Naruta´s CJ

Uzumaki Naruta

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Naruta´s CJ
~Owned~

[CJ] Custom Jutsu:
1. (Shakuton: Sennayami) -Scorch Release: Broiling Agony
2. (Genjutsu: Sauna Enmu) Illusionary Arts: Sauna Haze
3. (Shakuton: Doragonkihaku) - Scorch Release: Dragon Soul
4. (Shakuton: Netsu wa tonikaku watashi o ki ni shinai koto ga) - Scorch Release: The Heat Never Bothered Me Anyway!
5. (Shakuton: Senureigoto) - Scorch Release: Roasting Misery
6. (Shakuton: Y'shaarj no Tatchi) - Scorch Release: Touch of Y'shaarj

[CW] Custom Weapon: (Sanpo Kenjū) - Three-Step Sword
 
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Uzumaki Naruta

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Naruta´s CJ
~Owned~


Wind

-None yet-


Fire

-None yet-



Earth

-None yet-


Lightning

-None yet-


Water

-None yet-


Ninjutsu

-None yet-


Genjutsu

A-Rank

(Genjutsu: Sauna Enmu) Illusionary Arts: Sauna Haze
(Genjutsu: Sauna Enmu) Illusionary Arts: Sauna Haze
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user releases a haze of Scorch chakra all around them which takes on the appearance of a dense torrent of glistening flames. This release acts as a trigger to any one that looks into it, doing so will activate an illusion within the opponent's mind causing them to believe that there is a haze made of scorch surrounding the entire battlefield. This haze makes them feel like they cannot breath from lack of oxygen due to the extreme heat of the surrounding haze. This also causes the opponent to become extremely fatigued in reality slowing down their movements cutting their run speed in half. Due to the user actually releasing scorch chakra before the illusion activates, the illusion tends to come off more believable.
Note:
-Can effect a total of three opponents per use
-Can only be used twice
-The user is unable to use another genjutsu in the same turn making layering genjutsu ontop of this one near impossible
- Approved


Summoning

Kite: Allerie

(Kchuysei: Allerie) Summoning: Allerie
(Kchuysei: Allerie) Summoning: Allerie
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user bites her thumb drawing blood and then she summons Allerie. It is summoned directly within short range from the user. It is as big as Sasuke´s hawk, weighting around 500 kg allowing her to carry people or object up to a total of three times her weight. Allerie has strong wings that allows her to fly for very long periods of time long ranged with the ground. Allerie has an affinity to Wind style, being able to use Wind jutsus the user knows without using any handseals (including those that require a fan). Allerie has 5 layer of feathers in each wing, each layer with 500 feathers. She can coat her feathers with Wind chakra and then shoot them at the opponent by sweeping her wings forward. Allerie can also use her wings as a shield for the summoner, protecting the user. Allerie will stay active in battle until the summoner dismisses her or until she has used all her feathers.

Notes:
- Can use Wind Jutsus up to S-rank
- Feathers can be fired up to 2 times per battle.
- The feathers can reach up to long range
- The feathers´ attack equals to an S-rank technique
- For each time Allerie´s wing is used for shielding or Allerie is attacked, the amount of times she can fire the feathers is reduced by one
- Can be summoned once
- Allerie lasts 4 turns in battle
-

Scorch Release

C-Rank

(Shakuton: Y'shaarj no Tatchi) - Scorch Release: Touch of Y'shaarj
(Shakuton: Y'shaarj no Tatchi) - Scorch Release: Touch of Y'shaarj
Type: Offensive
Rank: C
Range: Short
Chakra cost: 15
Damage points: 30
Description: The user channels her shakuton chakra into an opponent through touch, forcing through them a small wave/pulse of scorch chakra similar to the Added/Light Weight techniques. Like any other scorch jutsu this creates moderate to severe burns (2nd degree) of the affected area. The effects are localized dehydration of the body leaving the area struck partially desiccated and this can leave the limb in question in a near useless state. This also causes the skin to peel and crack causing moderate pain enough to be a hindrance to the opponent. This jutsu takes a moment to charge and while doing so the user's limb glows a pale orange with a red tinge easily visible to an opponent within short range and this glow continues to be visible the entire time. This technique can be countered by by turning the body to an element that is strong to or neutral to scorch (follows elemental strengths and weaknesses).
Notes
-Requires physical touch with the opponent
-Can only be used once every two turns
-All of these effects pertain to the part of the body struck and not the whole body
- Approved

