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<p>[QUOTE="Alyx, post: 21334154, member: 86283"]</p><p><strong><span style="font-family: 'Book Antiqua'">( Ouryuujin Yarijutsu ) Serengeti Spears</span></strong></p><p><span style="font-family: 'Book Antiqua'"><strong>Type:</strong> Kenjutsu</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Background:</strong> The Serengeti Spears is a style of Kenjutsu that was based around a very specific process of honing a blade. This ancestral form has it's roots in old warring tribal clans, as they studied the nature around. Taking inspiration in the burrowing insects, especially ants, they noted the intricate patterns produced in the ground, and tried to apply them into their spears and other bladed weapons. Across many generations, they started to note quite a difference between drag of naked blades and patterned blades, and applied that knowledge into mastering the flow of the sword as it swooshed through the air.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">The more they experimented, the heavier the blade seemed to be, so, naturally, they began to train themselves into wielding these seemingly ineffective but full of potential weapons. The style fused together the intricate honing ritual of complex indentations that served to trap and accumulate air as the drag increased across the blade, with the unorthodox physical regimen of motions and muscle power required to efficiently wield this drag and infuse it into their battle prowess.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Description on the Abilities and Inner Workings of the Style:</strong> </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">This style revolves not around a specific weapon, but around a specific alteration to bladed weapons. When honing a blade, the practitioners of this style will intricately carve out striped indentations throughout the side of the blade, which will increase the amount of drag going through the blade with every slash. This indentations, studied across millennia, are specifically engineered to collect the air around the blade, coating the sword with a vicious yet thin layer of wind, very much similar to Leaf Dragon God, which grants this style a much greater punch in terms of elemental clash, and is mainly used to counter elemental ninjutsu users.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">But, because of the drag, the blade also becomes heavier to wield, and, accompanying the style come a specific set of forms and knowledge to both wield the wind-coated sword in a fast, fluid and efficient manner, but also to wield it in such a manner than the indentation do not collect air at all, giving a much greater versatility to the wielder, so much so that it can allow one to use normal kenjutsu with altered blades. While it might seem, to an oblivious bystander, that the motions are identical, a master Kenjutsu or Taijutsu practitioner will notice the minute wrist and arm motions that the practitioner of this style has to develop and perfectly execute, in order to efficiently fight. This requires extreme grace and strength, greater than a normal Kenjutsu practitioner.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Additional effects and Restrictions:</strong> </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Practitioners of this style possess blades that went through the ancient honing ritual. Any default bladed weapon, from katana to kunai, scythe to dagger, can go through with the ritual. This can't be applied to indestructible CW, like the 7 swords of the Mist, both NB and Canon, nor can they be applied to CW that are not owned by the user, but merely lent. Though it means that untrained users will be unable to wield honed swords, as they will be much heavier and will not slash efficiently. As a practitioner, though, every kenjutsu technique is available and will behave as normal, due to intense training in countering the drag and air accumulation, while still being able to perform this style's technique when one wishes to.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">This style has a relationship of neutrality against elemental ninjutsu, similar to Leaf Dragon God, though only when this style is used. Normal Kenjutsu techniques used through this style will behave as normal.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">As a Master of this style, one is capable of, once per turn at max, execute a known Kenjutsu technique, canon or custom, while applying the necessary grace as to activate the drag and air accumulation, essentially turning a normal Kenjutsu technique into this particular form of Kenjutsu.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[spoiler]</span></p><p><span style="font-family: 'Book Antiqua'">( Ouryuujin Yarijutsu: Nan'a Tanken ) Serengeti Spears: Ivory Mambele</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary/Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: D</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: 20</span></p><p><span style="font-family: 'Book Antiqua'">Descritpion: Ivory Mambele is a form of projectile throwing that allows one to throw honed projectiles such as spears, kunai and shuriken. The user will pick up the projectiles and, with a flick of their wrist, they will throw the projectile at a slightly spiral rotation, which will pick up wind drag and strengthen the sharpness and steadiness of the projectile with a sheen of wind that will give the projectile a slightly white ivory hue as it flies towards the target. </span></p><p><span style="font-family: 'Book Antiqua'">Note: This also allows the practitioner to passively throw carved kunai without allowing them to pick up wind. This is a passive technique when used in that way, but also has none of the bonus that come with the style.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can throw up to 4 projectiles per usage.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used once per turn.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">( Ouryuujin Yarijutsu: Seidoukijidai ) Serengeti Spears: Benin Bronzes</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: C</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: 30</span></p><p><span style="font-family: 'Book Antiqua'">Descritpion: Benin Bronzes is a form of blade wielding that allows the user to slash at an opponent while gracefully infusing the blade with wind by allowing it to pick up drag. The form consists of up to 5 cutting or parrying motions, allowing the wind to hone the blade for wider and wilder wounds, or for the wind to cushion an attack for a more efficient parry.</span></p><p><span style="font-family: 'Book Antiqua'">Note: This also allows the practitioner to passively wield a honed blade without allowing them to pick up wind. This is a passive technique when used in that way, but also has none of the bonus that come with the style.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used once per turn. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">( Ouryuujin Yarijutsu: Sho-ru ) Serengeti Spears: Netela</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary/Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: C</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Netela is a form of enhanced movement, where the user will direct the weapon's motions towards the ground, creating localized burst of wind from the entrapped air drag which will propel them towards a target at great speed. The user can also use this technique to immediately halt their own moment, creating a safe wind cushion for them to land on or stop mid-air, or even propel themselves a different direction mid-air. This works on themselves or others, as the burst is essentially non damaging.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">( Ouryuujin Yarijutsu: Kokudo ) Serengeti Spears: Nok Terracotta</span></p><p><span style="font-family: 'Book Antiqua'">Type: Defensive/Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Descritpion: Nok Terracotta is a form of parry that creates a strong and steady sheen of wind across a honed blade by spiraling it across oneself, before inverting it into a close-body parry, which will explode the wind outwards, like a human-size oval shield, cushioning a blow and pushing any short-range target outwards damagelessly.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used once every 2 turns. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">( Ouryuujin Yarijutsu: Takeyari ) Serengeti Spears: Assegai</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: 60</span></p><p><span style="font-family: 'Book Antiqua'">Description: Assegai is a form of blade wielding that has the practitioner slowly rotate the blade while pushing it forward, dragging the blade through the air. As it carries the wind, the blade will darken, and the heaviness of the sword will increase tenfold, making it very slow as it goes forth for a second. Suddenly, the practitioner will flick their wrist and the carried drag will shift, allowing the blade to cut through the air easily. The sudden shift in muscle effort required to move the blade will push the blade forward at super-human speed, piercing draw arrow speed onto an unsuspecting target, before the tip of the blade releases a spear of wind that widens the puncture dealing great damage.</span></p><p><span style="font-family: 'Book Antiqua'">Note: While fast in it's delivery, the preparatory push will open the practitioner to a counter before being able to unleash the strike.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used once every three turns.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">( Ouryuujin Yarijutsu: Enjin ) Serengeti Spears: Imishokobezi</span></p><p><span style="font-family: 'Book Antiqua'">Type: Defensive/Ofensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: 60</span></p><p><span style="font-family: 'Book Antiqua'">Description: Imishokobezi is a form of parry that produces a ringlet of wind around a blade through clock and counterclock wise rotation of the wrist. The user will brandish the weapon and create dense and sharp ring vortexes around the blade, which burst from the edge of the blade mid-counter or mid-strike. These can be quite devastating against an opposing blade, pushing and breaking the weapon away from a strike, or even serve to augment a wound when striking an opponent directly, as the user can produce the ringlet near the opponent's body, creating a burst-like shredding wound at the point of impact, around the puncture wound. The ringlets' sizes can vary from a fist to adult-size, depending on the initial momentum and rotation speed. A single motion can only create 1 ringlet across the blade, though the whole form can produce up to 3 ringlets, through 3 different motions. </span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used 4 times.</span></p><p><span style="font-family: 'Book Antiqua'">Note: No Serengeti Spear techniques above B rank in the next turn. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">( Ouryuujin Yarijutsu: Ou-Ken-Yadokari ) Serengeti Spears: The Nigerian Kapsigi King</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: 80</span></p><p><span style="font-family: 'Book Antiqua'">Description: The Nigerian Kapsigi King is a form of gyroscopic vibrating wrist movement, as the user draws a blade parallel to the ground. The compressed air currents, trapped within the intricate carving of the blade, will start to release, creating a visible serrated blade in the empty space left by the slowly drawing blade, increasing the length of the apparent weapon. At any point, , the user stops the blade and immediately rotates it 45º degrees, which will explode the condensed air currents into a mutilating vortex of wind, roughly resembling a burst of king crabs's pincers, directed towards the target. The vortex is wide enough to deal damage and push back an elephant sized summoning at it's max potential ( drawing the blade for 10 full seconds ) and enough to create powerful but short-ranged and localized burst of shredding wind if drawn for fractions of a second.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used twice full range, or 4 times short-range.[/spoiler]</span></p><p><span style="font-family: 'Book Antiqua'">[hr][/hr]</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Yari no Michi | The Way of the Bisento</strong></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Type:</strong> Ninkenjutsu</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Background: </strong>The Bisento has been in use since before the shinobi world was created. It wasn’t a typical warrior -type halberd; Bisento was used as a longer-distance sword with an ability to cut and pierce. The original Bisento was used by infantry. The weapon was able to reach the legs of a horse carrying a samurai into battle. Before the sage of the six paths tought the world ninjutsu, there were constant wars and so with each passing year new weapons were being made for the soldiers in clan wars, they were trained to use it in a long-distance fight to protect their families and estates. The idea behind it was to pretty much have a sword on a stick, an extention to ones body.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">There was one ninja that adapted the Bisento to flow with his entire body, not just seeing the Bisento as a weapon but as one with his body. He mastered it to such an extent that he was never hurt in battle even by attacks from a distance such as arrows. As the years went on, the ninja world was born as the sage of the six paths taught the way of chakra to try and bring peace but that was far from what happened. Kilik saw the fault in his style, how could as Bisento hold up against such deadly attacks while also seeing the samurai develope their own style. Kilik went on a mission to learn how to control chakra and then rather than using it to master ninjutsu, he focussed it into his bisento to create his own fighting style. The way of the bisento.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Description on the Abilities and Inner Workings of the Style:</strong></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">The way of the bisento is a martial artist style with a Staff with a sword type blade on the end as its weapon. The length of the staff allows a multitude of long range attacks, however if an opponent manages to get up close, the user is able to utilize fast horizontal strikes. Many of the more powerful attack strings are vertical hits that can be sidestepped if anticipated. Although linear, these powerful attacks are relatively fast and deal great damage.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">The style revolves around the user using both hands on their Bisento releasing their chakra into it enhance their reach and power with their attacks. An example is a forward thrust enhanced with chakra of the elements to keep the opponent at a range. The blade of the bisento makes it so much more versatile in combat as it's not just blunt attacks. The entire style can be seen as a ranged version of Kenjutsu. While not a complex style, that takes a long time to master without hurting yourself.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">What makes this unique compared to a basic style is similar to that of the Narutobase Taijutsu, where what would be simple attacks are enhanced with elements to give devastating effects. For example, the user could rapidly spin their biscento through a simple gesture in front of them but releasing one of the basic 5 elements they would create a rotating shield of said element for a simple yet effecting defense, such as a fire shield without having to relinquish their weapon to do so, all these would be explained in detail in the jutsu submissions in how earth could be released. Not only this but through elemental application the user could use the elements to extend the range of their bisento even further. A classic example of this would be the user stabbing the blade of their biscento into the ground to do a cartwheel kick enhanced with wind release to push them over for a stronger and faster kick, what makes this different is the height they gain from doing the cartwheel with the bisento.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Additional effects and Restrictions:</span></p><p><span style="font-family: 'Book Antiqua'">Can only be used through a bisento that must be mentioned in your bio.</span></p><p><span style="font-family: 'Book Antiqua'">Must have mastered basic taijutsu and kenjutsu.</span></p><p><span style="font-family: 'Book Antiqua'">Cannot be used in conjunction with Samurai jutsu. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[spoiler]</span></p><p><span style="font-family: 'Book Antiqua'">[Yari no Michi: Saisho no fōmu, furō] - The way of the Bisento: First form, Flow</span></p><p><span style="font-family: 'Book Antiqua'">Type: Attack/Defense/Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: D</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 0</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 20</span></p><p><span style="font-family: 'Book Antiqua'">Description: This is the most basic form of the Bisento arts akin to the "Drunken Fist" style, using body flow along with the bisento for exaggerated movements to increase their basic close combat fighting style. The bisento is an extension of the users increasing their reach as well as being close to them for effective combat, keeping the opponent right where the user wants them. These basic arts take several basic forms, enhanced with minimal chakra but still deadly. The first form of this, is swinging the bisento, rolling it around the users body, to build momentum, to add to striking power, without having to make large movements. With a quick swing of their arm the user could roll the bisento around their back, coming around form the other side using the momentum from the roll for a crushing strike. The second form of this basic style is large swings, using the length of the bisento to their advantage to do ranged leg sweeps this allows the user to keep their target at a range while still attacking them. The third unique form of this style is one where the user will use the length of their bisento, to elaborate on a basic moment to avoid attacks or enhance attacks. What is meant by this is the user could thrust the blade of their bisento into the ground to push them self up into the air, like a pole jump, to avoid incoming projectiles (within logic, due to the staff being 1.5m the user it would have to be like small fire balls and such or focused projectiles), or even a cartwheel going sideways but instead of placing the users hands on the ground they could place the bisento to make a "larger movement" moving up to 6m at a time. This can be used offensively, using the cartwheel motion to bring down an enhanced kick with the momentum behind it. Or simply stabbing the bisento into the ground, holding oneself up with their hands for a side kick relying on the bisento for balance. The entire style uses the staff itself as part of the user, an extension of them selves to increase their combat potential, making use of the length of the bisento.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">2) [Yari no Michi: Dai 2 no keishiki, kakuchō] - The way of the Bisento: Second form, Extend</span></p><p><span style="font-family: 'Book Antiqua'">Type: Attack/Defense/Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B/A</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short- Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20/30</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 40/60</span></p><p><span style="font-family: 'Book Antiqua'">Description: This technique is one of the most basic for this style, using basic knowledge to infuse the staff with a chosen element, surrounding it, and also being able to extend it's range. A simple way to imagine this would be how a shinobi extends the range of chidori into a chidori spear through shape control. For each element it will be different, the user can simply cover the staff in the element to increase it's potential (B rank) or extend the element to give a greater range to their attacks, each outlined below:</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Katon: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank fire, which when used to strike, on contact will explode outwards in a short range burst of flames. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of flames reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Suiton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank water, which when used to strike, on contact will explode outwards in a short range wave of water, enough to douse small fires the size of the user. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed water reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Fuuton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank wind with cutting properties like wind blade, which when used to strike, on contact will explode outwards in a short range burst of slicing wind, like the wind blade technique. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed wind which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Lightning: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank lightning with destructive lightning properties like chidori remei, which when used to strike, on contact will explode outwards in a short range burst of destructive lightning that would more shock to burn a person than numb them like conventional lightning, like the chidori remei technique. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed lightning which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Doton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank solid, jagged rocks (not impaling the users hands), which when used to strike, on contact will explode outwards in a short range burst of sharp rocks to impale anything within range in the direction the staff is swung. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed solid compressed sharpened earth which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">It is important to note that all the elements that form are made in a way as to not harm the user, much like when you infuse an element into a kunai without hurting yourself or coat your body in an element.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: Only one element can be used at a time.</span></p><p><span style="font-family: 'Book Antiqua'">Note: B rank coating can only be used twice per element lasting up to two turns. After this that ability can't be used again for 1 turn. It can be ended at any point. The blast released on contact is B rank also, taking up a move per turn if the user wants to maintain the element around their bisento.</span></p><p><span style="font-family: 'Book Antiqua'">Note: A rank extension can be used once per turn, with two turns between uses. Each element can only use 3 times and only lasts for that one turn/attack.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">3) [Yari no Michi: Dai 3 no keishiki, kaiten] - The way of the Bisento: Third form, Rotate</span></p><p><span style="font-family: 'Book Antiqua'">Type: Attack/Defense/Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A/S</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 30/40</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 60/80</span></p><p><span style="font-family: 'Book Antiqua'">Description: Using the basis of the second form, the user will release a surge of elemental chakra through their staff and being to rapidly spin it infront of them, this can be done with one or both hands, and by skilled shinobi can be done above/behind/to the side of themselves. As they spin, the Bisento will release the chosen element outwards forming a circle shield of the element taking the full size of the bisento, as can be seen in the gif below. The element released will be like a focussed chakra in the spin, so for fire, form a solid fire shield, water a compact water shield, lightning will be focussed destructive lightning, wind will be cutting/shredding wind and earth will be compact mud that retains a shield shape through precise chakra control.</span></p><p><span style="font-family: 'Book Antiqua'">Note: A rank can be used 4 times per battle with 2 turns between uses, only one element can be used at a time</span></p><p><span style="font-family: 'Book Antiqua'">Note: S rank can be used twice per battle, requires both hands for control, with two turn cooldown (shared with the A rank version) and no jutsu of the chosen element above A rank in the following turn.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[Yari no Michi | Dai 4 no fōmu Bāsuto ] - The Way of the Bisento: Fourth form, Strike</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/ Defensive/ Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A-Rank/ S-Rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 30/ 40</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 60/ 80</span></p><p><span style="font-family: 'Book Antiqua'">Description: This fourth form is based on the teachings of striking a specific point in a technique with a burst of elemental Chakra to disrupt the Jutsu itself, causing it to fail. It can be used on a technique of Shinobi, depending on how the user decides. The user will swing their bisento around or thrust or which ever motion needed for the strike, while focusing their Chakra through to the point of impact where the Chakra will burst outwards that pushes forwards up to 10 meters through a Jutsu, disrupting it's flow, negating the jutsu, working on Jutsu the same rank, or lower. This burst of chakra will be one of the basic 5 elements. To use the S-Rank variant, the user will follow the same process, but as they are about to connect, they will release a burst of Chakra from the back of the bi bsento at the same time to increase it's driving force and speed increasing the power of the initial strike.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: A-Rank can be used 3 times per battle, while S-Rank can be used 1 time per battle. A-Rank usages require a 1 turn cool down between uses, while the S-Rank usage requires a 2 turn cooldown between usages, S-Rank requires both hands for control, and no Jutsu above A rank in the following turn that require the use of the element chosen.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[Yari no Michi | Dai 5 no fōmu Shōgeki] - The Way of the Bisento: Fifth form, Shock</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/ Defensive/ Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A-Rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 30</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 60</span></p><p><span style="font-family: 'Book Antiqua'">Description: This is a jutsu based on using pure force alone to create devastating attacks. In this way the user will use their bisento as an extension of their own body swinging it as though it was an extra or extended limb. Using their chakra the user will swing the spear weapon using the momentum and range of it to their advantage, enhanced by their chakra for devastating strikes. What makes this unique is, the bisento will be swung with such force that it will release a directional, visible shock wave of sorts that is just to result of the motion, similar to the leaf dragon god technique playing on terms with any elemental attack. This wave will contain no chakra though, the chakra is within the users body to give them the strength to swing the bisento with such force.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: Can be used once every two turns, up to 5 times per battle</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[Yari no Michi | Dairoku no katachi,-ha] - The Way of the Bisento: Sixth form, Wave</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/ Defensive/ Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A-Rank/ S-Rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 30/ 40</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 60/ 80</span></p><p><span style="font-family: 'Book Antiqua'">Description: This Sixth form is based on the teachings of releasing a burst of elemental Chakra in the form of a wave. The user will swing their bisento around or thrust or which ever motion needed for the strike, while focusing their Chakra through to the point of impact where the el;elemental Chakra will burst outwards that pushes forwards up to 10 meters. This burst of chakra will be one of the basic 5 elements and follow the strength and weaknesses for that element. If used directly on an opponent the burst of Chakra will cause damage and effects corsponding to the element chosen (eg, lightning for paralysis, burns from fire, cuts from wind, physical damage like breaking bones from earth, blunt damage from water. To use the S-Rank variant, the user will follow the same process, but as they are about to connect, they will release a burst of Chakra from the back of the bi bsento at the same time to increase it's driving force and speed increasing the power of the initial strike.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: A-Rank can be used 3 times per battle, while S-Rank can be used 1 time per battle. A-Rank usages require a 1 turn cool down between uses, while the S-Rank usage requires a 2 turn cooldown between usages, S-Rank requires both hands for control, and no Jutsu above A rank in the following turn that require the use of the element chosen.[/spoiler]</span></p><p><span style="font-family: 'Book Antiqua'">[hr][/hr]</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Kyotōryū taijutsu (Kyotōryū Martial Arts)</strong></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Type:</strong> NinTaijutsu</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Background:</strong> An extremely powerful swordsman named Shikizaki Kiki one happened upon a man who has absolutely no talent for kenjutsu at all. After developing a style which used only his body to defend from every style of kenjutsu known at that time. The man trained for fifty years working on Shikizaki Kiki's style, and passed it down through his family line. As it is now, it has been perfected.</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Description on the Abilities and Inner Workings of the Style:</strong> Kyotōryū is a style of Martial Arts in which the practitioner trains for many years in order to harden their body to be like that of a sword. Sometimes referred to as "Swordless Kenjutsu" the practitioner relies on extremely fast, and strong strikes, which can literally, cut the opponent. The practitioner, through his training, learned how to use basic energy, Chakra and wind resistance (Not wind chakra), to do the maximum amount of damage to the opponent. The practitioner tries to gain a large amount of momentum extremely quickly, even in extremely closed situations. The practitioner also uses chakra, in order to gain more momentum, and add force to his strikes. It could be considered in the middle of the spectrum between the gentle fist, and the strong fist. The gentle fist utilizes 100% technique, while the strong fist utilizes 100% raw strength. This combines principles from both, using chakra to attack the opponent, while also putting extreme amounts of force, effectively utilizing 50% technique, and 50% raw power. One could call it the "Medium fist" as well.</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Additional effects and Restrictions:</strong> While some jutsus in this style require chakra, others don't. The ones that do will have chakra use explicitly in the description.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">The user of this style has a tougher body through extreme training, and can run much faster due to being able to "Cut through the air" reducing friction.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">In order to use this style, one must train for many years, sharpening themselves to be a human sword. The training time for each generation got lower to the point where the current generation only had to train for twenty years. Any bios which are capable of using this style (The next generation) must be at least 10 years old.