but as with earlier, it will absorb chakra from the wearer to do so. This Noble Phantasm can be worn by summons, as it can take on any humanoid or animal shape, for example a Griffin summon could have dragon-shaped armour.

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(Fūin/Busou: Risō no Chitose) – Sealing/Surge of Armament: Eon of Paragons

(Fūin/Busou: Risō no Chitose) – Sealing/Surge of Armament: Eon of Paragons
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Eon of Paragons is a unique variant of the Surge of Armament which allows Surgebinders to grant others access to their Noble Phantasms. This is accomplished through the formation of a contract via Fūinjutsu, akin to signing a summoning contract, that links a recipient to the user and their personal space within the Throne. Each contract is marked by a unique seal, preventing those outside the contract from accessing the Noble Phantasms, that is worn on articles of clothing or the body itself. The seal can only be placed by the user of this technique, and once established can only be activated by them and the recipient, preventing others from forcibly entering the contract by duplicating the contract seal. Only a single Noble Phantasm can be lent to a recipient per contract, which will be marked by the seal used to forge the contract, and any given Noble Phantasm can only exist on a single contract at once. The user will specify the Noble Phantasm they want to grant access to, and upon agreement, the contract will be forged. At any time, the user or the recipient may annul the contract, revoking the recipient's ability to access the Noble Phantasms, and until such time the contract will remain in place. While both the user and the recipient can access the Noble Phantasm being shared through their contract, it cannot be in two places at once as it is a unique existence. Since it originally belongs to the user of Eon of Paragons, it will always obey commands to summon it whether or not it is in use, whereas if the recipient were to try summoning it whilst it is already in use, the summon will fail. This does not apply if the user lends the Century of Champions Noble Phantasm, as it isn't a unique weapon and can thus be in use in several simultaneous instances, as well as exist in multiple contracts, though only the weapon type that was specified in the contract can be summoned. A contract can be forged with non-Surgebinders, allowing them to access Noble Phantasms as well though this requires Fūinjutsu access to use. Should a non-Surgebinder be given a Noble Phantasm that infuses Prana into their body, it will behave as described in the technique rather than freeze them internally. Eon of Paragons can only be used thrice per arc.
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(Zokyo: Kiseki no Sedai) – Surge of Augmentation: Generation of Miracles

(Zokyo: Kiseki no Sedai) – Surge of Augmentation: Generation of Miracles
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: N/A
Description: This technique deals primarily in augmenting the user’s chakra system and ability to control it through an infusion of Prana. Activating this ability is instant and occurs in the same time-frame as another technique. Each Augmentation can last up to four turns and can be used twice per battle. However this technique can only be used three times per battle. After an Augmentation ends, the user suffers a backlash related and proportional to the ability used and how long it was active. The cool down before re-using any of the augmentations is proportional to the duration it was previously activated for.

Crown of the Ruler - Munificence of Jeanne
In this Augmentation the user will augment their chakra system with Prana to increase the efficiency and scale of their techniques, allowing them to travel further and cover a greater scope. Both the range at which they can be created or manifested and the size/scale of the techniques can be influenced with this ability; although, this cannot bypass creation limitations. This means that techniques cannot directly manifest themselves on an opponent, unless the base technique already allows for this like Swamp of the Underworld. While this ability is active, short-range techniques will reach mid-range and mid-range techniques will reach long-range. Techniques which span long-range in size and initial reach are not affected by or subject to this ability. The same goes for techniques which affect the user's body or anything on their person or those which do not physically travel (e.g. techniques which require physical contact with another person). To demonstrate this technique in use, if the user applied this to the Great Stone Golem technique, it could be created at a mid-range distance from the user but its maximum size would remain unaffected. When this ends, for the same duration Crown of the Ruler was active, the range of all of the user's techniques will be decreased by one (except short-range techniques). Both the size and reach of long-range techniques will decrease to mid-range, while mid-range ones will decrease to short-range.

Helm of the Avenger - Wrath of Dantes
In this Augmentation the user will augment their chakra system with Prana in order to increase the strength and potency of their techniques. This Augmentation can be selectively applied to certain elements and abilities, or simply universally applied, but in the case of the former, they must be specified beforehand. The chosen elements and abilities will gain one rank if they are A-Rank or below and in the case of S-Ranks and above they will gain +20 damage. In the case of Defensive/Supplementary techniques which possess no inherent damage, they too will gain a rank in effective strength (capable of defending against 20 more damage). This ability can also affect advanced elements/abilities without being applied to one or any of their individual components. When this enhancement ends, the user will be subject to backlash proportional to how long the Helm of the Avenger was used. For the same duration as the Helm of the Avenger was active, techniques of the fields that were boosted will now be decreased by one rank. In the case where all techniques were subject to the boost, the loss in rank after the technique's end will affect all of the user's jutsu.

Aegis of the Shielder - Devotion of Galahad
In this Augmentation the user will augment their chakra system with Prana in order to increase the power of their techniques. This will enable them to empower all of their techniques or only selected fields by an additional ten chakra. Sealing and absorption-type techniques will be effective against jutsu with ten more chakra than their usual limit. When Aegis of the Shielder ends, techniques of every field boosted by Aegis will utilize ten less chakra for the same number of turns the Augmentation was active.

(Zokyo: Nendai no Shunketsu) - Surge of Augmentation: Age of Heroes

(Zokyo: Eiyuu no Nendai) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra Cost: 15-40
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's physical body and attributes through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. Upon activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation will have four tiers, level 1 being the lowest and level 4 being the highest. Only Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations and Heroic Spirits and above can use up to Level 4. Each individual Augmentation can last up to four turns and can be used twice per battle, however this technique can only be used four times in all, and each Level 4 application can only be used once per battle. The user can combine several augmentations, as long as their collective Level doesn't exceed four (e.g. 1 + 3, 2 + 2, etc). In the turn following an S-Rank usage, the user's Prana is restricted to A-Rank and below, and the user cannot reactivate Age of Heroes.

Strength of Heracles - The Twelve Labours
Through this augmentation, the user will increase the physical strength of their whole body. They will become capable of resisting the effects of and breaking out of techniques which restrain, bind or prevent movement of one rank above through physical exertion alone. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. In terms of lifting strength, levels one and two will enable the user to lift Dropping Lid, level three would let the user carry the Great Stone Golem and level four would bestow the strength to lift boss summons such as Manda 2. Thus the user will be capable of grabbing and stopping solid techniques without incurring damage, and throwing them back towards the opponent. Level 1 will increase their Taijutsu damage by +15, Level 2 will increase it by +20, Level 3 will boost it by +25 and Level 4 will boost it by +30. To quantify this beyond digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel, levels three and four will enable the destruction of whole buildings with a single strike. Striking the floor with level two will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. The user will also be capable of leaping with explosive power. This will translate to an ability to cover large distances or reach great heights in a single leap (ten meters for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and taijutsu damage will fall by the same value it was boosted by for a duration equivalent to its use (excluding level one).

Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, Level two would multiply it by x2.5, Level three will triple it and Level four will multiply it by x3.5. When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed will divide the user’s speed by three for the same number of turns that it was used.

Invincibility of Achilles - Immortal Vessel
Through this augmentation, the user will increase the durability of their body. This will extend far past a physical toughness that enables the body to sustain massive impact forces without sustaining damage. The user's very being will become stronger than most metals and minerals, their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion. Level 1 will reduce physical damage the user takes by 20, Level 2 will reduce damage by 30, Level 3 will reduce the damage the user takes by 40, Level 4 will reduce the damage by 50. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level 2 will make it so the user sustains 30 more damage from freeform attacks and offensive techniques, Level 3 will make them take 40 more damage and Level 4 will do so for 50 damage. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used.

Agility of Perseus - Blessing of Hermes
Unlike speed, agility focuses on moving and changing direction quickly and effectively. It is a combination of nimbleness and explosive movements to accelerate to the user's maximum speed in the shortest time possible. The user will use prana to augment both their reaction time and movement speed, though unlike Atalanta, it will not be a continuous speed boost but rather a 'reactive' one that will only manifest in momentary bursts. Level 1 will increase the user's tracking by x2, Level 2 multiples it by 2.5, Level 3 triples it and Level 4 quadruples it. This will be signified by streaks of light in the colour of the user's prana appearing to emanate from the eyes as the pupils dart from left to right. Essentially, it will increase the user's tracking ability and bestow them with the ability to move as fast as they can track but only for a single instant at a time. For example, if an opponent moving at x4 speed launches a kick at their body, the user could sidestep the attack in a sudden burst of speed. In effect, the speed boost will only apply for the time it takes to perform one action, before fading again. Thus it cannot be used in prolonged ways such as running in order to blitz an opponent at a distance but rather in short bursts. When used to avoid techniques, the user will be capable of performing other jutsu in the same timeframe. When the infusion ends, the user’s tracking will fall by the same degree, for the same duration it was used (excluding level one).
 
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Alyx

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Senjutsu
(Senpō/Fuinjutsu: Gooruden Wairudo Hanto ) Sage Art/Sealing Technique: Golden Wild Hunt
Rank: A-Rank
Type: Supplementary, Defensive
Range: Short – Long
Chakra cost: 30
Damage points: N/A
Damage points: Utilizing’s one's connection to the natural energy around them, the user will create specialized cannons with the existing moisture in the air. Through the formation of two hand seals, the user will formulate two cylinder-shaped cannon composed of existing moisture in the air within the path of an enemy technique. Immediately on contact, the first cylinder near the user has the kanji for "ammunition" written in one of its openings. The kanji, which is the seal itself will immediately open - absorbing the technique in question and immediately seal it within - purifying it and converting it into senjutsu chakra. The second airborne cannon formed somewhere else in the terrain (must at least be formed five meters away from target unless already within short range of them" will have another seal that's connected to the first. After sealing and purifying the chakra in the first cannon, the second cannon immediately fires it afterward - releasing a 180-degree blast of senjutsu chakra moving twice the base speed of the user, traveling up to ten meters. Upon contact with the opponent, they are slowly petrified over time, becoming fully transformed into a statue after four turns have passed, which over time causes certain effects to trigger, with the first turn the opponent cannot make more than four hand seals per technique, second turn being unable to move any more than five meters, with third turn doubling the effect of the previous two (making it unable to make more than two seals nor move past two and a half meters) while the fourth turn is full-body petrification. This, however, can be prevented by surging their body with chakra of the equal rank in order to rid of the senjutsu chakra. An alternative use to this however as well, is used on the user via having the cannon fire at them. The senjutsu is simply fired as at their body, having the converted chakra be added back into their own pool (same amount as original technique), helping as a method of keeping Sage Mode active (only with Imperfect Sage Mode). It can only seal/absorb techniques up to A-Rank or 30 Chakra (unless this technique's or chakra amount is increased). This technique is only capable of being used thrice per battle with a cooldown of two turns after use, while also being unable to use Senjutsu above A-Rank in the same turn or next turn.

(Senpo: Kenja no Dai Haka) - Sage Arts: Grand Grave of the Sages
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user of this technique must be a master of sage mode and the summoning technique. Though the contract they use is irrelevant. By forming two handseals and then clapping their hands the user will activate a unique reverse summoning technique used only by those who are sage mode users. The user and opponent along with any items or summonings present will be reverse summoned to a place known as the graveyard of the sages. This place has a very unique structure the main path will resemble the back of a snake paved to be a road that stretches as far as the eyes can see and even further still. But is only 15 meters in width. Either side of this is a steep drop leading in to a pool of venom. Being incredibly deadly to fall in to. Elevated above the enormous venom baths are huge statues of toads facing each other lining the path of the snake. It's said that the snake is known as the world serpent a forgotten beast of old that faced the toad soldiers in battle so fierce all were petrified from over usage of natural energy in the fierce conflict leaving this terrifying monument. In this field the users of sage mode have a considerable advantage. Namely all senjutsu techniques formed in this area gather the mass of natural energy in the area translating to a +10 boost to any senjutsu techniques. Additionally the high level of natural energy stored in the environment makes it entirely impossible for the enemy to make use of the environment unless he too uses sage mode in regards to manipulating the ground for techniques such as earth. Meaning techniques created from the surroundings such as earth techniques will simply not work unless they exceed B rank. However this does come some drawbacks. The initial reverse summoning actually requires natural energy to perform meaning the user will need to be in sage mode and using it will also cut sage mode duration by one turn.
Note: Can only be used by masters of sage mode
Note: Once performed the user and opponents may not leave the area without space time ninjutsu or other reverse summoning techniques or the user runs out of sage mode duration which will cause them to return to the original area. The user's death also reverse summons the opponent back.
Note: An S rank or higher Omni directional elemental blast (i.E tornado wall) would collapse the cave, causing the opponent and user to be reverse summoned out.
Note: Can only be taught by Jhin


( Senpo - Kōshoku-kage no Ryū) Sage Arts - Dragon of the Crimson Shadow
Type: Offensive/Defensive/Supplemental
Rank: S
Range: Short - Long (Created Short)
Chakra Cost: 40(-20 to sustain)
Damage Points: 80
Description: The Dragon of the Crimson Shadow is a technique only achievable by one who specializes not only in SM but Katon as well, and can only be activated when already in Sage mode. The user begins by making the Dragon seal molding Katon chakra thru out their body as they draw in masses of Natural energy from around themselves, mixing their ratio until a fiery senjutsu mixture is achieved. A red hue dark in color almost like dried blood appears around the user as the senjutsu chakra leaks from every point on the user, the burning energy shrouding him similar visually to a bijuu cloak but shaped like the face of a Dragon with the user between it's eyes. The intense heat emanated from this energy making the user appear blurry and wavy like looking at a hot road in the desert, and the Natural Energy flowing thru the body of the user already in Sage mode protecting them, healing them faster than the heat could harm them. Upon command, the Energy will expand outwards manipulating the solidness of the flames using great chakra control forming the body of the Dragon growing up to roughly the size of a cannon moderate-sized giant snake summons,, forming into the shape of a Chinese Dragon with the user engulfed in the fiery senjutsu chakra like a pet protecting it's master. Having a somewhat sentient mind similar to elemental clones, it is linked to the user thru their chakra and can be controlled/communicated with through mental commands of the user. When fully formed it encompasses short range around the user and mid range in height coiled, however, the beast when outstretched is up to 30 meters long from end to end. It has limited control of it's arms as far as usage as they are quite small, however they are solidified enough to make contact and be used for various purposes and have a short range reach. The Dragon is capable of firing off a stream of fire up to long range spreading outwards length and width wise like a flamethrower or shooting out a great Fireball solid enough to cause blunt impact damage before exploding in a maelstrom of flames, both usages counting as a move, and can also launch it's body quickly forwards striking like a Viper, piercing/burning anything it makes contact with baring S/W's. It is solidified enough to provide a defense against solid objects with-in reason and will burn and plow thru solid earth of the same rank or below. Alternatively the user can use a melee attack with the face of the Dragon as the striking point and the body trailing behind, releasing the attack devouring the target into it's furnace like jaws being able to launch it long range, however using this attack will end this technique immediately after.

-Notes-
- Must be able to use Senjutsu and have Fire Mastery to use
- Using this will end Sage Mode 2 turns sooner per use.
- Can be used 2x per battle lasting 3 turns, with a turn cool down in between usage
- The user is restricted to Katon/Ninjutsu/Taijutsu/Genjutsu/Senjutsu while active
- Releasing the stream of fire is S rank, counts as one of the three moves per turn, and can be used once per turn.


(Senpo: Kienzan) Sage Art: Destructo Disk
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra cost: 50
Damage points: 90
Description: Using the natural energy in the area, gathering it in the air above the users hand by raising said hand upwards over their head, the user will compress raw natural energy in to a flat razor sharp edged disk essentially. Being composed of nothing but natural energy the technique can't be sensed or seen by those not versed in senjutsu. Due to the properties of kienzan you can see the air being split around it creating an transparent type of air current like wind blade, however it's effects can be both seen and heard for when thrown the disk is so incredibly sharp it slices through anything and everything between itself and the target including the very air between them causing it to make a distinct buzzsaw like sound that can be heard by opponents within around five meters of it. Ten meters for those with enhanced hearing such as sound users. The disk itself is roughly five meters in diameter being a smaller technique generally speaking. However it makes up for this with its unique nature. Being self sustained once formed the disk can persist on its own for up to two turns and can be controlled by hand gestures, making it a powerful tool in the right hands but a potentially harmful one since once thrown it never stops moving until it is dispersed so a user who becomes distracted could end up harming himself with it. Due to the control of motion the user can't use other jutsu while controlling this.
Note:
- Can only be performed once per battle
- Must be in Sage Mode to be able to use it
- Cuts Sage Mode by two turns
- No other sage jutsu the same turn or following turn.
- Upon formation of this jutsu the users body will automatically be unable to absorb any more natural energy preventing him from extending his sage mode by any means for the sage modes duration, nor can they re enter sage mode.
- Due to the strain the user can't use jutsu above A rank in the following turn.
- Due to shape manipulation this plays on equal terms with all elements.
 
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Yin -Yang Release

(Inton/Inkupo: Tsukiakari no Utsukushisa) Yin Release/Ink Arts: Beauty of the Moonlight
Type: Supplementary
Rank: N/A (Same As Technique Applied)
Range: Short - Long
Chakra Cost: N/A (Outlined In Technique)
Damage Points: N/A
Description: Tsukiakari no Utsukushisa is a unique technique that was developed by Katsushika Oi after attaining Yin Release. She came to an understanding of what Yin Release could provide her - taking the concept of "making something out of nothing" to a literal point. With a vision and goal in mind, she began to experiment with the nature - which through the teachings of "Yin Release: Change of Heaven" she achieved this goal. This was the ability to conjure and created Ink out of nothingness, something that would normally be unreachable due to the nature of her Ink Ninjutsu works. Oi however believe there was more to it, and thus this technique layouts the foundation of her achievement. This ink's properties are vastly beyond normal ink - as it is easily capable of replicating all ink ninjutsu. This includes becoming the ink she uses for her ink tattoos, written in scrolls or just in general anything related to ink ninjutsu. Though this is only the surface as for example techniques that may come from a scroll, this technique simply allows her to "spawn" ink into reality via Yin Release. The ink can be spawned at ranged lengths as well - but most always begin outside of short range of the enemy. While this requires a more conscious effort to do. Along side the ink, having been composed of the user's Yin chakra is naturally degenerative. Those who come into immediate contact with the ink will have their chakra absorbed. This is at a rate of - 50 per turn if contact isn't broken. When spawning techniques outside of short range, an additional +40 chakra is required per technique, where as starting from short range only needs +20. Oi can also use her ink brush infused with the Yin Release ink as normal to perform it traditionally like ink ninjutsu though doesn't require any specific canvas such a ink ninjutsu scroll etc. Techniques that are dormant and has this applied to them, require an additional +20 chakra to use normally. This must be posted along side the technique it is applied towards.
Note: This technique can only be used every other turn
Note: This technique is passive and can be applied to more than one technique per use
(Inton: Kokoro no Uwabe Dake) - Yin Release: Semblance of the Mind
Type: Defensive/Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra Cost: 50 (-10 Per Turn)
Damage:
Description: The user will create 5 hand seals to cast their chakra throughout the area, creating a large area of affect. Taking the properties of Yin that allow one to alter the properties of existing entities and create from nothing, the user is able to create various false entities within the zone. These entities take the form of techniques (ones they know and ones they know of). Unlike ordinary genjutsu that fools the mind and manipulates the senses, this technique creates real stimuli to the senses detect and process. Thus, everything created by the user others will physically see, hear, smell, feel, and taste (and possibly sense). The stimuli are so strong that they can even fool the sense of Dojutsu users and other advanced sensory methods. However, they are still illusions and yield no chance of damaging enemies either physically or mentally. In fact, the illusions are so delicate that any substantial impact to them (Freeform action) will cause the images to shatter like glass and dissipate like any other illusion. Because false techniques affect the senses in reality, methods of breaking traditional genjutsu do not apply. Rendering the illusions would only require one to make moderate contact against it or neutralize/escape the area of affect with equal or greater chakra. While this technique is active; the user will need to spend a move per turn to sustain it’s power. Once used the user is unable to use Yin Release Techniques above A rank in either the same or next turn while being unable to use them above S rank while the technique is active. They are also unable to use Genjutsu above A rank for three turns after the deactivation of the technique. The zone remains active for four turns before naturally dispersing, being able to be used three times per battle with a cool down of three turns between each use. The formation of illusions while within this zone is considered passive, not taking up a move slot.
(Inton/Hyouton: Vī vī vī) Yin Release/Ice Release: Viy Viy Viy
Type: Offensive/Defensive
Rank: Forbidden
Range: Short – Mid
Chakra: 80
Damage: 80
Description: Through the formation of four hand seals, the user surges throughout their body a mixture of both the user’s Yin based chakra and Ice Based chakra together. This combination is immediately exhausted outwards into the form of a spiritual familiar named “Viy”. This ghastly creation is said to be the embodiment of Anastasia’s ice manipulating powers – however nothing has fully confirmed these mystical claims. Viy’s body is rather large, appearing to be roughly eight meters tall as it’s dark colored body arcs over the user’s own; limped over as though it was dying. The real power behind the familiar is its unique creation and interaction with foreign techniques. When Viy comes into contact with an opposing technique, the familiar imposes it’s spiritual based potency in order to affect the chakra within the technique. A very specific use of the “Yin Release: Change of Heaven” is utilized upon contact as it becomes dictated by the user’s ice based chakra and causes the opposing technique to essentially “freeze”. This can be summarized as the ice’s properties forcing the opposing technique to become frozen solid, but also will be assimilated into the body of Viy. This acts to protect the user at all costs, with the familiar being controlled by the user however it is more than capable of reacting on it’s own when handling opposing foreign chakra sources outside of it’s master’s will. Outside of this, the familiar can deliver powerful strikes with it’s body, terraforming the terrain into ice easily. Due to the nature of Yin Released being used, this technique is neutral to all other nature transformations and can only affect techniques up to 70 chakra. Upon assimilating transformed techniques, it doesn’t strength the familiar in any manner – simply acting as a “clean up” tool. This can only be performed twice per battle, lasting three turns each. Utilizing the freezing of opponent techniques requires an additional move, while striking others without freezing them doesn’t. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques. When Viy expires, the user is unable to use Yin Release for a single turn thereafter.
(Yoton: Nikkou Netsuzou ) Yang Release: Sunlight Forger
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 50
Damage: N/A
Description: Derived from “Yang Release: Change Into Hell”, this technique borrows the base principles. After weaving three hand seals, the user through either physical contact with an object or through a wave of Yang energy will grant selective an object life. However, what causes this to differ from is its ability to strictly only affect inanimate/non-sentient objects devoid of chakra. This is includes but not limited to, flora, tools, etc. Once the yang energy is infused into the object in question, the user can apply a form of manipulation to its structure alongside the use of the transformation technique. This can allow them to grant the inanimate object a humanoid body of average size. The user can also have the object in question take other forms such a tree becoming a wooden dragon or water becoming steaming hot blob. The appearance while mostly cosmetics can also rule possibilities of anatomy uses like having wings will grant them the ability to fly etc. In terms of inherent abilities, each familiar born is gifted 300 chakra points/80 HP, full human-level sentience which includes articulation, an elemental affinity (Non-Yang Specialist Can only assign one of the basic natures whereas Yang Specialists can grant AE or CEs). In the case of AE and CEs, they cannot however use the sub-elements. They move at the user's base speed but have x1.5 natural tracking. This technique can be used twice per battle, requiring a cooldown of two turns after usage and prevents the use of Yang Release above and including A Rank for two turns. The familiar shall remain in play until its chakra naturally runs out, has taken too much damage which in those cases reverts back to its normal form prior or if the user doesn’t have chakra to further sustain its body. The ranged chakra wave version can only be applied to one object, though it cannot work on anything within the opponent's person such as clothing, weapons, etc unless they remove it themselves such as thrown weapons. It doesn’t affect sentient weapons as well and indestructible custom weapons. The ranged variant cannot influence anything within short range of the enemy.
( Yoton: Jaaku Amu ) Yang Release: Wicked Weaves
Type: Offensive, Defensive, Supplementary
Rank: B
Range: Short (Hair Reach), Short - Long (Releasing Ranged Techniques)
Chakra: 40 (-20 per turn)
Damage: 80
Description: Wicked Weaves is a unique technique; based on the concept of kunochi infusing chakra into their hair in order to weaponize it in combat. What makes this different from other techniques including Wild Lion's Mane Technique is through the infusion of Yang energy into the hair, it allows them to weaponize it to an even higher degree. Once active, the user’s hair harden’s enough to become more akin to a sword’s durability, but can be shaped into any form the user desires without costing a move, ranging from fists or legs to form Taijutsu, or even other weapons to perform Bukijutsu or Kenjutsu. One thing however is that it cannot be detached from the user, or else the chakra supplying it will be stripped from it and simply fall useless on the ground. The user also at the cost of a move directly strikes with the empowered hair, allowing them to deal 80 physical damage to the opponent. Due to the Yang energy flowing through the user’s hair, the constructs exhibit a level of sentience, allowing it to strike freely on behalf of its user without them needing to command it. And last but not least, Wicked Weaves also has a passive usage for half its chakra cost, but allows the user to lengthen, shorten or even change the color of their hair and its style aesthetically. Wicked Weaves can be posted within a user's biography allowing them to apply the passive application of this technique without taking up a technique usage. This can only be used thrice per battle, lasting three turns, to which once deactivated cannot be used for two turns afterwards. Can only be used by kunoichi (Female Shinobi).
( Inton: Varukirian Busou ) Yin Release: Valkyrian Armaments
Type: Offensive, Defensive, Supplementary
Rank: B - S
Range: Short
Chakra: 40 - 60 (-20 per turn)
Damage: 80 - 120
Description: Valkyrian Armaments is a basic technique that takes the application of Yin Energy, morphing it into forms of weapons. The user kneads their chakra within the palms of their hands after making the needed hand seals, which then immediately allows an armament of their choice to form made of highly energized yet condensed energy. It’s pitch black in coloration signifying the Yin energy its composed of - though in reality they are solid in form, allowing the user to physically strike targets. These can range from bladed weapons, to blunt weapons and even defensive ones such as shields, giving the warrior a wide variety to work with. Unlike most Yin Release techniques, this one doesn’t carry any unique applications, simply working as a powerful tool generating jutsu. B Rank requires two hand seals, A Rank Requires three while S Rank requires four. B Rank can be used four times per battle, A Rank Thrice and S Rank Twice but Valkyrian Armaments can only be used a total of thrice per battle, regardless of rank used. The armament of choice naturally lasts up to three turns regardless of rank used, and can be used for Bukijutsu, Kenjutsu and Taijutsu etc or can simply use the weapon itself to physically strike, dealing damage based on the rank used. A Rank usage, after it ends, causes this technique to go on a cool down period of three turns while S Rank usage causes a four turn cooldown period while also no Yin Release Techniques above A Rank can be used for two turns after deactivation.
 
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Jinchuriki of the Nibi
Description: The Two-Tailed Monster Cat known as Matatabi was once part of an entity called the Ten Tails but now resides within a sealing formula marked on a vessel. This seal, known as the Blazing Monster Seal, can allow the Jinchuriki to gain the abilities of the Tailed Beast in varying levels, depending on his own mastery and connection with the beast. As more experience and control is gained, new skills awaken, each maintained under a specific threshold. These are divided into Passive Effects, Bijuu States and Bijuu Skills. The first of the three contains two different passive effects, one shared between Bijuu known as Overwhelming Presence. This can only be triggered when the Bijuu itself is activated in regardless of mastery. The second, unique to Matatabi, is known as Inferno’s Tempest. Both can be found as their own technique.

Level One - Chakra Shroud

  • Chakra Arms - Gain the ability to use Chakra Arms via the Bijuu shroud. Requires Chakra Shroud access first.
  • Chakra Shroud - Borrow chakra from Matatabi, forming a red chakra shroud with two tails.
  • Chakra Shockwave - Release a massive wave of chakra that pushes forces back. Requires Chakra Shroud access first.
  • Blue Fire Usage - Gain the ability to use Blue Fire. If another KG/AN/HA or Mode is chosen for Dual Abilities, Spiritual Tai skills cannot be gained later.
  • Enhanced Flames - The user's Blue Fire has strengthened, gaining an additional 20 damage against Water and Wind jutsu. This is due to Water's difficulty trying to put the flames out and Blue Fire's inherent strength over Wind. Requires Blue Fire Usage skill.
  • Heated Conversion - The user's B rank and lower Fire techniques can now be used as Basic Blue Fire jutsu. This does not apply to techniques explicitly stated to enhance Fire jutsu or similar descriptions. This allows him to enhance his normal Katon techniques with Blue Fire. Requires Blue Fire Usage skill.
  • Burn Heal - Blue Flames that impact the target causes 10 damage per turn until they're healed by Yang. Medjutsu or other healing abilities will not remedy this. Requires Blue Fire Usage skill.
Level Two - Incomplete Transformation
  • Genjutsu Immunity - Gain the ability to be immune to none Doujutsu or higher level Genjutsu by having your Bijuu break you from it passively.
  • Incomplete Tailed Beast Bomb - Gain the ability to fire a weaker variant of the Tailed Beast Bomb when in Incomplete Mode.
  • Incomplete State: The user can transform into an incomplete version of Matatabi, gaining elongated cat tails as well as ears that resemble cat ears. This shroud appears as a dark red and black chakra cloak.
  • Spiritual Flames - The user gains the ability to make use of Spiritual Blue Flames, aimed at causing high damage to the opponent’s spiritual network. This causes half the damage to the opponent’s spirit. When 0 is hit on the spirit, they will be rendered comatose until healed by techniques retrieving the soul. This also allows Burn Heal to cause spiritual burns, aimed at the target's spirit and not body. Requires the user to have first obtained Incomplete Transformation level.
Weapons
( Hagakure Kikigaki ) - Hidden Leaves
Type: Weapon
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: Deep within the Dark Tower lies many secrets of Oisha and his former master Asano, secrets the pupil wished to take to the grave with him. Prior to acquiring the first of the Zōka Sanshin, Oisha learned the secrets of Hagakure and expanded upon these before ultimately passing his knowledge onto his most skilled and trusted samurai, Ishijo of the Riverlands. However, following Oisha’s betrayal and the ensuing battle that occurred between him and the Ronin, the blade was lost and never recovered by Ishijo.

The Hagakure has three unique skills attributed to it, allowing for it’s varied and powerful usages. The first of the three abilities is a passive ability known as Gunki Monogatari. Gunki Monogatari refers to the state of the blade and it’s dual natured composition. Hagakure is both a physical blade as well as a spiritual one, coexisting at the same time, appearing as a blackened blade with wispy air-like wisps emanating from it. This dual existence grants the blade the ability to deal both physical and spiritual damage at one time, splitting the damage done to target’s spiritual health as well as body as evenly as possible, dealing both physical and spiritual damage. These techniques will combat techniques as normal though. This ability is passive in nature and enhances all non elemental Kenjutsu as well as non-Yin or non-Yang based Kenjutsu.

The first active ability is a special attack called Kashoki. The user releases several crescent blades of energy, designed to combat intangible techniques as well as injure the target. These crescents are capable of interacting with spiritual techniques that are normally intangible as well as other techniques that are intangible. These blades also deal a double effect on targets; should an attack land, then the target’s overall health points lower by 10. This 10 health reduces the damage from the technique originally used, dealing 10 less damage as an S ranked attack to living targets. What this means is should the S ranked technique land, 70 damage will be dealt while their max health drops by 10 as well. Against other Jutsu, full damage will apply. The user can make these crescents to combat other techniques once every 2 turns.

The last and perhaps most notable ability of the Hagakure is known as Bushi Katagi, or Warrior Spirit. Activating this spirit, this warrior spirit is reflected in the form of a faint blue hue over the user’s body, enhancing his blade’s spiritual abilities. This aura extends some of the Hagakure’s mystical abilities to it’s wielder, allowing them to be able to enhance their forms to mitigate the effects of damage, spending spiritual health to block physical damage. Being able to spend up to 100 health, the user is able to negate up to the same amount of damage. Anything higher than this and the user will take full damage as well as force the Health System drawbacks to trigger which, through usage of Bushi Katagi, normally do not trigger. This aura also augments the user’s Kashoki ability and allows him to target spiritual entities regardless of state, form, or realm. Should the user be capable of detecting a spiritual target, this blade will allow him to target them with Kashoki. Bushi Katagi allows Kashoki to not only target spiritual entities but also suppress them into the sword, augmenting his next Kashoki attack with the effects of the previously targeted spiritual entity.

Note: Gunki Monogatari is a passive ability always in effect, augmenting their effects. These effects cannot be mitigated unless by Yin or Yang based abilities.
Note: Should Bushi Katagi be used, then the cooldown rate for Kashoki is reduced to once per turn. However after Bushi Katagi ends, this can only be used once every 3 turns for the remainder of the battle. Should a second use of Bushi Katagi occur and end, Kashoki will only be usable once every 4 turns.
Note: Bushi Katagi requires the user to have at least 50 health before he can trigger it. It can only be used twice a battle, lasting 3 turns each use. Should the user’s sacrificed health leave him with less than 25, then this technique will automatically end regardless of how much has been blocked. The user is capable of using this as a blue barrier that blocks the same amount of damage for multiple allies, covering up to 6 meters. This can only be done with allies and not solo fights. Barrier use prevents further use of Bushi Katagi and lasts a single turn.
Note: Health spent to defend cannot be regenerated nor restored by the user or his Creation/Summonings or Tools. Another Ninja must heal the user in order for the health to return. However, he will not experience Fatigue or Health System drawbacks until his health is lowered by outside methods.
Note: Counts as the user’s CW. Cannot be paired with other CW.

(Kurokiba) Black Fang
Kurokiba, or commonly known as “Black Fang” is a specialized nodachi. A special weapon known as a “Harmonic Ninja Tool”, this weapon came into Mirabelle’s possession during a training mission in the Lightning Mountains. The blade is pitch black in coloration, with a red and black hilt and matching black scabbard. The blade harmonized with Mirabelle immediately on touch, which allowed her the ability to harness a unique element known as Black Lightning. This allowed her to weave the element to life without the need of a source, using it on par as an Apex Handseal Specialist, simply needing to swing the katana in order to release and create techniques.
 
