Mirai's Palace of Artistry

Alyx

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Summoning Animal: Cats (Nineko aka Ninja Cats)
Scroll Owner: Mirai
Other Users who have signed contract: Jonbro, PyroNB, Never, Howard, Drackos, Red Robin
Summoning Boss if existing: Rinsei
Other Summoning Animals tied to contract: Carla , Bubbles, Happy, Pantherlily
Description and Background: The nineko,or ninja cats are a species of felines that resides on an island named Extalia. Their appearance and behavior directly matches that of common domesticated cats found on the main lands. However what separates these domestics cats are their affinity for chakra, allowing them to achieve feats such as walking on water, climb vertical walls and even perform jutsus. They are all capable of understanding human speech and also speak it as well. They all adopted the trait to stand upright on their hind legs if needed but also can just as easily walk on all fours much faster. They are ruled by their Queen, Rinsei who is the matriarch to cats residing on the island. While they share a lot of common abilities, many individual cats have demonstrated their unique traits that separate them from the rest of the family.

Average Cat (Basic Ability #1): All cats are naturally fast felines, which all of them move a speeds rivaling a Jonin Ranked Shinobi, though in some cases individual cats might even be faster or slower than this (specified per summon if needed). The feline specific summons with no mentioned speeds also follow the base speed mentioned here instead.

Keen Senses (Basic Ability #2): All cats are naturally good sensors, utilizing their noses and ears to detect others. This keen sense of smell however is far more potent, as they are capable of smelling the chakra of others akin the Inuzuka Clan. This allows them to track targets up to 1 adjacent landmarks away. This smell is so keen it can different between other humans and animals alike, and also the nature of elemental techniques used in battle.

Summoning Animals
(Kuchiyose No Jutsu: Kisaki Kuchiyose: Rinsei) Summoning Jutsu: Queen Summon: Rinsei
Type: Summoning
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80 (Depends on the jutsu she performs)
Description: Rinsei is the Queen of the Neko family (like Manda is the king of snakes). She is one of the most powerful of the Neko Family. Like the 3 tailed Demon she has 3 tails, this allows her to use her 3 Katanas. Her fur is soft like clouds and she has the Ying and Yang symbol printed on her forehead (the place where the summoner stands, if she allows it). Like all of the Neko family she is able to use a large amount of chakra, if needed. Her personality is that of a protective mother, if anything comes to hurt her young, or summoner, she will go all out against the person responsible. Jutsu she can use are (some cases she might need help from her summoner):
Katon – Up to S-Rank
Fuuton - Up to S-Rank
Rinsei is very touchy when it comes to a summoner, she will only let a summoner stand on her forehead when they have done something to prove themselves to her. In order for a summoner to attempt to stand on her forehead the summoner must undergo a variety of tasks, which vary depending on her mood. The only exception is Kusari Uchiha (Hazure), who holds the Contract of the Neko Family.
*Stays in battle for 3 turns.
*Can only be used once per battle.
*Must have signed the Contract of the Cats (held by Hazure)
(Nineko Kuchiyose No Jutsu: Sharuru) Ninja Cat Summoning Jutsu: Carla
Type: Summoning
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Sharuru. She is a small, white cat with pink ears and brown eyes. She also has two whiskers on each side of her face. Sharuru wears a pink bow near the end of her tail. Carla's usual top consists of a mustard yellow and pink top with a pink bow tie. She has the passive ability to transform into a humanoid form via the Transformation Technique though more akin to Tsunade's useage having a more permanent form, which she uses as a means of combat - being able to use Taijutsu up to A rank, while also moving twice the base speed of her summoner. She is able to be summoned twice per battle, lasting four turns but in order to resummon her the user needs to waits three turns after his dismissal.
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(Nineko Kuchiyose No Jutsu: Ritoru Koneko: Awa) Ninja Cat Summoning Jutsu: Bubbles
Type: Summoning
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Awa. Awa is a small cat, being the same size of a normal domestic feline. His general appearance is simple, having silver colored fur, with a white underside and having a gold earring on his left ear. He is a happy go lucky cat, always up to be summoned by humans to aid them in combat - as outlined in his name giving a minor idea to his abilities. He is able to use water release up to A rank without the need of hand seals, but when releasing them tends form bubbles alongside them. This is harmless and simply a cosmetic he adds into his ninjutsu mostly to mock the opponent or at times blind the opponents. He can be summoned twice per battle, lasting four turns but in order to resummon him the user needs to waits three turns after his dismissal.
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(Nineko Kuchiyose No Jutsu: Happī ) Ninja Cat Summoning Jutsu: Happy
Type: Summoning
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Happy. Happy is a small domestic house cat, capable of walking on his hind legs when needed. Happy is traditionally seen as a comic relief type but is also known to be quite troublesome among the summoners of the contract and allies alike, such as pulling pranks and teasing others. However, he is generally a good friend, at times willing to sacrifice himself to save others. While he’s generally seen as useless in actual combat, Happy always carries a bag with him, to which he has his own modified version of the Lightning Blade Creation technique. However, instead of summoning tools (though he can actually do this if needed) he usually summons gag items such as fish, octopi and other wacky items. These items while seemingly pointless, Happy can use this as physically striking weapons capable of dealing B Rank Damage to people he hits. He can be summoned thrice per battle, lasting four turns but in order to resummon him the user needs to wait three turns after his dismissal. Summoning items are considered passive, however, striking someone for B rank damage costs a move slot though is capable of also inflicting freeform strikes.
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(Nineko Kuchiyose No Jutsu: Pansā Rirī ) Ninja Cat Summoning Technique: Panther Lily
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Pansā Rirī. Panther Lily is roughly the size of a domestic house cat, being a black cat with a white muzzle, small red eyes, and a scar running down across his left eye. Panther Lily seems to have a grumpy disposition and detests noisy people, but seems to have a close relationship with summoners of the cat contract and other felines alike. Ability wise, Panther Lily has his normal domestic cat form but through the use of a passive utilization of the transformation technique – he enters into a form known as Battle Form. In this form, he transforms into a taller, more physically stronger cat – capable of utilizing his sword (which also grows with him), being capable to utilize Kenjutsu up to S Rank & Taijutsu up to A Rank. His sword, Musica, isnt exactly special outside of simply being a sword that grows in size to accomadate his forms. However, while in his miniature form, he’s only capable of using B Rank Kenjutsu & C Rank Taijutsu due to his lack of strength. Despite being able to passively transform, the form itself only last for three turns before naturally ending and going on a cooldown of two turns before being able to be used again. He can be summoned once per battle, lasting four turns in battle – though the user is unable to summon any other cat summons for two turns after his dismissal.
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Cat Style Ninjutsu

(Kuchiyose no Jutsu: Ninja Neko Enryo) Summoning Jutsu: Ninja Cat Restraints
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost:
Damage Points:
Description: After marking the opponent with the users own blood, he/she will then proceed to smear their hand with their blood. Building up chakra, the user slams his/her hand down onto the ground and summons a group of 6 Ninja Cats. These cats can either appear on the surface of the ground or appear underneath the ground and then follow the scent of the summoner’s blood to the opponent. Once they have located and targeted the opponent, the 6 ninja cats will then attempt to restrain him/her. Two will appear at the opponent’s feet and bite into their ankles, effectively halting the movements of the opponent, two more Ninja cats appear out of the ground and bite into the wrists of the opponent, keeping their hands in place. The remaining two Ninja Cats, the largest, appear behind the opponent and bite into his/her neck, preventing further movement of the upper body. The cats names are:

Kinomi
Kuro
BoriBori
Guraindo
Buuta
Ooki

Kinomi is the same size as Akamaru in the original Naruto series. Kinomi's fur is a pale orange color and is rather course to the touch. Her eyes are a dark green shade of color but even though they show a deep hidden sadistic nature they are very gentle most of the time. When Kinomi is summoned she is somewhat protective of her bother, Kuro, and is not afraid to chomp the ankles of a new summoner that she believes is about to hurt Kuro.

Kuro is the same size as his sister Kinomi. Kuro's fur is a midnight black color with a white pattern on his belly and his fur is soft to the touch. His eyes are a light blue shade of color and they reveal a warm feeling if you stare into them for too long. When Kuro is summoned he is quite care-free and will dawdle if he can get the chance, although he will protect his sister if the need arises.

Boribori is roughly the same size as an abnormally large sausage dog. He has a long thin body that is accompanied with long, spiky fur which is like a mixture or amalgamation of dark gray and white. He is quite hyperactive and has trouble focusing on things others tell him however when the need arises he can be quite vicious.

Guraindo is the same size as Borbori but is more muscular then his partner. His fur is long and smooth and is the color of ice (a very pale blue) with black stripes much like a zebra. He has OCD (Obsessive Compulsion Disorder) and is continueously asking anyone if he is black with pale blue stripes or pale blue with black stripes.

Buta is the same size as Bull from Kakashi Hatake's Ninja Hounds. He has a bright/happy demeanour and always seems to look on the bright side of a situation. His fur is a dark brown which looks almost black and he has swirls on his cheeks (similar to Choji Akimichi) that are a red color. He is a bit of a glutton eating as much as he can however he does show a great amount of restraint as he has never been shown to take a bite out of an opponent when the opponent is being restrained.

Ooki is slightly bigger then Buta and has a more serious tone to his summoner. His personality is very similar to that of Jiraiya that its scary. His appearance is also very similar to that of Jiraiya. His fur is white and spiky like Jiraiya's hair and he also has the same red lines under his eyes like Jiraiya. He has been referred to as a closet pervert and enjoys lying in the sun.

*Can only be used/taught by Hazure
*Must have signed the Contracts of the Cats
*Can only be used Once Per Battle
*The opponent is immobilized for 1 turn
(Neko Kata: Genjutsu: Surikizu Bin) Cat Style: Illusionary Technique: Scratch Post
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: After activating either (Neko Mo-Do) Cat Mode or (Neko Mo-do Tsugi Ni) Cat Mode Stage 2, the user will begin to purr. They start out low and then the sound begins to grow until the target can hear it. Once the target hears the purring they are caught in the Genjutsu. The area around the target goes completely black; the target cannot seem to move any part of his body. The targets vision is still black but it gradually starts to reveal images, of little kittens running toward him/her. They think the kittens are adorable until one goes up to him/her and lifts one of its paws at the target, revealing that the claws are as sharp as blades. The kitten then begins to scratch the target who realizes that they are a Scratching Post with a face on it. Once the target realizes this, all the other kittens (5 in total) race over and join in scratching the target.
*Must have signed the Contract of the Cats (Held by Hazure)
*Must be in (Neko Mo-Do) Cat Mode or (Neko Mo-do Tsugi Ni) Cat Mode Stage 2
*Paralyzes target for 2 turns from pain and fear
*Can only be used Once Per Battle
*Can only be used/taught by Hazure
(Neko Mo-do) Cat Mode
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user takes on the characteristics of a cat. The user’s senses become 10X stronger. All taijutsu damage is increased by +20 and all ninjutsu damage is increased by +15. The user’s eyes become that of a cat and his speed becomes equivalent to double of Lee’s speed when lee took his weights off. The user’s nails grow longer. The user can move as they normally would or they can run on all fours.
*Only lasts for 4 turns
*Can only be used once per battle
*Can only be used/taught by Hazure
*Must have signed the Contract with the Cats (held by Hazure)
*After the mode has ended, the user cannot move for 1 turn
(Neko Mo-do Tsugi Ni) Cat Mode Stage Two
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A (-15 to the user for each turn it is in use)
Description: Like the original Neko Mo-Do the user takes on the characteristics of a cat. The user’s senses are the same strength except for their sight; the user’s sight becomes accustomed to speeds equal to the Neko Mo-Do’s speed. All taijutsu and ninjutsu damage are the same as ‘Stage 1’. The user’s eyes become that of a cat. The user’s nails grow longer. The user is able to sense chakra and his/her chakra is increased by half the original user's chakra, the user releases the chakra that forms a cloak around the user, the cloak looks like a regular cat. The user can use the chakra to lengthen the user’s range of taijutsu.
*Only lasts for 4 turns.
*Must have activated Neko Mo-Do
*Can only be used once per battle.
*Can only be used/taught by Hazure.
*The chakra can only block elemental jutsu up to C-rank.
*After the mode has ended, the user cannot move for 1 turn.
*Must have signed the Contract with the Cats (held by Hazure)
Note: The cloak is nothing like the Demon Cloaks the Jinchuuriki have; this cloak does not act on its own accord but on the thoughts of the user. The user must know where an attack is coming from for it to be able to defend him/her, they still take damage from the use of the chakra.



Summoning Animal: Thunderbird
Scroll Owner: Mirai
Others who have signed the contract: BoiNez, PyroNB, Shady Doctor
Summoning Boss if existing: N/A
Other summoning animals tied to contract: Jecht, Mizuno
Description and Background: Thunderbirds are a mythical species of powerful yet majestic predator avians. They once ruled the Lightning Mountains centuries ago; though with humans constantly at war with the birds – they where driven to other parts of the world. This in itself caused the Thunderbirds to become scattered across the world, not having any true place to call home as each of them simply integrated themselves into new residences. Over time however, the species’ numbers started to dwindle; down to the point that they are at near extinction within the world as we know. As far as records go, there’s only so thousands left but among them – they are ruled by five superiors. The superiors, dubbed the “Thunderbird Gods” are the five most powerful of the Thunderbirds alive, worshipped by others and producing many offspring. They each roam the world and have their own sanctuary they command; often times many who pass through these landmarks are caught in the middle of a violent thunderstorm produced by these creatures. Thunderbirds are on average when fully grown are larger than any human but in some cases, they have been some the size of but no smaller than an eagle while having one to three pairs of wings, capable of easily generating lift to fly. They are notorious however for causing violent thunderstorms in areas where they fly, due to being animals born of lightning and thunder.

Abilities:

Incarnation of Baal (Basic Ability #1): From the time of their birth, Thunderbird's bodies and feathers are all naturally infused with natural lightning. Through years of conditioning themselves, performing what they call "The Rite of Thunder" each Thunderbird has gained a unique form of resistance. This allows Thunderbirds to mitigate lightning based techniques by -20 per interaction should contact be made.

Eyes of the Storm (Basic Ability #2): Thunderbirds despite their mythical status are well known Birds of Prey. Reigning as Apex Predators wherever they roam; these birds are naturally designed hunters and killers. To aid in their primal hunting; they all have keen awareness of sources of chakra. Their eyes are capable of seeing sensing chakra; easily capable of identifying species of animals to even human/chakra made beings. This allow them to remember individuals they encountered or even deduct elemental chakra natures due to how acute this still is.

Lords of the Sky (Basic Ability #3): It should be noted that all Thunderbirds are all incredibly fast and agile warriors of the skies. Outside of specific summons, all Thunderbirds are capable of moving at 10 speed. This allows them to easily dodge techniques (via the free form dodge mechanic) with relative ease.

Electro (Unique): All Thunderbirds naturally is capable of using a unique electrical energy called Electro . This electrical energy is unique, in the sense that while it appears to be lightning - its in fact a unique form of power that resembles it. It is chakraless, similar to that of Kirin but is controlled and guided using chakra in the same fashion. This energy is golden in coloration, moving at speeds reflecting the Lightning Release base speeds (according to its rank), which due to the lack of chakra inherently within it - it cannot be absorbed or sealed nor replicated. Thunderbird summoners with the Naturalist Summoning Specialist are also capable of producing this unique power as well. The technique in under to utilize this unique power is to be submitted as its own technique.


Thunderbird Summons
(Sandābādo Kuchiyose No Jutsu: Mizuno ) Thunderbird Summoning Technique: Mizuno
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Mizuno. This thunderbird is a rather solitary one, living on her own island in the middle of the ocean, raising her children. This island, due to her presence is always experiencing thunderstorms, causing many to aovid the island dubbed “Thundergod Island”. Outside of this, Mizuno is a rather tall thunderbird, being ten feet tall, with three pairs of wings with a wingspan enough to support her flight. In terms of power- Mizuno moves at 10 base speed, which due to how she groomed her feathers and utilizing chakra, she can swim in water at highspeeds (x2 her base speed while submerged). She can stay underwater for up to three turns without needing to resurface. Mizuno however is capable of utilizing Water Release without the need of hand seals up to S rank, but due to her species unique connection to Electro; all her water techniques are inherently charged with it. This causes those who makes contact with her water techniques to additionally be electrocuted and paralyzed with varying, increasing effects on the target; Upon first contact with one of Mizuno's Water techniques the target with suffer a minor form of electrocution, requiring them to add an additional seal to their techniques. Upon contact with a second technique, their movements become slowed, sluggish, as they're forced to fight against involuntary muscle spasms, and similarly hindering effects, resulting in a -2 speed penalty to their base speed. Both of these effects last up to a max of two turns and do not stack, but can be refreshed with additional contact. Upon contact with a third Water technique from Mizuno, they become unable to physically move for one turn. Finally, this electrocution/ paralysis effect doesn't trigger on techniques of a purely supplemental nature, such as "(Suiton: Ukojizai no Jutsu) - Water Style: Rain Tiger at Will Technique". Can only be summoned once per battle, lasting four turns each time.


(Kuchiyose no jutsu: Jecht) Summoning Technique: Jecht
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Jecht is the son of Castiel and one of Desmond’s closest friends, like his father he has 3 pair of wings each half the size of the pair before them. Appearance-wise he has 2 tails, desert brown and white feathers that also seem to have a golden shimmer to them when in direct sunlight, a yellow/golden beak, and dark golden slit-pupil eyes. When it comes to size he is roughly the of an Argentavis Magnificens, allowing him to carry one person on his back at a time. Ability wise Jecht can utilize Rain Release as well as techniques affiliated with the summoning contract. Being a mythical creature associated with rain and storms Jecht has such immense control over the skies he is capable of preventing his allies from taking any damage from his rain release so long as he demonstrates a grasp on their location(s). Due to being an aerial creature, Jecht is able to telepathically communicate back and forth with Desmond.

Notes:
~Can only stay for 4 turns
~Moves count as users moves
~Can only be summoned once per battle
~Must have signed Thunderbird contract and tattoo
~Is the only Thunderbird able to utilize Rain Release
~Can only be summoned by Pyro NB

Thunderbird Arts
(Kaminari: Tengoku no Sanka) Electro: Hymns of Heaven
Type: Offensive, Defensive
Rank: B - S
Range: Short
Chakra: 20 - 40 (-10 for sustaining)
Damage: 40 - 80
Description: Hymns of Heaven is a unique technique, allowing it's caster the ability to create and manifest Electro. This energy is native and only produced by Thunderbirds and human summoners - which shows it unique nature. It's golden in coloration, appearing identical to Lightning Release - but in reality it differs in that its not a byproduct of chakra, lacking it while also due to being neutral to all opposing techniques. This innately awards Electro the inability of being absorbed sealed nor replicated, being more akin to natural lightning. The casters are capable of producing and guiding the element into a vast array of shapes, including but not limited to projectiles, animated familiars (which move and behave like their real counterparts), omnidirectional bursts etc. The only limitation is one's own imagination, with the energy causing shocks and burns, but displays a level of physical interaction such as holding an Electro sword in hand to strike others. The energy can be produced in the air, in surfaces such as the earth or water or directly from the user's body, but when created at range respects spawning rules (cannot be made within five meters of the opponent, unless already in short range). Due to its lack of inherit chakra, Electro does not require handseals to perform but a gesture must still be done in order to facilitate instead. S Rank usage can be performed thrice per battle, leaving the caster unable to utilize Hymns of Heaven for two turns above B Rank. A Rank can be used four times per battle with a one turn cooldown and B Rank can be used an unlimited amount of times, but can be used once per turn. Can only be used by Thunderbird Summons and signers with the Naturalist Specialist.


(Sandābādoāto: Inazuma) Thunderbird Art: Lightning Molt
Rank: S
Type: Offensive/Defensive
Range: Short(creation)-Mid(Attack)
Chakra: 40
Damage: equal to that of charge
Description: By drawing blood onto the Thunderbird Tattoo and clapping their hands together intertwining the fingers, the user summons forth Thunderbird feathers all around their body and clothes/armor if wearing some. These feathers protect the user from lightning via absorbing any electrical-based attack that comes into contact with them(up to S-Rank). Once struck the feathers will be charged with the same attributes as the attack that they absorbed and molting of the user's body. After molting the user can weave three seals to cause the feathers to levitate. From here they can either send them flying towards the target(s) or utilize them as a defensive barrier, these feathers however once the secondary function is used disperse in a poof of smoke. The user is also able to direct the feathers anywhere they can visually see (Mid-range).

Notes:
~Feathers Remain on the user/field for a max of 2 turns
Can only be used two times with a turn cool down in between
~Can only be taught by Pyro NB


( Kanpekinanin Sandābādo Sennin Modo ) Perfect Thunderbird 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 passively fly at 3x his speed and sense chakra 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 Electro should they lack the Naturalist Specialist specialty. Lastly, the user gains access to thunderbird like anatomy, gaining wings and talons for physical attacks (can still make hand seals and hold weapons), ability to use Thunderbird Arts (without requiring any Thunderbird summon present) 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: Parrots
Scroll Owner: Lili-Chwan
Other Users who have signed contract: Luiz,Edward, Mirai

Summoning Boss if existing:

Iris Gloriosa
of the Royal Macaws

Other Summoning Animals tied to contract:

Parrot Chicks
Average Parrots
Altorio Parrots

Zé Carioca
Vitória Régia
Saci Pererê
Saci Trique
Saci Saçurá
Lloyd, The Chicken
Nico

Capoeira Lovebirds
Favela Cockatoos
Bico Parrots
Redentor Kakapos

Origin: Parrots are from a secret Rainforest, on top of a remote plateau, called the Altorio Forest.

General Description: Parrots are colourful and majestic birds, with a diverse pallet of colours and a wide range of shapes. They possess strong beaks and claws, and a are beautiful and agile in the air.

Summon General Abilities: The parrots of Altorio are very strong and fast. And average Parrot from Alto Rio is about the same size as a Lion, and is able to carry up to 2 people on their back without loosing any speed. They all can use chakra, though some have acquired unique abilities, such as Elemental Affinity or other Battle related skills. They are very energetic and warm, and speak in a very thick Portuguese accent.

As described in the Monkey Chase Technique, all birds have an innate sense of direction, guiding themselves through the magnetic field of the earth. In the technique, they use that skill and develop it further to use as highly advanced and efficient tracking method. To expand on that, while requiring the actual technique in order to memorize and track electromagnetic signatures across the globe, parrots have a passive ability to sense the signatures around themselves, within a certain limit. This allows them to sense an opponent around the field, or any other source of electromagnetic emission. This however, isn't a perfect or detailed sensing ability such as that of normal Chakra sensing or other sensing abilities. Its much less refined. The higher ranked the parrot, the longer the radius (Varying, roughly, between 50 meters (D ranks) to 1 km (S ranks). Bosses have generally up to 1,5km radius). Exceptions to these will be described in the individual descriptions of each specialized parrot.

Summoning: The person who signs this contract is able to summon parrots from Altorio, and can also be summoned by parrots. In case of an unsuccessfully summoning, or the usage of a very small amount of chakra, the user calls forth a baby chick, without much use in a battle other than being very cute. The canon Summoning Jutsu calls forth common parrots, from average size or smaller, but with no special abilities other then a random small weapon. Using specific amounts of chakra, the user can summon special parrots, with special abilities, all up to the Boss. (Which will be submitted using the official template)

Parrot Summons
(Oumu Kuchiyose no Jutsu: Zé Carioca ) Parrot Summoning Technique: Zé Carioca
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Zé Carioca is a large green macaw, with a dark umbrella, a brown suit and a coconut hat. He is very polite and joyful, and but very charming with the ladies. He is the son of Parrot boss and thus is holds great political power amongst the parrots of Altorio. He has the ability to enlarge his body and feathers, enabling him to transport up to 2 people on his back, for the cost of 15 chakra. While he is in play, he or his summoner can preform 1 handseal and enlarge any thrown feathers from normal feathers to about 1 meter in height. He has Fire Chakra.
Zé Carioca is Luiz's personal summon. He travelled from Altorio and is able to remain in play without cost for the whole battle. He is of the same rank as Luiz and has the same chakra reservations.
*Lasts 4 turns for any summoner apart from Luiz, and can only be used once per battle*
*Created by Luiz*

(Oumu Kuchiyose no Jutsu: Tsukai no Saci) Parrot Summoning Technique: Messegers of Saci
Rank: B
Range: Short-Mid
Chakra Cost: 20 (15 for Saci Pererê only)
Damage Points: N/A
Description: The messengers of Saci consist on 3 small parrots, Saci Pererê, Saci Trique e Saci Saçurá. The Saci are the fastest parrots one can summon and are the tricksters of Altorio. The first is a male black parakeet with one leg and a red hootie. The second is a male brown parakeet with a bright pipe. The third is a female grey parakeet with red eyes. They're usually summon in the midst of a dust devil, and speak loud and excitingly fast. Twice per battle, they can fly at such speed that they can prevent even a Sannin from performing handseals at Short Range (If the technique has more than one seal, or a Kage/Sage at if the technique has more than 3 seals, with a burst of speed, striking them with their beaks on specific parts of the body, inducing a small paralysis on the arms and legs, or simply steal whichever weapons or scrolls the opponent has. Saci Pererê has Lightning Chakra and can join his wings like comical hands when he needs handseals.
*Can only be summoned all once per battle, and last 4 turns*
*One can summon only Saci-Pererê, which is the strongest of all twice per battle, or again after summoning all of them (and vice-versa), he lasts 4 turns*
*Created by Luiz*

(Oumu Kuchiyose no Jutsu: Vitória Régia ) Parrot Summoning Technique: Vitória Régia
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Vitória Régia is a large blue macaw with incredible beauty. She is a very bright and fun macaw, who loves to Samba and party. She wears a beautiful Victoria Amazonica, a large white water lily, from where she gets the name, on her head. She has Water affinity, and is able to swim fastly, underwater. She holds the Naiá, the Moon Dagger on her belly, which is a bright silver katana with the power to suck absorb water on it's blade. A cut from it will drain large amounts of water, constant contact will result on the mummification of the enemy. The weapon can absorb up to 1 S rank water jutsus, 2 A ranks, 3 B ranks and all C and D ranked jutsus per battle.
She is Lili-chwan's personal summon, and has travelled from Altorio, thus she is able to stay with Lili all the battle without cost.

*Without Vitória, there's no Naiá*
*Any summoner apart from Lili-Chwan can only summon her once per battle, for 4 turns*
*After the sword absorbs the water, the user can shoot it out again, but only after the battle ends
*Created by Luiz*

(Oumu Kuchiyose no Jutsu: Lloyd no Chickin ) Parrot Summoning Technique: Lloyd, the Chicken
Rank: D
Range: Short-Long
Chakra Cost: 10
Damage Points: N/A
Description: Lloyd is a very dum looking parrot that can't fly, because it believes it is in fact a chicken, and thus dresses like one. It dwells among the Altorio parrots, without any apparent purpose, suspiciously looking at everyone, as some say, yet the "chicken" retains the same moronic, intelligent voided looking eyes. No one knows how it got in. It is actually considered to be a failed Parrot Summoning, and once it is summoned, it can appear anywhere on the field. It normally does nothing but standing there looking idiotic. The chicken as some secret agenda, possibly to rule the world.*Created by Luiz*

(Oumu Kuchiyose no Jutsu: Kuchibashi no Oumu ) Parrot Summoning Technique: Bico Parrots
Rank: D-S
Range: N/A
Chakra Cost: 10-40
Damage Points: N/A
Description: The Parrot Contract allows the user to summon a variety of different parrots. The Bico Parrots are actually not a species within a Clan, but rather a clan-transversal mutation that some parrots developed. This means that the parrots summoned by this technique can have any size or appearance, but will all have the same skills. Parrots are known for their extraordinarily engineered beak, both in beauty and mechanical strength. The Bico Parrots thus focused their ninjutsu skills on their beaks, allowing them to manipulate them at will. They are able to quickly shoot, at arrow speed, and renew their entire beak, as well as remotely control their flight path and their opening width, through chakra. The beaks can be shot and renewed once per turn ( the new beak appearing right away, but can't be manipulated until the next turn ), and can be manipulated throughout that turn. The strength of a parrot beak, and thus, the strength of the attack, is entirely dependent on size, rather than shape ( as most parrot's beaks are identical ). As such, upon summoning, the user will infuse the adequate amount of chakra to summon bigger or smaller parrots. The average size of an Altorio Parrot, as described in the contract ( Lion - 2 people riding ), is equivalent to the cannon technique ( B rank ). With the D rank starting at roughly 1/9 the standard size, it increases by 3 every rank, up to roughly the size of 9 times the standard, which around half a boss summoning (with rivaling wing-span). Bico Parrots were considered for the Macaw Royal Guard, but were then crossed off because they were more of a pacifist group and prefered to sing, even if lousily. They can use their beaks, claws and swords for Kenjutsu.
When a Bico Parrot is in place, the opponent is able to, through 1 handseal, create a beak on his/her body, and shoot it at arrow speeds, equivalent to a B ranked technique. This requires the user to spend 20 chakra and counts as a move.

*Can only summon 1 Bico Parrot per technique*
*D to A-Rank summons can stay in battle for 4 turns*
*S Rank version can only be summoned once per battle*
*S Rank version can only stay for 3 turns*
*Technique can only be used 3 times per battle, once every 3 turns*

(Oumu Kuchiyose no Jutsu: Jibo no Oumu ) Parrot Summoning Technique: Redentor Kakapos
Rank: D-S
Range: N/A
Chakra Cost: 10-40
Damage Points: N/A
Description: The Parrot Contract allows the user to summon a variety of different parrots. The Redentor Kakapos are part of the Kakapo Clan, heavy and flightless parrots with finely blotched plumaged, a facial disk and short legs, but have a very unique skill. Redentor Kakapo developed a very strong Earth Affinity, which they allied with their dense and heavy body, to create a powerful shield, making them defensive summons, rather than offensive, in an inherited skill similar to Earth Style: Added Weight series or Earth Style: Earth Spear. In essence, their body can be considered am actively regenerating Earth Spear, in terms of what level of ninjutsu it can withstand, including elemental nature. In essence, imagining the B rank Earth Spear, it can overpower neutral elements up to C rank and B water, but only D ranked lightning. Techniques that would equal the Earth Spear would be neutralized at the cost of the technique, meaning the parrot would withstand the attack but be forced to vanish. Techniques that would overpower the Earth Spear will kill the parrot and carry on. The strength of a parrot, and thus, the strength of the defense, is entirely dependent on size. As such, upon summoning, the user will infuse the adequate amount of chakra to summon bigger or smaller kakapos. The average size of an Altorio Parrot, as described in the contract ( Lion - 2 people riding ), is equivalent to the cannon technique ( B rank ), and is half the average size of a standard Kakapo Parrot, which are larger. With the D rank starting at roughly 1/9 the standard Kakapo size, it increases by 3 every rank, up to roughly the size of 9 times the kakapo standard, which around a boss summoning. Due to their strength, Egg Droping and Feather Techniques are given a +10 boost in damage, which is shared by the summoner while they're in battle.
Redentor Kakapos are very warm and loving parrots, and are very cheerful and happy. They can't move very well, but love to dance either way.

*Can only summon 1 Redentor Kakapo per technique*
*They stay in battle for 4 turns*
*S Rank version can only be summoned once per battle*
*S Rank version can only stay for 2 turns*
*Can only use Earth Techniques up to the previous rank*
*Can only be used twice per battle, once every 3 turns*

( Oumou Kuchiyose no Jutsu: Nico) Parrot Summoning Jutsus: Nico
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: N/A
Description: The user is able to summon Nico, one of the only two masters of the Samurai Arts among the Parrots of Altorio. Nico is an average sized parakeet with green feathers and white chest. He's relatively faster and more agile than his fellow master, and carries one samurai katana and bears a straw hat typical among samurais.
Nico possesses the ability to manifest it's chakra into a solid state, using it to enhance it's chakra weapons. The technique is similar to Samurai Sabre Technique (which can be used in ranged form for up to mid-range) and allows Nico to mimic Samurai jutsus, using this power instead of the SS Technique. Nico's chakra has a colder feel to it, chilling the bones of his enemies, purely psychological.
Both Nico and Rafael do not call themselves Samurai Masters, for they are the self proclaimed Karaoke masters. Though everyone in Altorio begs to differ, they just don't tell them in their faces.
*each can only be summoned once, for a maximum of 5 turns, after vanishing, they can't be summoned again. Summoning both will count as two jutsus*

( Oumu Kuchyiose no Jutsu: Chonmage no Oumu ) Parrot Summoning Technique: Favela Cockatoos
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: The Parrot Contract allows the user to summon a variety of different parrots. The Favela Cockatoos are part of the Cockatoo Clan, parrots with an ostentatious head crest, but have a very unique skill. They are uncoformist and against the current regime of the Macaws within the Altorio rainforest, so, rejecting their ninjutsu background, the Favela Cockatoos embraced the Samurai methods and culture. Similarily to Gamachu from the Toad Contract, the Favela Cockatoos are capable of using Samurai and Kenjutsu techniques isntead of Ninjutsu and the Parrot Arts. They can be summoned, for they are part of the contract, but they can't summon other parrots or humans.
Their techniques suffer no damage increase, but they acquire a certain orange glow, like a tropical brazilian sun, with a certain warmth. The Favela Parrots are within the Altorio Parrot size norm, as stated withing the contract, their largest being only slightly larger than the average ( Tiger sized, up to 3 people ). Favela Cockatoos usually come into battle with one or two samurai armor pieces, and samurai swords has weapons.
While constantly headbutting with the Macaw Royal Guard, the Capoeira Lovebirds, they are great drinkers, and enjoy partying as much as any other parrot.