B-Rank

(Shakuton: Sennayami) -Scorch Release: Broiling Agony
(Shakuton: Sennayami) -Scorch Release: Broiling Agony
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user extends her hands out in front of her while releasing Scorch Chakra through her palms. This creates a dense torrent of Scorch flames that spread out throughout the battle field circling around the opponent. These flames linger on the ground increasing the temperature in the immediate area causing anyone in their immediate area (Short - Mid) to feel fatigued, exhausted and dehydrated after a turn. Unlike the other uses of Scorch where the flames need to make contact with the opponent, due to the method of this jutsu the flames can indirectly affect the opponent. Like various low ranking fire jutsu after a prolonged exposure the opponent may collapse. Due to the dehydration the opponent will feel an increase in thirst being overly thirsty as well as an excessively dry mouth and swollen tongue which can make speaking near impossible - they may also feel weakness, dizziness, irregular heart palpitations (feeling that the heart is jumping or pounding), sluggishness and the possibility to faint more readily. The inability to sweat due to dehydration will also take a toll since the opponent will be unable to cool himself down through perspiration. They may also feel body aches while moving, making it all the more harder to move at a fast pace.
Notes:
-Can be used thrice
-The user will be affected if in range as it also affects the atmosphere ridding it of moisture
-If the opponent does not find a way to defend or counter against this jutsu, after a turn, they will be affected with dehydration that leaves him or her exhausted and as such can only perform two moves the following turn.
-The effects of dehydration, exhaustion and fatigue will last the entire battle unless the opponent rids the jutsu in some way
-The scorch flames burn until put-out by an opposing force
- Approved

(Shakuton: Doragonkihaku) - Scorch Release: Dragon Soul
(Shakuton: Doragonkihaku) - Scorch Release: Dragon Soul
Rank: B
Type: Offensive
Range: Short-Mid
Chakra cost: 20 (+15 for reform)
Damage points: 40
Description: The user begins by concentrating her Scorch Chakra throughout her body in one dense pulse partially releasing it. This creates a dense aura of scorch flames that take on the form of a highly compressed animal (default is dragon) surrounding the user. This aura has enough heat to cause anyone who touches it (excluding the user) to take on severe burns reaching as high as third degree. The aura can be held for two turns and makes touching the user nearly impossible as it would cause the person burns to their attacking limbs any water jutsu A rank and below aimed at the user is snuffed out by the aura as the water comes into contact with the scorch flames. Though if struck by an S-rank water technique the aura is canceled out, and it is weakened if hit by lower ranked techniques according to standard elemental interactions.
The offensive capabilities come into play when the user releases the aura. This can create a projectile based wave of scorch that like the orbs used in the canon techniques is highly compressed taking on the form of a dense animal's (default is dragon) head. It can travel out to Mid Range evaporating any moisture it comes into contact with. If it comes into direct contact with an opponent it can cause their body to become desiccated as it removes the moisture from their body. This is because unlike normal fire scorch flames can easily travel through an opponent. The opponent if struck becomes dehydrated meaning they'll feel fatigued, their muscles will ache and they'll be slowed down slightly.They can also have sensations of euphoria brought on by the loss of moisture in the body. It also hinders bodily functions such as sweating and causes labored breathing and severe chest pain.
Note:
-Can only be used thrice with a turn cool down in between uses
-The shape can change depending on the user eg: one may be a dragon's head while another could be a bear's head or a elephant's head.

Appearance:
Aura [ ]
Projectile: [ ]

- Approved

(Shakuton: Netsu wa tonikaku watashi o ki ni shinai koto ga) - Scorch Release: The Heat Never Bothered Me Anyway!
(Shakuton: Netsu wa tonikaku watashi o ki ni shinai koto ga) - Scorch Release: The Heat Never Bothered Me Anyway!
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user releases shakuton chakra from her entire body as it pours out from the body it acts as an intense heat wave accompanied by a moderate blast of scorch flames. These flames have enough force to throw back multiple enemies creating a force that can knock them back off their feet throwing them back five to ten meters. The intense heat wave is enough to create 2nd degree burns while also having varying effects to the body such as those accompanied with most uses of scorch. It'll leave any opponent who is struck weakened considerably their muscles devoid of moisture achy and painful. Every muscle will feel as if it is tensed up making movement harder while also halving the speed at which the opponent can move.
The wave of scorch flames happens rather quickly and extends out in all directions reaching up to five meters all around the user evaporating any natural water in that area while also evaporating up to S rank water rather easily since it hold a two rank strength.
Notes:
-Can be used four times once per turn
-Cannot be used again on the next turn (1 turn cd)
- Movement speed halved for 2 turns
- Approved