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Theory of Waves and Wind
CFS
(Namikazeron) – Theory of Waves and Wind
Type: Fuuintaijutsu
Background:
Namikazeron has its root in its namesake, Namikaze Minato, though the famed Sealing Master and Fourth Fire Shadow had no part in its creation as the style was created after his death.
Namikazeron began as a humble, philosophical movement among intellectuals that advocated experimental Sealing Techniques. Namikaze had displayed unmatched knowledge of seals when he layered two ‘Four Symbols Seals’ to create the ‘Eight Trigrams’ Sealing Style and many groups sought to take the new concept of ‘layered seals’ further. The resulting wave of experimental seals added a whole new dimension to the art of Fūinjutsu.
The Kanji (which defines the central purpose of most seals) was discovered to hold the potential to be used independently of formulae as long as the given purpose was simple enough. Formulae (which deal with the lesser workings of most seals) were similarly proven able to exist and function independently of Kanji, as long as the given specifications were without a central purpose.
The experiments grew progressively more obscure (and dangerous) as time went on and soon a minor faction of the movement moved to implement a series of safety-measures to be used by the movement as a whole. The goal was to minimize the chance of injuries caused by destabilizing and overloading seals and the most effective measure, much to the surprise of the faction, was discovered to be calligraphy.
Over the years Namikazeron has become more than just a movement. The contributions of the Sealing Sage, Axle, created a new, battle-oriented branch of the movement which is still used to this day.

Description on the Abilities and Inner Workings of the Style:
The fundamental principle of Namikazeron is the separation of formulae and Kanji in Fūinjutsu and the combinatory usage of the two, both in and outside of combat. The difference between said concept and normal Fūinjutsu can be compared to a Yin-Yang Master’s simultaneous usage of two elemental natures and a Kekkei Genkai-wielding Ninja’s inherited ability to combine two elemental natures. Where normal Fūinjutsu always includes both formulae and Kanji, Namikazerian Fūinjutsu can use either concept separately or blend them in a multitude of ways.
There are two ‘Columns’ to this, known as the ’Formula Whip’ (Shiki Muchi) and ‘Layered Characters’ (Sōjō Kanji) respectively.

The purpose of formulae in Namikazerian Fūinjutsu is to act as a medium for the creation of Kanji. In regular Fūinjutsu formulae are a mysterious phenomenon. As observed in the fight between Sasuke Uchiha and Shimura Danzō formulae created in mid-air as part of the ‘Summoning Technique’ remained unaffected by the lack of solid mass beneath them and formed in a perfectly flat pattern. Similarly, formulae have been observed to form in gravity-defying designs and even move, as seen with the sealing formula of the Flying Thunder God Technique. Namikazeron takes advantage of these features to remain unaffected and unchanged by environmental factors and uses them to create what is known as the First Column of Namikazerian Fūinjutsu; the Shiki Muchi (Formula Whip).

Shiki Muchi is not an Inton technique, thought the two categories are conceptually alike. As observed by the Second Mizukage Inton is a broad term and the concept of ‘creating forms out of nothingness’ is also fundamentally linked to illusionary techniques. Just like Genjutsu however, Shiki Muchi does not require Yin-Yang training to utilize.
The ‘Formula Whip’ is a self-sustaining, redundant circuit of chakra that assumes the shape of ever-changing black threads. The circuit always originates from the user's hands. Being a massless phenomenon, to the extent that chakra is massless, and simply a manifestation of the user’s chakra it is safe to say that it has virtually no limitations within fields such as speed and reach. The user is able to freely create and manipulate the Formula Whips. However, the whips cannot pass through ranked physical obstructions and forms of energy - unless this is explicitly described in a technique - without the circuit being broken, thus causing them to disappear.

The purpose of Kanji in Namikazerian Fūinjutsu is to act as extensions of the Shiki Muchi. Through miniscule changes in the chakra inside the circuit the Sōjō Kanji-concept changes the shape of individual parts of the Formula Whip into Kanji that, in turn, shapes its required formulae from the surrounding area of the Whip. Multiple identical Kanji can be created simultaneously through the use of the Shiki Muchi’s properties as a circuit. Similarly, Kanji can be created outside the user’s field of visions through the implementation of the calligraphy-safeguard, which is a vital part of Namikazeron as a field of study.
One of the most important features of Sōjō Kanji is the ‘thickness’ associated with it. Like the name implies the products of the Second Column are ‘layered’, in the sense that the created Kanji are based so thoroughly on the Formula Whip that tags become obsolete. In this sense the Formula Whip and Sōjō Kanji act as extensions of the user's physical self. Naturally this restricts the effectiveness of seals that require a continuous contact with its target(s).

Namikazeron shares its close-quarter-combat aspects with other styles, such as Whip Arts, in the sense that the Formula Whips are meant to act as extensions of the user's body. Like the Third Raikage's Hell Stab technique Namikazeron acts as a medium of extending destruction that increases the user's immediate capabilities in combat situations that call for a Taijutsu-inspired counter-attack strengthened by chakra-requiring techniques. In general, an experienced practitioner of Namikazeron will use the abilities of the style to engage in combat with whips that use explosive tags tactically to inflict damage.

Example Techniques:
(Namikazeron ♦ Bakushin) – Theory of Waves and Wind ♦ Ground Zero


Additional effects and Restrictions:
-Seals that aren’t technique-related, such as non-ranked explosive tags, can be created freely, though using these in an offensive or defensive fashion costs a move.
-Due to Formula Whips operating as closed circuits of chakra the total chakra output needed for techniques based on Namikazerian Fūinjutsu is halved if specialized in.
CFSJ
(Namikazeron ♦ Basutā) – Theory of Waves and Wind ♦ Buster
Type: Offensive
Rank: C
Range: Short-Mid
Chakra cost: N/A
Damage points: 30
Description: A technique that allows the user to take advantage of the closed chakra circuits of Shiki Muchi in conjunction with the naturally leaked chakra of the user in order to assist a Namikazeron practitioner’s already nearly instinctive ability to form explosive tags by shaping points on a number of Shiki Muchi into the character for ‘explosion’. In essence, Shiki Muchi can be freely created and maintained due to the closed nature of their circuit, just as tree-walking may be sustained nearly indefinitely and without conscious thought. By extension explosive tags, the most basic of seals, can be formed freely due to their central role in the style and their generic simplicity. By taking advantage of these facts together and by directing the small amounts of naturally leaked chakra to initiate the circuit, the user is able to form first the Shiki Muchi and then explosive tags along a number of points hereon. These detonate immediately upon creation in sizable explosions.
- Can only be used once per turn.
- Max radius for an explosion from this technique is the same as a physical Explosive Tag (Roughly 2.5m).
(Namikazeron ♦ Ōkami no Nagai Tsume) – Theory of Waves and Wind ♦ The Long Nails of the Balverine
Type: Defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: A modified, Namikazerian alternative to the Ho/Mizu/Kaze/Tsuchi/Rai Hōin that relies on a number of Jutsushiki-Sen as the delivery system and Sōjō Kanji shaped to form the character for ‘essence’ as the medium of storage. This technique allows the user to draw chakra and energy from an incoming technique, thus nullifying techniques consisting solely of energy, but having essentially no effect on purely physical attacks. The technique can only seal one technique per usage, but, like its parent technique, it can drain techniques up to S-Rank in strength.
- Can only be used thrice (3) per battle.

(Namikazeron ♦ Bakuhatsu Ken) – Theory of Waves and Wind ♦ Explosive Fist
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: A technique that takes advantage of Namikazerian Fūinjutsu’s ability to form common explosive tags freely and almost instinctively. The Explosive Fist consists of a series of versatile, adaptable Gōken-style movements wherein the user extends a number of Jutsushiki-Sen towards a target (formed from the hands) and creates any number of regular explosive tags on these. The tags are always directional, essentially functioning as shaped charges, and can thus be detonated shockingly close to the user without harming them. This technique is often used to supplement a Taijutsu attack, but can also be used to pressure a target to disengage.
- Can only be used three (3) times per battle.

(Namikazeron ♦ Kyozetsu Suru) – Theory of Waves and Wind ♦ Reject
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: A technique that combines the physical properties of chakra constructs anchored in formulae with the versatility of Namikazerian Fūinjutsu. By shaping a number of Sōjō Kanji to form the characters for ‘shōgai’ the user is able to create flexible, translucent chakra constructs intrinsically tied to the formulae between and around Shiki Muchi. During the turn this technique is used the constructs can be both activated and deactivated freely by reforming and repositioning the layered characters, thus allowing the user not only to protect against incoming attacks, but also to use the constructs as blunt weapons in close quarter combat. The user is even capable of using this technique as a supplement to their mobility using the constructs to forcefully latch onto a surface and effectively ‘pull’ the user to it quickly.
- Can only be used five (5) times per battle.
- Must be created a minimum of 5 meters away from the opponent, unless the user is trying to propel himself towards the opponent.

(Namikazeron ♦ Nozomashikarazaru) – Theory of Waves and Wind ♦ Undesirables
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: A technique that is designed to act as an extremely durable, but otherwise harmless tether. By shaping points on a number of Shiki Muchi into forming the characters for ‘bind’ using the Sōjō Kanji-concept this technique allows the user to create physical and self-sustaining bonds that bind one or multiple points together. When the characters for ‘bind’ come into contact with one or multiple targets the seal activates, tethering themselves to the targets on an almost molecular level. Normally this would bind the targets to the user’s fingers, since that is where the Shiki Muchi originate, but through this technique the user is able to freely connect one or more formula lines to one another and even disconnect them from their fingers to tether the target to a different point. The lines used to bind the targets do not interact with physical matter, but can still be severed using energy-based attacks. Their elasticity, thickness and length depend entirely on the user and can be freely adjusted due to the nature of Shiki Muchi. They also retain all the properties of Shiki Muchi, even when disconnected from the user's fingers.
- Lasts for a maximum of four (4) turns.
- Can only be used thrice (3) per battle.

(Namikazeron ♦ Jōzan Bakuhatsu) – Theory of Waves and Wind ♦ Multiplying Explosions
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By applying the concepts of Sōjō Kanji and Shiki Muchi in conjunction with one another the user is able to create a chain reaction of exploding tags, drawing inspiration from the Gojō Kibaku Fuda technique. By shaping several points upon a number of any Shiki Muchi into layered explosive tags, taking advantage of the intrinsic properties of the formulae, the user is able to continuously detonate explosive tags along these points, creating a huge explosion that can potentially go on for an extended duration of time. The user, however, needs to be at least mid range from the explosions' epicenter lest they be engulfed in it. Though the explosion requires no continuous manipulation to sustain it does cost a move per turn to do so.
- Lasts for a maximum of two turns.
- Can only be used once per battle.
- No Namikazeron techniques for the next two turns
 

Alyx

Supreme
Joined
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Kin
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Kumi
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Ryou Transactions

https://animebase.me/threads/storyboard-mission-submission.756508/post-22067837 - B Rank Mission (650)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22068630 - A Rank Mission (1000)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22068798 - A Rank Mission (1000)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22070093 - B Rank Mission (650)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22070153 - B Rank Mission (650)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22070628 - A Rank Mission (1100)
https://animebase.me/threads/ninja-world-marketplace.757307/post-22071726 - Artifact Purchases ( - 3950)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22070491 - S Rank Mission (1500)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22070606 -S Rank Mission (1500)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22071736 - A Rank Mission (1000)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22072107 - A Rank Mission (1000)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22072110 - B Rank Mission (650)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22073417 - A Rank Mission (1000)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22074666 - C Rank Mission (450)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22074767 - A Rank Mission (1000)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22075470 - B Rank Mission (650)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22075961 - B Rank Mission (650)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22078185 - B Rank Mission (650)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22085890 - B Rank Mission (650)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22087716 - C Rank Mission (450)
https://animebase.me/threads/graveyard-of-sin-115.756128/post-22091019 - -8000 Ryou to NPC
https://animebase.me/threads/storyboard-mission-submission.756508/post-22091020 - B Rank Mission (650)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22091026 - B Rank Mission (650)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22091434 - B Rank Mission (650)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22091822 - A Rank Mission (1000)
https://animebase.me/threads/storyboard-mission-submission.756508/post-22094430 - A Rank Mission (1000)

Total Ryou: 8,200
 
Last edited:

Alyx

Supreme
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Shadows
(Kage: Kurechin) - Shadow Arts: Cretin
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: 5
Damage: N/A
Description: Used for the purpose of story telling, Cretin allows the user to manipulate his shadow in all of its forms in order to convey a story to an audience. The story can range from a simple manipulation that covers a few centimeters to a grand, up to scale, extravagant showing. The user's imagination is the only limit. The technique can last 5 turns due to it being inherently harmless and easy to use. It costs 5 chakra points per turn to sustain, with a turn interval required between uses.

(Kage: Hādodāku) Shadow Arts: Hard Dark
Spoiler
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +1 Rank To A ranks and below. +20 To S ranks and above.
Description: Shadow users have shown the ability to increase the strength of their shadows to steel like strength for some techniques. Hadodaku builds on that ability. It allows the user to increase the strength of his shadows to steel like quality. The user would perform an additional hand seal after using a shadow technique and give the shadow steel like qualities thus increasing its strength. The change happens in the same timeframe of using the original shadow technique.
-The steel like quality lasts the duration of the original shadow technique, with each turn after the initial use having a -15 chakra cost.
-Usable 4 times per battle.

(Kage: Bakuha No Seth) - Shadow Arts: Paroxysm of Seth
Spoiler
Type: Supplementary
Rank: B
Range: Dependant
Chakra: +20
Damage: Dependant
Description: Paroxysm of Seth enables the user to detonate any physical shadow based technique through a simple chakra usage. The detonation combines elements of Creations of Tomorrow that enable shadow's to be separated from their source. Paroxysm of Seth achieves a similar feat, allowing for shadow techniques to violently erupt at speeds equaling the user's base speed. The shadow would erupt into a multitude of small triangular shadow shards that can cause deep laceration and inflict respectable damage. The shards would carry the traits of said shadow technique, and the eruption can be controlled to be either omnidirectional or through specific sides, allowing for the safety of the user in some cases. The damage dealt by the shards would be equivalent to that of the shadow technique's rank, with a boost of twenty points due to the influx of chakra and accompanied erupting speed. As for techniques that are defensive or supplementary and lack inherent damage, the shards would carry damage in respect to said techniques rank. For instance if used on a basic B rank physical wall of shadows, the shards would carry fourty damage points. Upon detonation, the shards can either travel short range all around the shadow technique, or reach up to mid range distance from the source if it was directed to a specific point. Overall the technique can be performed five times per conflict, and it's range of activation is directly tied to the technique to be detonated. So whereas it can potentially be activated from a long range, the explosion can only reach short to mid range, with short range for omnidirectional blasts as previously mentioned, and up to mid range if the blast was controlled towards a specific point.

(Suiton/Kage: Zoo) - Water Release/Shadow Arts: Abhorrence
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Through two hand seals, the user would imbue any physical shadow technique with water, mainly to counter fire based techniques that are commonly used against shadow techniques. The water used carries traits of both the Grudge Rain Technique and Starch Syrup Capture Field. This allows the shadow technique, upon contact with humans/summonings/sentient chakra, to drain chakra through the water, with the starch syrup element making escape harder. Per a single turn, the water/shadow combo sucks 40 chakra points, ending sustained techniques, and draining/ending modes, where modes that have pools such as SM are drained, whereas those that follow turn based systems are decreased by a turn for each turn in contact with the shadow. With every 80 chakra points taken, the duration of the shadow technique increases by one turn. The user is unaffected by the draining/sticky effects of the water. When clashing against techniques, the opposing technique is drained by increments of 5 chakra depending on the rank/strength, where equal ranked/strength techniques are drained by 10, while those weaker are drained by 15, 20, etc, being much more effective on weaker techniques, and draining 5 for techniques one rank higher, and none for those two ranks higher/stronger. The technique can be performed in the same timeframe of a physical shadow technique, and can be used three times per battle, lasting four turns with a three turn cool down. If the shadow hits multiple targets at the same time the chakra draining is split between them.

(Ninpou/Kage: Ryouiki No Helios ) - Ninjutsu/Shadow Arts: Domain of Helios
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Using the very nature of how shadows react to light, the user would use a variation of the hiding with camouflage technique in order to manipulate how light hits his body in order transmit the shadow of his body to a distant location. This is reminiscent of the bat signal in the sky. When used during normal daylight time, the user can only transmit the user's shadow to mid range away, however, if it was darker, for instance raining, or dusk/dawn, the user can transmit the shadow up to long range. When used at night times, the user can transit the shadow up to 2 LMs away. In a battle, usage of Domain of Helios allows for the user to perform techniques from a longer range than normal. During daylight, it only allows for a single range increase to techniques, however the other cases allow for a long range usage. The user can choose to transmit a single body part, multiple, or his entire body. The technique can last for two turns, costing 10 chakra per turn, and usage must be separated by a turn interval. The technique can be used 3 times. The user can chain a nara clan technique in the same timeframe with Domain of Helios as long as the techniques core is B ranked or lower. Naturally, the shadow must be at least 5 meters away from an opponent, although it can be projected to lower than that in case of targeting an ally.

(Kage: Deddo Otoko Okingu) Shadow Arts: Dead Man Walking
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20 (5 per turn per person)
Damage: N/A
Description: A technique to be used when an individual is injured/incapable of proper movement on their own. The user would control their shadows through chakra and would follow the movements of their shadows. This allows the user to continue moving on the battlefield. It follows the basic technique of the Naras. While this is invoked the user can not use elemental chakra. It can be applied to others to control their movement however the allies can only use taijutsu, kenjutsu, and basically anything other than that which does not require chakra. This can be used on multiple targets(up to 4), thus allowing the user to control an army of puppets. This allows the user to control even dead bodies and use them as meat shields.
-Usable 4 times
-Lasts 3 turns
-Mastery over Nara clan techniques.
-The controlled people would move 2 levels slower than they normally do. If the user controls himself moves at his same speed. No speed boosts will be applied while active

(Kage: Phantasos) - Shadow Arts: Phantasos
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: A technique based on the very core of the nara clan. It is essentially an advancement and refinement of the basic paralysation technique. A nara commonly takes control of the shadow of the target and inversely prevents their movement or move them around. This shows a direct correlation between the targets shadow and their muscles/body. Phantasos makes use of this correlation in order to grant the nara unprecedented advantage when combating durable target with great physical prowess. Phantasos allows the user to utilise his shadow in order to attack the targets muscle via their own shadow. Essentially the technique works in a modified way of the basic technique. Instead of controlling the target’s muscles to move the target, the user would forcibly move the targets muscle in order to cause damage. For instance, instead of moving the leg muscles in order to move the target, the user would have the muscles constrict on themselves, causing damage to the target’s legs, potentially preventing proper movement for future turns, similar to what the effects of a strong kick to the back of the leg could result in. The technique’s range can be increased similar to other shadow techniques, of course under the condition that the users shadow has enough area to increase it’s range. The technique can be used thrice per battle and four times per event.


Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Similar to it's parent technique "Shadow Arts: Creations of Tomorrow" this technique allows the user to separate previously created shadow constructs from his shadow. The separated constructs would gain the traits of Shadow Imitation Shuriken/Shadow Paralysis Jutsu, similar to Creations of tomorrow, which allows the separated constructs, if they were to hit the targets shadow, to pin and stop the target in their place. After separation from the user the constructs can be mentally controlled by the user, thus allowing him to focus on other techniques more easily. Due to the influx of additional chakra to the technique, this technique can be used to sustain the separated technique for an additional 2 turns.(IF originally lasts 2 turns would last 4) The user also gains the ability to modify the shape of the constructs 2 times per battle without a jutsu cost, but a chakra cost of 20. Any additional modification would cost 30 chakra, then 40, then 50 etc and count towards the jutsu cost of the user. This is all in accordance with Creations of Tomorrow’s effects/restrictions. Using Kurieshonzu No Kinou occurs in the same instant of using a construct, happening in the same time frame but counting as a move. Furthermore, in regards to the constructs, they would be granted a degree of sentience (Movement and identifying friend from foe, but not strong enough to be cast in illusions). Constructs that lack adequate movements limbs or similar, would move through basic methods like slithering. These constructs would move at speeds equal to that of shadow techniques in broad daylight. Constructs that have proper limbs or similar would move at speeds equal to that of shadow techniques through translucent objects. Additionally, the constructs sentience would be restricted to commands given by the user, for instance having the constructs sole mission to rampage and attack a target.
-This technique is only applicable on Nara techniques that give actual physical form to the shadow, as such, it can’t be used on techniques similar to kage mane.
-Usable 4 times per battle with a turn interval between uses.
-10 Chakra per turn for each separated construct.

(Kage: Kurieshonzu No Ashita) - Shadow Arts: Creations of Tomorrow
Type: Attack/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30(+20 Per creation)
Damage: 60
Description: A technique in which the user fully utilises the Nara's ability to shape his shadow into whatever form they want. The user can create constructs, weapons, and whatever may come to mind. The limitation of the technique is the user's creativity. The creations can be separated from the users shadow. This allows the user to, for example, use a sword composed of shadow in combat. Once a creation is separated that would give the user the opportunity to imbue different chakra elements into his style. The main advantage of the technique is that constructs have the same characteristics as the Shadow Imitation Shuriken/Shadow Paralysis Jutsu, which allows the created constructs, if they were to hit the targets shadow, to pin and stop the target in their place. The constructs last on their own for 2 turns. The user can choose to replenish the shadow(direct contact or through a medium) by sacrificing 20 chakra points, this counts as a move and can only be used 2 times per battle. The shadow construct would be replenished/maintained for another 2 turns. The user can create 3 constructs at a single go but if they choose to add additional constructs each construct costs 20 chakra points. Furthermore, the user can modify each created construct 2 times per battle without a jutsu cost, but a chakra cost of 20 points. However if the user chooses to modify for a 3rd time it would cost 30 points, a 4th time 40 points etc. These additional modifications would also count towards the users move per turn count.
-Usable 4 times per battle.
-Some constructs 'bypass' the construct number rules. These constructs are typically very small in size, like a handful of marbles or a deck of cards. These constructs would count as one. Like the deck of cards would be one construct instead of counting as 56 constructs. However, the power of the constructed cards would be divided among the number of cards.
-Non-elemental chakra can be infused into the creations.
-Requires two turn break in between usages.

(Kage Fūinjutsu: Hikarinonakani) - Shadow Sealing Arts: Into the Light
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 25 (-10)
Damage: N/A (Dependent)
Description: Into the Light is a sealing technique that builds on the concepts of Hiding in Shadow & Shadow Killer, a technique that allows the user to enter shadows, and a technique that allows the user to store equipment in their shadows, respectively. By adding a unique seal, Store (格納), to the user's shadow, these abilities are bolstered, allowing the user to store/rerelease techniques into/from the shadow in a similar fashion. Techniques that would be stored in the shadow must be of equivalent size or smaller than the shadow itself, and it must be a physical technique. Techniques 1-2X larger than the shadow get reduced by 20 points, and techs 2-3X larger get reduced by 10 points, due to the partial 'absorption' of force/momentum. The portion of the opposing technique's initial contact with the shadow is what determines it's size, and length is generally insignificant. For techniques that are wider in one portion that the other, they would follow the previously stated deduction aspect. Into the Light can be applied in the same t/f of another shadow technique, and each shadow this is applied to can only absorb up to two opposing techniques, without having them destroy eachother in the shadow. Techniques within the shadow can not be manipulated or sensed by opponents, and they would be in a form of stasis that preserves them as they were absorbed. If the shadow used for storage was destroyed (or the shadow technique expires/ends), the techniques would be released back, with the user having a mental control on the release's direction. In cases where the user is incapable of making such a decision for one reason or another, it would always be angled away from the user towards the nearest foreign chakra source. It should be noted that when techniques are released, that the opponents can control them if possible (Depends on the technique the used), although for most cases, such as projectiles and similar, they lose the ability to do so. The user can apply this to his shadow beforehand, allowing the next shadow technique to carry the aforementioned abilities. (Must be posted in first post or in bio) Into the Light can be used thrice per battle with a two turn cooldown in between usages, costing an additional ten chakra points to maintain per turn, otherwise the techniques stored would be released.

(Kage: Shotou) Shadow Art: Elementary
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: After performing two hand seals the user will split his shadow into two halves. Each half could extend to mid range distance. The halves shape could be altered to the user's liking. For example, one half would be a fist while the second would be a dagger. One half can hold down the target and the other would stab said target. The halves can each reach 5 meters size if deemed necessary. Similar to other shadow art techniques the halves can rise upwards. As such, the user can use them as means to gain elevation for example. Lastly, the strength of the shadows is similar to that of steel.
-Usable 3 times.
-Shadow techniques can be performed through the halves

(Kage/Doton/Ninpou: Asteria) - Shadow Arts/Earth Release/Ninja Arts: Asteria
Type: Supplementary
Rank: A
Range: Short- Mid
Chakra cost: 30 (-10per turn)
Damage: +20
Description: Asteria is a technique made in order to combat a Nara’s vulnerability towards light. When using a physical shadow technique, the user would simultaneously, in the same timeframe, imbue the attack with properties of the super added weight rock technique, increasing it’s weight as a result. The weight increase results in the shadow technique moving slower, however allowing it to deal more brute force damage. However the main function of the technique comes due to Einstein’s law of general relativity, which is 'basically' that light curves around heavier objects. As such, light sources would need to be more potent/powerful than normal to ward of the shadows. Specifically one more rank than normally required (cannot be applied to Forbidden ranks). This technique also employs elements of hiding with camouflage in order to further drive home it’s effectiveness, not relying solely on the weight increase of the technique. This technique can be used four times per battle, lasting the duration of the technique it is applied on. Once the technique is countered/stopped the user must wait a turn before reusing it. Alternatively, the user can chose to imbue the effects of the super light weight technique, resulting in a speed increase of 2X to the technique, but a reduction of 20 damage.

(Kage Beruto)- Shadow Belt
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: With two handseals user creates several, 2 ft wide, belts of shadow that wrap around the target and crush it. They can also grab and move large objects.
-Usable 3 times per battle
-Can only be used by a Nara clan member
-Can only be taught by Katonpwnz

(Bekutoru Yajirushi)- Vector Arrow
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The user materializes numerous arrow-like belts from his shadow that can both cut and pierce the opponent acting somewhat as blades. These arrows can restrain an opponent by wrapping around his body.
-Usable 3 times per battle
-Can only be used by a Nara clan member

(Kage: Giman No Rainzu) - Shadow Arts: Deception of Lines
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: A rather simple technique that comes a long way. The user would erect a wall of shadow to his liking that could be used to block incoming attacks. The true purpose of the wall is to hide the tendrils of shadow that would pierce through the terrain and move towards the targets. Once below the targets the user can use the shadow tendril to decapitate them, pin them, or simply annoy them. Furthermore, the tendrils would have traits of Shadow Imitation Shuriken/Shadow paralysis, meaning that if they were to make contact with the opponents shadow they could immobilise them in their place. The shadow wall that would be used as a means to block incoming attacks would, after blocking said attack, either return to it's normal state, or remain as a wall. In either case it would be used to hide the point of entry of the tendrils in the terrain.
-3 times per battle.
-No shadow jutsu above A rank in the following turn.

(Kage Shinkō)- Shadow Emerging
Type: Attack/Defense/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: After forming 2 handseals, the user slams his hands on the ground. Using the darkness underground, the user causes a large mass of shadow tendrils larger than Shadow Sewing to emerge from the ground anywhere within range and impale the opponent before branching out to inflict multiple wounds.
-Usable 2 times per battle
-No B-rank or higher shadow jutsu next turn
-Can only be taught by Katonpwnz
-Must be a member of the Nara clan to use.

(Kage no ō)- Shadow King
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage: N/A
Description: The user forms the rat handseal and makes a pattern of shadow all over his skin. While in this form, only 2 jutsu can be used per turn, not including the turn this jutsu was used, and only shadow jutsu may be used. The speed of shadow jutsu are doubled, they require no handseals, can be done simultaneously, and moves such as Shadow Sewing can originate from the user's body. Dojutsu can read the speed of the shadows and they are not hidden while moving through another shadow. When this jutsu ends, no shadow jutsu can be used for the rest of the battle and for two turns the user's movements are slowed and painful.
-Usable once per battle
-Lasts up to 3 turns
-Can only be used by a Nara clan member
-Can only be taught by Katonpwnz

(Kage Fūinjutsu: Teiden) - Shadow Sealing Arts: Blackout
Type: Supplementary/Defensive
Rank: A - S
Range: Short - Mid
Chakra: 30 (5) -70 (10)
Damage: N/A
Description: After marking an object or themselves with the kanji of blackout (停電), the user would perform a hand seal and erect a translucent barrier all around the marked spot, with the barrier reaching 10 meters in each direction. The barrier serves to create a zone that favors the user, while keeping the events occurring inside hidden from those outside of the barrier as no physical (sound, smell, vision etc) or chakra cues leak outside of the barrier. Inside this zone a 'dampening' effect is triggered upon it's erection, as the barrier's internal walls will be used to cast shadows across the area in a non-damaging fashion. These shadows can appear in various shapes and forms, typically changing the scenery into a darker foreboding one, but regardless of the iteration of shapes used, a layer of shadow is always produced on the entirety of the ground/terrain itself. This dampening field serves to augment and protect shadow manipulation performed by the user. Protection wise, techniques from energy light producing elements (fire, lightning, light etc) of A rank and lower would be immediately sealed away, preventing their use for both the user and opposition, while higher ranked would be weakened by a rank. Should the user have marked themselves with the blackout seal, their techniques would not be affected, but at the cost of Blackout lasting less. Augmentation wise, the shadows produced in the zone would enable physical shadow techniques used by the user to carry the ability of non-physical shadow techniques, specifically in regards to being hidden when moving across other shadows. This would allow the physical shadow technique to essentially merge with the zone's shadows and move to emerge from a different point to attack the targets. This would be usable once per turn passively, with emerging following spawning rules unless the user is within short range of their target. Blackout when applied to an object lasts for 4 turns, while it lasts for 3 turns if applied on the user. Usable thrice and must be separated by a two turn interval. The S rank variation requires Adv.Fuinjutsu training, and is capable of stopping all hostile light producing techniques which those who have a chakra cost of 70 and below. S ranked variant is only able to be used once. The S ranked Variant only emcompasses the user's short range.

(Kage: Erebus) - Shadow Arts: Erebus
Type: Supplementary
Rank: A
Range: Short
Chakra: Equal to the technique that activated it, then five per turn
Damage: Dependent on the technique that activated it
Description: The technique entails the highest level of chakra usage, requiring one to be a master of ninjutsu, genjutsu, and nara clan techniques. The technique becomes active whenever a Nara Clan technique, or anything related is used. It remains active as long as the aforementioned technique is active, costing an additional five chakra points per turn. The techniques activation is passive and happens regardless of the user’s will. Essentially, it changes the user to intangible shadows, rendering them immune to physical damage. This has been compared to the Hozuki’s clan technique in one aspect and to Gaara’s 'subconscious’ ultimate defence in another. In some ways this is the opposite of the hiding in shadow technique, where instead of blending with a shadow, the user would become a shadow himself. While in this state the user is restricted to Nara Clan and Related techniques and non-elemental techniques. If the user wishes to use techniques outside of the restriction, then they must revert back to their normal state through sacrificing 10 chakra points. However, if a shadow technique is still in play, then the user would once again return to the shadow form. This means that if in turn one the user used a shadow technique that lasts multiple turns and he wishes to use water and wind techniques, he would be forced to use 10 more chakra point with each technique used. After the release of the technique the user would return to his shadow state. If the elemental technique can be maintained over multiple turns, it would not force the user back to his normal form.

While in shadow state, the user becomes capable of using shadow techniques from his body, basically controlling himself like he would control a shadow. Furthermore, at a cost of 5 chakra, the user can change partially or fully between the different states of shadows, allowing the user to have offensive capabilities as well if needed. While in intangible shadow form, the user can move like a shadow at speeds equal to that of theirselves in normal sates. The technique’s chakra cost would be equal to that of the technique that triggers it. The damage delivered would be dependant on the rank of the technique used. While in this state the user becomes weak to a shadows weaknesses, like a strong fire would revert the intangible user back to his normal state while also delivering damage to a user, if feasible. The technique can be used 4 times per battle. As mentioned in the description the form lasts as long as the trigger technique.

(Kage: Jama) Shadow Arts: Intrusion
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (10 per turn)
Damage: 80
Description: Following a sequence of 3 hand seals, the shadow would be manipulated into one of two forms(Cerebrus/Samurai), reaching a max of fifteen meters size in each, with the option of forming the structures around or besides the user. Each form can be controlled by the user directly, with the Samurai form being able to replicate the direct movements of the user, having it act as an avatar for the user's attacks if need be. Should the forms be created at a size smaller than their maximum, they can be expanded at a jutsu cost (Can occur in same t/f of other shadow techs) or simply passively decrease to lower sizes. When formed around the user, the shadow can be manipulated to move the user to an opening or room within the Intrusion creations. Distinctly, the Samurai form can be changed to have weaponry and shields on it's limbs.

The Cerebrus form's distinction is it's ability to release detachable spikes of shadows up to mid range away from it, at A rank strength, with varying sizes, but never larger than the Cerebrus itself. Notably, Intrusion's forms can be used as a source for shadow techniques, having them potentially act at increased distances due to the form's size. Should the forms be created besides the user, they could reach up to 15 meters away from him, connected through a line of shadow that, if 'severed', would end the technique prematurely. The creations can remain in play up to three turns, but should the user chose to actively manipulate the creations, they would be incapable of using any new technique that is not shadow related, CQC, or Chakraless. Changing the limbs of the Samurai occurs passively, but costs twenty chakra. Usable twice, with a three turn interval between usages.

(Kage/Ninpou: Mugen Teiri) - Ninja Arts/Shadow Arts: Infinite Theory
Type: Supplementary
Rank: S
Range: +1 To base technique
Chakra: 40 (10 per Turn)
Damage: -
Description: A simple technique that can only be applied on shadow constructs with physical shape. It allows the user to manipulate the shadow that is created by the construct. Since the construct has a physical shape, then it would have a shadow of it's own. This technique allows the user to control said shadow in order to augment the damage done. It can be used in two ways. The first is to cause the shadow of the previously created construct to surround the construct. This gives the construct more defensive and offensive prowess. Defensively it would allow the construct to take one rank more damage than it normally would, and offensively it would give the construct one rank more damage points.For S rank that transaltes into +20. The second usage, and the more used one, is duplication. It allows the user to create duplicates of the existing constructs. The user can create 2 duplicates of the construct. The first duplicate would retain 1/2 of the original techniques strength, while the second duplicate would only retain 1/4 of the original techniques strength. This also applies to the size of the duplicates. When used with techniques that have physical form, but are used for restraints for example, this technique allows the techniques to reach longer distances, specifically 1 range more than it normally would. The duplicated constructs would retain any characteristics present in the original technique. Like if a physical shadow dog with long fangs was created, the duplicate dogs(puppies) would have the same long fangs. The duplication would normally work on techniques that create 'sets' of constructs, like a technique that created two shadow hands, each hand would have its owns duplicate. This technique alters the fact that shadows don't normally have shadows of their own. This is accomplished through a variation on the Hiding With Camouflage techniue, in which not only the way light affects the shadow is altered, but also how physical shadow constructs react to light.
-Usable 3 times with a turn break between uses.
-In the first usage it would last the same time as the original technique.
-In the second the duplicated construct would last one extra turn than the original construct.