*Can only summon 1 Favela Cockatoo per technique*
*They stay in battle for 5 turns*
*Can only be summoned once per battle*

(Oumu Kuchiyose no Jutsu: Nijiiro ) Parrot Summoning Technique: Iris Gloriosa
Rank: S
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Iris Gloriosa is a beautiful rainbow colored macaw with Fire, the queen of Altorio. She is half the size of a normal Summon Boss, although having a rivaling sized wingspan. Twice per battle, she is able to run her fire chakra through her feathers, creating a burning light of multicolors, flashing her opponents and stealing their sight, not through chakra but through the light alone (Not a genjutsu). Her fire jutsus display a strong rainbow glow, burning brighter than normal fire, although at a much weaker effect than her blinding flash, without any added strength. She speaks with a very soft and joyful brazilian accent, like a royal lady, yet very playful and youthful.
*Can only be summoned once*
*Lasts 4 turns*

( Oumu Kuchyiose no Jutsu: Shin'ei no Oumu ) Parrot Summoning Technique: Capoeira Lovebirds
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: The Parrot Contract allows the user to summon a variety of different parrots. The Capoeira Lovebirds are part of the Lovebird Clan, parrots with sharp and long fingers, small bodies and a plumage with a multitude of bright colors, but have a very unique skill. The Lovebirds are known as some of the smallest birds in the contract, as Capoeira Lovebirds are no different, their sizes being 1/4th of average Altorio Parrot Size Standard, as described in the contract. But through their inherited skill, they are able to engorge their body and feathers and reach sizes of up to 2 and 3 times bigger than Standard. This change is nearly instant, and can be called upon without any handseal or chakra cost once per turn, to either engorge or revert to the normal size. Parrot Techniques used by the Capoeira Lovebirds pertain to their current size. With one handseal, they are able to retain their size and merely increase or decrease the size of their parrot techniques. When they're in battle, the human summoner is able to do the same with his/her own parrot techniques, but, in this case, it counts as a turn. The size differences are described in the techniques, this does not give an extra damage boost. The Capoeira Lovebirds compose the Macaw Royal Guard, and work directly with the Altorio Royalty to keep the order. They are usually summoned with medieval armor and weaponry.
Capoeira Lovebirds enjoy dancing and playing percussion instruments.

*Can only summon 1 Capoeira Lovebird per technique*
*They stay in battle for 5 turns*
Parrot Arts
(Oumu no Jutsu: Rio no Shanikusai) Parrot Style: Rio’s Carnival
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: 30
Description: Multiple parrots from a multitude of colours, shapes and sizes burst out of the users’s body, hitting a opponents with a barrage of beak slams and claw scratches, and provide a great distraction for the user to flee or attack, amidst the flying birds. The technique works similarly to the Murder of Crows Confusion. The amount of birds that appear depend on the chakra the user puts into the technique, when no longer needed, the parrots disperse. In parties, the user can make the parrots dance Samba.
*Created by Luiz*

(Oumu Jutsu: Hare Bakudan) Parrot Style: Explosive Feathers
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: 30
Description: After throwing the feathers, the user can make them explode with one handseal, which can be done with one hand only, the size of the explosion being proportional to the size of the feathers. A normal sized feathers, such as those thrown by normal sized parrots or human summoners are of the same power as a paper bomb.
*Created by Luiz*

(Oumu no Jutsu: Hane Shuriken) Parrot Style: Throwing Feathers
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: 30
Description: This techniques stands as the parrots ability to shoot their wing's feathers towards their opponents, as sharp thrown projectiles. Depending on the size, chakra reservations and overall characteristic of the feathers, this technique can have lesser or greater damage. A Parrot summoner can create feathers on their hands and then throw them, as if they are kunais, for they acquire steel-like properties during the duration of the throw, or charge them with chakra for greater effects. The smaller parrots have feathers that pack the same damage as shaving razors. Normal parrots and human summoners have feathers from the size of small daggers, and pack the same damage. The larger feathers would have a size and damage ability equivalent to Zabuza's sword.
Can be used by Favela Cockatoos and considered bukijutsu
*Created by Luiz*

(Oumu Jutsu: Tamago Matsuri I) Parrot Style: Egg Festival I
Rank: E-C
Range: Short
Chakra Cost: 5-15
Damage Points: 10-30
Description: This techniques stands as the parrots ability to lay normal eggs and let them hit their opponents. Depending on the size, chakra reservations and overall characteristics of the user, this technique can have lesser or greater damage. A Parrot summoner can create eggs on their hands and then throw them, as if they are projectiles. The smaller parrots will lay 10-15 smaller eggs, about the size of quail eggs. Normal parrots and human summoners have 5-8 eggs of chicken egg size. The larger parrots, laying up to 3 of the biggest eggs, from parrots about the size of Gamabunta, which would be about the size of a human.
*The biggest technique is a C ranked egg that has a damage of 30 points. The others are significantly smaller, a normal egg being D rank. The larger eggs cost the same as a D rank technique but cause a little bit more damage, something like 25. The smaller eggs are E ranked.
*Created by Luiz*

(Oumu Jutsu: Tamago Matsuri II) Parrot Style: Egg Festival II
Rank: D-B
Range: Short
Chakra Cost: 10-20
Damage Points: 20-40
Description: This techniques stands as the parrots ability to lay especial eggs and let them hit their opponents, these especial eggs extremely thick and heavy like dumbbells. Depending on the size, chakra reservations and overall characteristics of the user, this technique can have lesser or greater damage. A Parrot summoner can create eggs on their hands and then throw them, as if they are projectiles. The smaller parrots will lay 7-10 eggs of about 5kg. Normal parrots and human summoners have 3-6 eggs of about 15 kg. The larger parrots, laying up to 2 of the biggest eggs, from parrots about the size of Gamabunta, would weight about about 300 kg .
*The biggest technique is a B ranked egg that has a damage of 40 points. The others are significantly smaller, a normal egg being C rank. The larger eggs cost the same as a C rank technique but cause a little bit more damage, something like 35. The smaller eggs are D ranked.
*Created by Luiz*

(Oumu Jutsu: Tamago Matsuri III) Parrot Style: Egg Festival III
Rank: C-A
Range: Short
Chakra Cost: 15-30
Damage Points: 30-60
Description: This techniques stands as the parrots ability to lay special eggs and let them hit their opponents, these special eggs have explosive upon contact or when the user decides to detonate them. Depending on the size, chakra reservations and overall characteristics of the user, this technique can have lesser or greater damage. A Parrot summoner can create eggs on their hands and then throw them, as if they are projectiles. The smaller parrots will lay 5-8 eggs which have the explosion abilities of a paper bomb. Normal parrots and human summoners have 2-5 eggs of about 5-7 paper bombs power. The larger parrots (laying only 1) would follow the same line, the biggest eggs, from parrots about the size of Gamabunta would explode with the equivalent power of Deidara's C3 bomb.
*The biggest technique is an A ranked egg that has a damage of 60 points. The others are significantly smaller, a normal egg being B rank. The larger eggs cost the same as a B rank technique but cause a little bit more damage, something like 50. The smaller eggs are C ranked.
*Created by Luiz*

( Oumu no Jutsu: Shorei ) Parrot Style: Message
Type: Supplementary
Rank: D
Range: Short (on summoning the feather)/Long (on transmission)
Chakra Cost: 10
Damage Points: N/A
Description: Similar to a summoning technique, this allows the user to summon and vanish a feather from any parrot in Altorio. The feather will be attached to it's owner by chakra, allowing the user to charge chakra through the feather that will be felt by the owner, and the other way around as long as the feather is in the user's possession. Through a common understanding, the different intensities of the chakra information or frequency of information allows messages to be sent through any distance.
*With this I claim rights to the idea behind this technique, reserving to myself the permission for other Bird Summoning Contracts to create their version of Message. Rights for hair (Mammal Contracts) and Scales (Reptile and Piscis Contracts). If other users find a different part to use, I claim no rights as I can't think of them by myself*
*It transfers just a signal, a small fluctuation. 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.*
*Created by Luiz

( Oumu no Jutsu: Saru Inasu) Parrot Arts: Monkey Chase
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This jutsu relies on bird's innate magnetic compass that allows them to migrate over extensive distances across the globe. Allying chakra to it, a parrot using this technique would be able to pinpoint any chakra signature he had contact with, regardless of distance. This technique serves not as the detection itself for that is innate, but as the locking of a target's signature in the parrot's brain. It requires the summon to be short-range from the target or short range from a place where the target stood for a relatively long period of time (Unless the target is using or used a camouflage jutsu during that time). After the target is successfully locked, the bird can sense it anywhere in the world, with very little interference (Only Muu's camouflage technique would hide himself from this, higher than 15 meters, other means would have to interfere with the ability itself).
*Can only be used by parrots*
*Can only lock on two targets at a time*


Summoning Animal: Wyvern (Hiryu)
Scroll Owner: Xylon
Other Users who have signed contract: None
Summoning Boss if existing: None
Other Summoning Animals tied to contract: None
Description and Background: Wyverns are a rare species of reptiles often regarded as mythical. It’s a Draconic creature with 4 limbs, two legs and a pair of wings similar to its ‘cousin’ which gained much more attention ,the ‘dragon’ having 4-6 limbs and depending on the specie a pair of wings. Although similarities exist, wyverns are much different than dragons in both behavior and anatomy, more aggressive the previous in any manner while dragons are civil.
Where the habitat of a dragon is generally close to the land, Wyverns prefer living in high altitudes like mountains and trees that have lived thousands of years. On rare occasions they would occupy abandoned buildings created by humans. Being reptiles, wyverns have a set of unique capabilities, something common in the animal group. Mating among wyverns is forceful, young ones are born in eggs and their gender depends on the amount of heat the egg received during development, wyverns tend to breath fire over their eggs to aid this. To protect the young one from the extreme temperatures, the scale-like shells of the eggs are heat/fire resistant.
As they grow up, to sharpen teeth and biting strength for hunting, they practice over mountains by biting the rocks with their bare mouths. A fully grown wyvern would have the bite strength of approximately 2000 kgs (1200 kgs is an ‘average’ crocodiles bite strength), with teeth sharp and strong they rip off their prey with relative ease but more than that, platinum from the mountain rocks get attached in their mouths making their bites deadlier, the attached platinum when struck inside flesh causes metal poisoning to its preys where wyverns themselves are immune to it.
Wyvern require a lot of food to keep their functions running, their gut bacteria digests food and release hydrogen which is stored in a separate bladder linked to the oeso****us. They use this hydrogen in two ways, breathing fire and flight. Having platinum stuck up in their mouths, wyverns could exhale hydrogen from their mouth which reacts with the platinum and oxygen in the air creature and combustion which released in the form of a stream of fire, (varying ranks, the method is natural therefore would not require any chakra cost or technique however, there is more to it). Wyverns have several characteristics typical of flight. The honeycomb structure of their bones allows them to be light, while retaining their strength. Huge hearts are also typical of flight, as chest muscles would need vast amounts of oxygen-rich blood in order to move the large wings. Although they possess large wings, the wing-span/weight ratio of wyverns is not enough for the wings to give enough lift. Their capacity to hold hydrogen further lightens them to fly, they can migrate in relatively high speeds by reaching a high altitude, having a huge heart and lung capacity makes them fully functional and buoyance keeps then above the air. Their anatomy makes them both agile and incredibly strong allowing it to lift objects 3x its original weight without losing any speed. Given their functions, their hierarchy is based on sizes. A larger wyvern would have more strength and capacity to hold hydrogen inside allowing it to breathe a larger body of fire. Since the hydrogen capacity, although they keep great reserves isn’t unlimited, there is a limit to how much fire they could breathe. Thus, going back to size in determining how strong a wyvern is in its wilderness. Lack of Hydrogen does not however affect flight since it has more to do with light weightiness then hydrogen.
Wyverns are prideful creatures in nature, they consider snakes and reptiles inferior and their prey even worse. They have a competitive side when against dragons and would often spar to determine who holds supremacy as species. Although rare it is possible for wyverns and dragons to mate among each other and the offspring could be either a wyvern or a dragon, making it possible for a wyvern to have a dragon sibling. They do not allow humans to make contract with them in a superiority complex so long they are unable to overpower them fully. Humans would teach them how to communicate and control chakra although not being able to perform hand seals leaves the ability useless. But combined with their techniques, wyverns would get stronger as a summoning creature. Humans would draw sealing scripts and patterns over their wings (like orochimaru draws 3 tomoe over his snakes) allowing wyverns to channel chakra within them and induce basic illusions to whomever that looks at their wing patterns. These scripts would again be used for elemental combinations, by sealing elemental techniques prior to battle such as a wind blast which would be in conjunction to fire breathing.
Summoning Technique: Wyrms of Legends (Kuchiyose no jutsu: Densetsu no Hiryu)
Rank: B
Type: Supplementary/Summoning
Range: Short
Chakra cost: 20
Damage Points: N/a
Description: The technique allows the user to summon Wyrms. The procedure for the summoning is fairly standard, following the same steps as regular summoning technique. In addition to that, the user has the liberty to use tattoo’s as well as incorporate the summoning ritual with other techniques as individuals have demonstrated throughout the series. Wyrms are mature Wyverns, they are capable fighters of different types, natures, colors/appearances, sizes and ranks. Wyrms range anywhere from 1-15m of length and a maximum wingspan of 25m. Each wyrm possesses a natural ability (no chakra cost) as well as a chakra nature, their strength of their abilities is equivalent to their ranks. The user is only capable of summoning wyrms proportional to their own strength, so wyrms by different users would differ in base strengths despite their ranks. In a single use the user can summon a single S-rank, 2 A-rank or 3 B-rank Wyrms. Their types are as follows:

Continental Wyvern: The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind.

Piscine Wyvern: Piscine wyvern are less common amphibious Wyverns. They are majestic creatures with scales that break down light to prism, and wings adept for swimming and flying alike. Their natural talent is the ability to create an electric field. Piscine Wyvern do not possess fire breathing abilities, but they have an electric organ instead which they use to discharge electrical attacks. They can operate in water (speed=Users Base speed Lvl. +1) or in air (speed=Users Base speed Lvl. -1), and possess water and lightning natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as lightning bolts, electrical fields around the body, waves and whirlpools of water.

Brute Wyvern: Brute wyvern are an even rarer breed of wyvern that underwent evolution slightly differently. They sports a pair of long, highly developed forelimbs instead of wings. Over the years, their wingspan was reduced to hardened fists. Brutes are agile combatants (speed=Users Base speed Lvl. +2), capable of jumping high and over long range distances. They do not have any natural abilities, but they are capable of using taijutsu (within reason) as well as throw punches up to their own ranks. The can only use earth natures, up to the level of specialists and are capable of using shape manipulation.

Deviants: They are a collective class of Wyverns with odd features. This category encompasse all Wyrms with peculiarties such as two heads each capable of breathing fire or multiple pairs of wings. Deviants are capable of using shape manipulation, and can have the natural abilities or qualities of any of the previous 3 types defined in any combination. They can have any of the 5 basic chakra natures. Deviants are one of a kind (so only one can be summoned at a time), their speed is always [Users Base speed Lvl. +1], they are always S ranked and they can use natural fire breathing or electrical organs twice per battle.

Note: Each Wyrm can have One chakra nature, restricted to the natures the type of Wyvern can have.
-An S rank Wyrm has a chakra reserve of 300, and it can use its Natural Ability(s) up to 3 times per conflict. A rank Wyrms have a reserve of 150 each, and can use their natural skills twice per battle. B rank Wyrms have a reserve of 100 each, and can use their natural skills once per battle. Only a single Deviant (S rank) can be summoned at a time, it can have a reserve of no more than 200. Wyrms stay in battlefield until their chakra reserves allow.
-Each ranked ability natural or chakra based, costs one of the user’s 3 moves per turn though they can be performed simultaneously with the user (unranked use is considered free form).

Summoning Animal: Hellhounds
Scroll Owner: Phaizon
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: Phantom & Caution
Description and Background: Hellhounds are a mythical breed of K-9s said to reside in hell. These hellhounds typically are stronger and more powerful than the typical "dog" breed, making one believe they are a dog "sub-breed" Each Hellhound has access to fire chakra/jutsu and excel at it making their fire slightly more powerful than and hotter than normal, giving +1 Rank (+10 for S-rank) to their fire jutsus without needing handseals using it through their mouth. While majority of the hellhounds are actually coated in fire overall, some fire being more powerful and hot than others (specified with each summon). Each Hellhound has extensive sensing via smell and extraordinary pinpoint heat sensing, allowing for them to sense anything that has heat within the same landmark. While also due to the mass amount of fire surging through and around them, they are immune to Fire release techniques of the same rank and lower. The unique thing about this summoning contract is its ability to be in contact with souls. This allows the hellhounds to not only can see but their fire is capable of injuring souls and spirits (Only their fire, nothing else).


(Makairyouken Kuchiyose: Shishiza) Hell Hound Summoning: Phantom
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Hell hounds essentially have three leaders. Two of them being the head over the lot overall, and one in charge of the pack. Phantom is considered the third leader. He is able to control the heat that the flame on his back produce. This is to mainly to accommodate his owner, or others he dont wish to harm. Though the flames can get really hot and intense, that the ground below his paws will melt. Phantom stands roughly six feet and five feet wide and speed is roughly twice the speed of jounin rank. He is able to speak proper english and have a very gruff voice but dont talk often. The special thing about phantom is his true mastery of fire, and fire sensing allowing him to increase his heat sensing by 1 additional landmark while not needing handseals to use fire jutsus that require handseals

Note: Can only stay on the field for a max of 4 turns
Note: The fire on its back can be as warm as a bonfire all the way to S rank heat/fire which upon contact can deal 3rd degree burns But it cost a move slot and has a one-turn cooldown to adjust the heat, but heat does not hurt the user

(Makairyouken Kuchiyose: Shishiza) Hell Hound Summoning: Caution
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Caution is the only puppy of the hellhound contract but one of the deadliest, also the only one who has access to senjutsu chakra aside from the sages of the hell hounds. Caution chakra reserve is very that he was cursed to stay as a puppy cause if he was to fully mature it would be too wild, and strong to contain (This is simply for cosmetic purposes). Caution is roughly the size of pakkun (kakashis dog). He has a skull around his head all the way down his body similar to a jinchuruki version 2 while always glowing bright red. His body is so hot that it can burn through your clothes but due to always covering their body in chakra to protect their owner, this is something that doesnt hinder the user themselves. Though if he decide to attack an opponent the heat of his skin can cause 3rd degree burns. Caution speed is that of jounin rank. Caution isnt an offensive hellhound thus is also the only one who doesnt use fire jutsu though he does have several unique traits. One thing is his incredible chakra control and reserve. He is constantly fueling chakra into his owner upon contact, refreshing the owners chakra network while giving the user +20 to pure fire techniques. Last but not least his ability to constantly draw in natural energy (similar to ma and pa) as long as they are on the owners body. Being an fuel source for senjutsu giving the user +15 to their senjutsu techniques Up to 105 per battle. Though this only pertains to imperfect sage mode.

Note: Can stay on the field for a max of 4 turns
Note: The body of Caution even though it causes 3rd degree burns doesnt have a rank, simply deals 60 Damage

(Makairyouken Fukanzen Sennin Modo ) - HellHound Imperfect Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra: N/A ( -10 turn to sustain )
Damage: N/A (Active +20 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 moulded 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 able to reduce 20 damage from damage for the duration of this technique and reduces cold based techniques by 30. The user is able to passively sense chakra not only through nature sensing but heat sensing and his/her perception and reflexes and speed are doubled by x2. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, Genjutsu cast by the user are empowered Increasing the range of each genjutsu by +1. Lastly, The user gains specific traits to the hell hound contract. The user tracking via the nose is increased, allowing the user to track scents up to 2 landmarks away. The user also gains incredibly sharp K-9 Teeth (The four sharpest teeth in the mouth, simply for cosmetic purposes)
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.

(Makairyouken Fukanzen Sennin Modo ) - HellHound Perfect Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active +30 Damage to all Katon 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, for the duration of this technique. The user is able to passively sense chakra and his/her perception through not only nature sensing but heat sensing while reflexes and speed are enhanced by x3. Their fire ninjutsu and strength increases, empowering katon and taijutsu techniques by +30. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to hellhound anatomy. Keeping the sharp teeth, she gains a red marking around her eyes like most sage modes, getting rid of the fur around her body, but her body still being extremely hot, making those who make physical contact with her, deals -15 Damage.

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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Alyx

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Black Lightning Release

(Raiton: Kaminari no Metsujin no Jutsu - Lightning Release: Lightning God Slayer Technique
Rank: D-S
Type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Utilizing the user's signature Black Lightning, the user combines shape manipulation with their Black Lightning to form various tools and objects to aid the user in combat. The power of this technique varies depending on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. The objects created by this technique may be created anywhere, however, must be at least 5 m away from the opponent.
Note:
Can only use S-ranked three times per battle.
No S-Rank or above Lightning on the turn following the use of the S-Rank variant.
Requires one turn cool down between uses.

(Kuroi Kaminari/Fuinjutsu: Fukitsuna Hibun) Black Lightning/Sealing Technique: Ominous Inscription
Type: Defensive, Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage Points: N/A
Description: After utilizing three hand seals, the entire vicinity of the user (up to ten meters) becomes shrouded in a zone of black electricity; which in turn remains dormant at the time. Accompanied by an intangible barrier around the area of effect, this barrier is designed to detect foreign chakra and linked towards the source of black lightning. As such once per turn, at the cost of a move – the barrier automatically triggers in order to cause the black lightning within the zone to immediately home in on the foreign chakra source (prioritizes the highest amount unless the user willingly guides it in this case). This causes multiple bolts of electricity to aim to strike down the intended target, shocking them violently and causing paralysis for one turn if struck directly. It should be noted that simply “dodging” isn’t going to work as the barrier will always relay the new location of its target, causing electricity to redirect itself in turn (doesn’t count as a move slot). However only one instance of multiple bolts of electricity can exist, meaning no other bolts will be fired until the currently persisting one is destroyed. This can only be used twice per battle, lasting four turns each time. Once in use, the technique constantly occupies a move slot; while preventing the user of Black Lightning or Fuinjutsu A rank and above in the same turn of use and the following turn afterwards. The electricity is A ranked in damage; while the barrier travels up to mid range instantly alongside the saturation of the battle zone with black electricity where small arcs of the unique element spark off the ground.

(Kuroi Kaminari: Kaminari no Menajerī ) Black Lightning: Menagerie of Thunder
Type: Defensive, Offensive, Supplementary
Rank: D - S Rank
Range: Short - Long
Chakra cost: 10 - 40 (- 10 to Sustain)
Damage Points: 20 - 80
Description: Menagerie of Thunder is rather a simplistic technique, designed to for the user in order to create chakra born familiars made of black lightning. These familiars can range from rather bland and basic designs such as animals to more unique designed ones such as mythical creatures such as dragons and the likes. The possibilities are endless, only limited by one’s own imagination. These familiars behave based on their designs respectively – as such humanoids are capable of walking and running, winged beasts can fly etc though of course a familiar of mixed anatomy can achieve multiple features as wells. They are sentient beings, though are incapable of human speech pattern, only able to act on their own outside of their creators control but can easily react to situations, exhibiting a rather limited but heighted thought process. They are capable of utilizing Black Lightning and Lightning Release up to their initial rank though in the case of multiple familiars being made at once, the each is only capable of using the rank they have after splitting (i.e S rank split into four makes 4 B ranks, meaning each familiar can only use up to B rank). They are also capable of dealing damage to an opponent based on their rank thought this comes at the cost of a move. This attack is a shocking physically striking blow depending on the anatomy of the familiar such as humanoid kicking or punching etc. They are capable of being summoned in various sizes, from D to C reaching up to five meters, B to A up to 10 meters while S rank reaches up to fifteen meters. Capella’s C to B Rank versions can be used an unlimited times per battle, while A rank can only be used thrice and S rank twice. B Rank requires one hand seal, A rank requires two while S rank requires 3. S Rank usage prevents the user from being able to use above A rank Black Lightning Techniques in the same and following next turn after its initial use, while a cool down of two turns. These familiars can be formed anywhere within mid range of the terrain but must be formed at least five meters away from the target, they however can operate long distances away while a familiar regardless of rank can only persist for three turns in total. The user is capable of interacting with these familiars without taking any damage.

(Kuroi Kaminari: Kyōakuna Zenchō) Black Lightning: Baleful Omen
Type: Supplementary
Rank: A - Rank
Range: Short - Long
Chakra: 30 ( +10 Infusion)
Damage: N/A
Description: Baleful Omen is an infusion technique utilized in order to turn regular lighting techniques into black lighting as well enhancing it. Through an application of the “Super Vibrating Lightning Release Sword”; the user increases the frequency of the technique in order become more destructive and sharper, while infusing with one’s black lighting chakra. This in turn causes the technique in question to gain the elemental strength and weaknesses of Black Lighting while gaining a boon in power. This boon is translated as a +1 Rank increase for techniques A rank and below however techniques S rank and above in order to gain a +20 DMG increase instead. This technique can only be used three times per battle which once activated, the user is unable to use black lightning techniques above S rank in the same turn. The user adds an additional hand seal into the original technique's original sequence (if any) and is activated in the same time frame as the original technique. This technique has a cooldown period of one turn between usages.

(Kuroi Kaminari: Kage Aruji ) Black Lightning Release: Shadowlord
Rank: B Rank
Type: Defensive, Supplementary
Range: Short - Long
Chakra: 20 ( - 5 Per Turn)
Damage: N/A
Description: Shadowlord is a defensive technique which utilizes the highspeed nature of Black Lightning Release. After making a single hand seal, the user’s body immediately becomes flooded with the chakra nature, causing a shift to their anatomy. By turning into Black Lightning, the user and everything on their person blasts off into a direction of their choice in the form of a black lightning bolt. This gifts the caster a quick form of evasion or tactical positioning as they use their new form to blitz across the terrain in order to avoid opposing techniques. The user will move at twice their base speed while in this form, allowing for them to quickly get out of unfavorable situations. This cannot be used to dodge techniques of grand scale, capping at ten meters in scale and will consume the users freeform dodge for the turn. Shadowlord can also be used as a means of travel in the NW, by allowing the user to take the form and travel across the terrain or the skies (respects the basic traveling rules) as to avoid people detecting them as they can even go through the surface of the terrain or the clouds to avoid being detected (Though chakra sensory ninjas/Dojutsu users can still detect them in this transformed state). This can be used four times per battle, each use lasting the turn it was utilized though the user can willingly transform back to normal afterwards. NW travel can be used twice per arc, allowing them to travel up to three landmarks before the technique ends but drains chakra in order to sustain the form.

( Kuro Kaminari Hijutsu: Musou Shinsetsu) Black Lightning Secret Art: One Slash With No Conception
Rank: Forbidden Rank
Type: Mode
Range: Short - Long
Chakra Cost: 50 ( -30 PerTurn)
Damage Points: N/A
Description: Musou Shinsetsu is a unique combination of one’s skill with Black Lightning and Kenjutsu combined into one. The process of activation is rather simple, with the user charging the blade with an immense amount of energy, causing the blade to become pitch blade in coloration as the black current surges through it. While this is occurring – the user’s body would become energized as well, increasing their mobility by x2 while this is active. The true nature of this state is to become one with lightning, namely black lightning as the superior form of Lightning Release. The user’s kenjutsu techniques are affected by this – causing them to gain the elemental typing of Black Lightning, gaining an additional increase in damage of +20 and lastly, capable of causing paralysis that persists on struck targets for two turns. The elemental typing change applies to both physical slashes but also projectiles the user is capable of release, instead turning it into black lightning projectiles being released though this should be noted that this only applies to lightning and non elemental kenjutsu. An example of this would be someone wanting to use "Slicing Crimson Wave" with their sword , releasing a red chakra projectile, the lightning will be spread from the blade instead of raw chakra and releasing it, allowing one to truly embrace the elemental nature of the Musou Shinsetsu. Uniquely to this technique as well, the user can – once per turn at the cost of a move, can stab the sword into the ground, release a surge of energy that causes the area around them to become elevated akin to the “Lightning Blades Levitation”. The effected solids would then be guided with a mental command to pursuit the opponent with the intent of causing immense damage. This deals 90 DMG, carrying the same elemental S&W of Black Lightning. While active, the user is incapable of utilizing elemental natures aside from Black Lightning and Lightning Release, while retaining the ability to utilize non elemental abilities as normal. This can only be active for four turns, draining -30 chakra per turn in order to sustain. When naturally ending or prematurely, the user loses the ability to utilize Black Lightning for three turns, regardless of rank while also being able to use this technique once per battle. They are also incapable of utilizing Black Lightning above A Rank in the initial turn of activation. It also causes - 10 HP towards the user on the initial turn due the overcharge of chakra within the user's body.


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Boil Release
(Futton: Akusei Rōzu ) Boil Release: Malignant Rose
Rank: D - S Rank
Type: Offensive, Defensive , Supplementary
Range: Short - Long
Chakra Cost: 10 - 40 ( -10 Per Turn)
Damage Points: 20 - 80
Description: Malignant Rose is basic technique designed to craft one's Boil Release Nature to their desires. These are usually done in differing forms, ranging from bursts, waves, mist or even condensed constructs such as tools, weapons etc of the acidic vapor, capable of causing physical damage but also burning the skin on contact. The acidic vapor is either released from the user's body, usually through the mouth, through erupting through the terrain nearby or even the moisture surrounding the user. However these cannot be created within five meters of the opponent, unless already in short range which in that case cannot be done on direct contact. The constructs from D to C are maxed at five meters, B - A Rank being maxed at ten meters and S rank being up to fifteen meters. B Rank variants of this technique requires at least one seal, with the required amount increasing by increments of one per rank. These constructs when made are capable of naturally persisting; passively draining chakra though can only remain for two turns regardless of rank before naturally fading away. Continuous contact with the acidic vapor causes those affected to suffer half the base damage per turn for their skin melting slowly. S Rank variant of this technique can be used twice per battle, going on cool down for two turns before utilizing again once the construct ends. This also prevents the use of A Rank and above Boil Release in the same turn the S Rank variant is used. A Rank can only be used thrice per battle with a one turn cool down after the structure in question ends. The user is completely immune their own acidic vapor, not suffering any kind of damage from it. Multiple constructs can be made at once if desired, though the damage is split among them evenly.

(Futton: Kyōakuna Ran) Boil Release: Baleful Orchid
Rank: D - S Rank
Type: Offensive, Defensive , Supplementary
Range: Short - Long
Chakra Cost: 10 - 40 ( -10 Per Turn)
Damage Points: 20 - 80
Description: Baleful Orchid is the sister technique to that of Malignant Rose, however instead of crafting constructs the user would create acidic familiars. These familiars are nigh featureless in terms of their aesthetic - simply being condensed white vapor. However because of the complex design added into them, they move and behave intrinsically to their design. Meaning if one was to create a humanoid familiar, it would be capable of walking/running, or if making an avian, it would be capable of flight. The possibilities are endless, as the user can utilize their imagination in order to craft unique formations. These familiars exhibit a rather limited form of sentience, in the sense of being aware of its surroundings, able to tell its creator and his allies apart among other things such as performing Boil Release Techniques up to the Rank of the familiar. The acidic vapor is either released from the user's body, usually through the mouth, through erupting through the terrain nearby or even the moisture surrounding the user. However these cannot be created within five meters of the opponent, unless already in short range which in that case cannot be done on direct contact. The constructs from D to C are maxed at five meters, B - A Rank being maxed at ten meters and S rank being up to fifteen meters. B Rank variants of this technique requires at least one seal, with the required amount increasing by increments of one per rank. These constructs when made are capable of naturally persisting; passively draining chakra though can only remain for two turns regardless of rank before naturally fading away. Continuous contact with the acidic vapor causes those affected to suffer half the base damage per turn for their skin melting slowly. S Rank variant of this technique can be used twice pet battle, going on cool down for two turns before utilizing again once the familiar ends. This also prevents the use of A Rank and above Boil Release in the same turn the S Rank variant is used. A Rank can only be used thrice per battle with a one turn cool down after the structure in question ends. The user is completely immune their own acidic vapor, not suffering any kind of damage from it. These familiars when performing techniques counts to the allotted 3 techniques per turn. Multiple familiars can be made at once if desired, though the damage is split among them evenly.

