Mockingjays seeds of the rebellion

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
CJ index

1. (Doton: Kakou Spile) Earth Style: Downward Spile
2. (Suiton: Kaisaku) Water Style: Excavation
3. (Mockingbird: O-dio Ese) Mockingbird Technique: Auditory Mock
4. (Ongaku Sōsa: Sono Seibutsu Enbu) Musical Manipulation: The Creatures Waltz
5. (Ongaku Sōsa: Botsuraku Furatto) Musical Manipulation: Fallen Flat
6. (Doton/Suiton: Sono Gomu Gakutai Setsu) Earth/Water Release: The Rubber Band Theory
7. Lightning Release: Clockwork (Raiton: Kurokku-Kinmu)
8. Illusionary Arts: Eyce (Genjutsu: Eyce)
1. Harvey Spectre
2. Yashiro
3. Nakiri
4. Edward
5. Baldy
6. -Best-

9. Illusionary Arts: Through the Looking Glass (Genjutsu: Tsuujite sono Gorannasai Garasu)
1. Tsuki
10. (Koton: Ato Waikyoku Honomeku) – Steel Release: A Torturous Glimmer
1. Gajeel Redfox
11. (Koton: Sasorifukku - Koko ni norikoeru) – Steel Release: Scorpion Hook - Get Over Here!!
1. Gajeel Redfox
12. Musical Manipulation/ Illusionary Arts: Hell's Chorus (Ongaku Sosa/ Genjutsu: Jigoku no kōrasu)
13. Hayaton: Surasutozōn Swift Release: Thrust Zone
14. Hayaton: Bendo to sunappu Swift Release: Bend 'N' Snap
15. (Mockingbird: 2-Ken no chōwa) Mockingbird Technique: Harmony between Two.
16. (Ongaku Sōsa: Dai ichi kōkyōkyoku) Musical Manipulation: The First Symphony
17. (Meisaigakure Kurōn Ukai no Jutsu) - Hiding with Camouflage Clone Diversion Technique
18. (Ototon/ Ongaku Sōsa: 3-Banme no kōkyōkyoku: Kontorōru sa reta tenpo) Musical Manipulation/ Sound Release: The Third Symphony: Controlled Tempo
19. (Ototon/ Genjutsu: Daini no kōkyōkyoku no naitomea fukkatsu) Sound Illusionary Arts: The Second Symphony: Nightmare Revived



Elemental
Earth: 1
Water: 1
Fire: 0
Wind: 0
Lightning: 1
Combination: 1
---------
Ninjutsu's
Genjutsu: 4
Ninjutsu: 1
Taijutsu: 0
---------
Summoning Contracts
Mockingbird Summons: 3
Mockingbird Techniques: 3
Doki Summons: 1
---------
Other Ninjutsu
Sound Release: 2
Musical Manipulation: 5
Steel Release: 2
Swift Release: 2
---------
CFS: [Kapuseru bōjutsu] Capsule Bojutsu
CFST: 2
CW: Canary Call
CE: Perfume
CC:
 
Last edited:

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
You must be registered for see images

1. (Doton: Kakou Spile) Earth Style: Downward Spile
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: By channeling their chakra down into the ground in numerous small streams the user creates multiple chute-like openings in the ground around themselves. Each chute reaches ten feet down into the ground and is slightly smaller than a five pence piece.
-Must be taught by 'The Girl on Fire'



Gifted to me

(Doton: Kame no Nigasu) Earth Release: The Escape of the Turtle
Rank: S
Chakra Cost: 40
Damage Points: 80
Description: The user is able to quickly call forth a burst of Earth chakra from his body, almost immediately vanish inside a large turtle shell. The shell is made of thick earth and crystals, deeply compressed, which makes it an almost perfect defence against blunt or sharp attacks (The table of elemental weaknesses still maintains). With one handseal, the user can make the shell dismantle, and shoot outwards chunks of rock.
*Due to the chakra strain, the user won't be able to perform summoning jutsus in the next turn, nor use Earth jutsus higher than A rank, and in the next turn won't be able to use higher than S rank*
*The shell happens as fast or faster than Gaara's dome*
-Taught by Lili-Chwan-




(Doton: Hedoro no Kouzetsu) – Earth Release : Slime Ensnaring Tongue
Rank: D
Type: Supplementary
Range: Short
Chakra cost: 10
Damage points: N/A
Description: The user expels a retractable cord of mud in the shape of an elongated tongue from their mouth. Its adhesive and retractive ability allow it to stick to objects and pull them towards the user or it can be used to pull the user towards another person. However its main purpose is to attach to any part of the terrain which is in range and pull the user to the desired location extremely quickly. It can also be used in quick succession to travel from one place to another.
Note: Lasts for Three Turns




Doton : Mosquito Trap | Earth Style : Mosquito Turapu
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (60 if Bursted up)
Description: The user will spit out 30 earthen Mosquitoes from their mouth. The size of each mosquito is at the size of a normal mosquito. These mosquitoes Can either sustain as a single group or gets divided into two or three groups(10-15 per group) and stays in the air. The mosquitoes can reach upto Long range from the user in all directions i.e. they can reach long range heights from the user. The main characteristic of this mosquito is that, when these mosquitoes attack the opponent Instead of doing actual damage, they will pierce the opponents skin, turn into a watery mud material and enter the Epidermis layer of the Skin. On reaching the Layer, the watery mud will get hardened and the the weight of the watery mud will be increased ten fold. So, when a mass of 10-15 Mosquitoes attack a particular part of the skin of the opponent, the entire part(a leg or a hand or the head etc etc.) will suffer a large weight gain which makes the particular part unable to be used by the opponent. The user can also use this technique is another way. instead of turning into a water mud substance, the mosquito can turn into numerous small sized mosquito and enter the epidermis layer of the skin of the opponent. When the user makes a single hand seal, the tiny mosquitoes burst thereby creating slight cracks on the skin layer of the particular part on the opponents body .They will suffer damage because of the pain caused by the cracks and also renders that part to be useless in Taijutsu move of B rank and above for two turns. In order to affect a particular part like the leg or hand or head. at least 10 mosquitoes are required or else the technique will be rendered use less. In order to affect a large portion of the body like the entire upper body or the entire lower body all the 30 mosquitos are needed.
- Can only be taught by -Best-
- The attack of the Mosquitoes is counted as a move and occupies a jutsu slot.
- No Doton techniques above S ranks for the next two turns.
- No Doton techniques S rank and above in the same turn.
- The mosquitoes last in the battlefield for 4 turns.
- Can only be used twice per battle.


 
Last edited:

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
You must be registered for see images

2. (Suiton: Kaisaku) Water Style: Excavation
Type: Supplementary
Rank: C
Range: Mid
Chakra: 15
Damage: N/A
Description: After using (Doton: Kakou Spile) Earth Style: Downward Spile the user gathers water chakra inside their body and begins to use it as a sort of water magnet. This in turn draws water from deep below the ground, this water builds up in the previously created chutes of earth and remains hidden inside the chutes as a secret water source.
-Must be taught by 'The Girl on Fire'



Gifted to me.
(Suiton: Bouhatei no Hanamizu) Water Release: Mole Snot
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user does a string of 4 handseals, creating a huge reservoir of a sticky substance (Similair to Water Style: Syrup Capture Field) underground. With one handseal, the user can erupt localized geiser-like streams around the opponent, which will then rain the substance upon the target. In case that doesn't work, the user can, by stomping on the ground, seep out the remaining underground syrup, sticking the opponent's foot to the ground.
In case the opponent decides to go underground to avoid the geysers he will come into contact with the substance underground and be stuck there, making him an easy target. The substance will short-circuit electricity, so if he tries using Nagashi to free himself he is dead.
*Can only be used thrice per match*
-Taught by Lili-Chwan-


( Suiton: Hazumo Ibo no Kerokero) Water Release: Bouncy Frog Warts
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: After 3 handseals, the user spits out up to 5 spheres of water (The water has sticky properties, similair to Water Style: Syrup Capture Field), in a quick succession and at great speeds. Utilizing her Water Chakra, the user drastically increased the cohesion of the water molecules and decreased the adhesion of the water molecules, thus creating thick beads of water that will bounce off any object. The user can redirect the beads of water by stomping on the ground, thus erupting (up to 10) small pillars of earth (Counts towards the jutsu count) , until either she decides to pop them (using one handseal) or the beads collide with a sharp object, thus breaching the spheres and blasting the sticky substance inside onto the target. the user can infuse Fire or Lightning into the balls (For Boiling Beads or Electrified Bead, isntead of Sticky Beads), without changing the Adhesion and Cohesion levels. Wind jutsus might burst the ball aswell.
With one handseal, the user can make each bead burst into 10-20 smaller yet faster beads, with the same characteristics, despite the size.
*Can only be used 3 times per battle. Can only be used once every 2 turns*
-Taught by Lili-Chwan-