(Kage: Na No Hoho) - Shadow Arts: Protection of the Na
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (10 per Turn)
Damage: - (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on how the shadow reacts to light, this technique was born in order to turn a weakness into a strength. There are three ways to use this technique. The first, denoted Alpha, allows the user to spread his shadow around him and up to short range distance in the form of a circular shadow field. Once a target/object, moves past that shadow field and interrupts the light, the shadow would immediately rise, gaining physical form and attacking the target/object with spikes, thus effectively stopping the attack on the user. This is usually used as a means to allow the user to combat far away opponents without the fear of being blind sided by others. This ability can only be used 3 times per battle, counts as a move and delivers 60 damage to the object/target. This means that invisible objects/opponents can't be detected through this technique and as such would not be attacked.

The second manner, denoted Beta, allows the user to achieve the same effect, but without the need to create a shadow field, instead the user would have the shadow separate into multiple copies of him. The shadows would still react to a target/object moving past them and stop them at the same time while attacking, but the difference with this ability is the manner of attack. In Alpha the method of attack is spikes, while in Beta the method of attack could by anything CQC related. The beauty of Beta is that the shadows could be erected, giving them physical form, thus allowing the user to be surrounded with shadow bodyguards. The shadows are all linked together, and are somewhat autonomous. They would attack anything that gets within their range, matching the objects speed and attacking it. This however results in the user being unable to have allies next to him as the shadows would attack them. The user can override the bodyguards autonomous defence, however that would require him constant focus, and would result in the user being incapable of fully focusing on other targets, while also resulting in the user having to control the shadows, thus resulting in much slower and less effective defence. This can be used three times per battle, with each usage lasting three turns. The user can only create up to 3 bodyguards, and the bodyguards can chose to attack while using basic shape manipulation(Turning their hands into swords, etc).

In ability Alpha, the shadow would be capable of detecting attacks that are short range away from them. So in Alpha, the shadow field can detect attacks that are short range above it. This inversely gives the user the ability to sense objects via the shadow defense, however it is only restricted to knowing that an object it there, and not actually knowing what the object may be. This detection works through the shadow sensing any other shadow that gets past it.

Notes: Usable 4 times per battle.

(Kage: Ra No Hoho) Shadow Arts: Protection of the Ra
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: N/A (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on the ability of the Nara to manipulate their shadow to become tangible and exhibit strong solid qualities this technique was born. The technique has two manners of usage. The first is erecting a defensive structure based on the users need. What sets the structure apart from any other defensive technique is how it interacts when damage is received. Instead of remaining solid and resistant to the oppressing technique the defensive structure would react in a unique way. Ability alpha would take place. Ability alpha leads to the negation of all power of the opposing technique. This is achieved through absorbing the power/damage of the technique and spreading it across the shadow then finally towards the ground, causing damage to the ground as a result. Depending on the strength of the technique it can cause damage from cracks to craters. This would stop the opposing technique from gaining any more distance, thus effectively protecting the user. The user can, 3X per battle and at a jutsu cost, choose to redirect the momentum of the stopped technique to somewhere else other than the ground. The momentum would be directed through (a) shadow tentacle(s) towards the intended target. If multiple tentacles are used the power is spread amongst them. The intended target would be sent flying backwards while receiving damage equivalent to the stopped technique but with a -10 damage due to the fact that some of the power would be lost during the execution of the technique.(A punch that delivered 30 damage initially would deliver 20 damage when its returned). The user can choose to give their defensive structures, 3X per battle, spikes. These shadow spikes would destroy the opposing technique. They would carry A rank strength. This is ability beta. It is commonly used to stop offensive techniques that the user does not wish to send back.

The second and alternative usage of this technique is to apply it to other shadow techniques. This would give that technique powerful defense. Additional chakra would be added to said technique to make it behave like the following. The technique this is applied to would get up to 45 defensive points added to it. When an opposing technique hits the augmented shadow it would count towards the 45 defensive points. Alternatively, power/damage can be either sent towards the ground/target through a tentacle(s)(or direct contact) delivering 3/4 of that damage, or it can be used to augment the shadow technique's own strength. The strength increase is only 1/2 of the stopped technique.(A tangible shadow punch that absorbed the damage from a boulder for example would use the damage/power to propel the shadow punch forward, increasing its damage as a result.) This can be only applied 3X per battle. It would last the same duration as the technique it is applied to. This requires the user to perform a hand seal. It would only become active when the shadow tech it is applied to gets hit. However, it would still cost 15 chakra points per turn.

The technique basicslly acts as a waterbed, distributing the damage but with a twist. The twist being that the damage would be 'presevered' then sent towards an outlet where it takes effect.
-Requires mastery of shadows.
-4 time per battle.

(Kage: Karon No Michi) - Shadow Arts: Path of Charon
Type: Supplementary
Rank: C - B
Range: Short -Long
Chakra: 15 - 20 (5)
Damage: N/A
Description: Based around the ability of infusing objects with 'shadow chakra' shown in the the Shadow Imitation Shuriken technique, Charon allows the user to imbue physical objects/techniques with 'shadow chakra', referred to as Primordial Darkness, granting them traits of the user's shadow techniques. At it's base (C Rank), Path of Charon would grant the object the ability to paralyse opponents if it makes contact with their shadows, lasting for as long as the object remains in contact with shadow. In this variation, the objects own shadow would be the source of it's Primordial Darkness, enabling this technique to be utilised at a range, as long as the chakra was channeled through a source, and the user is aware of the object/shadow. Primordial Darkness would manifest in the form of a coating of tangible shadow around infused objects (aesthetically changing them). In it's advanced variation, the user can imbue the effects of shadow techniques in the same timeframe of performing a tangible technique as long as the technique originates from the user's body, or makes contact with his shadow upon creation. For each turn active the technique draws 5 chakra, as do objects infused. The infusion lasts three turns, and the advanced variation can only be used four times per battle, separated by a two turn interval between infusions.

(Taijutsu/Kage: Ate No Itazura) - Body/Shadow Arts: Mischief of Ate
Type: Supplementary
Rank: E
Range: N/A
Chakra: 5
Damage: N/A
Description: Accessible to those who have become truly attuned with their shadows in combat, Mischief of Ate enables user's to gain increased control over their bodily movements through their connection with their shadows. Should the user feel the need to, their shadows would be manipulated to affect their own movement, either stopping or altering it, or a combination of both. This would only be a momentary feat, but it would serve well for dire situations that require immediate actions that the user would be otherwise incapable of doing on his own, such as abruptly stopping. User's can manipulate/paralyse their entire body or specific regions/limbs up to their own discretion, with redirecting/movement never exceeding 1.5 meters. For those who specialize in Nara arts Mischief of Ate is treated similar to walking on water skill, as in a passive skill, while for those who do not, it would count as a technique, albeit one that can be performed in conjunction with other techniques.

(Taijutsu/Kage: Keiji No Dolos) - Body/Shadow Arts: Dolos of Revelations
Type: Supplementary/Offensive/Defensive
Rank: C
Range: Short
Chakra: 15 (5)
Damage: N/A
Description: Dolos of Revelations is a technique that implements the user's shadow manipulation into CQC, wherein the user would coat their body with a layer of intangible shadows that are highly receptive and responsive to the user's movements. These shadows, referred to as Primordial Essence, serve to augment the user's fighting capabilities by providing a deceptive layer of shadows. The shadow's react to the movement's of the user's muscles and limbs, surging outwards in all directions to short range, creating a blockade of shadows that would hide the user's strikes and attacks from targets. Naturally, the user's vision is also blocked. The shadow's can be passively manipulated to have images or assume shapes as they expand, enabling user's to deceive opponents of their true intentions, such as forming a shadow fist to strike from one direction while the user actually strikes from somewhere else. This proves to be useful when the user is surrounded and moves in to strike, where opponents wouldn't be aware of who the true target of the user's attacks is. Dolos of Revelations can be used once and maintained for four turns, with it's surges being able to occur in the same timeframe of CQC attacks, and 'surges' potentially lasting for one turns if the user wishes.

(Genjutsu: Kibou Tama) - Illusionary Arts: Trick Shot
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: -
Description: This illusion can be applied on multiple targets after the performance of a single hand seal. The trigger for the activation of the illusionary effects can be the usage of any type of Nara related technique. The target must either see the technique being used, or be aware of the usage of a Nara related technique in general. The technique would cause those under it’s effects to experience a multitude of effects. They would see that either the user and any other living being present on the field has extended their shadow and connected it with theirs preventing their movement as a result. In addition to that, techniques that were in play would disappear, reverting the field back to its basic state, like removing a dust storm that was used. This also includes the nara technique that triggered the illusion. Techniques used after are still detectable by the targets. Following the initial binding and movement restriction, the targets would then see their binder(s) moving, causing them to believe they are moving as well. In essence, the technique causes the target to believe that the basic Nara technique has been applied on them, with them being initially incapable of moving, then being forced to imitate the movements of their binders. The targets would be tricked into believing that they are being controlled. In reality, the target becomes paralysed immediately after the usage of a shadow technique. The technique doesn’t conceal the movements of the user, as such it can be a tell that something is off. The technique can be learned by non naras, serving as a cooperation technique between a nara and the learner for example. The technique can be used three times, lasting the same duration of the nara technique it was used with or 2 turns max. Additionally, the illusion can be performed in the same timeframe of using the nara technique. This technique can only be used once every two turns and no genjutsu for the following turn after this is used.

(Kage Fūinjutsu: Tarutarosu) - Shadow Sealing Arts: Tartarus
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (+10)
Damage: N/A
Description: Created by those who heavily use their shadow in combat, Tatarus is a technique that serves the process of supplementing one's usage of scroll, object, and tag based techniques through the utilization of one's shadow. By tagging the user's shadow with the kanji of Tartarus (タルタロス), it becomes possible to utilize the user's shadow as the medium/vessel of techniques that employ their usage, enabling a more unique approach to their usage that eliminates the need of scroll/tags/objects. Two approaches exist for Tartarus depending on the nature of the original technique. For techniques that are inherently offensive/defensive in nature and deal with the release/unsealing of objects from them, such as the Manipulated Tools/Ink Release set of techniques, they become usable through the user's shadow with an additional cost of ten chakra, subverting the need to carry multiple scrolls or tags. This usage would be passive after the placement of the seal, only costing five additional chakra to the utilize the desired technique, with the user being restricted to two pre-mentioned techniques per usage of Tartarus and said techniques themselves naturally taking a move slot when used. While applicable to techniques such as Fire Release: Exploding Dragon Strike, usage on techniques that are naturally harmful to shadows through light would logically result in the removal of the seal, canceling further use of the technique. As for techniques that don't release and rather uses objects to seal or restrict, such as the case with elemental sealing method or sealing tag, these would constitute an active usage of Tatarus wherein the user would manipulate his shadow to form a replica of the scroll/tag and utilize it through his shadow, costing ten additional chakra to the technique, with the user being restricted to two techniques replicated per usage. While Tartarus serves as an independent technique after it's kanji is placed, the user can also utilize it's effects in the same timeframe of performing other shadow manipulation techniques, costing ten chakra to the cost of the shadow technique, in addition to ten to the technique being replicated. Usable thrice and must be separated by two turn intervals. Scroll/Kanji techniques that deal with releasing objects/techniques must be mentioned in bio, first post, or upon using the technique the first time in battle(if the user has the original scroll/tags/objects). This can only be used with techniques that require sealing tags, scrolls, and physical objects(kunais, swords etc), with the user's shadow becoming the replacement. If the users shadows are completely destroyed or momentarily extinguished (high level lights), the pre-stored techniques would be destroyed as well. Notably, for Fūinjutsu techniques, they can only be chained with B rank or lower Nara clan techniques, or alternatively only B rank or lower Fūinjutsu can be applied for higher ranked Nara technique usages.
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Inuzuka
(Zhouhua No Soburin) Zhouhua’s Sovereign
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20 to applied techniques)
Damage: N/A
Description: Zhouhua’s Sovereign is a passive technique designed to enhance Gatsuuga or Gatenga techniques employed by an Inuzuka or their Ninken. Through an infusion of elemental chakra into a Gatenga or Gatsuuga natured technique, the user is able to imbue their rotation with an elemental nature, meaning that even the most basic Gatsuga or Gatenga techniques turn into a vortex of elemental prowess. During a rotation, the user can infuse Katon natured chakra therein – which will cause flames to rotate around the user in order to enhance the power of their rotation. Naturally, the rotation will adopt the properties of the chosen element, such as with Fuuton, the rotation will adopt the elements sharpness and piercing power rather than being blunt and relying on kinetic force. As such, the technique to also gain the strength and weaknesses of the infused element, while also gaining an increase of one rank to all A-rank and below Inuzuka techniques, and +20 damage for S ranks and above techniques.
Notes:
- This technique can only be used four times and with a one turn cooldown between uses.
- Can only be performed at the same time as a Gatsuuga or Gatenga variant, and as a result, can be performed in the same timeframe as it has no independent usages, though it still takes a jutsu slot.

Vánagandr Wa - Odin Ni Hoshoku Shimasu | Vánagandr - Preying of Odin

Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The Hunted and the Hunter, this technique seeks to encapsulate both concepts and, as two sides of the same coin manifest themselves in the form of two distinct abilities.

Hunted - Marked

In response to drawing blood from an opponent, an Inuzuka bonded with a Ninken will be influenced by the strong frenzy and excitement elicited from their shared sense with their Ninken. This rising frenzy will allow both the Inuzuka and Ninken to produce an exaggerated lock-on effect to the enemy's scent and blood - to such an extent that an opponent, once locked on to, will be incapable of hiding from the user through any means other than space/time. Even then, a space-time user will, to a locked on Inuzuka, leave behind a discernible residue that will seep out from around their warping point like a scar, and through inspection of the scar an Inuzuka will be able to acquire information such as whether an opponent has returned to the current world, how long they've been gone for, and through use of a sixth sense such as the one that allows dogs to anticipate bad weather or even disasters, the user can even anticipate when they will return and immediately re-locate them once they do. Furthermore, upon entering within short range of one of their Hunters, a Hunted target will be subjected to extreme and constant mental intimidation, not unlike killing intent, that will forcefully lower their speed back down to their base speed, and also reduce the power of all of their Ninjutsu by -15, and their physical attacks by a full -20. However, this can be treated in the same way as Killing intent, in that the shock of physical pain can remove the adverse mental stimuli - however it is superior to killing intent in that as long as the activation conditions are maintained Intimidation will renew itself next turn without cost - meaning that continuous releases may be necessary.

Hunter - Void Assault

Being Apex Predators the Ninken take much delight in stalking and hunting their prey. This ability, void assault, is an extension of a predator's natural ability to hunt, and takes a core ability of many great land predators - stalking, and amplifies it greatly. Through the use of chakra, a Ninken is capable of entering into unparalleled stealth, one that masks not only its visage but also its chakra system from an opponent. A Ninken in stealth cannot be detected through any means, whether it be through the five senses or through a special clan specific 6th or 7th sense, as their use of chakra serves to deflect all forms of detection - not unlike how chakra is used to deflect light to render the target invisible during 'Hiding in Camouflage' technique; and thus elevates them into a state of absolute stealth (this is true to all Chakra Sensing, Emotion Sensing, Doujutsu, Enhanced Hearing, etc - basically, all forms of sensing; however it cannot prevent physical means of detection such as weight, contact, etc sensing or methods which don't fall under the "senses" category). They leave behind no scent, no trail, they cannot be heard or smelt, nor can the vibrations of their movements be felt. However, the absolute stealth will completely shatter as they enter within three meters of an opponent. As with all forms of Stalking, Void Assault is utilized to close distance and, once within pouncing distance the prey will become aware of their predator as it closes in - in this case, a High Breed will be rejected from its state of stealth, to such an extent that even the most foolish and unsuspecting will be alerted to the sudden presence of a being behind them. The exception however is if the Ninken remains dead still - at which point Void Assault can be maintained even within a meter of an opponent, however, the moment they move or attempts to mold chakra the stealth will be broken.

Notes:
- Marked is the passive portion of this technique, and activates automatically upon drawing an opponent's blood or coming into contact with their blood sample (30 meters range for encountering blood). The intimidation aspect however requires a move to activate, and once activated will remain persistent indefinitely (However an Inuzuka or one of his Ninkens is required to be within short range of its targets for the effects to persist, otherwise they will wear off after a turn until the conditions are once again met)
- The initial passive activation of marked saps 20 chakra from all hunting participants.
- Void Assault can be cast by multiple Ninken simultaneously, counting as only one technique if that is the case. It can only be broken by entering into a three meter distance of an opponent, otherwise, it will remain active until the Ninken chooses to cancel the technique or uses a technique of his own (keeping the stealth ability active requires focus and conscious input, preventing its sustained effect when actively engaging in performing techniques, including Taijutsu).
- Void assault drains -20 chakra per turn from each Ninken.
- Void assault can be initiated 4 times through the use of this technique.

- Summons marked as Hunted will immediately disperse back to their homeland out of fear.

Fenriru Hareyakana Hyūhyū Iu | Fenrir's Radiant Howl
Type Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: This technique allows a Ninken to gather a massive amount of chakra within their mouth that is then condensed, and through a roar, howl, or bark the Ninken will release the condensed chakra in the shape of a green beam that reaches up to mid range, and is powerful enough to to pierce through its targets. Instead of releasing the stored chakra in the form of a beam, a Ninken can choose to release it as a radial blast that hits anything short range in front of them. Though the blast is unable to pierce targets, it delivers a massive amount of blunt force damage, allowing it to crush solid structures or force anything short range of the Ninken into mid-range. Due to the amount compressed chakra that is used to shape the beam, it's equivalent in strength to elemental techniques of it's own rank, while the radial blast can only affect B rank and below techniques.
Notes:
- Can only be used 3x per Ninken.
- Cannot be used consecutively.
- No Inuzuka techniques above S rank can be used during the same turn

Morigan No Sasayaki | Morrigan's Whisperings
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This technique is activated through usage of a chakra infused shout, roar, whistle, howl or any similar such sounds. The produced noise will resonate at an uncopyable pitch that an Inuzuka and Ninken, through years of training and bonding will instantly recognize as it will strike a chord within the deepest levels of their psyche, triggering memories that the user and targets have shared together and will provoke feelings such as loyalty, and will also serve to spark an immense rage towards the opponents who would seek to subvert or end their bond. As a result the Inuzuka and Ninken will be freed of adverse mental stimuli such as control through pheromones, unique sounds or smells that seek to undermine their enhanced senses, and even Genjutsu as a reflexive full body surge will automatically be utilized by each participant upon hearing this sound, draining up to 30 chakra, and flushing through their system to act as a cleanser that will reject all foreign energies from their body (Excluding the chakra of their Inuzuka/Ninken partners/chakra that they willingly accept i.e Senjutsu) (This is a completely trained response similar to that developed by dog training or martial arts training in which the Inuzuka and Ninken will respond to this cue with a chakra surge reflectively).
Notes:
- This technique can only be used 4 times.
- Reflexive chakra wave is a trained response to the usage of this technique, and can release A rank and below Genjutsu.
- Once used, cannot be used again for two turns.

Ōkami Kan'nomai | Dance of the Wolf God
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Self
Chakra: (N/A) 30 if used with chakra
Damage: (20) 60 if used with chakra
Description: Employing the use of Gatsuuga concepts, this technique allows for a Inuzuka or Ninken to rapidly spin horizontally or vertically. Unlike the Gatsuuga and Gatenga variants however, this technique is designed for the user to spin across the ground. Inuzuka users tend to spin across a vertical axis, doing so at such speeds that they appear to be an upright vortex that is capable of rapidly traversing across ground. Ninken tend to spin across a horizontal axis, essentially rolling across the grounds at high speeds like a buzz saw wheel, with both being capable of tearing through enemies and lesser structures. This movement can be done without the use of chakra, in which case the user will be limited to traversing across ground at speeds only slightly greater than their top running speed, or facilitated through chakra, in which case the user will be capable of traversing across ground at speeds significantly greater than that of their running speeds as the use of centrifugal force assists in the users directional movement. Ninken will be capable of going up to twice as fast as rolling across the ground puts the generated force to better use (Increased traction, large surface area, etc), while Inuzuka that use a vertical spin will be limited to 1.5x their speed. Additionally the user can transition directly into a Gatsuuga or Gatenga variant through use of this technique, granting the chained Gatsuuga/Gatenga an additional rank.
Note:
- Chakra empowered usages can only be used 4x.
- If used with chakra, -10 chakra per turn if sustained.
Excessive usage of this technique may induce vertigo, as such if used for three turns in a row the an Inuzuka user will experience vertigo that will prevent efficient usage of A rank and above Taijutsu (Reduces their power to B rank)
- When used with Chakra, the created force will be so great that the user will be capable of tearing through or dispersing B rank and below attacks (The movement generated violent air pressure much like other Gatsuuga variants), while A rank and below will neutralize their momentum. A layer of chakra is also created around the user to prevent any adverse effects while doing so.

Kitsune No Shukufuku | Kitsune's Blessing
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Self
Chakra: 30
Damage: 60
Description: Allows a Ninken to channel chakra to their tail and greatly empower it, chakra usage servers to heighten the physicality of their tails to above the norm, which strengthens muscles for various effects; such as allowing for the faster movement of the tail and also implanting iron like strength unto a Ninken's tail - with a strike from a hardened tail being akin to a strike from a steel bar, and also making it prehensile. Chakra released outside the tail serves to create a barrier of chakra which, a Ninken, employing their familiarity of spinning motions from Gatsuuga variants to shape manipulation, will employ violent gyrations to the barrier of created chakra. This will essentially turn a Ninken's tail into a weapon that can be utilized to pierce, tear and rip through enemy structures, while the inwards surge of chakra serves to assist in the manipulation of the now destructive appendage, allowing a Ninken to whip their tail around at rapid speeds, harden it to clash with solids, and also, employing the Inuzuka clan's signature body transformative techniques, lengthen it so that it can extend to up to twice their body size, and then retract again.
Notes:
- Can be used twice per Ninken.
- No Inuzuka techniques above S rank for the rest of the turn.
- Lasts for four turns.
- The offensive force of this technique can be bolstered by use of a Gatsuuga, as the generated centrifugal force is directly translated into destructive power, as it is used to increase the speed and strength at which the tail lashes out, adding +20 damage and making the tails attacks a blur to the naked eye of Sage rank and below Shinobi.
- Naturally this can be used during combination transformations such as Two Headed Wolf Beast.

Ōkami No Dappi | Molting of the Wolf God
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: A branch technique of Fenrir's Armament that was created on the same concept of fur manipulation, but for offensive and supplementary purposes rather than defensive ones. During his constant battles, Kotetsu realized that while his ninken could repel incoming attacks, they were susceptible to techniques that would latch onto their body, and they would also be at risk when unable to move. Similar to the parent technique, a Ninken would cause all of their fur to stand on end by channeling chakra throughout their body and into their skin and, through the use of chakra, harden it to the point where it could be comparable to steel wire. In the case of a fused Ninken, they will be able to replicate their own fur onto the body of their Inuzuka partner by utilizing the effect of Fenrir's Lesser Oblige, which allows an Inuzuka to host characteristics of their Ninken onto their own body. The Ninken will then release the hardened, needle-like fur in either a particular direction or in an omnidirectional manner at incredible speeds. The power of the spikes of fur would be able to pierce through solid defenses of the same rank and below and can be released quick enough to take most opponents by surprise. After the fur has been released the Ninken will then saturate their skin with chakra and regrow their fur entirely after two turns. High Breed Ninken however, as a result of their enhanced constitution will be capable of immediately growing their fur back by spending -20 chakra. Additionally, the newly grown fur will have a thickness to it due to the aforementioned saturation of chakra that increases its defensive capabilities, granting one rank to all S-rank and below Inuzuka techniques that utilize a Ninken's fur for two turns.
Notes:
- This technique can only be used two times per Ninken and 4 times per battle, and a Ninken must wait for two turns before using it again.
- No S-rank or above Inuzuka techniques can be used by the Ninken that uses this technique in the same turn.
- Fenrir's Armament cannot be activated in the same turn this technique is used, and if it is active while this technique is used, then the armor will fall away along with the released fur.
- Instead of firing the entirety of their fur, a ninken can instead choose to shoot fur from different parts of his body.
- Can only be taught by Ańbu Juniør.

Ōkami No Keitaku | Blessing of the Wolf God
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 to applied techniques)
Damage: N/A
Description: Blessing of the Wolf God is a technique designed to assist the use of Gatsuuga or Gatenga techniques employed by an Inuzuka or their Ninken. Through an infusion of raw chakra into a Gatenga or Gatsuuga natured technique, the user is able to create a lubricating layer of chakra that serves to reduce the friction that is created when an Inuzuka or a Ninken rapidly spin their body while moving through the air, increasing the intensity of the spins and amplifying the strength of said rotation by +20. This technique can be used alongside Gatsuuga and Gatenga techniques as they are initiated, meaning that it can be used within the same timeframe of the technique to which it is applied.
Notes:
- This technique can be two times per Ninken and Inuzuka, but cannot be used consecutively.
- In the following turn, the Ninken or Inuzuka who used this technique will be unable to perform Gatsuuga or Gatenga techniques above A rank due to the stain the intensified rotating added to their bodies.
- Can only be performed at the same time as a Gatsuuga or Gatenga variant, and as a result, it can be performed in virtually the same timeframe as it has no independent usages.
- Can only be taught by Ańbu Juniør.

Fenriru Migoto Hōkō | Fenrir’s Lustrous Roar
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: A more advanced version of Radiant Howl, this technique builds upon a Ninken’s ability to channel and release chakra from their mouth in order to launch ranged attacks. Foregoing the ability to release a radial blast of chakra like the lesser version does, Lustrous Roar focuses solely on piercing power. The Ninken will gather a large amount of chakra within their mouth that is compressed and released in the form of a compact, spiraling beam the speeds towards their target through a roar or bark. This technique also allows a Ninken to control the direction of the attack by moving their heads. The sheer density of the beam makes it equivalent in power to techniques of the same strength, and with the spiraling motion, coupled with the speed of the released beam, allows it to pierce through its targets. Consequently, after using this technique the Ninken will be unable to use techniques that include releasing chakra from their mouth.
Notes:
- This technique can only be used twice per Ninken and requires a two turn cooldown after each use.
- No S-rank or above Inuzuka techniques can be used by the Ninken who uses this technique in the same or following turn.
- Can only be taught by Ańbu Juniør.

Fenriru No Busō | Fenrir's Armament
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Self
Chakra: 40 (-10 chakra per turn)
Damage: 80
Description: A problem that many Inuzuka faced was how vulnerable their Ninken were in battle - Ninken were easily struck down by elemental attacks which essentially made them a liability. As such this technique was developed as a defense mechanism for Ninken so that they would be more resilient in fights. By channeling chakra to their skin and fur a Ninken is capable of causing all of their hairs to stand on end and, through the use of chakra, force the erect hairs to vibrate at ferocious speeds. Visually a Ninken's fur will seem to spike up, and then once the vibration begins their figure will seem hazed, ethereal even, as their spiked fur rapidly fluctuates, giving rise to the image of a hellhound or demonic entity. Enemy techniques that come in contact with a Ninken under the influence of this technique will be shredded to pieces and forced to pass to the Ninken's side, leaving them unharmed. Even energy-based techniques such as fire and lightning are neutralized by this defense, with the Ninken's engorged and strengthened flesh serving to protect against any heat or electrical based affliction while chakra will empower the Ninken's fur to become flame retardant. A Ninken is capable of fine-tuning this technique as they wish so that their Inuzuka partners can still freely come into contact with the user. This technique functions as a standard armor and is capable of defending a Ninken from attacks of equal strength. Normal Ninken will have their fur damaged by elemental attacks blocked through the use of this technique, resulting in the armor weakening. High Breed Ninken however, as a result of their enhanced constitution will be capable of quickly growing their hair back by sacrificing 20 chakra, completely restoring the strength of the armor when it is damaged, requiring for the armor to be destroyed in one hit to neutralize this technique.

Notes:
- This technique lasts for up to four turns, unless destroyed.
- This technique can only be used twice per Ninken, and a Ninken must wait for two turns before utilizing this technique again.
- A Ninken can angle their hairs so that they will protect vulnerable spots such as the underside of their paws and the insides of their ears, although the prior is toughened through chakra as well.
- Gatsuuga/Gatenga techniques utilized by one clad in Fenrir's Armament will gain an additional rank, this works on A-rank and below Gatsuuga variations, S rank and above will merely gain a flat +20 damage boost.
- Naturally, the armor will persist during transformations if the user has fur.

(Jūjin Taijutsu Ougi: Kaiten Suru Kiba) Beast Human Martial Art: Rotating Fang
Type: Supplementary/Defensive/Offensive
Rank: A - S
Range: Short - Mid
Chakra: N/A - 40
Damage: 60 - 80
Description: Employing the use of Gatsuuga concepts, this technique allows for an Inuzuka or Ninken to rapidly rotate their body either vertically or horizontally in place to gather air around them. The rotational force is so powerful that it gathers wind around the user as he spins, and will create a suction effect that pulls the opponent or a technique towards them. The wind gathered by the rapid rotation is devoid of chakra similar to the Konoha Ryujin technique, and as such, it can affect techniques of equal strength. The A-ranked version of this technique doesn’t require chakra, but when the S-ranked version is used the user will leak chakra from their entire body as they rapidly rotate in place, which will form a large wolf made of dense chakra that pulls the opponent or a technique towards it. Pulled objects will appear to be devoured by the wolf apparition, and fall prey to the slicing winds within it. The chakra wolf is equivalent in size to the Water Beast technique and is so dense that it's equivalent in strength to S rank elemental techniques.

Notes:
- The A-ranked version of this technique can only be used three times per battle, while S-ranked can only be used twice and requires a single turn cooldown between uses.
- Excessive usage of this technique may induce vertigo, as such if used for two turns in a row the Inuzuka user will be unable to effectively use S rank and above Ninjutsu (Reduces their power to A rank).
- The suction effect can be used to divert incoming techniques of the same strength from their intended target and reaches up to mid-range.
- This technique can be used by an Inuzuka, their Ninken partner, or together as a collaboration technique, but when used in that fashion it will be considered as a single use of the technique.
.
Fenriru No Gimuzuke | Fenrir's Lesser Oblige
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)

Supekutoru-Kan | Spectral Sense
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.

Bau no Kaori | Fragrance of Bau
Rank: A
Range: Short-Long
Chakra: 30
Damage:N/A
Type: Supplementary
Description: Involves the release of copious amounts of specially produced pheromones, mixed with and rapidly propelled across the battlefield by chakra (travels somewhat faster than the typical wind jutsu on account of holding no damage). The released pheromones immediately react with skin (namely bodily oils and sweat) to produce a potent scent that is nigh on possible to remove and will mark the opponent. The scent produced by this reaction is one of a kind - unique to that individual only, easily trackable by Inuzuka but otherwise unnoticeable. This occurs in a similar way to how wild dogs mark their territory naturally, but is markedly different in that the marking is not just the user's smell - but rather a special concoction produced by a reaction between the chemicals and chakra released by the user, and those naturally released by the opponent. The released musk, while completely normal, acceptable and not at all distracting to Inuzuka members whose Ninken has released it, has been specially developed to be utterly vile to anyone who is not of Inuzuka origins. Non-Inuzuka Ninja will become affected, as the musk is specially developed to be absolutely intolerable to any non-Inuzuka clan member, and as a result will inflict nausea and disorientation upon being inhaled. For that, and the next turn, the disorientation will prevent enemies from effectively using Taijutsu above B rank on account of being incapable of coordinating effectively (lowers their power to B rank), while their speed and reactions will also lower by one rank. The nausea will be similarly inhibitive as it will prevent usage of techniques that involve spewing, should the opponent, for instance, attempt to spew out water for Exploding Colliding Wave, they will instead merely find themselves vomiting, or gagging intensely, to the point where the technique is simply un-performable (all humans are emetic, so the effect is absolute). Techniques that do not involve spewing or excessive inhalation however, are still performable as usual. Doujutsu users will also be capable of seeing the release of the musk, as it is infused with chakra.

Notes:
- Each Ninken can only utilize this once, the pheromones lasting 4 turns each use.
- Chakra infused rain above B rank will prevent the Pheromones from using the air as a medium. (Does not affect the unique scent produced once a reaction has taken place whatsoever, only the musk itself.)
- Can only be taught by Scaze

(Jūjin Taijutsu Ougi: Shūmatsu-ron-tekina Dopperugengāv) Beast Human Martial Art: Apocalyptic Doppelganger
Type: Offensive/Defensive
Rank: A - Rank
Range: Short
Chakra: 30
Damage: 60
Description: Derived from the “Exploding Puppy” Technique, the user will quickly make two hand seals in order to create a “clone” of their ninken in order to rush down at the opponent. The trick to this technique however is a combination of the Transformation Technique in conjunction with elemental chakra. In reality, the “clone” isn’t truly one, but rather a canine elemental familiar masked with a transformation, which can be created from all elements with the exception of custom elements. It would once it makes contact with the opponent or within close range would explode, causing a small omnidirectional burst of the element in question. This causes those caught within its range in order to be struck with it, taking 60 DMG. The canine familiar is capable of existing outside the user’s concentration, having a rather limited form of sentience – as it can identify the Inuzuka and his/her ninken as allies. Despite this, it can only persist for three turns before naturally exploding. This technique can be utilized three times per battle, with a cooldown of one turn between each use. Can only be utilized by members of the Inuzuka Clan, though not by the ninken.

Haiburīdo | The High Breed
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: After decades of research and selective breeding, the High Breed was born. The High Breed was bred to be genetically superior to all other Ninkens immediately displayed talents that completely overshadowed that of lesser breeds from a young age. High Breeds are born with a more robust constitution, resulting in them being larger, stronger and have a base speed of 13, faster than most other breeds as well as having a passive 20 damage increase to their techniques. They also look far more wolf-like as a result of their wolf-rich bloodline. High Breeds display savage intellect, and are capable of exercising great cunning and problem-solving abilities; and as a result of their advanced intellect, they have gained the ability of articulation. Other talents include a healing factor allowing them to heal just as well as 15 damage per turn, heightened smell based senses on par with 3T and extends up to 1 landmark away. However High Breed's have been known to reject their Inuzuka counterparts, entering into a faux relationship for a time, and then turning on their paired Inuzuka the moment they have grown large enough to kill their ill-suited partners. As a result, the High Breed was kept secret and many voted for their extermination, but in the end, they were merely banished into the woods of Konohagakure, kept alive in case the clan should have a need for them in the future. However, should a High Breed fully accept an Inuzuka a most curious phenomenon will occur in which both the High Breed and Inuzuka will become mentally linked, capable of sharing thoughts, feelings, and experiences with each other, with such a deeply intimate bond being the absolute apex of an Inuzuka and Ninken bond. (A high breed cannot use Ninjutsu or elemental Taijutsu (Aside from Inuzuka techniques of course) by default).

Note:
- Must either be posted in the user's bio (Along with an explanation of how they met a High Breed and a description of their High Breed) or posted at the start of a battle. (In which case their High Breed by default will simply look like a wolf that, for it's age, is up to twice larger than any known Ninken.)