(Futton: Ten'i-sei Suiren ) Boil Release: Metastatic Water Lily
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: N/A (+ 10 Infusion)
Damage Points: N/A
Description: Metastatic Water Lily is an infusion technique utilized in order to amplify one’s water release or liquid based techniques. While in the sequence of kneading one’s chakra, the user will perform an additional hand seal in which then causes the technique when released to gave the properties of Boil Release. Upon appearance, the technique in question retains its usual functionality; but rather than being just being a normal liquid, it would have gained the element’s acidic nature, which causes those in contact with the water to be affected by the corrosive nature. This infusion doesn’t turn the liquid into the usual vapor formation, though this vapor can be seen released from the water cosmetically, but rather it infuses the high acidic PH concentration into the liquid. This grants one of two types of boons, the first being techniques which are defensive or supplementary in nature while become offensively inclined, dealing damage to the rank of the technique applied. In the case of an already offensive technique; this adds an additional +20 DMG to those techniques when applied. This infusion can be used thrice times per battle, with a cool down time of two turns between each use which also once activated, the user is unable to use Boil Release Techniques above S rank in the same turn. This infusion also cannot be applied to water techniques that directly spawn on targets, requiring those who are capable of being made within less than 5 meters spawn at such distance, in adherence to the spawning rules. . Like all Boil Release techniques, the user is naturally immune to any damage or effects of this technique.


Explosion Release


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Explosion Release

My Creations
28. (Bakuton: Jigoku no Kōkan) – Explosion Release: Hell’s Dignitary
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will focus their Bakuton chakra into the ground in order to initiate this technique. This technique applies the principles of Lightning Release: Four-Pillar Bind as well as Explosion Release: Mandate of Hell. Instead of using Raiton chakra the user will apply their Bakuton chakra in order to forcefully shape the earth into a familiar mirroring their stature, appearance, and size. The familiar is powered by the user’s Explosive chakra and as such is granted a limited form of sentience; allowing the familiar to passively feed off of the user’s chakra reserves and sustain independence from the user’s concentration. Cosmetically, the familiar courses with explosive energy; this is much like the electrical energy which courses on the surface of Four and Sixteen Pillar Bind. This energy is inert to the touch possessing no inherent explosive qualities.

Aside from its limited sentience the familiar possesses two abilities. Due to the nature of his creation the familiar is capable of utilizing Earth Release techniques up to and including S-Rank sans handseals. However, the dignitary’s Earth Release techniques possess a unique quality found in Mandate of Hell. As such, the dignitary’s Earth Release techniques will passively be manipulated by Mandate of Hell allowing them to convert the Earth technique used (as long as it is solid matter), into Explosive chakra after it is created. This ability also, like Mandate of Hell, allows for a certain amount of reshaping; as such a slab of earth can be reshaped into a large sword. The Explosive chakra naturally possesses highly explosive tendencies which, on contact with solid matter or an opposing force, will result in an explosion proportional to the size of the structure. Explosions can also be detonated without the need for physical contact requiring the user to be aware of the interaction. Likewise, explosions can be prevented leaving the chakra inert until the user desires for an explosion to occur. Explosions created can be angled away from the user preventing unnecessary recoil and negating damage and debris. This passive characteristic can only be applied to Earth Release techniques within short-range of the familiar. Techniques which are outside of that range will remain as normal Earth Release.

Hell’s Dignitary can be used once per battle lasting a maximum of four turns per application. Upon deactivation the user will be unable to use Explosion, Earth, or Lightning techniques above A-Rank for a single turn

29. (Katon: Kokuō Rei) – Fire Release: Royal Decree
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: Royal Decree is a type of infusion designed to manipulate Explosion Release natured techniques throughout the battlefield. Through an infusion of Fire chakra into an Explosion Release or Bakuton natured technique the user is able to create a catalyst. The fire chakra infused into the explosion is gaseous in its form remaining inert until a violent explosion is triggered. The catalyst will act to detonate instantly in sync with the first causing a secondary explosion simulating the magnitude of the first; however will extend with one additional range level, at the user’s volition. The range increase can only be applied to Explosions which span short-range initially, allowing them to increase their range effectively to mid-range. Because of the effects of the catalyst the infused Explosion gains the added force, heat, and energy of the initial allowing it to gain an effective increase of one rank in strength; for S-Rank and above Explosions the technique will effectively increase the effective strength by +20. This technique can be applied to Explosions which extend to mid-range initially, however it will not benefit from the increased range allowing them to gain the catalyst effect but not span to long-range. Royal Decree can be used five times per battle and can be performed within the same timeframe as the technique which it is applied to. It cannot be used in consecutive turns.

30. (Bakuton: Teikoku no Seiryoku) – Explosion Release: Fount of the Empire
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+10 chakra cost to applied techniques)
Damage: N/A
Description: A type of activated infusion technique designed to manipulate specialized fluids or liquids. Generally, Water Release and other liquid-based elements act to suppress Explosion Release thus making them incompatible elements. However, certain techniques and elements possess inherent qualities which make them potent vehicles to sustain an explosion. This technique effectively creates a liquid based explosion, although with certain restrictions. Because of its specialized nature this technique’s infusion can only be applied to liquid techniques capable of sustaining an explosion. In the case of Water Release, the most common application, this technique can be applied to oil based techniques due to the volatile nature of oil. Liquid CEs which this is applied to will gain the exact benefit and become highly explosive when coming into contact with solid matter or an opposing force. Alternatively, the explosive infusion can be kept inert until the user desires to produce an explosion; although this can only be used as long as the user has awareness of the interaction. Explosions under this technique can have their directionality manipulated allowing for the reduction of recoil and the negation of potential damage within reason. When activated this technique will remain active for three turns and can be used three times per battle. Infusions occur within the same timeframe as the technique which they are applied to, thus making for instant activation. Explosions created/spawned from liquids infused with this technique must initially occur a minimum of five meters away from the opponent.

31.(Bakuton: Ten no Hikarimasu) – Explosion Release: Heaven’s Luminary
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will focus their Bakuton chakra within short-range of their location creating a familiar mirroring the user’s stature, appearance, and size. The familiar is composed purely of Explosive chakra being crimson, yellow, or orange in color. Although this coloration is largely cosmetic and can be changed through the use of other external techniques which affect the coloration of Explosion Release techniques. The familiar is powered by passively siphoning the user’s chakra and is granted a limited form of sentience; this allows the familiar to sustain independence from the user’s concentration. Because of its composition of pure Explosive chakra the familiar is highly volatile and naturally explosive. As such, interactions with the familiar, either from physical matter or opposing technique, an explosion will occur which can have its directionality controlled. The explosion will mimic the size and speed of the invading force. The explosion happens passively but requires one of the user’s three moves per turn. Aside from this, the Luminary’s energetic composition cannot be weakened and as such can regenerate from damage which does not destroy it entirely within elemental strengths and weaknesses.

Aside from its basic abilities the Luminary is capable of diffusing itself into solid matter based techniques (Earth/Earth CE). This is much like the Mandate of Heaven which infuses solid-matter with the user’s Explosive chakra to produce a latent bomb. However, unlike the Mandate of Heaven this ability varies slightly. This enhancement causes the infused technique to gain the abilities of the Heaven’s Luminary. Additionally, the Luminary’s duration will become bound to the technique it is infused into while also gaining the sustained chakra cost of the Luminary. Because of the nature of the Luminary’s reactive defense the infused matter will gain an electrified aura much like the one found in Explosion Release: Hell’s Dignitary. However, unlike the Dignitary who’s aura is inert to the touch the Luminary’s will possess a highly volatile aura mimicking the damage of the original Explosive chakra, S-Rank. For example, should the Heaven’s Luminary be diffused into Earth Release: Stone Golem it will gain the limited sentience of the Luminary freeing it from the user’s concentration while also becoming able to use S-Rank and below Explosion Release techniques. Like Mandate of Heaven, the Heaven’s Luminary can only be diffused into techniques which are created within short-range of the user. However, this does not mean that the Luminary must be within short-range. The Luminary can be present anywhere on the battlefield and diffused into the solid-based technique as long as that technique is created within short-range of the user.

Heaven’s Luminary can be used once per battle lasting four turns. Upon deactivation the user will be unable to use Explosion, Earth, or Lightning techniques above A-Rank for a single turn.

32.(Bakuton: Ryūsei Aki) – Explosion Release: Starfall
Type: Offensive
Rank: A
Range: Mid – Long (Short – Long)
Chakra: 30
Damage: 60
Description: The user will perform a single Tiger hand seal opening a portal in the sky much like Earth Release: Sticky Earth Drop. From the portal thousands of rocks ranging from the size of a bullet to a fist will fall from the sky creating a torrential downpour. Each pellet is infused with the user’s Explosive chakra and will explode upon contact with matter or an opposing force. Because the user’s Explosive chakra is laced into the projectiles each produce a small localized explosion when detonated that individually does not produce significant harm. However, collectively the pellets pose immense threat; additionally each pellet will burst into shrapnel upon detonation making this technique very difficult to naturally avoid or dodge. The portal can be created anywhere within the battlefield up to a maximum of the entire field. In the case where the portal encompasses the entire battlefield the user must also be able to defend against the technique themselves. Starfall can be used three times per battle. The portal cannot be created within short-range of an opponent.

33.(Bakuton: Aimaina Aki) – Explosion Release: Nebulous Descent
Type: Defensive, Supplementary
Rank: C
Range: Short – Long
Chakra: 15
Damage: N/A
Description: Based on the principles of Explosion Release: Starfall and Earth Release: Sticky Earth Drop Nebulous Descent employs the principle of smoke creation. The user will release their Explosive chakra into the sky opening a portal triggering an infinite series of small explosions each creating billowing amounts of smoke which will descend upon the desired area of the battlefield. The smoke is thick in nature carrying a warm temperature with it; similar to sitting near a fire. However, despite its temperature and thick nature the smoke is entirely harmless alone only acting to cloud the battlefield. The portal will remain open for two turns as the chain reaction of explosions continues causing smoke to billow downward on the battlefield without pause. During these two turns the smoke cannot be blown away and any attempt to do so will simply replenish the blown smoke with fresh smoke produced from the explosions. The smoke is also laced with the user’s explosive chakra and, while inert, will obfuscate sensory capabilities. Like Rain Tiger at Will the chakra within the smoke will provide a limited means of obstruction sensory allowing the user to detect physical obstructions within the smoke. However, without Smoke Ninjutsu the user cannot manipulate the smoke beyond the lacing of their own explosive chakra within it. Nebulous Descent can be used four times per battle. After the portal has closed the smoke will remain on the battlefield for two additional turns before naturally dispersing during which time it can be blown away.

34.(Bakuton: Shinsei Shōgekiha) – Explosion Release: Nova Shockwave
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Nova Shockwave applies a fundamental concept of Explosion Release techniques – the expansion of volume. An explosion is, in its purest essence, the rapid expansion of volume and is manifested in this technique. By focusing Explosive chakra into either, or both, of the user’s palms the user will produce a localized explosion which specializes in rapid expansion – a shockwave. Nova Shockwave, while an Explosion Release technique, offers no common infernal flames; it is purely a shockwave released from an explosion carrying the same force and strength as a normal explosion would. However, Nova Shockwave applies the shockwave created in a linear direction through advanced manipulation found in techniques such as Landmine Fist where the explosion’s directionality can be controlled. The linear direction can be compared to the nature of Bensho Ten’in, in reverse. This technique specializes in repulsion through shockwave using the force of an explosion to push and shatter opposing objects and forces. Nova Shockwave can be applied at different strengths; this applies the same principle but at varying levels of range and strength. D to B-Rank applications of Nova Shockwave can produce short-range shockwaves, A-Rank applications of Nova Shockwave can produce mid-range shockwaves, while S-Rank applications can reach long-range. The shockwave itself, unlike common Explosion Release techniques, offers no explosive damage. The shockwave specializes in brute, sheer physical damage and appears similar to immense gusts of wind. A and S-Rank applications can be used a total of five times per battle while S-Rank itself can only be used twice, counting towards the total five applications. No S-Rank or above Explosion Release techniques can be used in the user's next turn when the S-Rank variant is used.



(Bakuton: Kami Teikoku no Saifuku) – Explosion Release: Vestments of Divine Imperials
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user focuses and channels copious amounts of Bakuton chakra throughout their entire body causing the user’s very form to manifest the properties of pure Bakuton chakra. The result is the user’s body, not simply their skin, will turn into raw explosive energy. The explosive energy manifests itself as a dark bloody crimson expanding throughout the user. This technique, in essence, causes the user to transform into a living bomb. Vestments of Divine Imperials provides inherent natural defenses through this transformation. However, despite what this technique suggests, this does not cause the user to become a suicide bomb. The basic defenses provided by Vestments of Divine Imperials is essentially a reactive armor taking on the properties of an explosion while also allowing the user, because of the very nature of their body, to become immune to their own explosions. The reactive defense provided by Vestments causes opposing techniques, within elemental weaknesses and strengths, to strike the user’s body and produce a reactive natural explosion. The explosions produced act as a natural defense enabling the user to neutralize invading forces. These explosions, due to their neutralizing nature, will reflect the size, speed, and power of the invading force. Because of the user’s incredible control enabled by Vestments of Divine Imperials they will be able to decide entirely at their volition whether objects which strike them will be met by an explosion or not. This only applies to objects which the user has awareness of. Objects and forces which strike the user unknowingly will be naturally met by an explosion of the above set proportions whether according to the user’s will or not. Because the user effectively transforms and converts his body into raw explosive energy he sheds certain traits of his biological body. No longer can the user suffer from pain, rendering them unable to use pain to release from illusionary techniques. Additionally, the user can no longer suffer from the biological effects of poisons, yet certain corrosive agents can still harm the user’s explosive form in some ways if not able to be overpowered by the explosion. However, the user is also vulnerable to Lightning Release techniques due to their unique interactions with Explosion Release. In essence Lightning Release is able to diffuse explosions effectively resulting in the paralysis of the user should he or she be struck. This technique enables the user to defend against S-Ranks and below of neutral elements (A-Ranks and below for weaknesses, F-Ranks and below for strengths). If the user is struck by an attack weaker than their transformation, their explosive form will not weaken or decrease in power at all. If the user is struck with an attack that will neutralize their transformation, the two cancel one another out and the user reverts to their original form unharmed. If the user is struck with an attack that overpowers their transformation, the user's body reverts to it's original form and sustains the remaining damage (after the collision of techniques). Aside from this the user’s ability to weave hand seals, mold chakra, and otherwise all abilities prior to their conversion remain normal. However, while Vestments of Divine Imperials is active the user is only able to use Bakuton and the elements which compose it, their primary elemental affinity and any CEs based on these elements as well as non-elemental abilities. Vestments of Divine Imperials lasts for four turns and can be used twice per battle. On the turn this technique expires the user is unable to produce Lightning, Earth, or Explosive techniques above S-Rank in the same turn. Additionally, upon expiration the user’s body is returned back to its normal biological state. Due to the conversion the user’s base speed will be reduced by 2 levels one turn thereafter. Explosions which occur from the user’s body, voluntarily or not, happen passively but cost one of the user’s three moves per turn. Seals and items otherwise on the user's body during their transformation retain their normal abilities. Body seals will become inscribed as explosive energy in their normal positions.

(Bakuton/Fūinjutsu: Shōmei no Kōhyō) – Explosion Release/Sealing Technique: Luminary’s Edict
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is considered to be the sibling technique of Potentate Proclamation and is designed to be used while Vestments of Divine Imperials, or its lesser variants, is active. This technique specializes in sealing, unlike that of Potentate Proclamation, creating a living chakra vessel from the user’s explosive form. Unlike Potentate Proclamation this technique does not extend the duration of Vestments of Divine Imperials through the transfer and integration of energy and chakra. Instead Luminary’s Edict focuses on the alternative application of Potentate Proclamation – the sealing of sentient familiars and the adoption of their abilities. Luminary’s Edict takes into account the ‘size’ of the consumed familiar. However, because this is applied to familiars which are purely chakra based the physical size of the familiar is not taken into account because chakra does not occupy space in the normal sense. Luminary’s Edict instead focuses on the density of chakra, meaning the strength of the technique. As such, familiars which are higher ranked than the user’s transformed state will be consumed allowing for the user to adopt the abilities of the familiar as well as the strength of familiar. For example, should the user’s transformed state be equivalent to A-Rank and an S-Rank familiar is consumed then the user’s explosive state will increase by a single effective rank. Because the user’s body becomes the vessel for the familiar it will be homogenous with the user’s body preventing the external separation of the two. Familiars consumed by Luminary’s Edict have their chakra cost effectively voided for the duration. The familiars which are consumed will also bind their duration to the user’s transformed state accepting the longer of the two durations. When the user’s transformed state ends the consumed familiar(s) will unbind themselves seamlessly from the user’s body. The sealing happens incredibly quickly allowing Luminary's Edict to be used within the same timeframe as the creation of a familiar that it will consume and seal. Luminary’s Edict can be used three times per battle and will remain active until Vestments of Divine Imperials, or a lesser variation, expires.

(Bakuton: Ryōiki no Ten'nō) – Explosion Release: Domain of the Emperor
Type: Offensive, Supplementary
Rank: S
Range: Short – Mid
Chakra: 40 (-10 per turn)
Damage: N/A (80)
Description: Through direct contact with a solid surface the user will focus their Explosive chakra into it causing it to diffuse evenly throughout the applied surface. The Explosive chakra will quickly diffuse up to mid-range from the user’s initial location lacing the terrain with chakra unbeknownst to opponents lacking special capabilities, like Doujutsu or Sensory. In its diffused state this technique offers no direct offensive potential simply acting to lace the terrain with Explosive chakra essentially marking the surface as the Emperor’s domain. Domain of the Emperor will passively drain 10 chakra per turn from its user allowing in order to be sustained. While active the opponent will be unable to use Earth Release techniques which emerge from the ground. Domain of the Emperor essentially emulates its natural oppressive ability through this lacing of Explosive chakra. Alternatively, this technique can be used to converge the diffused chakra into a single location by pooling it beneath a targeted location. This convergence can be performed immediately upon initiation of this technique, at the cost of a single move, or can be performed after the diffused chakra has been laced into the surface, costing an additional move. The explosion produced by this alternative application will cause the earth to rupture beneath the targeted location which can encompass all of short-range from its location. The rupturing will be proceeded by the normal rumbling sound accompanied by all average earth techniques followed by an immediate explosion. The explosion will both carry with it the normal heat and force as well as the ruptured earth, forming a highly effective blunt and sharp shrapnel. When the convergence application is used this will effectively end Domain of the Emperor and require the user use this technique again in order to lace chakra into the earth. Domain of the Emperor can be used twice per battle and lasts four turns per application or until it is sacrificed to produce an explosion. While active the user is unable to use techniques other than Explosion Release, the elements which compose it, their primary elemental affinity, and non-elemental techniques.

(Bakuton: Chikyūmei) – Explosion Release: Mandate of Earth
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied techniques)
Damage: N/A
Description: This technique can only be used while Domain of the Emperor is active allowing the user to passively activate this innate ability. Mandate of Earth essentially allows solid-based matter and techniques (Earth/Earth CE, not including other shinobi, etc) to become infused with Explosive chakra. However, unlike its sibling techniques Hell and Heaven the Mandate of Earth, through the Domain of the Emperor, infuses these solid-based techniques beyond short-range of the user by utilizing the diffused Explosive chakra latent in the surface it was infused to. This essentially allows the user to convert any physical object he pleases into a latent bomb. Should the user apply this technique to ninja tools or objects void of chakra the explosion produced would be equivalent to an average explosive tag. Should the user infuse their Explosive chakra into a supplementary technique then the damage inflicted will be equivalent to the rank of the technique For example, should the user infuse their Explosive chakra into Earth Shelter Technique then the shelter will explode dealing damage equivalent to B-Rank. The Mandate of Earth can only be applied to techniques and matter within the Domain of the Emperor. Like the Domain this technique comes with an audible tell – the earth will rumble dramatically moments prior to detonation. Mandate of Earth cannot be used upon anything on the opponent’s person. When the object in question either strikes an opposing object or force it will explode at the initial point of contact. Alternatively, the user can void the need for contact by causing a premature explosion in the object in question. This can also allow the user to keep the object inert until a time of their choosing but requires the user be aware of any interaction. Explosions produced by the Mandate of Earth can have their directionality manipulated allowing for the negation of recoil and damage. Mandate of Earth can be used twice and will remain active for the duration of the Domain of the Emperor.

(Bakuton: Tenmei) – Explosion Release: Mandate of Heaven
Type: Supplementary
Rank: A
Range: N/A
Chakra: (+10 chakra to the applied technique)
Damage: N/A
Description: This technique allows for the user to infuse Explosive chakra into objects composed of solid matter (Earth/Earth CE, weapons not including Custom Weapons, and not including organics). When the object in question either strikes an opposing object or force it will explode at the initial point of contact. Mandate of Heaven essentially allows the user to convert any physical object he pleases into a latent bomb. Should the user apply this technique to ninja tools or objects void of chakra the explosion produced would be roughly equivalent to that of an average explosive tag. Should the user infuse their Explosive chakra into a supplementary technique then the damage inflicted will be equivalent to the rank of the technique. For example, should the user infuse their Explosive chakra into Earth Shelter Technique then the shelter will explode dealing damage equivalent to B-Rank. An inherent weakness of the Mandate of Heaven is that this technique cannot be applied at long ranges. It can only be applied to techniques, tools, and such that are in close-range of the user or the objects in their direct possession. It cannot however be used upon anything on the opponent's person. Techniques which are created by the user allows for the infusion to occur within the same timeframe as the jutsu which Mandate of Heaven is applied to. Alternatively, the user can apply a single confrontation hand seal causing a premature explosion in the object in question, voiding the need for immediate physical contact or allowing the explosion to remain latent despite physical contact. This requires the user be aware of the clash, however. The explosions produced by Mandate of Heaven are naturally angled away from the user preventing damage from the explosion as well as negating recoil. Mandate of Heaven can be used five times per battle.

(Bakuton: Jigokumei) – Explosion Release: Mandate of Hell
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A (+20 chakra cost to applied techniques)
Damage: N/A (40)
Description: This technique is considered the close counterpart of Mandate of Heaven. Like Mandate of Heaven, this technique allows the user to infuse matter purely solid in composition (Earth/Earth CE, weapons not including Custom Weapons, and not including organics) with Explosive chakra within short-range of the user. However, unlike Mandate of Heaven this does not produce a latent bomb. Instead, the object in question will have the entirety of its form converted into dark crimson Explosive chakra essentially converting it into pure Explosive energy after it is produced. For example, should an Earth technique be used the earth technique will emerge from the ground as normal and then immediately be converted by Mandate of Hell. The objects in question can either retain their form or lose their form allowing for a versatile reshaping at the user’s discretion depending on their needs at the time. As such, a kunai converted into raw Explosive chakra will retain its form as a kunai or be reshaped into a small sword or simple sphere of Explosive chakra. The converted object(s) will remain inert until they detonate against opposing object or force. The user can also choose to keep the energy inert when coming in contact with other objects. This requires the user be aware of the interaction, however. When used on multiple objects void of chakra their Explosive power will collectively be equivalent to B-Rank strength. For example, should four kunai be converted by this technique each kunai will assume D-Rank strength, collectively B-Rank. Alternatively, this technique can be applied to the user’s matter-based techniques (listed above). In this case the technique will assume the damage equivalent to its rank, instead of Mandate of Hell. Should a technique which produces multiple objects be converted it will take the same logic as if this technique was applied to multiple objects. Explosions produced will be proportional to the size of the object converted. These explosions are naturally angled away from their user in order to prevent damage and negate recoil. Techniques which possess sentience, like Stone Golems or other familiar type techniques, will be able to retain their sentient abilities after conversion preventing their deactivation. Additionally, Mandate of Hell can be used to convert existing techniques of the opponents, falling under the restrictions of this technique, as long as they are completely overpowered and within range of this technique. As such, Mandate of Hell is able to convert Earth techniques equivalent to its rank or Earth based techniques one rank lower than it. Due to the nature of this technique Mandate of Hell can be used within the same timeframe as the technique to which it is applied to. Mandate of Hell can be used three times per battle and requires a one turn cooldown in between applications. Mandate of Hell cannot be used on anything on the opponent's person (e.g. their clothes, weapons in their grasp, etc).

(Bakuton: Jitsuryoku Sengen) – Explosion Release: Potentate Proclamation
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Potentate Proclamation is designed to be used while the Vestments of Divine Imperials is active. This technique allows for the user to manipulate on going explosions on the battlefield by infusing their Bakuton chakra into the explosion. The explosion, while still active, will be absorbed into the user’s Vestment state allowing for it to be seamlessly integrated into their explosive body. In essence, this technique acts to extend the duration on Vestments of Divine Imperials by integrating additional energy into the form. Thus, for each B or A Rank explosion consumed by Potentate Proclamation, Vestments of Divine Imperials will be extended by two turns. Should the user consume an S or Forbidden Rank explosion they will be capable of extending Vestments by an additional three turns. Of course, while this technique is used the user will have effectively ended the explosion in question neutralizing it entirely themselves by integrating it into their body. Because this technique simply acts to infuse an explosion it will take little to no time at all allowing for smooth transitioning between techniques. Alternatively, Potentate Proclamation can be applied to absorb semi-sentient Explosive familiars. This application allows the user to integrate the familiar’s abilities into the user’s body; this effectively voids the sustained chakra cost of the familiar. Upon expiration of this technique this will cause the separation of user and familiar. By consuming sentient creations Potentate Proclamation effectively binds their duration to Vestments of Divine Imperials. Thus, if a familiar is absorbed and will remain on the field for two more turns while Vestments will remain active for three turns then the familiar will remain absorbed and active until Vestments expires. Potentate Proclamation can be used three times per battle and will remain active until Vestments of Divine Imperials expires.

(Bakuton: Tei’i) – Explosion Release: Imperial Majesty
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short
Chakra: 30 (-5 per turn)
Damage: N/A (60)
Description: Imperial Majesty is a highly versatile Explosion Release technique to be used while Vestments of Divine Imperials is active. Applying the user’s explosive energy state he or she will produce explosions at any point on their body enabling them to be propelled against the air in the direction of their choosing. The explosions are highly versatile in nature allowing for the user to shape and manipulate them upon creation effectively negating recoil and preventing damage by angling the explosions outwards while also determining their width. The explosions, as previously mentioned, will propel the user against the air allowing for the user to take evasive measures in order to avoid techniques within logical reason and speed. Alternatively, this technique can be used to propel the user and then be sustained enabling for a limited form of flight/levitation by setting off a small chain reaction of explosions at the chosen location on the user’s body. The chain of explosions used to sustain this technique is maintained by passively draining the user’s chakra over time. When Imperial Majesty is used offensively or defensively the user can instead apply the propulsion against a living body or opposing technique, respecting elemental weaknesses and strengths. The explosion will act to propel the user in the opposite direction of the targeted body inflicting A-Rank damage. Imperial Majesty can be used four times per battle.

(Bakuton: Teikoku Busō) – Explosion Release: Imperial Armament
Type: Offensive, Defensive, Supplementary
Rank: C – S
Range: Short – Long
Chakra: 15 – 40 (-10 per turn)
Damage: 30 – 80
Description: This technique allows the user to produce Explosive chakra from their body or within short-range around their location. The chakra typically will take an orange, yellow, or crimson color in its form; although this color characteristic is largely cosmetic and can be influenced by external techniques which influence light or coloration in explosions. The Explosive chakra can be shaped and formed in accordance to the user’s wishes. Like all Explosion Release techniques the chakra will detonate when coming in contact with an opposing force or solid matter. Alternatively the user can keep the chakra inert allowing it to interact with matter and forces without detonating. This requires the user to be aware of the interaction though. The explosions produced by Imperial Armament can be angled away from the user’s position to negate damage and recoil. A and S-Rank applications of this technique require the use of ten chakra per turn for their sustainment. S-Rank explosions produced by Armament create an explosion spanning mid-range from its impact location. The user is also capable of producing multiple objects through the usage of Imperial Armament; their collective strength always being equivalent to the applied rank. S-Rank applications can be used three times per battle and cannot be used in consecutive turns. When the S-Rank version is used, no S-Rank or above Blast Release techniques in the user's next turn

(Bakuton: Teikoku Jōrei) – Explosion Release: Imperial Ordinance
Type: Offensive, Defensive, Supplementary
Rank: C – S
Range: Short – Long
Chakra: 15 – 40 (-10 per turn)
Damage: 30 – 80
Description: This technique is considered the sibling technique of Imperial Armament. This technique allows the user to infuse Explosive chakra into a solid surface within short-range of the user’s location. The basis of this technique is similar to Lightning Release: Four-Pillar Bind which uses Lightning chakra to manipulate and shape the earth around the user. This technique will apply Explosive chakra to infuse and shape the earth around the user’s position in accordance to the user’s wishes and needs, within reason. Like all Explosion Release techniques these constructs will detonate when coming in contact with an opposing force or solid matter. Alternatively the user can keep the constructs inert allowing it to interact with matter and forces without detonating. This requires the user to be aware of the interaction though. The explosions produced by Imperial Ordinance can be angled in a direction of the user’s choosing allowing for the negation of damage and recoil. A and S-Rank applications of this technique require the user to use a single Tiger hand seal for both its creation and sustainment, at the cost of ten chakra per turn. S-Rank explosions produced by Ordinance create an explosion spanning mid-range from its impact location while lower ranked applications created short-range sized explosions. The user is also capable of producing multiple constructs through the usage of Imperial Ordinance; their collective strength always being equivalent to the applied rank. S-Rank applications can be used three times per battle and cannot be used in consecutive turns. When the S-Rank version is used, no S-Rank or above Explosion Release techniques in the user’s next turn.

(Bakuton: Daijin Kanryō) – Explosion Release: Minister’s Bureaucracy
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: N/A
Chakra: 10 – 40 / N/A (+10 chakra cost to applied techniques)
Damage: 20 – 80 / N/A (+20)
Description: Minister’s Bureaucracy is an Explosion Release technique designed to infuse explosive tags with the user’s Bakuton chakra. This technique has two different applications – that of applied freeform explosive tags and that of ninjutsu based techniques which apply paper tags in order to inflict damage. In the case of freeform explosive tags the user is able to infuse a single, or multiple explosive tags, with their Bakuton chakra in order to increase the power of the explosion as well as their ability to manipulate the explosion. In the case of the increased power this technique will allow for a D - S ranked infusion capable of varying levels of destruction. For infusions at D to B-Rank the explosive tags in question will be capable of delivering an explosion reflecting their rank in damage spanning over short-range around them. For explosive tags infused with Bakuton chakra at A-Rank the explosions produced will be capable of inflicting A-Rank damage and spanning over mid-range around them. For S-Rank applications of this technique produce enormous explosions capable of reaching into mid-range from the explosive tag, able to deliver enormous amounts of damage equivalent to S-Rank in the afflicted area. If multiple explosive tags are infused with Bakuton chakra their total strength will reflect the degree of chakra applied. As such, if four explosive tags are thrown and infused at B-Rank strength then each will possess D-Rank strength, collectively B-Rank.

This second application of this technique allows the user to infuse Bakuton chakra into ninjutsu techniques applying explosive tags to inflict damage. This second application of Minister’s Bureaucracy will increase the chakra cost of the technique it is applied to by 10. In the case of this application the rank applied will be equivalent to the ninjutsu technique and produce an enhanced explosion resulting in an increase of +20 damage to the technique in question. For example, if Falling Paper Bomb is used then the technique will become Bakuton natured. It will also gain a bonus 20 damage from the increased power of the explosions created. Both applications of Minister’s Bureaucracy will produce explosions that are naturally angled away from the user thus preventing damage and negating recoil. Because of the nature of Minister’s Bureaucracy it essentially can be performed in the same timeframe due to its infusion nature.

Both applications of Minister’s Bureaucracy follow the same restrictions allowing for this technique to be used a total of five times per battle regardless of application. In terms of restrictions for the first application, S-Rank applications can only be used twice per battle and the user must wait a two turn cooldown in between applications. S-Rank applications count toward the total five applications of this technique. Both applications require the user use one of their three moves per turn.