</span></p><p><span style="font-family: 'Book Antiqua'">[spoiler]</span></p><p><span style="font-family: 'Book Antiqua'">Kyotōryū taijutsu: Fuugetsu</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: 30 (If your speed is enhanced with chakra)</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: 60</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user begins running at his opponent at extremely high speeds, (If closing a small distance, to gain the required speed, the user must use chakra in order to gain the speed and momentum.) with his arms behind him extended, collecting wind. He gains more and more momentum, and, upon reaching the opponent, he extends his palm, dragging the wind with his palm, and slams his palm into the opponent. The extreme momentum plus the wind gathered with his hand does massive amounts of damage to the opponent. The wind pushes the opponent across the battlefield, while releasing into the air behind him, blowing anything behind him back. (Note: This does not apply to humans. However, grass, swords and other ninja tools will be blown back.)</span></p><p><span style="font-family: 'Book Antiqua'">~Can only be used 5 times per battle.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Kyotōryū Taijutsu: Aerodynamic Movement</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: 20</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user will utilize Kyotoryu's ability to allow one to control how their body is affected by wind-resistance to augment the agility of their movements. For example, the user could utilize their ability to move with reduced wind-resistance while leaping into the air, allowing them to reach greater heights/lengths at a fast speed, and then, on their descent, utilize their ability to have increased wind-resistance to soften their fall and allow them to position their body in mid-air to allow safe and pleasant landing.</span></p><p><span style="font-family: 'Book Antiqua'">Note: After initiating this technique, the user can freely utilize this form of movement for the rest of the battle.</span></p><p><span style="font-family: 'Book Antiqua'">Note: While using this form of movement, the effectiveness of the users blunt-force taijutsu (Strong Fist) is significantly reduced, causing the user to be more likely to utilize forms of combat like Kyotoryu and other forms of combat like it, which are not diminished by this movement.</span></p><p><span style="font-family: 'Book Antiqua'">Note: It doesn't drastically increase the speed of the user, only somewhat dampens and nullifies some of the effects Air has on the body movements.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(Tabi no Katana nashi)Journey of the Swordless</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 30 (-15 per turn)</span></p><p><span style="font-family: 'Book Antiqua'">Damage: +20 to All Kenjutsu/Taijutsu based Techniques.</span></p><p><span style="font-family: 'Book Antiqua'">Description: Journey of the Swordless is a technique which is always active for those who practice the art of Kyotoryu. Being active from the very beginning of battle, Journey of the Swordless is classified as a passive technique to all those who wish to utilize it. While most Kyotoryu techniques do not require this, Journey of the Swordless is meant to enhance the users Kyotoryu techniques to their maximum, by sacrificing a real sword in the process.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">To start, the user coats their entire body in a tiny, razor sharp layer of chakra, which looks very similar to the Medical Scalpel technique, to activate this technique. Once active, the user become a human blade, as all their strikes carry the same cutting potential as any regular sword, by being enhanced by their razor sharp chakra. Another benefit to this technique, is that the razor sharp chakra around the users body allows them to bypass wind resistances, allowing their strikes to also be much faster than when performing techniques with an actual sword. Another benefit of this, is that due to the wind resistance being removed from their strikes, while also gaining speed, all the users kenjutsu gain additional damage, by having any wind resistance removed, the strikes carry more weight, striking much harder and with more maneuverability than one could perform with a regular sword. However, the damage bonus is further increased when utilized with Kyotoryu techniques, as these techniques are specifically created for the fight style, adding Journey of the Swordless on top further empowers them, allowing the unique movements of Kyotoryu fighting style to be even more deadly than usual.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">However, while this technique seems strong, the largest drawback is the user loses their ability to hold a sword. The chakra around the users body will destroy any sword hilt it comes into contact with. Even with indestructible blades, the hilt of the sword will be rejected, forcefully pushed out of the users hand if he tried to wield a bladed weapon. This is only the case for swords however, other objects, like Staffs, can be wielded, but any techniques requiring a Staff will Not gain any benefits from this technique.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Restrictions:</span></p><p><span style="font-family: 'Book Antiqua'">Must be posted in the users bio if they wish have it passive from the start of battle. Chakra cost can be paid to activate it during battle.</span></p><p><span style="font-family: 'Book Antiqua'">Once activated, the users Arms, Legs, Head, and even torso become a replacement for any Technique that requires a sword.</span></p><p><span style="font-family: 'Book Antiqua'">Due to the nature of the chakra, the user cannot wear any armor, nor can the user wield a sword of any description. However the user is able to wield non bladed weapons, but those weapons will gain no bonus' from this technique.</span></p><p><span style="font-family: 'Book Antiqua'">Any jutsu the user users, such as Earth Armor, will have its defenses Reduced by -20 if used over top of this technique. However, this only applies to techniques that attach to the users body, techniques such as Susanoo, will be unaffected.</span></p><p><span style="font-family: 'Book Antiqua'">This technique can be used by Samurai, following all the same restrictions as regular uses. However, as the user cannot wear armor with this technique active, it cannot be used with Bushido, however SSS and Iaido can be used in conjunction</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(Kyotoryu Himitsu No Ato: Kosaten Hoho, Katana Bureka)Kyotoryu Secret Art: Intersection Method, Sword Breaker.</span></p><p><span style="font-family: 'Book Antiqua'">Type: Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A-F</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 30-50</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A (-10 to user if using forbidden)</span></p><p><span style="font-family: 'Book Antiqua'">Description:Kyotoryu Secret Art: Intersection Method, Sword Breaker, is a technique designed by the masters of Kyotoryu to leave their opponents at a complete disadvantage against them. The art of Kyotoryu is Swordless kenjutsu, and this intersection Method allows the users to imploy a similar method which occurs when two swords clash, that is, the weaker blade will break. Intersection method is actually broken up into three different methods of intersection, however, all three methods have the same overall outcome, which is to stop an opponents blade without harming themselves, and then apply the correct force to the right area of the opponents blade to shatter it into piece in one swift movement. All methods are broken down into different stances of Kyotoryu which are explained below.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Form 1: The first form is used primarily against stabbing style techniques, allowing the user of Kyotoryu to not only evade a stab, but also shatter the opponents blade in one swift movement. This works quite simply. When the opponent goes in for a thrust or a stabbing technique, the user will position both his hands, palms up, at his sides, creating a triangular opening behind the users back. At the same time, the user will position their body, so that the opponents blade will thrust into the two openings created by the users arms, to trap the blade in the openings. As the blade passes through both openings the user creates, the user will thrust both hands forward, slamming the side of the blade into the users back with enough force to shatter the blade as the users arms reach full extension.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Form 2: Form two is designed to intersect techniques and slashes that are coming from directly above the user, techniques aimed cut the user from the top down, or even from the left or right shoulder down, this technique will work on those to. As the opponent begins to bring their sword down, the user will adopt a lower stance, while also bringing both their arms up in a cross fashion, with their palms face forwards. As the opponents blade comes down, the user will thrust their arms upwards, catching the blade between their crossed hands. As the blade is caught, in the same motion, the user will force their hands apart, creating equal pressure on both flat sides of the opponents blade, cutting the blade in half and smashing it in the process. The trick to this technique, is the user focuses large amounts of chakra into their hands and wrists, using said chakra to act as a cushion to stop the opponents blade from cutting them.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Form 3: The final form is for slashes coming at the user from the side of from below, making the other two forms useless. This form is, unlike the other two, slightly more straight forward and faster to execute. As the opponents blade is coming towards the user, they will adjust their position, to get their left or right hand as close to the in coming blade as possible. As the blade comes close, the user will extend their hand, channeling large amounts of chakra into it, and catch the blade, stopping it with their own power. As the blade comes to a stop, with their other hand, the user will drive their fingers into the blade, targeting the weakest points, and shattering the blade on the impact point of the hand not holding the opponents blade.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Restrictions:</span></p><p><span style="font-family: 'Book Antiqua'">A ranks 3 times, S rank 2 times, and Forbidden only once.</span></p><p><span style="font-family: 'Book Antiqua'">This technique is capable of shattering all types of swords as long as they are not indestructible.</span></p><p><span style="font-family: 'Book Antiqua'">This jutsu is capable of shattering blades of the same rank as the intersection used, due to the user focusing all their chakra into a singular point in the opponents weapon, instead of spreading it out, allowing the users pin point chakra to pierce through swords and sword techniques of the same rank.</span></p><p><span style="font-family: 'Book Antiqua'">This technique can be used by Samurai.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(Kyotoryu Himitsu No Ato: Naibu Nensho)Kyotoryu Secret Art: Internal Combustion</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: D-S</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 10-40</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 20-80</span></p><p><span style="font-family: 'Book Antiqua'">Description: Kyotoru Secret Art: Internal Combustion, is a technique used to not only attack jutsu from the inside out, but also attack the opponent from the inside out. For this jutsu to be used, however, Journey of the Swordless must be active previously, as that technique is required for this jutsu to be executed. Once activated, this technique has 2 components to it, while both acting primarily in the same fashion, each one has a different outcome when used on a jutsu and when used on an opponent directly.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Firstly, when used on jutsu: When this technique is used on an enemy jutsu, the user will strike forwards, as he does this, he will release a portion of the chakra shrouding his body with Journey of the Swordless, and launch it forward into the enemy jutsu. As the chakra enters the technique, having been released from the user, it will explode, causing a chain reaction of razor sharp chakra, which will expand inside the enemy jutsu, slashing it to pieces and dispelling it as the uncontrolled chakra from Journey of the Swordless runs rampant, destroying the jutsu from the inside out. This portion can disperse jutsu of the same rank, as the chakra is not clashing with the jutsu, instead, it is invading the jutsu, and destroying it from the inside out, removing strength and weakness. However, this is rank based, so jutsu with a higher chakra limit than Internal combustion will be unaffected. This only works on techniques up to 40 chakra.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Secondly, When used directly on an opponent: When this jutsu is used directly on someone, it behaves slightly differently, than when it does collides with a jutsu. Instead of the chakra interacting with the chakra in a jutsu, it instead, acts more like a hail of razor blades inside the opponents body. As the user strikes forwards, he will release the chakra around their body part, sending it forward at the opponent. As the chakra makes contact, it will create a small incision in the opponent, a tiny cut, as the chakra enters the opponents body. The moment said chakra enters the opponents body, no longer under control of the user, it will explode outwards, like a Hail storm of razor blades, slashing the opponents internal organs and bones to ribbons, before exploding out the back of the opponent, like a concussive blast. How this differs is, instead of attacking the chakra, it attacks the opponents flesh directly, acting like a barrage of sword slashes, targeting the internal organs, and ripping them to shreds as if being chopped by a sharp knife. This version is just as fast as a regular sword would be piercing someones body, the internal damage and external damage to the person back happening almost instantly after the chakra is injected into them.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Restrictions:</span></p><p><span style="font-family: 'Book Antiqua'">D-C can be used any amount of time, B rank 4 times, A rank 3 Times with a one turn cool down between usages, S rank 2 times, with a two turn cool down in between usages.</span></p><p><span style="font-family: 'Book Antiqua'">Requires Journey of the Swordless to be active.</span></p><p><span style="font-family: 'Book Antiqua'">After S rank usage, No S-rank or above Kyotoryu Techniques can be used in the following turn.[/spoiler]</span></p><p><span style="font-family: 'Book Antiqua'">[hr][/hr]</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Hachibushu - Eight Deva Guardians</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type:Nintaijutsu</span></p><p><span style="font-family: 'Book Antiqua'">Background: Master Chen, the developer of Konoha Ryujin was not the only one of his caliber to exist. In reality, there were 8 of them. Master Chen being the most famous. Each of these taijutsu masters were assigned an animal or creature. Using the same general formulation for konoha ryujin, the other seven taijutsu masters were capable of creating all type of creatures. One of the 7 masters took it upon himself to master the styles of all the other. With all these forms mastered, he condensed it into one unique fighting style known as Hashibushu, in honor of himself and the other members.</span></p><p><span style="font-family: 'Book Antiqua'">Description on the Abilities and Inner Workings of the Style:</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Hachibushu are based loosely on the concepts behind the powerful jutsu ( Konoha Ryujin ) - Leaf Dragon God. As shown below, the Leaf Dragon God is formed through the the users own physical power (through the use of the spinning kick) shaping the air into currents through movement.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">This means that the user kicks out and as he kicks, he shapes the air currents with his leg movement. Through this logic, the user attacks with various limbs, moving at such a level he shapes the air currents around him. Using control over these air currents as he shapes them, the user is capable of forming several different animals with different responses upon formation. This can be done in a series of methods, namely 3 main releases. These forms are named Yasha, Naga and Kinnara. Based on leg movements, Naga attacks are initiated by kicks in different motions, shaping different currents into different beasts. Done in similar fashion to the Konoha Ryujin, these kicks shape the wind in the direction of the kick, curving and causing a small whirlwind of air as the currents shape into different shapes. This alters from the Konoha Ryujin attacks as it shapes the wind into cyclone like formations, constantly spinning in the same direction. The user shapes the air currents to form different four legged animals, air currents constantly flowing in different angles and directions to maintain their shape and power, allowing these beasts to fight off elemental ninjutsu of the same rank and below.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Based around arm movements, Yasha attacks are initiated by swift punches and movements that shape air currents as the arms cut through the air. Similar to the original usage of Konoha Ryujin, these punches shape the air as the user punches, curving the currents in a way they form different winged animals. These beasts all move at swift speeds, capable of moving at high speeds and impacting the enemies at high impacts. These beasts, often of massive sizes, are able to fight against elemental ninjutsu of the same rank and lower, though this of course is situational as some jutsu would obviously not be able to be bested by birds.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Based around full body movements, Kinnara attacks are initiated by full body movements including rotations, flips etc that shape air currents as the person’s entire body cuts through the air. The body moves through the air, similar to the usage of Konoha Ryujin, curving the currents in a way to form different forms of primates. Compared to the other forms, Kinnara involves the entire body therefore making the power of the currents the strongest. These beasts, often of massive sizes, are able to fight against elemental ninjutsu of the same rank or lower. Kinnara based techniques are slower moving than the other forms but make up for it in brute force.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">In a close range aspect, the user can use these chakraless gusts of wind to empower their physical hits using the above mentioned styles of the fighting style itself. For example, using Yasha and its swift and sweeping arm movements to strike an opponent in their chest while creating a winged animal such as a bird that slams into the opponent at full force.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Example Techniques:</span></p><p><span style="font-family: 'Book Antiqua'">(Hachibushu: ) Eight Deva Guardians: Sakra Devanam Indra</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra cost: 20</span></p><p><span style="font-family: 'Book Antiqua'">Damage points: 40</span></p><p><span style="font-family: 'Book Antiqua'">Description: Using the form of Naga, the user focuses chakra into their leg and performs a slow leg sweep. As the leg cuts through the air, the user manipulates the air currents generated into a large stampeded of oxen. The herd of oxen charge toward to opponent destroying all in their path. Each ox is made up of cyclone like formations.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Additional effects and Restrictions:</span></p><p><span style="font-family: 'Book Antiqua'">Must have mastered Strong Fist Taijutsu and NB Taijutsu</span></p><p><span style="font-family: 'Book Antiqua'">Must be at least a S-Class to learn</span></p><p><span style="font-family: 'Book Antiqua'">Wind gusts, though they aren't wind release, have the same inherent weaknesses as wind release.</span></p><p><span style="font-family: 'Book Antiqua'">[spoiler]</span></p><p><span style="font-family: 'Book Antiqua'">(Hachibushu: Gongen Wyzen ) Eight Deva Guardians: Incarnation Wyzen</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra cost: 20</span></p><p><span style="font-family: 'Book Antiqua'">Damage points: 40</span></p><p><span style="font-family: 'Book Antiqua'">Description: Using the form of Naga, the user focuses chakra into their leg and performs a slow leg sweep. As the leg cuts through the air, the user manipulates the air currents generated into a large stampede of oxen. The herd of oxen charge toward to opponent destroying all in their path. Each ox is made up of cyclone like formations. The number of oxen is variable and solely depends on he users choosing. The larger the number of oxen created results in each ox being fractionally weaker but the herd always combining into B rank. This allows the user to have a wider spread of coverage while sacrificing the strength of the individual ox.</span></p><p><span style="font-family: 'Book Antiqua'">Can be used four times per battle</span></p><p><span style="font-family: 'Book Antiqua'">Can only be taught by Daemon</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(Hachibushu: Vajra Yasha ) Eight Deva Guardians: Vajra Yasha</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra cost: 30</span></p><p><span style="font-family: 'Book Antiqua'">Damage points: 60</span></p><p><span style="font-family: 'Book Antiqua'">Description: Using the form of Yasha, the user focuses chakra into their arm and performs a rotating jab or uppercut. As the arm cuts through the air and rotates, the user manipulates the air current generated into a large flock of birds. The flock of birds quickly rush over the opponent like a wave. The birds not only do damage on impact but can shred the opponent due to the sharp violent winds provided by this technique. Unique to Vajra Yasha, the user can control the flight path of the birds on release allowing the birds to curve around defenses and attack the opponent at varying angles. The number of birds are variable and solely depend on the user's choosing. This gives the user the option of pinpoint attacks with the flock of birds or widespread volleys. Despite the amount of birds created, the sum of their strength will always be equivalent to A rank.</span></p><p><span style="font-family: 'Book Antiqua'">Can be used three times per battle</span></p><p><span style="font-family: 'Book Antiqua'">(Hachibushu: Chishi-sei no Augus ) - Eight Deva Guardians: Lethality of Augus</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary/Offensive/Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short (With Mid Range Reach)</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40 (-15 per turn)</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A (80 if used to attack)</span></p><p><span style="font-family: 'Book Antiqua'">Description: Lethality of Augus is an Eight Deva Guardians technique which pushes the style to its limits. Mainly focusing on the Kinnara sub-style of Eight Deva Guardians, which resolves around full body rotations such as spins, flips, rolls etc. Lethality of Augus initiates with the user rotating their body in nearly any manner giving the technique flexibility in how its used. Once the user rotates their body, they manipulate the currents of air generated by this spinning and shapes it into an primate of choosing, such as an gorilla, orangutan etc. This causes a beast of neutral air to enclose the user at its base forming over the user's body as a shield of incredible size rivaling the size of the Konoha Ryujin technique which the entire style is based off of. This shield is extremely quick to form defending the user from techniques of the same strength. The brute force of this shield can used offensively in close quarter scenarios crushing opponent's under its might and force. Much like Konoha Ryujin, this primate creation can be maintained and sustained at the cost of 15 extra chakra points per turn. This allows the user to control the primate of choice as a giant extension of themselves using its size to reach into Mid range dealing 80 damage if the hit lands. Attacking with the Lethality of Augus costs a move per turn. While maintained, Lethality of Augus still retains its defensive properties but limits the user's offensive options. While encapsulated by Lethality of Augus, the user loses the ability to use Elemental Ninjutsu, however the user still has access to other Eight Deva Guardian and Taijutsu techniques by using the the limbs of Lethality of Augus to swipe through the air to produce the air currents or using its legs or arms to use Taijutsu techniques on the user's command. Lethality of Augus can be used twice per event lasting 4 turns each usage. Once Lethality of Augus is destroyed or deactivated, the user cannot use S rank or higher Eight Deva Guardians techniques for three turns. If not used in maintained usage, this technique can only be used two times per twice per battle with a three turn cool down in between usages.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(Hachibushu: Asurazu Rāsu ) - Eight Deva Guardians: Asura's Wrath</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary/Offensive/Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S</span></p><p><span style="font-family: 'Book Antiqua'">Range:Short - Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 80</span></p><p><span style="font-family: 'Book Antiqua'">Description: Asura's Wrath is an Eight Deva Guardians technique, based off of the Naga substyle of the technique. The user will focus chakra into their leg and perform a leg sweep. As their leg cuts through the air , the air around the origin of the kick begins to rotate and is shaped into a wolf. The wolf starts off small (roughly the size of a human) and as it travels forward begins to grow in size as it fully develops. It's full size grows to the size of 8m x8m x 8m size and reaches this size when it reaches mid range, allowing it to be fully formed as it enters long range. The wolf can either claw, bite or ram into the target based on the user's needs before dispersing. The wolf is made up of sharp, rotating air currents that is a trade mark of this style and will cause deep cuts as well as blunt force trauma. This technique can only be used twice per battle with a three turn cool down in between usages.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(Hachibushu: Mura no Murabit ) - Eight Deva Guardians: Mumbooku, Pillager of Villages</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Range:Short - Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 30</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 60</span></p><p><span style="font-family: 'Book Antiqua'">Description: Mumbooku, Pillager of Villages is an Eight Deva Guardians technique that utilizes two substyles of the technique at once. The two substyles involved are Kinnara and Naga. The technique initiates by the user performing a sweeping kick through the air (The user has the freedom to determine how the kick is done given the situation). Using the momentum of the kick , the user transitions into a full body rotation by using their other leg to lift off from the ground. This rotation can be done as a corkscrew, front flip, backflip etc that fits the situation at hand. As the user kicks through the air, the force of their kick cause an updraft of air that spirals upward and is shaped into a snake. As the kick converts into a full body rotation, the force of the rotation causes a draft of air to form as the body cuts through the air. This accumulation of air currents shape themselves into a tortoise. The snake formed has a 1m x 1m x 10m length while the Tortoise is confined to a short range space, standing at 3m x 4m x 3m. The snake races at the opponent and swallows them whole, lifting them skyward. The snake then arcs back toward the user and slams into the newly formed Tortoise, crashing the opponent into the tortoise's shell causing blunt damage as well as shredding. This technique can be done three times per battle with a two turn cool down in between usages. Finally, the snake is the only portion of this technique that can reach into mid range, and both the snake, and the tortoise carry a durability of B-Rank each.</span></p><p><span style="font-family: 'Book Antiqua'">(Hachibushu: Karō no te ) - Eight Deva Guardians: Hands of Kalrow</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B</span></p><p><span style="font-family: 'Book Antiqua'">Range:Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 40</span></p><p><span style="font-family: 'Book Antiqua'">Description: Hands of Kalrow is a Kinnara based Eight Deva Guardians technique. By quickly rotating their body, the user picks up a gust of air that begins to rotated itself around the user's body forming the shape of a Pangolin. Hands of Kalrow takes after the pengolin's ability to curl in on itself forming a ball to protect itself from predators. As a result, Hands of Kalrow can be generated in two ways: The Uncurled and Curled form. The Uncurled form resembles a normal pangolin with its body fully extended. The Curled form of Hands of Kalrow, generates the Pangolin in it's curled form with its tail tucked into it's body and its head curled into its mid section, revealing its' armored back, thus resulting in an Pangolin shaped orb around the user's body. The size of the Pangolin is variable for the usages of the technique, when made in its "uncurled" form, the Pangolin encompasses a 2m (W) x 2m (H) x4m (L) dimension. When formed in its "curled" form. the Pangolin encompasses a 3m x 3m x 3m space. Hands of Kalrow is normally used for quick defenses and assaults in close range situations, capable of shredding targets on contact while providing a quick defense. But soon after it's created and it's intended usage is complete, Hands of Kalrow disperses making it a technique that is not sustainable by the user, naturally. Hands of Kalrow can be used four times per battle with a two turn cooldown period in between usages.</span></p><p><span style="font-family: 'Book Antiqua'">(Hachibushu: Oruga no miryoku) - Eight Deva Guardians: Olga's Attraction</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 30</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 60</span></p><p><span style="font-family: 'Book Antiqua'">Description: Olga's Attraction is an Eight Deva Guardians technique, centered around the Naga subskill. The user begins by focusing chakra into their leg and swiping it through the air. This swiped generates intense air currents that can be shaped to form an animal. However, these air currents function differently than normal Eight Deva Guardians techniques. These air currents work similar to suction, able to pull in targets towards the user. Due to the shape manipulation involved in Eight Deva Guardians and the level of complexity and selectivity in the style, the user is able to specifically select the targets in which these air currents can effect. Once caught up in these currents, the user begins to shape the currents into a giant serpent with cutting air currents. The user effectively pulls the target into the body of the serpent causing damage on contact with it. These air currents can pull targets from up to Mid range away from the snake formation.</span></p><p><span style="font-family: 'Book Antiqua'">Note: This can only be used three times per battle with a two turn cool down in between usages.</span></p><p><span style="font-family: 'Book Antiqua'">Note: No Eight Deva Guardians techniques can be used in the same turn as this technique.