Fenriru No Hikō | Fenrir's Claws
Rank: S
Type: Offensive
Range: Short - Mid
Chakra Cost: 40 (-10 per turn)
Damage Points: 80
Description: A heavily ninjutsu orientated Inuzuka technique in which the user releases an abundance of silverish chakra that coats their fingers, forming talon like claws of highly condensed chakra. The claws being exceptionally sharp, can be utilised to slash and dice the opponent, holding enough physical prowess to easily slice through a Katana, or even a war hammer for that matter. The true prowess of these chakra claws however is that, through a thrust or slash, they can be released forwards as projectiles, following a pattern similar to that of their release method. For example a straight thrust would result in five straight lined streaks being released, or five arching crescent streaks if released through a swing. With the user capable of releasing four sets of such attacks, dividing the power among them, or alternatively releasing it all in one go for a more powerful singular attack. The released chakra waves can be made to naturally expand so as to prove more of an offensive threat, capable of growing to sizes just slightly greater than twice the size of the user's normal body over a short period of time. However when these claws strike something solid, instead of puncturing, slicing, and blasting through them as they would intangible elements, they instead forcefully erupt, separating into dozens of tiny whirling claw shaped chakra structures that rampage forth outwards at any direction forwards of a 210 degree angle of the chakra streaks original direction, thus preventing them from backlashing onto the user. This of course only applies to solid techniques, should the technique clash with a water, fire, or wind technique it would not erupt, with the claws capable of overpowering A ranked elemental techniques to play equal against S ranked elemental techniques. Thankfully, the sharpness of the claws are minimised when they're not being used offensively, allowing the user to still utilise their hands to perform handseals, wield weapons and so on.
Note:
- Can only be used 3x
- No Inuzuka techniques above S rank for the rest of the turn.
- Can only be sustained for a maximum of three turns.
- Can alternatively be performed by a Ninken to coat their paws.
- Eruption can instead be suppressed, or forced to occur at will regardless of scenario but cannot affect living/sentient beings in this manner.
- Can only be taught by Scaze

Keruberosukuranchi | The Cerberus Crunch
Rank: S
Type: Defensive/Offensive/Supplementary
Range: Self
Chakra Cost: 40 (-10 per turn to sustain)
Damage Points: N/A (80)
Description: A technique invented by the Inuzuka, whereby channelling chakra to one's neck and jaw they're capable of ushering in a dense coating of chakra that protects the interior of their mouth and gullet, coating every region of the mouth - especially the teeth. The chakra serves to forcefully reject and pressurize any foreign material that it comes in contact with, whether it be matter or chakra, and in turn essentially grants the user the ability to chew on, well, anything. Well, almost anything. Things that possess the power to override the chakra coating - for instance higher ranked elemental techniques, would be capable of powering through the coating so as to deal damage, while the indestructible would be capable of resisting deformation. Nonetheless, the otherwise omnipotent protection that this technique grants, can, for the feral Inuzuka more or less directly translate into power, allowing them to crunch through a range of materials, especially when in their more gigantic Inuzuka transformations. And, as long as they do not exhaust this technique they need not fear self-harm when doing so, being quite capable of chewing upon and swallowing blades should they so wish, with the chakra protection sometimes focusing at particularly stressed spots - making it near impossible for piercing techniques to undermine the chakra based defence.
Note:
- Can only be used 2x and lasts a max of 3 turns each time.
- No Inuzuka techniques above S rank for the rest of the turn
- Could also be used by a Ninken
- Can only be taught by Scaze

Ōkami No Kaminoikari | Wrath of the Wolf God
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90
Description: Existing as the pinnacle of Gatsuuga or Gatenga variants, Wrath of the Wolf God requires the expenditure of vast amounts of chakra so as to reach staggering gyration speeds. Initiated by channeling chakra throughout the body so as to cushion internal organs and heighten muscle, bone, and connective to place the body in an above peak state, Wrath of the Wolf God will have the user then begin to spin just as they would when utilizing a Gatsuuga or Gatenga technique. The difference, however, lies in the immense amount of chakra that will flow through, and seep out of the user's body. At times the chakra will spin in the same direction as the user, at other times it will spin in the opposite, adjacent or random angles that will generate increased traction for even greater rotations per minute. Regardless of the manner in which the chakra spins, one thing will be certain, that the user's physical spin will far surpass that of any Gatsuuga or Gatenga technique ever demonstrated. So fast in fact, that the air will visibly ripple in the wake of the user as they move, as the user will easily achieve the tops speeds of Dance of the Wolf God, and a howl - said to be that of Fenrir himself will emanate from the user's position. The flaw of this technique, however, is that it is not immediately invoked at its full power. On the turn of its creation Wrath of the Wolf God will only possess the power of an S-ranked attack (it is considered neutral to elemental techniques), however, as the user's rotation speed continuously increases it will, by each passing turn, receive a cumulative +10 damage boost that will allow it to reach its full powered forbidden ranked damage by the turn after it is used. Once Wrath of the Wolf God is started, it can only be stopped by the user or a technique of equal or greater power, against anything else the Gatsuuga/Gatenga will merely momentarily lose momentum, and then immediately recover by the beginning of the next turn, it may be vital, then, for an opponent to stop it in its initial stage, before it can ramp up in power.
Notes:
- This technique can only be used once per Ninken or Inuzuka. If an Inuzuka uses it, then the Ninken cannot use it, and vice-versa.
- The backlash when this technique ending is severe, once stopped the restrictions will take a turn to kick in. On the next turn, the user will, on account of achieving such immense rotation speeds, experience severe dizziness to such an extent that they will not be able to walk properly, halving their speed, and their vision will also be severely impaired as everything will appear blurry. On account of motion sickness, the user will experience severe nausea that will prevent then from using any technique that involves spewing a substance from the mouth for a turn, and their extremities will be racked with pain for two turns.
- If canceled before Wrath of the Wolf God can reach its forbidden ranked power, then the user will only experience the pain backlash, and for only one turn.
- If the complete version is achieved the user will, upon receiving the backlash, be barred from Inuzuka or taijutsu techniques above B-rank for two turn

Fenriru No Gimuzuke | Fenrir's Oblige
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (+200) (-40 per turn)
Damage Points: N/A
Description: A merging transformation technique that is simple in concept, yet immensely useful in application. The user through either direct, or secondary contact with their Ninken will merge into a single entity, or if at range through the formation of a single handseal. This merger essentially combines many of the previous transformative techniques demonstrated by Inuzuka's into one, more harmonious, far more efficient technique. When within this form the user is capable of seamlessly switching between the forms of a human and a ninken, with such an ability giving way to rather useful 'mid points' that stem from utilizing a mixture of human and ninken aesthetics and physiology; for instance a tail and canine ears, or a completely hairy body, from a form mimicking that of the 4 legged technique to forms that grant the user a more burly werewolf like body. There even exists more extreme forms where power is amped to the max, ultimately granting a larger more giant summoned sized forms similar to the '(Jinjū Konbi Henge: Sōtōrō ) - Human Beast Combination Transformation: Double-Headed Wolf' technique and (Jinjū Kongō Henge: Santōrō) Human Beast Mixture Transformation: Three-Headed Wolf. Of course the ability to morph and shift between the basic and chakra enhanced physiology of man and beast allows for devastating versatility. Alongside the visible outer changes, other changes occur such as those within the users chakra, or senses. The users senses are always bolstered to an utmost extreme thanks to the aid of their Ninken, having a sense of smell that capable of smelling objects up to 2 landmarks away, and equally notable sight which of course includes night vision. While the users chakra system, having been intersected and interwoven into their Ninkens, yet still remaining individual in its own right experiences a constant flush of their Ninkens chakra every few moments, the perpetual flux making the user resistant to B rank and below Genjutsu, while the initial merge frees the user from all genjutsu's due to the sudden introduction of foreign chakra (except MS/Doujutsu Level/Yin Level Genjutsu). The users reflexes also increase, leading to them being heavily relied on in place of reactions, not to say that the user is subconsciously reacting in an almost magical manner, but instead is based on a more a mind without a mind concept, with the tasks and skills that have been drilled into the user through both practice and prior battling experiencing surfacing for utmost efficiency and finesse. Due to the addition of the Ninken's physical, mental and chakra based influence, the users Inuzuka techniques gain a +10 damage bonus. There however remains to be a downside to the technique; as any damage the user receives is doubled, as not only is the physical recoil increased due to two entities being present within one body, and thus the damage affecting both, but, the mental and psychological damage denoting to injury is also increased two folds, due to two minds being affected by the same pain at the same point. Due to this the gained resistance to genjutsu is invaluable, as the resistance not only works to dispel genjutsu of B rank and below after the most minor amounts of exposure, but it also lessens the impact on the users senses, therefore preventing higher ranked genjutsu from dominating via exploitation of the users increased mental sensitivity.

Note:
- Can only be used thrice with a three turn cooldown in between usages. After ending, the user cannot use any S rank or higher Inuzuka transformations the same turn. After the second usage the users speed will be reduced by a rank for two turns and no S rank or higher Inuzuka jutsu for two turns, and after the third their speed will be halved for three turns and no S rank and higher Inuzuka techs for 3 turns.
- Lasts up to 3 turns each usage
- While the transformation grants a base buff similar to that of the four legged technique, although slightly more potent (with his sensing never exceeding x3), certain forms have their specific strengths, for instance larger forms will be more powerful and bulky (the melee, physical attacks of giant forms will, just like in Santoro, gain a passive +20, even in freeform), more four legged forms will be faster and more instinctual (x1.5), while two legged forms with adaptations will specialize in balance and agility. (up to twice the user's base speed)
- Can only be used by an Inuzuka, requires at least one Ninken, and synergises with other Inuzuka transformations. I.e the effects of a transformation that makes the users fur more shaggy for defensive purposes can still persist once this is used
- Can only be taught by Scaze

Ceruberosu Mohō | The Cerebus Imitation
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Allows for two or more Ninken to fuse together to gain the size and strength increase signature to Inuzuka transformation techniques. Unlike most other transformations, the size increase is not static but is instead adaptable, allowing the fused Ninkens to freely shift between normal sizes up to giant summon sizes. Furthermore the fused entity is capable of producing additional limbs and appendages (No more than the sum of the unfused participants, i.e 2 Ninkens would have 8 legs total), and is also capable of increasing it's musculature for additional strength. Fused Ninken will gain a +20 damage boost to Inuzuka techniques, while also being capable of withstanding B rank and below physical attacks due to their enhanced musculature and fur, and holding the ability to shatter through B rank and below defences by increasing their size, or even just their density and weight. High Breeds who use this technique will have their healing factor increased greatly while in this state due to the shifting nature of this technique and the tremendous amounts of physical energy crammed into a single body, as a result they will be capable of regenerating from bruises, stab wounds and burns within the period of a turn, while more severe injuries such as shattered bones will require two turns to regenerate from. Along with this, they will gain the ability to perform minor changes to their bone and cartilaginous structure, such as alterations to accommodate for bipedal movement, elongate claws and fangs, and even the ability to alter the plates within their skulls to produce sprouting horns - however the changes will always be purely functional in nature, and unlike Kaguya's they will not hold the capacity to produce or manipulate bone to any exceptional degree.

Note:
- Last for four turns, five in the case of a High Breed.
- Merging requires to Ninken to be within a meter of each other, or direct physical contact.
- Can be used again to refresh the duration of this technique, or similar such combination transformations. Naturally this counts towards move and usage count.
- Can work alongside Double-Beast Head Transformation and other such Inuzuka techniques.
- In the case of only a single Ninken, the user can assist with this technique, producing a clone so as to reach similar effects. However the fusion will be less stable, and as such only last for half the time. (Rounded up (2 or 3 turns respectively))
- This technique will slowly begin to take its toll on a Ninken, should a Ninken enter into another transformation directly after this technique, or refresh it's duration, they will, after 5 turn enter a fatigued state that will leave them incapable of performing Inuzuka techniques above B rank or entering into an more transformative unions for three turns.
- Can only be taught by Scaze

(Jūjin Taijutsu Ougi: Tōboe Kemono Kiba) Beast Human Martial Art: Howling Beast Fang
Type: Offensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: N/A
Damage: 60 - 80
Description: Capable of being used as a standalone or collaboration technique that can be done either alone, between ninken, or ninken and their Inuzuka partner, Howling Beast Fang is a Gatsuuga based technique that sees the user(s) spin at ferocious speeds in the form of a drill. This ultra-violent rotation gathers a shell of air around the user(s) that allow them to tear through not only their opponents but solid structures and techniques of equal strength.

Notes:
- The A-ranked version of this technique can only be used four times per battle, while S-ranked can only be used twice and requires a single turn cooldown between uses.
- This technique can only be used by members of the Inuzuka Clan and their ninken.


(Jūjin Taijutsu Ougi: Hogo Kiba) Beast Human Martial Art: Protective Fang
Type: Defensive
Rank: A - S
Range: Short
Chakra: N/A - 40
Damage: N/A
Description: Making use of the Gatsuuga and Gatenga rotational methods of the Inuzuka Clan, this technique is purely defensive in nature and can be used by both the Inuzuka and their ninken. When faced with an attack the user will spin either vertically or horizontally in place at a ferocious speed in a buzzsaw-like shape as air is gathered around them to form a protective shell. Doing this allows the user to defend against techniques of equal strength coming from a single direction, allowing them to act as a shield to protect anything behind them. Alternatively, the user and a partner can spin in opposite directions in a drill-like shape while encircling an ally, but maintaining a two-meter distance from them, to form a protective dome that can shield them from attacks of equal strength coming from multiple angles. The A-ranked version of this technique doesn’t require chakra, but when the S-ranked version is used the user(s) will channel chakra through their entire body as they spin, using it to strengthen the rotation.

Notes:
- No Gatsuuga and Gatenga rotations above A rank can be used in the following turn.
- The A ranked version of this technique can only be used three times, while S ranked can only be used twice and requires a single turn cooldown between uses.
- This technique can be used by an Inuzuka, their Ninken partners, or together as a collaboration technique, in which case it will be counted as a single use of the technique.

(Jūjin Taijutsu Ougi: Gyakuryū Seigyo) Beast Human Martial Art: Reverse Flow Control
Spoiler
Type: Offensive/Defensive/Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Making use of their enhanced sense to accurately judge when a technique is about to hit them, Reverse Flow Control allows a member of the Inuzuka clan to employ a Gatsuuga rotational method by spinning vertically in place, similar to Dance of the Wolf God where they appear as an upright vortex. This rotation, which is unlike that of the Hyuuga clan as they tend to release chakra from their tenketsu to form a dome around their body as they rotate, instead gathers a shell of air around the user to create an upright vortex that allows a suction effect on one side of the vortex to pull in an incoming technique before expelling it from the opposite side. By making use of this technique, an Inuzuka is capable of blocking a technique of equal strength by forcing it to the side in whatever direction they're spinning in provided this wouldn't target or harm anyone. They can also completely repel a weaker technique in any direction of their choosing by overpowering it even back at an opponent. Due to their rotation increasing the force of the repelled technique, its damage is increased by +20.

Notes:
- The A-ranked version of this technique can only be used four times per battle, while S-ranked can only be used twice and requires a single turn cooldown between uses.
- This technique cannot be used on techniques that encompass a wide range but can be used against streamed techniques.

(Jūjin Taijutsu Ougi: Tsuki No Ryōken) Beast Human Martial Art: Burn of the Moon Hound
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This technique allows the user to, during a Gatsuuga or Gatenga technique, suddenly change the direction in which they’re moving. In short, this allows them to maneuver around obstacles, incoming attacks, or drastically change direction to chase down a fleeing target. This is done by releasing blasts of chakra from the body to alter their trajectory. When used to maneuver around an attack or obstacles an initial blast of chakra is released to remove themself from the obstacle’s path, which is followed by a secondary blast to correct their trajectory. When used to change directions completely, only a single blast of chakra is released, and this allows the user to make sharp turns. The only downside to this technique is that it cannot be used to dodge techniques or obstacles that encompass a wide range.

Notes:
- This technique can only be used during a Gatsuuga or Gatenga technique.
- This technique requires a one-turn cooldown between uses.
 
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Archery
(Sogeki no Geijutsu: Shushō)- Sniper Art: Prime
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage: N/A
Description: The user enhances his bow with chakra so it may shoot arrows faster and more accurately. Only doujutsu can follow the speed of the arrows and the effect of this jutsu can be increased if used more than once.
-Lasts for 3 turns

(Sogeki no Geijutsu: Senpū Kōgeki)- Sniper Art: Whirlwind Assault
Type: Attack/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user quickly darts to different positions by channeling chakra into his feet for a boost in speed and shoots a barrage of wind infused arrows from his bow at a target. The user's speed increases to 1.2x his original speed for a turn. This technique is best used when your position is unknown to confuse the target and attack him from his blind spot.
-Usable 3 times per battle and once per turn

(Sogeki no Geijutsu: Buruzuai)- Sniper Art: Bullseye
Type: Defense/Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-5 each turn)
Damage: N/A (+10 to kyujutsu and Sniper techniques, -10 to other ninjutsu)
Description: The user imbues large amounts of chakra into his bow which manifests a web-like crosshair in front. It acts as a barrier against frontal attacks and strengthens arrows shot from the bow with once they pass through the one-sided barrier.
-Usable once per battle
-Lasts for 4 turns
-Can protect the user from 3 C-rank, 2 B-rank, or 1 A-rank attack
-Only 2 jutsu per turn may be used while this is active excluding the turn it was used

(Sogeki no Geijutsu: Tsūretsuna Ichigeki)- Sniper Art: Crushing Blow
Type: Attack/Defense
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user shoots 2 arrows from his bow into the air over a target. Then by forming a handseal, the earth chakra stored within the arrows are released and forms 2 circular shields made of stone at the head of the arrows that smashes the opponent beneath them. This can also be used as a defense against attacks. Each shield has a 12 ft diameter.
-Usable 3 times per battle

(Sogeki no Geijutsu: Jūden no Dangan)- Sniper Art: Bullet Circuit
Type: Attack
Rank: A-S
Range: Short-Long
Chakra Cost: 30 (+10 with clones)
Damage: 60 (+20 with clones)
Description: Six arrows surging with lightning energy are shot from the user's bow at high speed to accurately strike multiple targets. They each follow their own designated path and are seen as bright streaks of light. Metal wires may be attached to and made more durable by the arrows' lightning so they could paralyze targets ensnared by them. When performed in collaboration with a minimum of 2 shadow clones, an additional 6 arrows can be shot by each clone for a stronger attack.
-Usable 3 times per battle
-No S-rank or higher lightning techniques next turn
-Must have a bow

(Sogeki no Geijutsu: Fukusū no Namida no Dangan)- Sniper Art: Multiple Tearing Bullets
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user shoots numerous arrows from his bow infused with a large amount of wind chakra at a target that augments their speed and generates rapidly spinning wind vortexes resembling drills that can be guided and will tear through a target and any obstacles in their way. The vortexes protect the arrows and allow the arrows to continue after they have hit a jutsu of the same rank.
-Usable 2 times per battle and once per turn

(Sogeki no Geijutsu: Roketto-dan)- Sniper Art: Rocket Bullets
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: Several arrows shot at a target that produce intense flames around them and emit jets of flame propelling them at extreme speeds. The fire chakra within the arrows protect them from being damaged by the flame.
-Usable 3 times per battle
-No A-rank or higher fire jutsu next turn

(Sogeki no Geijutsu: Nagareboshi)- Sniper Art: Shooting Star
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: A single arrow infused with a large amount of water chakra is shot from the user's bow at a target. Great volumes of water are then summoned from the arrow and takes the form of a rapidly spinning missile capable of causing major damage to everything in its path and flooding the area ( short range of the arrow's trajectory ) with water.
-Usable twice per battle

Yumita Geijutsu: Magarimichi Dageki: (Bow and Arrow arts: Curving strike)
Rank: S
Type: Offensive
Range: Short-long
chakra: N/A
Damage: 80
Description: The user uses an arrow which has its arrow head shaped in a way which enables it to curve and attack the enemy from the side.(Moves in an arc) Although its power is not as strong as an arrow which has a sharpened head, its fletching allows it to move in a certain direction with the air resistance giving it the ability to turn, which means it can hit the opponent from the side of his leg or body restricting his movement. The Arrows are faster than regular thrown projectiles and therefore can be more trickier to counter.
Note: Can only be used 2 times.
Note: Can only be taught by Erzo

Ninpou Hijutsu: Genzai No Ya | Ninja Art Hidden Technique: The Arrow of the Original Sin
Type: Offensive/Defensive
Rank: Forbidden Rank
Range: Short-Long
Chakra: 50
Damage: N/A (-20 to the user)
Description: Said to be one of the strongest long range techniques known in the ninja world, the Arrow of the Original Sin is a very complicated technique that combines several ninja skills, from elemental ninjutsu to genjutsu and even fuuinjutsu. The user will join his hands together and pull back one of his hands as if pulling on an imaginary bow string. As he does this, a bow of pure chakra materializes with the hilt held by the other hand. The bow can be done of any raw chakra the user is able to manipulate, appearing translucent as if made of pure energy. In the bow, as the hand is pulled back, an arrow materializes of the aforementioned chakra nature, completely engraved in kanji symbols. As this is done, the users chakra spills to the battlefield in such a forceful way that everyone nearby is affected by a low rank genjutsu (D-Rank) that makes them experience either terrifying visions or soothing ones, depending if they are the targets of the technique or not. The genjutsu is not a very focused or detailed one and its only purpose is to pressure or assure those around the user. It will only change minor things like turning the sky red and darkening the ambient while making it seem as if all living things are decaying and dyeing (plants, insects, animals) or making it seem as if a golden, almost angelic light shines from the user, a long with a soothing warmth and even ethereal sounds that will add to the ambient created. Even if it adds to the "drama" of using the technique, the Genjutsu is nothing more than a proof of the amount of chakra focused and manipulated to use this technique and its ultimate abilities and is nothing by the secondary effect of the proximity to that amount of chakra. As the string of the bow if fully pulled back, the user will let go the arrow created at amazing speeds through tremendously immense distances. While the customary use is with only one arrow, the user will be able to unleash up to 2 or 4 similar arrows in quick succession if he so pleases. The arrows, engraved, as well as the ethereal bow, in tons of kanji are nothing more than vessels for a powerful sealing technique that will trigger on impact. Upon impact, besides the elemental damage done by the arrow (according to its own elemental weaknesses and strengths and taking the basic Forbidden-Rank rank damage with it), the sealing technique acts as a "purifier", a "cleanser". When activated, the sealing technique quickly expands a spherical barrier that suddenly collapses upon itself, sealing what was caught within it and siphoning any nearby chakra onto itself, cleansing the area thrice its size of any foreign chakra (enemies nearby will feel the chakra being siphoned and will be weakened but undamaged if not hit by the technique or left inside its primary range). The sealing technique expands on contact with foreign chakra or on the users own will (he can "hit" a target with the elemental part of the technique and trigger the sealing at a different time if he so pleases) and will seal anything within a 5m diameter sphere inside itself in a mere moment. The sealing technique ensures certain defeat if it hits the opponent and can be used to seal/counter any Ninjutsu thrown at the user (within reason and logic according to the applications of the technique itself) as well but in this case will act slightly different. The seal will expand and siphon the technique onto itself completely, instead of only sealing what would be within its area. If the user decides to make use of 2 to 4 arrows instead of one, the elemental damage will be spread through them equally and the sealing technique will be smaller in proportion (2 arrows = S-Rank arrows with 2,5 m diameter seals, 4 arrows = A-Rank arrows with 1,25 m diameter seals) albeit still having the same sealing strength.

Note: Usable twice and counts as 2 techniques of the 3 per turn.
Note: User will suffer severe damage to the hand that holds the bow and will be unable to do handseals on the same turn while suffering a speed loss in terms of handseals during the next 2 turns if not healed.
Note: User will be unable to use techniques above S-Rank in the same and next turn.
Note: The speed of the arrows is enough that in short range it simply cannot be countered (even if in this scenario its extremely hard to find the window of opportunity to use it) and in mid range only users with advanced reactions (dojuutsu, sensing, enhanced senses, EIG, etc) will be able to even notice it, while making a viable counter is a completely different story.
Note: The distance the user is able to reach with the arrow is only limited by the chakra he puts in it and by his own aiming skills.
Note: Can only be taught by Scorps
 
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Solar Wind Release
Custom element japanese name: Taiyofuton 太陽風
Custom element english name: Solar Wind
The element is based on: (Wind + Lightning + Fire)+ Chakra
Facts that prove the element to be possible (in the manga context):
The solar wind is a stream of charged particles ejected from the upper atmosphere of the Sun. It mostly consists of electrons and protons with energies usually between 10 and 100 keV. The stream of particles varies in temperature and speed over time. These particles can escape the Sun's gravity because of their high kinetic energy and the high temperature of the corona.
The solar wind creates the heliosphere, a vast bubble in the interstellar medium that surrounds the solar system. Other phenomena include geomagnetic storms that can knock out power grids on Earth, the aurorae (northern and southern lights), and the plasma tails of comets that always point away from the Sun.

Knowing the relationship between Wind + Fire and Water + Lightning, it is understood that elements could be mixed together to obtain a better result. Wind amplifies the power of fire, as long as there isnt a greater amount of wind than there is fire. Water conducts lightning and makes it a strong combination, but it doesnt enhance the shape of lightning like Wind does Fire and instead spreads it over a vast area of water. After sitting down for awhile, Loki figured that because water was an object that could be shaped in anyway possible, it was impossible to combine it with any of the three elements to get the result that Wind + Fire share, and thus made the element unnecessary. Having dropped that element, Lightning still played a major part of his equation. With it being hotter than the sun itself, and yet having a weakness to wind, Loki knew that a Lightning + Wind + Fire Kekkai Tota would be rather dangerous, and that with their intangiblity, together they would fuse together for the best result possible. It took Loki over a year to perfect the technique, but he finally reached his goal. The result was Solar Wind. Green in color, it was an electrically charged wind that was super hot to the touch. Loki, having trained with the Kekkai Tota for so long, has become immune to its effects. Loki traveled the world, testing it against every known element. Any fire, wind, or lightning or heat based (light/dark) jutsu done against this would only fuel the technique, making it stronger. Ironically, Water was his techniques strongest downfall for the same reason that he took it out of the equation. It disrupted the balance between the Kekkai Tota. Also, the technique could not be used over a body of water. Any Earth or metal techniques would cause such a clash, that it would cause the earth or metal to reform into its liquid state, making it unusable to the owner.
Idea behind its creation: Knowing that Fire is the only element that can have another element amplify its power without changing the element and actually fuse with it more than really becoming a combination, I wanted to make another such element that could be fueled by another element(s). Any Fire, Lightning, or Wind or heat based or lack there of (Light/Dark) Jutsu used against this technique would fuel its abilities like wind would do to fire with the same exception rules of being one rank stronger as well.
Conditions to be able to use it: Mastery of Wind, Lightning and Fire Jutsu
Is weak to: Water/Rain and Earth/Sand
Amplified by and strong against: Any type of Wind, Fire, Lightning (and any CE Variation or combination of the three)....Light/Dark
Strong against: Metals (ie gold, silver, copper, iron, aluminum, carbon etc.. turning them into liquid form)
Neutral to: Caramel, Chocolate and other CEs made up of Water and Earth or are liquid forms......also Ice, Crystal and crystaline based CE
Co-creators (if any): N/A
Students i passed on this custom element: Typhon and Hokusai

(Taiyofuuton: Tsukiakari no Toake ) Solar Wind Release: Dawn of Moonlight
Type: Supplementary
Rank: A - Rank
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Dawn of Moonlight is a supplementary technique designed to inflict immense bright green light into the terrain. By making a single hand seal; the user causes a light breeze to blow over the terrain and then form into a ‘moon’ made of Solar Wind to form directly over the terrain. The moon would then in turn emit a bright light composed of said energy, drowning the battlefield out with it. This causes those who don't possess the element to become blinded by the light. This is a reduction in tracking capabilities - reducing their base tracking by -4. This also causes the terrain to become superheated, though doesn’t cause any actual damage to the opponent though this is purely cosmetic, unable to heat the area up enough for the use of techniques like Kirin. This lasts three turns, while capable of being used twice per battle. Technique has a cool down of twos turn being able to be used again.

(Taiyofuuton: Aruto Ria) Solar Wind Release: Altria
Type: Offensive, Defensive
Rank: C/B Rank
Range: Short – Long
Chakra: 15/20
Damage: N/A
Description: Altria is a basic evasive/defensive technique utilized with Solar Wind. Through precise yet small bursts of Solar Wind into the soles of the user’s feet, they are capable of constantly releasing these small localized bursts. As they do, it would allow elevation so to speak, as though the user is walking on the wind itself but in reality, it is strictly releasing bursts of the energy. This can be used to travel across places without the need of touching the ground while remaining high in the air or at lower elevations if desired. While this is done, the user moves at their base speed due to it essentially being a combination of physical and chakra movement. However, there is an advanced version of this technique, utilized with a single hand seal. Upon the hand seal being made, the user is capable of releasing a similar burst of Solar Wind but rather than just their feet, it’s from their entire body. The burst of chakra would propel the user into the opposite direction (i.e making the burst directed to the user’s left will propel them right) at speeds equal to twice their base speed. This would create a quick form of evasion, allowing the user to avoid techniques easily though it should be noted that it doesn’t do well against techniques of wide scale. The user has control as to how far they travel in the opposite direction but can only move up to ten meters away. The C rank application is requires – 5 chakra per turn in order to sustain the movement while the B rank application can be used four times per battle, once per turn and goes on a cool down of two turns after use.

(Taiyofuton: Nunki ) Solar Wind Release: Nunki
Type: Offensive, Supplementary
Rank: B - A Rank
Range: Short
Chakra: 20 - 30
Damage: 40 - 60 (+ 20 )
Description: Nunki is a technique designed to be combination of one's use of Solar Wind & Taijutsu. By charging their body with an aura of emerald green energy; the user is capable of dealing a physical strike towards the opponent. Due to the aura, the user's physical strike also yields the ability to burn the target's skin on contact. This would cause the areas being struck to be singed, melting flesh from the area easily but also dealing bone breaking blows. Nunki can be utilized in a weaker but stronger form, but can also be used in conjunction with another taijutsu based technique; granting the technique in question an additional damage increase of +20 damage. The B - Rank version of this technique can be used three times per battle, while the A rank can only be used twice. The conjunction use can only be used twice per battle, and utilized in the same time frame as the original technique. The technique overall can only be used thrice per battle, in which the technique goes on cool down for two turns regardless of which variant is utilized while no Solar Wind above A rank can be used in the same and next turn. Aura lasts only the turn it is utilized on, affecting all taijutsu related techniques used that turn.

Taiyofuton: Nenshou Ryuusui [Solar Wind: Burning Stream]
Type: Attack
Rank: A
Range:Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Doing 4 handseals, the user creates a 10 foot wide stream of solar wind that is extremely hot to the touch and heads towards a target. It is capable of burning an enemy as it is made up of high speed charged particles from the Sun.
Note: Cannot be used over a large body of water.
Note: Can only be used 3x per battle.

(Taiyofuuton: Hoshi no Jidai) Solar Wind Release: Age of the Stars
Type: Attack, Supplementary, Defensive
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Age of the Stars allows one the generalized ability to weaponize one’s solar wind chakra. In the process of doing this, the user has the ability to generate basic usages for the element. This can range from solidified solar wind constructs such as weaponry, blasts, tornadoes or anything within the realms of one’s imagination. Due to the nature of solar winds, these creations are superheated to the touch, capable of melting metals, ignite flammable substances, and evaporate water of two ranks below the strength of this technique. The size of which these constructs can reach is five meters for D to C Rank, ten meters for B to A Rank while S rank can reach up to fifteen meters. D – C rank requires no hand seals, while B rank requires one, A requires two and S rank requires three. In the case of A rank use, it can only be used thrice per battle with a cool down of one turn. S rank can only be used twice per battle with a cool down of two turns, but within that cool down, no Solar Wind Techniques above A rank can be used. These techniques can be formed anywhere within the battle field in the air (though must start 5 meters away from the opponent), from the user’s body or can be infused into a weapon in order to give the weapon superheated properties, as it glows a bright green coloration. In this cause however, it will completely melt the object in question after a single turn of use. As said in the CE, the user is immune the damage and effects of Solar Wind.

(Taiyofuton: Urano Metoria ) Solar Wind Release: Urano Metria
Type: Offensive, Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After doing three handseals, the user creates an array of solar wind bubbles all around the opponent (made at least 5 meters away). These bubbles of heat give off such an immense amount of heat that the target will feel it before bubbles of solar wind would hit them, and cause them to sweat profusely. The target starts to feel weaker, affecting the speed of their movement and hand seals by making there body shaky and in need of water. Once formed, the bubbles converge on the target's position - after which explode creating a 5 meter radius explosion. The heat is capable of inflicting a Speed reduction of four base levels to victims of the heat. Additionally techniques that require hand seals require more effort, thus an additional two hand seals are needed per technique.

Note: Can only be used 2 times per battle, and requires 2 turns between use, preventing usage of S rank and above solar wind during this time.
Note: Mentioned effects last two turns; while the user remains immune to the effects and damage created by this technique.

Taiyofuton: Ororaōraburasuto [Solar Wind: Aurora Aura Blast]
Type: Attack/defense
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: User channels solar wind chakra inside their body and with a handseal expels it in a great heat wave all around their body and in every direction up to long range. The heat wave is capable of making anything that is flammable ignite and cause severe burns on anything that is capable of burning (flesh, paper etc) and melt ice.
Note: No A ranked or above solar wind techniques for one turn.
Note: Though the aura blast goes in all directions, it is not hot enough to turn the ground into lava, but instead it will be like walking on hot coals.
Note: Can only be used 2X per battle
Note: User must wait 4 turns to use this technique again

(Taiyofuuton Fuinjutsu: Mimoza) Solar Wind Release/Sealing Technique: Mimosa
Type: Offensive, Defensive
Rank: A/S Rank
Range: Short – Long
Chakra: 30/70
Damage: N/A
Description: Mimosa is a unique combination technique utilizing Solar Wind Release and Fuinjutsu in conjunction with another. Upon making three hand seals – an immediate barrier composed of solar wind and fuinjutsu script forms. The script itself is labeled “Solar Flare”; in which it’s quite literal in its purpose to come. Once an opposing technique comes into direct contact with the barrier, the script would trigger in response as it forcefully absorbs the opposing technique into it. However, once it does this; the script acts as a “cleanser” and “converter”, immediately clearing out the opponent’s chakra and converting it into Solar Wind itself. Afterwards, the chakra is then rereleased outwards back in the general direction in which it came from or of the user’s choice. This blast of solar wind is proportional to the original technique’s range, carrying the same base damage (according to the rank absorbed) while moving at the speed of an S Rank Wind Technique. This technique can only be used twice per battle, going on cooldown for three turns after use. The user cannot utilize Solar Wind nor Fuinjutsu up to A rank in the same and next turn after use as well. The barrier covers a range of five meters all around the user; which the absorbing is based on S/W of Solar Wind chakra interactions. The barrier can absorb and redirect neutral techniques of equal rank, one rank lower for elements strong to Solar Wind, and one rank higher for elements weak to Solar Wind. Users without Adv. Fuinjutsu can only perform the A-Rank variant, while those with Adv. Fuinjutsu can only perform the S-Rank variant. The latter's upper limit for absorption is 70 chakra.