(Bakuton: Ten no Shirei) – Explosion Release: Heaven’s Directive
Type: Supplementary
Rank: A
Range: N/A
Chakra: (+10 chakra to applied techniques)
Damage: N/A
Description: This technique is considered the daughter technique of the Mandate of Heaven. This technique allows the user to infuse Explosive chakra into objects composed of solid matter (Earth/Earth CE, weapons not including Custom Weapons, and not including organics, etc). When the object in question either strikes an opposing object or force it will explode at the initial point of contact. Heaven’s Directive essentially allows the user to convert any physical object he pleases into a latent bomb. Should the user apply this technique to ninja tools or objects void of chakra the explosion produced would be roughly equivalent to that of an average explosive tag. Should the user infuse their Explosive chakra into a supplementary technique then the damage inflicted will be equivalent to the rank of the technique. For example, should the user infuse their Explosive chakra into Earth Shelter Technique then the shelter will explode dealing damage equivalent to B-Rank. An inherent weakness of the Mandate of Heaven is that this technique cannot be applied at long ranges. It can only be applied to techniques, tools, and such that are in close-range of the user or the objects in their direct possession. It cannot however be used upon anything on the opponent's person. Alternatively, the user cause a premature explosion in the object in question, voiding the need for immediate physical contact or allowing the explosion to remain latent despite physical contact. This requires the user be aware of the clash, however. The explosions produced by Mandate of Heaven are naturally angled away from the user preventing damage from the explosion as well as negating recoil. This technique is instantly activated and can be deactivated at the user’s discretion. Heaven’s Directive will last for three turns when activated and can be used three times per battle.

(Bakuton: Gekido no Kaenryōiki) – Explosion Release: Rage of the Firelands
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: A type of activated infusion technique designed to manipulate specialized Fire Release techniques. The user will instantly activate this technique which allows them to infuse their Explosion chakra into a Fire Release natured technique which can cause explosive damage. This technique effectively creates a Fire/Explosion combination through the infusion allowing for the explosion produced by the aforementioned Fire techniques to become Bakuton natured. Techniques influenced by this infusion will retain their weakness to Water Release while gaining an effective strength against Earth Release, due to the nature of Explosion Release. Additionally, the technique will forfeit its neutrality with lightning becoming naturally weak to it. Because of the highly specialized nature of this technique it can only be applied to Fire techniques which cause Explosive damage, such as Fire Release: Hellfire Technique or Great Blaze Ball. It will have no effect on techniques consisting of regular non-explosive/volatile fire. When activated this technique will last for three turns; Rage of the Firelands can be used three times per battle and can be deactivated instantly according to the user’s will.

(Bakuton: Teikoku Kagayaki) – Explosion Release: Imperial Radiance
Type: Supplementary
Rank: C
Range: N/A
Chakra: N/A (+5 chakra to applied techniques)
Damage: N/A
Description: Imperial Radiance is an uncharacteristically passive and tame technique compared to the nature of Explosion Release. This technique, instead of aiding in spreading further destruction, aids in tactical applications to cause confusion to opposing forces. Through the use of Bakuton chakra the user is capable of manipulating explosions which they will produce over the next three turns. This added manipulation allows the user to cause the inferno produced by the explosions to manipulate the natural light of the battlefield and explosion causing the explosions to work similarly to flash bombs. The radius of the affected area varies depending on the power and size of the explosion. Essentially, explosions which extend to short range will be capable of blinding those within mid-range. Thus the technique is capable of causing a flash within one range higher than the explosion itself. Of course, in the case of long-range explosions this matters little. While this technique is active the user is able to determine whether an explosion will produce a flash. The blinding effects of an explosion under Imperial Radiance simply last for the duration equivalent to that of an average flash bomb. Because the explosions occur at the user’s volition they are able to briefly close their eyes and time it with the flash of light in order to prevent their own blinding. Imperial Radiance can be used three times per battle and lasts for three turns.

Blast Release: Infusion Blast (Bakuton: Chūnyū Burasuto)
Rank: D-S
Type: Supplementary/Offense
Range: Short(infusion)-Long(length of thrown)
Chakra Cost: 10-40
Damage Points: 20-80
Description: The user infuses their Blast chakra into an object. The infused object hits anything explodes and the recoil is sent outward instead of blowing back but it is the same as Blast Release: Landmine Fist with the blast minimizes the potential repercussions and recoil is completely negated. The user can not use any kind of copy jutsu to copy the object or anything similar to expand the object. The user can throw the object they are holding or in the case of something like a shield hold it and protect themselves. The user can infuse something and can command it to explode whenever they see fit within reason which means when something hits said object it doesn't go off. The object that is infused does let off a crimson, burnt orange or orange color depending on the user.
-Cannot infuse living things
-Infusion requires direct contact with the object
Note: S rank can only be used every other turn and only be used three times a match


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Dark Release
(Meiton : Kyūnyū gurin) - Dark Release : Inhaling Grin
Type: Defensive / Offensive
Rank: B (A)
Range: Short
Chakra Cost: 20 (-10 per turn)(-40 to enemy per hit)
Damage Points: 40 (60)
Description:
The user activates their dark mark whilst holding a Close Combat Weapon, usually a sword (alternatives like spears and axes can be used); the blade of the sword goes a very dark purple as it radiates with Dark Chakra and then becomes self sustaining. The user can then use their blade to slash through oncoming elements or when clashing with another weapon absorb elements channeled through the blade (according to strengths and weaknesses) to absorb the spiritual and physical energies of it, this is essentially the Swordmaster's Inhaling Maw alternative except if the blade also makes contact with the opponent it saps some of his chakra directly like (Meiton: Dassui Fureru) Dark Release: Draining Touch. When the chakra is absorbed by the blade it is channelled straight into the user's palms so that Dark release techniques can be used, the blade will be ready to be used once again.

A-Rank : After absorbing a jutsu the user can throw it back straight after absorption, The Dark radiating through the blade will be immediately converted into blue flames after absorption expelled as a wave of Blue flames in the shape of a crescent setting anything it touches alight. Since Dark release amplifies the chakra absorbed the Blue flames will be more powerful as usual. This has a two turn cooldown.

- Dark Coating around Blade lasts for 5 turns unless chakra is absorbed through it, then the cooldown will reset.
- Has the same absorption power as B-Rank Inhaling Maw
- Can only be taught by LonelyAssassin

(Meiton : Aku no shōkan) - Dark Release : Evil Summoning
Type: Supplementary/Defensive
Rank: A
Range: Short/Long
Chakra Cost: 30 (+10 Print Activation)
Damage Points: N/A (+60 Damage Disperse Explosion)
Description:
The User when performing the Summoning Technique or when wiping blood on their Summon Tattoo will also wipe a bit of blood on their Dark Mark and THEN slam their hands on the ground. The User uses this in conjunction with a summon, both chakra costs will be used to summon the animal/creature but it will be counted as one whole move out of three. The summon will appear inside a target technique or right before it, usually a Lightning, Fire or Wind one - however when summoning they will be surrounded by a Dark shroud that will absorb the technique they are summoned in and basically replace it. It can be used as a way of counterattacking and surprising considering they would literally seem to appear from the opponent's Jutsu.

The Absorbed Dark will Make a Print Similar to that of the User's Dark Tattoo on the Summon's Back. This allows for a multitude of things that can happen, however only one of the following may be chosen:

- If the user and the summon were to be in close proximity the user could place their hand on said Print and absorb the chakra into their own mark to fuel for later Dark Release Techniques.

- Or the user can activate the Dark Mark which will grow larger and basically seem the consume the Summon, it will look like it is covered in one big purple void. Giving it a Demonic Appearance. However this will allow the user to perform Dark Release Techniques through the Summon, using it's own chakra as the source the user will be able to perform any Dark Techniques they know. However if this is used the user cannot use Dark Release Techniques in the same turn that the Summon does. This lasts for however long the Summon has left on the Field.

- Can absorb against S-Rank Wind, Fire, Lightning. B-Rank water. No effect on Earth.
- Must know Dark Release
- Must by taught by LonelyAssassin
- One of the Three Options above Costs a Turn, and only one can be chosen
- Can only be used four times

(Katon/Meiton : Chakurajaguringu) - Fire/Dark Release : Chakra Juggling
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: N/A
Description:
The user will shoot a small fireball from his palm, it will pop up and jump to the opposite hand where the physical and spiritual energy of the fireball is extracted by the Dark Mark on the user's palm. This is the half the equivalent of Inhaling Maw, meaning it must be used twice to be able to use Techniques that require one use of Inhaling Maw and four times to be able to use those that require Ultimate Inhaling Maw. If this is used only once then only B-Rank and below Dark jutsu can be performed.

- This technique can be done in rapid succession (three uses will occupy the same time frame), though it will still count as one of your three moves for each usage.
- IF used in rapid succession up to twice or three times, it has a two turn cooldown till it can be used again at all.
- Must be taught by LonelyAssassin

(Meiton Fujitsuboātsu : Antei-ka ⇵ Zōkyō) - Dark Release Barnacle Art : Stabilisation ⇵ Augmentation
Type: Supplementary
Rank: A
Range: Short (Self)
Chakra Cost: 30
Damage Points: N/A
Description :
The user swipes blood on his summoning tattoo and summons two "Rhizocephala" type barnacles on his palm in a similar way to how 'Dark Release : Evil Summoning' works they will be covered in a dark purple chakra aura, these are parasitic barnacles that attach onto the user's palm using their tendrils. The user will then channel chakra into his dark marks and the Rhizocephala will link with them, however the barnacle can only link with one square at a time;

Stabilisation
The Barnacle will feed the dark mark with it's own chakra, fuelling it so that the user can use dark release techniques without the need for using "Inhaling Maw" or other absorption based techniques because the chakra is now already there. However the user can only use a a maximum collective of S-Rank dark release techniques with this ability active (Collective of S-Rank means it can be split into two A-Ranks, A-Rank and 2 B-Ranks), if they decide to use another dark release that adds up to more than S-Rank technique then they MUST have used other absorption based techniques beforehand OR they can use one and then this barnacle technique will disperse. Using an F-Rank technique will be allowed but will disperse the barnacle and cause double damage to the user as it will severely burn their forearms.

↿- Switch Using One out of Three Moves -⇂

Augmentation
The Rhizocephala will focus on the Release of the dark marks instead of the absorption, it's tendrils feeding through this diamond on the palm instead - fuelling the output of the dark mark with not their chakra but summoning other Rhizocephala larvae that are created within all Dark abilities. These Larvae feed the dark jutsu with their chakra which will rapidly convert it to dark to a point where they become much stronger, their blue burns brighter and if the attack uses a dark purple aura they'll become a little more blue instead. Strength is increased passively by 1 Rank (S-ranks gain +10), however with this active it means the user still has to absorb jutsu before hand to perform attacks and all augmented dark release techniques cost 10 extra chakra.

- Taught by LonelyAssassin
- Can only be used by Dark Release Users
- Can only be used by Barnacle Contract Signers
- Only one can be active at a time
- Can only be used three times, can only have one active at a time
- Cooldown of Four turns after a Dispersal
- No Barnacle Arts in the same turn and no Barnacle Arts above A-Rank in the next.
- No Dark release A-Rank or above the same turn.

Fuuin/Meiton: Ochiru - Sealing Arts/Dark Release: Downfall
Type: Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The user does one handseal and creates a violet barrier which spans across the battlefield with a mid-range radial reach. The unique characteristic of this barrier is that, along with Dark's ability to track chakra, will suspend any kind of matter/energy based element in mid air and bring it down abruptly to the ground, rendering it outside of control from the original user. Of course, operating in such a distinct manner would also mean that it follows the S&W scheme of the "Absorption" ability of Dark Release (S-ranks for elements weak to Dark, A-rank for neutral and B-rank for elements strong to Dark). Once the object in question hits the ground due to the abrupt drawing, the dark chakra will absorb the spiritual energy (physical too if the element is that of energy based) and store it to the barrier. The user needs to have physical contact with the barrier in order to draw the absorbed chakra in his dark mark as a Dark fuel for later purposes. The user can also adjust the position as he wishes as long as it is within the medium range area.

Note: Lasts for four turns and can only be used twice, with a one-turn cooldown
Note: The opponent is unable to re-gain control of any effected technique/object as long as the barrier is still intact.
Note: The barrier will only affect jutsu composed of foreign chakra and so it will have no effect on the user's own techniques.
Note: Can only be taught by Klad

Meiton: Kurayami no Inferno - Dark Release: Inferno of the Dark Ones
Type: Offensive/Defensive
Rank: S-rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After having absorbed chakra beforehand through any means, the user will perform two handseals and channel his dark chakra equally inside the medium range radial reach by touching the surface with one of his dark marks. This means that it can be applied to the ground, walls, solid structures, bodies or even water at some point. Then, a massive amount of purple flames will come out from the "Release" mark of any of user's dark marks which will fill the whole medium range very quickly. The flames adapt to the frame of a body if they're applied to something specific such as the body of the target or an opposing technique. The lethality of these amplified flames is that they can cause 3rd degree burns to anyone caught in between them and can easily evaporate B-rank or lower water quantities in an instant. At the user's desire, he can freely increase and decrease the volume of the flames, making them reach up to 5m in height and burn almost anyone fully. Alternatively, the user can only apply these flames in selected parts of the battlefield, in order to deal damage to individual targets or objects. The size and volume is up to the user as long as they are within the medium range reach.

Usable only twice per battle with two-turn cooldown.
The user cannot use any "Release" related Dark techniques in the same turn this is used, and the next.
Can only be taught by Klad.

Meiton: Jigyaku Keikō - Dark Release: Masochistic Tendency
Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (+20 for double usage)
Damage: N/A
Description: Masochistic Tendency is an invention by a Dark user in need to be more resourceful of his Dark Release chakra in certain cases. This is considered a passive technique and does not affect the time frame. The process of this technique unfolds like the following. Borrowing a small portion of his original raw chakra inside his body (exactly 20 chakra points), the user will deliver it into either of his dark marks. The mark will absorb this chakra and automatically convert it into dark chakra, which is then stored inside of the mark, unaffected. The user can alternatively send his chakra into both of his dark marks simultaneously, thus he spends 40 chakra points. The absorption of 20 chakra points will enable the user to perform one dark technique (up to A rank) which requires it and whereas 40 chakra points will allow the user to perform one S rank technique.

- Can only be taught by Klad

Meiton: Shinki Chūmon - Dark Release: New Order
Type: Supplementary/Offensive/Defensive
Rank: S-rank
Range: Short
Chakra: 40
Damage: 80
Description: Invented by one of the most well known Dark users in the Ninja world, New Order deals in the user spreading his dark chakra throughout his whole body after having first absorbed an enemy's technique using the inhaling maw jutsu. This means that every tenketsu in his system will be occupied with the dark chakra, making each chakra point glow in a purple-like glow. With a mental command, this new accumulated chakra will come out from every part of the user's body in an unfocused Dark burst, in the form of an omni-directional 'blast' of dark. The sheer force of this burst will have enough force to knock an adult male over and do internal damage to their body should they be within the range of this attack. The main use of New Order is to actually "refresh" the user's system chakra and in order to do well in combat against heavy Genjutsu users. Once the user finds a logical reasoning as to why he's caught in the Genjutsu, the burst of Dark chakra will give a "new order" to his chakra system and thus effectively breaking out of the illusionary technique. This will only work on A-rank and below Genjutsu techniques and can only be used twice a battle, due to the exhaustion the technique provides.

Note:
-Cannot be used consecutively, as it has a two turn wait before using again.
-The technique can also be used even when there is no Genjutsu put on the user. The offensive capabilities of the technique are qualified enough to kill a human.
-Can only be taught by Klad

(Meiton Fuinjutsu: Hason Koodo ) Dark Release/Sealing Technique: Malefic Code
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This technique requires having absorbed a technique beforehand in order to utilize it. Upon the formation of a Dark Release, Fire, and or Lightning technique – the user will perform an additional hand seal. Doing so will create a seal marked “eradication”, which upon coming into short range of an opposing technique the seal will trigger. This causes a maelstrom of blue flames, composed of dense dark energy to be released. These flames will violently burn the opposing technique. This works on the basis usually found with dark release, allowing for it to weaken opposing techniques weak to dark by two ranks, techniques neutral to dark by 1 rank and techniques strong to dark aren’t affected at all. This can only be used thrice per battle, with a cooldown of two turns between each use. This seal however naturally fades away after two turns should no technique be encountered. Its activation is instant, performed in the same time frame of the original technique.

Meiton: Chijō burēka - Dark Release: Terrestrial Breaker
Type: Offensive/Supplementary
Rank: C - S Rank
Range: Mid - Long
Chakra: 15 (40)
Damage: 30 (80)
Description: Terrestrial Breaker is a prime example of how a simple Dark technique can become lethal. The user slams either palm on the ground and sends Dark chakra underground. Via using shape manipulation, he will manifest said chakra in the form of a basketball sized purple dark orb which will lie inches underneath the ground's surface. The lethality of this technique depends on how long the orb will stay active. Each turn, this orb will absorb the target's chakra (-30 per turn) and any absorbable technique they use (only underground related techniques; following Dark's elemental S/W). The longer this orb stays active, the more it will absorb and this will result in a more powerful release. Once this orb absorbs chakra it will turn into light blue color, associated with flames. The diameter of the orb increases by 2 meters every time it increases in rank, as the main point of it is to absorb chakra in order to make itself stronger and bigger. The surface of the earth will start to gain a light blue glow, once this orb absorbs chakra. The blue shade is faint at first, but it becomes vivid once the rank of the orb increases. At will, with a single hand seal by the user, he'll trigger the orb and make it explode in an extensive amount of blue flames which will cause internal and external burns to anything caught in it. The explosion leaves a crater behind, its size depending on how strong the release was. This orb increases by one rank every turn (it's C-Rank on the first turn, B-Rank on the next) up to a maximum of S-Rank and it can only be detonated once it's at least B-Rank in power.

Restrictions
-The orb lasts for four turns
-It has two turns cooldown before used again and can only be used twice per battle
-Can only be taught by Klad

Meiton: Yami akiraka ni | Dark Release: Darkness Revealed
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 each turn)
Damage: 80
Description: A technique sort by near all masters of Dark Release. It was seen as one of the greater Dark release techniques & was most powerful in terms of defence compared to other Dark jutsu. The user is required to absorb three A Rank energy based using the "(Meiton: Kyūketsukō) - Dark Release: Inhaling Maw" technique or any related technique that absorbs strengths & weaknesses apply in regards to the absorption ability. The user is unable to perform any Dark release jutsu that require the usage of Inhaling Maw or related beforehand, otherwise they will have to absorb the chakra once more. After having successfully performed the requirements needed, the user is able to release the chakra through the diamond marking on their hand. The chakra begins to crawl across the user's arm, completely covering it while shortly after the rest of the body. The user is coated in a thick blanket of purple Dark chakra with hints of black hue, almost as if merged with the user's skin. The user's eyes become pure white. The abilities of the technique are not fully known, yet three have been revealed & shown to prove very useful for any situation(Offensive, Defensive & Supplementary).

Offensive | The offensive capabilities of this technique are primarily simple forms. The user is able to create jet black structures across their body, varying from simply weaponry such as swords, axes & whips etc, each of them equal to B Rank dark release techniques. The user is able to perform all dark release jutsu of A rank & below without the need of "Inhaling Maw" by sacrificing a turn of this technique, thereby using the dark chakra already held by the technique as a source. During close combat the user is slightly more resistant to melee attacks due to the surrounding dark chakra.

Defensive | The most notable part of the technique. The user being covered entirely of Dark chakra, is able to absorb any technique composed of Wind, Fire, Lightning & Raw Chakra, without the need of performing the "Inhaling Maw" technique, instead posting this as reference & using one of three moves allowed each turn. The opposing jutsu would simply pass into the user, being absorbed by this technique. If a technique of S Rank or Forbidden (Forbidden dependable on the jutsu itself) is absorbed then the user has the choice of either using the contained chakra to perform a dark jutsu or to add an additional turn to this technique. The user is still able to absorb chakra from Water release jutsu of C rank or below, but has no other effect towards the water source.

Supplementary | Using this part of the technique allows the user to empower Dark jutsu. By sacrificing a turn of this technique the user is able to strengthen Dark related techniques by one rank, S rank simply gaining extra damage (+20 Damage). Another use of this ability allows the user to siphon chakra form the opponent when they are in contact with them. Each time the user comes in contact with their opponent, they passively absorb 50 chakra, adding to their own supply.

None of the above are passive techniques other than the ability to absorb chakra on contact & to the least require the user to reference which ever they use as one move out of their three. Being able to use Lightning & Fire jutsu, the colour of the jutsus performed gains a dark purple hue, this of course is purely cosmetic. While in this form the user is able to perform Dark, Lightning & Fire jutsu of all ranks, & Ninjutsu of A rank & below. The user is left unable to perform Earth, Water or Wind jutsu while this technique is active. On activation of this technique, due to the dark release chakra spreading not just outside of the body, but covering a majority of the chakra network (a reason to why the user is only able to use certain elements), it is able to release the user from genjutsu of S Rank & below.

- This jutsu originally last 5 turns
- Can be used twice per battle
- Can only be Taught by Method
- No S-Rank or above Dark on the turn this ends and the turn after
- The user is unable to perform Lightning or Fire jutsu of S Rank on the turn this technique ends

Meiton: Kyodaina kyōen| Dark Release: Monsterous Feast
Type: Supplementary | Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30 (+5 each turn)
Damage Points: -
Description: This technique requires the user to have absorbed chakra from an opposing technique with the use of "Inhaling Maw" or Dark Release variants able to absorb chakra. The user manipulates his chakra & releases thousands of minuscule Dark spores that spread across the field reaching Mid range in mere seconds. The spores are imperceptible by regular means, relying on a chakra sensory or doujutsu user to be able to detect the chakra itself. The spores are almost sentient creatures, able to be controlled not only by the user, but by their hunger of chakra. Being drawn toward foreign chakra the spores begin to feed on it, eating away until nothing is left dispelling the opposing technique itself. Due to the large number of spores, they are able to feed through the technique swiftly. The spores are only effective on energy based techniques A Rank or the equivalent of it, Strengths & Weaknesses apply. Unable to feed through such element as Earth, Water or a majority of solid objects & after having absorbed chakra & dispelled the opposing technique, the spores rush back toward the user's marking, able to use the chakra to perform Dark Release techniques. The spores are able to remain on the field for up to two turns without feeding on a chakra source.
- Can be used twice.
- Can absorb only one set of spores each turn
- Taught by Method

Meiton: Desu Burossamu| Dark Release: Death Blossom
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: -
Description: A release ability which begins with the user channeling a mass of chakra that is released as a thick cloud, tightly encircling the user. As it spreads around their entire body the user is able to manipulate the cloud to abruptly burst out with great force in all directions, while continuing to rapidly spiral around in a fierce manner. Anything within a short range distance, caught within the initial burst is pushed back into Mid range, throwing the target with great force as it pushes them back, enough to topple them onto the ground.
Now taking on the form of a whirling mist, it hinders the sight of anything caught within, while also affecting both opposing Sensory & Doujutsu Bios due to the mass of surrounding chakra. The Dark chakra itself is able to severely burn on contact, while also causing internal damage if the opponent is still caught within the mist on the user's next turn. The internal damage prevents the opponent from functioning at full capacity; severely affecting their gross motor skills. While all parties are in contact with the mist the user is able to detect any abnormalities within it; this ranges as a type of sensing, though only through direct contact with the mist & the user is unable to specifically distinguish objects inside, simply relying on size, shape & movement of the objects.
-The mist resides on the field for 3 turns, though the user must pay 5 chakra each turn to continue it's whirling motion.
- Requires a waiting period of 2 turns after each use
- Unable to perform Dark release techniques of A rank & above for the next turn after ending
- Can be used 2 times
- Taught by Method

Meiton: Eien no kiga |Dark Release: An Eternal Hunger
Type: Supplementary
Rank: A
Range: Long
Chakra: 30 (-10 chakra per turn to maintain)
Damage: -
Description: An absorption technique which requires the user to place their palm which carries the dark marking, against the ground to release chakra into it. The user releases a plethora of chakra into the earth, which reaches up to Long Range. They continue to manipulate the chakra to form dark tunnels that spread underground covering a majority of the earth & connect to the ground. Whenever the opponent performs a technique which requires contact with the ground or forms from the earth itself, the tunnels begin to siphon the chakra & neutralise the technique before allowing it to fully form. The user must supply 10 chakra each turn after which continously fuels the tunnels, & must place their palms against the ground each time they absorb the chakra within the tunnels. Each time the user absorbs the chakra, it requires one of three moves to do so. Following Dark's S&W this is effective against S ranks weak to Dark, A ranks neutral & B ranks strong to it.
- The user is unable to perform A rank or above Earth jutsu while active
- Can only be used twice.
- Taught by Method

Meiton: Yakkaina kansho| Dark Release: Torturous Interference
Type: Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: Before performing this technique the user is required to have Dark chakra stored within their mark. The user begins by activating their mark & continues to channel chakra onto an object they focus on(limited through the user's vision), they manipulate their chakra to manifest a light blue flame as seen with techniques such as "(Meiton: Jajjimento) - Dark Release: Judgment", however Torturous interference specifically materialises on contact with the target as a localised concentration of fire rather than the former which is released as a blast of flames. Upon creation the flame rapidly spreads across the object, completely devouring it until nothing is left. By following Dark's strengths & weaknesses this technique is effective against neutral techniques of the same rank, B-Rank techniques of elements strong to Dark and S-Rank techniques of elements weak to Dark, but cannot be used against Earth or elements in relation to it & when used against water techniques, it simply devours the chakra, causing the water to simply drop in it's place. It can also work on corporeal techniques such as Shadow Clones, Ink Ninjutsu & other material forms of chakra/energy. The flame starts off as a large ember & continues to grow to the same size as the object it consumes until nothing is left to which it simply dissipates. If the opponent is in contact with the object then the flame continues to spread across onto them, spreading across their body & causes severe 3rd degree burns across the affected area as well as internal injuries if applicable through the technique devoured, it will continue to spread until extinguished. This technique cannot directly effect the opponent or their summon, however if they are coated in chakra it can devour the chakra & continue to burn the opponent in it's trail, if the coating is weaker than the technique
- Can be used 3 times
- Cannot be used in consecutively
- Taught by Method

Meiton: Vu~oidou~ōkā | Dark Release: Void Walker
Type: Offensive
Rank: A
Range: Mid - Long
Chakra: 30
Damage: 60
Description: A release type technique which requires the user to have Dark chakra stored within their mark. The user focuses their Dark chakra, makes two handseals, & releases it as a large sphere of light blue flames, the size & appearance being similar to "Fire Release: Great Fireball Technique". The technique follows a direct path & can, on impact, explode into a maelstrom of blue flames that covers a Short range from the point of impact, anything caught within radius is left severely burnt, while direct impact results in a high chance of death. Alternatively the user is able to form a single handseal which not only forces the sphere to explode prematurely/on demand, but also releases smaller spheres from the explosion which target the opponent & dash toward them. The rank of the spheres is determined by the number created, beginning from B rank for a single orb. This requires an extra 10 chakra to perform.
- Can be used 3 times
- Taught by Method

Meiton: Juryoku saji| Dark Release: Gravitational Surge
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: -
Description: Gravitational Surge is applied after the user has performed a technique. The user focuses their chakra & channels it throughout an existing technique or a selected portion of it, creating a layer of Dark chakra that blankets the user's technique in an almost transparent veil which has a slight hue of purple. This creates no additional defence or resistance to the original technique. When the user's own comes within short range of an opposing technique, they perform a single handseal which generates a suction affect from the Dark chakra. The suction continues to pull the opposing technique in toward the Dark layer. This is made possible due to Dark release's absorption method carrying an inhaling ability that draws chakra sources into the user's mark, as seen with techniques such as "Dark Release: Inhaling Maw". However, this technique does not absorb the chakra, it simply draws the target toward itself. Gravitational Surge follows Dark's strengths & weaknesses & is effective against neutral techniques of the same rank, B-Rank techniques of elements strong to Dark and S-Rank techniques of elements weak to Dark. It cannot affect solid objects that lack chakra. Opponents are not directly affected by this technique unless coated in chakra by a technique or having altered their body to a state of chakra. It is possible to use on corporeal techniques such as Shadow Clones, Ink Ninjutsu & other material forms of chakra/energy.
- Can be used 3 times
- Cannot be used consecutively
- Taught by Method

(Meiton/Fuuin: Mato no Ibunshi) – Sealing/Dark Release: Mark of the Outsider
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Through his knowledge of Fuuinjutsu and Dark Release, the user will create replicas of the dark marks on their palms and apply them to weapons, tools, objects, scrolls or even their clothes. The dark marks will work exactly the same way as the originals and the user will be capable of using all types of Dark Release techniques from them. The marks can be activated remotely and so the user could throw a kunai with a dark mark applied towards the opponent then activate a technique like 'Inhaling Maw' from a distance. The user will still have to abide by all of the restrictions and limitations of the technique when used in this way. For example, the mark will have to be within short-range of a technique/attack to perform certain absorption-type techniques. As dark marks are essentially "portals" to a separate space/dimension that can contain a virtually infinite amount of energy/chakra, techniques absorbed by these replica marks will enable the user's main body to use release-type techniques. Following this same logic, the user can use release-type technique from any of these replica dark marks after one of them or one of the originals performs an absorption. Similar to Minato's FTG seals, the user can have any number of these seals applied before a battle and they will only cost chakra when the user activates them through the use of Dark Release techniques. These replica dark marks can be distinguished from the originals as they have a different design (see spoiler). The absorption mark is the black inner circle while the release mark is the white outer circle.

Note: Must be stated in the user's bio

(Meiton: Hiboshi Jisshitsu) – Dark Release: Devouring Essence
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra Cost: N/A (+20 chakra to the infused technique)
Damage Points: N/A
Description: During the performance of a fuuin jutsu, the user will imbue it with meiton chakra via their dark mark to give the affected technique the properties of Dark Release. Enhancing barriers with this technique will change their elemental S/W as they become a Meiton technique. Visually this change is observed as the barrier adopting a translucent, violet hue. The barrier will also become capable of absorbing techniques following Dark's elemental S/W, namely neutral techniques of the same rank (one rank above for elements weak to Dark, one rank below for elements strong to it). For techniques and barriers with chakra draining properties, this infusion will enhance them in the following way. The amount of chakra they absorb will double as they're augmented by the dark chakra. This will work on all types of chakra draining fuuinjutsu, from barriers to sealing script such as Chakra Draining Seal. To imbue meiton chakra into techniques such as Multiple Infinite Embraces, the user simply requires their dark mark to be in contact with the ground. To apply this to barriers created from seals, the user merely has to place their dark mark in contact with the seal and infuse it. To apply this to barriers created from or materialized around the body, the user will release the chakra necessary to form the technique from their dark mark to imbue it upon creation. Activation of this technique occurs in the same time-frame as the barrier it's applied to but in all of the methods, the barrier is created already infused with the dark chakra, it is not infused after it's creation. This technique cannot be stacked with other jutsu which enhance fuuinjutsu techniques and can only affect one opponent at a time (does not include clones or summons).

(Meiton: Shuukai no Mahoutsukai) - Dark Release: Coven of Witches
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 (-5 chakra per turn)
Damage: N/A
Description: The user will focus their chakra into up to thirteen of their replica dark marks (any marks that aren't on their palms) and will leak a small quantity of meiton chakra from each of them. The violet chakra will surround the entity the mark is applied to (e.g. a kunai) in a sphere-like configuration before levitating it into the air. The orbs are covered in countless spiked protrusions along their body and will appear to shift and move, much like a pulsating heart. The layer of chakra will cover the entity it's coating entirely with the exception of where the dark mark is applied, so to facilitate the absorption and release of techniques from it. For convenience, these orbs will be known collectively as "the Coven". The Coven can be passively controlled through the use of mental commands and will be capable of lasting any given duration so long as the user uses chakra to sustain them. The marks contained with the orbs will be capable of absorbing and releasing techniques much like every other dark mark. This technique's utility stems from the fact that the user can guide the Coven to any position on the field and utilize Dark Release jutsu from those points. If the user so wishes, they can bind the Coven to their physical movements so that they move automatically and in tandem with their body.