A-Rank

(Shakuton: Senureigoto) - Scorch Release: Roasting Misery
(Shakuton: Senureigoto) - Scorch Release: Roasting Misery
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user channels scorch chakra into their fists or feet while attacking the opponent with taijutsu as they hit the opponent or strike towards the opponent they release the scorch chakra in the form of dense torrents or streams which are extremely hot in nature and have the ability to evaporate moisture in both the atmosphere and the opponent's body. This is incorporated into free-form taijutsu and taijutsu that doesn't require chakra usage augmenting the damage dealt instead of dealing blunt force trauma like a normal punch or kick the scorch flames pass through the opponent much like the cannon uses. This can create immediate damage to the opponent's body skin to the cannon uses of Scorch Release. By channeling the scorch flames through the opponent by means of close combat the user can achieve similar repercussions to the cannon technique Extremely Steaming Murder in a more localized manner. They can attack vital organs forcing them into a dehydrated and fatigued state simply by knowing where in the body they are located and striking that area with punches or kicks reinforced and augmented by the scorch.
This can in turn slow the opponent down drastically leaving them in a very weakened and vulnerable state. The body relies heavily on water to maintain healthy functions among it's various systems. Severe dehydration can cause negative changes in health such as decreased cardiovascular efficiency, renal impairment, and fatigue. Like the canon technique the effects are highly noticeable leaving the parts of the body struck very desiccated and wrinkled. It also causes fatigue and muscle tightness as well as loss of rationality, dizziness, nausea and weakness in the muscles and joints. The jutsu itself is to be used with free-form taijutsu or taijutsu that doesn't require chakra usage to augment the damage through the use of the dense torrents and streams of scorch flames. The torrents and streams are only released with the user punches, kicks or attacks with some form of taijutsu.
Notes:
-Can be used twice per battle and can last for three turns per use during that time the user is able to augment their blows with Scorch Release
-Must wait two turns (after deactivation) before using again
-While active the user is only able to use Scorch, Wind, Fire and Taijutsu.
-Can be de-activated at will
- Approved
 
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Uzumaki Naruta

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~Learnt~ (Part I)

Wind

D-Rank

(Fuuton: Kōkū-Bin)-Wind Style: Air-Mail
Rank: D
Type: Supplementary
Range: Short-Mid
Chakra: 10
Damage: N/A
Description: With one handseal, the user creates a gust of wind that envelopes a distant shuriken or other small object and lets the user manipulate it in midair.
-Usable 3 times per battle
-Can only be taught by Katonpwnz
- Taught by Ushiro



B-Rank

(Fuuton: Kyōfū no Jōshō) - Wind Release: Rising Gale
Rank: B
Type: Defense/Supplementary
Range: Short-Long
Chakra cost: 20
Damage points: N/A
Description: The user summons an upward wind current in order to halt the decent of falling objects or lift objects into the air. The scale, strength, and duration of the current can be customized depending on the task to be performed. Although the current cannot be changed once created, it may be cancelled whenever the user desires. This technique is capable of hovering a giant summoning animal above the ground but cannot lift it very high.
~Can only be used three times per battle.
~Cannot be used for offensive purposes.
- Taught by Ushiro



A-Rank

(Fuuton : Rippou of Katto Uindo ) Wind Release: Cuboid of cutting wind
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will make two hand seals and then create a small cuboid of wind chakra that is compressed and then release it at the target. The user will then make another hand seal to expand the cuboid to surround the target. The target will then deal cutting damage from blades of wind attacking them when they are caught inside the technique.
-Co creator Zen.
-Can only be taught by Zen and Yard.
- Taught by -Yard-


(Fūton: haipa tatsumaki) – Wind Release: Hyper Tornado
Rank: A
Type: Offensive
Range: Short – Long
Chakra cost: 30
Damage points: 60
Description: The user focuses their wind chakra into their hands and sends it to the sky. They use that chakra to gather clouds above the opponent and alter the weather conditions to the point of which wind will start to spin around the opponent until it turns into a tornado around the opponent. The opponent will be caught in the eye of the tornado so he/she will be trapped inside and so the user throws a large amount of shuriken into the tornado and uses their wind chakra to control the blades. After doing so the user controls the shuriken with their wind chakra and uses them to violently cut their opponent.

-The controling of the shuriken counts as one of the users turns
-Can only be taught by ~Yard~
- Taught by -Yard-


(Suraisu Kaze) - Slicing wind
Type: Attack/supplentry
Rank: A
Range: Short-Mid
Chakra Cost: 25
Damage Points: 45
Description: The user will stand like the picture shown below. Then the user will be begin to swing his front arm around in a slicing motion, but as they do, the users body will change to a blast of wind (in the same way suigetsu can replace his body with water) sending them selves at great speed as a slicing wind at the opponent. Though this leaves the user vulnerable to fire attacks if the opponent can see the user. This can also be used in avoiding attacks. The user can reform at any point. But if they dont, they become a slicing blade of wind and reform to their normal selves with their hand up in the air like they just slice the opponent across the chest, which they will have done in there wind form.

Note: Only doujutsu can see the wind.
Note: The user takes double damage in wind state from fire attacks
Note: Can he heard by sound users, can only be heard by non sound ninja when the battle field is near silent
Note: Only be used twice
Note: Cant use fire jutsu in same turn due to the concentration of wind chakra.
You must be registered for see images
- Taught by The Pervy Sage


(Fuuton: kaze kakujuu) - Wind style: Wind expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: + 25
Description: After releasing a wind jutsu the user will perform 2 handseals as they release there chakra into the wind jutsu. In doing so, the user will increase the power and size of the wind jutsu boosting any wind jutsu by 25 damage points. By the increase in chakra the wind gains more power as it increases the power of the wind blast aswell as the size by expanding the wind currents.