Taiyofuuton: Furasshu Bakudan {Solar Wind: Flash Bomb}
Type: Supplementary/Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user stretches their hand behind them while sending a surge of Solar Wind chakra into and through their hand and forms a large blinding solar wind aura around their hand (5 feet in diameter). While the opponent is blinded the user will condense and compress the aura into a small ball and throw it towards the opponent. While the ball traveles, the constrain that the user held on the ball will be released, causing it to flare up and become twice the size of the natural blinding aura (10 Feet in diameter). The user can condense the chakra into two separate balls, one in each hand, thus separating the power of the technique (Becomes two A Ranked Flash Bombs). Upon contact with any source (Other than anything it is capable of absorbing as they simply get absorbed to make the balls stronger and larger), the balls will release a great heat wave explosion in all directions capable of burning or igniting anything it makes contact with.
Note: Can only be used once every 5 turns per battle.
Note: No Solar Wind above A Ranked for 1 turn.
Note: Blinding and heat wave does not affect user as they are immune to its effects as well as the aura being behind the user when it happens.
Note: If the technique comes in contact with anything it is capable of absorbing the technique will double in size.
Note: If used 5 times, Solar Wind cannot be used for rest of battle
Note: The balls have a short range blast radius.

Taiyofuton: Fukusū no Uzu Tatsumaki [Solar Wind: Multivortex Tornadoes]
Type: Attack/defense
Rank: Forbidden
Range:Short-Long
Chakra cost: 50
Damage points: 90
Description: The user does 7 handseals and sends his solar wind chakra into the sky. After a minimum of two turns have passed (maximum of 5 turns), the user can at any point open up a large hole in the sky by way of 2-5 handseals (depending on the turns that passed) to summon two to five (depending on the turns that passed) columns of spinning solar wind tornadoes that rotate around a common center. The center of the multivortex will form at the exact halfway point between the user and the target. The winds create such a large suction that the user, if used at short range or mid range, has to defend from the technique as well. These tornadoes give off such an intense burst of heat that it is felt immediately as it descends from the sky. The tornadoes itself turn any earth, earth-like or metal element into an extremely hot liquid state. (earth to lava, metal to molten metal etc.) technique cannot dispel water, but can make it boiling hot to the touch. As the tornadoes touch the earth, they will leave a 1 foot thick layer of Lava across the ground.
Note: Can only be used 1x per battle.
Note: No solar wind techniques for above B Rank for 3 turns
Note: The user is incapable of performing handseals for 2 turns as blood drips down their nose for 1 turn from exertion.
Note: Cannot be used over a large body of water.

(Taiyofuuton: Shiriusu) Solar Wind Release: Sirius
Type: Offensive
Rank: F – Rank
Range: Short – Long
Chakra: 50 (- 10 per turn)
Damage: 90 (-20 to user)
Description: Sirius has been described as one of if not the most powerful Solar Wind Techniques to be crafted. After weaving four hand seals; the user will immediately be kneading their Solar Wind energy into the surroundings. This will cause a dome of emerald green energy to form; trapping the enemy but also the user within the confines of the dome. The target is quite literally within a time bomb – as the more the dome remains active, the more heat it absorbs from the surroundings to increase in power. This in turn causes anyone but the user within it to start to become dehydrated swiftly, as their mental focus becomes strained and unable to utilize more than two techniques per turn or techniques that require more than four hand seals without fumbling them (effects starting in the second turn, last till the end the turn should contact with the Solar Wind is removed). As mentioned, the more the dome remains the more power it gains over time, starting at 90 DMG while gaining +10 DMG per turn, though this can only gain a total of +30 altogether. This technique's damage cannot be increased except through its own charging capability. Once the user desires it or at the start of the final turn, the dome itself will explode, crafting a green fiery explosion. Like mentioned, the user is immune to their own DMG and affects from Solar Wind but due to the nature of the technique and how taxing it is to remain active, it hurts them to an extent. Due to the overtaxing nature of the element; the user will sustain 20 DMG to their body upon activation while taking another -5 per turn the technique remains in effect. The dome can only remain active for three turns, starting at 90 DMG then every turn increases by +10 DMG (starting at the end of the initial turn). While in effect, the user will be unable to mold chakra for any other elements other than Solar Wind and its sub elements (Fire, Wind and Lightning) though these cannot be used above A rank either but is capable of utilizing non elemental techniques up to A rank as well. Activating the explosion(whether prematurely or not) requires a move slot to be utilized except on the first turn of activation; counting as one move slot if triggered immediately. Once the explosion is triggered, the user is incapable of utilizing B rank and above Solar Wind Techniques for three turns after use. This technique can only be used once per battle, while also the user’s eyes and body will glow a bright emerald green color and the ground would lightly turn into lava though these are more for cosmetic affect.

(Taiyofuuton: Beratorikkusu) Solar Wind Release: Bellatrix
Type: Supplementary
Rank: B – Rank
Range: Short – Long
Chakra: 20 (+10 Chakra)
Damage: N/A
Description: Bellatrix is an infusion technique that weaponizes Solar Wind Release. Once the user utilizes any sort of energy-based technique, be it basic elemental natures (Fire, Wind or Lightning) or advanced elemental natures (CE/Adv Element) – the user will utilize a sole hand seal. This is done in the sequence of original hand seals, immediately infusing the target technique with the infusion. As it occurs, the technique in question becomes superheated to higher degrees, a gift granted by Solar Wind’s naturally higher temperatures. The technique in question loses it original coloration, instead becoming a bright emerald coloration however it’s power is increased immensely, gaining an additional +20 DMG increase. It doesn’t change the elemental nature of the technique into that of Solar Wind, as all it simply does is increase the temperature and explosive nature of the infused technique. This can be used four times per battle, with a cool down of one turn between each use. Bellatrix is activated in the same time frame as the original technique, though the hand seal is only performed if the original technique has hand seals required.


Learned:
https://animebase.me/threads/viento-solar.778475/
 
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Alyx

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(Magiruti Sensu) Maguilty Sense
Type: Yin Release + Fuinjutsu + Kyujutsu (Archery)
Background: Maguilty, a word without meaning. What started off as a dream, soon became a reality. Mirabelle, a scholar for the arts of Yin Release, throughout her years of studying both arts. She has finally managed to put both together, creating a unique style to call her own. Many inspirations, including the likes of the books she read written by King Solomon, the powerful script making of the Rune King, and many more.

Description on the Abilities and Inner Workings of the Style: The core concept of this style is rather simplistic – as it combines aspects of Fuinjutsu and Yin Release into one. The first process, utilizing Yin Release’s vast applications, will either create unique sealing formulae composed of Yin energy, through the infusion of it into their seals already preexisting by rewriting it or any method of utilizing fuinjutsu script. This unique form of script, commonly known amongst practitioners as “Mystic Code” which will be the name used throughout. In the case of rewriting the existing script, the user doesn't remove its original purpose - but instead adds into instead to add more functionality into it.

The mystic code follows a simple process with applies to all techniques of the style. The first of these principles is the formation of the aforementioned script. Once the sealing script makes contact with foreign chakra, the kanji within it is set to trigger (though the user can selectively decide not to have it trigger as well). This causes the yin chakra to absorb the chakra, forcefully sealing it into the script. The chakra absorbing properties of yin itself increases the potent nature of these scripts, allowing them to absorb and seal more chakra than normal seals.

The second principle, being the spiritual release. Once the yin energy has sealed the foreign chakra, this causes the last portion of the seal to be released. The mystic code would instantly release a spiritual parasite immediately after absorbing chakra from the opponent, that remains attached to the mystic code until physical contact is made with the opponent which then causes the parasite to attach them if physical contact is established. Like Hungry Ghost, this parasite will attach itself to the person, which in turn is capable of causing spiritual instability within them. These ranges from spiritual decline (draining of spiritual energy), inflicting genjutsu onto the targets, or any other spiritual degrading properties of yin release. These spiritual parasites will also continue to exist until the parasite naturally ends and or removed which in this case if not removed. However, once a parasite exists, if contact is made allows for more parasites to stack onto each other.

All components of this style occur instantly within one another, meaning upon sealing the chakra and releasing the parasite, it all happens immediately in tandem to each other due to how the mystic code is written. It should be noted that the mystic code itself while usually only capable of being used against foreign chakra, it can also be used on its creator should they choose to do so in ways such are making a parasite capable of releasing illusions onto the user or even on allies alike, providing some sense of supportive purposes to the code. Though this requires the medium (the arrow) to make physical contact with the person in question, simply needing to have contact with it.

The Mystic Code can also be applied to the user's bukijutsu. In other words, by having the code itself be wrapped around/inscribed onto weapons the user possesses on their person but to be more precise, the use of arrows is utilized for the style. This can be done in a wide variety of ways such as the arrow, allowing the code to trigger upon contact foreign chakra to seemingly "slice" through the opponent technique though in reality, it is simply the script absorbing and sealing the chakra away. The code would wrap itself around the arrow and remain on it while in flight until meeting foreign chakra though once contact is made, the arrow will continue towards opponent uninterrupted unless destroyed or piercing them on contact to infect them with an arrow while inflicting physical damage as well.

Example Techniques:

(Magiruti: ) Maguilty Sense: Eternal Slumber
Type: Offensive, Defensive
Rank: S - Rank
Range: Short – Long
Chakra: 50
Damage: 80
Description: Through utilizing the mystic code, the user aligns the code itself onto an arrow. Immediately, upon contact - the code swiftly absorbs the chakra and seals it within while simultaneously releasing the spiritual parasite which then attaches to the arrow. The parasite would latch onto the target once in physical contact, as it swiftly begins to drain their spiritual energy. This causes them to lose 50 HP per turn, causing them to become more spiritually weakened. Once drained enough, the target will drop into a comatose state, releasing the parasite as it naturally fades away.


Additional effects and Restrictions:
Requires completion of Fuinjutsu and Yin Release. Damage dealt via the techniques of this style are all spiritual-based and physical. These seals are only capable of absorbing up to 40 chakra (unless Advanced Fuinjutsu is utilized). Masters(Specialists) of this style are capable of tracking up to x2 due to their mastery of archery.


(Magiruti Sensu/Fuinjutsu: Shinobiyoru Kyouki ) Maguilty Sense/Sealing Technique: Creeping Madness
Type: Offensive, Defensive
Rank: S - Rank
Range: Short to Mid
Chakra: 50
Damage: 80 (Physical)
Description: A practitioner of Maguilty Sense will swiftly take hold of an arrow. This arrow is composed of a modified version of the “Boundary Barrier Technique”. Upon release, the sealing script within it will automatically release a barrier that spans up to mid-range instantly. It’s invisible to the naked eye, but what it does is create a zone of sensory for the arrow. It immediately causes the arrow to lock onto the largest source of chakra within the barrier. However, alongside the modified nature of the seal, comes in with the mystic code. Upon the arrow making either physical contact with the opponent, the spiritual parasite will be released. Upon the parasite coming into physical contact with the opponent, it will immediately begin to cause spiritual degrading of the target. As it does this, the target slowly begins to lose the ability to properly utilize chakra, Upon the first turn of exposure, the target loses the ability to utilize F ranks, which in the second turn cannot utilize S ranks and above etc. This lasts four turns before the parasite naturally dies out however, for however amount of turns the target remained, will require equal amounts for their ability to utilize said ability to return. Upon physical contact with the opponent 40 chakra is robbed and sealed into the mystic code. The arrow itself however deals 80 physical damage. Barrier naturally ends after two turns but requires a move slot after initial turn of activation to sustain. Simply dodging the arrow also will cause it to redirect towards the opponent, needing to get rid of the arrow. Can be used twice per battle, with a cool down of three turns between each use. No Yin or Fuinjutsu above A rank can be used in the same and next turns.


(Magiruti Sensu: Meigasuāchā no shinzō-bu) Maguilty Sense: Heart of the Magus Archer
Type: Defensive
Rank: S - Rank
Range: Short
Chakra: 50
Damage: N/A
Description: A practitioner of Maguilty Sense would have a unique arrow prepared before battle, labeled with a seal labeled “protection”, mixed together with a mystic code. This in turn causes the seal to remain dormant until foreign chakra is within five meters of the user. Once this occurs, the mystic code infused seal will break open, unleashing a spiritual parasite. This parasite, black in coloration and with the appearance of a spider immediately latches onto the foreign chakra source, as it utilizes its Yin Energy to siphon the chakra. This acts as a means of protection to user, capable of triggering outside of their control though if the user is aware of the incoming technique can mentally control the seal to not trigger or trigger it willingly. The spider parasite then is sealed back into the mystic code, going into a rest period after consumption. This parasite is capable of absorbing any technique of 40 chakra and below. Can only be used twice per battle, with a cool down of three turns between each use while no Maguilty Sense Techniques of S Rank and above can be used for one turn


(Magiruti Sensu: Unmei no Kishō) Maguilty Sense: Insignia of Fate
Type: Supplementary
Rank: S - Rank
Range: Short
Chakra: N/A (+50 Chakra)
Damage: N/A
Description: Insignia of Fate is a unique technique amongst the Maguilty Sense style. Acting as an infusion of sorts; the user is capable of creating replicants of other mystic codes. In other words, the mystic code employed by this technique which purposely lacks any sort of intention, is morphed to the user's desires utilizing their yin energy. Once the mystic code shifts, so does the internally sealed spiritual parasite. This allows it to mimic any other Maguilty Sense based scripts, applying them to other Kyujutsu techniques. The mimicked code behaves the same as the original technique; while keeping in tact the styles unique sense of dual type of attacks (such as the arrow physically striking the opponent while the spiritual parasite employs its unique affects etc). This can be used in the same time frame as another Kyujutsu type technique, with a cool down of three turns between each use. The user is unable to utilize Fuinjutsu nor Yin Release above S rank in the same turn. The user is unable to use Fuuinjutsu or Yin Release above A rank in the turn after. The mimicked technique most be posted alongside this technique as a reference. Can only be used twice per battle with a three turn cooldown in between usages. This can only mimic mystic codes up to S rank.

(Magiruti Sensu: Konagona Gurasu) Maguilty Sense: Shattered Glass
Type: Supplementary
Rank: S - Rank
Range: Short to Mid
Chakra: 50
Damage: N/A
Description: A practitioner of Maguilty Sense will take an arrow out from their quiver swiftly and fire it. Upon the release of the arrow; it will immediately soar through the air but not far (up to five meters away). As the arrow head pierces into the ground; the mystic code initially surrounds the arrow would immediately spread across the terrain up to mid-range instantly. This causes a barrier to shroud the area in turn; the barrier itself being the spiritual parasite – in which it affects the opponent’s ability to control their chakra. Upon being in the area of effect – the target’s body is forcefully infused with immense amount of Yin Energy, causing a spiritual imbalance between the target which in turn causes their focus when molding chakra to be hindered. Because of this, the opponent would lose function to properly create techniques; limiting the opponent to two techniques per turn but also causes them to overuse their chakra in order to utilize it. This causes the opponent to utilize an additional +20 chakra when performing techniques but this isn’t included in the original chakra cost. This extra chakra is then absorbed by the barrier in question; in which is then sealed into the mystic code. With this technique active, it takes up a move slot per turn; while the user is unable to utilize Yin Release and Fuinjutsu up to A rank and above while active. The barrier remains active for three turns before naturally fading away but can be deactivated prematurely.

(Magiruti Sensu/Inton: Heika no Yumi) Maguilty Sense/Yin Release: Majesty of the Bow
Type: Offensive, Defensive
Rank: S - Rank
Range: Short to Mid
Chakra: 50
Damage: 80
Description: A practitioner of Maguilty Sense would knock an arrow to the bow – while infusing his/her chakra into the bow. This caused the arrow itself to become infused with a Yin energy, causing it to turn black in coloration. The arrow itself is no longer physical but rather a spiritually charged arrow covered in golden script, this being the mistake code. The process takes little to no time, as the user will then release the arrow as it sores into the air. The arrow would then immediately pierce through a target; namely either an ally or target with the spiritual arrow. As it pierces through, them depending on the user’s intention, will cause certain affects to occur. In the case of an ally or even the user themselves – the arrow would immediately first absorb all foreign chakra sources, including the allies own but this in itself acts as a cleansing; removing any chakra affecting them at the time i.e Yang Release, Yin Release etc. The golden mystic code would then spread onto the target where the code absorbs the chakra siphoned prior to this. This would then act as an enhancement; as the user’s spiritual fortitude is becomes enhanced; gaining a damage/effect reduction against techniques that spiritually strike them. This reduces auxiliary effects such as mental bindings, spiritual degradation etc are reduced by two turns. In the case of the opponent however is the opposite. The arrow itself would cause spiritually damage to the target, causing 80 DMG but reduces their spiritual resistances they might have by -20 DMG, while also rendering them unable to use Yin Release or any spiritual based techniques above A Rank as the golden mystic code spreads and affected by the spiritual parasite. The mystic code/spiritual parasite only lasts for two turns before naturally fading away. Can only be used twice per battle, with a cool down of three turns between each use while no Maguilty Sense Techniques of A Rank and above can be used for one
 
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Summoning Animal: Cthulhu
Scroll Owner: Mirai
Other Users who have signed contract: N/A
Summoning Boss if existing: Cthulhu, The Great Old One
Other Summoning Animals tied to contract: Leviathan, Spawn of Cthulhu
Description and Background: Cthulhu, a name feared by many since the earliest records of human kind. A high class divine entity that has said to come from beyond the stars, is a powerful alien being. His arrival to earth was near the dawn of the age of mankind, after the countless wars held against Tiamat, but his existence was considered an anomaly as his origins where not of earthly creation, even by the old gods of the world. In truth he came from another dimension of existence far away from the current one known. Where he terrorized the humans of the east, driving those who came near him mad. It wasn't until centuries later he was finally sealed at the bottom of the ocean in his own ruins known as R'leyh. It was from there, the Great Old One started to plot his return, as those humans who sealed him continued to perish, the seal to his ruins continued to weaken. As time passes, Cthulhu gave birth to his children, the Spawn of Cthulhu and his true and only successor named Leviathan. They roam the world, terrorizing humanity and seeking the final key to their father's awakening, the Vessel of the Outer Gods (Contract Holder).

Cthulhu is described as a giant creature, being humanoid with an octopus like head, draconic wings but his anatomy is too complex for humans to understand. Leviathan and his siblings (Spawns) look near identical to their father, though the physical differences are noticeable. Likewise, the spawns and Leviathan all share the same abilities as their father, though weaker compared to his level though Leviathan is still stronger than his siblings in comparison. Their abilities are as followed:

Anatomy of Shapeshifters (Basic Ability 1#) - This is the most common ability across all the creatures. Their bodies are extremely malleable, capable of reshaping for various purposes such as creating weapons for offensive or defensive purposes, wings for flight (something Spawn naturally lack as opposed to their father and elder brother Leviathan) etc. This can also allow them to blend into modern society, capable of taking on the appearance of other humans and animals, so much so they can even imitate vocals of others. This ability will be submitted as it's own technique.

Eyes of the Gods (Basic Ability #2): Despite its name, this ability refers to Cthulu and his children’s ability to sense the Chakra, or souls of other beings. Be it human, animal or other, if they possess either Chakra or a soul, they are within his scope. This is potent enough that even it is impossible to hide one’s Chakra or spiritual presence from them regardless of method or skill. This allow him to remember individuals he’s encountered or even deduct elemental chakra natures. This extends up to 1 adjacent landmark in ninja world.

Telepathic Communication (Basic Ability 3#) - The final basic ability of the creatures are their ability to communicate with each other telepathically. This done among the creatures themselves, with the Vessel of the Outer God, allies or even enemies, prying into their minds to speak. This is strictly used for communication purposes, in which they can respond back to the creatures as well. This doesn't require a move slot in order to utilize, simply being cosmetic.

Ink Manipulation and Generation (Unique Ability #1) - Cthulhu and his offspring are capable of creating ink naturally from their bodies, in which they manipulate it via Ink Ninjutsu. They do not require ink brushes, simply using shape manipulation with their chakra. They are all treat as Apex Handseal Specialists, needing no hand seals in order to perform the techniques.

Madness Induction (Unique Ability 2#) - An inherent ability is the creatures ability to induce madness into those nearby. This is done by an ability similar to Killing Intent, where the creatures causes those who experience this to see images of their death, which can invoke nausea, panic and unwillingness to approach the summon. This is an inherent ability they trigger mentally when desired, being a passive ability, which also causes those affected by to lose one rank in power to their techniques when within short range of the summon (counting as debuff), which this effect persists up to three turns, even if having left short range. However after being exposed, the target is unable to be affected until an additional two turns had passed after the madness ends, but can only be targeted once more for the battle. The effects also trigger on other summons/animals where animals who are one rank lower or lacking a rank per say (such as Inuzuka Ninken, Aburame Bugs etc) automatically become rendered unconscious when within short range, lasting for as long as they remain within this range. Summons instead flee from battle, leaving their masters aid. Vessel of the Outer God are immune to these effects as well as other creatures of the contract are immune to each other’s affects. The ranking of each madness induction will be mentioned in each summon. They also do not need to focus this ability; those are capable of performing techniques but can also willingly not induce said madness onto others.
Contract Animals
(Kuchiyose No Jutsu: Kuto~urufu, Kyū shihai-sha) Summoning Technique: Cthulhu, the Great Old One
Type: Summon
Rank: F
Range: Short
Chakra Cost: 50
Damage Points: N/A (- 10 Per Summon)
Description: The user performs the Summoning Jutsu, either through Hand Seals, or their Summoning Tattoo in order to summon forth Cthulhu, the Great Old One in the battle. However, simply doing this isn’t without a cost, as the cosmic creature takes an extra compensation of his summoner’s life energy (-10 HP) which cannot be negated even with Yang Specialist or any other sort of damage reduction skills. Once summoned, this monstrosity nigh immediately towers over the battlefield, rivaling Manda in size alone, with a humanoid body. His head shaped akin to an octopus with many tentacles protruding from his face with beaming red eyes and draconic like wings enabling him to fly. Personality wise, Cthulhu is a very emotionally detached being, showing little to no care for humanity, outside of his Vessel. He is patient and highly observant - waiting for the day his seal is finally broken so he can unleash havoc on humanity once more. He loves his children but at times can be seen as rather militant with them, referring to them as his soldiers rather than his off spring. His desire to rule over this dimension is vast, wanting to expand his reach outside his original dimension to this one. Cthulhu’s sheer presence is known to cause many to be driven completely mad, something that’s almost true (via Madness Induction). He is capable of moving at speeds equivalent to a Sage Rank Shinobi, with his Madness Induction affecting Sage Level and below Shinobi or S-Rank and below summons, with his Madness Induction being Forbidden Ranked in nature. Outside of his inherent powers, this divine monster has his own unique skills, namely “World Shaper” and “Call of Cthulhu”, which are achieved through Natural Energy.

World Shaper (D – S): The unique skill Cthulhu possess, allowing the monster to shape the very world he walks on, namely controlling the environment to his leisure. This can be seen as an advanced version of Sage Arts: Inorganic Reincarnation but without Sage Mode as a requirement, as he naturally controls it and also on a larger scale, extending his control to liquids and even the very air around him. This allows him to mold them into various shapes and forms, namely constructs with solids, blasts and powerful twisters with winds etc. The creation of these things is limitless and only limited by Cthulhu’s own imagination. The amount of Chakra he fuels into these creations determines how strong they are. These cannot be spawned within 5 meters of the enemy however and are treated as neutral to Elemental Ninjutsu. All Ranked applications that are projectile in nature have a Range of Short - Long, while those that actively manipulate the environment are Short - Mid . A-Rank can only be used thrice per battle with a cool down of one turn between each use, while S-Rank can only be used twice per battle, having a cool down of three turns instead while making him incapable of using this skill up to A rank and above for two turns. Finally, any use of World Shaper must come from Cthulhu himself, and not some extension of his being, such as those created by "Anatomy of Shapeshifters".

Call of Cthulhu (S): The second unique skill to Cthulhu himself, where the monstrosity is calls upon his control of Natural Energy around him. In doing so, the natural energy takes the form of a cloak of sorts, masking himself or his Vessel. This cloak serves as a protective armor or sorts, flickering like a miasma in nature but in true is capable of defending. This cloak corners the entire body, but it doesn't obscure the target's ability to breath, see or any other essential. It has a damage reduction upon interacting with techniques, causing them to lose - 20 DMG on interaction. This technique will continue to persist even after interactions, only disappearing after naturally timing out or ending prematurely as it only acts as damage reduction; meaning techniques will continue and strike the one shrouded in the cloak for full damage if the technique isn't fully stopped. This ability can only be used twice per battle, lasting three turns and having a cool down of three turns. While active however Cthulhu cannot utilize his "World Shaper" ability either.

Note: Cthulhu can only be summoned once per battle, twice per NW Arc and remains in battle until he is properly defeated.

(Kuchiyose No Jutsu: Rivaiasan, Doriimu Wiibaa ) Summoning Technique: Leviathan, the Dream Weaver
Type: Summon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, or their Summoning Tattoo in order to summon forth Leviathan, the Dream Weaver in the battle. Once summoned, this monstrosity nigh immediately towers over the battlefield, being roughly 30 meters tall. While he looks identical to his father and lesser siblings, the egotistical off spring wanted to give himself a new "look". Thus when he appears in battle, utilizing Anatomy of Shapeshifter passively - he becomes a sort of hybrid of his base form but resembling that of a demonic whale/dragon hybrid. Personality wise, Leviathan is a far more egotistical than that of his father and siblings. He seems himself above all of humanity, often times questioning his loyalty even towards the Vessel of the Outer Gods. He only serves the latter out of respect of his father's desires and dreams. Despite all this, he shares the same base abilities as his siblings and father, but like them has his own unique powers while moving at the speed of an Jounin Ranked Shinobi. His Madness Induction is considered S-Rank, affecting Jounin Ranked and Below Shinobi or A-Rank and Below Summons/Animals. As his title might suggest, Leviathan is a master of dream weaving, aka Genjutsu. He is capable of utilizing any basic Genjutsu the Vessel of Outer Gods is capable of up to S Rank and without the need of handseals, only needing to create body gestures. While this is considered rather basic in itself, his use of Genjutsu isn't without a twist. Illusions where the target perceives some sort of sentient being or animal, i.e Illusion Technique: Crushing Snake Constriction where it creates an illusionary snake, Leviathan can manipulate the illusion, causing an illusionary form of himself instead to appear in a snake like form.

Note: Leviathan can only be summoned once per battle, twice per NW Arc and remains in battle until he is properly defeated.

(Kuchiyose No Jutsu: Tamago no Kuto~urufu ) Summoning Technique: Spawn of Cthulhu
Type: Summon
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, or their Summoning Tattoo in order to summon forth a Spawn. These monstrosities are the basic summons of the contract, all appearing the same so to speak. While in base form, they resemble their father, they lack his wings which is used for flight (though can be grown via Anatomy of Shapeshifters). However in the end, they are his foot soldiers - showing little diversity outside of their shared abilities. Their Madness Induction is considered A-Rank, affecting Chunnin Ranked and Below Shinobi or B-Rank and Below Summons/Animals. Personality wise, all the Spawns can sometimes be deemed rather mindless. It's rather rare for any of them to exhibit any sort of personality outside being completely devoted to the desires of their father and the Vessel of the Outer Gods, but they are capable of thinking for themselves in terms of combat or other problem solving skills/everyday task. Some of them are capable of utilizing one of the basic five elemental natures (to be stated when summoned) but this can only be used up to A-Rank without the need of hand seals They move at speed equal to that of a Chunnin Ranked Shinobi while capable of tracking them by x2 their base speed (gained from Eyes of the God) while being roughly ten meters tall, though can easily shrink down via Anatomy of Shapeshifers.

Note: Only one Spawn can be summoned at a time or be present. They can be Summoned thrice per battle. They remain in battle until they are defeated or dismissed by the Vessel of the Outer Gods.
Contract Arts
(Kaibou-gaku no Sheipushifutā) Anatomy of Shapeshifters
Type: Offense, Supplementary, Defensive
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-5 to Sustain)
Damage: 20 - 80
Description: This technique acts as the outline of Cthulhu and his children's ability to shape their natural body. An intrinsic ability, these summons are capable of manipulating their anatomy to a minor to large degree, ranging from shifting their limbs into powerful physically blunt or sharpen constructs, down to completely mimicking the appearance of humans and animals alike, with them being anything the user desires (within reason, such as not being able to make waves or anything that "detaches" from the summon). These changes can be made for offensive, defensive and supplementary purposes, depending on the needs of the summoner or summons themselves. They can use it to increase or decrease in size though they can only grow x1.5 their original height while also creating limbs they originally didn't have such as wings to fly or tentacles to grab and constrict others. These limbs can grow and reach up to mid-range of Spawn of Cthulhu, while Leviathan and Cthulhu himself can reach up to long rang, with the amount of damage ranging based on the rank applied. D - B Rank can be used at unlimited amounts of times, A rank capable of being used thrice per summon in battle and S rank twice per battle with each having a cool down of two turns before being capable of using it again. These constructs are considered neutral to elemental ninjutsu and multiple can be made in a single use, though the damage splits based on rank applied. Signers of the contract with the ability to access "Sage Mode (Imperfect or Perfect) " can also utilize this on themselves as well due to their similar anatomy, though can only go up to mid-range. While clashing with opposing techniques, these constructs do not cause any damage to the summons themselves, simply being extensions of themselves. However if they are overpowered by opposing techniques, the extensions simply detach and become useless.

(Riehian) R'lyehian
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: R'lyehian is not a traditional technique in the sense of common ninjutsu. Rather, R'lyehian is a very unique language that only those who are recognized as the Vessel of the Outer Gods or Cthulhu himself or any of his offspring are capable of understanding. While the alien god is capable of understanding the human language, having been in this dimension for multiple centuries – Cthulhu’s native tongue is one of unknown earthly origin. In terms of R'lyehian’s purpose, it usually serves no purpose other than to allow the user the Vessel of the Outer Gods and the other aliens of the contract the ability to communicate in battle without directly revealing information. This allows them to effortlessly talk with each other to formulae battle tactics, simple communication while traveling etc. Those who hears this language are incapable of deciphering the words that are spoken, though the user is or summons are capable of teaching others or explaining what they said if desired. The user also makes it a common practice to think with this language quite often, which in turn causes those who are capable of reading minds to be unable to gain information through vocals or visual as words within the users’ memories are all automatically rewritten to prevent information from being released. While they might experience a memory, those within said memories (should there be speech) will also be altered by the user to only being capable of hearing R'lyehian language. In the end, this technique is merely cosmetic as it doesn’t require any sort of activation nor does it cost a move slot. It however must be mentioned within the user’s bio or at the start of battle in order to be in effect.

( Kanpekinanin Kuchurian Sennin Modo ) Perfect Cthulhuian Sage Mode
Type: Supplementary
Rank: S
Range: N/A
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all Ninjutsu and Taijutsu up to S rank.
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be molded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to move/fly at 3x his speed and sense chakra (on the level similar to Eyes of the Gods) and his/her perception and reflexes are enhanced. Their strength increases, empowering Taijutsu techniques and Ninjutsu by +30. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required. In addition to this, the user is able capable of utilizing Madness Induction, allowing them to affect targets of Jonin Rank and lower, and entities such as Summons, Ninken, Aburame Insects, etc up to S-Rank. Lastly, the user gains access to Cthulhu like anatomy, gaining darkened skin and a malleable body with draconic wings capable of flight (ability to use Anatomy of Shapeshifters, Telepathic Communication and other Contract Arts) and other physical feats granted by Sage mode.

Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.
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Summoning Animal: Church Grim (Spectral Hound Church Guardian)
Scroll Owner: Red-Robin
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: The Church Grim is a guardian spirit commonly referred to in English and Scandinavian folklore. This mythical spirit typically oversees the welfare of a church, protecting the churchyard from those who would profane or commit sacrilege against it. The Scandinavian Church Grim is also known as the Kyrkogrim (Swedish) and Kirkegrim (Danish). It often appears as a large, spectral black dog with a variety of possible sizes, ranging anywhere from 1-2 meter in length (roughly 3-6 feet) and up to 2 meters in height (roughly 6 feet). Each Church Grim has a unique shape and form as well characteristics that are malleable to it's own will, generally dependent on the amount of Chakra at it's disposal and the rank of the particular summoning. All Grim have the means to manipulate the shape of their tail into a long, whip-like appendage that can extend up to approximately 5 meters (roughly 16 feet). This tail can function similarly to an actual whip and can be infused with Chakra by either the Grim (limited to Earth and Fire) or the user to apply unique effects to it (Fire Chakra causing the tail to ignite, Lightning Chakra causing the tail to spark, etc) while also making it resilient to harm from respective Chakras that scale with rank of the Church Grim, but also become susceptible to counter elements, respectively. Note that this does not apply directly to the main body of the Church Grim as the Chakra that results in such sustainability or susceptibility is solely concentrated in the tail of the Grim, limiting it's advantages/disadvantages to the tail only.

Church Grim also have a natural affinity to Earth Chakra (up to summoning rank +1), giving them the capacity to perform Jutsu without the need for handseals, utilizing their tail or mouth for most conjuring points of Jutsu. Their affinity to Earth is presumed to be given by the premise that a Church Grim is created through being buried alive in the earth beneath the foundation of a Church and thus becomes the spectral guardian known as a Church Grim. Church Grim have also been known to have the capacity to manipulate Fire Chakra as well (up to summoning rank), but lack the capacity to make proper use of both Chakra types at the same time, preventing them from being capable of using any advanced elements that would correlate between the two base elements (ie. Lava). Despite this, it isn't impossible for a Church Grim to use different Jutsu from both basic elements, leaving strategic formations between it and it's Summoner brimming with possibilities if used wisely.

Church Grim also have the capacity to perform Natural Abilities respective to the shape of a canine that they take. Biting (up to summoning rank damage), tackling and clawing strikes (up to C-rank damage) among a few examples, with the damage capability depending on the base rank of the summoned Grim, and each costing one of the user's three moves per turn. They can also be mounted by the user and utilized for movement purposes. Note that given the direct spiritual link that the Grim has with its Summoner, they are limited to speeds up to user's rank +2.