(Meiton: Kuro Rengoku) - Dark Release: The Black Cauldron
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 chakra per turn)
Damage: N/A (60)
Description: The user will focus their chakra into one of their dark marks to release a violet hemispherical dome. This orb of dark chakra can expand in a single direction or in every direction from the point of release. Either way, it can only span a mid-range radius at the very most. The chakra will exhibit the characteristic absorption traits of Meiton and thus will drain anyone (barring the user) of 100 chakra upon coming into contact with them. This chakra drain is exacerbated due to the dome's intangibility and so it will phase through the opponent upon passing through them. If the opponent is caught and trapped within the dome, they will constantly lose a smaller portion of chakra per turn (50 chakra). The dome will also absorb any techniques used within short-range of it or inside of it (excluding the user's own) by drawing them into itself through the use of vortexes similar to those used in Inhaling Maw. This will enable it to absorb neutral techniques of the same rank, one rank below for elements strong to Dark and one rank above for abilities weak to Dark. Upon fully expanding to encapsulate the opponent and/or the user, the dark chakra which composes the Cauldron will exhibit solid-like tangibility. This means it will keep solid techniques inside/outside of it after absorbing their chakra but more importantly, it can be destroyed by techniques which exceed it's threshold for absorption. At any point, the user can passively siphon any chakra absorbed from people or techniques by the Cauldron into their dark mark by placing it in contact with the dome. Alternatively, the user can have the dome explode into a maelstrom of purple flames once it has absorbed any chakra or a technique.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Cooldown time of three turns in between uses

(Meiton: Kuro Kagami) - Dark Release: The Black Mirror
Type: Supplementary
Rank: B
Range: Short - Long (Same as the chosen technique)
Chakra: 20
Damage: N/A (Same as the chosen technique)
Description: After performing an absorption, the user will employ this passive ability to emit a Dark Release version of a fire or lightning technique they know from one of their dark marks. However this will only be compatible with certain types of techniques, namely the flame-variant of Katon (does not work with ash or gas techniques) and the energy-form of lightning. Furthermore it will only work with techniques that are released from the body rather than the ground, the sky or portals. Fire and Lightning techniques which meet the above criteria will be released as Meiton jutsu from one of the user's dark marks in the form of purple flames or violet lightning to signify their change into Dark Release. This technique is most effective with projectiles but will even work with streams that are spewed, whereby the chosen dark mark takes on the role of "spewing" forth the jutsu in question. The user will still have to focus on such techniques in order to sustain them. However, not all techniques released from the body can be replicated through this method. Things like armours and wings will obviously fail as they have nothing to coat or attach to. Logic will need to be applied to determine what jutsu can or can't be used with this ability. Excluding the change in their colour and elemental S/W, converted techniques will retain all of their properties and still have to abide by all of their restrictions.

Note: Can only be used four times per battle
Note: This ability is passively applied but the technique it's used alongside will still cost a move

(Meiton: Soukutsu no Yuurei) - Dark Release: Haunt of the Specter
Type: Offensive
Rank: S
Range: Short - Long (Explosion is Short-ranged)
Chakra: 40
Damage: 80
Description: After performing an absorption, the user will focus their chakra into one of their replica dark marks on the field. This will initiate a sudden explosion of purple flames from within that mark that will expand to the edges of short-range, covering a five-meter radial reach in every direction. The violet inferno will even leave a crater of these dimensions in the ground if the chosen dark mark was in contact with it prior to being detonated. However since the explosion spans every angle for within a five-meter distance, the dark mark and the vessel it was applied to (e.g. a kunai) will both be destroyed in the conflagration. Thus it will be impossible to re-use this technique or other Dark Release jutsu on the same dark mark.

Note: Can only be used twice per battle
Note: No Dark techniques A-Rank or above in the user's next turn or same turn.
Note: Cooldown time of three turns in between uses
 
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Alyx

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Shu-rute | Surreal Palm
Type: TaiGenjutsu
Background: Throughout the ages, when chakra was being discovered, but its limits were not fully understood, wars were beginning to grow at a faster rate. War was one of those things that was impossible to understand until you witness it first-hand. Soon, with more power, groups felt that they were able to retake pride they had lost. It was a time of great loss of life and bloodshed. Most people were appalled by the gruesome events. This was the chaos that the world felt. Presently, people were born with the ability to mold the fabric of reality, where their motions cast the illusion, and then mold it in synchronization. A simple idea is that, as a practitioner moves his arm, shifting his body weight back and forth, so does the illusion, and so ensues the chaos, as the fabric of the illusion shifts the world around the arm, as if moving through water, distorting the light inside the illusion. The more the practitioner moves, the greater the chaos, where slow motions send water-like ripples around the body, faster movements make the world inside the illusion curl and twist, sharper movements slash and severe the fabric of the illusion. For this to be even possible, those were born with the same aptitude for genjutsu and were met with the same fate as the hermit genjutsu user, to study the arts of illusion as well as its users. Their powers and assets were given to them for one purpose, magnificent but simple purpose, to create a new future. A future ruled by those who can express their ideals through the beauty of the illusionary arts.

In order to understand the chaos of the world, and learn to strive in it, the practitioners started doing so through meditation. They allowed their own body to be in tune with their spirit and mind, and, thus, use genjutsu to make sense of the chaos, by shifting the agent and witness. In a sense, they gain order and balance, body and mind, by taking the chaos of the world and, through illusion, cast it on someone else. In essence, it is a sort of spiritual dumping one's problems in someone else. They achieved this meditative state through body motion, akin to Tai-Chi and Aikido, where the movements they perform allow them to guide the illusion and bring this rift in the chaos. It mainly revolves around moving your body to control an illusion, and control the illusion to induce chaos in others, and induce chaos to retrieve order to oneself. Chaos versus order was always the cornerstone of Surreal Palm, achieving the balance by linking Body and Spirit, one controlling the other to benefit the one.

Once the practitioners found the temple of genjutsu masters, they discovered something very precious and estimable. They found the ancient old runes, which were left by the one, that was capable of rendering even the mightiest of enemies riddled with pain and fear, the hermit genjutsu user himself. Upon reading them, they were able to see through his eyes and reflect it back. It was almost like a mirror in a fun house for them, they knew what they were looking at, but it was different than what they were normally used to. By reading the runes, they were able to transport themselves to places and times they couldn't get to on their own. They got to climb in the minds and hearts of others and explore the realm of surrealism, learning about beauty, glee, contentment, nature, wonder, horror, sadness, grief, and excitement. They learned quickly about the element. It was obvious that most of them, if not all, had talent for genjutsu. Soon they became too accustomed to it. The practitioners had no other choice but to explore it further and bring it to a new level of greatness. By working their body hard every day, training their mind to the highest extend and overusing the arts of illusion, the practitioners started to develop a fighting style to serve their arsenal as a deadly tool. They managed to come up with something new and more unique than what the actual arts of illusion offered them. They incorporated the arts of illusion into their new adroit style, that they named the Surreal Palm.


Description on the Abilities and Inner Workings of the Style:

The main philosophy of the group is that, in order to have true balance between the body and the mind, one must get rid of the chaos that taints our organism. But that chaos can’t be purged and lost in the world, it must be cast on someone else.

Surreal Palm exercises revolve around tuning in the body with the mind, first by placing a Genjutsu on one-self and, then harmonize the illusion with the motions. As the practitioner moves an arm, the illusion shifts around it. The more motion, the greater the ripple through the illusion, like the practitioner is moving through water, where the wait is the world of the illusion itself. They are thus trained to be in tune with reality and illusion, aware of the disturbances to the senses, as they immerse themselves in that illusionary world in a regular basis.

The act of controlling the illusion through body motion allows them to mentally experience a control over the chaos that affects them. In order to get rid of it, the same genjutsu that they placed on themselves is cast, through their body motions against the opponent. This is visual-cast, the opponent is required to see the practitioner’s body in order to participate in the illusion. This shared illusionary state allows them pass on the chaos on to their opponent, manipulating the opponent’s senses. They launch confusion, distraction, distress, etc. After the chaos is passed on, the practitioner has only to seal the deal, by physically harming the opponent, and, through that damage, disperse the illusion.

Practically speaking, a full exercise of Surreal Palm is initiated with motion, that simultaneously moves and manipulates the illusion on one self and casts the same illusion on to the opponent, and, finally, reach the opponent and deal physical damage, through Close Quarter Combat, ending the genjutsu. This is achieved through 3 simple Forms, which act simultaneously to allow the practitioner to manipulate the chaos, a.ka. the Genjutsu, and approach the opponent for the final attack, a.k.a the Taijutsu. These forms aren’t perfomed separately, no technique uses only some of the forms.

Form 1# - Inside the consciousness, this method battles the illusion itself for clarity of perception. It revolves around the manipulation of the illusion, and break through the constrictions of the the mind, be it against enemy genjutsu or merely preparing to attack the opponent.. Slashing through vines that attempt to bind you, punching walls that attempt to stop you, or even cutting through the fabric of the illusion that attempts to blind you. The motions are fluid and broad. They bring about chaos into the structure of the illusion. A punch may appear wiggly and curving, and a kick may look more like a sword than a leg. The motions are conceptual instead of physical, the art is beautiful and symbolic, instead of precise and rational, and they attack the opponent's genjutsu, and, through it, they attack the opponent itself. A strike can twist the dimension, pushing the illusion to blast the opponent, or it could bend the illusion, wrapping it around them.

Form 2# - Bridges the physical realm with the consciousness. This method is particularly useful against the type of overwhelming illusion that reverts your consciousness to itself, making you believe you're moving, when it's all in your head, and you're left standing immobile in reality. The Surreal Palm takes over the body and, while manipulating the mind and the realm with the first method, it also translates the motions of the illusionary body into the actual body. When you punch in the illusion, you also punch in reality. Though this method can take a step forward, and create a discrepancy between the illusionary body and the actual body, allowing the user to control both separately. To the opponent, casting the genjutsu, this discrepancy may come unnoticed, seeing the illusionary body move, oblivious the actual body. The user is then able to take advantage of the distraction to attack the opponent. In essence, this is how the mind takes over the body, illusions allowing the practitioner to move regardless of the constricts that are in place.

Form 3# - Purely physical, this method revolves around different kind of elegant motions such as slashing, fast, slow, wiggle, etc. The moves would be characteristically confusing, because the more motion an attack has, the more disturbance it carries in the illusion. By using a lot of broad strokes and wiggly movements, both to make the style more unpredictable, but also to encase each attack with greater momentum, we release it all at the point of collision. In effect, it is likewise about how the illusion molds around the body, as well as how, furthermore, the user can simple shamble the illusion, and have it reverse around the body, where an arm moves left and the illusion moves right. Finally, taking it a step forward, usable as complete severe the illusion, where the user moves and the illusion shatters, more chaotic, moving much differently, pure manipulation of the surreal, of chaos.

Example Techniques:

Spoiler
Additional effects and Restrictions:

The illusionary aspect of this style revolves around mutual genjutsu techniques and layering rules. When the user moves, he places the same genjutsu on both him/herself and the opponent. This is what makes the user become able to spiritually battle other illusions alongside his/her body movements. But the techniques are still restricted by the normal Genjutsu Layering Rules.

A Surreal Palm Technique is, in essence, a Taijutsu Technique and a complimentary Genjutsu Technique, all three being considered the same rank, the one stated in the Surreal Palm info. When used against opponent’s Genjutsu, a Surreal Palm Technique will have the following effects:


  1. Against a Genjutsu of higher rank, as according to the rules, the Surreal Palm Technique can add to the illusion, but cannot manipulate what’s already there. If a Genjutsu creates a falling egg, the Surreal Palm Technique can turn the user into a frog and leap from the rock’s path, but can’t do anything to alter its descend.
  2. Against a Genjutsu of the same rank, as according to the rules, the Surreal Palm Technique can merge with the Genjutsu, both coexisting without one releasing the other. If a Genjutsu creates a tree, the Surreal Palm Technique can respond by chopping down the tree, thus breaking from the illusion’s purpose without actually breaking from the illusion itself.
  3. Against a Genjutsu of lower rank, according to the rules, the Surreal Palm Technique will eradicate the Genjutsu. The new, stronger chakra will wipe the previous chakra, and get rid of the Genjutsu entirely. If a Genjutsu creates serpents to bind the user, and a Surreal Palm Technique turns the user’s hands to a cannon to blast the opponent, there won’t even be any serpents, only a cannon. It’s different than before, because now the opponent doesn’t even have to take the genjutsu into consideration, it will simply be overpowered.
The techniques are all capable of countering genjutsu, and other mind-altering techniques, but are not limited to it. The genjutsu used within the style can stand on its own, and be used in its natural conjunction with taijutsu for purely offensive (and supplementary) usages, not requiring a host genjutsu.

Awareness of the genjutsu comes naturally according the user's rank. A practitioner of Gennin rank is aware of D rank genjutsu, Chunnin up to C rank, Jonnin up to B rank, Sannin up to A rank and Sage (official) up to S rank. Awareness does not mean immunity, it simply means they know their senses are being manipulated, and thus they have to do something about it.

Masters of this style are capable of awareness 1 rank superior than their normal rank, and, same wise, bypass the genjutsu layering rules up to 4 times per battle, allowing them to use techniques 1 rank lower than normal to defend from a genjutsu.

Approved Techniques

( Shu-rute: Sai Ningen ⋔ Ringo ) Surreal Palm: Sapiens's Scions ⋔ Apple
Rank: D
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 10
Damage Points: N/A
Description: Allows oneself to detach their head onto the chaos that confounds the senses. When targeted by sense altering illusions, such as blindness, deafness, or the such, the user will move his/her torso around, lowering or rising one's stance. As it happens, the head will seemingly detach from the rest of the body, while the headless body will simply appear completely black, hair falling to the sides but a complete see-through hole where the face should be. The face will stay behind as a dummy target for the opponent's illusion, with a large apple in front of it, while multiple tiny apples will appear all around the target in a grid. The black body can move behind the tiny apples, almost like multiple eyes whenever the see-through hole aligns just right. This is all a distraction, as the physical body of the practitioner isn't bound to the black avatar, and can move, unseen, independently.

*The practitioner can dodge incoming threats, as the motions are powered by chakra, but can't move from the same axis, behind the tiny apple grid, nor exit short range from the point of casting*
*The practitioner can connect this basic evasion technique with a different one, but casting any form of genjutsu will disrupt this one*
*Can only be used twice every three turns*

( Shu-rute: Sanpo Jinrui ⋔ Shinka ) Surreal Palm: Humanity's Hymn ⋔ Evolution
Rank: C
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: Allows the divergence of chaos through the continuous rebirth of the self. Charging chakra through the body, the practitioner is able to empower his/her motions, moving up to mid-range from the point of casting, by running, jumping or rolling. Within the illusion, the user will appear to continuously rebirth, separated from each reincarnation, which appear more and more eccentric in appearance and size. The first avatar will look exactly like the practitioner before the start of the technique, carrying every damage and restraints, while the following reincarnations may appear much different, and free. The practitioner as enough freedom to give each reincarnation as much detail as wished, creating copies of himself or others, or merely creating deformed humanoids or various colors. With the exception of the transitions between each rebirth, every avatar follows the exact same movement and position of the practitioner, neither can move independently.

*The practitioner can connect this basic evasion technique with a different one, but casting any form of genjutsu will disrupt this one*
*Can only be used once every three turns*

( Shu-rute: Ittenbari Ubuge ⋔ Nou ) Surreal Palm: Perishing Persistence ⋔ Memory
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short-Mid
Chakra Cost: 20 ( +5 per turn active )
Damage Points: 40
Description: Allows the softening of the chaos to collapse one's notions of a time, space and a fixed cosmic order and achieve balance. The form consists of up to 5 physical motions which in turn soften and bend the world around, inside the illusion. Everything melts down and liquefies, and the practitioner guides the abstract goo of the fabrics of reality through the physical motions. Easiest way to comprehend this illusion is to think of the affected objects, which can be anything, including the whole realm of the illusion itself as a slimy substance that, when immobile, looks exactly as the original ( the ground, a tree, the sky, the user, the target ) but, when moved, behaves like slime, even if it retains the same colors and textures. With this softened reality, the user is able to wrap the target in tight gooey hands, impossibly stretch oneself or make one's limbs like rubber, to make one's physical attacks more unpredictable, etc. After the five motions, which can be a combination physical strikes ( hence the damage ) and binding illusionary wraps, the user is free to perform a finisher where the practitioner will place him/herself behind the opponent, back to back and, holding the neck and the legs, clutch the opponent backwards, breaking their back with a lever motion, disrupting the genjutsu, or simply move on to other attacks, leaving behind a constricted opponent within an illusion.

*The user may divide the 5 motions between multiple turns, spending chakra for each and counting as a move towards the jutsu count. This can't be done indefinately, and, thus, must span, at max, 3 turns.*
*Non-Finisher usages leave the target binded for 2 turns before the genjutsu ends. This does not require extra chakra, it's merely lingering genjutsu*
*Each physical strike disrupts the illusion for a fraction of a second, unless it's after the 5 motions, where any fitting physical strike will disrupt the genjutsu as normal*
*Can only be used 4 times per battle*

( Shu-rute: Kohon Issaishujou ⋔ Hentai ) Surreal Palm: Creature's Compendium ⋔ Metamorphosis
Rank: B-A
Type: Supplementary/Offensive/Defensive
Range: Short-Mid
Chakra Cost: 20-30 ( +5 per turn )
Damage Points: 40-60
Description: Allows the chaos of one’s mind to find solace in the heart of a wild beast. The practitioner will charge towards the target, moving erratically, before launching a series of 7 combined physical attacks. In these freestyle motions, the user is meant to physically mimic an animal, and acquire it’s mannerisms, similar to Shaolin Kung Fu. As the practitioner moves, the illusion shifts the body, turning, as the user's body appears to metamorph into that of animals, which will rip through any surrounding illusion ( of the same rank ). The illusionary animal(s) will be part of one body, the practitioners, and while the whole body can be as eclectic as Surrealism, both the illusionary avatar and the physical body will juxtapose, not necessarily equally, as the practitioner can be upright while the avatar is hunched or on all fours, but in the same axis.. Each physical strike that connects with the target will shift and shatter the illusion for a moment, until the final strike that releases it completely.
Alternatively, the user can simply metamorph a part of the body, the one primarily being used, into parts of animals, instead of turning into a complete animal. This is considered a weaker technique, B ranked ( 20 chakra, 40 damage points ), and the juxtaposition is much more noticeable, as only the metamorphed limbs will have an illusionary camouflage.

*The user may divide the 7 motions between multiple turns, spending chakra for each and counting as a move towards the jutsu count, but cannot span more than 3 turns. If done in this manner, there is a 2 turn cool down before re-initiating*
*The user is able to wield weapons, hiding them within the illusion*
*Requires a one turn cool down before re-use*
*A Rank, which creates whole metamorphosis, can only be used 4 times*
*B Rank, which creates part-metamorphosis, can only be used 6 times*

( Shuru-te: Hariade ⋔ Hokori ) Surreal Palm: Infinite Incisions ⋔ Shattered
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30 ( +5 per turn active )
Damage Points: 60
Description: Possibilitates the shattering of the chaotic continuum, and weaves its piercing debris onto a wholesome harmony. The form consists of up to 5 physical motions with a 6th as a finisher, which in turn shatter and pulverize the world around, inside the illusion. Everything breaks down and fragments, and the practitioner guides the weaving dust of the shrapnel of reality through the physical motions. Easiest way to comprehend this illusion is to think of the affected objects, which can be anything, including the whole realm of the illusion itself as a crystallized substance that, when immobile, looks exactly as the original ( the ground, a tree, the sky, the user, the target ) but, when affected, shatters and crashes like glass, even if it retains the same colors and textures, which seemingly shiver and sparkle like multiple diamonds. With this crunched reality, the user is able to wrap the target with blankets of shattered illusions, throw clouds of piercing dust and splintered blades of reality, or even continuously shatter and reform one's body and limbs to make one's physical attacks more unpredictable, etc. After the six motions, the user is free to perform a finisher where the practitioner will place both hands, or even both knees besides the opponent's face and neck and then quickly snap the head around, shattering the neck and spine, disrupting the genjutsu, or simply move on to other attacks, leaving behind a constricted opponent within an illusion.

( Shuru-te: Slavin ⋔ Enkei ) Surreal Palm: Astounding Alternative ⋔ Perspective
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 60
Description: Induces the severance of the strings of reality, detaching the caster from the laws of nature. The user focuses chakra onto the user's arms, crossing them together. The chakra will be extremely concentrated raw chakra, creating a visibly black coating over the user's skin. After crossing one's arms, which allows for a strong block that plays in equal terms with elemental ninjutsu, the user will spread their arms out, and cause the world to appear to bend in but a second, creating an endlessly stretching tunnel with the ground circling over their heads. Inside the Perspective, gravity is fully controlled by user, and, with every motion, gravity can individually affect every entity within the illusion, such so that one can be pulled towards the centre of the tunnel, pressed onto the ground or even feel the entire tunnel rotate or move at great speed. This is meant to overwhelm the opponent, leaving them open to the perfectly balance, in reality, caster, as he deals a series of 5 attacks, mostly consistent of upper torso motions, to factor in the blackened coating of concentrated raw chakra, if it wasn't neutralized in the beginning of this technique, creating a very interesting effect of seeing the world's perspective and gravity changing with every motion the user performs and every attack the user deals out. Every strike onto the opponent will shatter the the illusion temporarily, turning gravity and perspective back to normal for a split second, before another motion tilts the world once again, until the fifth attack breaks the illusion permanently.

*Can only be used 2 times*
*Breaking the coating does not break the illusion, though overpowering it and continuing onto the user will *
*Requires 3 turns in between usages*
*Can't use Ninjutsu or Genjutsu above S rank in the same and following turn*

( Shu-rute: Uchuu Kata Shita ⋔ Kujira ) Surreal Palm: Under the Uberous Universe ⋔ Cosmos
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: Allows the parting of the world to plunge the chaos into oblivion. The user will stretch out both arms, and, with them, part the whole world in half, along with any illusion ( of the same rank ), plunging both into the void of the world between both halves of the physical realm. In this void, the targets won't be able to move, as they briefly behold all the wonders of a foreign and marvelous galaxy, filled with countless constellations and astronomical phenomenons, along side cosmical behemoths, oceanic-like creatures floating in the void as if it were a black sea, before the practitioner slaps both hands again, crushing the targets between both halves of the now tilted world, wedged between physical realm and void, passing out from the mental damage. The void lasts but mere seconds, but it's wonders are engraved in the target's memories. While the illusion can target multiple people, within range, each will see the world part exactly in the middle, in a straight line between themselves and the practitioner.
Once the user slaps both hands together, closing both halves, a blast of chakra is released, up to short range, all around or in a single direction. This chakra blast, S rank in strength, can be composed of raw or acquire a basic elemental nature from the user.

*Can only be used twice per battle*
*Can't use Genjutsu in the same turn*
*Can't use Surreal Palm Techniques for two turns*
*Blasts follows elemental S/W*
*Can't use techniques belonging to the nature of the blast used on the next turn*


( Shu-rute: Yayoi Kusama ⋔ Kagami ) Surreal Palm: Endless Reflections ⋔ Mirror
Rank: N/A
Type: Supplementary
Range: Short
Chakra Cost: N/A ( +10 Chakra to a Cast Genjutsu )
Damage Points: N/A
Description: Allows the user to peer into the chaos of another, in order to subdue the chaos within. Mirror is cast onto oneself at the same time as the user casts a Genjutsu onto another, infusing 10 chakra onto the desired Genjutsu in order to allow it to afflict both the target and the user, as a spectator. Mirror follows the Genjutsu Layering Rules in order to counter-attack opposing Genjutsu, by flushing out a Genjutsu that was cast onto the user with a higher chakra tiered Genjutsu and simultaneously cast one of their own onto their enemies, or use the same tier genjutsu in order to harmlessly manipulate an opposing Genjutsu that has been cast onto the user As the rules state that while higher chakra usage flushes out the opposing lower chakra illusion, similar tiers of chakra are unable to flush out the genjutsu completely but instead alter or add onto the illusion itself, like Snake Crushing Constrictions illusion ( B rank ) creates a Snake that ensnares a target and the usage of String Bean Binding Illusion ( B rank ) allows your own body to grow out of a bean vine. This results in a scenario in which the user is able to cast a genjutsu on the opponent but the user is not able to act outside of this action until the opponent's genjutsu is released properly. However, if a genjutsu alters the user's perception of reality such as ( Kokuangyo no Jutsu ) - Bringer-of-Darkness Technique or Double False Darkness Technique, Mirror is capable of editing the parent genjutsu freely and act freely after due to no paralysis/immobilization/physically altering effects have taken place. This is a Passive technique that can only be employed when the opponent has a clear sight of the user's movement, abiding by the rules of Surreal Palm. Using Tree Binding Death as a reference, the cast Genjutsu would entail a tree growing to surround an enemy and crush them, and Mirror Tree Binding Death would be an illusion where the user sees a tree surrounding another person to entrap them, or a tree surrounding the user to protect them.

Note: Can't be used with Cast Genjutsu higher than S rank. Can only be used with S ranked Genjutsu 1 time per battle, and A rank Genjutsu 3 times per battle. Requires a 2 turn cooldown between usage.
Note: In order to use this technique, it requires the user to have been placed under a genjutsu by the opponent in the first place.
 
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Alyx

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Jinchuriki Advancement
Matatabi, The Two Tailed Cat

Skills Unlocked Are Highlighted in Color and Italics.

( Biju Kontorōru ) - Tailed Beast Control
Type: Skill
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
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.

Bijuu States, also known as Jinchuriki Transformations, are transformations that occur when the Jinchuriki draws upon the chakra and influence of it's Tailed Beast. Depending on their level of control, only certain states can be accessed regularly. Regardless of the Jinchuriki Path chosen, there are certain abilities and techniques that are shared across each path, shown below:
Level 1 - 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.
Level 2 - Incomplete Transformation
  • Chakra Transfer - Gain the ability to access large amounts of the Bijuu chakra without having to enter any state.
  • 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.
  • Blue Fire/Enhanced Taijutsu: Depending on Path, you can gain access to one skill at the Chakra Shroud state. This allows the second skill without any of the special abilities associated with it. (Dual Ability Locks Out)
  • 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.
Level 3
  • Complete Transformation - The user releases Matatabi, allowing it to rampage around the field. Note: This state can be forcibly triggered by the user regardless of control. If the user has not achieved the highest control, then the beast will be let free at max power and rampage for one full arc. It cannot be stolen nor sealed during this time and the user will be unable to battle and is considered KOed for an arc. The beast will then be controlled by NW Moderators to their discretion.
  • Tailed Beast Bomb - Allows the user to fire off the powerful technique of Bijuu. Requires Complete Transformation
Blue Fire (Dual Ability with Dokkodo)
Level One - Chakra Shroud


  • 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

  • Fortified Flames - The user's Blue Fire has strengthened over time, gaining a notable +30 damage boost. Requires the user to have first obtained Incomplete Transformation level.
  • Intangible Flames - The user gains the ability to allow their flames to gain a level of intangibility that allows them to control its state and allow it to pass through physical objects up to 10 meters in diameter. Requires the user to have first obtained Incomplete Transformation level.
  • 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.
  • Engulfed Transmutation - The user's A 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.
Level Three - Complete Transformation

  • Charred Resurrection - Using the highly spiritual nature of their flames, the user is capable of targeting the dead and reanimating them with spiritual flames. This creates up to 5 soldiers with a physical body composed of flickering blue fire and a spiritual mask resembling Matatabi. They are immune to 80 damage and lower and move at the same speed of a Sage ranked Ninja. These soldiers are capable of shaping Blue Fire for generic fire attacks and as Spiritual Flames.
  • Phantom Flames - The user's flames carry intangible and spiritual Blue Flames properties, allowing them to also be capable of releasing a massive burst of Blue Flames that cover 2 landmarks and deal 120 base damage to all enemies around, passively passing over the user's allies. These Flames, should they not be countered, will continue to burn until sealed and deal an additional 40 damage per turn. Can only be performed in Complete Transformation State.
 
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Void Relics
(Mukō: Soshi Chūnyū) – Void: Elemental Infusion
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses an A-Rank or higher elemental technique of one of the basic five natures they have a 20% chance to gain a single Void Infusion. This can occur once every two turns. This chance is increased to 40% when the user uses a Forbidden ranked elemental technique.

(Mukō: Senmon Chūnyū) – Void: Specialized Infusion
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 25% chance to gain a single Void Infusion, occurring at most once every two turns.

(Mukō: Mukō no Tsuyosa) – Void: Strength of the Void
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively at the cost of one Void Infusion; Strength of the Void increases the potency of the user’s next four offensive techniques by 20 damage.

(Mukō: Senmon Akushon) – Void: Specialized Activation
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact that is activated at the cost of a move but occurs instantly and within the same timeframe as the technique it is applied to. Specialized Activation costs two Void Infusions, being applied to a technique that the user’s biography is specialized in; this increases the specialized technique’s damage by 20 and by two bonus speed levels, if applicable. Alternatively, the user can activate Specialized Activation by applying a single Void Infusion obtained by Void: Specialized Infusion. When activated with a Void Infusion in this case, the damage boost is increased to 30. The applied technique also has its speed increased by 4 levels, if applicable. Can be activated three times per battle.

(Mukō: Ikari Wasure San) – Void: Wrath of the Forgotten One
Type: Void Infused Artifact
Rank: B
Range: Short – Mid
Chakra: N/A
Damage: 80
Description: Activated at the cost of a move and a single Void Infusion; unleashes a torrential maelstrom of natural flames from the user’s position up to mid-range. Inflicts 80 damage, but can be increased by 40 additional damage if the user applies a second Void Infusion to it.

(Mukō: Yūryō) – Void: Charged
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A Void Infused modification that does not act as an Accumulator or Spender; rather, it passively increases the user’s maximum Void Infusion cap by 1. This can be stacked with other Charged Void Infused Artifacts, including itself if the user owns multiple copies.
 
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(Gurimu Tategami ) Grimm Mane
Type: Yang Release + Nintaijutsu
Background: Grimm Mane is a unique craft of combat that was designed by Mirabelle Blackthorn. Through the constant use of its parent technique 'Wicked Weaves' she's taken it even further, using it to add fuel into the nightmares she experienced as a child and bringing them to life to haunt the world around her.

Description on the Abilities and Inner Workings of the Style: The core concept of Grimm Mane originates from its parent technique Yang Release: Wicked Weaves which infused Yang energy into the user's hair in order to manipulate it. Grimm Mane continues into this level of manipulation, but instead of solely focusing on molding the hair for just Taijutsu or Bukijutsu purposes, the user now molds the hair into actual sentient creations. These creations are dubbed 'Grimm', which when the hair is shaped into these demonic entities, they exhibit fearsome appearances that can be described straight out of a book of horror. Using the principles set, the user when crafting these monsters are capable of keeping them attached to themselves, or by detaching and applying similar application found in "Ring of Hell", gifting the hair creation further limbs etc in order to facilitate their separated forms.

Naturally these creations are sentient by default, capable of recognizing their creator and their allies but also enemies. They are capable of telepathically communicating with their creator as well. These creations when molded all carry a quality akin to a sword, being durable enough to actually cause physical harm to others, be it by crushing them, biting , slashing etc. They are also capable of speech, though this is usually decided upon creation. This accounts for overall for their physical aspect, though there comes more 'unique' applications that Grimm have. However of course, the 'Taijutsu' portion of the style comes in as well with the user being capable of striking alongside the Grimm, performing a combo strike with one another. An example of this is utilizing a lion shaped Grimm, which after detaching from the user would attempt to bite and physically restrain the movement of the target, injecting Yang Energy into them to reduce their speed, while the creator physically also runs and performs a kick to the restrained target. The Grimm may also act as a physical armament of sorts, allowing them to cover the user's arm, i.e a snake Grimm as the user punches the target and the snake biting into the opponent at the same time. The combination that is performed by the duo is mentioned within the CFSJ upon submission.

Due to being composed of Yang energy, the Grimm can also exhibit unique physical alterations upon making contact with an opponent, its creator or an ally. These can be of beneficial nature such as being a healing agent, using its own physical body as a form of damage mitigation etc while causing physical debuffs such as causing the target's eyes to become slightly blind, resulting in a reduction in tracking etc. These alterations can only be applied via physical contact with the Grimm, but can also be used against opposing techniques as well. This can be seen akin to such as a stone spear attempting to pierce into the Grimm, the stone in turn is forcefully infused with Yang energy causing it to burst completely etc. This will range from technique to technique, detailing it's unique aspects (if any).

( Yoton: Jaaku Amu ) Yang Release: Wicked Weaves

Spoiler

Example Techniques:

(Gurimu Tategami: ) Grimm Mane: Madama Butterfly
Type: Offensive, Defensive
Rank: S - Rank
Range: Short – Long
Chakra: 50
Damage: 80
Description: Through their Wicked Weaves, the user quickly molds and detaches their hair into a Grimm called Madama Butterfly. This crafts a powerful demonic Grimm, shrouding Mirabelle's body, having a female humanoid form with butterfly like wings, allowing them the ability to fly. Madama Butterfly can strike with powerful limbs, dealing 80 DMG on impact but at the cost of a move slot. Physical contact with Madama Butterfly causes the target to be subjected to an infusion of yang energy, causing their eyes to shift into that of a butterflies', causing them to see multiple directions at once, however due to the immense new visual information, it causes them to be track properly, causing a -4 debuff.

Additional effects and Restrictions:
Requires "Yang Release: Wicked Weaves" to be mentioned within the user's bio. Usage of this style's techniques passively allows the user's hair to regrow back to its normal previous state though at the half cost of using Wicked Weaves.