(Suiton: Hebi no Naitei) Water Style: Serpent's Harem
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user stomps on the ground, releasing a wave of oil, knee-high, that can either be spread in a radial manner to Mid range, or straight forward to Long range, leaving behind a shallow layer of oil. As soon as the wave is released, with 3 handseals, the user can turn the oil layer into tons of snakes-like structures that will bite and restrain the target.
*can only be used once every two turns, and a maximum of thrice*
-Taught by Lili-Chwan-


 
Last edited:

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
You must be registered for see images

Gifted to me

(Katon: Kitsune no Uen ) Fire Release: Devious Fox
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user preforms a row of 5 handseals, and places her hand on the ground. From each finger, an extremely fast string runs along the floor, against the opponent, that then multiplies into a series of wires that engolf the opponent, locking his movements and burning him severely.
*Can only be used twice per match*
-Taught by Lili-Chwan-


(Katon: Raion no Honba) Fire Style: Lion's Lair
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user expels a great amount of fire chakra throughout her body, quickly growing a flaming sphere outwards until it reaches the limits of short range. With one handseals (One hand) the orb condenses on itself, concentrating all on the user's hand, which can then be released as an horizontal crescent.
*The user is covered by a thin chakra coat that prevents the jutsu from burning her*
*The user can't use fire jutsus higher than A rank in the next turn, and will have to wait at least two turns to be used again*
-Taught by Lili-Chwan-


 
Last edited:
  • Like
Reactions: Troi and Seblax

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
You must be registered for see images

Gifted to me

(Fuuton: Fuuheii Fuukaze Fuuka Fuugyuu ) Wind Release: Easy Breezy Beautiful Buffalo
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: With two handseals, the user will charge wind chakra through fine sand, dust or other stagnant loosen earthen materials, which will erupt a gigantic winged cow, with all the speed and agility of the wind, but the solid substance of the earth. Likewise, the user can summon several cows, up to 3, yet smaller. The user can use the cows to achieve flight, or simply smash them against the opponent with great blunt force. Instead of using two handseals to give them a more complex look, the user is able to handsealessly focus wind chakra on the dust to create more basic constructs, related to the bovine, such as a hoof or a horn.
*This jutsu can't turn opponent's active jutsus into cows, likewise, once inside the cows, the opponent can't control the materials*
*Can only be used once every 3 turns*
*Can't use Wind Techniques above S rank in the same turn*

 
Last edited:

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
You must be registered for see images

7. Lightning Release: Clockwork (Raiton: Kurokku-Kinmu)
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After performing two handseals the user channels their chakra into the ground and forms circle of lightning stretching mid range from themselves in all directions with the user as the center point. The user then strikes the ground and two bolts of lightning travel from their hand to the walls of the circle in any specified direction, the lightning bolts then begin to travel clockwise around the circle like hands on a clock. The bolts move around the circle at the speed of lightning through the air. By taking their hand off of the ground the user can stop the technique at any time.
-The circular barrier of lightning will remain until destroyed. Only the hands can be cancelled by the user-
-Can only be used twice-
-Hands cannot be created multiple times within the same circle-
-Must be taught by The Mockingjay-


 
Last edited:

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
Combination

6. (Doton/Suiton: Sono Gomu Gakutai Setsu) Earth/Water Release: The Rubber Band Theory
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user first creates two 50 inch diameter boulders of earth on either side of their body. Placing one hand on each boulder they connect the two with a sticky elastic syrup type substance, the syrup acts like a rope connecting the two boulders together. The user then performs a single handseal and the two boulders shoot out in directions of the users choosing. With another handseal the user can make the syrup retract in on itself, making the boulders crash against one another with great force (if used whilst the boulders are mid-range from each other the impact will break the boulders into pieces. Short range and the boulders will just stick together).
-If the boulders reach the limit of mid-long range from each other the syrup will automatically retract.-
-Must be taught by Discordia-
-User cannot use both Earth and Water together in the next turn-
-No starch syrup related techniques next turn-

Gifted to me

(Suiton/Fuuton: Koketsu no Waniguchi ) Water/Wind Style: The Jaws of the Alligator
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After a row of 6 handseals, the user is able to summon a huge amount of water near herself, and shoot in towards her target with great pressure. As soon as it is released, the blast of water takes the shape of a huge alligator, jaws open wide, to swallow and crush the target, leaving behind a lake's worth of water, progressively draining, lasting 5 to 8 turns (Depending in the temperature/humidity of the environment). With 3 additional handseals, the user will infuse the charging alligator with wind chakra, which will drop to bellow freezing temperatures. Because the wind will keep the water within the alligator moving, it won't turn to ice, instead it will increase it's piercing and slashing power. Once in lake form, temperatures only slightly above freezing, the user will be able to keep up to 6 smaller normal sized alligators colder than the lake, which can attack any underwater opponent freely, for 2 turns.
*the smaller alligators do not reform if destroyed, and have the speed and strength of average alligators, it is not enhanced*
*Can only be used once per battle*
*Given the chakra strain, the user won't be able to use Water and Wind above S rank for 3 turns*
-Taught by Lili-Chwan-


( Katon/Suiton: Ojika Enten no Keiteki ) Fire/Water Style: The Antlers of the Blazing Stag
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After 4 handseals, the user spits out a large structure of fire in the shape of a flaming stag, which can be sent towards the opponent at great speed. The stag will have the consciousness of a normal clone, but will not have any ability to make jutsus, just to move like an above average stag in terms of power, strength, speed and size. With 1 handseal though, the user can apply water into the fire, which will create a coat of vapor across it, honing it to make it thicker and more tangible. The usage of water and chakra enhances and heavily induces a phenomenon called the Leidenfrost effect, where the water vapor coating the fire will force every and all liquid, water especially, to hover over it, allowing the stag to dive into water and water jutsus, piercing through them without them actually touching the fire, while just overall increasing the tangibility of the fire.
*The stag remains in play for 2 turns before the fire consumes itself*
*This jutsu can only be used once every 3 turns*
*The user is unable to preform Fire or Water jutsus higher than S rank in the next turn*
*Can only be used thrice per battle*
*The user can apply the water effect to a different fire jutsu by the cost of 30 chakra, increasing the damage of the fire jutsu +10 and making it impervious to water jutsus of the same rank. It counts as a jutsu towards the jutsu count and can only be used 4 times per battle*
*A strong enough water can push through the vapor coat, streams or masses of water of the same rank as fire being coated by the vapor, or a pressurized stream of water of a rank bellow will block the protection*
-Taught by Lili-Chwan-




( Suiton/Raiton: Oupuchibuta Ginkou ) Water/Lightning Style: The Bank of the Pig King
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user expels a great amount of Water throughout her body, quickly growing a thick water sphere outwards until it reaches the limits of short range. This thick sphere is not connected with the user, it's merely around her. With one handseal (One hand) the sphere condenses on itself, concentrating all on the user's opposite hand, still not touching it, which can then be released as an horizontal crescent. This is considered an A rank protection (30 chakra, no damage points) with an offensive application (60 damage points by releasing it as a horizontal crescent). Otherwise, with a single handseal (two handed) the user is able to charge the second element (Lightning), into the active sphere, pushing it into an electrified jet up to Long range, unidirectional, or a barrage of electrified water bullets, omni-directional, up to Mid-range, considered S rank. It is the momentum of the lightning blast that pushes the water, not a dual elemental usage simultaneously
*The user can't use Water or Lightning jutsus higher than S rank in the next turn, and will have to wait at least two turns to be used again. Dual element usage can only be performed 4 times per battle.*


 
Last edited:

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
You must be registered for see images

8. Illusionary Arts: Eyce (Genjutsu: Eyce)
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After performing a single handseal, the user traps the opponent inside a genjutsu. With the genjutsu in place, the next step that the opponent takes is met by a sudden flash freeze which emanates from their feet and rises up quickly through their body before settling behind the eyes. The opponent then sees an frosted white veil begin to form over their eyes, giving the impression that his eyes have been covered in ice. With the veil also comes the inability to look in any direction other than forward.
-Cannot be used in successive turns-
-Can only be used four times per battle-
-Must be taught by The Mockingjay-



9. Illusionary Arts: Through the Looking Glass (Genjutsu: Tsuujite sono Gorannasai Garasu)
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user performs a string of three handseals and inflicts a Genjutsu in which the target sees a stream of water (almost like a reverse waterfall) rise from the ground in front of them. The clear water acts as a mirror in which the opponent sees himself. The reflection is special in that it actually projects a picture of what is going on beyond the mirror, in essence flipping the battlefield in the opponents eyes. Scenery will not be affected and the user can choose to include himself in the reflection or not. In layman's terms, whatever happens in front of the opponent (on the other side of the mirror, they see behind themselves. I.e. User shoots a fireball, Opponent sees fireball behind them in the mirror
-Genjutsu will produce the sound of a raging waterfall for as long as it is in effect
-Can only be used four times per battle
-Cannot be used in consecutive turns
Note: This effect can be achieved with any calm water source. In this case, the technique only requires a single handseal. This being because the user doesn't have to make the mental image themselves, they have something to base it on.