[/spoiler]</span></p><p><span style="font-family: 'Book Antiqua'">[hr][/hr]</span></p><p><span style="font-family: 'Book Antiqua'"><strong>(Torikkuācherī) - Trick Archery</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: <strong>Fuuin-Buki-Ninjutsu</strong></span></p><p><span style="font-family: 'Book Antiqua'">Background: The Trick Arrow fighting style originated in Kirikagure during the Second Ninja War. During the war, invasions in Kirigakure was causing heavy damage in the village due to the inner political turmoil concerning its status as the Village Hidden in the Bloody Mist. On the brink of losing their place in the war, a faction of the village's army decided to counteract the guerrilla style warfare that their enemies were using, instead deciding to use a more tactical style of fighting: Trick Arrows. Several archers in the village constructed a special weapon to replace the conventional bows and arrows meant that were in use in order to utilize their existing Archery skills in a newer, more fluid and handsfree method to gain an advantage. Rather than full sized, sharp-tipped arrows, they developed considerably smaller projectiles designed to carry out other functions, such as blinding, trapping and brunt damage to the area with the use of their newly acquired skills of Fuuinjutsu. The usage of these arrow-based projectiles became successful, especially in the shrouded environment of the village's mist. With the mist severely hindering their enemies and their sight, the arrows misleading and hidden usages became a great asset in the war, becoming a major component in turning the war around for Kirigakure. The success of Trick Arrows established it as a staple among Kirigakure's ninja, being passed down within the village</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Description on the Abilities and Inner Workings of the Style: The style revolves around the usage of special arrows called Trick Arrows. The arrows are typically not the full-sized bladed or pointed regular arrows, nor does the style utilize a conventional bow. Rather, the style utilizes specialized launchers that are made of chakra-responsive metal and are mounted on the user's wrist, with a Fuuin seal on the Launchers in the form of the Kanji for "Trick" on it. Through the insertion of chakra through the launchers and into the seal, the user is able to release from it the specialized arrows, with the release forcibly launching them towards a particular target once the specific arrow needed is launched.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">The arrows utilized in the fighting style are miniature, appearing similar to a shrunken kunai or simply the tip of a normal arrow. Each of these arrows have on themselves the Kanji for "Trick" on them as well. As the launcher stores and releases the arrows from its "Trick" seal, the arrows "Trick" similarly holds within them several "tricks" as well, which can range from releasing weapons(such as kunais or shuriken or ninja wires or even larger arrows and other Trick Arrows) to materials such as flash bombs, boxing gloves, corrosive liquids, adhesives, etc. It is important to note that these materials are not made of chakra but simply pre-sealed within the arrows and the launchers prior to battle(basically the same concept as a ninja with Shuriken, kunai, flash bombs, etc. having them pre-stored on their bios). The seals can also contain Ninjutsu pre-sealed into them, similar to the Exploding Dragon Strike jutsu containing a pre-prepared Katon technique within the scroll, that can also be released along with and instead of weapons to achieve specific effects. Ninjutsu sealed into the Trick Arrows, however, are specific ones created for the Fighting Style(i.e., the user cannot release any canon/custom Ninjutsu from the Trick Arrows, only those described by the specific CFSJ submitted). Similarly, Trick Arrows may bear additional seals for added effects to enhance the versatility of the style.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Example Techniques:</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(???) - Grasp of the Archer</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S-Rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 80</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user will launch from each launcher on their wrist a single Trick Arrow towards the opponent. The arrows aren't aimed directly at the target, but rather to their left and right in a short-range proximity, appearing to miss the target and on a trajectory to fly past them. Once the arrows enter this short-ranged proximity of the target, they release from them four lines of ninja wire, two from each arrow that wrap around the target, restraining them and holding them in place as streams of fire are released from the Arrows, traveling down the wires to burn the victim alive.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(???)</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S-Rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 80</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user will fire a single Trick Arrow from either of the launchers on their wrists towards the opponent. The Arrow contains both the Trick Seal and a seal in the form of Kanji for "pierce"; the latter seal infuses the Arrow with a layer of Fuuton chakra that enhances its piercing ability, allowing the arrow to slice through and lodge itself into the flesh of the target on impact. The "Trick" seal will then release a multitude of these arrows once the initial arrow has lodged itself, with each new Arrow also releasing more of the same kind. The rapid unsealing and multitude of released arrows causes a barrage that tears the opponent open from the inside out, ripping their flesh apart at a rapid pace.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">(???)</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: C-Rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 10</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 20</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user will launch from either of their wrist launchers a red Trick Arrow with a blunt tip, rather than a sharpened one. When the arrow reaches in proximity with a target, it releases from the "Trick" seal embedded on a large red boxing glove that fires at a rapid pace towards the desired body part of the target. A relatively weak attack, it serves more as a diversion tactic than anything to catch the opponent off guard in bigger attacks.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Additional effects and Restrictions: In order to learn and perform the Fighting Style, practitioners must have mastered Basic Fuuinjutsu. In addition, in order to match the speed of the arrows' movement in order to effectively and accurately use the fighting style, practitioners of Trick Arrow have have sharper reflexes than the average shinobi.</span></p><p><span style="font-family: 'Book Antiqua'">[spoiler]</span></p><p><span style="font-family: 'Book Antiqua'"><strong>(Torikkuācherī: Robin Fuddo, Kyōtsū no Kanshu) - Trick Archery: Robin Hood, Warden of the Common</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary/Offensive/Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B-S</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20-40</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 40-80</span></p><p><span style="font-family: 'Book Antiqua'">Description: "Robin Hood, Warden of the Common" is the basic technique of the Trick Archery fighting style meant to showcase the style's extreme versatility in usage and effect. Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all considered various forms of weaponry and possess various strengths and sizes. This technique primarily centers around basic weaponry as "trick" arrows, the user will be capable of releasing various weapons as projectiles towards a target with the intent to harm, hinder, or bind. These weapons can range anywhere from a plethora of arrows, to a barrage of swords, to a spiked boxing glove. These weapons however, cannot be elemental and or sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Upon utilizing the S Rank version, the user is incapable of performing S Rank or higher Trick Archery techniques in the next turn.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>(Torikkuācherī: Tsuki Megami Hanto) – Trick Archery: Artemis, Goddess of the Wild Hunt</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: 40</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: 80</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user will load their wrist-launcher with one of five arrowheads before firing it towards the opponent or another location on the battlefield. Each of the arrowheads will have the kanji for one of the basic elements applied as well as the kanji for "Soul". At any point after the arrowhead is released, the user can unseal the contents of the kanji to release an elemental familiar composed of the chosen affinity. This sentient creation will have an ability related to the basic element of which it's comprised, all of which will be outlined below. All of the familiars will be humanoid in appearance, be S-Rank in strength and will be double the size/dimensions of their creator. Earth, this sentient creation will be made of sturdy rock and will possess the ability to use an ability akin to Hiding in Rock (at the cost of a move-slot). It will be capable of merging in and out of the earth at will, following the same mechanics as the Leech All Creation technique. Although this earth creation doesn't make a sound and or vibration the enemy should be capable of sensing should they possess some form of chakra sensory or dojutsu. Moreover, in order to make any sort of physical attack or cause harm to the opponent, the creation must fully emerge from the ground first. After which, it would sound and behave like a normal familiar.Lightning, this elemental familiar can (at the cost of a move-slot) diffuse into an unfocused current of lightning that spans short-range, possessing the same paralyzing abilities as Chidori Nagashi. Upon doing so, it can reform it's body just as quickly and essentially use this as a method of travelling to locations within short-range. Wind, this elemental familiar can (at the cost of a move-slot) transition between being tangible and intangible wind. In its tangible state, the air which constitutes it's body will be compressed to the point that a stray spark or a small flame will be capable of igniting it. This will produce a sudden and violent combustion, generating an explosion that spans a short-range radial reach. In it's intangible state, people and physical attacks alike will phase through it. Fire, this elemental familiar is composed of flammable gas similar to Fire Release: Mist Blaze Dance Technique (however the flammable gas is completely visible). This familiar much like it’s Wind counter-part can is incredibly volatile as the user can combust this familiar in a violent explosion that expands outwards to long range (at the user's base running speed) should it not be contested. Water, this elemental familiar is composed of water. It's body can be utilized as a water source, additionally it passively releases chakra-infused mist unto the battlefield for as long as it lasts. Each sentient being works very similar to that of the Great Stone Golem technique albeit significantly smaller each of their free-form physical attacks are A Rank and follow each element's respective S/W, though are limited to one freeform attack per turn.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used twice per battle (once per familiar)</span></p><p><span style="font-family: 'Book Antiqua'">Note: Each respective familiar lasts for four turns</span></p><p><span style="font-family: 'Book Antiqua'">Note: No A-Rank or above Trick Archery in the user's next turn</span></p><p><span style="font-family: 'Book Antiqua'">Note: One turn cool-down before reuse.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>(Torikkuācherī: Yūhi no Aporo Kami) - Trick Archery: Apollo, God of the Setting Sun</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary/Offensive/Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B-S</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20-40</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 40-80</span></p><p><span style="font-family: 'Book Antiqua'">Description: "Apollo, God of the Setting Sun" is the basic technique of the Trick Archery fighting style and the brother technique of "Robinhood, Warden of the Common". Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all elemental constructs, and or entities of various strengths and sizes. This technique centers around these elemental constructs and entities as "trick" arrows, the user will be capable of releasing various elemental entities as projectiles towards a target with the intent to harm, hinder, or bind. These trick arrows can range anywhere from adhesive mud, to burning acid, to mist that envelops the field and often times even resembles basic elemental ninjutsu. The user is more or less limited to their imagination, however these elemental entities cannot be sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Upon utilizing the S Rank version, the user is incapable of performing A Rank or higher Trick Archery techniques in the next turn.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>(Torikkuācherī: Senkensha Mikon) – Trick Archery: Legolas, Seer of the Wilds</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short - Long (seal is short)</span></p><p><span style="font-family: 'Book Antiqua'">Chakra Cost: 30 (-50 chakra per turn to the opponent)</span></p><p><span style="font-family: 'Book Antiqua'">Damage Points: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user will load their wrist-launcher with an arrowhead that has the Kanji for "Drain" for applied. Upon releasing this arrow-head where-ever it should land on the ground a seal will expand five-meters in every direction. This seal will exhibit the same properties as the Chakra Draining Seal. Everything within the seal's area of effect will have it's Chakra drained and people will become unable to mold Chakra while inside of it. However much like the predecessor technique, the effects of this Jutsu can be dispelled by merely leaving the area of effect.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used thrice per battle.[/spoiler]</span></p><p><span style="font-family: 'Book Antiqua'">[hr][/hr]</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Duel Monsters (Dyueru Monsutāzu)</strong></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Type:</strong> FuuinBukijutsu</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Background:</strong> There have been stories about card based combat from the time when chakra was first being used, but no one could find any proof of this. In his travels, Broly discovered some of these cards that were sealed with wonderous abilities and started to experiment with them. Eventually he mastered and even created more of these cards, thus remaking the style for modern use.</span></p><p><span style="font-family: 'Book Antiqua'"><strong>Description on the Abilities and Inner Workings of the Style:</strong> This fighting style revolves around, in a nutshell, enhancing the user's weapon combat. However, it has 2 unique twists. The first is that all weapons used in this style are thin, but sharp, sheets of metal around the size of playing cards. These may be thrown just as regular kunai or shuriken can be and are mostly the same in their use by themselves, simply a different shape. The second is that the sheets of metal are pre inscribed with seals that do different effects and according to the different inscriptions on the card. These inscriptions can be quite detailed and even colored, however this is merely an aesthetic detail. The parameters of these seals will be explained below</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">There are 3 different variations of the seals that are placed on these cards, each going by a different name.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Monster Cards: These cards have a seal inscribed on them that require a trigger to activate, which can be anything from travelling a certain distance to encountering foreign chakra. Once this trigger is met, the seal releases a barrier around the weapon, similar to "(Fusen no Kekkai) Tag Barrier". However these aren't simply spheres or boxes, these barriers are actually molded and shaped into different forms, thus making them on par with elemental releases. Normally, the weapon would still travel in its thrown direction, but these barriers are able to physically interact with the enviroment around them, thus allowing the weapon to change speed and directions. Given that the barriers have a source of chakra via the seal, the user is able to perform other techniques while using them. The barriers can all have different effects of course, depending on what seal is used. These barriers can be extremely detailed and even given color, however this is just cosmetic</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Example of a barrier</span></p><p><span style="font-family: 'Book Antiqua'">Spoiler</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Spell Cards: These seals give the card a special affect that can either effect an enemy, the landscape, or a monster card. For example, some spell cards "equip" to an already made Monster Card barrier, thus releasing something like an element onto the Monster Card barrier in order to make it stronger or addidng a barrier type fuuin weapon to the monster card. Some spell cards are standalone and thus can seal or unseal objects/chakra/clones/summons/the ground/etc, thus giving the weapon an extra effect when its seal is triggered. These cards generally give positive effects and are used to strengthen for the most part</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Example of a spell card that equips to a monster card (object that equips is shown in illustration)</span></p><p><span style="font-family: 'Book Antiqua'">Spoiler</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Trap Cards: Whereas spell cards usually give positive effects, trap cards generally give negative effects to either an enemy, their attacks, or the landscape. Trap card seals are also standalone and give the weapon an effect that can seal, unseal, or release barriers that specifically affect an enemy target or his attacks in a negative manner. Trap cards function mostly like spell cards, only dealing in negative aspects and weakening instead.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Example of a trap card</span></p><p><span style="font-family: 'Book Antiqua'">Spoiler</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">All specific restrictions and abilities to each specific card are to be made on a case by case basis in submission. These are just general parameters of the different types of cards. All of these seals however, just give the original weapon different ways to be effective and useful in battle, thus remaining in the range of a CFS. Without all the bells and whistles the cfs is very established in weapon combat. Monster cards are simply erecting barriers around cards in order to make them more deadly and give them an extra ability. Spell cards either enhance said barriers or standalone to give the weapon a Supplementary ability. Trap cards do the same as spell cards, besides enhancing monster cards, only dealing with taking away abilities and power</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Example Techniques:</strong></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Nightmare Troubadour: Kuriboh</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/Supplementary/Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 40</span></p><p><span style="font-family: 'Book Antiqua'">Description: Monster Card: The user will throw out a card that, when it reaches short range away, will form a barrier around the card that resembles a small furry monster. The barrier is filled with a brownish colored smoke. This barrier is designed to take up to B rank hits from the opponent, releasing its smoke as a cover when destroyed to help the user get away unseen. Mainly used as a last ditch effort.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Nightmare Troubadour: Bottomless Trap Hole</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary/Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 40</span></p><p><span style="font-family: 'Book Antiqua'">Description: Trap Card: The user will throw this card facedown and it will remain dormant until activated. Once a summon or clone is made by the enemy this card will release a series of kanji underground until it reaches the entity in question before it releases a short range seal similar to that of "(Fūin Fuda ) – Sealing Tag". This seal will immediately seal the entity into itself for the rest of the battle.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Nightmare Troubadour: Magnum Shield</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/Supplementary/Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 40</span></p><p><span style="font-family: 'Book Antiqua'">Description: Spell Card: The user will throw this card at an already made Monster Card or throw it together with a monster card. Once it makes contact with the monster card barrier, it will add onto it a barrier type fuuinjutsu seal. This shield allows the barrier to defend against an attack 1 rank higher than it normally would, but vanishes once it is used once</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Additional effects and Restrictions:</strong></span></p><p><span style="font-family: 'Book Antiqua'">this CFS is regarded as falling under the fuuin field</span></p><p><span style="font-family: 'Book Antiqua'">To learn, the student in question must pass either a knowledge test or beat a person of the creator's choosing in a 2 out of 3 card game or <strong>any game he chooses</strong></span></p><p><span style="font-family: 'Book Antiqua'">While the Monster Card barriers are self sustained in terms of chakra, they still require a mental command from the user (such as with the great stone golem) as they are not sentient. They are still simply weapons with barriers around them.</span></p><p><span style="font-family: 'Book Antiqua'">Must have mastered basic fuuinjutsu</span></p><p><span style="font-family: 'Book Antiqua'">Users can throw the cards this uses as if they were kunai</span></p><p><span style="font-family: 'Book Antiqua'">Must be taught by USA Scaze</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">P a t e n t C e r t i f i c a t e</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">USA Scaze, our loyal member, gave on 2017, a request for a Patent on the Custom Fighting Style Duel Monsters (Dyueru Monsutāzu). I, Vex of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Duel Monsters (Dyueru Monsutāzu) </strong></span></p><p><span style="font-family: 'Book Antiqua'">Powered by Vex</span></p><p><span style="font-family: 'Book Antiqua'">Copyright 2017, USA Scaze, NarutoBase.net</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">[spoiler]<strong>(Dyueru Monsutāzu: Oreikarukosu no Kekkai) Duel Monsters: The Seal of Orichalcos</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type:Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S</span></p><p><span style="font-family: 'Book Antiqua'">Range:Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra:40 (-10 per turn)</span></p><p><span style="font-family: 'Book Antiqua'">Damage:N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Field Spell; When the user (or an object attached to the user directly under his control) touches this card, a blue shaded barrier with intricate patterns within a large circle will expand from him outwards, taking the same amount of time it takes to throw a kunai to do so. The lines running between the circle are actually chains of of kanji bearing the word "Strengthen" repeated over and over again. Said lines are made of a molded and pure form of chakra and doesn't interact with physical objects, therefore they do not trip up or form any sort of hazard for the opponent. These seals do exactly as they say and unseal "strength" into the users Duel Monster techniques stated and strengthen all Duel Monsters techniques, increasing all of their effectiveness by 1 rank by unsealing stored chakra into the technique(+10). In some cases, rather than their effectiveness being improved by 1 rank they receive a modifier to their own existing effects. In these cases the effect will be outlined in the technique. Simply being a field spell and doing no real effect by itself, this technique is able to be used alongside another technique in the same timeframe, as long as it is a Duel Monster technique. When under the influence of this technique, the user gains a smaller glowing inscription of this technique on his forehead</span></p><p><span style="font-family: 'Book Antiqua'">-Lasts 3 turns</span></p><p><span style="font-family: 'Book Antiqua'">-Once ended, can't be used for 4 turns</span></p><p><span style="font-family: 'Book Antiqua'">-Can only be used twice</span></p><p><span style="font-family: 'Book Antiqua'"><strong>(Dyueru Monsutāzu :Kaizā Koroshiamu) Duel Monsters: Kaiser Colliseum</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 30 (activate, then 10 chakra for the next 4 turns)</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Magic Card: This card may only be activated when the user has at least 1 Summon/entity/nonhuman Ally/creation/clone on the field. By revealing this card, the user will activate this cards effect which will cause it to draw chakra from the user to fuel itself. Due to this A barrier will erect itself in the same time it takes to throw a kunai That surrounds an area of up to long range meters in all direction from it's targeted area within short range of the user. This seal will cast a seal similar to the chakra draining seal, that will drain the chakra, prevent the use of chakra or it's manipulation in any way (though it may still receive/draw in chakra) and completely paralyze any Summon/entity/nonhuman Ally/creation/clone that any opponents in the range of the barrier create when they attempt to bring such a thing to the field so that it would outnumber those that the user has. This only works on such things up to A Rank. This barrier lasts 4 turns and can be used twice per battle with a 2 turn cool down in between. This barrier will also affect such entities that are already present on the field, so long as they were made/brought to the field the turn before, or if the user activates this in the first turn of battle. This effect works via the quantity of such entities created, therefore if the user has one summon on the field, and the opponent creates 2 golems with 1 technique, only 1 golem will be sealed. The barrier can be destroyed by A-rank and above techniques. The barrier takes the form of an arena with a glowing orange floor that spans the area, with blue walls surrounding the perimeter with spikes pointing outwards all around.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>( Dyueru Monsutāzu | Hyōkekkai no Ryū Torishūra) - Duel Monsters: Trishula, Dragon of the Ice Barrier</strong></span></p><p><span style="font-family: 'Book Antiqua'">Rank: S</span></p><p><span style="font-family: 'Book Antiqua'">Type: Attack/Supplementary/Defense</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40 (-10 per turn)</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 80</span></p><p><span style="font-family: 'Book Antiqua'">Description: When the user activates this card it drains him of chakra to fuel it. This chakra absorbed activates the script on the card which releases a barrier in the form of a large 3 headed dragon that spans mid range in size. Once per turn at the cost of a move slot the dragon may release from its mouth a beam of condensed and molded chakra that works as a conduit for its sealing ability. As the beam of chakra (up to 10 meters in area in terms of size) makes contact with its target, the sealing effect activates. This seal will drain away any infusion of chakra from an opponent or technique that it makes contact with (up to S rank), and deal 80 damage to any target that it hits.This ability may be used every other turn up to 3 times per battle. This ability may be used in the same timeframe as another technique by the user, though it will always cost a turn. In this case an infusion of chakra is any sort of chakra that has entered/been bestowed onto the the opponent from an outside source. An outside source here means any source other than the opponent themselves. For techniques it is any additional amount of chakra that has been bestowed onto it before, during, or after creation. Trishula is capable of flight and may physically attack an opponent once per turn at the cost of a moveslot. Trishula may be summoned twice per battle with a 3 turn cooldown and lasts 3 turns. If Seal of Orichalchos is on the field the user may choose to instead take the effect of having it and its effects being unable to be affected by any sealing based abilities.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>(Dyueru Monsutāzu: Mirā Fōsu - ) Duel Monsters: Mirror Force</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary/Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: A</span></p><p><span style="font-family: 'Book Antiqua'">Range:Short (Explosion is long)</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 30</span></p><p><span style="font-family: 'Book Antiqua'">Damage: (equivalent to Rank of absorbed technique)</span></p><p><span style="font-family: 'Book Antiqua'">Description: Trap Card: When the user touches this card, a white barrier encompasses the entirety of the short range around the user. This barrier known as Mirror Force, seals incoming techniques within its walls similar to Uchiha's return and then releases the attack in an outward explosion back towards the opponent. Due to the nature of this technique, the outward explosion would be equivalent in rank to the absorbed technique. After the technique is reflected back at the opponent, the barrier dissipates quickly. Mirror Force absorbed and reflect techniques up to and including S ranks. Note: Mirror Force can only be used three times per battle with a three turn cool down in between usages.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>( Dyueru Monsutāzu | Majikku Jamā) - Duel Monsters: Magic Jammer</strong></span></p><p><span style="font-family: 'Book Antiqua'">Rank: S</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary/Defense</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short-Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40 (-15 per turn while dormant)</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: The user activates this trap card, and it will briefly flash a bright blue light forming a sealing script spanning mid range from the user, up to 15 meters. From then on, the card will constantly drain 15 chakra per turn to remain set. This barrier travels alongside the card and while invisible to the naked eye is visible to chakra sensors. The script is dormant and made of chakra, and therefore may only be interacted with by energy based techniques. Due to the chakra drain from the card constantly draining the user's chakra to maintain itself, this barrier will always be reformed unless the hit by an F rank technique. This seal (S Rank) will be activated when anyone within the field uses genjutsu. When genjutsu is used within this script a cloud of smoke will be ejected from within and around the seal at speeds that of the average Jounin, afflicting all within the field with similar effects as (Genjutsu Fūin ) - Illusion Skill Seal , negating the use of that genjutsu (if the opponent fails to avoid the cloud) due to removing both the user and opponents ability to cast, control, or maintain it as their skill for it has been sealed away. If the Seal of Orichalcos is on the field this seal gains the ability to seal the user and opponents ability to cast, control, or maintain genjutsu as well as Yamanaka, Yin, and other spiritual abilities and will be activated upon the use of such techniques. By escaping/avoiding the 'cloud', the opponent regains/retains usage of his genjutsu/Yin (if applicable) skill(s). The trap may drain the user's chakra and remain dormant as long as they wish to pay the chakra. The sealing ability lasts 4 turns. The user can use this card 2 times per battle with a 3 turn cooldown in between. </span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>(Fuinjutsu/Dyueru Monsutāzu :Burakku Majishan) Sealing Arts/Duel Monsters: Dark Magician</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank:S</span></p><p><span style="font-family: 'Book Antiqua'">Range:Short-Long</span></p><p><span style="font-family: 'Book Antiqua'">Chakra:40</span></p><p><span style="font-family: 'Book Antiqua'">Damage:80</span></p><p><span style="font-family: 'Book Antiqua'">Description: Monster Card: The activation of this card forms seal on the user's body in additon to a barrier in the shape of a 2.5 meter tall human man bearing spiked full body armor over a cloak with sealing tags and kanji covering it, as well a staff. The staff glows when summoned and passively releases a barrier that it serves as a conduit to in order to bring the battlefield under the Dark Magician's control and remains on the field so long as he does. This barrier will automatically detect the strength and react to any effect that would destabilize or change reality (in this case actions such as the use and manipulation of Space/Time techniques, removal/addition/transportation of anything from this plane of existence [this doesn't affect the summoning of familiars/entities based on chakra from either user] or otherwise actions that warp reality itself) that are activated within it. When this occurs the staff will glow and will sap chakra from the user's main pool of chakra in a method similar to "Medical Sealing Technique: Chakra Link". Like this seal, this effect will seek to create a chakra equilibrium and will release chakra within it at the source/location of the disruption equal to the amount chakra used to create it, and thus will cancel out the disruption as well as it's effects by doing so, even going so far as to negate the chakra used within/around/by seals to stop such disruptions used in this way as well. In the case of reverse summoning attempts, the chakra is released within the barrier as a whole in order to block anyone from leaving from inside of it. Of course this only works on techniques up to this card's rank as well as rankless techniques. It should be noted that this effect does not discriminate, and also affects the user and any techniques they may use to achieve such an effect. The usage of this ability to cancel out the above described techniques costs a move slot.