Approved CFSJ
(Gurimu Tategami: Akui no Aru Yokubō) Grimm Mane: Malignant Desires
Rank: S Rank
Type: Offensive
Range: Short
Chakra: 50 ( -20 Per Turn)
Damage: 100
Description: Malignant Desires is a Grimm Mane technique created based on the horrors known as Harpies. By kneading chakra into her hair, the user lengthens it and runs it down their bodies. Upon doing so, the hair applies an application of Ring of Hell to the user as it manipulates their anatomy. This completely converts the user's likeness into that of a harpy, an avian - human hybrid equipped with talons, the hair morphing into the arms and become wings - as well as feathery tails. The look the user wishes to attain is of aesthetic choice though functions as real, allowing them to easily fly (equal to their current speed) and physically assault opponents with the talons. In terms of actual powers, the transformation doesn't increase the user's speed nor power - but rather constantly heals physical damage the user sustains. In doing so, the user immediately upon impact will begin to heal passively at a rate of 30 HP per turn. In tandem to this, when striking an opponent either with a physical strike via the user's mutated features (100 DMG, Costing a Moveslot) or through another taijutsu based technique, they are inflicted with Yang Energy which immediately starts to harm the target. Upon doing so, the Yang energy would violently start to mutate the target's limbs, making bulging boils and feather like appendages to appear. This causes an extreme itching on the areas as well, akin to an allergic reaction - forcefully causing them to scratch, though with their mutated fingers nails as well becoming akin to claws. The itching is hard to ignore, but is possible - as those who are weaker willed (lower ranked) will start to scratch violently, causing cuts and open slits in the skin. It also makes doing hand seals quite harder unable to do more than three without forcefully stopping. This transformations lasts four turns before naturally ending, leading the user to be unable to use Grimme Mane nor Yang Release techniques A Rank and Above for two turns after deactivation. The Yang mutation naturally fades away after three turns of infection, though can be preemptively removed with a surge of chakra either through Yin - Yang, Suen, or Natural Energy of 50. In the case of Yin Release and Utu surges, a surge of 60 is required instead due to needing to properly stabilizing their chakra balance.

(Gurimu Tategami: Yūgai Hoshoku-sha) Grimm Mane: Noxious Predator
Rank: S Rank
Type: Offensive, Defensive
Range: Short
Chakra: 50 (-20 Per Turn)
Damage: 100
Description: Noxious Predator is a Grimm Mane technique designed after many species of horrific nightmares. These would namely be animals with venomous injection, such as snakes, spiders, etc. In context to the Grimm, rather than actually creating these creatures themselves, Noxious Predator aims to utilize a more isolated approach. Through the Yang energy flowing through their hair, it is manipulated to take the form of venomous appendages (spines, barbs, fangs etc), jutting outwards like a pin cushion so to speak. These are manipulated to appear anywhere on the user's body as the hair spreads rapidly towards the desired location ( guided telepathically as an intrinsic perk of Grimm Mane and the hair carrying sentience). The unique part of this technique comes from the Yang energy course through the target, the user will either through a direct strike (via this technique or by another physically striking hit) will forcefully release a mutagen into the target's body. The causes the opponent's body to be negatively affected by the Yang energy, as it violently saps away the physical energy within the force, promoting a rapid decline in cell production, causing an artificially intended form of necrosis. The leads to mutagen spreading through body attacking the skin cells, which translates to - 10 damage per turn. In order to remove the coursing Yang Energy, the infected needs to perform a full body surge of at least 50 chakra via Yang Release, Yin - Yang Release or Natural Energy or 60 in the case of Yin Release or Utu though it only naturally persists for three turns. Noxious Predator remains active for three turns before naturally reverting back to normal. While active, at the cost of a move - the user is capable of performing a physical strike accompanied by the Grimm, allowing them to deal 100 DMG while inflicting the Yang mutagen on the target. Can only be used thrice per battle. This technique has a cool down of two turns before being capable of being triggered again after it ends, while also being unable to use any Grimm Mane techniques above A Rank for the same duration. Inducing the mutagen via another physically striking technique (i.e another Taijutsu strike) is done without the cost of a moveslot.

(Gurimu Tategami: Yūgai Hoshoku-sha) Grimm Mane: Arbiter of Malice
Rank: B - S
Type: Offensive, Defensive
Range: Short
Chakra: 40 - 60
Damage: 80 - 120
Description: Arbiter of Malice is a Grimm Mane technique designed to be the inherent basic technique of the style. This means, while now based on a direct beast- the user can shape and mold their hair into different forms. These can range from gauntlets resembling the fierce talons of a avian, stretched out in length like whip resembling a tail etc. This falls all into the user's own imagination now how they wish to conduct and control the hair. In contrast to this, the unique application applied to this technique requires direct contact - allowing Yang natured chakra to be forcefully infused into the target's body. The chakra immediately begins to attack the individual's nervous system- overloading it and messing with their brain's signaling. The sheer mutation also expands into two specific alterations based on rank, one of which the user's eye balls rapidly and uncontrollably looking in different directions. This renders abilities casted through eye contact/line of sight impossible as they wouldn't be capable of adapting to the rapid change in brain signal to regain control over their eyes. This only applies with the B Rank application, while the A and S Rank application implements a more harsher degrading of the nervous system, rending the opponent unable to use Taijutsu above B Rank when inflicted with this mutagen. B Rank application can be used four times per battle (with a cool down of two turns between each use), A Rank can be used thrice per battle (with a cooldown of two turns between each use, but leaves the user unable to use Grimm Mane Techniques above A Rank for said duration) and finally S Ranks twice per battle (with a cooldown of three turns between each use but unable to use Grimm Mane nor Yang Release Techniques above A Rank during this cooldown). The Yang mutation naturally fades away after two turns of infection, though can be preemptively removed with a surge of chakra either through Yin - Yang, Yang or Yin Rlease or Natural Energy of 50.

Baria no michi | The Way of the Barrier
Type: NinTai
Background:
A fighting style developed by a man who had very little fighting power. It was a time of war, and he only wanted to protect his family against raiders, who took down smaller villages, destroying everything in their wake. He could utilize the Wind element quite well, as well as normal Strong Fist. He usually used it to complement his farming ways, to cut through thick crops and even as a show for the kids, but one day, it came to him. What if he could use this element, for defensive purposes.

After experimenting with it for a short while, he was capable of creating flat slightly translucent rectangles of Wind, thick and defensive in nature but not very large in size (up to 4x3 meters). They could protect against the swords of the raiders, and the raiders were already making their way towards his village, or so the rumours said. Though protecting his people wouldn't be enough, he had to fight them off, they had to be forced to leave for good and never come back. He started to try and work in the defensive capabilities of the "barriers" (so they will be called from here on out) with normal fighting. With some straw and the help of a few villagers, the man created some dummies. He practiced on them for days on end.

After a few week of doing so, he was capable of forming these walls of solidified Wind, as he hit toward the opponent. This sent them towards the opponent, with the force of his punch, like a projectile. Though it did not take the shape of his fist, it simply stayed in the rectangular like shape. It could easily take off the head off the straw men. He had created something different. It was time to put it into practice though, as the raiders came and attacked his village. His new style proved useful as he could take down several of the raiders, but it was too late. His family had been killed. After taking care of the rest of the raiders, the man left his deserted village and went out to perfect his style even more. He later became known as the "Barrier Man".

Description on the Abilities and Inner Workings of the Style:

Wind Aspect:

The style revolves around the usage of the Wind element, combined with Taijutsu and precise chakra control, in order to create rectangular shaped slightly translucent forms of Wind, which are solid in nature. These are used to defend against an opponent's hits, as it acts as a fast defence which is somewhat translucent, but still visible in close range. They can only be used when the opponent attacks the user, and only in close range of the user. Although it might seem that it only has defensive capabilities, the Wind based shapes, can also be sent towards the opponent, as the hit is transferred from the user to the opponent. It is released mere inches before the users hands/feet touch the opponent. This causes blunt damage, which can send the opponent crashing back. The Wind barriers are also capable of acting as shock absorbers, which would absorb the hit of the opponent, and release it back in the form of a blunt release of Wind.

Taijutsu Aspect:

The Taijutsu used in this fighting style is based upon Hung Ga, which are characterized by deep stances, like the Horse stance. This is combined with vigorous movements and hard hitting palm movements, and quick kicks. These combined with the offensive and defensive capabilities of the Wind "barriers", makes it extremely dangerous in close range.

Additional effects and Restrictions:

-Must have Mastered both Taijutsu and Wind Release
-Must be Kage rank to learn
-Can only be taught by Detective L
Approved CFSJ
(Baria no michi: Samshiel no ikari ) | The Way of the Barrier: Wrath of Samshiel
Type: Offensive
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: One of the basic moves of Baria no Michi, the user will assume a Horse stance and thrust forward any of their limbs and in doing so, mold their Wind chakra. The user will then dash towards the opponent, and deliver a double fisted strike to their chest, releasing a rectangular shape of Wind in the process. This blasts the opponent back and causes some blunt damage, as they are hit back, and the user steps onto the ground with great force once more, releasing forward a smaller rectangular shape which blasts the opponent into the air from beneath him, as it travels along the ground whilst the opponent is stunned by the first hit.
Notes:
-Can only be taught by Detective L
-Can only be used four times per fight
-No S rank Baria no Michi techniques in the same turn

(Baria no michi: Eistibus no eregansu) | The Way of the Barrier: Elegance of Eistibus
Type: Offensive | Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 40
Damage: 80
Description: A more movement based technique of Baria no Michi, where the user will dash towards the opponent and as they run, they will expel Wind chakra from their legs, creating tangible rectangular shapes of Wind, which acts as steps for them, allowing the user to go into the air. The user will then jump forward as they spin, and the user will release these already formed shapes towards the opponent, encircling them and slamming into the opponent from all sides, as the user drops down upon the opponent from above, delivering a final heel drop. In doing so, the user releases a small 1x1 rectangular Wind shape, from his heel, onto the opponent's head for blunt damage. Alternatively, these steps can be used as an evasion method, allowing the user to create these steps from the barriers, and use them to move around an opponent for example, or over an obstacle, only to release the barriers towards the opponent once done.
Notes:
-Can only be used by Detective L
-Can only be used four times per fight
-No A rank and above Baria no michi techniques for the same turn, and the next
 
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Type: Taijutsu/Nintaijutsu

Background:

The Black-Leg Style is a martial-arts style that is based on Sanji's techniques from One Piece. It is designed to free the use of one's hands and prevent them from being damaged during a battle. As a result, practitioners tend to drop into certain stances in which their upper-body portions are most relaxed, such as placing their hands inside their pockets or crossing their arms together across their chest, and only puts them into action whenever the event requires them to do certain maneuvers such as handstands, which aren't prohibited.

Skill levels of the style:

Creator (created the style)
^
Master (knows Diable Jambe)
^
User (someone who knows basic techniques)
^
Apprentice (is learning basic techniques)

Description on the Abilities and Inner Workings of the Style:

As a fighting style, the style boasts a wide and impressive array of kicks, coupled with super acrobatic skill making it a very versatile fighting technique, allowing user to effectively weave continuous and powerful attacks upon adversaries and combine the power of his kicks with his respective strengths for devastating team combinations. Idea behind the simpleness of the style is to keep it as powerful as it can be while allowing biographies that possess no elemental knowledge to use them as well.

The specialty of Black-Leg taijutsu is Diable Jambe which allows user to focus chakra into their leg and convert it into high temperature by igniting the chakra with friction, adding extreme heat to the impact of his kicks. In this form, user, due to the high temperature has the ability to slightly burn his opponents. While like this, he can light his opponent on fire.

( Kuro-Ashi Taijutsu: Diable Jambe ) - Black-Leg Taijutsu: Devil's Leg
Spoiler
Additional effects and Restrictions:

  • A person who knows this fighting style has slightly stronger kicks and is faster than a normal ninja without it.
  • Only people on or above Black-Leg master rank can possess Diable Jambe.
  • Each person wanting to learn Black-Leg style must be approved by the creator, Passion.
Approved CFS
( Kuro-Ashi Taijutsu: Diable Jambe ) - Black-Leg Taijutsu: Devil's Leg
Rank: Forbidden
Type: Mode
Range: Self
Chakra cost: 50 ( - 15 per turn )
Damage points: N/A
Description: Black-Leg taijutsu master can activate a mode which will double their speed. The mode requires user to be at least Sannin rank and to be trained in other Black-Leg taijutsu techniques. To activate this technique an user below Kage rank must stop and spin while guiding fire chakra into their leg, granting temporary speed boost. User that has already reached Kage orf higher rank can activate this technique while battling without stopping moving. Once activated, the technique'll increase user leg's strength momenarily and Leg taijutsu damage done by user will be multipled with 1.5 with the leg this is activated on. Using this technique for longer duratons will cause painful cramp and muscle strain if used for four conscutive turns. This also decreases user's speed by 25% of the original speed upon the first usage. Second usage will drop the speed from 75% that was left to 35% of the original speed before using this technique for the first time and the feeling of pain in the leg becomes overwhelming, making it almost impossible to walk. This technique can be used on one leg and can be maintained for max four turns. User's leg looks as if it were on fire when this mode is activated and is covered in chakra. Getting hit by this causes also nerve damage to opponent, giving slight sensation of burning to the nevers and opponent once hit due fire chakra in leg.

~Causes strain to user's muscles and leaves user limping if used for long durations.
~Can be activated twice per battle and the second usage will be extremely painful and second usage will last only two turns.
~Costs 15 chakra per turn.

( Kuro-Ashi Taijutsu: Venaison Shoot ) - Black-Leg Taijutsu: Venison Shoot
Rank: S
Type: Offensive
Range: Short - Close
Chakra cost: 40
Damage points: 60 (- 20 to user)
Description: Before using this technique, one is required to have knowledge of how using Highest-rate Mincemeat and Diable Jambe. Combining these two attacks, Black-Leg taijutsu user is able of using a technique that is powerful on closer ranges. First, one must have activated Diable Jambe. After that the user jumps above opponent and starts spinning horizontally in a position where user's leg is pointing down at their opponent, he/she starts furiously kicking with one of their feet at opponent's chest and belly area as already activated Diable Jambe increases their strength. The kicks aren't dealing internal damage but are extremely fast and the places where hits are dealt can be seen through opponent's back as the user's ignited leg lands kicks on the target. After the spinning stops, user finishes with a powerful axe kick on the opponent's head/shoulder area which is capable of shattering bones. This technique is strong enough to deal considerable damage even to small to medium-sized summoning creatures.

~This technique disables Diable Jambe after using (without strong cramps/leg strain to user that would come from Diable Jambe).
~Can be used once per battle, and like after every fast paced attack, user requires few seconds to let their leg muscles relax.

( Kuro-Ashi Taijutsu: Hakaizu ) - Black-Leg Taijutsu: Destruction Spin
Rank: A
Type: Offensive - Defensive
Range: Close - Short
Chakra cost: 25
Damage points: 50
Description: Black-Leg taijutsu technique which is designed for Taijutsu user against weapon fighter. The technique is used in a way where user first covers his/her feet in chakra. Then if this jutsu is used for defense user will quickly make 360 degree spin to gather up strength. When the spin ends user performs a kick done with the heel part of user's foot. Once the enemy attacks with blunt weapon the user will deliver the kick on its side, breaking it ( If not indestructible weapon ), Causing damage to it ( Nearly indestructible ) or kick it out of opponent's grasp with the strength of kick ( For indestructible weapons ). If the jutsu is used for attacking it'll be strong enough to break bones or dislocate limbs.
Note:
- Can be used only once
- Cannot use Genjutsu or Kenjutsu on the turn afterwards
- Defensive version will kick the blunt type weapon out of its course.

( Kuro-Ashi Taijutsu: Hazumu ) - Black-Leg Taijutsu: Dodge Haze
Rank: A
Type: Supplementary - Defense
Range: Short - Close
Chakra cost: 30
Damage points: N/A
Description: Dodge Haze is a special jutsu that only the ones that have fully mastered Black-Leg taijutsu and are using Kick Course can use. This jutsu works by user using the chakra boosted legs to make fast sidesteps and/or leans to avoid incoming projectile/taijutsu/weapon attacks. After avoiding the attacks user can attack with another jutsu, giving him/her the upperhand.
Note:
- Can be used only twice
- Must wait three turns before using it again.

( Kuro-Ashi Taijutsu: Kikku Kōsu ) - Black-Leg Taijutsu: Kick Course
Rank: C
Type: Supplementary
Range: Self
Charka cost: 15 ( - 5 per turn )
Damage points: N/A ( + 10 to leg taijutsu )
Description: Simple technique that's used by Black-Leg Taijutsu experts. Idea of this jutsu is constant chakra circulation to user's feet, allowing user to deal attacks with feet faster and harder. While having this activated user loses ability to use hand taijutsu but user's hands can still be used for Kenjutsu/Handstanding and other stuff like that.
Note:
- Stays with user whole battle
- Consumes chakra every turn
- No hand taijutsu can be used while this jutsu is activated.

( Kuro-Ashi Taijutsu: Ago Yakusuru ) - Black-Leg Taijutsu: Jaw Crusher
Rank: B
Type: Offensive
Range: Close
Chakra cost: 5
Damage points: 45
Description: User encases own feet with chakra and literally sprints with huge speed at opponent and jumps in air when opponent is nearby. When the user has jumped user will land on the opponent's shoulders while preparing the muscles in user's own feet and perform spinning somersault backwards, landing hit on opponent's chin that's powerful enough to break opponent's jaws. The downside of this technique is that user will lose 1/2 speed on running and any movement done with feet for one turn.
Note:
- Can be only used once

( Kuro-Ashi Taijutsu: Extra Haché ) - Black-Leg Taijutsu: Highest-rate Mincemeat
Rank: A
Type: Offensive
Range: Short - Close
Chakra cost: 30
Damage points: 60 (- 10 to user)
Description: An user that knows Black-Leg taijutsu and has high speed can, once taught, use Highest-rate Mincemeat. The technique includes fast footwork and will work only if the target's short or close range from the user. To begin with this technique, user must jump in air and once he/she gets close enough to the opponent, user starts delivering fast paced kicks aimed at mainly opponent's torso area. The technique isn't automatically 60 damage but can be less if the opponent is a taijutsu specialist and/or has sharingan to increase their reaction time that he/she uses to block the hits. Even the hits are blocked, the kicks will hurt. If not blocked, user can aim at opponent's vitals and cause quite alot damage by hitting opponent's internal organs and bones. If this is combined with Diable Jambe, the technique gains burning attributes. As long as user's airborne he/she can attack their target with more taijutsu but once user lands, he/she is forced to jump backwards and allow their feet to rest for a short period of time (the higher user's rank is, the shorter time is required for feet to rest).

Can be used twice per battle with three turn interval between each usage.

( Kuro-Ashi Taijutsu: Armée de L'Air ) - Black-Leg Taijutsu: Air Force
Rank: B
Type: Offensive - Supplementary
Range: Short - Close
Chakra cost: 25
Damage points: N/A (+ 40)
Description: Air Force is a Black-Leg taijutsu technique designed for a counter attack or an opening. The technique itself is a chakra infused kick which takes form of 360 crescent kick. The kick itself is strong enough to send opponent flying away from the user. The kick can also be used to send allies flying into other ranges, though once a strong(er) kick is attempted user must spend more time concentrating before kicking. This can also be used quickly in openings to deal a quick hit to the opponent and then expose them for further combinations.
Can be used twice per battle
If you attempt on sending your ally to other range, the ally must jump on your leg just as you're kicking to guarantee the strength of kick to send him/her away.

Black Leg Taijutsu - Collier Coup - (Trachea Turnover Surprise)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description: The user gets ready and quickly jumps up into the air. This jump could be considered as a high jump, or a low jump, but a jump must be made. Using gravity as a helper the user can either kick side ways towards the opponent's neck, or downwards against the neck area of the opponent, close to the collar bone. If used properly this technique is capable of pushing the opponent down making them off balance, or down to their knees for more powerful attacks.

Black Leg Taijutsu - Parti Tableau - (Party Table)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description:The user quickly plants their hands down along the ground and begins to spin rapidly. The user's legs are spread out in the splits as they spin with great speed to slam into the opponents that may be surrounding the user. The user spins with such speed and strength the user is capable of hitting the opponents, or whatever is hit by this technique into the distance of sixteen meters. With this technique the user is capable of moving around with their hands while still spinning. Some users spin around in a small radius moving in a circle to ensure that they hit their targets if need be.

Black Leg Taijutsu - Cours Parti Coup Tableau - (Party Table Kick Course)
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:The user jumps up into the air as they slam their hands against an opponent's shoulders. Doing so stuns the opponent for one round as a brief moment to ensure the user is capable of using the opponent's body as a form of stand to kick all other opponents that may be near by. Some practitioners of this technique spin rapidly hitting all opponents around the user kicking them off into the distance of up to thirty two meters. Some practitioners somewhat juggle around the opponent's shoulders kicking in all directions in one fluent movement in a break dancing like form in that of a windmill. In a final movement the user quickly slams a final kick into the opponent. This could be used against the opponent's chest, across the opponent's face, or anywhere else that may have the opponent open capable of sending the opponent flying off into the distance of thirty two meters.

Black Leg Taijutsu - Sheep Meat Shot - (Kuro-Ashi Taijutsu - Mouton shot)
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: 40
Description:This is one of the most powerful kicks in this style and commonly used as a finishing blow,the user will begin by either jumping or flipping into an aerial position. They will then channel as much power into the kick that they can,and proceed with a kick aimed at the face or the chest of the enemy with the intention of sending them flying.

Black Leg Taijutsu - Skewer - (Kuro-Ashi Taijutsu - Brochette)
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: 40
Description:This is an attack primarily targeted towards enemies on the floor,the user will jump high in the air above the opponent and begin to spin rapidly. Once the required amount of momentum has been generated, they will deliver a devastating downwards kick. The spinning portion of this attack is intended to help drive the attack deeper.

Black Leg Taijutsu - Three Point Division Cut - (Kuro-Ashi Taijutsu - Santen Decoupage )
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: 40
Description:A very fast attack used by a black leg user , they will stand almost calm and will then launch three near simultaneous roundhouse kicks toward the enemy's throat , chest and stomach striking with as much of the leg they possibly can.

Black Leg Taijutsu - Third Rate Mincemeat - (Kuro-Ashi Taijutsu - Troisieme Hache )
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 25
Damage Points: 40
Description:his is the strongest attack in the dish washer rank,it compiles most of the attributes on would learn before progressing to a higher rank.The user will first turn their back,then they will begin a series of back flips toward the opponent and will use their hands for one final push towards the enemy,and attempt to hit a flurry of incredibly fast kicks to their face.

Black Leg Taijutsu - Chest/Breast meat - (Kuro-Ashi Taijutsu - Poitrine)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description:This attack is different from a lot in the style as it is delivered as a straight stabbing kick , this attack is quicker than most in this style due to its directness. Although it is better in terms of speed it forfeits the large attack area of the sweeping kicks , thus making it a quite balanced attack.

Black Leg Taijutsu - Under Saddle Meat - (Kuro-Ashi Taijutsu - Selle)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description: This is an attack which is commonly used in combination with Cotellete , the user using the momentum from the Cotellete attack. The user who is still in a handstand will use the momentum to spin back the other way, to deliver a fierce sweeping kick to the opponents lower back or lumbar region.

Black Leg Taijutsu - Rib meat - (Kuro-Ashi Taijutsu - Cotellete)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description: An attack as given away by the name is primarily focused on the ribs of the opponent, the user will fall down onto one of their hands and perform a one handed handstand. As they are falling they bring their legs over and deliver a straight kick to the ribs, this can be and usually is if the attack hits followed with Selle.

Black Leg Taijutsu - Shoulder Meat - (Kuro-Ashi Taijutsu - Epoule)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description: This attack is used for a standing position much like Collier , this though is a forceful kick directed straight down with the heel. This axe kick as given away by the name is intended to hit the enemy on top of their shoulder , the idea behind this is an attempt t either knock the opponent off balance , or send them crashing into the floor with the force driving them down on that side taking them off their feet.

Black Leg Taijutsu - Neck Meat - (Kuro-Ashi Taijutsu - Collier)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description: This attack that the user executes from standing , placing their hands in their pockets they will deliver a powerful kick directly to the opponents neck. This is achieved with very little back lift which is surprising , the users foot will come in a roundhouse fashion sweeping from the side to attempt to damage the opponents neck. This is all done from a casual standing position with no indication of an attack.

Shifuku’tsuta - Bliss & Ivy
Type: Ninjutsu + Fuuinjutsu + Kenjutsu
Background:
This style was created many years ago, an ancestor of an old Noble Family with the name Ivy Valentine would have this weapon forged and utilise it to destroy her foes; for she had many. Ivy swore to destroy the Senju for what they did to her bloodline, making her the only surviving member. The Whip sword perfectly combated their wood and close quarters style for she tore down many of them. Eventually she was deemed too dangerous a Shinobi and a kill squad was made just to bring her down.

A Senju Male on the run from his own clan for crimes he had committed amongst them fell into Ivy’s clutches; and though it took her a very long time to be convinced he was no longer one of them they eventually became lovers. They decided to settle and run away from having a target on their back, changed their identity and called their new family “Bliss”, from then on their children and their childrens’ children would learn this fighting style as a part of the Bliss Family name as part of Ivy’s Legacy. Lena of Shinramoto would meet such a student of the Style, Angela Bliss.

Description on the Abilities and Inner Workings of the Style:
This Style utilises the weapon known as either a Whip Sword or Snake Sword. The Weapon is unlike a normal sword, it’s blade is split into many smaller segments whilst still being attached to the hilt with a strong flexible metal chakra wire, cable or tinier segments that attach the larger ones together; with the utilisation of chakra this gives the illusion that the blade is indeed a living one. Some say Ivy’s original Snake Sword, The “Valentine” was a living sword fuelled by Forbidden practises. The sword can be stored in a sheathe when contracted or can be coiled around the body like a belt or clothing accessory when expanded.

The Whip Sword is a dominatrix in combat, it’s fluidity and flexibility makes it a tough opponent to shrug off in the wake of destruction as it can easily slither around limbs, weapons to disarm or maim and defensively patrol the user’s proximity at high speeds. It can be utilised on it’s own or as a pair the user has passive control of how the blade expands within it’s short range reach and contracts back into that of a normal blade at will. The creativity in which the user manipulates their whip sword is down to their imagination, it can slash at range, thrust repeatedly through a foe like a jackhammer without even needing to make the arm movements, can coil around the body to defend whilst also attacking at the same time or when binding an opponent can be used in tandem with that second whipsword or Taijutsu for effective finishers. It can penetrate through the ground or terrain to execute sneak attacks on targets from below or different angles.


When basic Elemental chakra is channelled through the blade it’s segments will light up with a colour that relates to said element with properties radiating off it. In certain Techniques Blade Segments can come apart from a whip sword, this utilisation is more advanced as it requires concentration on multiple assets at once when performing combos. Released segments are usually used to perform flanking manoeuvres whilst the true whip sword is occupied. User’s have control of segments even when they’re apart from the blade and once channelled with chakra and then separated the segments still have that element channelled through it until used.

The Blade’s segments also usually have seals on them so that they can be used to bind targets once the blade is coiled around opponents or when the segments are stabbed into or in proximity. Strikes from the blade can be used in tandem with sealing quite fluidly when the blade strikes an opponent’s defence or body, sealing arts will activate to further penetrate through defences or leave foes open for finishers. Furthermore when a Whipsword manages to fully coil around an opponent the Kanji all activate acting like a quicker but less permanent version of the “( Fūin Fuda ) – Sealing Tag” jutsu which can completely bind an opponent leaving them at the user’s mercy, once the whip sword is retracted from the target they regain control of themselves. ( This is to be submitted as a technique )


Additional effects and Restrictions:
The user has Passive control of the whipswords they are wielding or on their person, capable of manipulating it’s expanded form however they need to in short range.
Using the basic creation jutsu of tools of any field the user knows, they can make whip swords that can be utilised for this Fighting Style.
Specialist: The user has passive control of the whipswords they are wielding now up to Mid-Range
(Shifuku’tsuta: Miwaku-tekina gunshuku) - Bliss & Ivy: Seductive Disarmament
Type: Offensive
Rank: A - S
Range: Short - Mid
Chakra: N/A - 40
Damage: 60 - 80
Description:
The fighting style has an edge on combating other close combat users and this technique builds on that advantage and seals it. When parrying an incoming weapon attack the blade uses it's whip form to it's advantage, the sword upon clashing unlocks it's segments which wrap around the incoming attack whether it be a blade or limb it will completely bind the target in it's sharp segments causing cutting damage if possible. The user can then swipe their arm and pull away captured weapons disarming the target with ease or tighten around the limb causing it severe critical damage. Because of the range advantage of Whip Swords they can disarm targets from a distance by having their whip thrust forward and the tip of it will bind it's target. Utilising no chakra is an A-Rank move, it is very effective against Taijutsu, Kenjutsu & Bukijutsu. This usage can be used any number of times.

The user can apply Fuuinjutsu which is S-Rank, utilizing a sealing barrier when the whip sword strikes incoming attacks, the barrier will coat an entangled / clashing opposing weapon and will stop any kind of chakra utilizing said target as a medium - stopping chakra infused sword attacks or bukijutsu or additional infusions of chakra; then proceeding to throw and disarm the weapon from the enemy. If specifically targeted at the target's hand and weapon then it causes damage. This barrier can additionally be used on projectile techniques, the whipsword will hit the jutsu and the 5 meter diameter barrier will form around it the user can then throw the projectile(s) to the side or over their head and redirect it or even throw it back at an opponent. S-Rank can be used 2 times with a two turn cooldown, additionally users with Advanced Fuuinjutsu can created an augmented barrier of up to 70 chakra when defending against incoming projectiles. A rank can be used 3 times per battle.

(Shifuku’tsuta: Saigo musume no hōseki o motomete) - Bliss & Ivy: Seeking Jewels of the Last Daughter
Type: Offensive
Rank: (B) A - S
Range: Short - Long
Chakra: (N/A) 30 - 40
Damage: (40) 60 - 80
Description:
The Basic Technique of the Fighting Style, this ability incorporates the versatile usage of Bliss & Ivy and the athletic nature of it's users. The athletic nature can entirely be optional or part of this technique, performing a flip of any kind or cartwheel side flip to avoid incoming strikes and attacks whilst also whipping their blade - almost like a ribbon dance. The user can follow their dodge with an attack or attack whilst dodging at the same time. The user will thrust their blade forward to quickly stretch out to perform a long range sword thrusting strike that can go straight forward or weave around obstacles to reach a target like a seeking rocket. Once it hits a target it can be used to pull the opponent forward, "grasping" them after being stabbed or interlocking with a weapon or item on their person. It will pull them all the way back through the initial striking path the blade traveled, but the user can choose to retract the blade or not in set up for future usages. B-Rank usage is a chakraless whipsword attack.

A - S Rank usage of this technique are imbued with the elements, coating the whole length of the blade even when fully extended. Lightning ripples across the blade and causes paralysis to hit targets and will branch off to any enemies 2 meters away from the blade; Wind coats the blade in a sharpened aura and break straight through objects in their path instead of weave around them; Fire sets alight targets and can be willed to explode from a point along the length of the blade up to a 2 meter radius; Earth Hardens the blade and allows the user to thrust their blade through the ground and strike from underneath their target and pull them through the earth or partially bury and restrict them; Water will allow the user to use their blade as a source of water from any point of the blade when fully stretched out. A-Rank has 5 usages and S-Rank 3, two turn cool down for the latter.


Ryusoken | Subduing Dragon Claw
Type: Nintaijutsu

Background:

The style is said to originate from a warrior that was unparalleled in combat. Eventually, his rivals manage to trick him to let his guard down and sever the warriors right arm. Humiliated from crippled state, the warriors or fled into seclusion up in the mountains, reduce to nothing more than grizzled man. He was then found by a serpent dragon that pitied him and taught the warrior to strengthen himself with the soul of a dragon.

Description on the Abilities and Inner Workings of the Style:

Ryusoken style's emphasizes on strong, sharp claw attacks while remaining in fluid motion that can pass and break the opponents defenses. The styles attributes composes of grip, clawing and palm attacks, relying on quick strong strikes rather than committing to a rapid combo of attacks. Their strikes are great enhanced by imbue their claws with chakra, increasing the potent strength and force behind them, yet at the same time done without transforming their state or appearance.

3 Fingered Grip
Spoiler
First and foremost form of Ryusoken is their immensely powerful grips done via forming three fingered claw, when performed on a surface or person can inflict an explosive crushing pressure. This is amplified by chakra, hardening and strengthening the users hands and fingers to produce such effects. Grips are applied on the body can inflict pressure enough to cause brutalizing internal damage to organs and shatter bones. Defensively, the user can intercept incoming attacks from limbs and weapons alike by clipping them between their fingers like a vice grip and as a counter; apply force to them that breaks bones and weapons(if they are breakable) or be used as grappling leverage for throws.