Though all Church Grim have the capacity to speak and even communicate telepathically with their summoner due to the spiritual link they share, only Church Grim of A-rank are capable of a unique process that allows them to take the shape of a humanoid being, generally relative to characteristics similar to the nature of their original form (ie. if the Grim seems to be a bit older, their fur might have grey patches or streaks, then they may also take the shape of an older person as well with similar characteristics, etc). While in this form, Church Grim are incapable of performing any Chakra-related techniques due to the need for constant concentrated Chakra pooled toward the process of maintaining this form, thus leaving it as a entirely a supplementary, cosmetic skill.

Finally, being guardians of places of religious significance, and beings that abhor sacrilegious acts, all Church Grim have a unique ability called "Resurgence Overrule". As Guardians of churches which are frequently associated with graveyards and cemeteries, Church Grim are naturally tasked with the duty of ensuring the eternal rest of those who have died and been laid in their burials. As such, Church Grim chase away grave robbers and any who would dare to disturb the dead. However, they are not always successful, resulting in the conjuring of Undead beings. Church Grim are capable of sensing the presence of restless souls that have been resurrected from their graves such as the Zombies, Edo Tensei, etc. When in the presence of these death-deprived beings, a Church Grim may activate Resurgence Overrule at the cost of one of the user's 3 Jutsu per turn to enforce an authority over the very existence of the Undead within their presence. This takes the form of a vengeful, bellowing howl that engulfs the surrounding field with an aura similar to Killing Intent, which reduces the defense of all Undead within their presence, causing them to take additional damage that scales relatively to their proximity to the Grim (Long Range: +10, Mid-Range: +20, Short-Range: +40 damage), which naturally increases all incoming damage directed at the Undead within the Grim's presence. Depending upon the rank of the Undead caught within the presence of the Grim's Overrule, weaker Undead targets will immediately falter, the very structure of their fragile shells that their restless spirits are trapped within crumbling, returning them to the Earth without the need for any physical engagement. In stronger, or generally more resilient targets like Edo Tensei, their overall capabilities are affected, causing their base movement to be halved, and the damage of their techniques to be reduced by 1 Rank, or -20, which count as an active debuff.

Summons
(Kuchiyose no jutsu: Supekutoruhaundo Kyōkai no Gādian Rutsu) Summoning Technique: Spectral Hound Church Guardian Ruth
Type: Supplementary/Summon
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: This technique grants the user the means to summon the Church Guardian (also known as Church Grim) Ruth, who is the personal summon for Chise. The user, following one of the typical means of summoning, whether it be through hand seals, a summoning scroll, or summoning tattoo, bring forward the Church Grim Ruth. Ruth is a large, jet black canine with red eyes that consist with the characteristics of a Church Grim. He stands roughly 4 feet in height and approximately 6 feet in length from tailbone to snout, but up to 22 feet long in total when accounting for the maximum length of his tail up to 16 feet independently. As an A-rank summoning, Ruth is capable of performing the two basic elements of Earth and Fire that the Church Grim is known for; manipulating their Chakra with precision and efficiency that allows them to perform up to A-rank techniques from both elements without the need for hand seals or gestures. Exceptionally, due to Ruth's nature as a Church Grim and their natural affinity for the Earth Element, Ruth is capable of performing up to two S-rank Earth techniques per encounter. Finally, like all Church Grim, Ruth is capable of performing the natural ability of biting (A-rank damage) twice per encounter, while tackling and clawing (C-rank damage) can be performed a combined total of four times per encounter, at the cost of one of the user's 3 Jutsu slots per turn each.
Contract Arts
(Gādian Ikatsui Gigei: Henkan ni Jin'ei) - ✢ Church Grim Arts: Return to Shadows ✢
Type
: Supplementary
Rank: B-rank
Range: Short
Chakra: 20 (-5 per turn)
Damage: N/A
Description: Henkan ni Jin'ei is a defining technique that indicates the true spiritual origins of the Church Grim, as well the spiritual bond that they share with their summoner. Through the application of the necessary Chakra, a Church Grim is capable of manipulating the very makeup of their form that, upon rushing to the side of their summoner and lunging into their shadow, they are capable of changing themselves into a phantasmal state of being that, like a wisp of blackness, submerge themselves into the earth that is directly outlined by the shadow of their summoner, allowing for them to move relative to the summoner's shadow as the effective boundary without need for additional effort on their part. While in this state, the Grim is capable of communicating telepathically with the summoner as per usual by way of their spiritual bond with them, but are incapable of interacting with the material world or use techniques until they disperse this technique or it times out. Because of the natural of this technique relying on the outline of the summoner's shadow, it is possible for the Grim to be forced out of this state of submergence by removing the shadow entirely in any logical sense, such as the summoner leaving the ground and being airborne more than 10 meters high, submerging themselves into the ground or other solid substance, or by removing all source of light that would produce a shadow.

Notes:
-This technique once used lasts for a maximum of 3 turns.
-Outside of combat, this technique can last indefinitely, and costs no Chakra.
-If the shadow of the summoner is removed entirely inadvertently, the Grim will be forced out of the shadow and return, being incapable of using any Chakra-based techniques the same turn.
-Can be used in the shadow of both the original summoner and any of their clones.


Seahorse Summoning Contract
Summoning Animal:
Seahorse ♞
Scroll Owner: McRazor
Other Users who have signed contract: Dragy, Cobalt, Yashiro, Zaphkiel, Mirai
Summoning Boss if existing: Kingdra
Other Summoning Animals tied to contract: Glaucus, Chaos, Aeolus, Hephaestus, Xewioso
Description and Background:
Seahorses live in almost every sea and ocean around the world and there are currently 54 recognized species. They are one of the most majestic creatures found on earth, with seahorse mythology being found worldwide. Seahorses are renowned for their unique morphological features. The seahorse is a blend of a host of diverse creatures. The seahorse is said to have a head of a horse, a snout of an aardvark, eyes of a chameleon, pouch of a kangaroo and the tail of a monkey.

Seahorses are truly unique, and not just because of their unusual equine shape. Because of their body shape, seahorses are rather inept swimmers. In fact, Seahorses prefer to rest in one area, sometimes holding with their tails on to the same coral or seaweed for days. They beat their fins very quickly, up to 50 times a second, but they do not swim quickly. They are, however, very maneuverable and able to move up, down, forward or backward at great speed but only short distances. Although they are bony fish, they do not have scales but rather thin skin stretched over a series of bony plates, which are arranged in rings throughout their body. Each species has a distinct number of rings which gives them an unique protective armor. Its body can be compressed to half its normal size without lasting damage. The body’s resilience comes from its structure: approximately 36 square segments, each made of four bony plates. The plates connect to the spinal column’s vertebrae with collagen and can glide past one another, keeping the spine safe. This allows them to survive physical and pressure damage up to a single B rank, two C rank or four D rank techniques, before dispersing to their homelands.

Since the Seahorses are marine animals they require a water source in order to be summoned or can summon a water source with themselves, if none is on the battlefield. If being summoned in a water source they can be summoned up to mid range from the user, however, if they are summoned with a water source then it can only be done up to short range form the user. Seahorses are experts at camouflage which enables them to change color to match their habitat, helping them fend of predators. While feeding they produce a distinctive click each time a food item is ingested. The same clicks are heard with social interactions. This gives them the ability to communicate with their summoner, once he learns their clicking language which is achieved after finishing the training and adopting to the animal. Unusual among fish, seahorses have a flexible, well-defined neck and eyes that can move independently of each other which provides great awareness.
They mostly range from a few centimeters to a meter in size, while the boss summon is up to five meters and capable of protecting its summoner within its belly. Unlike any other animal species on the planet, Seahorses are the only males that become pregnant thus their belly pouch in which they carry the eggs during breeding season. The belly pouch has an oviduct which the user can use to enter or exit the pouch when in danger. Seahorses have a very unique chakra circulatory system which allows them to produce and manipulate water and wind techniques using their elongated snouts. They are also considered genjutsu masters and capable of producing powerful and unique illusions. Since they don't have hands they use the clicking noise as a medium for genjutsu.

Contract Summons
Shīhōsu Kuchiyose no Jutsu: Kingdra | Seahorse Summoning Technique: Kingdra
Type: Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Kingdra, also known as King Dragy, is the boss summon of the seahorse contract for apparent reasons. Other than the majestic and distinguishing looks, it has a completely unique abilitiy. Kingdra is the biggest of the seahorses, their protector and so called ruler of the seven seas. Kingdra is a large seahorse with a tightly curled tail. It is covered in blue scales except for its yellow, compact belly scales. There are thin spines with a single branch atop its head and thin, white fins under its cheeks. Its thin snout is powerful and it is the center of its chakra system. Using its snout, Kingdra is able to mold and shape manipulate its chakra in order to aid the user in battle. Its long and elongated snout is also capable of producing loud and painful clicks which are usually used for communication. Two-pronged fins extend slightly past its cheeks. On its back are two white fins supported by thin, blue spines similar to the ones on its head. A great leader is said to be able to boost the morale of its army, thus why Kingdra is the boss summon. With its look and battle prowess it has proven itself to be a worthy leader of the Seahorse contract and an amazing companion to the Seahorse contractors. Upon summoning Kingdra, both the user and the opponent can sense its ominous presence. To the user, Kingdra's presence is a great morale boost as well as an ability boost. Kingdra has the unique ability to boost the users usage of the water element, but unlike any other generic boost. When in play, Kingdra helps the user by molding its own chakra and adding it to the users attacks. Effectively, this halves the users chakra usage and allows him for more precise and compact techniques. Following the damage and chakra scaling, the user would use only half of the required chakra while retaining the same damage value. Simplified, it is two users molding their chakra together in order to create a combo of the same technique. Regarding limitations, Kingdra has a chakra pool of 500 and it spans over a course of 3 turns while Kingdra is in action. Kingdra doesn't have the ability to use normal water techniques on its own, with the only exception being the technique that the user himself is performing at that very moment. However, all the regular Seahorse Arts are free to use for every summon within the contract and the same goes for Kingdra. Ancient mythology and various stories that are passed down from knee to knee say that the yawn of the sleeping Kingdra is powerful enough to create undercurrents capable of destroying small ships. It's also said that once Kingdra decides to emerge from the depths of the ocean, with its brute strength, it can create large whirlpools and sea-born tornadoes on the surface. Because of its immense power, Kingdra often hibernates deep in uninhabited areas of the sea to rest and build up its energy. When a storm arrives, Kingdra is said to awaken and wander about in search of prey. Stories like these aren't yet proven and they are mostly told by sailors who cross the deepest oceans but they clearly depict how much respect Kingdra has.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Can use the boosting ability 1 time per turn
Note: Boosting ability doesn't increase damage in any way
Note: Boosting ability counts as one of the users 3 techniques per turn
Note: Can stay on the field for 3 turns
Note: Can only be summoned once

Shīhōsu Kuchiyose no Jutsu: Guraukasu | Seahorse Summoning Technique: Glaucus
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Glaucus is a robust and human sized seahorse that is known for helping fishermen and sailors when caught within storms. He is yellowish in color an cheerfully looking, giving away the friendly aura. He likes the presence of humans and he is always there to help them. It is his natural instinct to do so. His scales are matching the color of the rest of his body and he has two fins that are capable of swinging quickly, just below its neck. He has a sort of spiky mane on his back and deep blue and cleverly eyes. Glaucus is the main enemy of Kingdra because Kingdra is the one causing those devastating storms for its own amusement. Being in countless battles with Kingdra, Glaucus developed a resistance to storms and is able to survive stormy environments due to the innate chakra enhanced shield. It is the only seahorse with an innate chakra enhanced shield, capable of surviving two techniques up to A rank (or one S rank technique), however, due to the shield being innate, Glaucus doesn't have the ability to use the Seahorse Arts: Enhanced Chakra Shield technique. Being a very good friend with humans, Glaucus doesn't have a killing instinct and never uses its abilities in offensive purposes. It focused on its own survival and helping those in need. Using its snout for chakra manipulation, Glaucus can rapidly expand its water source up to short range, thus serving as a protective barrier for itself and the user. Due to its quite advanced chakra and shape manipulation, Glaucus can form the water shield as a solid structure capable of withstanding A rank techniques within a very brief moment. Defense is of essence and sometimes few seconds can be the difference between life and death. This is the reason why Glaucus pushes its focus to the maximum when in unfavorable situations and always turns out as the heroic savior.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Water shield (both on itself and the summoner) can only be used twice per battle but can be maintained for 2 turns. It also counts as a move usage.
Note: Glaucus can stay on the field for 4 turns
Note: Can only be summoned once

Shīhōsu Kuchiyose no Jutsu: Kaosu | Seahorse Summoning Technique: Chaos
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Chaos is described as the small figure that everyone would bully around, yet it has immense power that rare have witnessed. Chaos is a very dark and unpleasant looking seahorse. Just by its looks it could awake fear within the opponent although nothing alike killing intent. It has a much longer tail than any other seahorse, which it uses in various ways. It is dark green in color and has a spiky mane that is connected with what seems to be swimming skin. Chaos got its name from its ability to turn water into nothingness, void (metaphorically of course). What the ability in reality represents is creating a very strong suction effect within its water source, so powerful that it would act as a water magnet, pulling all water within medium range on the battlefield into its own water source and expanding it for the same amount of water as its own advantage. Unfortunately, the suction effect has its limitations. It can only suck up water sources/techniques up to A-rank and it can only be used twice per battle, with a 1 turn cooldown. Once sucked in, the water can later on be used for further techniques by the seahorse or user as a regular water source, however, the seahorse itself doesn't have the ability to immediately expel the water and would have to use a designated technique for that. Despite its size, Chaos is a formidable and bulky seahorse. It's slightly smaller than an average human but its curled tail is very long. It uses it to keep hold of the ground when performing the suction technique but it can also use it for grabbing and binding opponents within short range. It's said that explosives are kept in small packages and Chaos is a real example of the nonexistent proportionate relation between size and strength.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Water suction can only be used twice per battle with a 1 turn cooldown
Note: Chaos can stay on the field for 4 turns
Note: Can only be summoned once

Shīhōsu Kuchiyose no Jutsu: Aiorosu | Seahorse Summoning Technique: Aeolus
Type: Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Aeolus is the personification of wind. The wind master and creator of disaster. Although appearing to be calm in nature, Aeolus is very explosive in nature and can become very angry. This is usually the state when his powers are pushed to the maximum and when he can utilize them in the best possible way. Aeolus is a fairly strong looking seahorse. It's barely above the average size of a human and with a majestic, almost godlike appearance. It is an orange seahorse with various discolorations along its body. Its scales are clearly visible and distinguishable and its belly is much darker than the rest of its body. The majestic and godlike appearance is caused by the big and gentle eyes and the very complex and differently shaped fins along its back. Being the best wind user amongst the seahorses, Aeolus uses its snout to create bubbles and air pockets within its own water source. After creating the bubble/s, Aeolus has two choices. It can either rapidly expel a massive amount of smaller bubbles that hinder the opponents vision and help the user prepare a covert attack or expel a big bubble that can be used to trap the opponent within it and contain his techniques. When used in rapid succession the bubbles don't pose a physical threat to the opponent purely by themselves but mainly serve as a distraction. The strength of the ability altogether is A rank and depending on the amount of bubbles, their individual strength is divided (ranked for defensive scaling purposes). The other way of using the bubble is trapping the opponent, but it is a slower technique because it needs to travel to the opponent first. Aeolus infuses every bubble with chakra to make sure that he can control their path and make sure they reach their targets and not simply drift off under the influence of the wind currents. Once the bubble reaches its target it wraps around the opponent and instead of popping, due to the chakra coating, it maintains its form making it seem as if the opponent passed through one side of the bubble. Once in there, the opponent has to comply with the strengths and weaknesses of the water element in order to destroy the bubble and free himself. The bubble doesn't physically constrain the opponent but it prevents him from escaping from within the bubble before destroying it and one of the main purposes for the bubble is helping the user to further manipulate the bubble as a regular water source.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Bubbles can only be used twice per battle with a 2 turn cooldown
Note: Aeolus can stay on the field for 4 turns
Note: Can only be summoned once

Shīhōsu Kuchiyose no Jutsu: Hepaisutosu | Seahorse Summoning Technique: Hephaestus
Type: Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Hephaestus is a regularly sized seahorse, with about average human height and body constitution, that was expelled from the community and exiled into the 6th aquatic circle of hell. This is where the souls of the deceased are trapped in flaming tombs and scalded with boiling water by Hephaestus. The gruesome character traits are also visible on its body. It is red in color with sharp lines defining its figure. It has devilish red eyes and a spiky, blood-red colored mane on its back. Along with a couple of fins, it uses the mane for movement within the water. According to mythology Hephaestus is believed to still habitat deep underwater, in the 6th aquatic circle of hell. Deep there, the pressure and heat are so great that only the souls of the deceased can exist for Hephaestus to rule them. As their ruler, Hephaestus uses fire to control and contain them, from which its abilities originate. Being able to produce and use fire chakra, Hephaestus often resorts to a very torturous and punishing technique, heating up water molecules and sources using its own chakra. The heating process happens quickly and is accompanied by Hephaestus' eyes starting to glow red as well as the water source turning red itself. The heat quickly reaches just below the boiling temperature of the water source in order to prevent evaporation but still inflict serious skin damage. If an opponent happens to be trapped within a heated water source he would suffer serious scalding injuries which are classified as 2nd degree burns. These burns are deeper and result in splitting of skin layers or painful blistering of skin. The heating ability is S ranked and it can only affect water jutsus of same strength, meaning that the maximum rank of the affected water shouldn't exceed A rank, due to fire being weak to water. Using the same principle, Hephaestus can also evaporate water molecules and sources completely, although this ability can only affect the water up to B rank. To be able to completely evaporate the water, the heat from Hephaetus' fire chakra has to be stronger than the water source thus the one rank minimum difference.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Heating up of the water source can only be used twice per battle with a 1 turn cooldown
Note: Evaporation can only be used once per battle
Note: Using any of its abilities counts as a move turn
Note: Hephaestus can stay on the field for 4 turns
Note: Can only be summoned once

Shīhōsu Kuchiyose no Jutsu: Xewioso | Seahorse Summoning Technique: Xewioso
Type: Offensive
Rank: Forbidden Rank
Range: Short to Mid
Chakra: 50
Damage: 90 (-10 to the user)
Description: Despite what stories might say about him, Xewioso is not your usual seahorse. He was exiled from the community and banned from the gulf, sentenced to live a lonely life in the deepest depths of the oceans. For starters, his body has slight differences from your regular seahorse, which made the others distance themselves from Xewioso. He's got a green and yellowish body, longer than usual and he's got some unusual horns atop his head that developed for an unknown reason. His skin is covered in a large amount of uneven sharp bumps that look like scales, but aren't actually. He also has many sharp protrusions on his body and a longer mane than usual. Due to these, Xewioso could never fit in with the other seahorses and by being an outcast, he developed this chaotic and psychotic persona. He came to the point of insanity, with sharp red eyes capable of piercing through your soul with their stare. At some point in his life, Xewioso was in such a bad state that killing other seahorses and devouring their offspring became a fun game. Obviously, the others were disgusted by his monstrous behavior and they had to do something to punish him and to prevent further deaths. They locked him up, in the darkest and deepest part of the ocean where he can be found to this very day. In confinement and darkness, Xewioso has developed some unique abilities. At first they started as desperate attempts to break out and seek revenge, but although futile, through time these abilities became distinct and unique to him. When Xewioso was locked up, he would start spinning and shaking his body uncontrollably, convulsing his muscles unpredictably, trying to break out from confinement. This, in turn, caused friction to build up in between the water and the uneven sharp scales that covered his body, causing him to slow down and get tired quickly. After numerous attempts to escape, he found out that if he uses his chakra to create a very thin layer around himself, he can spin, shake and convulse for much longer periods. One such attempt resulted in electricity being created from the friction that took place. It allowed him to shine light on his cell for the first time and to try to find an escape. He kept going, he had to leave. With continuous usage of this newfound ability, Xewioso learned and adapted and thus became able to create electricity around his body by free will, almost instantly and he used his horns to harvest that electricity and in order to serve him as light bulbs. Although he was able to explore his cell thoroughly, he failed to find a way to escape. From that point, the only freedom he gets is when he's summoned into the battle. That's when he pushes his abilities to the maximum and when his hunger and lunatic desire to kill, come out. When in battle, Xewioso can use his body to create electricity and in order to electrocute his water source, which he can then further use to attack the opponent. The electrocution of water is strong enough to be considered as an S rank lightning technique that happens passively and instantly as he is summoned, due to his nature. He can use the electrocuted water to shoot out a barrage of sharp electrocuted S rank water senbon that are connected to Xewioso with thin lightning threads through which he can further channel the harvested electricity. If the electrocuted water senbon connect, then all Xewioso has to do is to send the S rank electricity through the threads in a murderous attempt. Such a combination is powerful enough to battle earth techniques with same strength. Once the water senbon wedge themselves into the earth, the electricity that Xewioso sends through, shatters the earth completely. Shooting the water senbon and the lightning surge are two different moves but due to the fact that the electrocution happens instantly as soon as he's summoned, the lightning surge and water senbon can be performed in the same time frame, although taking up 2 of the users moves. The problem that persists is being able to call forth Xewioso from such depths and because of his violence as soon as he enters the battle. Summoning Xewioso requires an extraordinary amount of focus in order to be able to control his actions and this, in turn, puts a strain on the users body and damages him. This is why it is generally forbidden to summon Xewioso and it is considered only as a last resort option. If the user gets caught within the electrocuted water source, he would suffer from electrocution and same goes for the opponent.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Can't summon other Seahorses in the same or next turn
Note: Can't use Seahorse Arts in the same turn
Note: User can't use S rank or above, Lightning or Water techniques in the same turn
Note: Senbon and lightning surge can only be used twice with a turn cooldown in between
Note: Senbon and lightning surge count as 2 moves
Note: Can stay on the field for 3 turns
Note: Can only be summoned once
Contract Arts

Shīhōsu Geijutsu: Kamofurāju | Seahorse Arts: Camouflage
Type: Supplementary
Rank: C-Rank
Range: Self
Chakra: 15 (-5 per turn)
Damage: N/A
Description: Camouflage is a general trait of the seahorses. Being a stationary and passive creature, without any predatory skills, it developed camouflage as its own defense in order to survive on the sea bottoms. Camouflage works by changing the color of the seahorse to fit the natural nabitat. To a regular observer it would seem as if the seahorse vanished from sight and back into its homeland, leaving a bare water source behind it. It lasts for 2 turns or until deactivated. Dojutsu can see and locate the seahorse because it possesses a chakra circulatory system like humans.
Note: Must sign the Seahorse Summoning Contract
Note: Can only be used once

Shīhōsu Geijutsu: Chakura no kyōka āmā | Seahorse Arts: Chakra Enhanced Armor
Type: Supplementary
Rank: A-Rank
Range: Self
Chakra: 30
Damage: N/A
Description: The chakra enhanced armor consists of chakra being channeled into the scales that are encasing the body of the seahorse. Since the armor is one of the most unique defense mechanisms created by mother nature the seahorse has the ability to enhance it with chakra. What the chakra does is creating a new layer around the scales and adding extra durability to both the scales and the adhesive that is connecting them. This allows the scales to glide smother past each other and with greater care and precision, making sure that the seahorse can survive stronger techniques. The chakra enhanced armor allows the seahorse to survive an A rank technique before dispersing back to the depths of the ocean. It lasts for 3 turns or until deactivated or broken by an outside source.
Note: Must sign the Seahorse Summoning Contract
Note: Can only be used once

Shīhōsu Genjutsu: Shussan | Seahorse Illusionary Arts: Giving Birth
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Description: Using its chakra and the clicking noise as a trigger, a seahorse can place the opponent within an illusion where it starts giving birth. Seahorse giving birth is very specific and unique from most other animals. Seahorses are the only males that give birth and when they do, they undergo a rapid color change before releasing the newborn from the pouch in a burst-like manner. In the illusion, the opponent would see the seahorse's pouch momentarily grow and the seahorse rapidly change its color (to a brighter shade). Finally, with the first contraction the seahorse would release a burst of very small seahorses at the opponent with the intention to block his vision and to distract him. The usual amount of seahorses being born is around 1000 but can even go as high as 2500, depending on the species. The size of the newborn seahorses within the illusion also depends on the seahorse giving birth. For example, the boss summon would obviously give birth to larger seahorses than usual, because his size is unusual as well. Since the amount of seahorses being born is extremely high and inappropriate it can be well explained. Like almost all other fish species, seahorses do not nurture their young after birth. Infants are susceptible to predators or ocean currents which wash them away from feeding grounds or into temperatures too extreme for their delicate bodies. Less than 0.5% of infants survive to adulthood, explaining why litters are so large. In reality, the illusion is a simple distraction used in order to give the user an advantage against the opponent.
Note: Must sign the Seahorse Summoning Contract
Note: Can only be used twice

Shīhōsu Mōdo | Seahorse Mode
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40 (-20 per turn)
Damage: N/A
Description: The Seahorse Mode is a representation of the Seahorse Arts ultimate ability. To execute the technique the user is required to gather chakra and release it in the form of mist by exhaling it. The mist is infused with the users chakra and using shape manipulation the user shapes it into the form of Kingdra, the boss seahorse summon. While shrouded by the mist the users vision is not impaired because the mist isn't dense enough. Same way, the opponent is able to see the user properly. The misty shroud has many advantages but it is also a disadvantage for the user. When using the Seahorse Mode, the user gets vulnerable to lightning techniques due to the conductivity of the mist. Regarding the advantages, it allows a degree of protection from enemy techniques (A-Rank Fire techniques, B-Rank physical attacks), but the main ability of the Seahorse Mode is that it allows the user to perform water techniques without a water source by using the misty shroud as a medium (water source). Each usage of this ability, however, decreases the duration of the Seahorse Mode by 2 turns. This ability can only be used twice and there needs to be a one turn cooldown before using it again. This ability doesn't count towards the users techniques per turn but the water technique used via this ability does. Although the user can form water techniques from the shroud he still has to perform all the necessary handseals in order to properly mold and shape the chakra for the designated water technique. The secondary ability of the shroud appears to be a bit more freeform by allowing the user to shape the misty shroud into a long tail that can grab opponents within short range and pull or push them away. In order for the mist to be able to grab something it needs more solidity which is achieved by simultaneously making the misty shroud much denser by shape manipulating it. This ability has an A-Rank power and a mid range reach. While using Seahorse Mode the user becomes an embodiment of the seahorse due to the misty shroud and he can perform the Seahorse Arts techniques which, regularly, count as one of the users techniques per turn.
Note: Must sign the Seahorse Summoning Contract
Note: Can only be activated once
Note: Mode lasts for 6 turns


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Griffin CSC


Summoning Animal: Griffin's.
Scroll Owner: Nathan.
Other Users who have signed contract: Yume, , , , , Mirai
Summoning Boss if existing: Hono.
Other Summoning Animals tied to contract: Belphegor, Amaymon, Lilith, Akame, Toothless

Approval: . (Was approved in one of the older CJ threads it seems)




#1: (Kuchiyose: Hono Gurifin Kōtei) Summoning: Hono, The Griffin Emperor


Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: N/A (60 w/ A-Ranked fire stream's)
Description: Hono is the emporer of all Griffin's. He is also known to be the most powerful of all Griffon's. Hono earned this title by defeating Tsume in an all out battle for the title. He has a very calm, nice, and forgiving personality. Hono mean's blaze, and Hono certainly live's up to his name. He is a very powerful creature, who does not have to rely on special ability's or ninjutsu in a battle. Hono is very capable physically, having a very muscular body and razor sharp claw's that can tear through flesh like butter. He can move and run with immense speed, and he can soar through the air even faster. Due to his speed he move's faster then a shinobi sage. But Hono earned his name through special ability. He can easily breathe stream's of fire that are capable of scorching anything in his path.

♦ Can only be summoned once per battle.
♦ Must have signed Griffin Contract.
♦ Fire Stream count's as a move.
♦ Fire Stream's are A ranked, and reach up to mid range.
♦ Lasts 4 turn's before dispersing.

#2: (Kuchiyose No Jutsu: Berufegōru) Summoning Technique: Belphegor


Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Belphegor, the thunder emperor, Bell is a extremly large Gryphon and is able to carry a total of three people on his back, he is the exact same size as gamaken, but what makes him special is his fur/feathers it has gray-brown-blueish colors, with the tips of his feathers colored deep royalblue, and his eyes are completely blue with the round border being gray. Bell has the manipulation of the lightning affinity, from his birth he trained to master the lightning element and thus he become more accustomed to it, therefore he can use the lightning element upto S-rank, not to mention that his both wings are always covered with S-Ranked lightning when summoned he can use it in close combat, Belphegor does not need any handseals to perform lightning techniques, due to his mastery over the lightning element he even rivals the fire emperor. Belphergor is often refered to as the Lightning Emperor.

♦ Note: Bell can only be summoned once per battle.
♦ Note: Belphegor can stay on the field for 5 turns per battle.
♦ Note: Can only be taught by the holder of the gryphon contract.

#3: (Kuchiyose No Jutsu: Amaimon) Summoning Technique: Amaymon


Type: Summoning
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Amaymon, the earth emperor, Amaymon is a very large Gryphon and is able to carry a total of five people on his back, he is the exact same size as gamahiro, Amaymon usualy wears silver armor, which protects him from kunai's and basic weapons, as seen in the picture, but what makes him special is his looks his fur/feathers are goldish/silver of color, with the tip of his feathers colored light brown, and his eyes are the color of the desert repersenting his elemental affinity, he has a very interesting body strucutre which is very well build even amongs the Gryphon's it's muscular and just as hard as stones. Amaymon has the manipulation of the Earth affinity, from his birth he trained to master the earth element in Iwagakure and thus he became more accustomed to it, therefore she can use the earth element upto S-rank, without any use of hand seals (counting towards the users moves), and he can only perform his jutsu's while he is on the ground. Amaymon is often refered to as the Earth King, Amaymon.

♦ Note: Amaymon can only be summoned once per battle.
♦ Note: Amaymon can stay on the field for 5 turns per battle.
♦ Note: Can only be taught by the holder of the gryphon contract.

#4: (Kuchiyose No Jutsu: Ririsu) Summoning Technique: Lilith


Type: Summoning
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Lilith, the sky empress, Lilith is a fairly large gryphon and is able to carry a total of three people on her back, she is the exact same size as sasuke's hawk, but the thing that makes her special is her looks, her fur is completely sky blue, with the tip of her feathers colored light orange-blue, and her eyes are the color of the skies resembeling her elemental affinity, Lilith's both wings are always covered with a sort of s-ranked wind barrier which cuts everything that comes near it, this comes handy in close combat, Lilith has a very interesting bone strucutre which is hollow from the inside and very thin, thus it makes her lighter allowing her to be the most fastest gryphon of her kind to ever exist, a normal ninja could easly loose track of her in the skies, and she is also very hard to spot due to her effective camouflage. Lilith has the manipulation of the wind affinity, from her birth she trained to master the wind element and thus she became more accustomed to it, therefore she can use the wind element upto S-rank (counting towards the users moves), without the use of any handseals. Lilith is often refered to as the Sky Empress, or simply Sora.

♦ Note: Lilith can only be summoned once per battle.
♦ Note: Lilith can stay on the field for 5 turns per battle.
♦ Note: Can only be taught by the holder of the gryphon contract.]

#5: (Kuchiyose No Jutsu: Akame) Summoning Technique: Akame


Type: Summoning
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user must bite his thumb and wipe the bloood on his tattoo and snaps his fingers to summon Akame, Prince Of The Griffins. Akame meaning Red eyes was given that name by his Dad, The Griffin King. He is a Griffin chick, he is about the same size as a bear cub. Due to the fact that he has no fur yet he is placed in jet black looking armor which is given to all baby Griffins.The armor protects him from projectiles.The armor is made of strong yet very light material still allowing Griffins to fly at fast speeds. He has extremely sharp talons that can be used to cut and tear into the opponent. Being the son of the Griffin King he has a natural affinity to fire and can shoot out small C-rank fireballs that move extremely fast due to their size. He has an extremely heightened sense of smell which allows him to pinpoint the enemy locations. He has been training with Mugen ever since Akame was born, due to the special bond they have developed a fighting style with each other making them the ultimate tag-team.
*Can only be taught by Mugen Ryukyu
* Fireball counts as 1/3 moves a turn
* Fireball is short-mid range

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#6: (Gurifin Kuchiyose no Jutsu: Hanuke) Griffin Summoning Technique: Toothless


Type:
Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Toothless is young among the Griffin population. Yet his young age does not hinder his abilities in combat nor his personality or intelligence. Toothless is an intelligent Griffin capable of easily communicating with his summoner and his fellow Griffins. He boats a friendly personality with his dry humour, teasing, and playfulness. In his home Toothless is very popular with his friends and children. All appreciate his playful behaviour. In heated combat however Toothless allows his intelligence to take over and put him into a calm and collected state. Toothless boasts a large size with a wingspan of 8.5 meters. His feathers are nearly all black allowing him to easily blend in with dark surroundings such as caves and the night sky. In flight, he is incredibly graceful and can fly as fast as any Griffin regardless of size. As a mature Griffin Toothless is highly capable of manipulating his chakra like any other living being. Toothless is noted for his unique saliva and its properties when he infuses his chakra into it. His saliva offers both offensive and supplementary purposes to the summoner allowing them to access either of its abilities depending on the situation. The first use is the usage of the saliva as a powerful adhesive. Normally, water can take on a glue like state. However, this takes that to the next level. The adhesive properties of Toothless’s saliva make it almost an instant glue (similar to Water Style: Starch Syrup Capture Field but slightly different) when it connects with the target. The glue is incredibly powerful and makes it nearly impossible to break without the use of a high ranked internal technique (S-rank raw chakra based technique, or A-rank elemental technique). In this state his saliva also has a burning property to it, this burning is produced by the very small amount of fire that resides within his mouth and due to that, the fire and his saliva merge together when Toothless needs it. While the glue hardens quickly it will also burn the target causing 2nd degree burns on contact causing immense pain. Toothless’ saliva can also take on a supplementary use as well allowing him to heal his summoner when he covers the summoner’s wounds in the saliva. The saliva is not an accurate or precise heal. It will simply stop the bleeding of surface wounds, anything deeper than that the saliva will have no effect on. It cannot repair severed limbs or anything of that degree. Simply it can stop any immediate danger and allow the summoner to fight on longer. Toothless creates this supplementary saliva by dividing the bad types of bacteria from the good ones, so he doesn't harm the user. Toothless’s final ability is one that allows him to change the colour of his black feathers to anything he wishes allowing him a potent camouflage which takes advantage of his surroundings. This is incredibly versatile and makes it so anyone outside of short range of Toothless will have great difficulty in seeing him, if one is to pay attention though, they will be able to see the ripples that Toothless will cause though the use of movement.
Notes:
- Can only be summoned once.
- Will remain on the field for a maximum of four turns.
- Toothless’s saliva ability counts as two different abilities – an offensive burning glue or a supplementary healing technique. Both are S-Rank techniques. Both techniques have a mid-range reach. Each technique can be used twice.
- The camouflage technique is an A-Rank technique. Lasts for two turns unless he uses another one of his abilities.
- The fire within Toothless' mouth cannot be used for attacks on its own, it can only be used in conjunction with the saliva.
- Each one of Toothless abilities count as a move.
- Must have signed the Griffin contract

#7: (Gurifin Kuchiyose no Jutsu: Benzaiten & Idaten) - Griffin Summoning Technique: Benzaiten & Idaten


Type:
Summoning
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Benzaiten and Idaten, the Harmonic Twins. As twins, they share similar appearances, voices, abilities, etc, however they have radically differing personalities, which is how one can usually tell them apart. As a result of their "unique" birth, being hatched from the same egg, the twin Griffins developed a special equilibrium of Chakra natures, a delicate balance of Element's and applications for those Elements that should have been inherited by a single Summon, but were split amongst the Twins in this case. Not only has this bonded the twins out of a sense of necessity, it's also made them one of the best duos in the Summoning Animal community.