12. Musical Manipulation/ Illusionary Arts: Hell's Chorus (Ongaku Sosa/ Genjutsu: Jigoku no kōrasu)
Musical Manipulation/ Illusionary Arts: Hell's Chorus (Ongaku Sosa/ Genjutsu: Jigoku no kōrasu)
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: With this technique, The user plays a single, very piercing high note on their instrument which triggers a Genjutsu on anyone who hears it, within which they will become deafened to anything other than the sounds of whatever the user chooses upon the battlefield, most commonly the sound of the users instrument. Upon being engaged, the opponent will have their ears feel like they had been popped by the screeching sound of the instrument.
-Once in effect, stays active for five turns or until dispelled.


20. (Ototon/ Genjutsu: Daini no kōkyōkyoku no naitomea fukkatsu) Sound Illusionary Arts: The Second Symphony: Nightmare Revived
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: An illusion initiated by the mimicry of a sound that had occurred earlier in the battle. When the sound is heard by an opponent they will relive the source of that original sound within the illusion, so the user can mimic the sound of a past water technique and the opponent will see that water technique take place again etc.
- Must be a signer of the Mockingbird Contract and have learned 'Auditory Mock' technique.
- The user can use a Mockingbird in order to recreate the sound to initiate the illusion, the bird cannot cast the illusion however, that would still be down to the user. The user will use the birds sound as the trigger.


Gifted to me

(Genjutsu: Spasticity) - Illusion Technique: Spasticity
Rank: A
Range: Short - Mid
Type: Supplementary
Chakra: 30
Damage: N/A
Description: The user performs a set of 4 hand seals and casts the target within an illusion, In said illusion the target would see it starting to rain across the entire battlefield, as the droplets of rain touches the targets body it undergoes a drastic change. The target would experience an altered skeletal muscle performance in his/her muscle tone, like an unusual "tightness", stiffness and/or "pull" of the muscles, making it hard for the target to grasp things like kunai's, swords etc, along with failure to perform hand seals and/or move around correctly. This change in body structure within the illusion would trick the opponents brain into believing that grasping things and performing handseals in reality is just as difficult, resulting in failure to perform hand seals and/or proper movement.
Note - Can only be used twice per battle.
- Effects of the illusion lasts for an entire turn.
- No genjutsu may be used in the following turn


 
Last edited:

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
Musical Manipulation

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


5. (Ongaku Sōsa: Botsuraku Furatto) Musical Manipulation: Fallen Flat
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: Tayuya plays a single note that releases a single Doki from her control, once released the Doki works on it's own free will and merely attacks the nearest living thing in mindless rage. Tayuya can re-engage her link to the Doki at any moment by playing the Doki's summoning tune again.
-Only taught by Ðiscordia-


16. (Ongaku Sōsa: Dai ichi kōkyōkyoku) Musical Manipulation: The First Symphony
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Once activated, this ability allows the user to use specific musical patterns in place of the standard handseals. The user will play tunes and release sound waves which fluctuate their chakra in a way that mimics the chakra fluctuation of the standard handseals. The chords/notes played in order to perform specific handseals are as follows:
Bird - A
Boar - B
Dog - C
Dragon - D
Hare - E
Horse - F
Monkey - G
Ox - A#
Ram - B#
Rat - C#
Serpent - D#
Tiger - E#
- Once activated, this ability will remain active for six techniques before it will require reactivation.-
- Cannot be reactivated the turn after expiry.-


18. (Ototon/ Ongaku Sōsa: 3-Banme no kōkyōkyoku: Kontorōru sa reta tenpo) Musical Manipulation/ Sound Release: The Third Symphony: Controlled Tempo
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Using an instrument to produce a sustained sound, the user will cause the air around them to vibrate profusely and obstruct any enhanced movement through that space. This technique works to not only form a kind of physical barrier but also produce feeling some of nausea within those inside the effected area with an increased heart rate. In simpler terms, this technique negates the use of chakra based speed boosting techniques whilst within its area of effect, providing resistance against quick moving things. The sound is pitched in a place where it effects only those with heightened heart rate or movement speed.
-Technique lasts at max two turns.
-Once stopped, technique cannot be re-activated within the next two turns and cannot use any S rank or higher Sound jutsu while sustaining this jutsu.

 
Last edited:

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
You must be registered for see images

Swift Release​

13. Hayaton: Surasutozōn Swift Release: Thrust Zone
Type: Supplementary
Rank: B
Range: Short/Mid
Chakra: 20
Damage: N/A
Description: With this technique, a Swift release user can perform 2 handseals and release a burst of chakra into the air. This released chakra can be used to speed up the particles within the air inside the chosen area of effect. With the particles in this area travelling along their axis' faster than those inside regular air, the air inside that 'zone' would become thinner and provide less resistance to objects and beings travelling through it, thus appearing to give anything that flies through the 'zone' a tremendous boost to its speed (not to the extent of a swift release technique travel speed, but enough to double the speed of an object in motion whilst it travels through the zone). Once leaving the zone, any object affected would begin to lose any gained momentum as the air around it would provide ordinary levels of resistance again, this deceleration would not be instantaneous and would follow the regular laws of physics in motion.
The swift zones shape and size can be determined by the user and can cover at maximum a 5x5 meter area of space. Zone can be used to speed up techniques shot through it, but momentum gained will not increase the range of said technique. Range of a non-chakra based projectiles can be increased with this method (kunai, shuriken thrown. etc.)
-Once activated, the particles will return to there ordinary state after 4 turns have passed.
-Techniques effect can be present in the field up to twice at any one time.
-Can only be used by The Mockingjay


14. Hayaton: Bendo to sunappu Swift Release: Bend 'N' Snap
Type: Offensive
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: With this technique, by channeling swift chakra into the hand and wrist as they throw a projectile weapon, the user (by flicking the wrist as they throw) is able to spin a thrown weapon at extreme speeds. This spinning causes the projectile to curve as it flies. As well as adding curve to the weapon, the spin created by this technique is quick enough that it creates an optical illusion in that the weapon looks as if it is flying without any spin at all (much like a spinning top at full speed displays any pictures drawn on its flat face as if it were standing still).
-Can only be used by The Mockingjay
-While the curve is effective, it cannot be used to the extent of a boomerang.


Gifted to me

Hayaton:Shinsuu Kobushi Panchi) Swift Release: 10 Fist Punch
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage Points: 60
Description: The user releases swift release chakra into their arms to increase the speed of their arms substantially for a few seconds, allowing them to throw 10 punches but in a burst of speed so that it appears to only look like one punch was thrown.
-Only taught by Professor Sarutobi.
-Can only be used by a swift user bio
-Only useable once per turn




(Hayaton: Shinsuu Fi-to Hitokeri) Swift Release: 10 Feet Kick
Rank: A
Type: Offensive
Range: Short
Chakra cost:30
Damage Points: 60
Description: The user releases Swift release chakra into their legs to increase the speed of their kicks substantially for a few seconds, allowing the user to throw 10 kicks but in a burst of speed so that it appears to only look like one kick was thrown.
-Only taught by Professor Sarutobi.
-Can only be used by a swift user bio
-Only useable once per turn




(Hayaton: Hayai Undoushinkei) Swift Release: Swift Reflexes
Rank: C
Type: Offensive, Defensive, Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: The user releases a quick burst of swift release chakra to a single limb to heighten their reflexes substantially for a few seconds.
-Only taught by Professor Sarutobi.
-Can only be used by a swift user bio.