5 finger Claw

Apart from the three fingered grip, there is a 5 fingered form by arching their fingers back at the knuckles, for unleashing clawing, sweeping and palm attacks, producing powerful cuts and thrusts hat knocks back the opponent in shreds. The chakra applied can manifest claws of chakra from 5 of the users fingers, using their extreme sharpness to jab and tear into the opponent with ease while providing a burst of chakra from their palm thrusts to inflict shattering force. This combination can allow the user fingers to dig into the opponents body then followed by a palm thrust with the same hand, sending them hurling back with the users fingers to ripping back out of the victim. The chakra claws can also be manifested from the users feet, using kicks to inflict cutting swipes and jabs.

The dragon palm thrust and grip techniques can be freely transition from one and other, one can use a palm thrust attack to slam the target followed by a grip attack, or while grip to a palm strike to knock the opponent away to create distance.

Dragon Step

Ryusoken's leg work is characterized by a zig-zag motion with the use of floating and sinking movements, through "Dragon Stepping", the user takes wide steps to cover long distances in a short amount of time, with each step forward, the rear foot moves forward and becomes the forward foot. Chakra claws from the users feet can provide extra traction for the user, making it easy to maneuver even in slippery terrain like ice. By applying chakra, the user can generate quaking stomps while advancing on the enemy, using precise chakra control to open up mini fissures that trap their feet, a combination that causes them to lose balance and break their defenses.

Example Techniques:

Spoiler

Additional effects and Restrictions:

~ Users of the style have been honed to have superior endurance than a Strong Fist user furthered by high reflexes that can catch opponents with their grips.

~ Mastery of Basic Tai and Ninjutsu
(Ryusoken: Ryuken) Subduing Dragon Claw: Wyrm's Edge
Type: Attack
Rank: B-A rank
Range: Short
Chakra: 20-30
Damage: 40-60
Description: The standard technique for claw forms of Ryusoken. By arching their fingers back at the knuckles to a claw gesture, the user is able to unleashing clawing attacks that produces powerful cuts which can rip opponent in shreds. This is furthered by using chakra to manifest claws from each of the users fingers that is shaped like demonic dragon claws, being barely visible to the naked eye. These can also manifest at the user's feet by protruding from each of their toes, which has an added effect of helping to gain traction on slippery or unsteady surfaces. The user has a level of freedom on how to execute their claw attacks, from precise jabs to wide sweeping kicks that can easily mutilate the opponent into pieces, and have them work in conjunction with other Dragon Claw/taijutsu techniques. The length and sharpness of the chakra claws depend on how much chakra is put into it, B rank manifests several inches in length, A rank enlarges the claws up to a meter. The chakra dragon claws can be maintained for up to two turns.
~ A ranks usable 4 times.

(Ryusoken: Ryuhaaku) Subduing Dragon Claw: Drake's Grasp
Type: Attack/Defense
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The standard technique for utilizing grip forms of Ryusoken. The user with a 3 three finger claw formed, channels chakra to their hands and fingers, providing enhanced durability to intercept impacts or pressure without harming their fingers and to perform clutches with monstrous strength. One is able to intercept taijutsu or weapons by clipping their opponents limbs, body, or blades etc like a pincer, then apply crushing pressure enough to shatter bones or be used as grappling leverage for throws. Weapons like kunai can be easily broken to shards when used on, and works effectively for physical elements like earth. Grips applied to targets do not necessarily need to fit into the user's hands as it can even work on flat surfaces by using ones fingers alone to apply monstrous force. The grip's strength is determined by how much chakra the user applies to it.

(Ryusoken: Ryusokai) Subduing Dragon Claw: Wyvern's Impact
Type: Attack/Defense
Rank: B-A rank
Range: Short
Chakra: 20-30
Damage: 40-60
Description: A palm attack in the style of Ryusoken, the user with the their hands manifesting their chakra claw form, thrusts it towards the target. Their fingers are the first to stab into the victim's body before slamming with their palm imbued with a rippling burst of chakra that generates an immense crushing force. The result of the attack caused the target to be sent flying back with puncture wounds and broken bones, mutilation on the struck area as the user's finger forcefully rip back out of the victim. The advantage of the technique is the wind up for a thrust isn't required as the user's chakra claws can easily dig into flesh without it, while the palm attack is done by flicking the wrist for the palm to snap forwards. Usage of this technique can even shatter physical structures of equal rank. The user is able to use this as a follow up from Ryusoken's grip techniques.
~ A rank usable 4 times.

(Ryusoken: Ryu Seppu) Subduing Dragon Claw: Serpent's Step
Type: Defense/Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: Using Ryusoken's leg work, the user performs a zig-zag motion with the use of swift floating and sinking movements to evade or advance towards the opponent. This footwork is characterized like a serpent dragon, lowering ones body close to the ground while taking wide steps to swiftly cover a long distance in a relatively short amount of time. As each step meets the floor, the user applies chakra into the ground to generate quaking stomps while advancing on the enemy, and using precise chakra control to open up mini fissures that trap their legs, a combination that causes them to lose balance and break their defenses. With each step, the fissure opens deeper as the opponent's legs sinks lower underground till their entire lower body is submerged below ground. This also serves well when evading as it simultaneously traps and causes the opponent to lose balance for an opening.



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Dragoon Style
Type: Fuinbukijutsu
Background: The age of Chakra had established a turning point for the world and thusly, its inhabitants as a whole. Humanity had opted to define the introduction of chakra as the turning point for the Calendar, and as such, serves as the hallmark for the new era. Many who live today know very little prior to, or can scarcely imagine a world without chakra; an iconic energy source for much, including warfare. Before chakra, however, the world and the wars waged within it were far more "simplistic," and demanded strict discipline, combined with a degree of creativity for the fullest effect.

During the age prior to Ninjutsu, at times referred to as the "Dark Age" was an era of both mystical and legendary beasts. While dragons exist as a ruthless force even in the modern day, they are often few and far between and find the source of their powers diluted or grossly restricted by comparison to their ancestral roots. In the Dark Age, Dragons were not only an incredible destructive force that rivaled nature herself, but they were abundant as well. Many various breeds existed of the creatures, often generating territorial disputes that would reshape the very landmarks that they might share. Often times, humanity would find themselves caught in the crossfire of such conflicts between the beasts. Eager for a solution to the growing threat of the Draconic species, humanity came forward with a newfound principle of response: "To fight fire, with fire." This doctrine took the form of a newfound sect of elite warriors that would be trained in extensive martial arts -specifically Bukijutsu- that capitalized on the utilization of polearm weaponry that compensated for the evasiveness and airborne maneuverability of the foe they faced, namely Spears and Lances. Through many years of refinement of it's techniques and the minimalizing of it's flaws, the "Dragoon" was formed, named as a direct response to the foe they were meant to serve as the direct antithesis to.

Not long after the Order of the Dragoon was formed -or Dragoon Knights-, which was composed of twelve Knights solely at the time, the senior founder of the order, Thordon, had found himself at an impasse with a particularly unique breed of Dragon: The Ahamkara. This specimen of Dragon was found to be capable of incredible things, allowing for the granting of "wishes" or "desires" through the utilization of their unique powers, and in exchange, they carried a unique taste of "empathavores"; in which they fed off of one's emotions, whether positive or negative, with stronger emotions being far more flavorful and thus desirable for this particular breed. While the beasts were indeed powerful, they showed a unique intelligence that many of their kin seemed to lack. The attempt at a parley was made, a hope for a mutually advantageous treaty to be forged for the first time between Dragon and Man. The Ahamkara had no desire nor need to kill humans. In fact, it went directly against their nature. After all, they fed off of the emotions of Men, and thus should they have the means to venture into human territories freely, they would only benefit. Yet Thordon's desire for the annihilation of the Draconic species was potent and rich; far more than most of his predecessors or his peers. It was pure and indifferent, carrying not for the differences of one from another. His family, home and only son had all met death at the destructive mindlessness of the serpents, "so surely.." Thordon thought, ".. they deserve no quarter..." The sheer intensity of his desire was enough to bait the hunger of the Ahamkara to overlook the potent malice that his wishes were absolutely rotten with. "Grant me the power to annihilate my foes, and you will have freedom among my lands." True to their nature, the Ahamkara had granted Thordon, as well the other eleven Dragoon Knights, the ability to utilize unnatural, incredible mobility and strength to dominate the skies.

Shortly after the Dragoon Knights had become equipped with powers that belied their natural capabilities, enhancing what was already capitalized upon by their honed skills of the Dragoon style, the twelve Knights had taken up renewed resolve to fulfill the duty of their very namesake. As a result, the Order had begun to rapidly mass produce more Dragoon Knights, eager to formulate an army with the power afforded to them by the Ahamkara. In no shortage of irony, the Ahamkara were the first of many to face the eradicative intent of the Order. Over the span of a mere handful of years, the Dragoon Knights had besieged an entire species to near extinction, utilizing the power afforded to them by Dragons as the means to do so. This, throughout history, would become known as the "Great Hunt." A "reckoning, a purge, just retribution" dealt to the Draconic race as a whole by Man as a means to free humanity from the once ever present and looming threat of the mighty beasts that riddled the lands and blotted the skies.

No less than a millennia has passed since such events. Through the ages, the powers originally granted to the Dragoons had steadily yet surely diminished and lost the potency it once had, reverting them back to relying entirely on their own physical discipline and capabilities. Yet with the introduction of Chakra and Ninjutsu in the ushering of the new era, the Order had new means to recreate the might they once harnessed through the use of various Chakra-based techniques that, after some years, would return them to the skies. Today, the Order itself as an agency of Men exists as little more than a smudge in history, drafted in various scrolls and textbooks with a variety of their teachings and techniques inscribed in the same notes, yet the Dragoon Style persists on, serving as a functional fighting style that allows for a unique combative style that relies almost entirely on the Spear.

Description on the Abilities and Inner Workings of the Style:

" Of all the things that are symbolic of the nations of Men, few are more recognized than the Dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.

Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every ounce of their bodies behind the blow. It is this penetrative power that characterizes the Dragoon. "
-Azure Dragoon

Over the years, the Dragoon style has been refined into it's present and defining status as a Bukijutsu style that borrows fundamental advantages from that of Fūinjutsu and Ninjutsu as a means of delivering their attacks in otherwise archetypical ways that separated them from any known Polearm martial art. Over the years, the Dragoon style was adapted to utilizing bodily seals upon key parts of their body that served as a means of allocation of concentrated energy that could be used to amplify the capabilities of the User in whatever means they needed that was afforded to them by the seal. The Seal, known as the "Dragoon's Soul" (to be made into a passive reference technique later) takes the form of a tattoo of a Dragon that is primarily printed across the back of the Dragoon Knight, the appearance of which varies from user-to-user but each maintains a consistent theme of the Dragon's various parts are seen extending throughout the User's body, examples being down their shoulders/arms or their waist/legs. This seal functionally serves as a housing and highway for "Draconic Might" (to be detailed through passive reference technique of "Dragoon's Soul") throughout the User's body, which is functionally a cocktail combination of built up tension force absorbed from the muscles of the User -frequently seen in the flexing or straining of muscle tissue- and the integration of raw Chakra that serves as an amplifier and manifest-able source of energy that gives directable control of the force, which can be directed either to key parts of the user's body, namely the legs for things such as boosts in speed, strength in lunges or leaps, or in certain circumstances, as projective force, such as the creation of Avatars made of raw chakra resembling Dragons, or crescent shaped projectiles created from slashing force from the User's Lance or Spear. Through the harnessing of a physical force such as tension force, all manifestations of Dragoon techniques that relies on chakra as a means of projection carries with it an inherent physicality to it that belies the raw chakra that it is infused with, often showing in a distinguishing manner of a thermal radiative wave that rolls off of any chakra (or Draconic Might) that is produced by the User.

Through the use of what became their iconic and trademark talent, the "Vorpal Jump," in which the Dragoon would utilize incredible strength concentrated into their legs to lunge skyward and through the use of their Lance as the spearhead of their strikes, they apply incredible momentum-driven force to carry their spears to pierce the hides and scales of their foes. Through the use of Draconic Force, a Dragoon (or practitioner of the Dragoon Style) is capable of a variety of otherwise incredible aerial acrobatics. Utilizing the Dragon tattoo marked upon them, a user of the style may discharge the force in concentrated bursts through the use of manifesting seals, acting as a sort of directional manager to allow them to make split-second adjustments to their direction and thus, their momentum force which carries the true might of their attacks. The rank of these discharges carries a momentum-based boost of speed equal to twice that of the user's rank in speed, dispersing instantly after the usage of the technique has run its course. These discharging seals do not react to anything engaging with them other than the Dragoon themselves, carrying a unique chakra signature that makes them incapable of responding to opponents or inanimate objects, leaving the usage of these seals purely at the benefit of the user only. Consequently, such maneuverability is not so reliable as to be usable in any given situation, requiring proper timing and rational circumstances to afford it's maximum effect. Doubly, once a discharge of Draconic Force has been issued, it becomes a committed use, requiring the full use of the initial discharge to take it's course, or the User suffers damage to their body as a means to forcefully abort their course, before a new choice of application may be utilized. An example scenario being: If a Dragoon discharges Draconic Force from their feet or legs through the use of "Vorpal Jump" to amplify a jumping motion to launch them into the air with incredible strength and speed, the Dragoon is now committed to that jump and is incapable of changing course unless they are otherwise met with an equal or greater force (within reason), run the expected distance of the leap's full reach (i.e. "20 meters into the air"), or forcefully abort the momentum by counter-discharging Draconic Force of equal or greater force in a different direction (i.e. if initial discharge was downward to launch User upward at B-rank use, then the User must apply force right, left or upward of equal or greater rank, at the cost of an additional move slot). Opting to forcefully alter course in this way can cause a variety of physical repercussions, namely whiplash to the User and thus can cause damage to the User that scales relative to the rank of the initial discharge.


While "Vorpal Jump" is the trademark mechanic and technique of the Dragoon Style, it is certainly not the only way it may be used in application. Due to the fundamental functions of the style relying of seal-casting and positional variation, the user may apply one or multiple discharge seals at a time in order to develop various techniques and methods of utility. One such example of the principles of utilizing seals as a means of discharging concussive force to result in offensive or supplementary utility would be applying the seal as it is naturally intended, serving to allow the Dragoon to create bursts of energy in a designated direction, but instead of relying solely on positions upon their body to discharge the seal from, they may place them upon another body or surface as well, such as the ground, walls or other similar surfaces, within logical reasoning. Despite this versatility, a user is incapable of placing seals greater than 5 meters away from their position, and the surface must be within their vision. While this is most commonly used on their own bodies to guide their own mobility to either initiate an airborne position or to guide their direction while airborne, it can be used in a variety of different ways, such as creating a "Vorpal Tunnel" of reoccurring rings that are all generating a "draft" in a specific direction. For each one of the rings that the Dragoon passes through, they pick up more and more speed which in turn enhances their thrusting strike with their Lance, causing devastating damage.


Additional effects and Restrictions: Must be of Jonin rank or higher, have completed basic Fuinjutsu training and have a weapon that can be logically used as a Spear or Lance, among other piercing polearms.

Upon completion of Dragoon style training, a practitioner of this style may have the option to classify it as their combat Specialty, in which case it is regarded that user has undergone extensive physical conditioning, in addition to the finesse and agility granted by the more advanced fundamentals of the style. As such, specialty grants the user the capacity for use of Vorpal Jump to occur within the same timeframe as other techniques; a testament to their extensive understanding of the style and ability to predict their own movements relating to the use of the style's techniques in an efficient and masterful manner.

Approved CFSJ
⥥ ( Doragūn Tamashī ) - Dragoon's Soul ⥥
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The "Dragoon's Soul" takes the form of a bodily seal tattoo that holds the likeness of a Dragon, of which is primarily printed across the back of any and all users of the Dragoon Style, the appearance of which varies from user-to-user but each maintains a consistent theme of the Dragon's various parts being seen extending throughout the user's body, some examples being down their shoulders/arms or their waist/legs. This seal functionally serves as a housing and highway for "Draconic Might" throughout the user's body, which is functionally a cocktail combination of built up Tension Force absorbed from the muscles of the user -frequently seen in the flexing or straining of muscle tissue- and the integration of raw Chakra that serves as an amplifier and manifestable source of energy that gives directable control of the force. The aforementioned Tension Force is absorbed and stored through the Seal placed upon the user; a perpetual draw to charge the battery that is the Seal that comes as a result of even the slightest movement the user produces. This is done passively and is without a scaling system due to the abundance of the force it feeds upon at any given point in time. Once this built up force has been infused with Chakra, it becomes "Draconic Might" which can be directed either to key parts of the user's body, namely the legs for things such as boosts in speed, strength in lunges or leaps, or in certain circumstances, as projective force, depending on the technique that is utilized. Through the harnessing of a physical force such as Tension Force, all manifestations of Dragoon techniques that relies on chakra as a means of projection carries with it an inherent physicality to it that belies the raw chakra that it is infused with, often showing in a distinguishing manner of a thermal radiative wave that rolls off of any chakra (or Draconic Might) that is produced by the User. As a result, any use of Draconic Might is treated as physical damage. As a result of their physicality and the advanced nature of projecting pure chakra, all forms of Dragoon Style techniques that utilize Draconic Might and their interactions are treated as neutral.
Note:
-Must have this technique posted in reference on the user's biography in order to utilize the style and counts as one of their maximum bodily seals.

⥥ (Vuōparu Janpu) - Vorpal Jump ⥥
Type: Offensive / Supplementary
Rank: D-B
Range: Short-Long
Chakra: 10-20
Damage: N/A (+10, +15, +20 to Bukijutsu-style attack)
Description: Vuōparu Janpu (or Vorpal Jump) is the trademark technique that all practitioners of the Dragoon Style learn first and foremost, and is the foundation for all of it's fundamental abilities. Through the concentration of a specified amount of chakra into the user's legs as a means of reinforcement, a singular circular seal with form along the soles of both the user's feet before releasing a discharge of concentrated energy downward in tandem to the generic motions required of a jump. As a result, the discharge will often dramatically propel the user in an upward direction, carrying them as high as 20 meters, scaling based on the rank and thus strength of the discharge (D-rank up to 10 meters, C-rank up to 15 meters, B-rank up to 20 meters) before resulting in a downward descent that is instigated by a second discharge of the same strength as the first, propelling the Dragoon in a designated direction stated by the user in their usage, traveling at 2x their base speed for the duration of travel. If a direction is not specified, the default is downward. Through the use of this propelling force, the user enhances the strength of their next Bukijutsu-style technique, or in any case that the user's polearm is effectively used as the means of attack, scaling to the level of discharge chosen.
Note:
-Must have an active polearm-style weapon in order to use.
-Once initiated, cannot be canceled unless using "Vorpal Redirect."

⥥ ( Vuōparu Ridairekuto ) - Vorpal Redirect ⥥
Type: Defensive / Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Vorpal Redirect is the sibling to the iconic "Vorpal Jump" technique and generally follows most of the same process of performance. Where this technique directly differs from Vorpal Jump is in its capacity to immediately and effectively divert the user's momentum at a moments notice, even if having performed Vorpal Jump in a prior move. Ordinarily, when a Dragoon utilizes Vorpal Jump they are committed to the momentum built as a result unless willing to suffer physical damage to themselves. However, Vorpal Redirect allows the user to bypass this damage as a technique that will utilize the Dragoon's Soul seal upon their body, allowing them to apply immediate discharges of energy opposite of their momentum so to rapidly deescalate their momentum in a controlled manner utilizing identical or greater energy as what was used to perform Vorpal Jump and then immediately redirect them in a different direction. These bursts of energy by default will work in exact opposite directions of the user's movement if not described by the user otherwise, meaning if the user is traveling upward, without further explanation after using this technique, they will be immediately propelled downward instead. This technique can also be used without the need of a Vorpal Jump having been used previously, capable of being used as rapid momentum-based lunges to actively avoid attacks or to close distances in a desired direction in a split instant, moving at 2x that of the user's base speed for the duration of the technique's usage, but cannot be used as an attack on its own.


⥥ ( Vuōparu Ton'neru ) - Vorpal Tunnel ⥥
Type: Offensive / Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20 if contact made at short range)
Description: Vorpal Tunnel is a fundamentally advanced technique in the Dragoon Style arsenal. Focusing a considerable amount of chakra and energy into the Dragoon's Soul seal upon the user's body, the user with then discharge a series of up to 5 circular seals in perpetual repetition in a specified direction, or directly in front of them by default, each seal spacing apart by approximately 1 meter. These seals can be oriented in any way the user sees fit, though each must effectively carry into the next as a baseline requirement of this technique. Once the user initiates this technique by engaging with the first seal, an intense burst of energy will rupture forth from the seal against the user, propelling the user in the direction of the follow up seal, to which a second discharge of energy will occur, repeating this same pattern until all seals have effectively been triggered, causing the user to pick up immense momentum that causes them to hurl toward their targeted destination with incredible speed and force, building up to 2x their base speed for the duration of travel, this boost falling off by .5x with each range extension (2x at short range, 1.5x at mid range, +3 SPD lvls at long range) due to the nature of momentum degradation. With this speed and force, the user drives their polearm forward with them, dealing destructive damage upon impact with their target. Unlike other Dragoon-style attacks that utilizes these momentum-boosting seals as a medium to perform attacks, in the case of Vorpal Tunnel, the damage to which the user is capable of performing is relative to the distance at which they travel in order to reach their contact point as a result of having immense levels of momentum carrying behind their strike the closer to impact they are. If the user impacts at short range from the point of use, then they deal +20 damage to the base damage value (counting as an active boost to the technique) as a result of receiving the maximum amount of speed enhancement from the use of the technique with minimal momentum degradation, affording a highly risky but effective use of the technique.
Note:
-Can only be used 3 times per battle with a 2 turn cooldown after each use.
-Cannot make use of Dragoon Style related techniques above A-rank in the same and next turn.


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Dangan Geijutsu - (Bullet Arts)
Type: NinTechTaijutsu

Background: As Ninja Technology has developed so has the need for shinobi to be able to quickly implement these new weapons into their fighting styles in order to survive on the battlefield. As time has passed more and more shinobi have come to know the power these weapons can have alongside their combat. The Bullet Arts is a unique combination of these two worlds, combining the usage of Scarborough Fair and melee combat. Using the chakra that's stored in Scarborough Fair, the user blends the line between short and long distance combat.

Sukābarafea | Scarborough Fair
Spoiler

Description on the Abilities and Inner Workings of the Style:

Bullet Arts is a fighting style that relies on the user's possession of the Scarborough Fair. The four handguns are used to aid the user's taijutsu combat and help the user blend the line between close and long range combat. The fighting style is noteworthy in which that the user uses both hands and feet, the foot-mounted weapons being fired through use of the user's chakra. Able to combine hand-to-hand combat with gunfire weaponry, such a fighting style is effective enough to challenge powerful entities depending on the user's proficiency.

Many of the techniques revolve around fluid, dance-like movements that incorporate the use of the handguns in order to combat opponents both near and far through the use of Scarborough Fair's abilities. Bullet Arts is a combo-heavy fighting style which uses many multiple-hit and chainable moves. The style is about getting the opponent airborne to allow the user to assault the opponent with aerial combinations while they are disoriented. These attacks are usually initiated through the use of Scarborough Fair, the user often using the propulsion provided by the weapons to get into position and gain the upper hand.

Example Techniques:

Afterburner Kick
Rank: C-S
Type: Attack/Supplementary/Defensive
Range: Short-Mid
Chakra: 10-40 via Scarborough Fair
Damage: 20-80
Description: An attack that can be used on the ground or in mid-air, the user converts the chakra within Scarborough Fair into the fire element to unleash a fiery kick towards the opponent. On the ground, the user charges which sends foes skywards and allows the user to follow-up with additional aerial attacks. In the air, Afterburner Kick is aimed downwards pushing launched enemies back down to the ground stunning them.

Stilleto
Rank: A
Type: Attack/Defensive/Supplementary
Range: Short-Long
Chakra: 30 via Scarborough Fair
Damage: 60
Description: Stilleto is a technique used for not only closing the distance, but also simultaneously attacking the opponent. It is an offensive way to dart around the battlefield while ensuring enemies are always within reach. The user fires the handguns attached to their feet as a means of propulsion while releasing chakra a single hand mounted handgun. This propels the user towards a target at double their base speed, and slashes them with incredible quickness. This attack is limited due to its linear trajectory. This technique can be performed in mid-air.

Additional effects and Restrictions:


  • Practitioners of this style must have Scarborough Fair in their possession otherwise this style becomes completely useless.
  • Practioner must have also completed basic NB Taijutsu due to the nature of elemental taijutsu involved within the style.
  • Specializing in this fighting style, the user is capable of conserving chakra when using Scarborough Fair. This means being able to complete the techniques effectively with the use of only half the required chakra while still maintaining the same damage output.
(Dangan Geijutsu | Afutābānākikku) - Bullet Arts | Afterburner Kick
Rank: D-S
Type: Attack/Supplementary
Range: Short-Mid
Chakra: 10-40 via Scarborough Fair
Damage: 20-80
Description: An attack that can be used on the ground or in mid-air, the user converts the chakra within Scarborough Fair into the fire element to unleash a fiery kick towards the opponent. On the ground, the user charges which sends foes skywards and allows the user to follow-up with additional aerial attacks or chakra bullets. In the air, Afterburner Kick is aimed downwards pushing launched enemies back down to the ground stunning them for a single turn.
Note: S-Rank Application causes Scarborough Fair to enter a two turn cooldown cycle.
(Dangan Geijutsu | Bureikudansu) - Bullet Arts | Break Dance
Rank: D-S
Type: Attack/Supplementary/Defense
Range: Short-Mid
Chakra: 10-40 via Scarborough Fair
Damage: 20-80
Description: In response to an oncoming close quarters attacks, the user will quickly dive and begin twirling on their backs as they release chakra bullets from Scarborough Fair. These chakra bullets propel the user up to mid-range from their original position while also counterattacking. The effectiveness of this technique depends on the level of chakra spent to perform it.
Note: S-rank variation only usable three times per battle, causing Scarborough Fair to enter a two turn cooldown cycle.
 
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Alyx

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Combo Techniques
( Buntaijutsu: Jusshi Souseiki no Kaijuu ) Combo Technique: Genesis of the Swamp Leviathan
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 80 (40 Per Participant)
Damage points: N/A
Participants: 2
Description: Genesis of the Swamp Leviathan is unique and powerful combination technique utilized by Mirabelle Blackthorn and Isabella Uchiha. This is performed through the use of Algae Release and Mushroom Release, both organic elements ironically working perfectly in tandem with one another. Initiated by both women individually, Mirabelle performs “Algae Release: Genesis”, causing the ground across the entire battlefield to sink in, as the organic element floods the soil and erupts into a splurge of red and blue algal sludge, while Isabella utilizes the “Mushroom Style: Warts of Mokele-mbembe”, causing mushrooms orbs to proliferate along the surface of the sludge, creating a combined forest of both respective elements. Manifested as engorged tentacles of an abhorrent organic leviathan, Mirabelle’s control over the algae fauna brings the seaweed limbs to grip and restrain targets or even defend against opposing techniques this mass of mushroom and algae will have a default power of 100 damage when first used and every attack made after creation will cost a move slot but also carry the same default power. But the more lethal part of this is the mushroom suckers that populate the tentacles, opening up to spray a mist of hallucinogenic toxins into the battlefield Traveling up to 5 meters in all directions from the chosen tentacles. Brimming with Psylocibin, by inhaling or having one's skin contact with the hallucinogenic mist will poison the body of Mirabelle and Isabella's enemies, sedating and paralyzing their flesh while dissociating their mind into an elevated astral plane, where they'll be washed with a deepened feeling of euphoria and saturated aural colors, oblivious and impotent to the crushing strength of the Algae tentacles, unless healed or countered by the appropriate techniques. Due to the nature of Genesis, Mirabelle would freely (at no cost of a move) continuously make a platform of Algae beneath Isabella in order for her to remain stable on the surface of sludge.

Note: The hallucinogenic effect does not affect either of them, or creatures linked to them by chakra, like clones, summons or chakra creations. The illusionary effect has a potency of 50 chakra by default requiring it to be break following the rules for a illusion of that power, each usage of the hallucinogenic power beyond the turn of creation will cost a move slot.
Note: This technique counts as a usage of each of the respective technique. Should either character not be able to perform it individual prior, they cannot use this technique.
Note: Genesis of the Swamp Leviathan despite being a combination of both natures can still be used as a source for other Algae/Mushroom based techniques.
Note: Can only be used once per battle, lasting the same time as the original techniques, though if no duration is mentioned, will naturally last four turns.
 

Alyx

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Claymore Custom Clan

Kagune ♎ Shining Child
Type: Weapon
Rank: A - S
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80 (-40 per activation, -10 per turn)
Description: Not only did the Kureimoa develop a unique and foul chakra nature as a result of feeding on people for years, but they also garnered a curse, called Kagunes. The word Kagune in itself means "Shining Child" and is not as lovely as the name suggests. After years of dominating minor clans the Kureimoa turned to their eternal rivals; Jugo's Clan, and began ingesting their flesh, unknowingly metabolizing the chakra, which lead to their bodies ultimately turning this strange chakra and flesh into a small, cancerous growth which was later known as the "Kagune Sac". This strange piece of flesh positioned itself along the Kureimoa's spine and rested there, connecting itself to his/her nervous and chakra system like a parasite. By connecting to such a vital area on the body the Kureimoa are able to control and "flex" this Kagune sac like they would with any normal muscle. However, flexing this muscle is where this get interesting. With mental commands and a supply of chakra, the Kureimoa is able to draw the Kagune from their body and have it take form around him kind of like a liquid muscle. Kagunes are red-blackish in color coming from the color of the blood within it as well as the Kurochi surrounding it. The Kagune, when manifested, acts like another limb to the user and can be used as such with the durability of an A ranked technique which can play on par with Elemental Ninjutsu of the same rank. And just like their hosts, the Kureimoa, the Kagune is able to regenerate--albeit at a slower and more inferior rate considering it isn't exactly their own flesh. Each time the Kagune is called upon it tears through the skin quite forcefully which often times sends blood and pieces of flesh scattering from the Kureimoa's body. But, with their aforementioned healing factor this becomes negligable as the damage is healed almost as quickly as it was made. Being an organ, the Kagune can be commanded as easily as any other limb. Kurochi also covers and infuses the Kagune in various ways depending on the form taken. The Kagune and Kurochi each have A-ranked power, allowing the weapon in its entirety S-ranked durability. It seamlessly and passively regenerates from attacks A-Rank and below. This regeneration also extends to attacks above A-Rank but is more limited in use. Attacks stronger than S-Rank will shatter the Kagune but it can regenerate once from a Forbidden ranked attack and twice from an S ranked attack.

As previously stated, Kagune has 4 main forms, each one corresponding to the location it is projecting out of the Claymore's body, with their own unique usages, advantages and disadvantages. The location where the Kagune will project itself out of will be necessary to give it the shape needed. Its form can be changed but doing so forces the organ back inside the body, where it will relocate after one turn, and re-emerge (doing so cannot bypass any existing cool downs and counts as a re-activation). The color of each Kagune may vary per Claymore as well as unique variations (to be submitted as PCCJ). The Kagune can be activated passively once per fight/conflict, four times overall, with a four turn cool down each time it is deactivated. Lasts as long as the Claymore keeps paying health.

(Ukaku || 羽赫) Shining Feather

The first type of the Kagune which grows in the cervical vertebrae. When activated, the organ bursts from the Claymore's back as a pair of wings. Each wing has a bony support structure running its edges while Kurochi forms a thin membrane in between. This allows the Claymore a limited form of flight and gliding, which can be used to travel up to Mid-range at their base speed. The Claymore also gains he user gains a projectile offensive mechanism, where the Kagune is able to release kunai sized shards of Kurochi to 10 meters (Mid-range). These shards are A-Rank in power and cannot be done while in flight. This ability has a two turn cool down.
(Kōkaku || 甲赫) Shining Shell

The second type is activated upon having the organ grow or move to the thoracic vertebrae. In this form the Kagune forms an outer shell over the Claymore's arm that behaves like a sword or cleaver. Kurochi flares around the Kagune in this form and can allow it pierce or slice through techniques up to S-rank. The Kōkaku form can only reach up to 3 meters of the Claymore but can be operated in close range at the speed of the average Samurai due to its small form and lightweight material. The Kurochi enhancement can only be done once every two turns.