Idaten: The eldest of the twins, Idaten is also the more dangerous of the two as his brash, hotheaded nature and headstrong personality always seems to get himself into danger, simply for the fun he finds in it. A majestic beast to behold, he is six foot tall, eleven feet in length and both his feathers and fur have a dark striped pattern running through them. Idaten also possesses a large plumage of feathers and hair rolling from his head to his tail, which he displays with great pride and zeal whenever the opportunity arises. Idaten is known for his affinity to perform offensive forms of Sound Release, such as "(Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill" and "(Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill" up to A-Rank. In addition to this, Idaten also possesses an affinity for Lightning Release Jutsu up to B-Rank and of course, usage of any Jutsu by Idaten counts towards the users 3 moves per turn.

Benzaiten: Younger brother to Idaten, Benzaiten is more relaxed and timid, preferring to take a more tactical approach to battle than his brother. Benzaiten's fur and feathers are a lighter shade than Idaten's, with dark brown spots speckling his entire coat and plumage. His lithe figure and generally slimmer frame would make one believe he is weaker than Idaten, however this is not the case. Just like Idaten, Benzaiten is known for his special equilibrium of Nature Affinities. Benzaiten is well known for his usage of "covert" and Supplementary forms of Sound Release. Idaten has such a highly tuned sense of hearing that he always has the "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill" activated passively, allowing him to keep his Summoner updated on specific details, such as the location of their opponent/ target, should other methods of detection be unavailable. Benzaiten also has access to other indirect Sound Release skills, such as "(Ototon: Teisei Tame Inu) - Sound Release: Whispers to the Canines" or "(Ototon: Takanari Kichigai) - Sound Release: Ringing Madness". Benzaiten has access to like Sound Related skills up to A-Rank. In addition to this, Benzaiten is also able to perform Wind Release Jutsu up to B-Rank and besides the aforementioned case of "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill", each count as a usage towards the users 3 moves per turn.

Note: Can only be summoned once.
Note: Each Griffin can remain on the field for a maximum of four turns.
Note: Cannot summon any other Griffin for the next two turns.
Note: Must have signed the Griffin contract.

#8: (Gurifin Kuchiyose no Jutsu: Garuda) - Griffin Summoning Technique: Garuda

(Gurifin Kuchiyose no Jutsu: Garuda) - Griffin Summoning Technique: Garuda
Type:
Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Garuda is the most talented of all Griffins who is known for his immense knowledge in the field of Taijutsu and Genjutsu that he acquired over the ages. His age is unknown even to the Emperor Griffin, as he was still alive and as young as he is today, even when the Emperor was born. When on his four limbs, Garuda stands thrice as tall as any human, while his wing spans around 12 meters long. He has a red muscular body with golden wings, and a golden hood that gives him an appearance of that of a phoenix. Even though his size is comparatively smaller as compared to the Emperors, Garuda possesses the talent to defeat each and every one of them, due to him being the master of the ancient Griffin Claw Arts. With constant training, Garuda has developed claws that can crack even the hardest substances on earth. These claws can not only take any amount of damage, without feeling any repercussion, but they can rip open the target's flesh using the raw muscle strength. Even his body, protected by the golden feathers, are immune to C-Rank and below physical attacks. He can take one B-Rank attack once and still continue though. This is again, due to the numerous times that he has hurt himself during training, that he no longer feels the pain in those areas. His reaction and movement speed is twice as much as any other Griffin, giving him an unfair advantage over others. However, this does not affect his flying or running speed. Although Garuda is so much proficient than others in Taijutsu, he rarely gets in a Taijutsu brawl. That is because, he would have already defeated the target even before the fight has begun, thanks to his Genjutsu skills. Since he is unable to use elemental Chakra, Garuda flaps his wings to release a pulse of Chakra(mid-range). Anyone caught within the radius, gets caught in the Genjutsu (A-Rank against one person; B-Rank against multiple) where they will see purple smoke appearing all around the terrain, to blind their vision. Garuda can constantly channel his Chakra into their brains, since he is not capable of performing any other elemental attacks, by spending 10 Chakra every turn. The smoke will limit the vision of the target(s) to short-range of themselves, and they can only see silhouette of everything around. And to add to the confusion, the target(s) will see the silhouettes of multiple entities hovering around them, till one of them attack the target(s) from behind, break their spine, and render them motionless which causes mental damage (40). In reality, the target(s) are free to move.

Notes:
- Can only be summoned once.
- Garuda can carry two people on its back.
- Garuda can only use the Genjutsu mentioned above.
- The Genjutsu above can only be used once per-match, and while Garuda is on the field. Genjutsu lasts two turns unless broken.
- The Genjutsu cannot be layered with.
- Garuda lasts on the battle for 4 turns.
- Must have signed the Griffin contract.

#9: (Gurifin Kuchiyose no Jutsu: Cornyx, Kōtei no Kūgeki) - Griffin Summoning Technique: Cornyx, Emperor of the Void

(Gurifin Kuchiyose no Jutsu: Cornyx, Kōtei no Kūgeki) - Griffin Summoning Technique: Cornyx, Emperor of the Void
Type:
Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (-30 Chakra to activate his ability)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Cornyx, the Emperor of the Void. Cornyx is an ancient and malicious Griffin, said to have been old even while the Sage of the Six Paths still walked the earth. He is a monstrous and horrific sight to behold, as his body is mostly covered in matted black fur and ruffled ebony feathers, both of which are slowly decaying, while his body generally looks emaciated and well aged beyond any other Summoning Animal on the Griffin Contract, lending him an air of eeriness and general undeath. But despite his ghastly body, Cornyx can still fly and maintain flight for as long as any other Griffin, regardless of his seemingly decomposing form. Cornyx is also a very powerful Griffin, rumored to rival or potentially even exceed the power of the Griffin Emperor, Hono, however, due to his less than polite and kind personality, he is considered the "black sheep" of the Griffin Summoning Contract, and thus would never truly be considered for the position of "Boss" or "True Emperor".

Cornyx's greatest strength is also his greatest weakness, as it doesn't rely solely on his own power, and depends on the participation, unwilling or not, of his Summoner. Upon summoning him, Cornyx will attempt to make physical contact with his user, attuning himself to, and siphoning off of one of his summoner's Chakra Natures, like a parasite leeching from it's host. Cornyx will passively absorb a large amount of the user's Chakra (60 Chakra), and from that point on he will be capable of using whatever Chakra Nature he absorbed from his Summoner. Cornyx can choose from any Elemental Nature his Summoner is in possession of, be it one of the Basic 5, an Advanced Nature like KG, or a special element, sound, rain etc... The more powerful and unique the Chakra nature, the more aggresive and avaricious Cornyx becomes in his pursuit of it, which may end up in him deliberately harming his Summoner in order to achieve new Chakra and the abilities and techniques they allow him. Through this ability he will be capable of using all of the Jutsu of that Element, up to and including S-Rank, without the need for handseals. With all Jutsu used by Cornyx logically counting towards the users total Jutsu per move. This ability to adapt to other natures can be used as many times as Cornyx wishes, however, it always incurs the cost of 30 Chakra from the user, and the Element(s) from the latest usage of this ability overtake the Element(s) from the last, meaning Cornyx cannot have access to mutliple Elements simultaneously.

Note: Can only be summoned once, and can remain on the field for a maximum of four turns.
Note: Cannot summon any other Griffin for the next two turns.
Note: Must have signed the Griffin contract.

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#1: (Gurifon Gijutsu: Alfheim no Hane Ame) Griffin Art: Feathered Rain of Alfheim


Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short - Long (Short AoE)
Chakra: 20
Damage: 40
Description: Many Flying Contracts have their Animals utilize their feathers in combat, giving them such special effects as exploding upon contact with a solid medium etc. The Griffin's of the Griffin Contract utilize this ability to great effect with their own Elemental Affinities. By channelling Elemental Chakra within their feathers, then firing them at their designated target, the Griffin's utilize their projectile-like feathers as a form of "Chakra Dampener". Because the feathers are loaded with a great amount of Elemental Chakra, once fired and separated from their Griffin, these feathers slowly "leak" this Chakra into their surroundings. This "leaked" Chakra acts as a buff or debuff to Jutsu, depending on the Element of the Jutsu being formed. For example, if a Water Style Griffin performed this technique, and the opponent is unaware of the influence it exerts into it's surroundings, and attempted to perform a Fire Style Jutsu, the leaked Water Style Chakra from the Griffin's feather would affect the Fire Style Jutsu, decreasing it's Rank by 1, affecting it's power and effectiveness as a result. The opposite is also true. If the same Griffin performed this technique, and fired a feather next to their Summoner, who then proceeds to use a Water Style Jutsu, it's Rank would be increased by 1, thus affecting it's power and effectiveness as a result. This technique can only detrimentally affect a Jutsu of the same Rank, or lower, while it can reinforce any Jutsu from E-Rank to A-Rank.

Note: Can only be used a total of six times per-match/event..
Note: Must have signed the Griffin CSC.

#2: (Gurifon Gijutsu: Targaryen no chi) - Griffin Art: The Blood of a Targaryen


Type:
Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: One of the greatest abilities of Griffins is, their immunity to fire. They can blaze through storms of fire, without even a scratch on their body. Their skin is so tough, that it can withstand even the hottest temperatures of fire. Users of the Griffin Contact can take advantage of this ability, by forming the seal of confrontation, to summon the Griffin's skin from their homeland (similar to summoning Toad stomach). As soon as the seal is formed, the user's body undergoes changes. From the pores of his skin, the skin of griffin emerges all over their body, like fungus taking over a piece of bread. The skin, red-black in color, creates a tight mesh over the user's body, to a form a coating over their existing skin, that provides certain qualities to the user's body. The Griffin skin serves two purposes: The first being the obvious, that it renders the user immune to all flame type fire attacks S-rank and below. However, the user will take damage if the fire attacks contain rocks or other debris (only impact damage). The second purpose is that, the skin helps the body to maintain homeostasis. Any changes in temperature outside, will not affect the body of the user. However, both these properties only work as long as the user is covered in the Griffin Skin. The skin being so tough, also allows the user to take lesser damage from taijutsu based attacks (-20 damage).
Note: The skin reverts to homeland after 4 turns.
Note: Can only be used once per battle/twice per event.
Note: Must have signed the Griffin contract.

#3 (Gurifon Gijutsu: Benzaiten & Idaten's Rourou Konkon) - Griffin Art: Benzaiten & Idaten's Resonant Cry

(Gurifon Gijutsu: Benzaiten & Idaten's Rourou Konkon) - Griffin Art: Benzaiten & Idaten's Resonant Cry
Type:
Supplementary, Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: While neither Benzaiten nor Idaten possess the skill or general Chakra control to perform Sound Release Genjutsu on their own, they can combine their Chakra's in the form of a loud, continuous and harmonized cry, that creates an A-Rank Illusion which affects a very wide omni-directional area, mid-range from each of them. Any target(s) of this Genjutsu-infused cry within a rough 15m radius that hears it is immediately rendered immobile, and trapped within a paralysing visual & auditory Genjutsu. Within this illusion the target witnesses themselves being bombarded by a flock of winged beasts, each one assaulting them with high pitched screams that reek of agony and suffering. In reality the target is constantly subjected to the harmonized cries of the two Griffin's, which isn't as powerful as a physical Sound Release technique, but still takes it's toll as time progresses. If the target(s) of this Genjutsu remain trapped within it's confines for the entirety of the two turns the twins can maintain, the mental strain that the Genjutsu inflicts will begin to appear, rendering the target(s) completely paralysed and deafened due to an intense ringing in their ear, a residual effect of the screams from both the twins, and the beasts within the Genjutsu. The after-effects of this Genjutsu take 2 full turns to recover from, by which point, the target(s) may have already been subjected to torturous forms of "play" by the twins, especially Idaten. The sound waves by themselves do not cause any physical damage, except mental damage that the target(s) receive while being subjected to the illusion. Also, since the user/summoner, has so much training with the two, he/she would've been used to the cry, and as such wouldn't get trapped in the illusion.

This Illusionary Technique is unique to Idaten and Benzaiten. While performing this Genjutsu, both Idaten and Benzaiten are solely occupied on maintaining this Genjutsu, and cannot use any other technique actively, however, as long as they are fuelling the Genjutsu with their harmonized cry, the Genjutsu cannot be broken through traditional means (Pain) because so long as the cry is fuelling the illusion, even if it's broken, it immediately traps the target(s) again (unless a Chakra surge is created to break the effects. The twins can maintain this Genjutsu for a max of 2 turns, before they must stop. This is because the strain on their vocal chords from performing the Genjutsu forces them to stop, before they do permanent damage to themselves. Also, to use this Genjutsu, either Idaten or Benzaiten (whoever produces the base note), will have to build up Chakra in their throat first (which lasts one turn), that creates a loud high-pitched noise, and then the other sibling, would join in, to harmonize the voice note, and thereby creating an illusion.

Note: Must be a signer of the Griffin contract.
Note: Can only be used twice per-match.
Note: Cool down of one turn before re-use.
Note: Benzaiten & Idaten must both be present to use this technique.
Note: Lasts for two turns.
Note: Cannot be layered with another Genjutsu.
 
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Alyx

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Custom element Japanese name: Sōruiton
Custom element English name: Algae Release

The element is based on: Water + Earth + Advanced Chakra Control.
Algae, like most other organic elements, is created by using the Earth element as a physical base and the Water element as a life-giver. The element follows the basic principles of Wood Release, but where wood primarily favors the characteristics of the Earth element; Algae are aquatic in nature.

Facts that prove the element to be possible (in the manga context):
In the manga we’ve seen Hashirama and Shinobi with his cells in their bodies demonstrate the ability to create living trees and wooden structures by combining the Earth and Water elements. The Algae element functions in a similar fashion, combining the same elements in order to create something quite different, yet with the same concept in mind.
The Narutoverse has revealed itself to be very similar to our own world. With the confirmed presence of large bodies of water, diseases and infections that imply the existence of microorganisms and even plants that resemble seaweed; it’s not a great stretch to place Algae in Kishimoto’s universe.

Furthermore, the Three-Tailed Beast had the ability of using it’s water chakra to create Coral from it’s body as a means of attacking. Seeing as how Algae and Coral share a symbiotic relationship in nature, with some Algae living within coral and viceversa, the existence of Coral and its creation through chakra can serve as further proof for the existence and the possible creation of Algae.

How it works:
As mentioned before; the Algae element functions through the combined properties of the elements Earth and Water.

What sets Algae apart from already existing elements is that while Mokuton, Root release and so on all have an identifiable and defined structures, Algae instead has an unstructured form. Essentially, Algae’s countless algal blooms form an amorphous mass of vegetation that has a sludge-esque consistency; and, unlike Mokuton that grows into a rigid or turgid shape, Algae instead flows and oozes as if it were mud. The formless algae that is produced can, in a similar manner to Water techniques, be sculpted by chakra into a variety of structures for attack and defense and condensed to hold a specific form.
The liquidos nature of Algae, in many cases, restricts it to growing from only moisture rich environments - i.e, Water, but can also extend to encompass growth from mist, swamps, or even just soaked earth. Essentially any source that’s damp or saturated enough to give Algae the moisture rich kick-start it needs to thrive on dryer terrestrial grounds as it spreads will work, and allow Algae to perform it’s maximum capacity.

The Algal element can be divided into Three Releases.

The Main Release:
Consists of formless, sludge like Algae with color(s) depending on the user’s chakra. The Main Release of the Algae element covers entities made of autotrophic Algae that are capable of being grown both from the user’s body and water sources due to Algae’s aquatic nature. The Main Release possesses immense ‘growing abilities’, being able to feed off of water to amplify its already intense growth-rate. Being largely photosynthetic and asexual in nature; the Main Release has everything it needs on the field and in itself.
A special ability of the Main Release is that it continues to grow even after the techniques that creates it has run out of momentum or been stopped/completed. Algae that hasn't been destroyed continues to divide itself and spread across the terrain (as long as there is sufficient water around), although at a slower rate. This feature is what gives Algae its terrain-changing properties.
The unique aspects that many Algae species may have can all fall under the umbrella of the Main Release and be exploited through use of specific techniques. Like water, which can be altered to be sticky, flammable, volatile and so on, Main Release Algae can be altered through use of techniques to gain abilities attributed to some of its genera and species, (I.e frost resistance and etc), and very rarely it may exhibit physique based changes or growths, such as algal flowers. However Algae does not produce replicas of every single species as Plant or Mushroom release might, instead the sludge forms an umbrella in which the varying abilities of all Algae can be encompassed.

The user can also create structured, seaweed like Algae. The alternative release essentially consists of slimy tendrils of seaweed of the brown algae variety, such as kelp, that can be shaped and sized to the user’s preferences, in essence the main difference between this, and the main release, is that the Alternative release takes on a more defined form by being comprised of larger algae species rather than the smaller, aggregated blooms of the Main Release, outside of that they are virtually identically in terms of abilities.

The user can also create spores which will grow into Algae release structures and techniques, however on occasion spores will develop into a select few algae species that the CE will utilise, as it will not aim for the breadth that Mushrooms and Plant release have in terms of invoking exact replicas of every specific plant or mushroom observable in nature.

Usage Examples:

Spoiler
Conditions to be able to use it:
Mastery of the Earth Element.
Mastery of the Water Element.
Advanced Chakra Control.

Is Weak to:

Dust: The Dust elements boasts the unique and devastating capability of being capable of piercing, tearing and shredding matter on a molecular level. Of course the Algae element would also fall victim to this ability, being torn to microscopic shreds. While the regenerative abilities of Algae may attempt to resist this; the overall overwhelming abilities of Dust that were shown to be capable of completely eliminating earthen structures would easily overcome this aspect.

Storm: The Storm element has shown beam-like capabilities which exhibit prominent blasting-like piercing properties. It's the high-powered piercing aspect that grants the Storm element an edge over the Algae element, similar to the Algae element's weakness to Lightning.

Lightning and Custom Piercing Variants: The piercing properties of the Lightning element offers it a significant edge when faced with Algae. Though the organisms are hardly conductive by themselves, the often aquatic and organic features of Algae leaves Lightning with an elemental advantage. The same concept applies to custom variations of the Lightning element with great piercing power.

Wind and Custom Variants: Like Lightning, the Wind element’s ability to pierce through most materials poses a significant threat to the Algae element. The same concept applies to custom variations of the Wind element.

Is Strong Against:

Earth: Similar to Wood Release, Algae can infiltrate and break Earth apart from within.

Fire and some Custom Variants: Being both autotrophic, photosynthetic and aquatic in nature; Algae have a rather unique relationship with fire-based elements. Though Fire holds a significant advantage over most organic elements, Algae’s ability to undergo rapid growth when exposed to carbon dioxide and light, both of which are byproducts of fire, puts the two at somewhat of a stalemate. The offset to this stalemate lies within Algae’s aquatic nature, being that the element largely favors Water in its creation. When exposed to the Fire element and most of its variations; Algae responds to the drastic increase in heat by forcefully absorbing nearby moisture as to keep itself saturated with water. Since Algae is very damp, it is virtually impervious to burning.

Note that superheated variations of the Fire element may bypass this elemental weakness. I.e. Sun Fire.

Ice: Algae naturally displays an immense resistance to cold, being capable of growing on and near Ice and snow. This resistance is personified in the Algae element, thus rather than viewing Ice as Ice; Algae simply views Ice as frozen water, looking upon the Ice as simply another source of food to supply its growth. This paired with the fact that it can destroy ice much like it does Earth results in this particular elemental strength.

Water: Since the Algae element uses Water as a foundation for its creation; Algae would, much like Mokuton, feed off of Water in its attempt to grow, thus making it strong against Water.


Co-creator: Zero Kelvin

Students I passed this custom element on too: Rust & Mirai


(Sōruiton ♦ Jeneshisu) – Algae Release ♦ Genesis
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: This technique involves the creation of masses of algal sludge from either a water source, moisture rich earth, or through the release of rapidly proliferating algal blooms that will spread out from the user's body into layers of expanding algal sludge. The sludge will exhibit an incredible growth rate that will have it multiply in size several times per second - the end result will be perhaps the most powerful terrain-change afforded by Algae techniques. The battlefield will morph so that every square inch is covered by thick, expanded layers of algae sludge that will blanket unevenly across the terrain. At certain points the blanket of sludge will peak into giant twists and tangles of seaweed that will spire up from the layer of sludge high into the air. While numerous spores will be released from the sludge and spires to harmlessly float about the battlefield. Ultimately, this technique will bear resemblance to the birth of an algae forest, or perhaps world. While the user will be capable of traversing over the layers of sludge unencumbered, opponents will find their footing unstable and the viscosity of the sludge precarious, resulting in a 3 point reduction in their base speed. Furthermore, the sludge will cut contact with the ground below and passively metabolise both earth and water, therefore preventing the use of earth or water techniques from the ground below (excluding those above S-Rank), and, the algae, being especially predatory towards water will prevent the materialisation of water from the air by rapidly absorbing any precipitation to remain hydrated. Water or Earth released from elsewhere will, if in contact with Genesis Algae for a turn be passively metabolised and transformed to become a part of the Algae forest. The Algae forest can be easily destroyed by a suitable lightning or wind natured technique of adequate scale. The sludge and seaweed can be passively manipulated for supplementary and obstructive purposes, such as binding and defense.
-Can only be used twice, lasts until destroyed and upon destruction has a four turn cooldown between uses.
-Any spores on the battlefield will be triggered by the initiation of Genesis, and will rapidly proliferate and expand into Genesis sludge so as to facilitate a faster creation of an Algal world.
-No Algae techniques above A rank for the rest of the turn.
-Requires Three [3] Handseals

(Sōruiton ♦ Hametsu) – Algae Release ♦ Pandora
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: By compressing the standardized sludge of the element this technique allows the user to create a solid, defensive structure of algae originating from their person or a preexisting source of algae. Highly dense, the structure itself constitutes as a strong defense, bolstered further by the fact that when enemy techniques connect with the structure the impact will trigger the structure’s latent ability; a rapid algal bloom. Depending on the nature and power of the impacting technique the algae bloom will either occur faster or slower than normal, as the structure expands outwards into masses of algal sludge designed to either metabolise or smother the incoming threat. Elements weak to algae will increase the speed with which the algae proliferate and vice versa. The user can somewhat influence the appearance and nature of the algae bloom, but in general it will result in a damp landscape abundant with layers of sludgy algae, seaweeds and spores. The potency of this defence can be increased further when the user is in direct contact with the structure. In which case the user can, by funnelling chakra into the Algae structure as it blooms, facilitate the cellular division and expansion of the Algae to produce a perpetually regenerating and expanding defence capable of withstanding the onslaught of any attack regardless of their damage value (Techniques Algae is weak to will be capable of destroying Algae faster than it can proliferate, easily overcoming this clause). This deducts 20 chakra per turn, and while in use the user cannot mould chakra for other techniques - making it best utilised as a singular defence. Alternatively, Pandora can be utilised before (same time-frame) the usage of a second Algae technique so as to implant the impact-bloom response of Pandora onto the next Algae technique used. This does not increase the technique's strength. In this case Pandora's potency will be relative to that of the infused Algae techniques strength.

(Sōruiton ♦ Mede~Yūsa) – Algae Release ♦ Medusa
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: N/A (60)
Description: This technique allows the user to produce an algal bloom within a desired water source. During the algal bloom the algae will proliferate across the targeted water source at a rapid rate and can be made to either metabolize it, converting it entirely into an algae structure, or infest it, in which case the water source will largely remain intact, but will be infested with algae to such an extent that it will be non-manipulable to those unable to use algae release. (The user, however, will be capable of manipulating the new water source through either algae techniques or water jutsu). The user can then control the product of Medusa through use of hand movements for either offensive or defensive purposes. This technique is applicable to S rank and below water sources, and is efficient enough to convert immense sources of water such as those produced by ‘Great Exploding Colliding Wave’ in moments, furthermore, Medusa will possess and exhibit any special properties or effects that the metabolised water had, now tailored towards the users benefit and the enemies deficit.
- Can only be used four times.
- Is also effective against water-based liquids, or earth based semi-liquids (such as mud), and aggregate sources of liquid.
- Sustaining the technique for manipulation drains 10 chakra per turn and limits the user to Algae techniques and elements it's composed of.

(Sōruiton ♦ Hōshi Hōdan) – Algae Release ♦ Spore Cannon
Type: Offensive/Supplementary
Rank: A-Rank
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: This technique allows the user to manipulate an existing source of algae from which a large structure can be formed, or create one where it is logically possible to do so. The structure can take many forms to suit the user’s needs and can be freely manipulated through mental commands. No matter its shape, however, the structure always consists of layers of compressed algal sludge, or alternatively any type of seaweed, covering huge amounts of spores. The structure possesses no inherent offensive abilities, but when the user wishes it to be so, or when a ranked attack connects with it, the structure dissolves, essentially exploding outwards as the spores spread across mid range. This technique is thus two-pronged, in that even if an opponent overwhelms the structure the spores will still explode outwards. This can be avoided, though it requires the complete destruction of the structure on impact. The spores themselves can be activated or deactivated at will. They quickly germinate, feed, proliferate and then die, resulting in a high concentration of thriving dying, dead and decaying organic matter that rapidly consumes any substance it can metabolise. If only positioned externally the algae simply proliferates wildly, essentially crushing its target, though this can be ineffective against many energy-based techniques. Alternatively, Spore Cannon can be utilised before the usage of a second Algae technique so as to implant spores, and the effects of Spore Cannon, onto the next Algae technique used. In this case Spore Canon’s potency will be relative to that of the infused Algae techniques strength.
-Can only be utilised as an infusion twice. When utilised as infusion, because it will have no inherent power in, and of itself, it will be useable in the same time-frame as the next performed Algae technique.
-The structure can remain active on the field until it is detonated.
-Can only be used four times per battle.

(Sōruiton ♦ Ewa ) – Algae Release ♦ Eywa
Type: Offensive/Defensive/Supplementary
Rank: D-S Rank
Range: Short-Long
Chakra cost: 10-40
Damage points: 20-80
Description: Eywa encapsulates the user's universal control over Algae. Through the use of a single handseal, the user can birth algae, or re-shape preexisting algae into various offensive, defensive, or supplementary structures of varying strengths and sizes. By exploring the full spectrum of Algae’s semi-solid, formless and aggregate nature various effects can be achieved, such as waves and blasts of sludge-esque algae, densely packed algae for hard walls, rigid spears, spikes and the like, or shaped yet flexible structures such as whips or tendrils and so on. Algae can adopt various hues and colours, continuously grow and proliferate if left unattended. Birthed algae can either be released from the user's’ body, from a source of water (whole or aggregate), a pre-existing source of algae, or from moisture saturated earth, and its strength and size will vary according to the amount of chakra utilised to create it. In the case of reshaping existing algae however, the size and strength will correlate to that of the original structures. Eywa also facilitates the creation of seaweed-esque structures, and the release of Algal spores that can be triggered at a later date.( These being generic spores that entail generic applications explored and alluded to within the CE submission.)
- At the cost of 10 chakra per turn, the user can sustain control over created structures for continuous manipulation that allows structures to be guided through land, sea or sky, this however limits the user to the usage of Algae, the elements it is composed of, and non elemental abilities. It can be maintained for a maximum of four turns.
- By expending 5 chakra the user can amplify the colour pigments of the created algal bloom for the effect of bioluminescence- bioluminescence is prevalent across a variety of algae species and - in accordance with Algae's generalist catch-all nature, and the nature of Eywa as a generalist technique of such an element, the effect of bioluminescence can be summoned in Eywa Algae. Bioluminescent algae will glow with an intense light.
- S ranked applications require two handseals and can only be utilized thrice.
-No S-Rank or above Algae in the user's next turn when the S-Rank version is utilized

(Sōruiton ♦ Sentorī) – Algae Release ♦ Sentinel
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: The user will perform three handseals for the creation of a familiar of higher sentience formed of Algae; the Sentinel. A Sentinel typically appears as a humanoid entity, devoid of real facial features, lacking a real neck, stocky in proportions, possessing arms of exaggerated size that drape down to below its knees, stump like legs and three cylindric fingers that sprout from each hand, which are indistinguishable from its arms as it lacks any real joints or contouring, capable of ranging from human size to truly gargantuan proportions such as that of 'Great Stone Golem'. True to the formless nature of Algae however, the Sentinel is freely capable of shapeshifting from one form to another, adopting any shape or size that pleases him or his summoner. As an extension of this it also possesses the ability to regenerate, anything less than full destruction will allow the Sentinel to swiftly re-assume its full power and whatever shape it was in, or a new shape should it so wish. The Sentinel will continue to persist so long as the Algae that comprise it exist. Depending on the attributes instilled on creation, either a Red or a Green Sentinel will be created, Red Sentinel's are typically comprised of Algae that thrive when embedded in sediment, near rocks or in shallower waters, as opposed to Green which prefers deep, free waters; as a result, Red Sentinel's are capable of utilising all Algae techniques, and S rank and below Earth techniques, whereas its counterpart, the Green Sentinel, is proficient in all Algae techniques, and S rank and below techniques of the Water element. While Sentinel's employ a running speed that is, at best, extremely lethargic (half that of the users), it is capable of phasing through sources of earth and algae (Red Sentinel) or Water and Algae (Green Sentinel) at up to twice the users base speed. While only one Sentinel can be created at a time, a Sentinel is capable of dividing itself into multiple iterations of itself, however it is only capable of creating up to one fully functional copy at a time, the rest will lack the ability to utilise jutsu, therefore while its physical and innate power will be split among them, its abilities won't exactly be.
- Can only be used twice, when created lasts four turns, with a three turn cool down between usages.
- Any jutsu that the Sentinel utilises counts towards its move count, innate abilities are passive, however creating a fully functional copy requires a move.
- Once a Sentinel expires or is destroyed, the user will not be able to utilise Algae techniques above A rank for three turns.
- Spores are constantly released in the Sentinel's wake.
- Regardless of the users will, so long as the user is alive, a Sentinel will passively sap 10 chakra per turn to remain functional. The user can however forcefully will the Sentinel's destruction, or, can will a Sentinel into a state of non-chakra-sustained dormancy, turning the Sentinel inactive until they re-activate it again (30 chakra cost for reactivation).

(Sōruiton ♦ ) – Algae Release ♦ Synchronisation
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage points: N/A
Description: As outlined in the CE, Algae possesses a formless nature that allows individual techniques to freely adopt multiple traits, even those that might otherwise be specific to, or unique to a certain genera or species. Furthermore, Algae exists as a symbiotic element and Synchronisation seeks to take advantage of these two traits. When two individual Algae structures meet, Synchronisation will passively activate to trigger Algae’s nature as a horde ce - wherein any trait manifestable in its constituent parts can be manifested in the greater whole, thus allowing for the assimilation of abilities. I.e: Bioluminescence can be gained by contact with a bioluminescent algae structure, for instance, as algae preserves the information of, and mimicries other algae that it contacts.
Notes: This can only be triggered once per turn, and boosts cannot be mimicked, only physical qualities innate to the Algae technique; such as spore production, bioluminescence, etc.

(Sōruiton ♦ Chōetsu Ijō Zōshoku) – Algae Release ♦ Orbis Caeruleus
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Orbis Caeruleus seeks to encapsulate the nature of one of the two principals qualities of the life cycle - growth and feeding. In this case, Orbis Caeruleus' focus is on growth. At a baseline, techniques produced through use of Orbis will possess an increased potential for rapid growth cycles and explosive levels of asexual reproduction. As such, the traits of endless growth and reproduction will manifest the ability to regenerate to fully restored health - wherein Algae techniques that are not fully destroyed in a clash will experience a spike in asexual reproduction and maturation that will promptly regenerate the technique to their previous apex power. However, perhaps more considerable than this is the innate power of Orbis Algae to, essentially, grow infinitely. As described in the CE, Algae techniques will continuously expand and grow so long as they are left on the field. In the case of the Orbis Caeruleus variety however, it will adopt an enhanced reactive trait wherein when attacked, a rapid growth phase will be triggered. By this growth phase, Caeruleus Algal structures that can withstand the opposing attack will be bolstered by their defensive mechanism of exponential growth, and regrow at increased strength (+20). This effect can be triggered up to two times, increasing the boost by a cumulative 20 for each occurrence. For techniques without a damage component, they will instead attain a +20 damage resistance. In line with this, an Algae techniques non-damage related abilities will increase by one ranks worth of effectiveness, thereby reflecting it's continued evolution. For instance, if an Algae technique produces bioluminescence that can illuminate through C rank mist and blind for one turn, it will now be capable of blinding through B rank mist, and for up to two turns. (In turn, the user cannot apply any other damage boosts to Orbis Algae, and any other damage boost already applied will instead be overridden with this effect - the user can however choose to omit this effect entirely from a technique with Orbis). The user can produce Algae of the Orbis Caeruleus variety, with structures produced in accordance with Eywa (waves, blasts, shields, spears, spikes, etc, essentially any physical shape imaginable of either liquidus of compressed form), through the use of three handseals. Alternatively, Orbis Caeruleus can be utilised before/directly after the usage of a second Algae technique (works in same timeframe) so as to impart the growth heightened blooms, and the full effects of Orbis onto the Algae technique used. This does not increase or alter the technique's base strength.

Notes: Creation of Orbis Caeruleus structures, or transfusion to shift the innate qualities of an algae technique to include the effects of Orbis can only be done three times per battle, counts as a move, requires a three turn cooldown between uses and the user cannot use Algae, Earth or Water above A rank on the turn after the Orbis Caeruleus technique is created.
Note: The reactive growth phase only responds to enemy techniques, the user or their allies cannot attack Caeruleus to trigger this trait. Furthermore, the growth phase occurs after the clash, not before or during. Therefore, on impact, the Algae won't suddenly grow strong enough to withstand an enemy technique that would have destroyed it beforehand.