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">With a disdain for those that violate the laws of reality and nature, Dark Magician may twirl his staff and form purple glowing sealing circle(s) (like the one found behind him in the spoiler) behind him. This circle seemingly sinks into the ground, returning beneath the target(s) and is able to seal Undead and forbidden Entities, dragging them within the seal. This may affect entities such as that made possible via Kinjutsu as well as clones made via Kinjutsu. This technique may only affect the target types named above and may affect targets up to F Rank. This effect may be used once per turn, with a 2 turn cooldown in between usages up to twice per battle. Each sealing effect may effect a single usage of a technique, therefore if 3 undead entities are created via the usage of 1 S rank technique, this effect will seal all 3 entities. This effect also takes up a move slot and may not affect the opponent themselves.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Dark Magicians final ability may be used once per summoning and costs a moveslot and may only be used if the Seal of Orichachos is on the field. By slamming his staff on the ground he may erect a barrier around a target similar to "Sealing Technique: Three Directions Seal". This barrier forms in the shape of a pyramid, and possesses a diameter of 15m from corner to corner. Once created, it quickly implodes, collapsing in on itself dealing damage to the opponent equivalent to an (S rank) Jutsu, and has the added benefit of drawing them to the center of the pyramid, due to the aforementioned collapsing of the barrier.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Note: Must have Advanced Fuin in order to use Dark Magician's staff effect to seal away entities</span></p><p><span style="font-family: 'Book Antiqua'">Note: Dark Magician lasts for a total of 4 turns and may be used twice per battle with a 2 turn cooldown between usages</span></p><p><span style="font-family: 'Book Antiqua'">Note: The Dark Magician may use one of its abilities upon creation at the cost of an additional moveslot[/spoiler]</span></p><p><span style="font-family: 'Book Antiqua'">[hr][/hr]</span></p><p><span style="font-family: 'Book Antiqua'">Sound Propulsion | Oto Suishin</span></p><p><span style="font-family: 'Book Antiqua'">Type: NinGenTaijutsu</span></p><p><span style="font-family: 'Book Antiqua'">Background:</span></p><p><span style="font-family: 'Book Antiqua'">Upon overusing the sound element and becoming too accustomed to it, Barney decided to come up with something new and more unique than what the actual element offered him. Being also well known as a genjutsu user, Barney figured that he could try and incorporate the ability into his new style that he called Oto Suishin. Oto Suishin revolves around using high pressure soundwaves in order to propulse oneself and to increase momentum. After a certain amount of trying and combining different movements and techniques, the fighting style finally started looking like something. Barney could execute swift and easy moves in the most unpredictable ways by simply ejecting high pressure soundwaves out of his tenketsu. This was an obvious breath taker but Barney wasn't satisfied. Something was missing in his mind and he wanted to push it further. This led him to using the ejected high pressure soundwaves as mediums for inducing genjutsu. Just a glance of an unaware opponent and Barney would burst forth leaving a silhouette behind him, tricking his opponent into different realities. This was the moment when Barney was finally happy with his product and felt it was worthy of being shown publicly.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Description on the Abilities and Inner Workings of the Style:</span></p><p><span style="font-family: 'Book Antiqua'">Sound is a mechanical wave that results from the back and forth vibration of the particles of the medium through which the sound wave is moving. Since a sound wave consists of a repeating pattern of high-pressure and low-pressure regions moving through a medium, it is sometimes referred to as a pressure wave. The main indicator of the pressure which a soundwave produces is the frequency, meaning that higher frequencies will produce more pressure when expelled. Using this theorem it is safe to assume that a very high frequency soundwave will be able to produce a sufficient amount of pressure to increase or reduce momentum, depending on the existent trajectory of the moving limb/body part and the direction in which the soundwave is expelled.As already mentioned, Sound Propulsion revolves around using those very soundwaves to increase or reduce ones own momentum which can also be referred to as propulsion. What the soundwaves allow the user is very unpredictable movement by creating momentum out of, apparently, nothing. Of course it's not actually nothing but rather the users own chakra that initiates the soundwave. This allows the user to perform quick lunges, position shifts, stronger punches with increased momentum and even increased mid-air maneuverability. The soundwaves can be expelled from any tenketsu of his body, in any desired direction, giving the user the ability to fine tune his actions and movements and to easily fight his opponents. Using the same principle behind increasing momentum, the user can decrease it to slow down his movement and to even stop it completely. This allows him to even slow down opponents strikes in very limited situations, mostly before imminent collision, to the point where they can be intercepted and exploited.An example scenario for increasing momentum to show how exactly I see it working. I would charge at my opponent and prepare to punch him with my hand. When I'm close enough I would expel the soundwave out of my elbow, in the opposite direction of where I want my arm to go. Assuming that my shoulder is the center of rotation and the fixation point, once the soundwave is ejected in the opposite direction of my intended movement then my hand would burst forward with increased momentum resulting in a stronger as well as unpredictable punch.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">In case I want to slow down my momentum I would follow the same principle but by expelling the soundwave from my fist instead of my elbow. This would result in slowing down my already existing momentum and stopping my hand from moving forward. There is also a useful application of the built up pressure. Although not solid it can be felt and present itself as an obstacle. This application would also be used in order to slow an opponents punch if we were to, for example, simultaneously punch our fists. As our fists are about to collide I would expel the soundwave from my fist and create a "cushion" of high pressure that would slow both our movements; mine because of the previously mentioned reasons and the opponents because the high pressure buildup would present itself as an obstacle for the opponent, thus requiring more force to break through it. This could essentially be used to stop the opponents movement and then for example use the other hand or other means to exploit that advantage.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Now that the very basic workings of the style are explained we can touch the genjutsu ability. Basically, once the soundwave is expelled, it leaves behind a transparent but still visible trace. Since this soundwave is fueled with the users chakra he would use the remains of it to create very basic visual illusions. They would be very simple and used only for tricking the opponents eyesight without impairing any of his abilities to continue the battle. Stronger and experienced opponents wouldn't have problems with the illusions because it is quite easy to distinguish them and to see the clear image of the whole situation.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">An example of both the propulsion an genjutsu ability in use. I would charge at my opponent with the intention to kick him with my foot. Once in range I would expel the soundwave from my foot, thus propelling my leg into my opponent with increased momentum. As my leg moves from its previous position it leaves a trace of the soundwave and as the opponent sees it the illusion activates, using the remains of the expelled chakra to disturb his chakra flow. What he opponent would see it the users body and its movement while he would also see a "fake" limb left behind, making it seem as if the users leg moved in a blur.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Depending on the techniques and complexity of the movements, the genjutsu ability won't always be possible, thus the user can compromise between raw and strong propulsions with the genjutsu ability and fine tuned movements without the ability of casting the genjutsu.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Example Techniques:</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Oto Suishin: Suishin | Sound Propulsion: Propulsion</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: C rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 15</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. By ejecting the soundwaves from multiple tenketsu, the user would have the ability to fine tune his movements as well as trajectory.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Oto Suishin: Kusshon | Sound Propulsion: Cushion</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: C rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 15</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Ejecting sound from one of his tenketsu allows the user to create a high pressure soundwave cushion that can stop and slow down enemy movement, specifically punches and kicks. Due to the high pressure the opponent would need more force to execute his movements thus he risks to be caught in a disadvantageous position.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Additional effects and Restrictions:</span></p><p><span style="font-family: 'Book Antiqua'">A master of Sound Propulsion will have slightly increased reflexes due to the body being accustomed to the momentary propulsions and position shifts, which is achieved through extensive training and specialization. He will also have greater general perception because a wrongly executed propulsion could cost him his life. He is of a calm and composed demeanor and always with his guard held up. He is always observing the situations and calculating his propulsions for the best possible outcome. Other than that, unpredictability of his movements when using Sound Propulsion is one of the key features.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Regular eyes (non-dojutsu) would have slight difficulty distinguishing the user and his limbs from the illusionary ones created by the expelled soundwaves. Dojutsu users (sharingan, byakugan, rinnegan) as well as highly skilled taijutsu users (Taijutsu masters, EIG masters) wouldn't have problems distinguishing the real user and his movements and intentions because of their expertise in martial arts and close quarter combat. Taijutsu specialists will also be able to effectively counter the movements, albeit with somewhat slightly higher difficulty.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">To be able to learn Sound Propulsion, one has to complete Sound, Genjutsu and Taijutsu training as well as be of Kage rank. Training is performed exclusively by McRazor.</span></p><p><span style="font-family: 'Book Antiqua'">[spoiler][/spoiler][spoiler]</span></p><p><span style="font-family: 'Book Antiqua'">Oto Suishin: Suishin | Sound Propulsion: Propulsion</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: C rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 15</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. By ejecting the soundwaves from multiple tenketsu, the user would have the ability to fine tune his movements as well as trajectory. The user can perform an infinite (technically 361 because that's the number of tenketsu a body possesses) amount of simultaneous propulsions from his tenketsu in order to execute a specific movement while he can only perform two concurrent movements in a short duration of time. These propulsions are delicate, used for fine tuned movements thus why they do not support genjutsu induction.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used 4 times per battle</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used by Sound Propulsion students</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Oto Suishin: Suishin no Sakkaku | Sound Propulsion: Illusion of Propulsion</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. This technique is based on raw and powerful propulsions that leave behind great amounts of chakra which is used for genjutsu induction. These propulsions increase the momentum behind the users kicks and punches by a great margin. A propulsion of this type, seen from the opponents perspective would seem as if the users limb or even his whole body burst forth leaving silhouettes behind him. This happens due to the residue chakra from the propulsions being used to induce low rank visual illusions. Their main purpose is to confuse the opponent and to distract him, though a ninja who is a taijutsu master or doujutsu wielder will be able to accurately track the user.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used 3 times per battle</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used by Sound Propulsion students</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Oto Suishin: Hanpatsu-ryoku | Sound Propulsion: Repulsion</span></p><p><span style="font-family: 'Book Antiqua'">Type: Defensive/Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Following the principle of ejecting the high pressure soundwaves from his body, the user can use them to slow down his own movement as well as prevent and slow down an opponents strike. By ejecting the soundwaves from his fist, for example, while moving it towards the opponent the user can slow down and stop the movement of his hand. Depending on the situation on the battlefield this can come as a very useful technique for situations when something doesn't go as planned and allows the user to assert the situation and act accordingly. This technique is aimed to be used for close quarters combat and it is aimed to be used against opponent's physical attacks, including those with various weapons. However, the user can also use this technique to stop weapons that the opponent throws as projectiles (kunai, shuriken, etc.) from inflicting wounds but it has to follow logic, i.e the user has to expel the soundwaves from his torso if he wants to create the cushion and stop kunai or shuriken aimed at it. Same goes for limbs and other body parts. Following this principle, the user can also slow down and stop an opponents strike by ejecting the high pressure soundwaves which present themselves as an obstacle in this situation. Due to the high pressure buildup that acts as a cushion the opponent would need more force to overcome and overpower it. This application is, as already explained, very useful in hand to hand combat because it gives the user the chance to exploit the situation, e.g. suddenly stopping his opponent's punch, and quickly change his tactics as he sees fit, e.g. grabbing the opponent's arm and proceeding to punch him in the stomach, etc. This technique follows the elemental interactions of the sound element, meaning that elemental attacks strong to sound would easily overcome the cushion even at the same rank. Obviously, elemental attacks weak to sound, at the same rank, would need to double the effort to overcome the cushion. Regular taijutsu and kenjutsu are considered neutral to sound in this regard and to overcome the cushion, they would just need to be one rank stronger. As usual for close quarters combat, reaction speed is very important and if the user can't react to an attack, it means that he can't create the cushion in time to protect himself. Slower enemies would be at a greater disadvantage.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used 4 times per battle</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used by Sound Propulsion students</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Oto Suishin: Yugan Rojikku | Sound Propulsion: Awry Logic</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/Defensive/Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 40</span></p><p><span style="font-family: 'Book Antiqua'">Description: Awry Logic follows the basic principles of Sound Propulsion. It has the task to propulse the users limbs or body in a specified direction upon use. However, it also capitalizes on its secondary ability, to induce illusions. Instead of simply leaving a trail behind a successful propulsion, this illusion is a bit advanced. Once the propulsion is performed and the target is captured within the illusion, he would see the propulsion go in the opposite direction, giving the user a perfect opportunity to finish off the opponent with ease. The purpose of the inverted propulsion is to confuse the opponent and it lasts until the actual propulsion is finished. This means that upon finishing the propulsion, the illusion would dissipate and the opponent would suddenly see the user on a different location adding even more to the confusion effect.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used 3 times per battle with a one turn cooldown period in between usages</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used by Sound Propulsion students</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Oto Suishin: Buki no nagare | Sound Propulsion: Weapon Flow</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive/Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short (slash)/Long (throw)</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 40 (+20 if supplementary)</span></p><p><span style="font-family: 'Book Antiqua'">Description: Following the basic principle behind sound propulsion, the user can improve the lethality of his weapons and other various ninja tools. For slashes with swords, the user can eject a pressure wave from his hand in the opposite direction of the slash in order to increase the speed, as well as potency of the slash. Likewise, when throwing kunai, shuriken or other various ninja tools, the user can drastically increase their speed by ejecting a high pressure sound wave from his hand in the opposite direction of the thrown object. This will increase the momentum behind the throw and propel the object through the air faster than regular or even chakra coated ninja tools. If used on its own in order to improve the effectiveness of free form movements, then this technique assumes damage values of a B rank technique. However, if used as a supplementary technique in order to increase the power of a regular kenjutsu or taijutsu technique, it adds +20 to its damage output.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used by Sound Propulsion students</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'"><strong>Oto Suishin: Suishin kurōn sakkaku | Sound Propulsion: Propulsion Clone Illusion</strong></span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short/Mid</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Using this technique and following the principles of sound propulsion, the user will perform a concentrated full body propulsion in order to launch himself at the opponent or out of harms way and he will use the residue chakra after the propulsion in order to place a genjutsu upon the opponent. As the user propulses his body, the opponent will see a clone of the users body appear. It will seems to him as the user charged at him so quickly that he managed to split his body in the process, leaving a perfect copy of himself behind. Furthermore, in the illusion the clone will charge at the opponent, mirror mimicking the users movements. This means that the clone will do the same movements as the user but with the opposite hand or leg, for example. Once the clone reaches the opponent it disappears leaving the opponent with the sore reality.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used by Sound Propulsion students</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used 3 times per battle</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Oto Suishin: Uso o tsuku buki | Sound Propulsion: Deceitful Weaponry</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary</span></p><p><span style="font-family: 'Book Antiqua'">Rank: B rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short (slash) /Mid (throw)</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 20</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: After using Sound Propulsion: Weapon Flow, the user can use the residue sound chakra from the highly pressurized sound wave in order to put a visual genjutsu on the opponent. Upon placing the opponent into the genjutsu, he would see the slash or throw as multiple slashes or a volley of thrown weapons. Basically, after performing a propulsed slash with a sword, the opponent would see it as if the user performed the slash at such a great speed that it leaves a blur behind, making it seem as if they are multiple simultaneous slashes. This is aimed at making it harder for the opponent to know which slash is the real one and which one to defend from. Same goes for thrown weapons and ninja tools, except that they appear as if they're thrown in a volley in order to cover a greater area. In reality, the user performed one action and can take advantage of the confused opponent. Due to the nature of Sound Propulsion and the innate working of genjutsu within the fighting style, it is very easy to place the genjutsu on the opponent, taking very little to virtually no time since the chakra is already there, expulsed from the users tenketsu.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used by Sound Propulsion students</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used 3 times per battle.</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Oto Suishin: Gōin'na | Sound Propulsion: Brute Force</span></p><p><span style="font-family: 'Book Antiqua'">Type: Offensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40</span></p><p><span style="font-family: 'Book Antiqua'">Damage: 80</span></p><p><span style="font-family: 'Book Antiqua'">Description: With the sole purpose of brute forcing his limb trough his opponent, in order to incapacitate him and deal as much damage as possible, the user ejects a high pressure soundwave out of his body. The attack follows the custom fighting styles principles in order to propulse a limb forward. The only difference between this technique and any regular strong fist technique is the fact that the punch never actually connects. Virtually, just before hitting the opponent, the user ejects a soundwave from his limb in order to stop that limbs movement, similar to the Repulsion technique, but instead, the ejected soundwave hits the opponent causing massive internal damage. The high frequency due to the vibration of the air particles, tears its way through the skin tissue of the opponent and does great damage to the opponents flesh all the way to the bone. Once it hits the bone, it resonates within it and the resonation spreads through the whole skeleton thanks to the joints holding the skeleton together, causing agonyzing pain.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used by Sound Propulsion students</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can't use S rank Sound Propulsion or Sound Release techniques in the same and next turn</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used 2 times per battle</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Oto Suishin: Kiken'na bachi | Sound Propulsion: Risky Repellence</span></p><p><span style="font-family: 'Book Antiqua'">Type: Deffensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: S rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 40</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: Using this technique, the user can release a 360° omnidirectional burst of highly pressurized sound waves from his body in order to stop and repel projectiles and weapons thrown or swung at the user. This technique is a bit different than most of the Sound Propulsion techniques because it isn't focused in a specific direction in order to provoke movement, thus why the user isn't propulsed in any direction either. This is possible because the burst is omnidirectional, meaning that it pushes at the users body from all sides simultaneously, leaving him at the same place, unharmed. However, the highly pressurized sound waves used would be able to repel aforementioned techniques used against the user because they're based on the principles of the Repulsion technique. Logically, since the highly pressurized sound waves are made of sound chakra, they would follow the strengths and weaknesses for sound release. Timing of this technique is of utmost importance in order to execute it properly. If the user performs the technique too early then the pressurized sound waves would form a shield-like construct around the user and simply stop the incoming technique, but if they were timed to collide with the incoming technique at its zenith, it would be able to repel the technique backwards at the opponent due to its momentum. This works only for projectile techniques, taijutsu and kenjutsu techniques as well as free form variations of the latter two. The zenith of the high pressure sound wave is at half of short range from the users body. Due to the nature of the technique, it's impeccable need for timing and the fact that it doesn't produce destructive soundwaves, this technique can't be used to harm the opponent directly if he comes into range of the technique, and can only be used to forcefully push him back. The defense lasts for a turn, after which the soundwaves dissipate. This technique is used as a last resort defense, when everything else fails.</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used by Sound Propulsion students</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can't use S rank Sound Propulsion or Sound Release techniques in the same and next turn</span></p><p><span style="font-family: 'Book Antiqua'">Note: Can only be used 2 times per battle</span></p><p><span style="font-family: 'Book Antiqua'">Note: Need to wait at least one turn before using again</span></p><p><span style="font-family: 'Book Antiqua'"></span></p><p><span style="font-family: 'Book Antiqua'">Oto Suishin: Sekushīna gurō | Sound Propulsion: Sexy Taunt</span></p><p><span style="font-family: 'Book Antiqua'">Type: Supplementary/Defensive</span></p><p><span style="font-family: 'Book Antiqua'">Rank: C rank</span></p><p><span style="font-family: 'Book Antiqua'">Range: Short</span></p><p><span style="font-family: 'Book Antiqua'">Chakra: 15</span></p><p><span style="font-family: 'Book Antiqua'">Damage: N/A</span></p><p><span style="font-family: 'Book Antiqua'">Description: A unique technique that bases its principles on Sexy Jutsu and Hiding in cloth technique, entwined with the effects and workings of the Sound Propulsion style. Following the basic principles of the style, the user will propulse his body in a desired direction, in order to charge at the opponent or to avoid an imminent thread. As he does so, he will use the residue chakra in order to place an illusion on the opponent. Within the illusion, the opponent will see the user propulse himself while simultaneously turning into a beautiful naked female, with perky attributes and a lovable smile. On the other hand, the users originals clothes will be left levitating in their original position. As the naked beauty taunts the opponent by sending him kisses and flashing her attributes, the clothes will start attacking the opponent. In reality, the user simply moved from his original position and is using the advantage of the confused opponent in order to strike.</span></p><p><span style="font-family: 'Book Antiqua'">[/spoiler]</span></p><p>[hr][/hr]</p><p><strong>Sentouryuu - Infinite Sword Style</strong></p><p><strong>Type:</strong> Ninkenjutsu</p><p><strong>Background:</strong></p><p></p><p>Killer B had always imagined a way he could use more then Seven Swords at a single time. Having developed the sword style by carefully observing other swordsman masters and their fighting style, later incorporating some aspects of their sword styles into the Infinite Sword Style. Many of his peers and clansmen find the Infinite Sword Style rather unorthodox, but due to Killer B’s unpredictable and odd nature, this type of fighting style rather suits him perfectly.</p><p></p><p><strong>Description on the Abilities and Inner Workings of the Style:</strong></p><p><strong></strong></p><p><strong>This particular fighting style involves using many blades as possible rather than relying on a single good quality blade. This gives the practitioner an advantage and allows them to overwhelm their opponents with the large number of swords. These swords are scattered across the battlefield, making it so there is always a sword within the user's grasp. While using this style, practitioners use a variety of moves that make use of either a single blade or multiple blades at the same time. Using refined chakra control, this allows practitioners to implement a variety of techniques.</strong></p><p></p><p>Because the blades are scattered across the battlefield, the user always has a blade, or multiple blades on hand ready for use. Due to the flexibility of the sword style, users can use the blades for various purposes beyond the conventional melee attacking, including use as projectiles, defenses, paths to walk on, increasing speed, pins to hinder the opponent’s movements, and also to attack the enemy multiple times simultaneously. Using this type of sword style is not as easy as it sounds, as one much have a natural gift for the arts of swordsmanship, including a better understanding of the various swords styles that exists.</p><p></p><p>Before or during a battle, the user will preform a special technique called <em>Summoning Technique: Thousand Blades</em>, to summon the swords into the battlefield. The swords are scattered across the battlefield in nearly every spot one can see. However, these blades are only able to be wielded by the user or someone who has learned the style. Since there are swords everywhere the user will always have access to a sword as this kenjutsu style allows for use of many kenjutsu styles in conjunction with the techniques only possible with this style.