Note: Can only use used on wind the user or the users summon has created
Note: Can only be used once one each wind jutsu creates
Note: can only be used 3 times
- Taught by The Pervy Sage



S-Rank

(Fuuton: Henka no Kaze)- Wind Release: Winds of Change
Type: Attack/Defense/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (+15 each turn active)
Damage: 80
Description: The user forms 3 handseals to generates and control wind currents throughout the battlefield that can vary in strength from a breeze to wind capable of lifting large buildings. The user must keep the last hand seal held to maintain precise control of the currents and continue the jutsu.However a fire technique of A rank or above can cut the control of the wind currents
-Usable twice per battle
-No A-rank or higher wind jutsu for the next 2 turns
-Can only be taught by Shin-Akira
- Taught by Ushiro



Lightning

B-Rank

(Raiton: ranpu suicchi) Lightning release: Light Switch
Type: Supplement
Rank: B
Range: Short-long
Chakra Cost: 25
Damage Points: n/a
Description: The user will form a two handseals and use their raiton chakra to adjust the brightness of Raiton based techs. It can make raiton techniques of B rank and up bright enough to blind the opponent and the user of course (if the user doesn't close their eyes while making the handseals). Due to speed of the light being adjusted which is a flash that stays light up for 3 seconds or until the lightning attack hits or is over and instantly fades back to normal the opponent can't just simply close their eyes as they don't know it's going to happen. Once the target is blinded they will stay that way for one turn.
- This does not increase the power of raiton techs, only adjusts the brightness.
- Can only be used twice per match.
- Must use a lightning technique of B rank or higher before using this jutsu. B rank due to the size and amount of electricity that's in B rank techs that C rank techs lack.
- Must skip a turn before using again.
- Taught by -Yard-



S-Rank

(Raiton: raikou myaku) Lightning Release: Lightning pulse
Type: Attack
Rank: S Rank - Forbidden Rank
Range: Short-Long
Chakra Cost: 40 ( 50 If charges for 2 moves)
Damage Points: 80 (90 If charged for 2 moves)
Description: The user will make one handseal charging their raiton chakra and then forms another handseal which then releases a massive amount of electricity from their body. The amount of electricity that's released is based on how much raiton chakra they have charged. For instance, if the user charges it using enough chakra for two moves then the user can only use one more jutsu for that turn. But, will gain an extra rank in power. If Charged with enough chakra for two moves, this jutsu will release a massive amount of non focused electricity from the users body into the air and ground capable of destroying everything on the field and leaving a small crater in the ground around the user. The amount of chakra doesn't take more than a few seconds to charge since it's almost forced from the users body. If only charged for one move then it will release non focused electricity into the air and ground around around the user and opponent and will reach out to mid range.

Notes:

-No Raiton for the next turn if charged for Forbidden Rank.
-No A rank Raiton for the next turn if charged for only S rank.
-If charged for forbidden rank the user takes 20 damage due to the strain on the users body.
-No ninjutsu on the next turn just elemental jutsu.
-The electricity has enough amps and current to kill.
-Charging of 1 move = S rank rank.
-Charging of 2 moves = Forbidden Rank.
- Taught by -Yard-




Fire

Forbidden Rank

(Katon: Hagetaka kaen) Fire Release: Condor Blaze
Type: Supplementary/Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user will form a row of 10 handseals, he will then disperse into 10 highly compressed katon flames that are shaped like condors. The condors will then soar through the air at great speeds at the opponent. 1 condor will be the user and will travel to the desired location that the user wants and the user will appear from that condor while the other 9 condors soar through the air and attack the opponent. The condors hit the opponent all at the same time. On impact the condors will explode in a huge fiery explosion that covers the area . Once the condors explode all surroundings within mid range will be covered with 6ft tall flames.
-If the user has signed the condor contract then this jutsu will only require 5 handseals.
-No Katon for the next 2 turns.
-Can only use this jutsu once per battle.
-Can only use 2 jutsu on the next turn.
-No Katon jutsu before this jutsu.
-The turn that this jutsu is used, the user can only use one more jutsu so this jutsu counts as 2 moves.
-If the user is caught in the explosion then he/she will die.
-Can only be taught by ~Yard~
- Taught by -Yard-



Earth

C-Rank

(Doton: oshi sacchi) Earth Release: Pressure Sensing
Rank: C
Type: Supplementary/Defense
Range: Short-long
Chakra cost: 20
Damage Points: N/A
Description: The user sends small amounts of chakra through ground around him so he can sense the pressure in certain locations of the battle field. By doing this the user can sense where his opponent is standing and where his opponent is if he/she is underground.
-User must make contact with the ground while using this jutsu.
- Taught by -Yard-



B-Rank

(Doton: tsuchi heika) Earth Release: Earth Arms
Rank: B
Type: Supplementary/Attack
Range: Short-long
Chakra cost: 40
Damage Points: N/A
Description: After making 3 hand signs the user sends his earth chakra into the ground around his opponent and raises arms from the ground that can grab his opponent and hold him/her in place.
-The user must make contact with the ground in order to use this jutsu meaning he/she cannot use this while being in the air.
-Must be taught by ~Yard~
-Must have a proper understanding of earth jutsu meaning you must be able to use B rank earth to learn this jutsu.
Note: If used in short-mid range you can add more chakra to the arms of earth and use them to crush the limbs of your opponent.
- Taught by -Yard-