(Hayaton:Tatsumaki Haijo) Swift Release: Tornado Rejection
Rank: B
Type: Defensive
Range: Short
Chakra cost: 25
Damage points: 10
Description: The user grabs onto their enemy's arm or leg and spins at great speeds, releasing the enemy after spinning them several times, leaving them disoriented and skidding across the ground, eventually stoping 10meters away from the user.
-Only taught by Professor Sarutobi.
-Can only be used by a swift user bio.
-Can't be used to defend against A rank or above taijutsu
-Only useable once per turn




(Hayaton: Senjigusuri Hayai) - Swift Release: Swift infusion
Type: Supplementary/ Offensive
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: 30
Description: The user infuses a kunai with his Swift Chakra, letting it move much faster, as well as increasing its piercing power due to the sheer speed added.
Note: Can only be taught by Rexii
Note: Speed of the kunai is barely trackable by normal eyesight


 
Last edited:

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️

Perfume


You must be registered for see images
(Meromeroton: Bane ღ Bane ) Perfume Release: Antoinette's Naiveté ღ Grande-Plié
Rank: B
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points:40
Description: Allows the user to materialize a large quantity of Main Release perfume from his body and direct it to the opponent in a multitude of manners. After the user directs the perfume, the user is able to change the direction once, with one handseal. The liquid has the appearance of a swarm of jasmine blossoms and fine brioches, even though it's a concise mass of liquid. A particularity of this technique is that, while having the properties of Main Release perfume, it's actual scent is variable, allowing for the user to mimic any smell, be in chocolate, croissants, fruits, etc. Exposure to air has the perfume become scent-less and inert after 3 turns
*Changing directions counts towards the 3 jutsus per turn limit*
*With another handseal, the user is able to materialize the perfume inside vials, which will keep the perfume indefinitely, without exposing it to air*
*Inert and scent-less perfume can replace as a medium of using other Perfume techniques*

You must be registered for see images
(Meromeroton: An'ya Ran ღ Hebifuro ) Perfume Release: Curie's Disgrace ღ Bathing Serpents
Rank: A
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Allows the user to create a dark tainted liquid perfume with increased levels of toxicity. With 4 handseals, the user releases a mass of this dark perfume, as if multiple orchids are blossoming over an over, despite being a concise mass of liquid, which will then spread over to Mid-range, filling a large field with it's scent. The toxic vapors it releases cause nausea and gradually multiple organ failure. If ingested directly, it will intensify and speed up the symptoms. The scent is heavily filled with blood. The illusionary manifestation of the scent is the creation of hideous black maidens bathing on the perfume. These maidens will appear in the opponent's consciousness, with slithering hair and serpent-like pupils. They will petrify the opponent with their glowing gaze and foul touch, as they viciously threat to impale their eyes with their hands. This will require the target to release the genjutsu within a turn, or they will lose consciousness. The toxic fumes kill within 2 turns, ingesting will halve that time.
*Physical Effects: Toxicity, Nausea and Organ Failure.*
*Illusionary Effects: Black Maidens, Petrification, Loss of Consciousness*
*Perfume stays active for 2 turns unless countered*
*Requires 3 turns cool down between usages, and can be used a maximum of 3 times per battle*
*After the 3 turns, the perfume will be inert and scentless.
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

You must be registered for see images
(Meromeroton: Suzuran Ouhikoku ღ Kourui Makkura) Perfume Release: Boadicea's Queendom ღ Scented Tears
Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After 5 handseals, the user is able to produce a much heavier perfume and raw version of perfume, akin an essential oil, which will contain a much higher intake of the Earth element than the other elements used to create Perfume. This will mess with the pH balance of the technique, giving the perfume's body either an strong acidic or a strong basic/alkaline property. It is translucent with a greenish and amber coloration. If acidic, it will have a greater momentum and more fluidity, being a more liquid oil, enabling the user to spit it out as a pressurized stream or as a spread out volume of perfume. If basic/alkaline, the perfume will be more viscous and slippery, with the consistency of liquid soap, being a more syrupy oil, and can be spat out as a spread out mucus or be exuded from the user's hands. The perfume will corrode and melt organic materials and elements, instead of merely being toxic to it, as described in the element's submission, but will retain it's weakness to Earth and advanced Earth Elements ( Metals, Crystals, Ores, excluding Organic Elements ). The oil perfume will exude a powerful and acidic/basic scent (to a lesser extent than the body), with natural influxes of lily of the valley and woodland scents, which carries powerful genjutsu, making the opponent feel as if his insides are melting, translating in excruciating pain. The manifestation of the illusion is the sight women in barbaric or northern gowns with long green hairs, which will be touching and kissing the opponent, provoking the melting pain as they do it. The women only appear in short range of the perfume, on contact, and appear in conjunction with the perfume's body, not replacing it or concealing it. It is more of an embellishment than an actual offensive genjutsu.
*Physical Effects: Liquid Acid (Ph=1, similar to gastric acid) or Viscous Base/Alkali (Ph=13, similar to lye), Corrosive*
*Illusionary Effects: Green Haired Women, Excruciating Pain of being Melted*
*Can only be used once every 3 turns, for a maximum of 2 times per battle*
*Lasts three turns, after which the perfume becomes inert and scentless, with it's pH balanced. This can then replaced the medium for other perfume techniques*
*Follows the Elemental S&W*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

You must be registered for see images
(Meromeroton: Tanpopo Oooku ღ Nemuri Teiketsu ) Perfume Release: Teresa's Kindness ღ Slumberous Gates
Rank: A
Type: Defense/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: After 3 handseals, the user is able to materialize a very clear and translucent liquid perfume, which quickly takes the shape of magnificent walls around a target, beautifully carved with countless of seed filled dandelions. From the gates, the seeds seemingly detach from the stem, softly spreading out through the area short range around the gate, allowing the perfume in the air. The perfume's scent carries a powerful sleeping genjutsu. As the opponent feels his eyes getting heavier and his movements getting sluggish, they will see young women with angelical appearance caressing and massaging them. The opponent quickly falls asleep for 2 turns. The gates can be created all around a target, including a translucent glass-house ceiling of perfume, but only to a maximum of short range from the target, and a minimum of 1 meter. The target, though, can be up to long range from the user.
After materialized, the gates can't move. They last up to 3 turns, after which they fall on the ground as scent-less puddles of perfume.
*Physical Effects: Powerful Soporific and Tranquilizer*
*Illusionary Effects: Angelical Maidens*
*Requires a cooldown of 3 turns after usage, starting after the technique ends*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

You must be registered for see images
(Meromeroton: Pika ღ Pika ) Perfume Release: Monroe's Youth ღ Embellir
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: N/A ( +10 per water jutsu )
Damage Points: N/A
Description: Allows the user to preform any Water element jutsu using the main release perfume with an added +10 chakra cost. This does not add to the damage of the water jutsu. This technique works by expelling perfume in its vaporized form which will mix with the water and transfer it's properties to it, as such, when a water jutsu is used short range (spat, released from one's hands, etc), it can come out out infused with the Main Release perfume, with a slight glow like tiny diamond petals, of varying color, depending on the user. This jutsu is always coupled with a water jutsu. The combination will retrieve the chakra cost from both techniques, but will only count as one move towards the turn's count.
Embed in this skill is the ability to use Water/Perfume chakra to manipulate a standing source of liquid perfume, as the perfume's body is heavily composed of water, in addition to the ethanol, infused with scented minerals and chakra, thus allowing jutsu that require a water source to be used with perfume, the range depending on the water technique. With water chakra, through the use of water techniques, the user can pick up active perfume techniques and give them new shapes and motions. The perfume will retain it's properties and time-restrictions, or use water jutsu to pick up inert perfume ( perfume techniques past their time-restriction ), and give them new shapes and motion. The inert perfume is composed mainly of alcohol/water, and will keep perfume's main release S/W, without it's pheromone based scent. If used with a Perfume technique, the user will reinvigorate the inert perfume and give it new properties, instead of using whatever source the perfume technique described.
This technique will then be purely passive, the only jutsu adding to the chakra cost and move count being the perfume technique that stands as the source and the water/perfume technique that stands as the motion. The opponent is unable to do the same, as the perfume is infused with the user's personal chakra, likewise, the user is not able to manipulate other Perfume User's techniques, as each perfume is personal.
*Either ability can only be used once every three turns*