(Rinkaku || 鱗赫) Shining Scales

The third type is created with the growing or moving of the organ in the Lumbar vertebrae which gives the user the ability to call forth tentacles from the spine, up to 4 in number or just one (four B-ranks or one A-rank). Kurochi infuses the Kagune in this form, allowing it to devour anything it touches. For techniques lower in power than the Rinkaku, can be devoured whilst attacking to supply the Claymore (through Primeval Gluttony CCJ). The ability to devour and return chakra can only be activated once every two turns after which the Rinkaku will still function as an offensive weapon. The Rinkaku is also the second Kagune form that can reach up to 10 meters when attacking (Mid ranged).
(Bikaku || 尾赫) Shining Tail

The last kind, which is created from having the organ move to the sacrum, will project itself out from the skin in form of a flexible tail. Being made of almost entirely muscle, the Bikaku swings with enough strength to break bones and send tremors through the ground. With the added Kurochi outer layer, it is an S-ranked weapon, capable of dealing serious damage. It can also be used to cover the Claymore's leg instead, for added Taijutsu damage (+20 to leg based Tai). Once activated the ability lasts two turns, with a two turn cool down. The Bikaku can only reach up to four meters of the Claymore's body.

Note: Must be at least Ghoul rank to possess.
Note: Choosing to have a Kagune prevents the Claymore from utilizing any other CW's and must be mentioned in the biography.

Genshi Ōkui ♎ Primeval Gluttony
Type: Supplementary/Offensive
Rank: N/A
Range: Short
Chakra Cost: (+200 chakra per limb/+300 torso and head)
Damage: N/A
Description: The basis of the Kureimoas' lust for flesh is firmly rooted in their curse of perpetual hunger. Despite this never ending agony, they are capable of feeding ever so often and being satisfied even if for for a moment. Through feeding, a Kureimoa gains a slight euphoria, like someone eating their favorite food prepared just perfectly, along with the pent up chakra stored within the flesh of their victims. This chakra can be ingested by the Kureimoa and added to their own chakra reserves or use it to fuel various chakra intensive techniques of the clan such as healing. The human body is divided into four (4) sections when being the main course of a Kureimoa's meal; both hands, feet, and the head as well as torso. Consuming the limbs will give 200 points of chakra while the torso and head will yield 300 chakra and are able to be harvested by the Kureimoa clansman through feeding. When added up this means every person consumed by the Kureimoa provides 1000 chakra However their Hunger doesn't end there, Claymores also possess a hunger for knowledge where they are able to access the thoughts, sentiments, memories, or even emptions of their victims through consumption--even if the target is dead. With their ability to digest almost all forms of chakra (such as neutral, elemental, Raw Senjutsu, as well as Bijuu chakra) they are able to devour not just flesh but actual energies when presented the opportunity. This chakra eating habit can only apply to raw, unmolded chakra and not actual techniques. Meaning, they must wait until said technique has been broken down to a point where it becomes simply raw, un-molded chakra. Whenever Kurochi overpowers an opponent's technique and the physical and chakra properties of said technique have been degraded, the Claymores are able to harvest that lingering, unmolded chakra through either eating it manually or using the Kurochi as a proxy to take it into their bodies. When metabolizing the raw chakra of a deteriorated technique a Kureimoa gains 50% of the cost of said technique as chakra to their reserves. This means, an A ranked technique (30/60) reduced to chakra or a simple burst of raw chakra gives the Kureimoa only 15 chakra should it be eaten/absorbed. Accessing sentiments and absorbing lingering chakra has no cool down nor does it take a move-slot of the three allotted (this technique will still need to be referenced however).

Note: These chakra increases count as Bonus chakra should it reach the Kureimoa chakra cap, allowing it to increase their chakra beyond their normal limits.
Note: Must be of at least Ghoul rank to perform.
Note: Can only be performed every 5 turns whether in part (eating only a few limbs) or in full (eating an entire body).
Note: Limb consumption can be done in the Ninja World but consuming the torso or head of a target requires both to agree to permanent damage and death. Limbs consumed will remain gone for that arc only, never permanent.
Note: Can also be performed through the Kagune organ or Kurochi constructs.

Kagirinai no Sonzai ♎ Life Eternal
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost: 30 - 300
Damage: N/A
Description: The second half to the Kureimoas' creed to survival, Kagirinai no Sonzai is based on their ability to heal from wounds without the use of medical ninjutsu or machinery. At a cost of 70 chakra for major wounds, a Kureimoa is able to recover from grueling injuries and keep fighting longer. Coming from inside the clansman's body and pouring outward with Kurochi, the healing process is extensive enough to mend deep/shallow cuts, singed, frostbitten, and even necrotic/rotting skin, flush toxins and poisons from the body, and even regerate entire limbs if necessary. When dealing with superficial injuries like the aforementioned singed skin or shallow cuts, bruises, etc the Kureimoa is able to spend 30 chakra to heal up to 40 damage. Should the user have serious injuries such as missing limbs, moderately high damage, broken bones, etc, then he is capable of healing up to 100 damage, spending twice the amount for chakra ( i.e. healing 50 health equals 100 chakra ). The ultimate healing process of the Kureimoa however, is the secret technique dubbed only as "Dying Light" where once per match/event, the body is flooded with copious amounts of chakra and Kurochi as a terrifyingly fast healing process grips the Kureimoa's body. This ultimate healing can heal up to 150 damage at heavy costs, however. Doing this requires the Kureimoa to be alive and have his head still be attached to his spine/body while it costs a whopping 300 chakra and takes 2 of the 3 allotted slots per turn to use. This also prevents usage of other forms of healing for an extended time.

Note: Must be at least Ghoul rank to perform
Note: Any usage requires a move per turn. Minor healing can be done once every other turn while major healing can only occur once every 4 turns. Dying Light can only be used once per arc and prevents usage of minor and major healing for 6 turns.
Note: Only one version of healing can be performed in the same turn.
Note: Only Claymores of Heartless rank and above are able to use "Dying Light"

Kurochi ♎ Vile Chakra
Type: Offensive/Supplementary/Defensive
Rank: C/S
Range: Short-Long
Chakra cost: 15/40
Damage: 30/80
Description: The special chakra nature only found in Claymores, Kurochi is like the physical manifestation of their hunger and agony. The energy itself is pitch black in appearance and appears and behaves almost like water with its amorphous shape shifting and flexibility. This malleability isn't to be underestimated though, as the energy is both capable of being dense and hard enough to shatter bones and restrict targets and also precise and thin enough to remove a strand of hair. Claymores can manifest Kurochi directly within their bodies, where it can be seen dripping from their pores and eyes, as well as directly from it, or even the area short ranged around them. They are also able to manipulate this energy up to long range with chakra control and may sustain pre-existing constructs with -10 chakra per turn, for up to three turns. When creating constructs to attack Kurochi cannot be formed within 5 meters of the opponent. When in contact with living things, Kurochi's effects can be described as "warm" to the touch, not with heat but rather the effect it has where it gradually degrades the objects it touch in a parasitic manner, feeding on both the chakra and physical aspects of its target(s) until nothing is left. The Claymore can control what things the Kurochi feeds on and what it doesn't. Should the Claymore desire, this special chakra can be used to perform one of the core techniques of the clan; Primeval Gluttony. From the lowest to the highest rank of the release, the energy is able to feed on raw chakra and bodies and take the chakra into the Claymore's body like a proxy. In terms of S/W all elements one rank weak to Kurochi (raw and Senjutsu chakra) are devoured near immediately when interacting with it while neutral elements (elemental and other hyper natures like Bijuu chakra) are degraded at normal pace. Kurochi manifestations can range from as small as kunai (C ranked) to as large as the Doton technique Mountain Smash (S ranked).

Note: The S ranked version can only be performed 4x a match.
Note: If the S ranked variant is used then no other forms of Kurochi manipulation above A ranked can be used in the following turn.

Zankokuna Teikoku ♎ Cruel Hegemony
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A (+10 to technique)
Damage: N/A (+20 to technique)
Description: Capitalizing on the Kureimoas' innate ability to mold Kurochi within their bodies, Cruel Hegemony is a technique which details the effect dormant Kurochi in the body has on one's chakra and its applications. First, by coursing trace amounts of Kurochi through the tenketsu, the Kureimoa is able to alter the look and behavior of its regular chakra, more specifically advanced manipulations such as elemental chakra. By mixing ones chakra nature's with Kuroch a few important effects become immediately noticeable, such as the element adopting the jet black appearance of Kurochi while also sharing a few of its traits. The infused element will gain the ability to affect both chakra and matter alike, as is the characteristic trait of Kurochi. For example, a Kurochi infused fireball will be pitch black in color, obscuring vision while being able to devour the chakra and physical aspects of its target(s) unlike regular fire.Water techniques become severely discolored, looking very murky while Doton techniques become pitch black--even the tiny particles. Lightning also becomes black and solid variations of Futon (such as Vacuum Blade) becomes dark grey color. However this effect only applies to elements released directly from the Claymore's body such as the hands, mouth, feet, etc.

Note: Lasts 4 turns with each usage
Note: Can only be performed 3x by Heartless Ones and below and 4x by Phantasmal Ones and up
Note: Can only be applied to elements of S ranked 3x in total and Forbidden ranked only 2x
Note: Requires a 2 turn cool down once it ends.
Note: Usable members of Ghoul rank and above.

Masukumēka No Me ♎ Mask Maker’s Eye
Type: Offensive/ Supplementary/ Defensive
Rank: A-S
Range: Short
Chakra Cost: 30-40 (-X per turn from target, -10 per turn active)
Damage: 60-80
Description: The eye of the mask maker, is one of the developments which the members of the clan made, in order to show proof not to themselves but, rather to the world of them not being the beasts and vicious creatures that they believed them to be, rather, a clan and more so a civilized group of individuals, who were able to along with their gifted abilities to create one of the most advanced and yet again elegant ways of battling. Using the control they had over Kurochi and the ability to manifest it within their body, they would manipulate it under their first layer of skin, creating a sort of flexible, sub-dermal body armor, which does not only stand strong as just an armor, but is the very core principle of this art of battling which they have developed. Due to the very parasitic nature, and potency of the chakra, they will be able to exhibit the properties of the energy from their very bodies by having it seep through various areas of the skin. Along with their ability to eat away chakra at an alarming rate, and strength and weaknesses of the element, to leak through the users skin, allowing them to showcase the usages in a closed quarter combat style of battling. Due to the complicated stances of the technique, it was later separated into 3 distinctive "flows" of battling, which entailed sparring/dueling, defense, and complete annihilation, or as they preferred to call it "Conquest".

Flow of Divinity ♎ – Using the basic control they possess over Kurochi, the properties of the chakra will be able to leak through the skin at strategic moments through will, without much waste happening (that is, unnecessary amounts being released from the user’s body). Considering the chakra was under the first layer of skin, contact with the skin of a Kureimoa during this technique will feel almost as if there were a thousand tiny mouths eating/nibbling not only on the skin, but also the chakra should it be present--according to the normal powers/weaknesses of Kurochi as a chakra type. Another fact is that if they deem it worthy, the Kureimoa has the option to release the Kurochi from their body during free form combat which can obscure vision, helping in close quarters, or simply defend from free form attacks, as well as release Kurochi to cover select parts of their bodies, boosting offensive capabilities (this corresponds with the Flow of Divinity's rank, which is A. Costs 30 chakra, deals 60 damage, and takes a move to manifest and control) which can take any shape or form really, depending on the user's imagination. The only limitation to this is that the Kurochi can only move a few meters from the skin, which means the Kureimoa would have to be close to the target to deal some damage. The Kurochi will have an almost weightlessness appearance as it leaks through the pores of the skin, freely allowing them to create very strong offensive or defense themed forces in close quarter combat, for just one touch with the destructive chakra can have detrimental effects on a normal human’s body.

Flow of Absolution ♎ – Using the very same principle and the rules based on the strengths and weaknesses of a Kureimoa, the Kurochi, will be able to further increase the defensive capabilities, preventing any direct harm to the Kureimoa's organs, bones, or muscle. Considering the skin is one of the easiest organs of the body to regenerate (at least, for the Kureimoas), the Kurochi will be able to serve as a sort of unseen defense, lying directly underneath and protecting the user, following its own S/W of course. In the event of an attack the skin can be easily sacrificed while the Kurochi underneath serves as the true defense. For example a sword cut would slice the skin open but stop short at the defensive layer of chakra underneath. Whenever the skin is removed, the armor of Kurochi is exposed and the user is able to manipulate it in the sake of defense or attack, subjecting the attacker/attack to point blank, pure Kurochi (this corresponds with the rank of the Flow of Absolution, which is A. Costs 30 chakra, deals 60 damage, and takes a move to manipulate) which naturally devours both physical and chakra properties of a target. This would mean, the average "fatal" strike done to a Kureimoa would actually be more deadly to the attacker than the Kureimoa itself. Kurochi in this usage cannot extend 5 meters should it be exposed.

Flow of Conquest ♎ – Is when the Kuremoa is able to establish some form of sustained contact with the body of the enemy. During this "flow" the Kurochi is rushed to the hands (or any other area the Kureimoa wishes) and leaks onto the skin causing the covered body part to become pitch black. When this happens, the Kurochi will be able to show a very characteristic trait of it, which would be siphoning chakra. On the first turn of sustained contact, the Kurochi within the Kureimoa begins to relieve the target of 50 points of chakra, but as the contact is maintained, over time, this value stacks for 3 turns, adding up to 150 points of chakra removed at maximum. Feasting can be done when sustained contact is held either with a Kureimoa's Kurochi infused skin or the Kurochi itself, and can lead to loss of vitality in some areas of the body as the Kurochi literally eats away at their flesh while leeching them dry of chakra. This a like the cruel variant of the Kureimoas' hunger for knowledge where they are able to harness thoughts and memories of their foes. Only difference is that this takes the chakra instead.

Connecting the "flows" given to them by the "Vile Chakra", they were able to incorporate various martial arts (such as free form and non-chakra aided Taijutsu), allowing them a rather strict control over closed quarter combat. The vile chakra also has a property of being able to consume weapons of the Kureimoa, from the inside, or coating them on the outside, especially the cancerous organ of the Kagune. This technique can be used to coat and infuse the Kagune of each Kureimoa with either of the "flows" in order to boost battle prowess--regardless of which state the Kagune is in ( i.e. Rinkaku, Ukaku, etc)

Note: The first two Flows can only be used 2x by Heartless Ones and below while 3x by Phantasmal Ones and above. The last Flow can only be done 3x, regardless of rank.
Note: Each variant lasts 4 turns each, excepting S-Ranked Conquest which lasts 3
Note: Flows of Divinity and Absolution require a two turn cool down upon deactivation
Note: Flow of Conquest requires a three turn cool down upon deactivation.

Kuro Yagi no Tamago ♎ The Black Goat's Egg
Type: Offensive/Supplementary/Defensive
Rank: A-S
Range: N/A
Chakra Cost: 30 - 40 (-10 per turn)
Damage: N/A (-20 per turn)
Description: This technique is similar to Mask Makers eye where a very special fusion between the Kurochi and the body of the Kureimoa is explored. The Black Goat's Egg however, specifically connects to one body part, an organ which the Kureimoa have been blessed with: the Kagune. Due to its parasitic and often times cancerous properties, it is a very diverse as well as risky part of the Kureimoas' culture. Being that Kurochi is shown to have very specific medicinal properties when applied to a Claymore's body, this clan technique explores a different form of empowerment through Kurochi never before seen. Like Mask Maker's Eye, The Black Goat's Egg boasts three different sections, each applying to the three factions known within the clan: Vanguard, Centurion, and Aegis Core.

Vanguards of the Sunlit Garden ♎– This ability caters to the attackers, the Vanguard faction. The technique begins by destroying the Kagune Sac internally with the use of Kurochi and then absorbing every single cell of the organ into the bloodstream. Due to the Kagune Sac being made from the flesh and chakra of the Nature Energy and Senjutsu adepts known only as "Jugo's Clan", absorbing the Kagune Sac in its entirety becomes something way more interesting than self-cannibalization. The cells, called "Jugo's Clan Cells or JC's" from here on out, when absorbed into the blood stream allows the Claymore a very weak but still effective ability to sense and gather Natural Energy, similar to their long time rivals. By being able to sense the ubiquitous Natural Energy around them in a manner less potent than Sage Mode, the Claymore is able to increase their scope awareness as well as an increase to their base speed by 2x while the technique remains active. This infusion isn't strong enough to transfer to the chakra network, but it does seep into the muscles and bones of the Claymore, giving them added resilience to attacks of the "physical" nature, such as Doton, Suiton, etc in the form of 30 damage shaving to those attacks. The JC Cells, still being essentially the Kagune organ, just broken down, is able to be used offensively as well by having Kagune-like weapons called "Quinque" jut from the Claymore's skin. Using the same hardened material that composes the Kagune, the Quinque weapons are equally as durable and are able to play on level terms with elemental techniques of A ranked and below in a variety of shapes and forms such as swords, shields, gauntlets, spears, etc. The Quinque can only be utilized by a Claymore as it requires a constant supply of Kurochi (costs an extra -10 per turn) and if anyone else other than a Claymore wields it the weapon will immediately feed chakra from the holder at an alarming rate until there's no more chakra left to devour. It can also be made in the image of any of the four forms of the Kagune (such as the Ukakku, Kōkaku, Rinkaku, and Bikaku), for example sprouting a tentacle from a sword. The Quinque's are A ranked in power like the Kagune and are able to change shape to whatever the Claymore wishes, so long as contact is made. The final ability of the Quinque is to, in some forms, release arcing waves and beams of concentrated Kurochi up to long ranged (A ranked in power, costing 30 chakra and dealing 60 damage). This can only be done 3 times per conflict. Only one Quinque can be wielded by the Claymore at any given time and once cancelled or destroyed there is a two turn wait before one can be formed again. A-ranked ability, costing 30 chakra to activate and lasts 4 turns. Can be used a maximum of 3 times, with a 2 turn cooldown.

Paladins of the Aegis Core ♎ – Being a faction that relies heavily on defense and utility, the Aegis Core uses both Kurochi and Kagune in similar yet different ways than the other factions. Instead of absorbing the Kagune Sac into their bodies like their Vanguard counterparts, the Aegis Core Claymores have been seen to unleash the Kagune in a full coverage exoskeleton formation. This exoskeleton, called an Arata, is tough to the touch as well as alive, molding itself to the Claymore's body and ensuring everywhere is covered. While no doubt boosting the defensive capabilities of the body, allowing the wearer 30 damage shaving to physical attacks, the Arata also serves to augment the Claymore's physical attacks, giving Taijutsu techniques +20 while active. Seeing that the Arata is simply the Kagune being controlled from the outside instead of in, it is able to morph into any of the four forms of the Kagune by infusing it with Kurochi (costs -10 chakra per turn to keep active). Kurochi causes the Arata to appear pitch black forcefully shaping it into the different forms once per turn, each carrying a unique advantage. The Ukaku (Shining Feather) form allows the Arata to become ultra-lightweight without sacrificing defense. When paired with the physical enhancing properties of Kurochi on the body, this becomes something akin to releasing Leg Weights, where the user is able to move with a sort of "new speed". This allows the wearer to move in blurs very similar to the Body Flicker technique. Keep in mind this doesn't actually increase his speed in anyway, it only changes his movement from a natural fluid one to jagged, quick maneuvers, allowing him to dart from place to place and even jump as far as mid ranged (cannot be used to dodge techniques) in one bound. The Kōkaku (Shining Shell) form allows the Arata to create projectiles similar to kunais and Fuma shuriken that can be thrown up to long ranged. Being made of an organic material rivaling steel these projectiles are very lethal and can be guided to their target with chakra control thanks to an ever-present Kurochi infusion. The Rinkaku (Shining Scale) Arata form allows the wearer to spout up to four extra arms that are C ranked individually (amounting collectively as A ranked, just like the Kagune). These are can be used to aid in Taijutsu and Kenjutsu and any other forms of body arts the wearer knows but they can't mold chakra. The last Arata form, the Bikaku (Shining Tail) is a bit different. Keeping its tradition as the toughest of the Kagune forms, the Bikaku Arata can be surged with a large amount of Kurochi to increase its defensive capabilities, raising the rank of the Arata from A to S, which would allow the user to tank the damage of one S ranked elemental attack, or two A ranks, etc as well as increasing the Claymore's damage shaving to physical attacks to 40 rather than 30. S-ranked ability, costing 40 chakra to activate and lasts 3 turns. Can be used a maximum of 2 times, with a 3 turn cooldown.

Chimeric Centurions of Aogiri ♎ – The most peculiar ability of the Centurion faction, it is said to have been created by the One-Eyed King himself and is based on the innate connections found between the Kagune, Koruchi, and the Claymore. The 'evolution' is first initiated by the Claymore coursing Kurochi through their Kagune, causing it to shift from blood red to jet black. By doing this the Kagune will naturally adopt some abilities of Kurochi which include degrading both the chakra and physical properties of anything it touches. The peculiar twist that comes with this infusion is the taking advantage of Kurochi's ability to forcefully manipulate the body and manipulate the Kagune itself. Based on the same principles of Awakening, the Kurochi infused Kagune will be be able to contort into horrid creations as well as an overall size, defense, and power boost (deals 80 damage rather than 60). Perhaps the most shocking change that takes over the Kagune is the organic mutation that occurs which replicates the users own organs onto the Kagune, making it almost alive-like. These organs include eyes which can see and pivot, mouths which can whisper and even eat, along with prehensile hands and ears, all of which are the Claymore's own body parts, only copied. The extra appendages would serve to help the Claymore in combat but they are foremost side effects of copious amounts of Kurochi infusion. This technique is also able to facilitate the Claymore's fusion with their Kagune further. By destroying the mutated Kagune and absorbing it into their bodies like the other two factions, the Chimeras of Aogiri can spread the JC's entirely throughout their bodies and manifest a human-sized reconstruction of the Kagune. Very different from the Aegis Core, this full-body Kagune doesn't form on the outside like armor but rather inside of the body itself. In doing so the user's skin, hair, and eyes can become pitch black. The purpose of this, is to allow the Kagune's durable structure (see S/W's of Kagune) to lay beneath the skin as a second line of defense while also to be able to come from almost every conceivable part of their bodies instead of the back alone while also causing extra appendages and organs (such as the eyes, ears, and mouths mentioned earlier) to sprout all over the Claymore's body. Of course they can control what appendage grows and where. This can cause an arm to become riddled with eyes, similar to Danzo, or even extra mouths to intimidate or speed up a feeding process. The Kagune shares the regenerative properties of the Claymore body and costs -10 chakra per turn to keep active. This means, if the Claymore uses the healing CCJ "Life Eternal" both Kagune and their bodies are healed at the same time due to the unique fusion. By having all these extra sensory based organs functioning on their bodies/Kagune, the Centurions gain an increased awareness far above regular standards, similar in nature to chakra sensing. This translates to an increase in their tracking capabilities by a factor to x3, though this does not extend to the range their sensory possesses. Quite peculiarly too, the organs are known to sometimes function autonomously of the user's control, such as the mouths whispering horrid things or the eyes staring where the Claymore isn't. S-ranked ability costing 40 chakra to activate and lasts 3 turns. Can be used a maximum of 2 times, with a 2 turn cooldown.

The Black Goat's Egg reworks the traditional use of the Kagune for the Claymores, and as long as this clan technique is active they lose access to the Kagune in any other way. For higher ranking members who have access to two or more factions of the clan, to switch between each faction correspondent ability of Black Goat's Egg they will have to wait a turn for the Kagune Sac to regenerate before they can utilize it again. Doing so ends and triggers all drawbacks of the chosen faction ability early while reducing the turn limit of the next faction ability by one turn. Each faction ability damages the user by -20 per turn while active.

Note: While any of the three abilities are active the Claymore loses access to the Kagune as the traditional CCW.
Note: Can only be used by Heartless Ones and Above
Note: Can only be used to those who accepted the Kagune transplant.

Bukimina Nisshoku ♎ Ominous Eclipse
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra Cost: 40 (+10 per turn)
Damage: 40-80
Description: Bukimina Nisshoku is one devised solely to allow the Claymore to take direct advantage of their unique and oppressive chakra nature that is Kurochi. The technique in itself could be regarded as a "shield that kills" due to its dual nature of defense and attack at the same time. It comes in levels, or increments, which deliver slightly different results depending on how much chakra is spent. It begins foremost with the Claymore transforming their body into Kurochi completely, becoming pitch black humanoid entities that can adopt any texture they deem fit; flickering like flames, flowing like water, etc. Once the Claymore has been transformed their body allows for heightened movements (x2 to current Speed) Due to the amorphous traits of Kurochi, the Claymore will be able to not only shape themselves into anything imaginable, but also fly-- through extensive manipulation. The second side to this technique is its offensive one, where anything the Claymore so much as brushes against in this form, will immediately be subjected to the heinous effects of Kurochi, where it eats away at both physical materials and chakra alike, including "intangible" forms of chakra like un-molded sources within a person or animal. If the Claymore, while in this state phases through a technique which is of a chakra type weak to Kurochi by at least one rank, they are able to break down that chakra and add it directly to their reserves with an efficiency rate of 100%, meaning none is wasted to the environment like regular Kurochi applications, due to their bodies taking the chakra in whole. If they phase through a person, they are able to suck the chakra from the bodies (depending on rank) as well as rob the body of its vitality (physical energy) leaving drained husks behind devoid of breath or chakra. For the B ranked application, up to 50 of the opponents chakra points can be drained and passed to the Claymore, at A ranked this becomes 80 and the S ranked application can siphon a whopping 120 of the opponent's chakra directly from their chakra pool i.e. it doesn't have to be molded into a technique. Of course, just like Kurochi's regular application, the Claymore is able to decide who and what gets drained, and can pass over allies and structures with no harm done. However, the technique comes with its drawbacks, naturally, which vary depending on rank. The B ranked variant allows the Claymore to enter the state for 4 turns, with a 2 turn cooldown between uses. They can only move 5 meters (Short Ranged) each turn when evading techniques with this variant. The A ranked version allows the state to be kept for 3 turns, with a 3 turn cooldown between usages, and a maximum usage limit of 3 times. The Claymore is able to move up to 15 meters (mid ranged) each turn when evading techniques. And lastly, the S ranked variant sees the state being kept for 2 turns, with a 4 turn cooldown between usages, and a maximum usage limit of twice. The Claymore is able to move up to long ranged in a single maneuver when evading techniques.

Note: Claymore are able to alter their shapes on the fly to further evade techniques while in this state, costing an additional +10 chakra, but only once per turn.

Note: The drawbacks for each variant is as follows; B ranked: No other Kurochi techniques above A ranked can be used following it. A ranked: No Kurochi related techniques above S ranked following its activation. S ranked: No Kurochi related techniques following its activation, and none above S in the following

Erumesu no Tori: Seigen no Reberu ♎ The Bird of Hermes: Levels of Restriction
Type: Offensive/Supplementary/Defensive
Rank: B - Forbidden
Range: Short - Long
Chakra: 20-50 (-20/-30 per turn)
Damage: N/A (-10/-20/-30/-40 per turn)
Description: The one truth to the fabled destruction of the Village Hidden in Waterfalls was that of the Claymores and their immense power. The wide scale carnage was a result of the performance of a Forbidden technique only a few even heard about much less knew how to execute. Normally, the technique, which is actually a culmination of four different acts coming together, is sealed within stone and hidden deep underground, but its secrets could easily be revealed by true Claymores who sought it. The four acts quickly became known as the "Levels of Restrictions" and consisted of Kurochi, the Claymores' dark and foul chakra, and its many uses that weren't thought conventionally possible before. The "levels" are thought to be shackles that govern the imprisonment of a great demon called Bileyg that lives within every Claymore, who's terrible form can be seen within each and every Awakening and Abyssal State, and who's Hunger and intent lies within Kurochi itself. With every level being surpassed, a Claymore is able to bring themselves closer to the Demon, losing their individuality in the sea that is its endless madness and wicked intent (essentially going mad) and upon breaching the final level, the Claymore loses themselves and becomes one with Bileyg itself. Only one level can be activated at a time. Levels of Restriction can only be activated four times over all, regardless of Level, with a three turn cool down.

Level 3: The first step to becoming the Demon. This initial bound allows for Kurochi to adopt peculiar properties while under the intent of a Claymore. Foremost, the Hunger within the Claymore will become "visible" within the Kurochi. That is, a blood red hue will hover over the blackness signifying this, similar to how Bijuu chakra is colored red with hate. All subsequent Kurochi related techniques performed while in this level will cost +10 extra chakra while damaging the Claymore -20 to perform, but receives a +20 to damage. The dark energy will also become much more flexible in its destruction, too wherein the user can, once per turn, coat one of his techniques with an adequately sized amount of Kurochi (relative to the technique it is affecting) to cover it. The coating won't boost the technique's damage but rather its kill potential. When coated, the Kurochi will mask the technique's appearance. For example, a Katon technique could be masked with Kurochi which can be made to flow like water, forcing the fire to conform to its shell's shape and also flow. The Kurochi will also be thick enough so that normal sight would be unable to discern the true nature of the technique inside. This application is passive in nature, being applied while the technique is being molded, though this can only be done to one technique per turn. Level 3 is B-ranked, lasts three turns.

Level 2: The breaching of the second frame will see Kurochi evolving even further. Level 2 is tasked with taking advantage of Claymores' deep connection with Kurochi. As such, Kurochi related techniques up to A-rank in this level gain +30 damage and the Claymore is able to, once per turn, perform elemental techniques up to A-rank through Kurochi constructs so long as the construct in question is within range (Short-Mid), such as a Kurochi wall emitting Chidori Nagashi or a Kurochi shield spewing a fireball. This ability can be applied passively but only once and the Claymore would still need to perform hand seals/accompanying movements if any. This level is A ranked, costs -20 chakra and damages -20 per turn. Level 2 lasts three turns. After deactivation the Claymore will be unable to perform techniques above S-ranked for two turns.

Level 1: Reaching even closer to Bileyg, this level's breach sees the Kurochi corrupting the Claymore itself. They will lose their physical form and become one with the foul chakra, leaving only a silhouette of what they used to look like and two emissive spots where their eyes should be. By merging themselves with Kurochi, Kurochi related techniques up to S-rank will gain a +30 damage boost while giving the Claymore an ability to 'feel' anything the foul chakra touches such as objects, people, and techniques. This level is S-ranked, costs -30 chakra and damages -30 per turn, lasting two turns. After use the Claymore will be unable to mold techniques above A-ranked for two turns.

Level 0: This level is the ultimate and final frame. The Claymore becomes one with not only the Kurochi inside and around them, but the inner demon that is Bileyg. They lose what's left of the shape they had managed to keep from level 1, and grow into the seven foot tall demon [X]. They will also begin to emit an aura of Kurochi passively from their bodies that is S ranked in power but can only extend up to 5m of their position. While this level is active, the Claymore is able to have the aura act defensively or offensively without the cost of a move but only once and the maximum range stays at 5 meters, in any direction. Kurochi related techniques up to Forbidden rank are boosted by +40 in this level but the Claymore suffers a -40 damage penalty upon activation and -40 in the next turn. Level 0 is Forbidden ranked and lasts 2 turns. After deactivation the Claymore will be unable to perform techniques above B-ranked for three turns.

Note: Must be at least Ghoul rank to perform. Ghouls are only capable of Level 3.
Note: Heartless rank is able to perform all Levels excepting 0.
Note: Phantasmal rank and up may perform all Levels.
 
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Atavistic Flames
(Kaen Kakkusei Iden: U~iru O Waikusu) – Atavistic Flame: Will O' Wykes
Type: Offensive, Defensive, Supplementary
Rank: A – S
Range: Short
Chakra: N/A
Damage: 60 – 80 (90 – 110)
Description: Will O' Wykes is a short-ranged Atavistic Flame technique that provides a defensive shroud as well as an offensive aura. The technique is activated by focusing Atavistic Flame throughout their body and manifesting it through a number of orbiting satellites, appearing as orbs of fire. The orbs orbit the user until expended - they can either be interposed between an incoming attack to automatically protect the user from harm or directed forward in short range to pummel and overwhelm an opponent, able to handle both offense and defense due to the physical force exerted by Atavistic Flame. When used defensively, the technique is appropriately weakened following damage rules, and if used offensively later, its damage is adjusted accordingly. Activating the technique requires the user expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn for the following two turns. Grandmasters are able to use Will O' Wykes with an additional 30 damage to each rank, not counting as a boost. A and S-Rank applications can be used four times per battle in total, once every two turns. Using Will O' Wykes again while it is active does not create two instances of the orbiting satellites, but rather overwrites the older instance with the newer one.

(Kaen Kakkusei Iden: Moeru Kaidan no Michi) – Atavistic Flame: Path of Burning Steps
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Path of Burning Steps is an Atavistic technique used to enhance the user's mobility while under the effects of Thrust of Life. The technique is activated passively alongside Thrust of Life, and lasts for its duration. The user of Path of Burning Steps will use the physically explosive force of Atavistic Flame to create momentary footholds and propulsion as needed, giving them a limitless range of movement. This technique adds 5 spiritual Health to the cost of Thrust of Life's upkeep cost. The user regains 5 additional health every other turn while Thrust of Life is active, as part of the same health regeneration.
Note: Usable three times per battle, per each use of Thrust of Life.
 
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