</p><p></p><p><strong>Example Techniques:</strong></p><p><strong></strong></p><p><strong>Infinite Sword Style - Addition</strong></p><p><strong>Rank: </strong>A</p><p><strong>Type:</strong> Attack</p><p><strong>Range:</strong> Short - Mid</p><p><strong>Chakra:</strong> 30</p><p><strong>Damage:</strong> 60</p><p><strong>Description:</strong> Immediately following the connection of a robust swing with the intended opponent, the user releases the used blade and before the enemy can recover from the momentary stun inflicted by the previous blow, he attacks once again utilising one of the swords in the immediate vicinity. This process is then repeated a further eleven times in quick succession, from various angles and positions around the victim, ultimately leaving a total of twelve swords attached to their body. The extent of the injuries caused as a result of this technique, vary from minor to fatal, dependent entirely on how much the user desires to exact upon the target. However, regardless of the amount of damage inflicted, it can be doubled through the subsequent use of the Multiplication technique.</p><p></p><p><strong>Infinite Sword Style - Multiplication</strong></p><p><strong>Rank:</strong> S</p><p><strong>Type:</strong> Attack/Supplementary</p><p><strong>Range:</strong> Short</p><p><strong>Chakra:</strong> 40</p><p><strong>Damage:</strong> (doubles damage points of Addition)</p><p>Description: Immediately following the use of <em>Addition</em>, whilst all twelve swords still remain momentarily attached to the opponent, the user proceeds to strike the entirety of the surrounding blades again in quick succession, with the final devastating blow dislodging the weapons so that they land in a circular formation around the target. This results in doubling the damage that was already previously inflicted on the victim, as each of the twelve swords slices into their flesh once again. As the total twenty-four strikes are received within such an incredibly short period, little to no opportunity exists for the enemy to mount a counter attack.</p><p>(Usable Twice)</p><p></p><p><strong>Infinite Sword Style - Three Paths Shot</strong></p><p><strong>Rank:</strong> B</p><p><strong>Type:</strong> Attack/Supplementary</p><p><strong>Range:</strong> Short- Long</p><p><strong>Chakra:</strong> 20</p><p><strong>Damage:</strong> 40</p><p><strong>Description:</strong> After taking hold of three swords and leaping into the air, the user throws them simultaneously with tremendous force, using both of his hands. Even if the blades miss their intended target, as each stands perpendicular to the ground along a single line, they can then be used as an improvised path that he can traverse to approach the enemy, whilst retrieving another sword in the process.</p><p></p><p><strong>Additional effects and Restrictions:</strong></p><p></p><p>-Must have mastered Kenjutsu</p><p>-Must have mastered Taijutsu</p><p>-Must have completed Basic NB Taijutsu </p><p>[spoiler]</p><p><strong>Sentouryuu ǂ Tōga - (Infinite Sword Style ǂ Sword Fang)</strong></p><p>Rank: B</p><p>Type: Attack/Supplementary/Defense</p><p>Range: Short</p><p>Chakra: 20</p><p>Damage: 40</p><p>Description: The practitioner begins by taking three nearby swords and infusing chakra into the blades before dropping them inside the opponent's guard standing parallel to one another. This effectively cuts off the opponent's movement and make this attack nearly impossible to avoid without the opponent first releasing their weapon. The user will then strike all three swords with a powerful swing near their sunken tips, causing the entirety to slash upwards in a violent slash reminiscent of a fang.</p><p></p><p><strong>Sentouryuu ǂ Sandōuchi - Infinite Sword Style ǂ Three-Shot Path</strong></p><p>Rank: B</p><p>Type: Attack/Defense/Supplementary</p><p>Range: Short-Mid</p><p>Chakra: N/A</p><p>Damage: 40</p><p>Description: After taking hold of three swords and leaping into the air, the user throws them simultaneously with tremendous force, using both of his hands. Even if the blades miss their intended target, as each stands perpendicular to the ground along a single line, they can then be used as an improvised path that he can traverse to approach the enemy, whilst retrieving another sword in the process. It's also possible to throw another blade so that it collided with the others, sending the entirety hurtling towards the opponent. </p><p></p><p><strong>Sentoryuu| Mugen Ittōryū - Infinite Sword Style | Infinite Sword Attack</strong></p><p>Type:Supplementary/Attack</p><p>Rank:A</p><p>Range: Short-Long</p><p>Chakra:30</p><p>Damage: 60</p><p>Description: The initializing technique for practitioners of the Infinite Sword Style, this technique varies among the practitioners of the style. Each user carries a special case of that contains a countless number of katanas in a storage unit on the back of the hips. Every katana within this storage unit is tied to the user by his chakra. Depending on the needs, the user can spread any number of swords among the battlefield or can offensively launch these swords at the opponent using their chakra to have them home in on the opponent. Once on the battlefield the blades will only move if the user chooses and each sword is also placed in such a way that the user always has access to a sword. Those who attempt to touch any of the blades are instantly sensed by the user. These blades however are not indestructible as the user sacrifices the quality of the blade for the sheer quantity they bring into battle with them. However, when the blades are directly being used in the various techniques for the fighting style they are strengthened by the user's chakra so the blades do not break in normal circumstances or direct confrontation allowing them to be used for defensive purposes.</p><p></p><p><strong>Sentouryuu ǂ Tenka - (Infinite Sword Style ǂ Addition)</strong></p><p>Type: Supplementary/Offensive</p><p>Rank: A</p><p>Range: Short</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description:Immediately following the connection of a robust swing with the intended opponent, the user releases the used blade and before the enemy can recover from the momentary stun inflicted by the previous blow, he attacks once again utilizing one of the swords in the immediate vicinity. This process is then repeated a further eleven times in quick succession, from various angles and positions around the victim, ultimately leaving a total of twelve swords attached to their body. The extent of the injuries caused as a result of this technique, vary from minor to fatal, dependent entirely on how much the user desires to exact upon the target. However, regardless of the amount of damage inflicted, it can be increased through the subsequent use of the Multiplication technique.</p><p>Note:</p><p>Usable three times per battle.</p><p></p><p></p><p><strong>Sentouryuu ǂ Jōzan - (Infinite Sword Style ǂ Multiplication)</strong></p><p>Type: Supplementary/Offensive</p><p>Rank: A</p><p>Range: Short</p><p>Chakra: N/A</p><p>Damage: +20 to Addition</p><p>Description: Immediately following the use of Addition, whilst all twelve swords still remain momentarily attached to the opponent, the user proceeds to strike the entirety of the surrounding blades again in quick succession, with the final devastating blow dislodging the weapons so that they land in a circular formation around the target. This results increasing the rank of the technique by one and causes 20 extra damage to be inflicted on the victim, as each of the twelve swords slices into their flesh once again. This can happen all within the same time frame as the total twenty-four strikes are received within such an incredibly short period, little to no opportunity exists for the enemy to mount a counter attack.</p><p>Note:</p><p>Usable two times per battle.</p><p></p><p><strong>Sentouryuu ǂ Suichoku no Narabi - Infinite Sword Style ǂ Vertical Line</strong></p><p>Rank: A</p><p>Type: Attack</p><p>Range: Short-Long</p><p>Chakra: 30</p><p>Damage: 60</p><p>Description: The user slashes the ground causing three nearby blades to rise up in front of them. Whilst all three swords remain momentarily suspended in the air, the user proceeds to hit the entirety in quick succession with the blade of the sword he is currently holding. Each sword is struck separately and in such a manner that they are launched directly towards the target along a linear trajectory, with a tremendous amount of force, meaning they act instead like long projectiles. The swords are are imbued with chakra during the launch and move with such force they can easily pierce through A-rank and lower techniques. As the user's held sword makes contact with each individual blade, he announces aloud the number of the strike, as follows: "One Sword" (一本, ippon), "Two Swords" (二本, Nihon), "Three Swords" (三本, Sanhon). If this technique is used as a follow up to Infinite Sword Style ǂ Sword Fang, the rank of this technique increase by one and gains +20 damage and can pierce through S-rank techniques.</p><p>Note:</p><p>Usable three times, S rank version only usable twice.</p><p>Although this technique can pierce through jutsu, it doesn't neutralize them in anyway. </p><p></p><p><strong>Sentouryuu ǂ Konranshita Narabu - Infinite Sword Style ǂ Jumbled Lineup</strong></p><p>Rank: S</p><p>Type: Supplementary/Defense</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: +20 to Kenjutsu</p><p>Description: This technique begins with the user revolving his body around a single point. The user swings his currently held sword in a circular motion, causing all of the blades in the immediate vicinity to be propelled upwards. By then utilizing the collisions between the swords to keep them aloft, he is able to ensure that he is continually surrounded by a large quantity of blades regardless of his subsequent movements, whilst integrating even more into the technique as and when necessary. By then adding chakra to the blades, they can increase the overall potency of their strikes as well. Due to the close proximity and number of the involved swords, the user can unleash the full potential of his expert swordsmanship to then bombard the enemy with an unrelenting stream of attacks from all directions. The versatility of this technique is unsurpassed, as it combines both a powerful defence and a comprehensive offense, yet still retains the capability to effortlessly switch between the two. This occurs due to the user being able to execute his other attacks more easily, without the prior need to gather and/or position the swords, whilst making it increasingly difficult for an opponent to engage him directly because of the presence of the adjacent blades.</p><p>Note:</p><p>Usable two times per battle.</p><p>Last three turns per use. </p><p>[/spoiler]</p><p>[/QUOTE]</p>
[QUOTE="Alyx, post: 21334154, member: 86283"] [B][FONT=Book Antiqua]( Ouryuujin Yarijutsu ) Serengeti Spears[/FONT][/B] [FONT=Book Antiqua][B]Type:[/B] Kenjutsu [B]Background:[/B] The Serengeti Spears is a style of Kenjutsu that was based around a very specific process of honing a blade. This ancestral form has it's roots in old warring tribal clans, as they studied the nature around. Taking inspiration in the burrowing insects, especially ants, they noted the intricate patterns produced in the ground, and tried to apply them into their spears and other bladed weapons. Across many generations, they started to note quite a difference between drag of naked blades and patterned blades, and applied that knowledge into mastering the flow of the sword as it swooshed through the air. The more they experimented, the heavier the blade seemed to be, so, naturally, they began to train themselves into wielding these seemingly ineffective but full of potential weapons. The style fused together the intricate honing ritual of complex indentations that served to trap and accumulate air as the drag increased across the blade, with the unorthodox physical regimen of motions and muscle power required to efficiently wield this drag and infuse it into their battle prowess. [B]Description on the Abilities and Inner Workings of the Style:[/B] This style revolves not around a specific weapon, but around a specific alteration to bladed weapons. When honing a blade, the practitioners of this style will intricately carve out striped indentations throughout the side of the blade, which will increase the amount of drag going through the blade with every slash. This indentations, studied across millennia, are specifically engineered to collect the air around the blade, coating the sword with a vicious yet thin layer of wind, very much similar to Leaf Dragon God, which grants this style a much greater punch in terms of elemental clash, and is mainly used to counter elemental ninjutsu users. But, because of the drag, the blade also becomes heavier to wield, and, accompanying the style come a specific set of forms and knowledge to both wield the wind-coated sword in a fast, fluid and efficient manner, but also to wield it in such a manner than the indentation do not collect air at all, giving a much greater versatility to the wielder, so much so that it can allow one to use normal kenjutsu with altered blades. While it might seem, to an oblivious bystander, that the motions are identical, a master Kenjutsu or Taijutsu practitioner will notice the minute wrist and arm motions that the practitioner of this style has to develop and perfectly execute, in order to efficiently fight. This requires extreme grace and strength, greater than a normal Kenjutsu practitioner. [B]Additional effects and Restrictions:[/B] Practitioners of this style possess blades that went through the ancient honing ritual. Any default bladed weapon, from katana to kunai, scythe to dagger, can go through with the ritual. This can't be applied to indestructible CW, like the 7 swords of the Mist, both NB and Canon, nor can they be applied to CW that are not owned by the user, but merely lent. Though it means that untrained users will be unable to wield honed swords, as they will be much heavier and will not slash efficiently. As a practitioner, though, every kenjutsu technique is available and will behave as normal, due to intense training in countering the drag and air accumulation, while still being able to perform this style's technique when one wishes to. This style has a relationship of neutrality against elemental ninjutsu, similar to Leaf Dragon God, though only when this style is used. Normal Kenjutsu techniques used through this style will behave as normal. As a Master of this style, one is capable of, once per turn at max, execute a known Kenjutsu technique, canon or custom, while applying the necessary grace as to activate the drag and air accumulation, essentially turning a normal Kenjutsu technique into this particular form of Kenjutsu. [spoiler] ( Ouryuujin Yarijutsu: Nan'a Tanken ) Serengeti Spears: Ivory Mambele Type: Supplementary/Offensive Rank: D Range: Short-Mid Chakra Cost: N/A Damage Points: 20 Descritpion: Ivory Mambele is a form of projectile throwing that allows one to throw honed projectiles such as spears, kunai and shuriken. The user will pick up the projectiles and, with a flick of their wrist, they will throw the projectile at a slightly spiral rotation, which will pick up wind drag and strengthen the sharpness and steadiness of the projectile with a sheen of wind that will give the projectile a slightly white ivory hue as it flies towards the target. Note: This also allows the practitioner to passively throw carved kunai without allowing them to pick up wind. This is a passive technique when used in that way, but also has none of the bonus that come with the style. Note: Can throw up to 4 projectiles per usage. Note: Can only be used once per turn. ( Ouryuujin Yarijutsu: Seidoukijidai ) Serengeti Spears: Benin Bronzes Type: Offensive/Defensive Rank: C Range: Short Chakra Cost: N/A Damage Points: 30 Descritpion: Benin Bronzes is a form of blade wielding that allows the user to slash at an opponent while gracefully infusing the blade with wind by allowing it to pick up drag. The form consists of up to 5 cutting or parrying motions, allowing the wind to hone the blade for wider and wilder wounds, or for the wind to cushion an attack for a more efficient parry. Note: This also allows the practitioner to passively wield a honed blade without allowing them to pick up wind. This is a passive technique when used in that way, but also has none of the bonus that come with the style. Note: Can only be used once per turn. ( Ouryuujin Yarijutsu: Sho-ru ) Serengeti Spears: Netela Type: Supplementary/Defensive Rank: C Range: Short Chakra Cost: N/A Damage Points: N/A Description: Netela is a form of enhanced movement, where the user will direct the weapon's motions towards the ground, creating localized burst of wind from the entrapped air drag which will propel them towards a target at great speed. The user can also use this technique to immediately halt their own moment, creating a safe wind cushion for them to land on or stop mid-air, or even propel themselves a different direction mid-air. This works on themselves or others, as the burst is essentially non damaging. ( Ouryuujin Yarijutsu: Kokudo ) Serengeti Spears: Nok Terracotta Type: Defensive/Supplementary Rank: B Range: Short Chakra Cost: N/A Damage Points: N/A Descritpion: Nok Terracotta is a form of parry that creates a strong and steady sheen of wind across a honed blade by spiraling it across oneself, before inverting it into a close-body parry, which will explode the wind outwards, like a human-size oval shield, cushioning a blow and pushing any short-range target outwards damagelessly. Note: Can only be used once every 2 turns. ( Ouryuujin Yarijutsu: Takeyari ) Serengeti Spears: Assegai Type: Offensive Rank: A Range: Short Chakra Cost: N/A Damage Points: 60 Description: Assegai is a form of blade wielding that has the practitioner slowly rotate the blade while pushing it forward, dragging the blade through the air. As it carries the wind, the blade will darken, and the heaviness of the sword will increase tenfold, making it very slow as it goes forth for a second. Suddenly, the practitioner will flick their wrist and the carried drag will shift, allowing the blade to cut through the air easily. The sudden shift in muscle effort required to move the blade will push the blade forward at super-human speed, piercing draw arrow speed onto an unsuspecting target, before the tip of the blade releases a spear of wind that widens the puncture dealing great damage. Note: While fast in it's delivery, the preparatory push will open the practitioner to a counter before being able to unleash the strike. Note: Can only be used once every three turns. ( Ouryuujin Yarijutsu: Enjin ) Serengeti Spears: Imishokobezi Type: Defensive/Ofensive Rank: A Range: Short Chakra Cost: N/A Damage Points: 60 Description: Imishokobezi is a form of parry that produces a ringlet of wind around a blade through clock and counterclock wise rotation of the wrist. The user will brandish the weapon and create dense and sharp ring vortexes around the blade, which burst from the edge of the blade mid-counter or mid-strike. These can be quite devastating against an opposing blade, pushing and breaking the weapon away from a strike, or even serve to augment a wound when striking an opponent directly, as the user can produce the ringlet near the opponent's body, creating a burst-like shredding wound at the point of impact, around the puncture wound. The ringlets' sizes can vary from a fist to adult-size, depending on the initial momentum and rotation speed. A single motion can only create 1 ringlet across the blade, though the whole form can produce up to 3 ringlets, through 3 different motions. Note: Can only be used 4 times. Note: No Serengeti Spear techniques above B rank in the next turn. ( Ouryuujin Yarijutsu: Ou-Ken-Yadokari ) Serengeti Spears: The Nigerian Kapsigi King Type: Offensive/Defensive Rank: S Range: Short-Mid Chakra Cost: N/A Damage Points: 80 Description: The Nigerian Kapsigi King is a form of gyroscopic vibrating wrist movement, as the user draws a blade parallel to the ground. The compressed air currents, trapped within the intricate carving of the blade, will start to release, creating a visible serrated blade in the empty space left by the slowly drawing blade, increasing the length of the apparent weapon. At any point, , the user stops the blade and immediately rotates it 45º degrees, which will explode the condensed air currents into a mutilating vortex of wind, roughly resembling a burst of king crabs's pincers, directed towards the target. The vortex is wide enough to deal damage and push back an elephant sized summoning at it's max potential ( drawing the blade for 10 full seconds ) and enough to create powerful but short-ranged and localized burst of shredding wind if drawn for fractions of a second. Note: Can only be used twice full range, or 4 times short-range.[/spoiler] [hr][/hr] [B]Yari no Michi | The Way of the Bisento Type:[/B] Ninkenjutsu [B]Background: [/B]The Bisento has been in use since before the shinobi world was created. It wasn’t a typical warrior -type halberd; Bisento was used as a longer-distance sword with an ability to cut and pierce. The original Bisento was used by infantry. The weapon was able to reach the legs of a horse carrying a samurai into battle. Before the sage of the six paths tought the world ninjutsu, there were constant wars and so with each passing year new weapons were being made for the soldiers in clan wars, they were trained to use it in a long-distance fight to protect their families and estates. The idea behind it was to pretty much have a sword on a stick, an extention to ones body. There was one ninja that adapted the Bisento to flow with his entire body, not just seeing the Bisento as a weapon but as one with his body. He mastered it to such an extent that he was never hurt in battle even by attacks from a distance such as arrows. As the years went on, the ninja world was born as the sage of the six paths taught the way of chakra to try and bring peace but that was far from what happened. Kilik saw the fault in his style, how could as Bisento hold up against such deadly attacks while also seeing the samurai develope their own style. Kilik went on a mission to learn how to control chakra and then rather than using it to master ninjutsu, he focussed it into his bisento to create his own fighting style. The way of the bisento. [B]Description on the Abilities and Inner Workings of the Style:[/B] The way of the bisento is a martial artist style with a Staff with a sword type blade on the end as its weapon. The length of the staff allows a multitude of long range attacks, however if an opponent manages to get up close, the user is able to utilize fast horizontal strikes. Many of the more powerful attack strings are vertical hits that can be sidestepped if anticipated. Although linear, these powerful attacks are relatively fast and deal great damage. The style revolves around the user using both hands on their Bisento releasing their chakra into it enhance their reach and power with their attacks. An example is a forward thrust enhanced with chakra of the elements to keep the opponent at a range. The blade of the bisento makes it so much more versatile in combat as it's not just blunt attacks. The entire style can be seen as a ranged version of Kenjutsu. While not a complex style, that takes a long time to master without hurting yourself. What makes this unique compared to a basic style is similar to that of the Narutobase Taijutsu, where what would be simple attacks are enhanced with elements to give devastating effects. For example, the user could rapidly spin their biscento through a simple gesture in front of them but releasing one of the basic 5 elements they would create a rotating shield of said element for a simple yet effecting defense, such as a fire shield without having to relinquish their weapon to do so, all these would be explained in detail in the jutsu submissions in how earth could be released. Not only this but through elemental application the user could use the elements to extend the range of their bisento even further. A classic example of this would be the user stabbing the blade of their biscento into the ground to do a cartwheel kick enhanced with wind release to push them over for a stronger and faster kick, what makes this different is the height they gain from doing the cartwheel with the bisento. Additional effects and Restrictions: Can only be used through a bisento that must be mentioned in your bio. Must have mastered basic taijutsu and kenjutsu. Cannot be used in conjunction with Samurai jutsu. [spoiler] [Yari no Michi: Saisho no fōmu, furō] - The way of the Bisento: First form, Flow Type: Attack/Defense/Supplementary Rank: D Range: Short - mid Chakra: 0 Damage: 20 Description: This is the most basic form of the Bisento arts akin to the "Drunken Fist" style, using body flow along with the bisento for exaggerated movements to increase their basic close combat fighting style. The bisento is an extension of the users increasing their reach as well as being close to them for effective combat, keeping the opponent right where the user wants them. These basic arts take several basic forms, enhanced with minimal chakra but still deadly. The first form of this, is swinging the bisento, rolling it around the users body, to build momentum, to add to striking power, without having to make large movements. With a quick swing of their arm the user could roll the bisento around their back, coming around form the other side using the momentum from the roll for a crushing strike. The second form of this basic style is large swings, using the length of the bisento to their advantage to do ranged leg sweeps this allows the user to keep their target at a range while still attacking them. The third unique form of this style is one where the user will use the length of their bisento, to elaborate on a basic moment to avoid attacks or enhance attacks. What is meant by this is the user could thrust the blade of their bisento into the ground to push them self up into the air, like a pole jump, to avoid incoming projectiles (within logic, due to the staff being 1.5m the user it would have to be like small fire balls and such or focused projectiles), or even a cartwheel going sideways but instead of placing the users hands on the ground they could place the bisento to make a "larger movement" moving up to 6m at a time. This can be used offensively, using the cartwheel motion to bring down an enhanced kick with the momentum behind it. Or simply stabbing the bisento into the ground, holding oneself up with their hands for a side kick relying on the bisento for balance. The entire style uses the staff itself as part of the user, an extension of them selves to increase their combat potential, making use of the length of the bisento. 2) [Yari no Michi: Dai 2 no keishiki, kakuchō] - The way of the Bisento: Second form, Extend Type: Attack/Defense/Supplementary Rank: B/A Range: Short- Mid Chakra: 20/30 Damage: 40/60 Description: This technique is one of the most basic for this style, using basic knowledge to infuse the staff with a chosen element, surrounding it, and also being able to extend it's range. A simple way to imagine this would be how a shinobi extends the range of chidori into a chidori spear through shape control. For each element it will be different, the user can simply cover the staff in the element to increase it's potential (B rank) or extend the element to give a greater range to their attacks, each outlined below: Katon: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank fire, which when used to strike, on contact will explode outwards in a short range burst of flames. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of flames reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated. Suiton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank water, which when used to strike, on contact will explode outwards in a short range wave of water, enough to douse small fires the size of the user. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed water reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated. Fuuton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank wind with cutting properties like wind blade, which when used to strike, on contact will explode outwards in a short range burst of slicing wind, like the wind blade technique. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed wind which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated. Lightning: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank lightning with destructive lightning properties like chidori remei, which when used to strike, on contact will explode outwards in a short range burst of destructive lightning that would more shock to burn a person than numb them like conventional lightning, like the chidori remei technique. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed lightning which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated. Doton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank solid, jagged rocks (not impaling the users hands), which when used to strike, on contact will explode outwards in a short range burst of sharp rocks to impale anything within range in the direction the staff is swung. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed solid compressed sharpened earth which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated. It is important to note that all the elements that form are made in a way as to not harm the user, much like when you infuse an element into a kunai without hurting yourself or coat your body in an element. Note: Only one element can be used at a time. Note: B rank coating can only be used twice per element lasting up to two turns. After this that ability can't be used again for 1 turn. It can be ended at any point. The blast released on contact is B rank also, taking up a move per turn if the user wants to maintain the element around their bisento. Note: A rank extension can be used once per turn, with two turns between uses. Each element can only use 3 times and only lasts for that one turn/attack. 