(Doton: tsuchi heika) Earth Release: Earth swords
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra cost: 30 (when making the sword)
Attack points: 40
Description: The user cups their hand as if they were holding a handel and molds a strong sword using their earth chakra.
since the earth used is made from the users chakra it can cut through C rank earth.
-The user cannot use any jutsu that require hand seals while holding the sword.
-Sword takes 3 seconds to make.
-Must be taught by ~Yard~
- Taught by -Yard-



A-Rank

(Doton: Tsuchi Kurassha) Earth Release: Earth crusher
Type: Offensive
Rank: A
Range: Short-mid
Chakra Cost: 30
Damage Points: 60
Description: Like "Earth Release: Mud Fall" and "Earth Release: Dropping Lid" the user will make 3 handseals "Rat" "Tiger" "Boar" as they send earth chakra to above the opponent or target and will make a rift above them. What comes out is not mud nor a lid but a huge stone that falls from the rift and crashes down onto the opponent (see picture for the size of said stone). The stone is created several meters above the opponent, leaving enough time to react.
- Can only be used twice per match.
- Must have mastered at least A rank earth.
You must be registered for see images
- Taught by -Yard-


(Doton: Doro Rappu) - Earth Style: Mud Wrap
Type: Supplementary
Rank: A
Range: Short ( of mud )
Chakra Cost: 30
Damage Points: N/A
Description: The person takes hold of Chakra infused mud already in play due to the chakra already found in the mud it can be slightly manipulated to surround the opponent. It basically blasts out and around the opponent covering their body in mud. This makes moving harder as well as restricts breathing. This is due to the chakra infused mud that covers the opponent It has the same effect as Swamp of the Underground as it makes movement harder. The mud can possibly asphyxiate the opponent if it successfully covers the opponent completely. The mud can be controlled slightly and forced to surround the opponent's head making it's way into their nose, mouth and eyes. The user must have used a Mud based Earth jutsu prior to this jutsu.
Notes:

-Must have already used a mud based jutsu such as Swamp, Mud Fall, or mud bullets
-Must be able to manipulate up to A rank Earth to use this
-Must be the person's own Chakra infused Mud
- Taught by Howard




S-Rank

(Doton: Kabe-O Honsho No Jutsu) Wall Of Text No Jutsu
Type: Attack/Defense
Rank: S
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: The user will make 5 hand-signs and slam their hands to the ground. A giant hollow wall will rise from the ground with two giant doors, it is as tall as Gamahiro and 3x thicker than Gamabunta's Sword. The user makes another handseal causing the doors to open and letters will burst out from inside the wall into 4 chains made of text made from the earth of the wall that will attempt to wrap around the opponents limbs. If successful the user then makes one more handseal, causing the chains to tighten, crushing the opponents limbs as the chains retract, pulling the opponent into the wall where the doors then slam shut, trapping the opponent inside. The wall will then go back into the ground and close in on it'self, crushing the opponent.

Notes:
- Can only be used once per battle
- Must have mastered Earth
- Must be of at least Sannin Rank
- No A Rank Earth for the next turn
- Due to the walls Size, it takes 15 seconds for it to completely rise and 3 seconds for the doors to open.
- The chains take 2 seconds to get to the opponent per 5 meters. So, 2 seconds for short range, 4 seconds for mid range and 6 seconds for long range.
- Taught by -Yard-




Water

B-Rank

(Suiton: Mizu Sattou) Water release: Water Rush
Type: Attack/Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 25
Damage Points: N/A
Description: The user releases a small amount of water from the moisture in the air and can then control the water that is created. The user can create and control the water created up to mid range in distance. The amount of water created is enough to fill a small bath tub and only lasts for one turn. However this source of water isnt great enough to create S rank level water techniques.
Notes:
- Can only be used 3x per battle.
- Must skip one turn before using again
- The water can only be controlled up to one turn
- Can only use water jutsu while controlling the water or until you release the water from your control.
- Taught by -Yard-




Ninjutsu

B-Rank

(Butai Ryou Giryou) Elemental Enhancing Skill
Type: Supplement
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: Elemental chakra can be infused into kunai's to increase their abilities. For instance, infusing a kunai with wind chakra would increase the kunai's cutting power to not only stop an incoming kunai attack, but would slice through the kunai easily along with increasing the speed of said kunai. Infusing a kunai with doton chakra would increase the kunai's force tho this is done by the user using doton to increase the strength of his arm when throwing the kunai. Katon chakra would increase sharpness of the blade by heating it up and allowing it to cut through objects easier. Now you can do the same with pushing a certain type of chakra to your feet to increase speed or sending it to a limb to increase it's ability. What this technique is basically the user will send out chakra throughout his body infusing the chakra in his muscles/limbs to increase their abilities depending on the elemental chakra they used. Tho, they can only use one type of chakra for this.

Earth enhancing skill: If the user sends out Doton chakra throughout their body infusing it with their body, they will gain increased strength by 2X, being able to lift boulders and crack concrete with their fists. User can only use Earth techniques while using this.