You must be registered for see images
( Meromeroton: Hasu Uchiike ღ Tsukeru Kahen ) Perfume Release: Joan's Innocence ღ Steeping Petals
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user chains together 3 handseals, which will then make a mass of blueish perfume, with no toxicity at all, cover the ground, ankle deep, creating a lake with a plethora of perfume lily-pads and lotus flowers, filling the arena with a soothing scent. The scent carries a strong genjutsu that gives the opponent the feeling as if he has submerged underwater. It manifest itself in a feeling of being soaked in water, and seeing the periphery of the fields flowing. The opponent can see perfectly, as if his eyes are guarded by swimming glasses, but everything in the field will be slightly distorted as if underwater. The lake of perfume, though not toxic, has a very unbalanced nature. In direct contact with the lake, the opponent will have his chakra pathway constantly disturbed, preventing the usage of jutsu A rank and higher.
*Physical Effects: No Toxicity, Disturbance of Chakra for A rank and higher jutsu*
*Illusionary Effects: Feeling as if submerged underwater, drowning. Water goggles.
*If used on top of water, given it's natural strength to the element, it will prevent any opponent from using that water as a source for water jutsu*
*Can only be used once every 3 turns, twice per battle*
*Lasts 2 turns. If the opponent doesn't completely counter the illusion of drowning with a turn, he/she will lose consciousness
*Unlike other Perfume techniques, the illusion is only cast once, when the lake appears*
*After the 2 turns, the lake becomes a scentless and inert puddle*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

You must be registered for see images
( Meromeroton: Roze no Chishio ღ Sasu Reihai) Perfume Release: Cleopatra's Venom ღ Piercing Adoration
Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user does 2 handseals and summons forth a large burst of liquid and vaporized red perfume, with a very thick and strong scent that emanates forwards from the users position or his targeted area. The perfume is so strong it causes irritation on the eyes, nose and throat, increasing the more the opponent stays inside the mist, which messes with the opponent's sense of smell, preventing him from detecting other odors. The scent carries a genjutsu where the opponents feels his whole body being pierced, as if shards of blades grow in his stomach and lungs and other internal organs, before the opponent finds himself wrapped in rose vines and petals, with growing spikes. While the vaporized perfume travels faster, the liquid perfume carries a greater punch, enveloping and compressing the opponent with multiple spiked vines, akin those of the illusion, to shred and drown the opponent. Can be used from the user, or, with an additional handseal, from the ground.
*Physical Effects: Burning sensation on the nose, eyes and throat. Spiked vines of liquid perfume.
*Illusionary Effects: Shards inside Internal Organs and Wrapping Rose Vines externally.
*Lasts 3 turns, after which it falls to the ground as a scent-less and inert puddle of perfume.
*Requires a cool down of 3 turns between usages. Can only be used thrice per battle*

You must be registered for see images
(Meromeroton: Ayame Chihou ღ Fukai Shinpyou ) Perfume Release: Nzingha's Dementia ღ Twisted Persuasion
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user joins the fingers, before stretching them out like pulling a bow string, creating up to 3 long arrows made of a purple-ish perfume, with fletchings made of dotted iris petals, which she can then shoot up to long range. Once they hit something solid, instead of piercing through, they will spread their scent up to 20 meters, whereas in arrow form the scent only reaches 5. Although imperceptible for humans, the scent will cause the animals to feel hostility towards their owners/summoners/allies, putting them in a state of confusion and anger, and making them attack, while at the same time creating a sense of familiarity and friendship towards the user. An underlying genjutsu will enhance the physiological reaction by showing the user in a form of a parent or a an object of affection, needing to be protected and the opponent as a form of adversity, food, etc.
*Lasts up to 3 turns, causing the affected animals to fall deeper in dementia until they force themselves to vanish*
*Can only be used 3 times*
*Does not affect allied summons, as the genjutsu will counter the effects of the perfume, but will make the summons slightly less wary, fast or powerful*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

You must be registered for see images
(Meromeroton: Manjushage Daku ღ Seppun) Perfume Release: Bonny's Embrace ღ Seduction
Rank: S
Type: Offensive/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user focuses chakra on the fingertips. Sensually caressing her lips, the user spreads a red perfume across, making her lips look incredibly sensual and tender. It will release a very powerful scent filled with pheromones, which will strongly lure anyone short range from the user into a kiss. But upon touch the lips, the perfume is highly toxic, spreading an extremely painful venom through the target's organism, equivalent to being burned alive. Whereas the alluring effect was gained through pheromones and a subsequent genjutsu making the opponent disorientated, upon the touch of the lips, both those effects end and only incredible and paralyzing pain is left, and a sudden, yet lingering scent of belladonna.
*Can only be used once per battle*
*Lasts only 2 turn, if the user can't kiss, the effects end*
*Pain itself lasts 3 turns*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

You must be registered for see images
( Meromeroton: Mane ღ Mane) Perfume Release: Laveau's Sorcery ღ Mimétisme
Rank: D
Type: Supplementary
Range: N/A
Chakra Cost: N/A (+10)
Damage Points: N/A
Description: This technique stands as the ability to change the medium of a Genjutsu to that of scent, utilizing Perfume chakra to cast the Genjutsu. This can be done handsealessly, spiting out a nearly invisible mist of vaporous colorful perfume that will spread up to 15 meters in a direction or all around (Short-Mid) or with 1 handseal, allowing the user to grow a great flower, resembling a voodoo lily, made of liquid perfume, within range, though at least 3 meters from the opponent which will spread the scent 15 meters around it (Short-Mid for creation of flower; Genjutsu effect up to Mid-range around the flower).
*The mist/flower remain active for 2 turns in the air unless countered or dispersed. The scent itself has the autonomy of 1 turn without the support of it's origin.*
*Can only be used 4 times for an A rank Genjutsu, and 2 time for an S rank Genjutsu*
*The genjutsu used through this technique must be posted along. The chakra cost will still stand for both ( 10 + Genjutsu ), but it will count as 1 jutsu*
*The mist itself is a D-Rank Perfume technique in strength and can be countered following normal elemental strengths and weaknesses; rank of the illusion cast is that of the original illusion with no added strength*
*The user is capable of compressing the perfume in a vial, through the same 1 handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*
*Can only be used once every 2 turns*

You must be registered for see images
( Meromeroton: Himawari Kin ღ Kiukoudai Tenbin ) Perfume Release: Nefertiti's Judgement ღ Magnanimous Libra
Rank: S
Type: Defense/Supplementary
Range: Short-Mid
Chakra Cost: 40 (+5 per turn)
Damage Points: N/A
Description: Requires 1 handseal. This techniques manifests itself as a quick burst of vaporous golden perfume, stretching radially up to mid-range around the user in under a couple of seconds. The premise for this technique is that the chakra system and the physical body are directly linked. This perfume does not affect opponent's whose chakra system or blood system is in the same pace than the user's. If higher than normal, the perfume will emit a genjutsu that will make the opponent feel as if the gravity suddenly increased, pinning them to the ground, Which is visually manifested as several rings of pure gold, carved with sunflowers, around the opponent's wrists, limbs, neck, torso, etc. The effects are proportional to the chakra system's alteration, thus, when the user moves at a faster pace than normally allowed to the body through the use of chakra (Such as Swift, Gates, Sage Mode or Raikage's Lightning Coat, for example), the pressure of the gravity will bring the person's speed down, invariably making the target as fast as he/she normally is. Due to affecting the body directly, it is able to surpass chakra peaks, like burst of chakra or pain, but is easily released by localized chakra releases (Such as someone infusing chakra into their bodies), to actually destroy and repel the perfume, otherwise simply calming oneself/releasing the modes will render the genjutsu inactive. It never reduces the opponent's speed more than their usual speed.
*The perfume stays in the target's body for 5 turns (As long as Raikage's Coat). Without the perfume, the genjutsu can be released as normal*
*The user can only use this technique twice per battle, and it requires 2 turns waiting period after the previous perfume disappeared*
*The user can't preform Forbidden jutsus, nor Perfume higher than A rank, for 2 turns after the perfume is activated*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*


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

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

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

 
Last edited:

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
Custom Weapon.