3) [Yari no Michi: Dai 3 no keishiki, kaiten] - The way of the Bisento: Third form, Rotate Type: Attack/Defense/Supplementary Rank: A/S Range: Short - mid Chakra: 30/40 Damage: 60/80 Description: Using the basis of the second form, the user will release a surge of elemental chakra through their staff and being to rapidly spin it infront of them, this can be done with one or both hands, and by skilled shinobi can be done above/behind/to the side of themselves. As they spin, the Bisento will release the chosen element outwards forming a circle shield of the element taking the full size of the bisento, as can be seen in the gif below. The element released will be like a focussed chakra in the spin, so for fire, form a solid fire shield, water a compact water shield, lightning will be focussed destructive lightning, wind will be cutting/shredding wind and earth will be compact mud that retains a shield shape through precise chakra control. Note: A rank can be used 4 times per battle with 2 turns between uses, only one element can be used at a time Note: S rank can be used twice per battle, requires both hands for control, with two turn cooldown (shared with the A rank version) and no jutsu of the chosen element above A rank in the following turn. [Yari no Michi | Dai 4 no fōmu Bāsuto ] - The Way of the Bisento: Fourth form, Strike Type: Offensive/ Defensive/ Supplementary Rank: A-Rank/ S-Rank Range: Short - Mid Chakra: 30/ 40 Damage: 60/ 80 Description: This fourth form is based on the teachings of striking a specific point in a technique with a burst of elemental Chakra to disrupt the Jutsu itself, causing it to fail. It can be used on a technique of Shinobi, depending on how the user decides. The user will swing their bisento around or thrust or which ever motion needed for the strike, while focusing their Chakra through to the point of impact where the Chakra will burst outwards that pushes forwards up to 10 meters through a Jutsu, disrupting it's flow, negating the jutsu, working on Jutsu the same rank, or lower. This burst of chakra will be one of the basic 5 elements. To use the S-Rank variant, the user will follow the same process, but as they are about to connect, they will release a burst of Chakra from the back of the bi bsento at the same time to increase it's driving force and speed increasing the power of the initial strike. Note: A-Rank can be used 3 times per battle, while S-Rank can be used 1 time per battle. A-Rank usages require a 1 turn cool down between uses, while the S-Rank usage requires a 2 turn cooldown between usages, S-Rank requires both hands for control, and no Jutsu above A rank in the following turn that require the use of the element chosen. [Yari no Michi | Dai 5 no fōmu Shōgeki] - The Way of the Bisento: Fifth form, Shock Type: Offensive/ Defensive/ Supplementary Rank: A-Rank Range: Short - Mid Chakra: 30 Damage: 60 Description: This is a jutsu based on using pure force alone to create devastating attacks. In this way the user will use their bisento as an extension of their own body swinging it as though it was an extra or extended limb. Using their chakra the user will swing the spear weapon using the momentum and range of it to their advantage, enhanced by their chakra for devastating strikes. What makes this unique is, the bisento will be swung with such force that it will release a directional, visible shock wave of sorts that is just to result of the motion, similar to the leaf dragon god technique playing on terms with any elemental attack. This wave will contain no chakra though, the chakra is within the users body to give them the strength to swing the bisento with such force. Note: Can be used once every two turns, up to 5 times per battle [Yari no Michi | Dairoku no katachi,-ha] - The Way of the Bisento: Sixth form, Wave Type: Offensive/ Defensive/ Supplementary Rank: A-Rank/ S-Rank Range: Short - Mid Chakra: 30/ 40 Damage: 60/ 80 Description: This Sixth form is based on the teachings of releasing a burst of elemental Chakra in the form of a wave. The user will swing their bisento around or thrust or which ever motion needed for the strike, while focusing their Chakra through to the point of impact where the el;elemental Chakra will burst outwards that pushes forwards up to 10 meters. This burst of chakra will be one of the basic 5 elements and follow the strength and weaknesses for that element. If used directly on an opponent the burst of Chakra will cause damage and effects corsponding to the element chosen (eg, lightning for paralysis, burns from fire, cuts from wind, physical damage like breaking bones from earth, blunt damage from water. To use the S-Rank variant, the user will follow the same process, but as they are about to connect, they will release a burst of Chakra from the back of the bi bsento at the same time to increase it's driving force and speed increasing the power of the initial strike. Note: A-Rank can be used 3 times per battle, while S-Rank can be used 1 time per battle. A-Rank usages require a 1 turn cool down between uses, while the S-Rank usage requires a 2 turn cooldown between usages, S-Rank requires both hands for control, and no Jutsu above A rank in the following turn that require the use of the element chosen.[/spoiler] [hr][/hr] [B]Kyotōryū taijutsu (Kyotōryū Martial Arts) Type:[/B] NinTaijutsu [B]Background:[/B] An extremely powerful swordsman named Shikizaki Kiki one happened upon a man who has absolutely no talent for kenjutsu at all. After developing a style which used only his body to defend from every style of kenjutsu known at that time. The man trained for fifty years working on Shikizaki Kiki's style, and passed it down through his family line. As it is now, it has been perfected. [B]Description on the Abilities and Inner Workings of the Style:[/B] Kyotōryū is a style of Martial Arts in which the practitioner trains for many years in order to harden their body to be like that of a sword. Sometimes referred to as "Swordless Kenjutsu" the practitioner relies on extremely fast, and strong strikes, which can literally, cut the opponent. The practitioner, through his training, learned how to use basic energy, Chakra and wind resistance (Not wind chakra), to do the maximum amount of damage to the opponent. The practitioner tries to gain a large amount of momentum extremely quickly, even in extremely closed situations. The practitioner also uses chakra, in order to gain more momentum, and add force to his strikes. It could be considered in the middle of the spectrum between the gentle fist, and the strong fist. The gentle fist utilizes 100% technique, while the strong fist utilizes 100% raw strength. This combines principles from both, using chakra to attack the opponent, while also putting extreme amounts of force, effectively utilizing 50% technique, and 50% raw power. One could call it the "Medium fist" as well. [B]Additional effects and Restrictions:[/B] While some jutsus in this style require chakra, others don't. The ones that do will have chakra use explicitly in the description. The user of this style has a tougher body through extreme training, and can run much faster due to being able to "Cut through the air" reducing friction. In order to use this style, one must train for many years, sharpening themselves to be a human sword. The training time for each generation got lower to the point where the current generation only had to train for twenty years. Any bios which are capable of using this style (The next generation) must be at least 10 years old. [spoiler] Kyotōryū taijutsu: Fuugetsu Type: Offensive Rank: A Range: Short Chakra Cost: 30 (If your speed is enhanced with chakra) Damage Points: 60 Description: The user begins running at his opponent at extremely high speeds, (If closing a small distance, to gain the required speed, the user must use chakra in order to gain the speed and momentum.) with his arms behind him extended, collecting wind. He gains more and more momentum, and, upon reaching the opponent, he extends his palm, dragging the wind with his palm, and slams his palm into the opponent. The extreme momentum plus the wind gathered with his hand does massive amounts of damage to the opponent. The wind pushes the opponent across the battlefield, while releasing into the air behind him, blowing anything behind him back. (Note: This does not apply to humans. However, grass, swords and other ninja tools will be blown back.) ~Can only be used 5 times per battle. Kyotōryū Taijutsu: Aerodynamic Movement Type: Supplementary Rank: B Range: Short Chakra Cost: 20 Damage Points: N/A Description: The user will utilize Kyotoryu's ability to allow one to control how their body is affected by wind-resistance to augment the agility of their movements. For example, the user could utilize their ability to move with reduced wind-resistance while leaping into the air, allowing them to reach greater heights/lengths at a fast speed, and then, on their descent, utilize their ability to have increased wind-resistance to soften their fall and allow them to position their body in mid-air to allow safe and pleasant landing. Note: After initiating this technique, the user can freely utilize this form of movement for the rest of the battle. Note: While using this form of movement, the effectiveness of the users blunt-force taijutsu (Strong Fist) is significantly reduced, causing the user to be more likely to utilize forms of combat like Kyotoryu and other forms of combat like it, which are not diminished by this movement. Note: It doesn't drastically increase the speed of the user, only somewhat dampens and nullifies some of the effects Air has on the body movements. (Tabi no Katana nashi)Journey of the Swordless Type: Supplementary Rank: A Range: Short Chakra: 30 (-15 per turn) Damage: +20 to All Kenjutsu/Taijutsu based Techniques. Description: Journey of the Swordless is a technique which is always active for those who practice the art of Kyotoryu. Being active from the very beginning of battle, Journey of the Swordless is classified as a passive technique to all those who wish to utilize it. While most Kyotoryu techniques do not require this, Journey of the Swordless is meant to enhance the users Kyotoryu techniques to their maximum, by sacrificing a real sword in the process. To start, the user coats their entire body in a tiny, razor sharp layer of chakra, which looks very similar to the Medical Scalpel technique, to activate this technique. Once active, the user become a human blade, as all their strikes carry the same cutting potential as any regular sword, by being enhanced by their razor sharp chakra. Another benefit to this technique, is that the razor sharp chakra around the users body allows them to bypass wind resistances, allowing their strikes to also be much faster than when performing techniques with an actual sword. Another benefit of this, is that due to the wind resistance being removed from their strikes, while also gaining speed, all the users kenjutsu gain additional damage, by having any wind resistance removed, the strikes carry more weight, striking much harder and with more maneuverability than one could perform with a regular sword. However, the damage bonus is further increased when utilized with Kyotoryu techniques, as these techniques are specifically created for the fight style, adding Journey of the Swordless on top further empowers them, allowing the unique movements of Kyotoryu fighting style to be even more deadly than usual. However, while this technique seems strong, the largest drawback is the user loses their ability to hold a sword. The chakra around the users body will destroy any sword hilt it comes into contact with. Even with indestructible blades, the hilt of the sword will be rejected, forcefully pushed out of the users hand if he tried to wield a bladed weapon. This is only the case for swords however, other objects, like Staffs, can be wielded, but any techniques requiring a Staff will Not gain any benefits from this technique. Restrictions: Must be posted in the users bio if they wish have it passive from the start of battle. Chakra cost can be paid to activate it during battle. Once activated, the users Arms, Legs, Head, and even torso become a replacement for any Technique that requires a sword. Due to the nature of the chakra, the user cannot wear any armor, nor can the user wield a sword of any description. However the user is able to wield non bladed weapons, but those weapons will gain no bonus' from this technique. Any jutsu the user users, such as Earth Armor, will have its defenses Reduced by -20 if used over top of this technique. However, this only applies to techniques that attach to the users body, techniques such as Susanoo, will be unaffected. This technique can be used by Samurai, following all the same restrictions as regular uses. However, as the user cannot wear armor with this technique active, it cannot be used with Bushido, however SSS and Iaido can be used in conjunction (Kyotoryu Himitsu No Ato: Kosaten Hoho, Katana Bureka)Kyotoryu Secret Art: Intersection Method, Sword Breaker. Type: Defensive Rank: A-F Range: Short Chakra: 30-50 Damage: N/A (-10 to user if using forbidden) Description:Kyotoryu Secret Art: Intersection Method, Sword Breaker, is a technique designed by the masters of Kyotoryu to leave their opponents at a complete disadvantage against them. The art of Kyotoryu is Swordless kenjutsu, and this intersection Method allows the users to imploy a similar method which occurs when two swords clash, that is, the weaker blade will break. Intersection method is actually broken up into three different methods of intersection, however, all three methods have the same overall outcome, which is to stop an opponents blade without harming themselves, and then apply the correct force to the right area of the opponents blade to shatter it into piece in one swift movement. All methods are broken down into different stances of Kyotoryu which are explained below. Form 1: The first form is used primarily against stabbing style techniques, allowing the user of Kyotoryu to not only evade a stab, but also shatter the opponents blade in one swift movement. This works quite simply. When the opponent goes in for a thrust or a stabbing technique, the user will position both his hands, palms up, at his sides, creating a triangular opening behind the users back. At the same time, the user will position their body, so that the opponents blade will thrust into the two openings created by the users arms, to trap the blade in the openings. As the blade passes through both openings the user creates, the user will thrust both hands forward, slamming the side of the blade into the users back with enough force to shatter the blade as the users arms reach full extension. Form 2: Form two is designed to intersect techniques and slashes that are coming from directly above the user, techniques aimed cut the user from the top down, or even from the left or right shoulder down, this technique will work on those to. As the opponent begins to bring their sword down, the user will adopt a lower stance, while also bringing both their arms up in a cross fashion, with their palms face forwards. As the opponents blade comes down, the user will thrust their arms upwards, catching the blade between their crossed hands. As the blade is caught, in the same motion, the user will force their hands apart, creating equal pressure on both flat sides of the opponents blade, cutting the blade in half and smashing it in the process. The trick to this technique, is the user focuses large amounts of chakra into their hands and wrists, using said chakra to act as a cushion to stop the opponents blade from cutting them. Form 3: The final form is for slashes coming at the user from the side of from below, making the other two forms useless. This form is, unlike the other two, slightly more straight forward and faster to execute. As the opponents blade is coming towards the user, they will adjust their position, to get their left or right hand as close to the in coming blade as possible. As the blade comes close, the user will extend their hand, channeling large amounts of chakra into it, and catch the blade, stopping it with their own power. As the blade comes to a stop, with their other hand, the user will drive their fingers into the blade, targeting the weakest points, and shattering the blade on the impact point of the hand not holding the opponents blade. Restrictions: A ranks 3 times, S rank 2 times, and Forbidden only once. This technique is capable of shattering all types of swords as long as they are not indestructible. This jutsu is capable of shattering blades of the same rank as the intersection used, due to the user focusing all their chakra into a singular point in the opponents weapon, instead of spreading it out, allowing the users pin point chakra to pierce through swords and sword techniques of the same rank. This technique can be used by Samurai. (Kyotoryu Himitsu No Ato: Naibu Nensho)Kyotoryu Secret Art: Internal Combustion Type: Offensive Rank: D-S Range: Short Chakra: 10-40 Damage: 20-80 Description: Kyotoru Secret Art: Internal Combustion, is a technique used to not only attack jutsu from the inside out, but also attack the opponent from the inside out. For this jutsu to be used, however, Journey of the Swordless must be active previously, as that technique is required for this jutsu to be executed. Once activated, this technique has 2 components to it, while both acting primarily in the same fashion, each one has a different outcome when used on a jutsu and when used on an opponent directly. Firstly, when used on jutsu: When this technique is used on an enemy jutsu, the user will strike forwards, as he does this, he will release a portion of the chakra shrouding his body with Journey of the Swordless, and launch it forward into the enemy jutsu. As the chakra enters the technique, having been released from the user, it will explode, causing a chain reaction of razor sharp chakra, which will expand inside the enemy jutsu, slashing it to pieces and dispelling it as the uncontrolled chakra from Journey of the Swordless runs rampant, destroying the jutsu from the inside out. This portion can disperse jutsu of the same rank, as the chakra is not clashing with the jutsu, instead, it is invading the jutsu, and destroying it from the inside out, removing strength and weakness. However, this is rank based, so jutsu with a higher chakra limit than Internal combustion will be unaffected. This only works on techniques up to 40 chakra. Secondly, When used directly on an opponent: When this jutsu is used directly on someone, it behaves slightly differently, than when it does collides with a jutsu. Instead of the chakra interacting with the chakra in a jutsu, it instead, acts more like a hail of razor blades inside the opponents body. As the user strikes forwards, he will release the chakra around their body part, sending it forward at the opponent. As the chakra makes contact, it will create a small incision in the opponent, a tiny cut, as the chakra enters the opponents body. The moment said chakra enters the opponents body, no longer under control of the user, it will explode outwards, like a Hail storm of razor blades, slashing the opponents internal organs and bones to ribbons, before exploding out the back of the opponent, like a concussive blast. How this differs is, instead of attacking the chakra, it attacks the opponents flesh directly, acting like a barrage of sword slashes, targeting the internal organs, and ripping them to shreds as if being chopped by a sharp knife. This version is just as fast as a regular sword would be piercing someones body, the internal damage and external damage to the person back happening almost instantly after the chakra is injected into them. Restrictions: D-C can be used any amount of time, B rank 4 times, A rank 3 Times with a one turn cool down between usages, S rank 2 times, with a two turn cool down in between usages. Requires Journey of the Swordless to be active. After S rank usage, No S-rank or above Kyotoryu Techniques can be used in the following turn.[/spoiler] [hr][/hr] [B]Hachibushu - Eight Deva Guardians[/B] Type:Nintaijutsu Background: Master Chen, the developer of Konoha Ryujin was not the only one of his caliber to exist. In reality, there were 8 of them. Master Chen being the most famous. Each of these taijutsu masters were assigned an animal or creature. Using the same general formulation for konoha ryujin, the other seven taijutsu masters were capable of creating all type of creatures. One of the 7 masters took it upon himself to master the styles of all the other. With all these forms mastered, he condensed it into one unique fighting style known as Hashibushu, in honor of himself and the other members. Description on the Abilities and Inner Workings of the Style: Hachibushu are based loosely on the concepts behind the powerful jutsu ( Konoha Ryujin ) - Leaf Dragon God. As shown below, the Leaf Dragon God is formed through the the users own physical power (through the use of the spinning kick) shaping the air into currents through movement. This means that the user kicks out and as he kicks, he shapes the air currents with his leg movement. Through this logic, the user attacks with various limbs, moving at such a level he shapes the air currents around him. Using control over these air currents as he shapes them, the user is capable of forming several different animals with different responses upon formation. This can be done in a series of methods, namely 3 main releases. These forms are named Yasha, Naga and Kinnara. Based on leg movements, Naga attacks are initiated by kicks in different motions, shaping different currents into different beasts. Done in similar fashion to the Konoha Ryujin, these kicks shape the wind in the direction of the kick, curving and causing a small whirlwind of air as the currents shape into different shapes. This alters from the Konoha Ryujin attacks as it shapes the wind into cyclone like formations, constantly spinning in the same direction. The user shapes the air currents to form different four legged animals, air currents constantly flowing in different angles and directions to maintain their shape and power, allowing these beasts to fight off elemental ninjutsu of the same rank and below. Based around arm movements, Yasha attacks are initiated by swift punches and movements that shape air currents as the arms cut through the air. Similar to the original usage of Konoha Ryujin, these punches shape the air as the user punches, curving the currents in a way they form different winged animals. These beasts all move at swift speeds, capable of moving at high speeds and impacting the enemies at high impacts. These beasts, often of massive sizes, are able to fight against elemental ninjutsu of the same rank and lower, though this of course is situational as some jutsu would obviously not be able to be bested by birds. Based around full body movements, Kinnara attacks are initiated by full body movements including rotations, flips etc that shape air currents as the person’s entire body cuts through the air. The body moves through the air, similar to the usage of Konoha Ryujin, curving the currents in a way to form different forms of primates. Compared to the other forms, Kinnara involves the entire body therefore making the power of the currents the strongest. These beasts, often of massive sizes, are able to fight against elemental ninjutsu of the same rank or lower. Kinnara based techniques are slower moving than the other forms but make up for it in brute force. In a close range aspect, the user can use these chakraless gusts of wind to empower their physical hits using the above mentioned styles of the fighting style itself. For example, using Yasha and its swift and sweeping arm movements to strike an opponent in their chest while creating a winged animal such as a bird that slams into the opponent at full force. Example Techniques: (Hachibushu: ) Eight Deva Guardians: Sakra Devanam Indra Rank: B Type: Offensive Range: Short-Mid Chakra cost: 20 Damage points: 40 Description: Using the form of Naga, the user focuses chakra into their leg and performs a slow leg sweep. As the leg cuts through the air, the user manipulates the air currents generated into a large stampeded of oxen. The herd of oxen charge toward to opponent destroying all in their path. Each ox is made up of cyclone like formations. Additional effects and Restrictions: Must have mastered Strong Fist Taijutsu and NB Taijutsu Must be at least a S-Class to learn Wind gusts, though they aren't wind release, have the same inherent weaknesses as wind release. [spoiler] (Hachibushu: Gongen Wyzen ) Eight Deva Guardians: Incarnation Wyzen Rank: B Type: Offensive Range: Short-Mid Chakra cost: 20 Damage points: 40 Description: Using the form of Naga, the user focuses chakra into their leg and performs a slow leg sweep. As the leg cuts through the air, the user manipulates the air currents generated into a large stampede of oxen. The herd of oxen charge toward to opponent destroying all in their path. Each ox is made up of cyclone like formations. The number of oxen is variable and solely depends on he users choosing. The larger the number of oxen created results in each ox being fractionally weaker but the herd always combining into B rank. This allows the user to have a wider spread of coverage while sacrificing the strength of the individual ox. Can be used four times per battle Can only be taught by Daemon (Hachibushu: Vajra Yasha ) Eight Deva Guardians: Vajra Yasha Rank: A Type: Offensive Range: Short-Mid Chakra cost: 30 Damage points: 60 Description: Using the form of Yasha, the user focuses chakra into their arm and performs a rotating jab or uppercut. As the arm cuts through the air and rotates, the user manipulates the air current generated into a large flock of birds. The flock of birds quickly rush over the opponent like a wave. The birds not only do damage on impact but can shred the opponent due to the sharp violent winds provided by this technique. Unique to Vajra Yasha, the user can control the flight path of the birds on release allowing the birds to curve around defenses and attack the opponent at varying angles. The number of birds are variable and solely depend on the user's choosing. This gives the user the option of pinpoint attacks with the flock of birds or widespread volleys. Despite the amount of birds created, the sum of their strength will always be equivalent to A rank. Can be used three times per battle (Hachibushu: Chishi-sei no Augus ) - Eight Deva Guardians: Lethality of Augus Type: Supplementary/Offensive/Defensive Rank: S Range: Short (With Mid Range Reach) Chakra: 40 (-15 per turn) Damage: N/A (80 if used to attack) Description: Lethality of Augus is an Eight Deva Guardians technique which pushes the style to its limits. Mainly focusing on the Kinnara sub-style of Eight Deva Guardians, which resolves around full body rotations such as spins, flips, rolls etc. Lethality of Augus initiates with the user rotating their body in nearly any manner giving the technique flexibility in how its used. Once the user rotates their body, they manipulate the currents of air generated by this spinning and shapes it into an primate of choosing, such as an gorilla, orangutan etc. This causes a beast of neutral air to enclose the user at its base forming over the user's body as a shield of incredible size rivaling the size of the Konoha Ryujin technique which the entire style is based off of. This shield is extremely quick to form defending the user from techniques of the same strength. The brute force of this shield can used offensively in close quarter scenarios crushing opponent's under its might and force. Much like Konoha Ryujin, this primate creation can be maintained and sustained at the cost of 15 extra chakra points per turn. This allows the user to control the primate of choice as a giant extension of themselves using its size to reach into Mid range dealing 80 damage if the hit lands. Attacking with the Lethality of Augus costs a move per turn. While maintained, Lethality of Augus still retains its defensive properties but limits the user's offensive options. While encapsulated by Lethality of Augus, the user loses the ability to use Elemental Ninjutsu, however the user still has access to other Eight Deva Guardian and Taijutsu techniques by using the the limbs of Lethality of Augus to swipe through the air to produce the air currents or using its legs or arms to use Taijutsu techniques on the user's command. Lethality of Augus can be used twice per event lasting 4 turns each usage. Once Lethality of Augus is destroyed or deactivated, the user cannot use S rank or higher Eight Deva Guardians techniques for three turns. If not used in maintained usage, this technique can only be used two times per twice per battle with a three turn cool down in between usages. (Hachibushu: Asurazu Rāsu ) - Eight Deva Guardians: Asura's Wrath Type: Supplementary/Offensive/Defensive Rank: S Range:Short - Long Chakra: 40 Damage: 80 Description: Asura's Wrath is an Eight Deva Guardians technique, based off of the Naga substyle of the technique. The user will focus chakra into their leg and perform a leg sweep. As their leg cuts through the air , the air around the origin of the kick begins to rotate and is shaped into a wolf. The wolf starts off small (roughly the size of a human) and as it travels forward begins to grow in size as it fully develops. It's full size grows to the size of 8m x8m x 8m size and reaches this size when it reaches mid range, allowing it to be fully formed as it enters long range. The wolf can either claw, bite or ram into the target based on the user's needs before dispersing. The wolf is made up of sharp, rotating air currents that is a trade mark of this style and will cause deep cuts as well as blunt force trauma. This technique can only be used twice per battle with a three turn cool down in between usages. (Hachibushu: Mura no Murabit ) - Eight Deva Guardians: Mumbooku, Pillager of Villages Type: Offensive/Defensive Rank: A Range:Short - Mid Chakra: 30 Damage: 60 Description: Mumbooku, Pillager of Villages is an Eight Deva Guardians technique that utilizes two substyles of the technique at once. The two substyles involved are Kinnara and Naga. The technique initiates by the user performing a sweeping kick through the air (The user has the freedom to determine how the kick is done given the situation). Using the momentum of the kick , the user transitions into a full body rotation by using their other leg to lift off from the ground. This rotation can be done as a corkscrew, front flip, backflip etc that fits the situation at hand. As the user kicks through the air, the force of their kick cause an updraft of air that spirals upward and is shaped into a snake. As the kick converts into a full body rotation, the force of the rotation causes a draft of air to form as the body cuts through the air. This accumulation of air currents shape themselves into a tortoise. The snake formed has a 1m x 1m x 10m length while the Tortoise is confined to a short range space, standing at 3m x 4m x 3m. The snake races at the opponent and swallows them whole, lifting them skyward. The snake then arcs back toward the user and slams into the newly formed Tortoise, crashing the opponent into the tortoise's shell causing blunt damage as well as shredding. This technique can be done three times per battle with a two turn cool down in between usages. Finally, the snake is the only portion of this technique that can reach into mid range, and both the snake, and the tortoise carry a durability of B-Rank each. (Hachibushu: Karō no te ) - Eight Deva Guardians: Hands of Kalrow Type: Offensive/Defensive Rank: B Range:Short Chakra: 20 Damage: 40 Description: Hands of Kalrow is a Kinnara based Eight Deva Guardians technique. By quickly rotating their body, the user picks up a gust of air that begins to rotated itself around the user's body forming the shape of a Pangolin. Hands of Kalrow takes after the pengolin's ability to curl in on itself forming a ball to protect itself from predators. As a result, Hands of Kalrow can be generated in two ways: The Uncurled and Curled form. The Uncurled form resembles a normal pangolin with its body fully extended. The Curled form of Hands of Kalrow, generates the Pangolin in it's curled form with its tail tucked into it's body and its head curled into its mid section, revealing its' armored back, thus resulting in an Pangolin shaped orb around the user's body. The size of the Pangolin is variable for the usages of the technique, when made in its "uncurled" form, the Pangolin encompasses a 2m (W) x 2m (H) x4m (L) dimension. When formed in its "curled" form. the Pangolin encompasses a 3m x 3m x 3m space. Hands of Kalrow is normally used for quick defenses and assaults in close range situations, capable of shredding targets on contact while providing a quick defense. But soon after it's created and it's intended usage is complete, Hands of Kalrow disperses making it a technique that is not sustainable by the user, naturally. Hands of Kalrow can be used four times per battle with a two turn cooldown period in between usages. (Hachibushu: Oruga no miryoku) - Eight Deva Guardians: Olga's Attraction Type: Offensive/Defensive Rank: A Range: Short - Mid Chakra: 30 Damage: 60 Description: Olga's Attraction is an Eight Deva Guardians technique, centered around the Naga subskill. The user begins by focusing chakra into their leg and swiping it through the air. This swiped generates intense air currents that can be shaped to form an animal. However, these air currents function differently than normal Eight Deva Guardians techniques. These air currents work similar to suction, able to pull in targets towards the user. Due to the shape manipulation involved in Eight Deva Guardians and the level of complexity and selectivity in the style, the user is able to specifically select the targets in which these air currents can effect. Once caught up in these currents, the user begins to shape the currents into a giant serpent with cutting air currents. The user effectively pulls the target into the body of the serpent causing damage on contact with it. These air currents can pull targets from up to Mid range away from the snake formation. Note: This can only be used three times per battle with a two turn cool down in between usages. Note: No Eight Deva Guardians techniques can be used in the same turn as this technique.