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Alyx

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(Bijuutsu : Fu Kinkou) Tailed Beast Technique: Imbalance
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: N/A (+20 Per Technique)
Damage Points: N/A
Description: Utilizing the concept of Duality, this sister technique came to life - as the user will infuse both positive black chakra and negative white chakra into that of a technique of their choice. A positive to negative ratio of 6:4 is used, giving it similar properties to the tailed beast bomb technique in terms of destructive capability, though not on that level of course. Mixing the tailed beast chakra with another technique makes it predictably unstable, and as such it can only be used with supplementary or defensive techniques with no offensive capability. Once this chakra has been mixed in to the other technique, it becomes dangerously unstable itself, causing it to explode with strength equal to the rank of the original technique. This is due the ratio of bijuu chakra infused into it, as seen when a Bijuudama meets it's end point it would explode violently. This can only be used four times per battle, with a cool down of two turns between each use and no Bijuu techniques above A rank in the same turn. Explosions produced through this technique cover a short-ranged radial reach.
-Can only be used with techniques that have no damage

(Bijuu Fuinjutsu: Akuma no mado shīru) - Tailed Beast Sealing Technique: Demon's Window Seal
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (for activation)
Damage: N/A
Description: This seal was created specifically for Jinchuriki as a way of giving their Bijuu a more active role in battle. The Demon's Window Seal is placed on a Jinchuriki's body and gives their Bijuu a window into the outside world, appearing as a "screen" of sorts inside their inner sanctum. This allows them to see in the direction that the seal is facing, with a standard field of view. A common location for the seal is the nape of the Jinchuriki's neck which allows the Bijuu to watch their host's back, though more offensively minded Jinchuriki may place the seal elsewhere. This viewing window is active at all times as a passive function for the seal.Beyond being able to see through the seal, the Bijuu and host are able to activate it to create a temporary gateway into the real world, appearing as an enlarged version of the seal in the air at the desired location. While not large enough for the Bijuu to escape through, it does allow the passage of a limb or tail, or even a technique. Whether it is the Bijuu or the Host activating the seal, the gateway must be created within eye sight. Should the Tailed Beast attack through the gateway with a limb or tail, the strength of the attack is A rank. They are able to use techniques of the fields they can use during its full transformation (e.g. Wind and Sand for Shukaku, or Wind and Taijutsu for Chomei), but with half the added power bonus and excluding any technique that is exclusive to their full transformation. The gateway can only be used for one action per usage, after which it closes.
-Must be stated in the biography, along with location on the body.
-Can only be activated four times per battle.
-Physical attacks count as A-rank in strength, but do not count as a move in the user's turn.
-Activation of the seal counts as a move in the user's turn, as does any technique released through the gateway

(Bijuutsu : Negai) Tailed Beast Technique: Wishbearer
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: N/A (+10 Per Technique)
Damage Points: N/A
Description: A unique technique that utilizes the chakra of which a Bijuu is capable of transferring into it's Jinchuriki. This chakra is commonly refered in two different types, negative white chakra and positive black chakra as seen when a Jinchuriki/Bijuu is stabilizing the ratio within a Bijuudama. However this is infusion technique in which allows the Jinchurki to separately infuse one of the mentioned chakra forms above in order to achieve unique effects, while also recreating the ratio balance within i.e elemental ninjutsu.

Positive Black Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; allowing for the selected technique to have it's nautral weakness removed and instead behave akin to Bijuu Chakra; thus being neutral to all. This process is done by tampering with the ratio of the technique, allowing for the infused jutsu to be created just as normal but with the additional chakra it would play the role of neutralizing the selected technique. The infused technique of course remains the same; having i.e fire still capable of dealing burning damage etc. One cosmetic change however is the infused techniques tend to appear more darker than normal, showing that the technique is under the effects of the infusion.

Negative White Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; will seek to become enhanced and gain far more power than before. The technique in question will gain an additional rank for A Ranks and below while S Ranks and above will gain +20. This is based on the idea of wanting to empower other techniques the Bijuu has no inherit affinity towards such as the Nibi towards Fire Release and as such cannot be applied to it. One cosmetic change however is the infused techniques tend to appear more lighter than normal, showing that the technique is under the effects of the infusion.

Each infusion can only be used twice per battle; though the technique over all may be used four times. Infusion lasts as long as the applied technique, while this technique goes on a two turn cool while no S Rank and above Bijutsu in the same and next turn.

(Bijuutsu: Tōka-ritsu) - Tailed Beast Technique: Transmittance
Type: Attack/Defense/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage: 40-80
Description: This technique is a basic and general one that can be used by any jinchuriki, or pseudo-jinchuriki, that is capable of achieving a chakra shroud. Using that same basic concept, the jinchuriki draws out their tailed beast chakra, but instead of allowing it to form a shroud they utilize shape manipulation to re-purpose it in a way of their choosing. This can be used to create a wide assortment of objects such as pillars, shields, waves, etc. As the chakra is released from the jinchuriki's body, these things must originate from their body and cannot "appear" elsewhere on the field. These techniques share the same translucent red-orange as the jinchuriki's chakra shroud. S Rank Version can only be used thrice per battle with a cool down of two turns between each use while no Bijutsu A rank and above in the same turn.

Bijutsu - Bijūdo | Tailed Beast Skill - Tailed Beast Fury
Rank:
C
Type: Supplementary
Range: N/A
Chakra: 30
Damage: N/A
Description: This technique is a passive skill granted to Tailed Beasts, and by extension their Jinchuurikis. As the Tailed Beasts are beings made of pure chakra, they are able to maintain control and sentience through their chakra when the Jinchuuriki is using a transformation that allows the use of chakra arms or partial transformations. The Tailed Beast may independently control the body parts allowing them to act on their own with or without input from the Jinchuuriki and allowing the Tailed Beast to fight without being fully released. This allows the Tailed Beast to protect their host against threats they may not be aware of or even surmount a surprise attack when the opponent least expects it. Due to the unpredictable nature of this ability, this control can be initiated at any time not costing a move and within the same timeframe as another technique. This skill makes it hard for even a fully matured Sharingan user to track and react to the sudden movements as there are no outward signs to signify the manipulation taking place.
Note:
The jinchuuriki must have a chakra shroud or be in initial transformation to use. Naruto bios may use this technique in any of his Bijuu Modes.

Bijutsu: Haraguroi Gyakumodori (Tailed Beast Skill: Malicious Reversal)
Type: Defence
Rank: A
Chakra: 30
Damage: Equal to the Opponents attack
Description: When the user uses their bijuu's chakra they use this jutsu to Reverse any A-E Rank jutsu. Earth justu are Hardened or Crumbled depending on the type, Fire and Wind Jutsu are Reversed back at the opponent, Lightning and water are either reversed or dissapated depending on te type of jutsu being used.
(only useable 4 times a battle)
(may be used without transforming into the bijuu)

(Aoi Katon/Inton: Hason Jigoku) Blue Fire Release/Yin Release: Corrupting Hellblaze
Type: Defensive, Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: N/A
Description: Corrupting Hellblaze is a technique unique to the Jinchuriki of the Nibi, to which the user combines its Spiritual Blue Flames and Yin Release. Utilizing the high spiritual nature of both skills, the user is capable of causing spiritual burning to other spiritual entities present; namely ones such as Hungry Ghost and its other spiritual parasite counterparts, Hands of Sloth etc. This can be performed in two ways, the first being spiritual tethers currently affecting the user, using the flames to ‘burn’ away the tether and severing its control on them. The other is more present entities like the previously mentioned Hands of Sloth, but the unique thing about this burning is once it does this - the user’s own Yin Release energy forcefully takes over the opposing technique. In simpler terms, the spiritual flames seek to burn the opponent’s chakra within while also forcefully taking control over it. In the case of tethers, the user will reflect the parasite and its effects back at the opponent while others will become ablaze with the Spiritual Blue Flames, appearing more ghastly. In the case of non tethering entities, the technique stolen gains an additional +20 DMG increase as a result as well, though it must be inherently offensive in order to gain this. This only works on techniques of 70 chakra and below, but can only affect spiritual based techniques while other physical techniques cannot be targeted. Can only be used twice per battle, with a cool down of three turns after use, while leaving the user unable to use Blue Fire Release nor Yin Release above A Rank for two turns after use. This technique’s control persists for as long as the entity is capable of.

(Aoi Katon/Inton: Yōkai ) Blue Fire Release/Yin Release: Strange Apparition
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 60 ( -20 Per Turn)
Damage: 120
Description: Yōkai is a technique derived from "Blue Fire Release/Yin Release: Corrupting Hellblaze; borrowing on the concept of merging high amounts of Yin Energy into the Spiritual Blue Flames. What causes this technique to differ from its parent technique is applying the principles presented to the physique of the Jinchuriki instead. By surging the chakra throughout the body, the user immediately turns themselves into an embodiment of the mixture. This comes with some immediate benefits, as the user is no longer physically present and now in a spiritual flaming state, chakraless taijutsu techniques would simply pass through the user's form, gifting them complete immunity though of course. Anyone who passes through the user's form will be inflicted immediately with a high amount of spiritual damage, while also applying the "Burn Heal" to them, though targeted to their spiritual side instead as it burns away at it. This form naturally lasts three turns, in which the user is only capable of using Blue Fire Release, Fire Release and other non elemental based techniques. Other chakra based techniques are capable of interacting with the user, which if impact is made, the user still suffers damage directly upon impact. Once the technique ends, be willingly or not forces a cooldown time of three turns before being able to be used again, though in that same timeframe leaves the user unable to use Yin Release and Spiritual Blue Fire of A Rank and above.

(Aoi Katon/Inton: Hiretsuna hōka-jutsu ) Blue Fire Release/Yin Release: Vile Pyromancy
Type: Supplementary, Offensive
Rank: S
Range: Short - Long
Chakra: 50
Damage: N/A
Description: Vile Pyromancy is a technique that utilizes the Spiritual Blue Flames of the Nibi- mixed in with Yin Energy. Upon casting a technique, the user will apply an additional amount of chakra into said technique in order to lace it with a unique spiritual parasite in the same time frame. Upon clashing with an opposing foreign technique- said parasite will instantly latch onto the target’s chakra and become applied to them. On the surface- there’s not immediate effect, allowing the parasite to remains dormant and undetected unless the opponent is capable of sensing chakra/detecting spiritual entities. Vile Pyromancy however was created with the intention of punishing enemies who strictly utilize specific elements or skills. In more literal terms - the original technique it latched onto becomes the ‘source’ of the parasite’s targeting (i.e if the original opposing technique was Fire Release, it only applies when the opponent uses that). They experience a modified version of the user’s Burn Heal perk, which upon each time a technique of said element/skill is used- they immediately suffer a -10 HP drop to their spiritual health. Upon being successfully triggered- the opponent feels a heated sensation, akin to a fever when inflicted. Surges or Barriers of Anutu, Yang, Yin-Yang or Natural Energy can break or prevent the tethering. Can only be used thrice per battle, which after utilizing the user cannot use again for three turns, nor capable of using A Rank Yin and Spiritual Blue Fire in the same turn and after initial activation. The parasite naturally fades away after four turns of exposure.
 
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Custom Element Japanese Name:

Meromeroton

Custom Element English Name:

Perfume Release

The element is based on:

Water + Earth + Fire

Water give it a medium and fluidity, Earth provides the minerals and give it the scent, altering the structure of the water, the Fire links everything together.

Facts that prove the element to be possible (in the manga context): Perfume release is basically a chakra-based scented alcohol. It's not that far fetched to come up with a perfume in the Ninja World, nor the abilities I'm linking it with. Basically it has 2 components, the liquid (medium) and the scent. The scent will carry out different effects, varying from sexual attraction, toxicity and genjutsu. The liquid would be flammable, like any alcohol, and carry different types of toxicity.

How it works:

Just like all elements shown in Naruto World, Perfume Release is divided in 3 categories:

  1. The Main Release: A scented alcohol slightly pink in color. The perfume carries the scent of the user, along with subtle pheromones. Much like Fire creating balls or jets of flames or water creating waves or streams of normal water.
  2. The Alternative Release: Perfume parts, like pure Vaporized, much like Water creates Oil and Syrup and Earth creates Mud, or Fire creating Gas and Ashes
  3. The Specific Release: Specific Perfumes, with specific attributes and powers, such as different Genjutsu Inducer perfumes, specific poisons and toxicities or Perfumes with acid properties, much like Lava is able to create Quicklime Congealing, or Earth/Sand using only specific minerals to enhance the thickness of it’s structures.
The above categories’ specificity varies as the number increases. The Main Release, no matter the technique, will always have the same weaknesses and characteristics. The Alternative Release will have a slight wider range, though still maintaining the same (or roughly the same) characteristics and weaknesses among them. The Specific Release will have their own Jutsu with their own description, some even differing on the initial weaknesses.

The Main Release, as said above, will create a slightly pink colored liquid perfume, with the following constant abilities, which are mimicking the reality as we know it, but slightly enhanced as developed by fight orientated kunoichi and with the aid of chakra:

  • Liquid: The perfume will be released as scented liquid, which the user can manipulate to create fluid shields, weapons or waves, vortexes etc.
  • Scent Masking: The perfume carries the scent of the user, which will immediately throw off the Smell tracking abilities of humans and animals alike, no matter the rank or expertises.
  • Sexual Attraction: It follows the fundamental principle of perfume, which is to attract people. The main release perfume carries pheromones which act like a subtle version of Hellsbadass' Man of Love technique (Permission granted), making the opponents more attracted and lenient to the user, and preventing low ranked summoning animals from attacking the user entirely (C rank and bellow).
  • Flammability and Temperature: The alcohol has an high flammability and yet a low boiling point, lower than water, and will carry out fire and fuel it for extend periods of time, while better and more abundantly releasing it's scent, thus making it a great combination with Fire and Fire based jutsus,
  • Toxicity: The perfume is venomous to organic elements, such as Mushroom, Roots and Wood, killing them if absorbed, along with Summoning animals and humans, leading to multiple organ failures.
  • Freezing Resistent: Low freezing point, which, enhanced by chakra, will give the element protection against the freezing abilities of many Elements and Custom Elements, allowing it to remain in the liquid state against freezing jutsus from the same rank. (Solid Elements will still contain the liquid)
The Vaporized version is basically the Main Release Perfume purely in gaseous state that is able to spread as a mist through the air, and infect the opponent’s organism through inhalation. It is created by using more Fire than Water. It’s air proliferation can be stopped by Solid structures like those created by the Earth Element or blown back by Wind.

The Specific Releases may include perfumes with different scents and effects, perfume with specific toxicities or perfumes with some degree of acidity.

Idea behind its creation: Perfume as a very feminine and versatile element. Meromeroton comes from the japanese onomatopoeia "Meromero" which is "to fall down drunk", including being overcome with emotion such as love or lust.

Conditions to be able to use it: Mastery of Water, Earth and Fire. Be a Kunoichi or transcend the gender boundaries (Man of Love)

Is weak to:

  • Earth: Perfume in any state can be contained by Earth or Earth based Elements. Yet it can work as a double edged sword. If the Earth isn't thick enough, it will be infused with the scent, so the liquid will be stopped, yet the secondary effects won't.
  • Lightning: Given the minerals infused in the perfume, it is highly conductive of electricity. If the user is touching the perfume, one will get electrocuted.
  • Wind: The Vaporized Perfume can be blown back by Wind. Wind can also keep the scent away from the other versions.
Is strong against:

  • Water: Water will spread the liquid and scent and can be infused with the Vaporized version.
  • Wind: The Liquid will be stronger than wind, yet the scent
    will be blown through the duration of the wind jutsu. Still in the category of wind, Perfume is strong against Ice and other Cold CE, given it's low freezing point enhanced by chakra.
  • Fire: Given the low boiling point of the Perfume and flammability, this element is strong against Fire and other Hot CE. This is provided that Fire and other hot intangible elements, when confronted with this tangible element, will be blocked and continue infused in the perfume, while helping diffuse the scent. Exception for these would be Hot CE that carry a strong substantial form, like Magma, thus overthrowing the substantial part of Perfume, and elements that carry a similarly thick structure, like Greek Fire, Ignited Water Release Oil, Ignited Toad Oil, etc.
Co-creator:

Hellsbadass

Students I passed this custom element on too:

Ðiscordia & Mirai

( Meromeroton: Mane ღ Mane) Perfume Release: Laveau's Sorcery ღ Mimétisme
Rank: D
Type: Supplementary
Range: N/A
Chakra Cost: N/A (+10)
Damage Points: N/A
Description: This technique stands as the ability to change the medium of a Genjutsu to that of scent, utilizing Perfume chakra to cast the Genjutsu. This can be done handsealessly, spiting out a nearly invisible mist of vaporous colorful perfume that will spread up to 15 meters in a direction or all around (Short-Mid) or with 1 handseal, allowing the user to grow a great flower, resembling a voodoo lily, made of liquid perfume, within range, though at least 3 meters from the opponent which will spread the scent 15 meters around it (Short-Mid for creation of flower; Genjutsu effect up to Mid-range around the flower).

*The mist/flower remain active for 2 turns in the air unless countered or dispersed. The scent itself has the autonomy of 1 turn without the support of it's origin.*
*Can only be used 4 times for an A rank Genjutsu, and 2 time for an S rank Genjutsu*
*The genjutsu used through this technique must be posted along. The chakra cost will still stand for both ( 10 + Genjutsu ), but it will count as 1 jutsu*
*The mist itself is a D-Rank Perfume technique in strength and can be countered following normal elemental strengths and weaknesses; rank of the illusion cast is that of the original illusion with no added strength*
*The user is capable of compressing the perfume in a vial, through the same 1 handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*
*Can only be used once every 2 turns*

(Meromeroton: Bane ღ Bane ) Perfume Release: Antoinette's Naiveté ღ Grande-Plié
Rank: D-S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 10-40
Damage Points: 20-80
Description: Grande-Plié allows the user to materialize a large quantity of Main Release perfume from her body and direct it to the opponent in a multitude of manners. The strength and quantity of the perfume are dependent on the chakra and rank used.After the user directs the perfume, the user is able to change the direction once, with one handseal. The liquid has the appearance of a swarm of jasmine blossoms and fine brioches, even though it's a concise mass of liquid. A particularity of this technique is that, while having the properties of Main Release perfume, its actual scent is variable, allowing for the user to mimic any smell, be it chocolate, croissants, fruits, etc. Exposure to air has the perfume become scentless and inert after 3 turns.

Note: B rank and higher can only be done once every 2 turns. A rank can only be used 5 times. S rank can only be used 3 times per battle.
Note: Changing directions counts toward the 3 jutsus per turn limit*
Note: With another handseal, the user is able to materialize the perfume inside vials, which will keep the perfume indefinitely, without exposing it to air*
*Inert and scent-less perfume can replace as a medium of using other Perfume techniques*

(Meromeroton: Pika ღ Pika ) Perfume Release: Monroe's Youth ღ Embellir
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: N/A ( +10 per water jutsu )
Damage Points: N/A
Description: Allows the user to preform any Water element jutsu using the main release perfume with an added +10 chakra cost. This does not add to the damage of the water jutsu. This technique works by expelling perfume in its vaporized form which will mix with the water and transfer it's properties to it, as such, when a water jutsu is used short range (spat, released from one's hands, etc), it can come out out infused with the Main Release perfume, with a slight glow like tiny diamond petals, of varying color, depending on the user. This jutsu is always coupled with a water jutsu. The combination will retrieve the chakra cost from both techniques, but will only count as one move towards the turn's count.

Embed in this skill is the ability to use Water/Perfume chakra to manipulate a standing source of liquid perfume, as the perfume's body is heavily composed of water, in addition to the ethanol, infused with scented minerals and chakra, thus allowing jutsu that require a water source to be used with perfume, the range depending on the water technique. With water chakra, through the use of water techniques, the user can pick up active perfume techniques and give them new shapes and motions. The perfume will retain it's properties and time-restrictions, or use water jutsu to pick up inert perfume ( perfume techniques past their time-restriction ), and give them new shapes and motion. The inert perfume is composed mainly of alcohol/water, and will keep perfume's main release S/W, without it's pheromone based scent. If used with a Perfume technique, the user will reinvigorate the inert perfume and give it new properties, instead of using whatever source the perfume technique described.

This technique will then be purely passive, the only jutsu adding to the chakra cost and move count being the perfume technique that stands as the source and the water/perfume technique that stands as the motion. The opponent is unable to do the same, as the perfume is infused with the user's personal chakra, likewise, the user is not able to manipulate other Perfume User's techniques, as each perfume is personal.

*Either ability can only be used once every three turns*

(Meromeroton: An'ya Ran ღ Hebifuro ) Perfume Release: Curie's Disgrace ღ Bathing Serpents
Rank: A
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Allows the user to create a dark tainted liquid perfume with increased levels of toxicity. With 4 handseals, the user releases a mass of this dark perfume, as if multiple orchids are blossoming over an over, despite being a concise mass of liquid, which will then spread over to Mid-range, filling a large field with it's scent. The toxic vapors it releases cause nausea and gradually multiple organ failure. If ingested directly, it will intensify and speed up the symptoms. The scent is heavily filled with blood. The illusionary manifestation of the scent is the creation of hideous black maidens bathing on the perfume. These maidens will appear in the opponent's consciousness, with slithering hair and serpent-like pupils. They will petrify the opponent with their glowing gaze and foul touch, as they viciously threat to impale their eyes with their hands. This will require the target to release the genjutsu within a turn, or they will lose consciousness. The toxic fumes kill within 2 turns, ingesting will halve that time.

*Physical Effects: Toxicity, Nausea and Organ Failure.*
*Illusionary Effects: Black Maidens, Petrification, Loss of Consciousness*
*Perfume stays active for 2 turns unless countered*
*Requires 3 turns cool down between usages, and can be used a maximum of 3 times per battle*
*After the 3 turns, the perfume will be inert and scentless.
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

(Meromeroton: Tanpopo Oooku ღ Nemuri Teiketsu ) Perfume Release: Teresa's Kindness ღ Slumberous Gates
Rank: A
Type: Defense/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: After 3 handseals, the user is able to materialize a very clear and translucent liquid perfume, which quickly takes the shape of magnificent walls around a target, beautifully carved with countless of seed filled dandelions. From the gates, the seeds seemingly detach from the stem, softly spreading out through the area short range around the gate, allowing the perfume in the air. The perfume's scent carries a powerful sleeping genjutsu. As the opponent feels his eyes getting heavier and his movements getting sluggish, they will see young women with angelical appearance caressing and massaging them. The opponent quickly falls asleep for 2 turns. The gates can be created all around a target, including a translucent glass-house ceiling of perfume, but only to a maximum of short range from the target, and a minimum of 1 meter. The target, though, can be up to long range from the user.
After materialized, the gates can't move. They last up to 3 turns, after which they fall on the ground as scent-less puddles of perfume.

*Physical Effects: Powerful Soporific and Tranquilizer*
*Illusionary Effects: Angelical Maidens*
*Requires a cooldown of 3 turns after usage, starting after the technique ends*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

( Meromeroton: Hasu Uchiike ღ Tsukeru Kahen ) Perfume Release: Joan's Innocence ღ Steeping Petals
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user chains together 3 handseals, which will then make a mass of blueish perfume, with no toxicity at all, cover the ground, ankle deep, creating a lake with a plethora of perfume lily-pads and lotus flowers, filling the arena with a soothing scent. The scent carries a strong genjutsu that gives the opponent the feeling as if he has submerged underwater. It manifest itself in a feeling of being soaked in water, and seeing the periphery of the fields flowing. The opponent can see perfectly, as if his eyes are guarded by swimming glasses, but everything in the field will be slightly distorted as if underwater. The lake of perfume, though not toxic, has a very unbalanced nature. In direct contact with the lake, the opponent will have his chakra pathway constantly disturbed, preventing the usage of jutsu A rank and higher.

*Physical Effects: No Toxicity, Disturbance of Chakra for A rank and higher jutsu*
*Illusionary Effects: Feeling as if submerged underwater, drowning. Water goggles.
*If used on top of water, given it's natural strength to the element, it will prevent any opponent from using that water as a source for water jutsu*
*Can only be used once every 3 turns, twice per battle*
*Lasts 2 turns. If the opponent doesn't completely counter the illusion of drowning with a turn, he/she will lose consciousness
*Unlike other Perfume techniques, the illusion is only cast once, when the lake appears*
*After the 2 turns, the lake becomes a scentless and inert puddle*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

(Meromeroton: Ayame Chihou ღ Fukai Shinpyou ) Perfume Release: Nzingha's Dementia ღ Twisted Persuasion
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user joins the fingers, before stretching them out like pulling a bow string, creating up to 3 long arrows made of a purple-ish perfume, with fletchings made of dotted iris petals, which she can then shoot up to long range. Once they hit something solid, instead of piercing through, they will spread their scent up to 20 meters, whereas in arrow form the scent only reaches 5. Although imperceptible for humans, the scent will cause the animals to feel hostility towards their owners/summoners/allies, putting them in a state of confusion and anger, and making them attack, while at the same time creating a sense of familiarity and friendship towards the user. An underlying genjutsu will enhance the physiological reaction by showing the user in a form of a parent or a an object of affection, needing to be protected and the opponent as a form of adversity, food, etc.

*Lasts up to 3 turns, causing the affected animals to fall deeper in dementia until they force themselves to vanish*
*Can only be used 3 times*
*Does not affect allied summons, as the genjutsu will counter the effects of the perfume, but will make the summons slightly less wary, fast or powerful*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

(Meromeroton: Suzuran Ouhikoku ღ Kourui Makkura) Perfume Release: Boadicea's Queendom ღ Scented Tears
Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After 5 handseals, the user is able to produce a much heavier perfume and raw version of perfume, akin an essential oil, which will contain a much higher intake of the Earth element than the other elements used to create Perfume. This will mess with the pH balance of the technique, giving the perfume's body either an strong acidic or a strong basic/alkaline property. It is translucent with a greenish and amber coloration. If acidic, it will have a greater momentum and more fluidity, being a more liquid oil, enabling the user to spit it out as a pressurized stream or as a spread out volume of perfume. If basic/alkaline, the perfume will be more viscous and slippery, with the consistency of liquid soap, being a more syrupy oil, and can be spat out as a spread out mucus or be exuded from the user's hands. The perfume will corrode and melt organic materials and elements, instead of merely being toxic to it, as described in the element's submission, but will retain it's weakness to Earth and advanced Earth Elements ( Metals, Crystals, Ores, excluding Organic Elements ). The oil perfume will exude a powerful and acidic/basic scent (to a lesser extent than the body), with natural influxes of lily of the valley and woodland scents, which carries powerful genjutsu, making the opponent feel as if his insides are melting, translating in excruciating pain. The manifestation of the illusion is the sight women in barbaric or northern gowns with long green hairs, which will be touching and kissing the opponent, provoking the melting pain as they do it. The women only appear in short range of the perfume, on contact, and appear in conjunction with the perfume's body, not replacing it or concealing it. It is more of an embellishment than an actual offensive genjutsu.

*Physical Effects: Liquid Acid (Ph=1, similar to gastric acid) or Viscous Base/Alkali (Ph=13, similar to lye), Corrosive*
*Illusionary Effects: Green Haired Women, Excruciating Pain of being Melted*
*Can only be used once every 3 turns, for a maximum of 2 times per battle*
*Lasts three turns, after which the perfume becomes inert and scentless, with it's pH balanced. This can then replaced the medium for other perfume techniques*
*Follows the Elemental S&W*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

( Meromeroton: Roze no Chishio ღ Sasu Reihai) Perfume Release: Cleopatra's Venom ღ Piercing Adoration
Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user does 2 handseals and summons forth a large burst of liquid and vaporized red perfume, with a very thick and strong scent that emanates forwards from the users position or his targeted area. The perfume is so strong it causes irritation on the eyes, nose and throat, increasing the more the opponent stays inside the mist, which messes with the opponent's sense of smell, preventing him from detecting other odors. The scent carries a genjutsu where the opponents feels his whole body being pierced, as if shards of blades grow in his stomach and lungs and other internal organs, before the opponent finds himself wrapped in rose vines and petals, with growing spikes. While the vaporized perfume travels faster, the liquid perfume carries a greater punch, enveloping and compressing the opponent with multiple spiked vines, akin those of the illusion, to shred and drown the opponent. Can be used from the user, or, with an additional handseal, from the ground.

*Physical Effects: Burning sensation on the nose, eyes and throat. Spiked vines of liquid perfume.
*Illusionary Effects: Shards inside Internal Organs and Wrapping Rose Vines externally.
*Lasts 3 turns, after which it falls to the ground as a scent-less and inert puddle of perfume.
*Requires a cool down of 3 turns between usages. Can only be used thrice per battle*

(Meromeroton: Manjushage Daku ღ Seppun) Perfume Release: Bonny's Embrace ღ Seduction
Rank: S
Type: Offensive/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user focuses chakra on the fingertips. Sensually caressing her lips, the user spreads a red perfume across, making her lips look incredibly sensual and tender. It will release a very powerful scent filled with pheromones, which will strongly lure anyone short range from the user into a kiss. But upon touch the lips, the perfume is highly toxic, spreading an extremely painful venom through the target's organism, equivalent to being burned alive. Whereas the alluring effect was gained through pheromones and a subsequent genjutsu making the opponent disorientated, upon the touch of the lips, both those effects end and only incredible and paralyzing pain is left, and a sudden, yet lingering scent of belladonna.

*Can only be used once per battle*
*Lasts only 2 turn, if the user can't kiss, the effects end*
*Pain itself lasts 3 turns*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described

( Meromeroton: Himawari Kin ღ Kiukoudai Tenbin ) Perfume Release: Nefertiti's Judgement ღ Magnanimous Libra
Rank: S
Type: Defense/Supplementary
Range: Short-Mid
Chakra Cost: 40 (+5 per turn)
Damage Points: N/A
Description: Requires 1 handseal. This techniques manifests itself as a quick burst of vaporous golden perfume, stretching radially up to mid-range around the user in under a couple of seconds. The premise for this technique is that the chakra system and the physical body are directly linked. This perfume does not affect opponent's whose chakra system or blood system is in the same pace than the user's. If higher than normal, the perfume will emit a genjutsu that will make the opponent feel as if the gravity suddenly increased, pinning them to the ground, Which is visually manifested as several rings of pure gold, carved with sunflowers, around the opponent's wrists, limbs, neck, torso, etc. The effects are proportional to the chakra system's alteration, thus, when the user moves at a faster pace than normally allowed to the body through the use of chakra (Such as Swift, Gates, Sage Mode or Raikage's Lightning Coat, for example), the pressure of the gravity will bring the person's speed down, invariably making the target as fast as he/she normally is. Due to affecting the body directly, it is able to surpass chakra peaks, like burst of chakra or pain, but is easily released by localized chakra releases (Such as someone infusing chakra into their bodies), to actually destroy and repel the perfume, otherwise simply calming oneself/releasing the modes will render the genjutsu inactive. It never reduces the opponent's speed more than their usual speed.

*The perfume stays in the target's body for 5 turns (As long as Raikage's Coat). Without the perfume, the genjutsu can be released as normal*
*The user can only use this technique twice per battle, and it requires 2 turns waiting period after the previous perfume disappeared*
*The user can't preform Forbidden jutsus, nor Perfume higher than A rank, for 2 turns after the perfume is activated*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

( Katon/Meromeroton: Mera ღ Mera ) Fire/Perfume Release: Tituba's Plea ღ Flamme de Salem
Type: Supplementary/Offensive/Defensive
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40 ( +10 per turn )
Damage Points: 20-80
Description: Flamme de Salem is a bright and scented flame, usually in pink shades. It takes advantage of Perfume's resistance to fire to burn off the Genjutsu-carrying scent of the element and intensify it. The Flamme de Salem can be manipulated like Fire Ninjutsu, creating flames and maelstroms or burning constructs, which can be bigger and more powerful depending on the chakra used. The Genjutsu carried by the Flamme de Salem induces the illusionary effects described in any approved Perfume technique, like the ravaging rose thorns of Cleopatra's Piercing Adoration or the alluring pheromones of Bonny's Seduction.

This technique can also be combined with an equal ranked Fire Ninjutsu in order to induce the same scent-based Illusiosory effects with other fire techniques as a base, creating an elemental combination technique which has the outcome of being 1 rank stronger or +20 damage in case of S rank. This can be done in the same time-frame as another Fire technique but counts as 2 jutsu. Either variant of Flamme de Salem is ruled by the fire aspect of the technique, and is bound to any Fire-related specialities of the user, likewise, when clashing the Perfume takes a supplementary role whereas Fire carries a defensive and offensive roll, giving the technique or the combo it's elemental S&W, rather than Perfume's. Despite the underlying Genjutsu being the same rank it will still be damageless. Any method of dealing with Genjutsu can be used after the source has been removed, otherwise it is continuously recast without change. The scent exuded by this technique extends in a short range radius around the flame source, casting the illusionary effects in this area.

Note: Up to B rank, it requires 1 turn cooldown after expiration, and last up to 5 turns. A Rank and above can only last up to 3 turns and require 2 turn cooldown. A rank can only be used 3 times, S rank can only be used 2 times. This can't be used with Forbidden ranked Perfume or Fire techniques.
Note: Can't perform other Fire or Perfume techniques higher than S rank throughout the duration of this technique. In case of S rank usage, can't perform them higher than A rank.
Note: A single Perfume Genjutsu effect can be applied per Flamme, without stacking.

( Suiton/Meromeroton: Chi ღ Chi ) Water/Perfume Release: La Voisin's Sin ღ Eau de Orleans
Type: Supplementary/Offensive/Defensive
Rank: D-S Range: Short-Long
Chakra Cost: 10-40 ( +10 per turn )
Damage Points: 20-80
Description: Eau de Orleans is a vibrant and scented water, usually in pink shades. It takes advantage of Perfume's specific release to expand upon the physical properties of the element. The Eau de Orleans can be manipulated like Water Ninjutsu, creating jets and whirlpools or liquid constructs, which can be bigger and more powerful depending on the chakra used. The medium of Eau de Orleans acquires the physical effects described in any approved Perfume technique, like the high acidity or alkalinity of Boadicea's Scented Tears or the soporific properties of Teresa's Slumberous Gates.

This technique can also be combined with an equal ranked Water Ninjutsu in order to induce the same physical based Perfume effects with other water techniques as a base, creating an elemental combination technique which has the outcome of being 1 rank stronger, +20 damage in case of S rank. This can be done in the same time-frame as another Water technique. Either variant of Eau de Orleans is ruled by the water aspect of the technique, and is bound to any Water-related specialities of the user, likewise, when clashing, the Perfume takes a supplementary role whereas Water carries a defensive and offensive roll, giving the technique or the combo it's elemental S&W, rather than Perfume's. The scent is capable of affecting a target up to short range around the medium.

Note: Up to B rank, it requires 1 turn cooldown after expiration, and last up to 5 turns. A Rank and above can only last up to 3 turns and require 2 turn cooldown. A rank can only be used 3 times, S rank can only be used 2 times. This can't be used with Forbidden ranked Perfume or Water techniques. Note: Can't perform other Water or Perfume techniques higher than S rank throughout the duration of this technique. In case of S rank usage, can't perform them higher than A rank. Note: A single Perfume physical effect can be applied per Eau, without stacking.
 
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