[Kanariakōru] The Canary Cry

Type: Weapon
Rank: S
Range: Short-Long
Chakra: (+10 to vocal sound jutsu)
Damage:
Description: This weapon comes in the form of an implant on the vocal chords that works to enhance the vocal prowess of the user. Once implanted, this modification can be infused with chakra in order to empower the throat and assist the lungs in their ordinary abilities. The implant grants perfect pitching, the ability to create sounds from the mouth that would otherwise be too high or low for a normal person, perfect manipulation of others voices and the ability to hold notes and sounds for far longer than ordinarily possible, with the intention of turning the users voice into an instrument of there own, without the disadvantages faced with singing instead of playing an instrument such as a flute.
With this implant come various abilities all focused around sound and musical manipulation techniques.

First is a passive boost to any sound techniques that originate from the users throat, giving a damage boost to all techniques and increasing the rank of any below S-rank by 1.

Secondly another passive, the ability to maintain sounds for near indefinite periods of time at perfect frequency levels without running out of breath, this breeds the ability for a user to use any jutsu that would otherwise require a musical instrument from their throat.

Lastly, the user can use this active ability of the device to redirect their screams into their own body. This sends a strong vibration through the chakra network that eliminates any foreign chakra present.

- Redirecting a scream through the users chakra network can only be done 3 times and not in consecutive turns. It also leaves the device needing to recalibrate and therefore switches off for the users next turn.
- Redirecting counts as one of the users moves per turn and is an S rank chakra surge.
- Weapon will require surgery to implant it on the chosen bio through the NB Hospital
- Sound techniques S-rank or above originating in the throat will gain a damage boost (+10 damage), but not the rank boost.
- This weapon does not increase the range of techniques. The short-long range refers to its use alongside techniques that are already long range in their regular usage

 
Last edited:

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
Steel Release

10. (Koton: Ato Waikyoku Honomeku) – Steel Release: A Torturous Glimmer
Rank: S
Type: Offensive/Supplementary
Range: N/A
Chakra cost: 40 upon activation (+1/2 chakra of every Steel Jutsu thereafter)
Damage points: N/A
Description: This technique is a passive ability that can be activated by users of Steel Release with a string of three handseals, once activated it will give every steel jutsu that the user creates an outer layer made up of thousands of outward facing threads of razor wire, making even an flat wall of steel sharp to touch. This ability comes at the added cost of ten chakra per Steel Release technique used.
- Techniques can be created without this effect, but that must be stated.
- Once activated, this effect will cover four steel techniques, after which it will require re-activation.-
- Activation counts as one of the user's three moves that turn.
-1/2 Chakra cost is applied on top of the chakra of the technique used. Etc, A rank techniques will now cost 30 + 15 = 45-
-Can be applied to Steel Techniques up to S-Rank
- Can only be activated twice per match

11. (Koton: Sasorifukku - Koko ni norikoeru) – Steel Release: Scorpion Hook - Get Over Here!!
Rank: A
Type: Offensive/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: A technique much like the Steel Release: Shackles technique, but performed with the use of hooks. With this technique the user will perform a single handseal and spring up to five kunai-like spikes tacked to chains from their body, the earth or an existing source of Black Steel. Once they dig into something, the spikes will open up, working much like a grappling hook at the end of a black steel chain.
-If used from an existing source of black steel, the amount of hooks will depend on the size of the source. If created from something the size of a kunai, only a single hook will be possible... If used from a wall of steel, the five hooks will be allowed.-
-Hooks sourced from the user's body will automatically break their own contact with the user when making contact with lightning as not to channel it into the user.-
- Source must be within mid-range of the user, and chains from them will stretch only to short-range.-
-If sent from the body, chains can be disconnected at will.-
- Can only be used four times







Gifted to me
(Kōton: Harinezumi) - Steel Release: Hedgehog
Type: Offensive
Rank: B-Rank
Range: Short-Mid Range
Chakra: 20 Chakra (+5 for shooting the needles and aiming them)
Damage: 40 Damage
Description: The user will first do one handseal (Bird) and then, by using the Kōton chakra the user will make a lot of steel needles to emerge from his body according to his/her requirements. the user can shoot the needles from his body and guide them towards the target by using chakra making evading from the needles very hard. the needles are 7 centimeters long and they're very hard and able to penetrate through a steel shield of 3 centimeters thickness
note: only Pain... can teach it

 
Last edited:

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
Flute/Doki

Doki

14. (Kchuysei: No daten-shi Jakana Mantö) Summoning: The Fallen Angels of Jakana Mantö
Type: Supplementary
Rank: S
Range: Short - Long (Summoned short-range of the user)
Chakra Cost: 40
Damage Points: N/A
Description: The personal Doki summons of the legendary Jakana Mantö. The three Doki work much the same way as Tayuya's in that they are controlled by the flute that summons them and they are unable to express motion upon there own free will without being directed to. They are however, different, aesthetically and thematically.
The first is the Angel of the Heavens, a beautiful blonde lady with perfect white wings on her back, glimmering golden armor and a glaive in her hands. She is the size of a regular human at about 6 feet and has a jackal head helmet that covers her eyes, giving her no sight. This Doki is able to achieve flight if controlled by a flute, but not without. As with Tayuya's Doki, her lips are sewn shut.
Second is the Angel of the Harrowed Earth. She is equally beautiful to some, but incredibly different in appearance. She has black hair and is slightly shorter than The Angel of the Harrowed Earth and far less protected, she wears no armor, instead a black cloak drapes over her body, a hood flicked over her head covers her blindfolded eyes. She has claws sharp as shattered diamond and appears to glide along the floor when she moves although she cannot fly.
The third is The Angel of the Deep. A lady of beauty equal to her sisters, but different in most ways. The Angel of the Deep wears nothing, but her body is painted all over in a bluey green scaled pattern, made to resemble that of a fish. She is not blindfolded, but is blind nonetheless. She is the only one of the three Doki that is able to swim underwater and can be effectively used from within a water source. She carries a chain of huge length with a large fishing hook on on end. The chain is so long that when not in use she will wrap it around her body for storage, she can throw the hooked end incredibly far with the strength of an A-Ranked Summon creature and will spin after she has thrown it in order to let the chain unravel.
- Can only be summoned once, and must be summoned by 'Jakana Mantö's Child of Haunt'
- Angel of the Heavens can only achieve flight under the control of a flute.
- Angel of the Deep can only swim under control of a flute.
- Angel of the Deep's Chain is capable of reaching long-range of her position at full extension.
- Must be controlled by Demonic Flute: Warriors Requiem Technique.
- Remain on the field until destroyed

 
Last edited:

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
You must be registered for see images

Summoning Animal: Mockingbird
Scroll Owner: The Girl on Fire
Other Users who have signed contract: None
Summoning Boss if existing: Mellark
Other Summoning Animals tied to contract: Odair, Hawthorn, Snow.
Description and Background: Mockingbirds are a group of New World passerine birds from the Mimidae family. They are best known for the habit of some species mimicking other species, therefore every summon that's a part of the mockingbird contract is capable of using the Transformation Technique, to change their shape. There are 17 species in three genera and the species live in a wide range of habitats.

-Signers must wear this tattoo.-

You must be registered for see images


The Birds
(Kchuysei: Mellark) Summoning: Mellark
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user pulls out a small scroll places his/ her hand on it. With this action the user summons Mellark the king Mockingbird. Mellark is big enough for the user to stand on comfortably whilst flying (Half the size of Gamabunta). Mellark is able to use Wind techniques up to S-rank that do not require handseals. Mellark possesses great strength for a bird and is capable of lifting whole trees or large rocks easily whilst in flight (he cannot however pull the trees from the ground)
-Can use wind jutsu requiring a fan-
-Can only be summoned once per battle-
-Remains on the field for four turns-
-Must have signed the Mockingbird contract to summon-



(Kchuysei: Valor) Summoning: Valor
Type: Summon
Rank: A
Range: Short
Chakra: 30
Damage Points: 60
Description: Valor is a relatively small Mockingbird (roughly the size of an average peregrine falcon) whose abilities lie not within his ninjutsu prowess or mastery of the elements but instead, Valor's true potential lies in his ability to be summoned in full flight with a mere whistle of specific pitch, a pitch that only sound users can produce to perfection. Not only is he summoned in what is near to an instant, but he is also summoned in place of the user. The user being transferred into Valor's world whilst the bird remains on the battlefield. Valor is about the size of an average human, he is capable of reaching his top speed (A-Rank Speed) in under a second giving him a great reputation as a great, quick maneuvering, defensive bird. By whistling from the bird's world, the user can switch places with Valor at any time. Upon switching back, the user will bring with him hundreds of weighted, needle-like feathers from the Mockingbird homeworld which will fall from the sky in a circle short/mid-range in all directions with the user as their center point. However, this can only be done when in the air and has a short time in between before the needles rain down. This is equivalent to an A-rank Ninjutsu techinque. Valor is not capable of using techniques other than ones any Mockingbird can use.
-Can only be summoned once per battle-
-If killed, the user will be forced to switch back in with the bird and will not themselves die.
-Remains on the field for up to four turns-
-Must know Sound Release to use the whistle summon method
-Must have signed the Mockingbird contract to summon-