Wind enhancing skill: If the user sends out Fuuton chakra throughout their body infusing it with their body, they will gain increased speed by 2X of what they had before. User can only use Wind techniques while using this.


Water enhancing skill: If the user sends out water chakra throughout their body infusing it with their body, they will gain increased stamina. Scientifically, muscles rely on water to work for longer periods of time and this reduces the build up of certain acids that makes your muscles feel as if they're on fire when working out too long. This gives a good performance boost making it harder for the user to tire out. User can only use Water techniques while using this.


Notes:
- Can only use one element enhancing skill once per battle and the enhancing effects only last for 3 turns.
- Can only use one element enhancing skill at a time.
- Each enhancing skill counts as one of the users 3 jutsu per turn.
- Taught by -Yard-



Taijutsu

B-Rank

(Shinkei Pinchi) - Nerve Pinch
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: This technique deals with targeting the weakest part of the Trapezius muscle which runs from the base of the head to the top of the shoulders above the shoulder blades. The user will concentrate chakra into his fingers strengthening them as he grips the side or base of the neck hard. While doing so he transfers a visible pulse of chakra in the form of a slicing blade from the tips of his fingers into the opponents neck or shoulder blade area. What this accomplishes is severing the upper Trapezius nerve/muscle causing pain, weakness, numbness and paralysis in the upper body, arms, shoulders and spine area. The opponent's arm and shoulder will be limp and numb hard to move and when forcibly moved will cause a deep stinging pain that radiates up the arm and down the back. This has enough power to bring an untrained and unskilled shinobi to heel especially if preformed with both hands upon both sides of the muscle simultaneously.
Notes:
-Pain, weakness, numbness and paralysis in the upper body, arms, shoulders and spine area lasts for two turns
-Can only be used four times per battle
- Taught by Howard

 
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Uzumaki Naruta

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~Learnt~ (Part II)

Summoning

Contract Signed

Summoning Animal:
Scroll Owner: Howard
Other Users who have signed contract: Blizzard, people who I forgot
Summoning Boss if existing: King Kodak
Other Summoning Animals tied to contract: Apollo, Artemis, Winged Kuriboh, Scout Squad Alpha, Puu​


(Kuchiyose: Kokuou Kodakku) Summoning: King Kodak
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A(60 for Talon Strike)
Description: The user bites his thumb then smears the blood on his palm after doing so he performs two hand seals (Boar-Rabbit) and summons King Kodak. He is a White-collared Kite and the summoning boss for the Kite Contract. He is a fairly large summon about as big as the Hawk Sasuke summoned. He is large enough to carry one person on his back while flying and has trained with the Holder of the contract to be able to carry him at fast speeds. He has an affinity for Raiton and can use any Raiton tech that the user knows up to S rank. This is due to the fact that he has trained with the summoner for many years to perfect their timing together in battle and their jutsu. Kodak is a proud bird and will only listen to a summoner with confidence and will ignore a shy or less aggressive summoner. Kodak has sharp talons and a keen beak he is able to imbue his talons with Raiton chakra thus giving his strikes using his talons a paralyzing property much like a strike from a Raiton tech. It's not to effective and wears off incredibly fast lasts no longer than one turn. Can speak English.
Note:
-Can speak English
-Can only be in play for 5-turns.
-Can only be Summoned by someone who has signed or owns the Kite Contract.
-Can only be Summoned once per battle.
-Each Jutsu counts as a move toward the three jutsu of the summoner
-Raiton imbued Talon strike counts as a jutsu and lasts at most one turn​


(Kchuysei: Tako Aporo) Summoning: Apollo
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user bites his thumb drawing blood he then claps his hands and summons Apollo. Apollo is a White-tailed Kite he is large enough to carry one person on his back and can fly at fast speeds with a rider. He is the only brother of another Kite named Artemis he and his sister Artemis were born from the same mother the same day and are twins. Apollo is a few minutes older than Artemis but it doesn't show much he has a immature personality in stark contrast to his sister who has a mature understanding of nature as well as her brother's lack of maturity. Apollo has trained with the summoner and has learned all he can in his affinity for Fuuton he can use any Fuuton jutsu the user knows up to S rank. His beak and talons are razor sharp and can clutch onto prey. His Talons are large enough to hold a human and strong enough to break bones like twigs. Apollo's wing span is enough to form a gust of wind comparable to an A rank wind jutsu. It looks alot like Wind Release: Pressure Damage but is only aimed forward toward the opponent instead of exploding outward in all directions. Around one of his Talons he has a band that has the Heno Heno Moheji as a way to show that he is a favorite summon of my Kakashi bio.
Note:
-Can speak English
-Can only be in play for 5-turns.
-Can only be Summoned by someone with the Kite Contract.
-Any Jutsu used counts to the three jutsu
-Wind gust counts as a jutsu and can only be used 3 times in battle
-Can only be Summoned once per battle.​