[/spoiler] [hr][/hr] [B](Torikkuācherī) - Trick Archery[/B] Type: [B]Fuuin-Buki-Ninjutsu[/B] Background: The Trick Arrow fighting style originated in Kirikagure during the Second Ninja War. During the war, invasions in Kirigakure was causing heavy damage in the village due to the inner political turmoil concerning its status as the Village Hidden in the Bloody Mist. On the brink of losing their place in the war, a faction of the village's army decided to counteract the guerrilla style warfare that their enemies were using, instead deciding to use a more tactical style of fighting: Trick Arrows. Several archers in the village constructed a special weapon to replace the conventional bows and arrows meant that were in use in order to utilize their existing Archery skills in a newer, more fluid and handsfree method to gain an advantage. Rather than full sized, sharp-tipped arrows, they developed considerably smaller projectiles designed to carry out other functions, such as blinding, trapping and brunt damage to the area with the use of their newly acquired skills of Fuuinjutsu. The usage of these arrow-based projectiles became successful, especially in the shrouded environment of the village's mist. With the mist severely hindering their enemies and their sight, the arrows misleading and hidden usages became a great asset in the war, becoming a major component in turning the war around for Kirigakure. The success of Trick Arrows established it as a staple among Kirigakure's ninja, being passed down within the village Description on the Abilities and Inner Workings of the Style: The style revolves around the usage of special arrows called Trick Arrows. The arrows are typically not the full-sized bladed or pointed regular arrows, nor does the style utilize a conventional bow. Rather, the style utilizes specialized launchers that are made of chakra-responsive metal and are mounted on the user's wrist, with a Fuuin seal on the Launchers in the form of the Kanji for "Trick" on it. Through the insertion of chakra through the launchers and into the seal, the user is able to release from it the specialized arrows, with the release forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows utilized in the fighting style are miniature, appearing similar to a shrunken kunai or simply the tip of a normal arrow. Each of these arrows have on themselves the Kanji for "Trick" on them as well. As the launcher stores and releases the arrows from its "Trick" seal, the arrows "Trick" similarly holds within them several "tricks" as well, which can range from releasing weapons(such as kunais or shuriken or ninja wires or even larger arrows and other Trick Arrows) to materials such as flash bombs, boxing gloves, corrosive liquids, adhesives, etc. It is important to note that these materials are not made of chakra but simply pre-sealed within the arrows and the launchers prior to battle(basically the same concept as a ninja with Shuriken, kunai, flash bombs, etc. having them pre-stored on their bios). The seals can also contain Ninjutsu pre-sealed into them, similar to the Exploding Dragon Strike jutsu containing a pre-prepared Katon technique within the scroll, that can also be released along with and instead of weapons to achieve specific effects. Ninjutsu sealed into the Trick Arrows, however, are specific ones created for the Fighting Style(i.e., the user cannot release any canon/custom Ninjutsu from the Trick Arrows, only those described by the specific CFSJ submitted). Similarly, Trick Arrows may bear additional seals for added effects to enhance the versatility of the style. Example Techniques: (???) - Grasp of the Archer Type: Offensive Rank: S-Rank Range: Long Chakra: 40 Damage: 80 Description: The user will launch from each launcher on their wrist a single Trick Arrow towards the opponent. The arrows aren't aimed directly at the target, but rather to their left and right in a short-range proximity, appearing to miss the target and on a trajectory to fly past them. Once the arrows enter this short-ranged proximity of the target, they release from them four lines of ninja wire, two from each arrow that wrap around the target, restraining them and holding them in place as streams of fire are released from the Arrows, traveling down the wires to burn the victim alive. (???) Type: Offensive Rank: S-Rank Range: Short-Long Chakra: 40 Damage: 80 Description: The user will fire a single Trick Arrow from either of the launchers on their wrists towards the opponent. The Arrow contains both the Trick Seal and a seal in the form of Kanji for "pierce"; the latter seal infuses the Arrow with a layer of Fuuton chakra that enhances its piercing ability, allowing the arrow to slice through and lodge itself into the flesh of the target on impact. The "Trick" seal will then release a multitude of these arrows once the initial arrow has lodged itself, with each new Arrow also releasing more of the same kind. The rapid unsealing and multitude of released arrows causes a barrage that tears the opponent open from the inside out, ripping their flesh apart at a rapid pace. (???) Type: Offensive Rank: C-Rank Range: Short-Mid Chakra: 10 Damage: 20 Description: The user will launch from either of their wrist launchers a red Trick Arrow with a blunt tip, rather than a sharpened one. When the arrow reaches in proximity with a target, it releases from the "Trick" seal embedded on a large red boxing glove that fires at a rapid pace towards the desired body part of the target. A relatively weak attack, it serves more as a diversion tactic than anything to catch the opponent off guard in bigger attacks. Additional effects and Restrictions: In order to learn and perform the Fighting Style, practitioners must have mastered Basic Fuuinjutsu. In addition, in order to match the speed of the arrows' movement in order to effectively and accurately use the fighting style, practitioners of Trick Arrow have have sharper reflexes than the average shinobi. [spoiler] [B](Torikkuācherī: Robin Fuddo, Kyōtsū no Kanshu) - Trick Archery: Robin Hood, Warden of the Common[/B] Type: Supplementary/Offensive/Defensive Rank: B-S Range: Short - Long Chakra: 20-40 Damage: 40-80 Description: "Robin Hood, Warden of the Common" is the basic technique of the Trick Archery fighting style meant to showcase the style's extreme versatility in usage and effect. Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all considered various forms of weaponry and possess various strengths and sizes. This technique primarily centers around basic weaponry as "trick" arrows, the user will be capable of releasing various weapons as projectiles towards a target with the intent to harm, hinder, or bind. These weapons can range anywhere from a plethora of arrows, to a barrage of swords, to a spiked boxing glove. These weapons however, cannot be elemental and or sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements. Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle. Note: Upon utilizing the S Rank version, the user is incapable of performing S Rank or higher Trick Archery techniques in the next turn. [B](Torikkuācherī: Tsuki Megami Hanto) – Trick Archery: Artemis, Goddess of the Wild Hunt[/B] Type: Offensive Rank: S Range: Short - Long Chakra Cost: 40 Damage Points: 80 Description: The user will load their wrist-launcher with one of five arrowheads before firing it towards the opponent or another location on the battlefield. Each of the arrowheads will have the kanji for one of the basic elements applied as well as the kanji for "Soul". At any point after the arrowhead is released, the user can unseal the contents of the kanji to release an elemental familiar composed of the chosen affinity. This sentient creation will have an ability related to the basic element of which it's comprised, all of which will be outlined below. All of the familiars will be humanoid in appearance, be S-Rank in strength and will be double the size/dimensions of their creator. Earth, this sentient creation will be made of sturdy rock and will possess the ability to use an ability akin to Hiding in Rock (at the cost of a move-slot). It will be capable of merging in and out of the earth at will, following the same mechanics as the Leech All Creation technique. Although this earth creation doesn't make a sound and or vibration the enemy should be capable of sensing should they possess some form of chakra sensory or dojutsu. Moreover, in order to make any sort of physical attack or cause harm to the opponent, the creation must fully emerge from the ground first. After which, it would sound and behave like a normal familiar.Lightning, this elemental familiar can (at the cost of a move-slot) diffuse into an unfocused current of lightning that spans short-range, possessing the same paralyzing abilities as Chidori Nagashi. Upon doing so, it can reform it's body just as quickly and essentially use this as a method of travelling to locations within short-range. Wind, this elemental familiar can (at the cost of a move-slot) transition between being tangible and intangible wind. In its tangible state, the air which constitutes it's body will be compressed to the point that a stray spark or a small flame will be capable of igniting it. This will produce a sudden and violent combustion, generating an explosion that spans a short-range radial reach. In it's intangible state, people and physical attacks alike will phase through it. Fire, this elemental familiar is composed of flammable gas similar to Fire Release: Mist Blaze Dance Technique (however the flammable gas is completely visible). This familiar much like it’s Wind counter-part can is incredibly volatile as the user can combust this familiar in a violent explosion that expands outwards to long range (at the user's base running speed) should it not be contested. Water, this elemental familiar is composed of water. It's body can be utilized as a water source, additionally it passively releases chakra-infused mist unto the battlefield for as long as it lasts. Each sentient being works very similar to that of the Great Stone Golem technique albeit significantly smaller each of their free-form physical attacks are A Rank and follow each element's respective S/W, though are limited to one freeform attack per turn. Note: Can only be used twice per battle (once per familiar) Note: Each respective familiar lasts for four turns Note: No A-Rank or above Trick Archery in the user's next turn Note: One turn cool-down before reuse. [B](Torikkuācherī: Yūhi no Aporo Kami) - Trick Archery: Apollo, God of the Setting Sun[/B] Type: Supplementary/Offensive/Defensive Rank: B-S Range: Short - Long Chakra: 20-40 Damage: 40-80 Description: "Apollo, God of the Setting Sun" is the basic technique of the Trick Archery fighting style and the brother technique of "Robinhood, Warden of the Common". Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all elemental constructs, and or entities of various strengths and sizes. This technique centers around these elemental constructs and entities as "trick" arrows, the user will be capable of releasing various elemental entities as projectiles towards a target with the intent to harm, hinder, or bind. These trick arrows can range anywhere from adhesive mud, to burning acid, to mist that envelops the field and often times even resembles basic elemental ninjutsu. The user is more or less limited to their imagination, however these elemental entities cannot be sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements. Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle. Note: Upon utilizing the S Rank version, the user is incapable of performing A Rank or higher Trick Archery techniques in the next turn. [B](Torikkuācherī: Senkensha Mikon) – Trick Archery: Legolas, Seer of the Wilds[/B] Type: Offensive Rank: A Range: Short - Long (seal is short) Chakra Cost: 30 (-50 chakra per turn to the opponent) Damage Points: N/A Description: The user will load their wrist-launcher with an arrowhead that has the Kanji for "Drain" for applied. Upon releasing this arrow-head where-ever it should land on the ground a seal will expand five-meters in every direction. This seal will exhibit the same properties as the Chakra Draining Seal. Everything within the seal's area of effect will have it's Chakra drained and people will become unable to mold Chakra while inside of it. However much like the predecessor technique, the effects of this Jutsu can be dispelled by merely leaving the area of effect. Note: Can only be used thrice per battle.[/spoiler] [hr][/hr] [B]Duel Monsters (Dyueru Monsutāzu) Type:[/B] FuuinBukijutsu [B]Background:[/B] There have been stories about card based combat from the time when chakra was first being used, but no one could find any proof of this. In his travels, Broly discovered some of these cards that were sealed with wonderous abilities and started to experiment with them. Eventually he mastered and even created more of these cards, thus remaking the style for modern use. [B]Description on the Abilities and Inner Workings of the Style:[/B] This fighting style revolves around, in a nutshell, enhancing the user's weapon combat. However, it has 2 unique twists. The first is that all weapons used in this style are thin, but sharp, sheets of metal around the size of playing cards. These may be thrown just as regular kunai or shuriken can be and are mostly the same in their use by themselves, simply a different shape. The second is that the sheets of metal are pre inscribed with seals that do different effects and according to the different inscriptions on the card. These inscriptions can be quite detailed and even colored, however this is merely an aesthetic detail. The parameters of these seals will be explained below There are 3 different variations of the seals that are placed on these cards, each going by a different name. Monster Cards: These cards have a seal inscribed on them that require a trigger to activate, which can be anything from travelling a certain distance to encountering foreign chakra. Once this trigger is met, the seal releases a barrier around the weapon, similar to "(Fusen no Kekkai) Tag Barrier". However these aren't simply spheres or boxes, these barriers are actually molded and shaped into different forms, thus making them on par with elemental releases. Normally, the weapon would still travel in its thrown direction, but these barriers are able to physically interact with the enviroment around them, thus allowing the weapon to change speed and directions. Given that the barriers have a source of chakra via the seal, the user is able to perform other techniques while using them. The barriers can all have different effects of course, depending on what seal is used. These barriers can be extremely detailed and even given color, however this is just cosmetic Example of a barrier Spoiler Spell Cards: These seals give the card a special affect that can either effect an enemy, the landscape, or a monster card. For example, some spell cards "equip" to an already made Monster Card barrier, thus releasing something like an element onto the Monster Card barrier in order to make it stronger or addidng a barrier type fuuin weapon to the monster card. Some spell cards are standalone and thus can seal or unseal objects/chakra/clones/summons/the ground/etc, thus giving the weapon an extra effect when its seal is triggered. These cards generally give positive effects and are used to strengthen for the most part Example of a spell card that equips to a monster card (object that equips is shown in illustration) Spoiler Trap Cards: Whereas spell cards usually give positive effects, trap cards generally give negative effects to either an enemy, their attacks, or the landscape. Trap card seals are also standalone and give the weapon an effect that can seal, unseal, or release barriers that specifically affect an enemy target or his attacks in a negative manner. Trap cards function mostly like spell cards, only dealing in negative aspects and weakening instead. Example of a trap card Spoiler All specific restrictions and abilities to each specific card are to be made on a case by case basis in submission. These are just general parameters of the different types of cards. All of these seals however, just give the original weapon different ways to be effective and useful in battle, thus remaining in the range of a CFS. Without all the bells and whistles the cfs is very established in weapon combat. Monster cards are simply erecting barriers around cards in order to make them more deadly and give them an extra ability. Spell cards either enhance said barriers or standalone to give the weapon a Supplementary ability. Trap cards do the same as spell cards, besides enhancing monster cards, only dealing with taking away abilities and power [B]Example Techniques:[/B] Nightmare Troubadour: Kuriboh Type: Offensive/Supplementary/Defensive Rank: B Range: Short Chakra: 20 Damage: 40 Description: Monster Card: The user will throw out a card that, when it reaches short range away, will form a barrier around the card that resembles a small furry monster. The barrier is filled with a brownish colored smoke. This barrier is designed to take up to B rank hits from the opponent, releasing its smoke as a cover when destroyed to help the user get away unseen. Mainly used as a last ditch effort. Nightmare Troubadour: Bottomless Trap Hole Type: Supplementary/Defensive Rank: B Range: Short-Long Chakra: 20 Damage: 40 Description: Trap Card: The user will throw this card facedown and it will remain dormant until activated. Once a summon or clone is made by the enemy this card will release a series of kanji underground until it reaches the entity in question before it releases a short range seal similar to that of "(Fūin Fuda ) – Sealing Tag". This seal will immediately seal the entity into itself for the rest of the battle. Nightmare Troubadour: Magnum Shield Type: Offensive/Supplementary/Defensive Rank: B Range: Short Chakra: 20 Damage: 40 Description: Spell Card: The user will throw this card at an already made Monster Card or throw it together with a monster card. Once it makes contact with the monster card barrier, it will add onto it a barrier type fuuinjutsu seal. This shield allows the barrier to defend against an attack 1 rank higher than it normally would, but vanishes once it is used once [B]Additional effects and Restrictions:[/B] this CFS is regarded as falling under the fuuin field To learn, the student in question must pass either a knowledge test or beat a person of the creator's choosing in a 2 out of 3 card game or [B]any game he chooses[/B] While the Monster Card barriers are self sustained in terms of chakra, they still require a mental command from the user (such as with the great stone golem) as they are not sentient. They are still simply weapons with barriers around them. Must have mastered basic fuuinjutsu Users can throw the cards this uses as if they were kunai Must be taught by USA Scaze P a t e n t C e r t i f i c a t e USA Scaze, our loyal member, gave on 2017, a request for a Patent on the Custom Fighting Style Duel Monsters (Dyueru Monsutāzu). I, Vex of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following; [B]Duel Monsters (Dyueru Monsutāzu) [/B] Powered by Vex Copyright 2017, USA Scaze, NarutoBase.net [spoiler][B](Dyueru Monsutāzu: Oreikarukosu no Kekkai) Duel Monsters: The Seal of Orichalcos[/B] Type:Supplementary Rank: S Range:Short-Mid Chakra:40 (-10 per turn) Damage:N/A Description: Field Spell; When the user (or an object attached to the user directly under his control) touches this card, a blue shaded barrier with intricate patterns within a large circle will expand from him outwards, taking the same amount of time it takes to throw a kunai to do so. The lines running between the circle are actually chains of of kanji bearing the word "Strengthen" repeated over and over again. Said lines are made of a molded and pure form of chakra and doesn't interact with physical objects, therefore they do not trip up or form any sort of hazard for the opponent. These seals do exactly as they say and unseal "strength" into the users Duel Monster techniques stated and strengthen all Duel Monsters techniques, increasing all of their effectiveness by 1 rank by unsealing stored chakra into the technique(+10). In some cases, rather than their effectiveness being improved by 1 rank they receive a modifier to their own existing effects. In these cases the effect will be outlined in the technique. Simply being a field spell and doing no real effect by itself, this technique is able to be used alongside another technique in the same timeframe, as long as it is a Duel Monster technique. When under the influence of this technique, the user gains a smaller glowing inscription of this technique on his forehead -Lasts 3 turns -Once ended, can't be used for 4 turns -Can only be used twice [B](Dyueru Monsutāzu :Kaizā Koroshiamu) Duel Monsters: Kaiser Colliseum[/B] Type: Supplementary Rank: A Range: Short-Long Chakra: 30 (activate, then 10 chakra for the next 4 turns) Damage: N/A Description: Magic Card: This card may only be activated when the user has at least 1 Summon/entity/nonhuman Ally/creation/clone on the field. By revealing this card, the user will activate this cards effect which will cause it to draw chakra from the user to fuel itself. Due to this A barrier will erect itself in the same time it takes to throw a kunai That surrounds an area of up to long range meters in all direction from it's targeted area within short range of the user. This seal will cast a seal similar to the chakra draining seal, that will drain the chakra, prevent the use of chakra or it's manipulation in any way (though it may still receive/draw in chakra) and completely paralyze any Summon/entity/nonhuman Ally/creation/clone that any opponents in the range of the barrier create when they attempt to bring such a thing to the field so that it would outnumber those that the user has. This only works on such things up to A Rank. This barrier lasts 4 turns and can be used twice per battle with a 2 turn cool down in between. This barrier will also affect such entities that are already present on the field, so long as they were made/brought to the field the turn before, or if the user activates this in the first turn of battle. This effect works via the quantity of such entities created, therefore if the user has one summon on the field, and the opponent creates 2 golems with 1 technique, only 1 golem will be sealed. The barrier can be destroyed by A-rank and above techniques. The barrier takes the form of an arena with a glowing orange floor that spans the area, with blue walls surrounding the perimeter with spikes pointing outwards all around. [B]( Dyueru Monsutāzu | Hyōkekkai no Ryū Torishūra) - Duel Monsters: Trishula, Dragon of the Ice Barrier[/B] Rank: S Type: Attack/Supplementary/Defense Range: Short-Mid Chakra: 40 (-10 per turn) Damage: 80 Description: When the user activates this card it drains him of chakra to fuel it. This chakra absorbed activates the script on the card which releases a barrier in the form of a large 3 headed dragon that spans mid range in size. Once per turn at the cost of a move slot the dragon may release from its mouth a beam of condensed and molded chakra that works as a conduit for its sealing ability. As the beam of chakra (up to 10 meters in area in terms of size) makes contact with its target, the sealing effect activates. This seal will drain away any infusion of chakra from an opponent or technique that it makes contact with (up to S rank), and deal 80 damage to any target that it hits.This ability may be used every other turn up to 3 times per battle. This ability may be used in the same timeframe as another technique by the user, though it will always cost a turn. In this case an infusion of chakra is any sort of chakra that has entered/been bestowed onto the the opponent from an outside source. An outside source here means any source other than the opponent themselves. For techniques it is any additional amount of chakra that has been bestowed onto it before, during, or after creation. Trishula is capable of flight and may physically attack an opponent once per turn at the cost of a moveslot. Trishula may be summoned twice per battle with a 3 turn cooldown and lasts 3 turns. If Seal of Orichalchos is on the field the user may choose to instead take the effect of having it and its effects being unable to be affected by any sealing based abilities. [B](Dyueru Monsutāzu: Mirā Fōsu - ) Duel Monsters: Mirror Force[/B] Type: Supplementary/Defensive Rank: A Range:Short (Explosion is long) Chakra: 30 Damage: (equivalent to Rank of absorbed technique) Description: Trap Card: When the user touches this card, a white barrier encompasses the entirety of the short range around the user. This barrier known as Mirror Force, seals incoming techniques within its walls similar to Uchiha's return and then releases the attack in an outward explosion back towards the opponent. Due to the nature of this technique, the outward explosion would be equivalent in rank to the absorbed technique. After the technique is reflected back at the opponent, the barrier dissipates quickly. Mirror Force absorbed and reflect techniques up to and including S ranks. Note: Mirror Force can only be used three times per battle with a three turn cool down in between usages. [B]( Dyueru Monsutāzu | Majikku Jamā) - Duel Monsters: Magic Jammer[/B] Rank: S Type: Supplementary/Defense Range: Short-Mid Chakra: 40 (-15 per turn while dormant) Damage: N/A Description: The user activates this trap card, and it will briefly flash a bright blue light forming a sealing script spanning mid range from the user, up to 15 meters. From then on, the card will constantly drain 15 chakra per turn to remain set. This barrier travels alongside the card and while invisible to the naked eye is visible to chakra sensors. The script is dormant and made of chakra, and therefore may only be interacted with by energy based techniques. Due to the chakra drain from the card constantly draining the user's chakra to maintain itself, this barrier will always be reformed unless the hit by an F rank technique. This seal (S Rank) will be activated when anyone within the field uses genjutsu. When genjutsu is used within this script a cloud of smoke will be ejected from within and around the seal at speeds that of the average Jounin, afflicting all within the field with similar effects as (Genjutsu Fūin ) - Illusion Skill Seal , negating the use of that genjutsu (if the opponent fails to avoid the cloud) due to removing both the user and opponents ability to cast, control, or maintain it as their skill for it has been sealed away. If the Seal of Orichalcos is on the field this seal gains the ability to seal the user and opponents ability to cast, control, or maintain genjutsu as well as Yamanaka, Yin, and other spiritual abilities and will be activated upon the use of such techniques. By escaping/avoiding the 'cloud', the opponent regains/retains usage of his genjutsu/Yin (if applicable) skill(s). The trap may drain the user's chakra and remain dormant as long as they wish to pay the chakra. The sealing ability lasts 4 turns. The user can use this card 2 times per battle with a 3 turn cooldown in between. [B](Fuinjutsu/Dyueru Monsutāzu :Burakku Majishan) Sealing Arts/Duel Monsters: Dark Magician[/B] Type: Offensive/Supplementary Rank:S Range:Short-Long Chakra:40 Damage:80 Description: Monster Card: The activation of this card forms seal on the user's body in additon to a barrier in the shape of a 2.5 meter tall human man bearing spiked full body armor over a cloak with sealing tags and kanji covering it, as well a staff. The staff glows when summoned and passively releases a barrier that it serves as a conduit to in order to bring the battlefield under the Dark Magician's control and remains on the field so long as he does. This barrier will automatically detect the strength and react to any effect that would destabilize or change reality (in this case actions such as the use and manipulation of Space/Time techniques, removal/addition/transportation of anything from this plane of existence [this doesn't affect the summoning of familiars/entities based on chakra from either user] or otherwise actions that warp reality itself) that are activated within it. When this occurs the staff will glow and will sap chakra from the user's main pool of chakra in a method similar to "Medical Sealing Technique: Chakra Link". Like this seal, this effect will seek to create a chakra equilibrium and will release chakra within it at the source/location of the disruption equal to the amount chakra used to create it, and thus will cancel out the disruption as well as it's effects by doing so, even going so far as to negate the chakra used within/around/by seals to stop such disruptions used in this way as well. In the case of reverse summoning attempts, the chakra is released within the barrier as a whole in order to block anyone from leaving from inside of it. Of course this only works on techniques up to this card's rank as well as rankless techniques. It should be noted that this effect does not discriminate, and also affects the user and any techniques they may use to achieve such an effect. The usage of this ability to cancel out the above described techniques costs a move slot. With a disdain for those that violate the laws of reality and nature, Dark Magician may twirl his staff and form purple glowing sealing circle(s) (like the one found behind him in the spoiler) behind him. This circle seemingly sinks into the ground, returning beneath the target(s) and is able to seal Undead and forbidden Entities, dragging them within the seal. This may affect entities such as that made possible via Kinjutsu as well as clones made via Kinjutsu. This technique may only affect the target types named above and may affect targets up to F Rank. This effect may be used once per turn, with a 2 turn cooldown in between usages up to twice per battle. Each sealing effect may effect a single usage of a technique, therefore if 3 undead entities are created via the usage of 1 S rank technique, this effect will seal all 3 entities. This effect also takes up a move slot and may not affect the opponent themselves. Dark Magicians final ability may be used once per summoning and costs a moveslot and may only be used if the Seal of Orichachos is on the field. By slamming his staff on the ground he may erect a barrier around a target similar to "Sealing Technique: Three Directions Seal". This barrier forms in the shape of a pyramid, and possesses a diameter of 15m from corner to corner. Once created, it quickly implodes, collapsing in on itself dealing damage to the opponent equivalent to an (S rank) Jutsu, and has the added benefit of drawing them to the center of the pyramid, due to the aforementioned collapsing of the barrier. Note: Must have Advanced Fuin in order to use Dark Magician's staff effect to seal away entities Note: Dark Magician lasts for a total of 4 turns and may be used twice per battle with a 2 turn cooldown between usages Note: The Dark Magician may use one of its abilities upon creation at the cost of an additional moveslot[/spoiler] [hr][/hr] Sound Propulsion | Oto Suishin Type: NinGenTaijutsu Background: Upon overusing the sound element and becoming too accustomed to it, Barney decided to come up with something new and more unique than what the actual element offered him. Being also well known as a genjutsu user, Barney figured that he could try and incorporate the ability into his new style that he called Oto Suishin. Oto Suishin revolves around using high pressure soundwaves in order to propulse oneself and to increase momentum. After a certain amount of trying and combining different movements and techniques, the fighting style finally started looking like something. Barney could execute swift and easy moves in the most unpredictable ways by simply ejecting high pressure soundwaves out of his tenketsu. This was an obvious breath taker but Barney wasn't satisfied. Something was missing in his mind and he wanted to push it further. This led him to using the ejected high pressure soundwaves as mediums for inducing genjutsu. Just a glance of an unaware opponent and Barney would burst forth leaving a silhouette behind him, tricking his opponent into different realities. This was the moment when Barney was finally happy with his product and felt it was worthy of being shown publicly. Description on the Abilities and Inner Workings of the Style: Sound is a mechanical wave that results from the back and forth vibration of the particles of the medium through which the sound wave is moving. Since a sound wave consists of a repeating pattern of high-pressure and low-pressure regions moving through a medium, it is sometimes referred to as a pressure wave. The main indicator of the pressure which a soundwave produces is the frequency, meaning that higher frequencies will produce more pressure when expelled. Using this theorem it is safe to assume that a very high frequency soundwave will be able to produce a sufficient amount of