(Kchuysei: Chōshō no kazoku) Summoning: Family of Mockery
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: With this technique, a signer of the Mockingbird summoning contract can call upon the trio of miniature mockingbirds. Snow, Hawthorne and Odair. These mockingbirds are a lot smaller than most mockingbirds, each roughly the size of a tennis ball and capable of flying at great speeds. These Mockingbirds each specialize in recreating different sounds of battle.
Odair is able to recreate the sound of a larger weapon such as a battleaxe, large rock or a trident travelling through the air.
Hawthorne is a master of explosions, able to recreate the sounds of many varying sized explosions pitch perfectly.
Snow is a master of the silent whoosh. He can recreate the sounds of small weapons travelling through the air such as kunai, shuriken or senbon.
These Mockingbirds are close to useless in an offensive sense due to their lack of size, however, with a whistle different to that of Valor's they can be summoned to the field in a near instant by signers with access to sound release. As well as being familiar with the sound summoning method, the Mockingbirds can be summoned to the battle each in a different location and anywhere up to long range of the summoner.
-One bird cannot remain on the battlefield alone. There must be at least 2 alive.
- Lasts for up to 5 turns and summoned once


Bird Techniques.

3. (Mockingbird: O-dio Ese) Mockingbird Technique: Auditory Mock
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: With this technique Mockingbirds are able to mimic sounds that they have heard previously, be it human voices or other environmental sounds, or even the sounds of other summons pitch perfectly in order to confuse opponents.
-To mimic opponents voice they must have spoken previously in the fight.-
-Once mimicked Mockingbirds remember voices indefinitely (User must be able to prove that the Mockingbird has heard the voice previously if being taken from a past battle
-Mimicked sounds will not be remembered past the end of the battle.
-Does not allow them to recreate Sound jutsu unless they have the ability to use it


15. (Mockingbird: 2-Ken no chōwa) Mockingbird Technique: Harmony between Two.
Type: Supplementary
Rank: A
Range: Short-mid
Chakra: N/A
Damage: N/A
Description: This technique allows a summoned Mockingbird to copy a musical melody being played by it's summoner in order to continue the effects of said tune on without needing the users doing so. This technique stands as the ability for a Mockingbird to continue the use of any 'Musical Manipulation' technique that the user has initiated, this is done by mimicking the tune that the user was playing in order to use the technique thus allowing the user to stop without it being released as long as the bird continues the tune.
-Can only be used by summons of the 'Mockingbird contract'.
-Usable three times-
-While active takes up one of the users three moves per turn-

Signers: Chihaya
 
Last edited:

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
[Kapuseru bōjutsu] Capsule Bojutsu
Type: Ninjutsu/Bojutsu

Background:
Capsule Bojutsu was developed by baton wielding shinobi of Kirigakure alongside those of Otogakure as a way to incorporate there natural affinity to liquid elements and sound based techniques. It was firstly developed as a way to confuse/disorientate enemies who would enter close quarters combat with the users of this style, although when picked up by the shinobi of otogakure, it was given more offensive, advantage-giving abilities when accompanied with their sound techniques. Over the years, the style has become what it is today, a perfect infusion of the many different ninjutsu that went into it's creation as it travelled around the world and was added to in every place.

Description on the Abilities and Inner Workings of the Style: This style bases its abilities around the use of hollowed out weaponry, such as batons, staffs, tonfa etc. Users of this style will manipulate liquids in order to fill or drain their chosen weapon at will. This is the base of everything else that this style has to offer and is the focal point of all its branching abilities. The two main benefits of doing so are,
1. Increasing and Decreasing the weight of your held weapon.
2. Changing the pitch of the sound the weapon makes upon contact.

A weapon with high volumes of water inside will be heavier in weight and make lower pitched sounds upon connection with another object. A weapon with a lower volume of water would be a lighter weapon that would make a higher pitched sound upon contact. Increasing and decreasing the weight of your weapon would keep your opponent on edge, every strike would feel different, every swing would have a different level of momentum behind it and would react differently to being blocked. The opponent could never feel comfortable with what they are about to defend against, unknowing of what they were being hit by.

Changing the sound that the weapon makes on contact is beneficial when paired with sound chakra as it allows the chakra to react in different ways. By channelling a small amount of sound chakra to the point of impact when your empty weapon connects with an object the user would be able to produce a quick, high frequency sound wave which travels extremely quickly, causing whatever contacted the weapon to bounce off with great force.
A similar amount of sound chakra released upon impact whilst wielding a liquid filled weapon the user would cause a low frequency sound wave, a longer lasting, more spread wave that would cause the connecting object to vibrate profusely, possibly breaking its form apart or making an opponent lose his grip of a weapon. Huge impacts with this effect could conceivably break bones with the vibration, but this is only really achievable against those with enhanced strength and by shinobi capable of taking such a hit themselves. At no point does the user infuse their own weapon with sound chakra, in order to achieve these effects, the user will send sound chakra through the air and to the impact point of the weapon, the it will come into effect and gain the properties of the sound made. This ability of this CFS could be summarised easily as the user releasing sound chakra as they make contact with their held weapon in order to produce one of many different effects. These effects being dictated by the amount of liquid within the weapon at time of contact.

Filling the weapons can be done passively with water just through the moulding of suiton chakra, or with the active ability of a different liquid element. Weapons can also be made to have tiny holes in the sides or end that would allow the weapon to squirt or excrete whatever liquid is inside, this would again be done through the use of Capsule Bojutsu techniques.

Example Techniques:
Capsule Bojutsu: Excretion
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage:
Description: The user can cause whatever liquid is held inside their weapon to seap out through its walls and onto the outside of the weapon, making the weapon wet with whatever was inside.

Capsule Bojutsu: Squirt!
Type: Offensive
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: Allows the user to squirt whatever liquid is inside their weapon in a target direction, emptying the weapons hollow middle of liquid quickly. Liquid is squirted to the borders of short range.

Capsule Bojutsu/Ototon: Sound Spike
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Upon impact with another object, the user will send a shot of sound chakra to the impact point, enhancing the impact and creating a soundwave with varying effects based on the pitch of the sound made.
- A weapon filled with liquid will make a low frequency sound on impact, this will cause the colliding objects to vibrate greatly, making it hard to hold onto and possibly breaking it apart should it be earthen in nature.
- A weapon emptied of liquid will make a high frequency sound on impact, this will cause a fast moving, high frequency sound wave to spark from the sound chakra and thus cause the colliding object to ricochet off of the users weapon with great speed and force.

Additional effects and Restrictions:
- Weapons used with this CFS are not chakra based weapon, and at no point use chakra to enhance or give them their abilities. Chakra is thread through holes in the weapon and creates liquids within the weapons shell, this is the same process when getting the water out, chakra enters the weapon and pushes the liquid outwards. Sound chakra is only ever present outside the weapons, ready to create chaos at impact point but never sitting in the weapons themselves.
- Using this styles base 'filling and draining' ability requires mastery of the Suiton element.
- Any use of sound alongside this fighting style would require full mastery of the Ototon element.
- The filling and draining of water from the weapons can only be used in conjunction with this CFS, it grants the user no ability to freely manipulate any water outside of their own weapons.

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

Heda, our loyal member, gave on the of 2016, a request for a Patent on the Custom Fighting Style [Kapuseru bōjutsu] Capsule Bojutsu. 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 her rightfully earned patent on this style by the following;


[Kapuseru bōjutsu] Capsule Bojutsu
Powered by Vex
Copyright 2016, Heda, NarutoBase.net

You must be registered for see images





1. (Kapuseri Bojutsu/ Ototon: Kanashimi no sutāvu) Capsule Bojutsu/ Sound Release: Stave of Sorrow
Type: Offensive/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Upon impact with another object, the user will send a shot of sound chakra to the impact point, enhancing the impact and creating a soundwave with varying effects based on the pitch of the sound made.
- A weapon filled with liquid will make a low frequency sound on impact, this will cause the colliding objects to vibrate greatly, making it hard to hold onto and possibly breaking it apart should it be earthen in nature.
- A weapon emptied of liquid will make a high frequency sound on impact, this will cause a fast moving, high frequency sound wave to spark from the sound chakra and thus cause the colliding object to ricochet off of the users weapon with great speed and force.