(Kchuysei: Tako Artemis) Summoning: Artemis
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user bites his thumb drawing blood he then opens his hands wide and summons Artemis. she is the younger sister of Apollo. She is very mature and understanding toward all things both battle ready and non battle ready. She has on both Talons a sharp metal cleat type apparatus which can be used to do a considerable amount of damage she can channel her Katon nature into them giving them a massive cutting ability and burning. She is to small to carry anyone on her back but she makes up for her inability by being a keen fighter. She can use any katon jutsu up to A rank that the user knows as they have trained together for a long time working together on timing and jutsu. Together Apollo and Artemis make one of the best Kite summoning combos Apollo able to use Wind that powers up his sisters fire making for devastating combo attacks. She has a sharp sense of both sound and sight but has the ability to tune out unnecessary noise. She can easily spot an opponent from a range away. Around one of her Talons she has a band that has the Heno Heno Moheji as a way to show that she is a favorite summon of my Kakashi bio.
Notes:
-Can speak English
-Can only be in play for 5-turns.
-Can only be Summoned by someone with the Kite Contract.
-Any Jutsu used counts to the three jutsu
-Channeling of Katon nature counts as a jutsu
-Can only be Summoned once per battle.​


(Kchuysei: Hane Hitofuki) Summoning: Winged Kuriboh
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A (+40 Senbon)
Description: The user does the nessecary handseals for the summoning (Rabbit-Snake) and summons Winged Kuriboh. It is a relitively small summon being only 2 feet tall and 2 feet wide but he has a massive chakra supply that of a much larger summon. He is covered in thick brown feathers that are dense he is mostly brown except for his wings which are off white. He looks almost like a puff ball a brown puff ball with wings. He can use any Earth jutsu that the user knows up to A rank but has to maintain contact with the ground for the jutsu to work. His feathers have a special property they can be imbued with his Earth chakra and then sent out toward the opponent. The Earth chakra makes the feathers much denser and able to stab into the opponent's flesh about 1 to 2 inches deep, doing about the same amount of damage as a thrown Shuriken. As the feathers are a medium Kuriboh doesn't need to be on the ground to use them.
Notes:
-Can only be in play for 5-turns.
-Can only be Summoned by someone with the Kite Contract.
-Can only be Summoned once per battle.
-Feather attack counts as a Jutsu and can only reach to Mid Range from Kuriboh​


(Kuchiyose: Sekkou Buntai Arufa) Summoning: Scout Squad Alpha
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user draws blood and performs one hand seal (Bird) with ample pressure and chakra control he summons four small Kites deemed Scout Squad Alpha. They are elite squad of four Kites each are small in size being about 4 feet in height with a wing span of 2 and a half feet. They each fly at fast speeds great for relying messages around vast distances. They have a strong sense of sight able to see small prey such as rabbits and other small game from heights of 60 ft in the air. Their sight is so great they can keep track of the prey with ease, relying that location to the summoner through the network of Kites that usually begins in Long range with Alpha and ends in Short range close to the summoner with Gamma. Each of the 4 condors act and scout differently, Alpha is the leader and he scouts on his own using his sight to find the opponent and rely the message back to Omega and Beta who then rely the message to Gamma and then from Gamma to the summoner, they do this by either calling out the location to the closest Kite or using a special code that each Kite and the Summoner understands(Squaking along the same lines Crows communicate). He is usually found in Long Range. Beta and Omega work as a team scouting in Mid range they are able to see things a whole range away so if they are in mid depending on the way they look they can see both Long and Short ranges respectively. Lastly is Gamma he is a loner he has the worst sense of sight so he usually stays close to the summoner for quick response in short range attacks. They have amazing sight but Alpha is restricted to seeing that which is in his own range his sight can't see past that as his eyes are trained to keep close watch on the opponent. Omega and Beta can see past their own range into a different range as they have been trained to see things at a distance they can also focus on what they see in their own range if the opponent is in their range. Finally Gamma can see what is in his range he has poor sight and can only see what is close to him usually he is really close to the summoner on his shoulder or close enough to alert him when an opponent is near. They are not to strong when it comes to battle but if they attack an opponent they will most likely go for the eyes pecking and gouging them out and then either returning to their range or returning to the summoner. They are able to swarm and attack the opponent moving at incredible speeds they can swap positions at extreme speeds making it seem like there are more than just four Kites in the group.
Notes:
-Each can speak english
-Can only be summoned for 4 turns
-Cannot summon a Kite the turn before
-Cannot summon another Kite the same turn
-Gamma can see an opponent in the same range as him. He is usually found in short range.
-Beta and Omega can see someone one range away via Sight
-Alpha can only see what is in his range usually Long
-Their sight, albeit enhanced and specialized is a normal sight with no special abilities.​