pressure to increase or reduce momentum, depending on the existent trajectory of the moving limb/body part and the direction in which the soundwave is expelled.As already mentioned, Sound Propulsion revolves around using those very soundwaves to increase or reduce ones own momentum which can also be referred to as propulsion. What the soundwaves allow the user is very unpredictable movement by creating momentum out of, apparently, nothing. Of course it's not actually nothing but rather the users own chakra that initiates the soundwave. This allows the user to perform quick lunges, position shifts, stronger punches with increased momentum and even increased mid-air maneuverability. The soundwaves can be expelled from any tenketsu of his body, in any desired direction, giving the user the ability to fine tune his actions and movements and to easily fight his opponents. Using the same principle behind increasing momentum, the user can decrease it to slow down his movement and to even stop it completely. This allows him to even slow down opponents strikes in very limited situations, mostly before imminent collision, to the point where they can be intercepted and exploited.An example scenario for increasing momentum to show how exactly I see it working. I would charge at my opponent and prepare to punch him with my hand. When I'm close enough I would expel the soundwave out of my elbow, in the opposite direction of where I want my arm to go. Assuming that my shoulder is the center of rotation and the fixation point, once the soundwave is ejected in the opposite direction of my intended movement then my hand would burst forward with increased momentum resulting in a stronger as well as unpredictable punch. In case I want to slow down my momentum I would follow the same principle but by expelling the soundwave from my fist instead of my elbow. This would result in slowing down my already existing momentum and stopping my hand from moving forward. There is also a useful application of the built up pressure. Although not solid it can be felt and present itself as an obstacle. This application would also be used in order to slow an opponents punch if we were to, for example, simultaneously punch our fists. As our fists are about to collide I would expel the soundwave from my fist and create a "cushion" of high pressure that would slow both our movements; mine because of the previously mentioned reasons and the opponents because the high pressure buildup would present itself as an obstacle for the opponent, thus requiring more force to break through it. This could essentially be used to stop the opponents movement and then for example use the other hand or other means to exploit that advantage. Now that the very basic workings of the style are explained we can touch the genjutsu ability. Basically, once the soundwave is expelled, it leaves behind a transparent but still visible trace. Since this soundwave is fueled with the users chakra he would use the remains of it to create very basic visual illusions. They would be very simple and used only for tricking the opponents eyesight without impairing any of his abilities to continue the battle. Stronger and experienced opponents wouldn't have problems with the illusions because it is quite easy to distinguish them and to see the clear image of the whole situation. An example of both the propulsion an genjutsu ability in use. I would charge at my opponent with the intention to kick him with my foot. Once in range I would expel the soundwave from my foot, thus propelling my leg into my opponent with increased momentum. As my leg moves from its previous position it leaves a trace of the soundwave and as the opponent sees it the illusion activates, using the remains of the expelled chakra to disturb his chakra flow. What he opponent would see it the users body and its movement while he would also see a "fake" limb left behind, making it seem as if the users leg moved in a blur. Depending on the techniques and complexity of the movements, the genjutsu ability won't always be possible, thus the user can compromise between raw and strong propulsions with the genjutsu ability and fine tuned movements without the ability of casting the genjutsu. Example Techniques: Oto Suishin: Suishin | Sound Propulsion: Propulsion Type: Supplementary Rank: C rank Range: Short Chakra: 15 Damage: N/A Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. By ejecting the soundwaves from multiple tenketsu, the user would have the ability to fine tune his movements as well as trajectory. Oto Suishin: Kusshon | Sound Propulsion: Cushion Type: Supplementary Rank: C rank Range: Short Chakra: 15 Damage: N/A Description: Ejecting sound from one of his tenketsu allows the user to create a high pressure soundwave cushion that can stop and slow down enemy movement, specifically punches and kicks. Due to the high pressure the opponent would need more force to execute his movements thus he risks to be caught in a disadvantageous position. Additional effects and Restrictions: A master of Sound Propulsion will have slightly increased reflexes due to the body being accustomed to the momentary propulsions and position shifts, which is achieved through extensive training and specialization. He will also have greater general perception because a wrongly executed propulsion could cost him his life. He is of a calm and composed demeanor and always with his guard held up. He is always observing the situations and calculating his propulsions for the best possible outcome. Other than that, unpredictability of his movements when using Sound Propulsion is one of the key features. Regular eyes (non-dojutsu) would have slight difficulty distinguishing the user and his limbs from the illusionary ones created by the expelled soundwaves. Dojutsu users (sharingan, byakugan, rinnegan) as well as highly skilled taijutsu users (Taijutsu masters, EIG masters) wouldn't have problems distinguishing the real user and his movements and intentions because of their expertise in martial arts and close quarter combat. Taijutsu specialists will also be able to effectively counter the movements, albeit with somewhat slightly higher difficulty. To be able to learn Sound Propulsion, one has to complete Sound, Genjutsu and Taijutsu training as well as be of Kage rank. Training is performed exclusively by McRazor. [spoiler][/spoiler][spoiler] Oto Suishin: Suishin | Sound Propulsion: Propulsion Type: Supplementary Rank: C rank Range: Short Chakra: 15 Damage: N/A Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. By ejecting the soundwaves from multiple tenketsu, the user would have the ability to fine tune his movements as well as trajectory. The user can perform an infinite (technically 361 because that's the number of tenketsu a body possesses) amount of simultaneous propulsions from his tenketsu in order to execute a specific movement while he can only perform two concurrent movements in a short duration of time. These propulsions are delicate, used for fine tuned movements thus why they do not support genjutsu induction. Note: Can only be used 4 times per battle Note: Can only be used by Sound Propulsion students Oto Suishin: Suishin no Sakkaku | Sound Propulsion: Illusion of Propulsion Type: Supplementary Rank: B rank Range: Short Chakra: 20 Damage: N/A Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. This technique is based on raw and powerful propulsions that leave behind great amounts of chakra which is used for genjutsu induction. These propulsions increase the momentum behind the users kicks and punches by a great margin. A propulsion of this type, seen from the opponents perspective would seem as if the users limb or even his whole body burst forth leaving silhouettes behind him. This happens due to the residue chakra from the propulsions being used to induce low rank visual illusions. Their main purpose is to confuse the opponent and to distract him, though a ninja who is a taijutsu master or doujutsu wielder will be able to accurately track the user. Note: Can only be used 3 times per battle Note: Can only be used by Sound Propulsion students Oto Suishin: Hanpatsu-ryoku | Sound Propulsion: Repulsion Type: Defensive/Supplementary Rank: B rank Range: Short Chakra: 20 Damage: N/A Description: Following the principle of ejecting the high pressure soundwaves from his body, the user can use them to slow down his own movement as well as prevent and slow down an opponents strike. By ejecting the soundwaves from his fist, for example, while moving it towards the opponent the user can slow down and stop the movement of his hand. Depending on the situation on the battlefield this can come as a very useful technique for situations when something doesn't go as planned and allows the user to assert the situation and act accordingly. This technique is aimed to be used for close quarters combat and it is aimed to be used against opponent's physical attacks, including those with various weapons. However, the user can also use this technique to stop weapons that the opponent throws as projectiles (kunai, shuriken, etc.) from inflicting wounds but it has to follow logic, i.e the user has to expel the soundwaves from his torso if he wants to create the cushion and stop kunai or shuriken aimed at it. Same goes for limbs and other body parts. Following this principle, the user can also slow down and stop an opponents strike by ejecting the high pressure soundwaves which present themselves as an obstacle in this situation. Due to the high pressure buildup that acts as a cushion the opponent would need more force to overcome and overpower it. This application is, as already explained, very useful in hand to hand combat because it gives the user the chance to exploit the situation, e.g. suddenly stopping his opponent's punch, and quickly change his tactics as he sees fit, e.g. grabbing the opponent's arm and proceeding to punch him in the stomach, etc. This technique follows the elemental interactions of the sound element, meaning that elemental attacks strong to sound would easily overcome the cushion even at the same rank. Obviously, elemental attacks weak to sound, at the same rank, would need to double the effort to overcome the cushion. Regular taijutsu and kenjutsu are considered neutral to sound in this regard and to overcome the cushion, they would just need to be one rank stronger. As usual for close quarters combat, reaction speed is very important and if the user can't react to an attack, it means that he can't create the cushion in time to protect himself. Slower enemies would be at a greater disadvantage. Note: Can only be used 4 times per battle Note: Can only be used by Sound Propulsion students Oto Suishin: Yugan Rojikku | Sound Propulsion: Awry Logic Type: Offensive/Defensive/Supplementary Rank: B rank Range: Short Chakra: 20 Damage: 40 Description: Awry Logic follows the basic principles of Sound Propulsion. It has the task to propulse the users limbs or body in a specified direction upon use. However, it also capitalizes on its secondary ability, to induce illusions. Instead of simply leaving a trail behind a successful propulsion, this illusion is a bit advanced. Once the propulsion is performed and the target is captured within the illusion, he would see the propulsion go in the opposite direction, giving the user a perfect opportunity to finish off the opponent with ease. The purpose of the inverted propulsion is to confuse the opponent and it lasts until the actual propulsion is finished. This means that upon finishing the propulsion, the illusion would dissipate and the opponent would suddenly see the user on a different location adding even more to the confusion effect. Note: Can only be used 3 times per battle with a one turn cooldown period in between usages Note: Can only be used by Sound Propulsion students Oto Suishin: Buki no nagare | Sound Propulsion: Weapon Flow Type: Offensive/Supplementary Rank: B rank Range: Short (slash)/Long (throw) Chakra: 20 Damage: 40 (+20 if supplementary) Description: Following the basic principle behind sound propulsion, the user can improve the lethality of his weapons and other various ninja tools. For slashes with swords, the user can eject a pressure wave from his hand in the opposite direction of the slash in order to increase the speed, as well as potency of the slash. Likewise, when throwing kunai, shuriken or other various ninja tools, the user can drastically increase their speed by ejecting a high pressure sound wave from his hand in the opposite direction of the thrown object. This will increase the momentum behind the throw and propel the object through the air faster than regular or even chakra coated ninja tools. If used on its own in order to improve the effectiveness of free form movements, then this technique assumes damage values of a B rank technique. However, if used as a supplementary technique in order to increase the power of a regular kenjutsu or taijutsu technique, it adds +20 to its damage output. Note: Can only be used by Sound Propulsion students [B]Oto Suishin: Suishin kurōn sakkaku | Sound Propulsion: Propulsion Clone Illusion[/B] Type: Supplementary Rank: B rank Range: Short/Mid Chakra: 20 Damage: N/A Description: Using this technique and following the principles of sound propulsion, the user will perform a concentrated full body propulsion in order to launch himself at the opponent or out of harms way and he will use the residue chakra after the propulsion in order to place a genjutsu upon the opponent. As the user propulses his body, the opponent will see a clone of the users body appear. It will seems to him as the user charged at him so quickly that he managed to split his body in the process, leaving a perfect copy of himself behind. Furthermore, in the illusion the clone will charge at the opponent, mirror mimicking the users movements. This means that the clone will do the same movements as the user but with the opposite hand or leg, for example. Once the clone reaches the opponent it disappears leaving the opponent with the sore reality. Note: Can only be used by Sound Propulsion students Note: Can only be used 3 times per battle Oto Suishin: Uso o tsuku buki | Sound Propulsion: Deceitful Weaponry Type: Supplementary Rank: B rank Range: Short (slash) /Mid (throw) Chakra: 20 Damage: N/A Description: After using Sound Propulsion: Weapon Flow, the user can use the residue sound chakra from the highly pressurized sound wave in order to put a visual genjutsu on the opponent. Upon placing the opponent into the genjutsu, he would see the slash or throw as multiple slashes or a volley of thrown weapons. Basically, after performing a propulsed slash with a sword, the opponent would see it as if the user performed the slash at such a great speed that it leaves a blur behind, making it seem as if they are multiple simultaneous slashes. This is aimed at making it harder for the opponent to know which slash is the real one and which one to defend from. Same goes for thrown weapons and ninja tools, except that they appear as if they're thrown in a volley in order to cover a greater area. In reality, the user performed one action and can take advantage of the confused opponent. Due to the nature of Sound Propulsion and the innate working of genjutsu within the fighting style, it is very easy to place the genjutsu on the opponent, taking very little to virtually no time since the chakra is already there, expulsed from the users tenketsu. Note: Can only be used by Sound Propulsion students Note: Can only be used 3 times per battle. Oto Suishin: Gōin'na | Sound Propulsion: Brute Force Type: Offensive Rank: S rank Range: Short Chakra: 40 Damage: 80 Description: With the sole purpose of brute forcing his limb trough his opponent, in order to incapacitate him and deal as much damage as possible, the user ejects a high pressure soundwave out of his body. The attack follows the custom fighting styles principles in order to propulse a limb forward. The only difference between this technique and any regular strong fist technique is the fact that the punch never actually connects. Virtually, just before hitting the opponent, the user ejects a soundwave from his limb in order to stop that limbs movement, similar to the Repulsion technique, but instead, the ejected soundwave hits the opponent causing massive internal damage. The high frequency due to the vibration of the air particles, tears its way through the skin tissue of the opponent and does great damage to the opponents flesh all the way to the bone. Once it hits the bone, it resonates within it and the resonation spreads through the whole skeleton thanks to the joints holding the skeleton together, causing agonyzing pain. Note: Can only be used by Sound Propulsion students Note: Can't use S rank Sound Propulsion or Sound Release techniques in the same and next turn Note: Can only be used 2 times per battle Oto Suishin: Kiken'na bachi | Sound Propulsion: Risky Repellence Type: Deffensive Rank: S rank Range: Short Chakra: 40 Damage: N/A Description: Using this technique, the user can release a 360° omnidirectional burst of highly pressurized sound waves from his body in order to stop and repel projectiles and weapons thrown or swung at the user. This technique is a bit different than most of the Sound Propulsion techniques because it isn't focused in a specific direction in order to provoke movement, thus why the user isn't propulsed in any direction either. This is possible because the burst is omnidirectional, meaning that it pushes at the users body from all sides simultaneously, leaving him at the same place, unharmed. However, the highly pressurized sound waves used would be able to repel aforementioned techniques used against the user because they're based on the principles of the Repulsion technique. Logically, since the highly pressurized sound waves are made of sound chakra, they would follow the strengths and weaknesses for sound release. Timing of this technique is of utmost importance in order to execute it properly. If the user performs the technique too early then the pressurized sound waves would form a shield-like construct around the user and simply stop the incoming technique, but if they were timed to collide with the incoming technique at its zenith, it would be able to repel the technique backwards at the opponent due to its momentum. This works only for projectile techniques, taijutsu and kenjutsu techniques as well as free form variations of the latter two. The zenith of the high pressure sound wave is at half of short range from the users body. Due to the nature of the technique, it's impeccable need for timing and the fact that it doesn't produce destructive soundwaves, this technique can't be used to harm the opponent directly if he comes into range of the technique, and can only be used to forcefully push him back. The defense lasts for a turn, after which the soundwaves dissipate. This technique is used as a last resort defense, when everything else fails. Note: Can only be used by Sound Propulsion students Note: Can't use S rank Sound Propulsion or Sound Release techniques in the same and next turn Note: Can only be used 2 times per battle Note: Need to wait at least one turn before using again Oto Suishin: Sekushīna gurō | Sound Propulsion: Sexy Taunt Type: Supplementary/Defensive Rank: C rank Range: Short Chakra: 15 Damage: N/A Description: A unique technique that bases its principles on Sexy Jutsu and Hiding in cloth technique, entwined with the effects and workings of the Sound Propulsion style. Following the basic principles of the style, the user will propulse his body in a desired direction, in order to charge at the opponent or to avoid an imminent thread. As he does so, he will use the residue chakra in order to place an illusion on the opponent. Within the illusion, the opponent will see the user propulse himself while simultaneously turning into a beautiful naked female, with perky attributes and a lovable smile. On the other hand, the users originals clothes will be left levitating in their original position. As the naked beauty taunts the opponent by sending him kisses and flashing her attributes, the clothes will start attacking the opponent. In reality, the user simply moved from his original position and is using the advantage of the confused opponent in order to strike. [/spoiler][/FONT] [hr][/hr] [B]Sentouryuu - Infinite Sword Style Type:[/B] Ninkenjutsu [B]Background:[/B] Killer B had always imagined a way he could use more then Seven Swords at a single time. Having developed the sword style by carefully observing other swordsman masters and their fighting style, later incorporating some aspects of their sword styles into the Infinite Sword Style. Many of his peers and clansmen find the Infinite Sword Style rather unorthodox, but due to Killer B’s unpredictable and odd nature, this type of fighting style rather suits him perfectly. [B]Description on the Abilities and Inner Workings of the Style: This particular fighting style involves using many blades as possible rather than relying on a single good quality blade. This gives the practitioner an advantage and allows them to overwhelm their opponents with the large number of swords. These swords are scattered across the battlefield, making it so there is always a sword within the user's grasp. While using this style, practitioners use a variety of moves that make use of either a single blade or multiple blades at the same time. Using refined chakra control, this allows practitioners to implement a variety of techniques.[/B] Because the blades are scattered across the battlefield, the user always has a blade, or multiple blades on hand ready for use. Due to the flexibility of the sword style, users can use the blades for various purposes beyond the conventional melee attacking, including use as projectiles, defenses, paths to walk on, increasing speed, pins to hinder the opponent’s movements, and also to attack the enemy multiple times simultaneously. Using this type of sword style is not as easy as it sounds, as one much have a natural gift for the arts of swordsmanship, including a better understanding of the various swords styles that exists. Before or during a battle, the user will preform a special technique called [I]Summoning Technique: Thousand Blades[/I], to summon the swords into the battlefield. The swords are scattered across the battlefield in nearly every spot one can see. However, these blades are only able to be wielded by the user or someone who has learned the style. Since there are swords everywhere the user will always have access to a sword as this kenjutsu style allows for use of many kenjutsu styles in conjunction with the techniques only possible with this style. [B]Example Techniques: Infinite Sword Style - Addition Rank: [/B]A [B]Type:[/B] Attack [B]Range:[/B] Short - Mid [B]Chakra:[/B] 30 [B]Damage:[/B] 60 [B]Description:[/B] Immediately following the connection of a robust swing with the intended opponent, the user releases the used blade and before the enemy can recover from the momentary stun inflicted by the previous blow, he attacks once again utilising one of the swords in the immediate vicinity. This process is then repeated a further eleven times in quick succession, from various angles and positions around the victim, ultimately leaving a total of twelve swords attached to their body. The extent of the injuries caused as a result of this technique, vary from minor to fatal, dependent entirely on how much the user desires to exact upon the target. However, regardless of the amount of damage inflicted, it can be doubled through the subsequent use of the Multiplication technique. [B]Infinite Sword Style - Multiplication Rank:[/B] S [B]Type:[/B] Attack/Supplementary [B]Range:[/B] Short [B]Chakra:[/B] 40 [B]Damage:[/B] (doubles damage points of Addition) Description: Immediately following the use of [I]Addition[/I], whilst all twelve swords still remain momentarily attached to the opponent, the user proceeds to strike the entirety of the surrounding blades again in quick succession, with the final devastating blow dislodging the weapons so that they land in a circular formation around the target. This results in doubling the damage that was already previously inflicted on the victim, as each of the twelve swords slices into their flesh once again. As the total twenty-four strikes are received within such an incredibly short period, little to no opportunity exists for the enemy to mount a counter attack. (Usable Twice) [B]Infinite Sword Style - Three Paths Shot Rank:[/B] B [B]Type:[/B] Attack/Supplementary [B]Range:[/B] Short- Long [B]Chakra:[/B] 20 [B]Damage:[/B] 40 [B]Description:[/B] After taking hold of three swords and leaping into the air, the user throws them simultaneously with tremendous force, using both of his hands. Even if the blades miss their intended target, as each stands perpendicular to the ground along a single line, they can then be used as an improvised path that he can traverse to approach the enemy, whilst retrieving another sword in the process. [B]Additional effects and Restrictions:[/B] -Must have mastered Kenjutsu -Must have mastered Taijutsu -Must have completed Basic NB Taijutsu [spoiler] [B]Sentouryuu ǂ Tōga - (Infinite Sword Style ǂ Sword Fang)[/B] Rank: B Type: Attack/Supplementary/Defense Range: Short Chakra: 20 Damage: 40 Description: The practitioner begins by taking three nearby swords and infusing chakra into the blades before dropping them inside the opponent's guard standing parallel to one another. This effectively cuts off the opponent's movement and make this attack nearly impossible to avoid without the opponent first releasing their weapon. The user will then strike all three swords with a powerful swing near their sunken tips, causing the entirety to slash upwards in a violent slash reminiscent of a fang. [B]Sentouryuu ǂ Sandōuchi - Infinite Sword Style ǂ Three-Shot Path[/B] Rank: B Type: Attack/Defense/Supplementary Range: Short-Mid Chakra: N/A Damage: 40 Description: After taking hold of three swords and leaping into the air, the user throws them simultaneously with tremendous force, using both of his hands. Even if the blades miss their intended target, as each stands perpendicular to the ground along a single line, they can then be used as an improvised path that he can traverse to approach the enemy, whilst retrieving another sword in the process. It's also possible to throw another blade so that it collided with the others, sending the entirety hurtling towards the opponent. [B]Sentoryuu| Mugen Ittōryū - Infinite Sword Style | Infinite Sword Attack[/B] Type:Supplementary/Attack Rank:A Range: Short-Long Chakra:30 Damage: 60 Description: The initializing technique for practitioners of the Infinite Sword Style, this technique varies among the practitioners of the style. Each user carries a special case of that contains a countless number of katanas in a storage unit on the back of the hips. Every katana within this storage unit is tied to the user by his chakra. Depending on the needs, the user can spread any number of swords among the battlefield or can offensively launch these swords at the opponent using their chakra to have them home in on the opponent. Once on the battlefield the blades will only move if the user chooses and each sword is also placed in such a way that the user always has access to a sword. Those who attempt to touch any of the blades are instantly sensed by the user. These blades however are not indestructible as the user sacrifices the quality of the blade for the sheer quantity they bring into battle with them. However, when the blades are directly being used in the various techniques for the fighting style they are strengthened by the user's chakra so the blades do not break in normal circumstances or direct confrontation allowing them to be used for defensive purposes. [B]Sentouryuu ǂ Tenka - (Infinite Sword Style ǂ Addition)[/B] Type: Supplementary/Offensive Rank: A Range: Short Chakra: 30 Damage: 60 Description:Immediately following the connection of a robust swing with the intended opponent, the user releases the used blade and before the enemy can recover from the momentary stun inflicted by the previous blow, he attacks once again utilizing one of the swords in the immediate vicinity. This process is then repeated a further eleven times in quick succession, from various angles and positions around the victim, ultimately leaving a total of twelve swords attached to their body. The extent of the injuries caused as a result of this technique, vary from minor to fatal, dependent entirely on how much the user desires to exact upon the target. However, regardless of the amount of damage inflicted, it can be increased through the subsequent use of the Multiplication technique. Note: Usable three times per battle. [B]Sentouryuu ǂ Jōzan - (Infinite Sword Style ǂ Multiplication)[/B] Type: Supplementary/Offensive Rank: A Range: Short Chakra: N/A Damage: +20 to Addition Description: Immediately following the use of Addition, whilst all twelve swords still remain momentarily attached to the opponent, the user proceeds to strike the entirety of the surrounding blades again in quick succession, with the final devastating blow dislodging the weapons so that they land in a circular formation around the target. This results increasing the rank of the technique by one and causes 20 extra damage to be inflicted on the victim, as each of the twelve swords slices into their flesh once again. This can happen all within the same time frame as the total twenty-four strikes are received within such an incredibly short period, little to no opportunity exists for the enemy to mount a counter attack. Note: Usable two times per battle. [B]Sentouryuu ǂ Suichoku no Narabi - Infinite Sword Style ǂ Vertical Line[/B] Rank: A Type: Attack Range: Short-Long Chakra: 30 Damage: 60 Description: The user slashes the ground causing three nearby blades to rise up in front of them. Whilst all three swords remain momentarily suspended in the air, the user proceeds to hit the entirety in quick succession with the blade of the sword he is currently holding. Each sword is struck separately and in such a manner that they are launched directly towards the target along a linear trajectory, with a tremendous amount of force, meaning they act instead like long projectiles. The swords are are imbued with chakra during the launch and move with such force they can easily pierce through A-rank and lower techniques. As the user's held sword makes contact with each individual blade, he announces aloud the number of the strike, as follows: "One Sword" (一本, ippon), "Two Swords" (二本, Nihon), "Three Swords" (三本, Sanhon). If this technique is used as a follow up to Infinite Sword Style ǂ Sword Fang, the rank of this technique increase by one and gains +20 damage and can pierce through S-rank techniques. Note: Usable three times, S rank version only usable twice. Although this technique can pierce through jutsu, it doesn't neutralize them in anyway. [B]Sentouryuu ǂ Konranshita Narabu - Infinite Sword Style ǂ Jumbled Lineup[/B] Rank: S Type: Supplementary/Defense Range: Short Chakra: 40 Damage: +20 to Kenjutsu Description: This technique begins with the user revolving his body around a single point. The user swings his currently held sword in a circular motion, causing all of the blades in the immediate vicinity to be propelled upwards. By then utilizing the collisions between the swords to keep them aloft, he is able to ensure that he is continually surrounded by a large quantity of blades regardless of his subsequent movements, whilst integrating even more into the technique as and when necessary. By then adding chakra to the blades, they can increase the overall potency of their strikes as well. Due to the close proximity and number of the involved swords, the user can unleash the full potential of his expert swordsmanship to then bombard the enemy with an unrelenting stream of attacks from all directions. The versatility of this technique is unsurpassed, as it combines both a powerful defence and a comprehensive offense, yet still retains the capability to effortlessly switch between the two. This occurs due to the user being able to execute his other attacks more easily, without the prior need to gather and/or position the swords, whilst making it increasingly difficult for an opponent to engage him directly because of the presence of the adjacent blades. Note: Usable two times per battle. Last three turns per use. [/spoiler] [/QUOTE]
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