Note: Usable 4 times per battle
Note: No sound above A rank in the same turn

2. (Kapuseri Bojutsu/ Ototon: Fīdobakku) Capsule Bojutsu/ Sound Release: Feedback
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Smashing their weapon against a solid surface, the user will release sound chakra to the point of impact and create an outward pushing soundwave which travels from the point of impact in any given direction (or all, although this can hurt the user) short range from its nucleus. The waves strength and ability will vary depending on the amount of liquid stored within the weapon.
- A full weapon will release a low frequency wave which is capable of crumbling/shattering any earthen or non-chakra enhanced solid within it's effect radius.
- An empty weapon with this effect will release a high pitched, quick travelling sound wave which will push outwards with great force, easily able to deflect oncoming projectiles or add great force to ones travelling outward.

Note: Usable three times per battle
Note: No sound A rank or above in the next turn
 
Last edited:

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
Ninjutsu

17. (Meisaigakure Kurōn Ukai no Jutsu) - Hiding with Camouflage Clone Diversion Technique
Type: Supplementary/Offensive
Rank: B-A
Range: Short
Chakra Cost: 20 - 30 (-10 per turn active)
Damage Points: N/A
Description: A technique to be used alongside or during the effects of 'Hiding with Camouflage Technique' which creates a clone of the user which is under the effects of the camouflage granted by the original technique. This technique can be posted alongside Hiding with Camouflage at activation in order for the clone to be formed simultaneously with the user turning invisible. Alternatively, this technique can be activated during the camouflage technique in order to create an invisible clone which will remain invisible until it's user turns visible. (B-rank)
- The A-rank performance of this technique requires a single handseal, the B-rank requiring none (the handseal for the camouflage technique is still needed)
- Must know 'Hiding with Camouflage' and 'Shadow Clone' Techniques

Gifted to me

(Ninjtsu: Shūkai) - Ninjutsu: The Gathering
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (+5 per turn)
Damage: N/A
Description: The user sends a specific nature of chakra towards a targeted area, condensing it into a visible and non-harmful orb of chakra of that nature. Their chakra will passively draw in particles in the air including but not limited to mist, sand, poison, or other elements. The user's chakra essentially acts as a focal point for which foreign and their own chakra will be drawn to. The element and particles drawn into it must be the same as the chakra used. For instance, one can send their earth chakra towards an area and attract dust from the ground and smaller earth sediments, but cannot use earth chakra to draw in water particles. When used, all the targeted material will be attracted towards the focal point, the orb, with a 5 meter radius where all the particles would be condensed in that area, unable to spread throughout the terrain as it would normally. This technique is effective in hindering the enemy's vision for a certain amount of time or evading threatening substances in the air. The user can only use one elemental nature for this technique (they cannot make a focal point of both earth / water nature to draw in dust and mist, it must only be one elemental nature that is drawn in.)
Notes:
- Usable 4 times
- The user must have the chakra nature of the particle/element they wish to draw in
- only works on B ranks and below




(Sutōrīterā no Honō) - Flames of the Storyteller
Type: Supplementary/Offensive
Rank: D
Range: Short
Chakra: 10
Damage: N/A (20)
Description: A relatively small ability often used out of combat. Flames of the Storyteller (FotS) allows the user to abruptly release marvelous flames from varying body parts such as hand and quickly shape those flames to animate miniatures of a moving object, animal or the likes for storytelling purposes. Those flames do not harm the user as they are made by his/her chakra. The flames can also be shaped into text to convey messages that either seem to combust out of someplace from the user's body, appear hovering around the user, or burned into a solid, such as ground to leave a message behind. This is not only restricted to text, it could also be symbols or plain art. Burning a scroll or warming up objects is also a feasible task with this technique. FotS also has offensive applications by solidifying fire-natured chakra from one's body to create a simple, humble-sized object to protrude from the user's body, such as spikes of hand length.


 
Last edited:

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
Majoken | Witchblade
Type: Weapon
Rank: C-S
Range: Short
Chakra: 15/20/30/40 (-2 each turn it remains activated at A-rank or above)
Damage: N/A
Description: The Witchblade at heart is not a weapon, but an entity. It selects its own host and locks itself to their arm, allowing itself to be wielded by whomever it is connected too. As well as being wielded by them, the Witchblade also corrupts their mind, making them kill and changing them completely once it is activated, turning even the kindest of host into a killing machine.

Once activated, the Witchblade will spread across its wielders body, covering their skin with a silver and gold metal, highly durable against slashing and piercing weapons, protecting its user from weapons of equal and lower rank. As well as the armor, the user will be able to extend arms from the metal, these arms can be completed with either a hooked end or bladed edge and will stretch short range from the user. These arms can be controlled at will. Number of arms created will vary depending on the blades rank. This will be explained in the next section.

The Witchblades use is not entirely free however, it's restrictions lie within its love of a fight, it likes to see its wielders true power and will therefore only give them enough of its own power for the enemy they are facing. It can sense opponents chakra levels and will only offer the user protection based upon the rank of opponent they face. See key below.

Academy students will face a C-Ranked Witchblade variety, this will gift the user D-Rank armor that spreads only across the forearm and hand the blade is worn on. No arms can be created, but this will give the user claws from the ends of the fingers.

Genin will face the B-Ranked Witchblade variety, this will spread C-Rank armor across the arm and shoulder, as well as one half of the neck. As well as the claws, a single arm can be extended from any part of this armor and will be equivalent to a C-Ranked Weapon.

Chunin and Jonin will face the A-Ranked Witchblade variety, this will spread B-Rank armor across the arms, breasts and legs. As well as the claws (on both hands), Two arms can be extended from this armor at any one time. Arms will each be equivalent to B-Ranked weapons

Sage ranked opponents will face the full S-Rank Witchblade, this will spread A Rank armor across the whole body, up to the neck. The user will also be able to (as well as claws on both hands) extend up to three arms from the armor at any one time. Arms will each be equivalent to A-Ranked weapons

Weapons of a higher rank will effect the user through the Witchblade armor, armor will only block non-elemental attacks of equal or lower rank.

-Witchblade can only be wielded by female shinobi-
-Before the Witchblade is activated, it takes the form of a bracelet-
-Witchblade armor has no effect against elemental techniques, it only stops weapons or taijutsu-
-Created arms will extend from the armor like the legs of a spider and can be made to reach roughly 4 feet in length-
-Witchblade can communicate with its wielder mentally (This holds no bearing on chakra sensing abilities and can be done in any of the blades forms even before its activation)-
-The Witchblade can only sense chakra to gauge an opposing shinobi's level. It cannot detect people or techniques in any fashion. Nor can it produce its own chakra or surge it's wielders.
-Unless made upon activation, creation of any arms will count as one of the users moves that turn, although, numerous arms can be created in that one move.-
-Blade can be activated in its C-rank form even without an opponent
-Witchblade arms can be made hollow and in hollow form are capable of holding any liquid elements without ill effect, this is through the use of a layer of chakra between the supplied liquid and the inner walls of the blade.
-Once activated, can be deactivated at anytime without taking a technique slot.

 

The Mockingjay

Active member
Legendary
Joined
Jul 26, 2012
Messages
12,509
Kin
484💸
Kumi
2,483💴
Trait Points
0⚔️
Crystal.

(Shoton: Hikari no Erementarutorikku) - Crystal Release: Elemental Tricks of Light
Type: Offensive
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: When posted with alongside a technique of an element that produces its own light (lightning, fire and variations of them) this technique serves as a means for that element to travel through Crystal to enhance its effects. When firing a technique into Crystal that technique can either be refracted (split into two exact copies of the original technique) or reflected elsewhere (be made to emanate from a different crystal source within range).
Refraction: i.e. the user shoots an A-ranked bolt of lightning into a source of crystal short range from the user, 2 a ranked bolts of lightning identical to the original are then shot from the Crystal source following the techniques original range rules, each in the users desired direction.
Reflecting: I.e the user shoots a fireball into a source of Crystal within short range, the fireball emerges from a different crystal source elsewhere on the battlefield (but still within range of the fireball technique)
-Regardless of the techniques range, the original Crystal source must be within short range of the user.
-Can only be used with techniques of the same or lower rank than this one.
Note: The images created by the crystal carry no damage value and are just reflections of the original technique.

 
Top