(Kuchiyose: Puu) Summoning: Puu
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user draws blood and performs one hand seal (Snake) while applying pressure and chakra onto the blood. He then summons Puu, Puu is a summon that was raised by the holder of the contract. His mother and father where both killed when they were summoned into battle and the holder of the contract held himself responsible for their death. Puu started out life like any other Kite as an egg, a few days before his hatching from the egg the holder of the contract had gotten himself into a deep situation he was being tracked by 4 elite shinobi who wanted his head. He quickly summoned both Fuu and Paa, being the strongest summons at the time they gave their lives to protect the contract holder. Soon after their death the holder of the contract was reverse summoned to the Kite Nesting ground, the Elder spoke to him telling him how the egg would hatch soon and needed someone to keep it warm and safe and that without parents or a guardian the Nesting Ground wasn't safe. The holder took the egg with him back to his village and took care of it until it hatched. He then named the summon Puu in honor of both parents who had sacrificed their lives for him. He raised the summon long into Adult hood teaching it everything he could. Puu has two forms a small chibi type form which is used when it needs to stay hidden or when he needs to be smaller and a large form in which it can easily hold three grown humans on his back. The second form is used to fly many people around the area. In both forms he can use Water Release quite fluidly. He has mastered Water Release and can use every jutsu the user knows up to S rank, without hand seals due to the rigorous training they went through together. Puu in his second form can fly extremely fast and this flight is unhindered by the number of passengers he carries(Can't carry more than three). He can also speak fluid English and shares a deep bond with the contract holder due to the excess time spent with him. He also respects all the summoners listening to them without hesitation. In his first form he can't fly and is quite sluggish in moving about.
Notes:
-Can only be summoned for 4-turns
-Can carry 3 people on his back
-Can only be summoned if there is no other Kite on the field
-No other Kites can be summoned while he is on the field
-Must be a signer or the Holder of the Kite contract to summon
-Puu can transition between forms once a turn and it counts as a jutsu​


(Kchuysei: Takodenrei) Summoning: Kiterunner
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user bites his thumb drawing blood he then summons a Kiterunner. It is summoned directly below the user basically picking the summoner up onto it's back. It is large enough to easily carry 1 person it is roughly 10 feet tall. A Kiterunner is a ground based summon that can not fly for long periods of time, it can fly for periods of 10 to 15 seconds getting about 5 to 10 feet off the ground. It's legs are much stronger than any other Kite being able to run long distances at fast speeds. It can move as fast as 45 miles per hour while sprinting and can sprint for distances of 10 miles at a time. A Kiterunner stays active on the field until the user dismounts him or until an attack makes contact with the Kiterunner. They come in a variety of colors if not specified the jutsu just summons a purple one.
Notes:
-Can only be summoned 3 times per battle
-Is active until the user dismounts
-Must have signed the Kite contract
-Must be taught how to summon


(Kyuchirose: Toriyama) - Summoning: Toriyama
Type: Summoning
Rank: B
Range: Short
Chakra: 20
Damage: N/A (+40 for offensive attack using copies)
Description: Toriyama is an extremely small kite small enough to fit into the palm of a person's hand. To summon him the user need only perform the seal of confrontation and draw some form of blood from his body. He can do very little offensively inside of battle but is great for recon and surveillance both due to his small size and his one and only ability. Most times he is just summoned for comedic relief or to reference an inside joke. He can create chakra based copies of himself that look like masses of blue chakra in his shape nearly a perfect silhouette of his small bird like form. They appear as what seem to be spirit animals/birds resembling Toriyama in every way only somewhat translucent/semi transparent being somewhat bluish.
These copies can be controlled by him and like shadow clones are connected to him in the same way when he disperses one or it is forcefully dispersed Toriyama gains all of the knowledge it has accumulated as well as the ability to create a new copy of himself. These copies can do very little outside of ramming into an opponent and causing a mild chakra explosion that can cause mild damage such as small lacerations, cuts, bruises and mild friction burns. Toriyama can only have three copies in play at any time however they can be anywhere as long as Toriyama himself is safe. If his concentration is broken he's dispersed or forced to move from his spot the copies disperse. While active Toriyama can share his vision, hearing and sense of touch with the copies seeing, hearing and feeling what they see, hear and feel but this takes immense concentration and while doing so Toriyama cannot relay the information or speak until he breaks this concentration thus losing the ability to see, hear and feel what the copies do for a short period of time. Toriyama can create and maintain a mental link to the summoner and can speak however doing so breaks his concentration nullifying the ability to see, hear and feel the copies during the time that he is speaking both mentally and physically to someone. This doesn't negate the ability to create and maintain the copies though and is a passive ability that doesn't count towards jutsu usage.
Notes:
-Can be summoned twice and can be in play for 4 turns
-Maintaining the clones count as a jutsu per turn
-The summoner cannot have clones of any kind in play while Toriyama's chakra copies are active
-Can create and maintain three copies and can use the ability twice however creating the copies counts as a jutsu
-Can use the ability to see, hear and feel what the copies do three times per battle but must wait two turns between each use. This ability can last for two full turns allowing Toriyama to gather a vast amount of information in that time.

- Signed with Howard and

Contract Signed
(Voided until there is proof that Sauron gave Yard the contract)
Since it was posted as profile message before the forum updated and
resetted all the profile messages


Summoning Animal:
Scroll Owner: -Yard-
Other Users who have signed contract: Zues, Sauron and Howard
Summoning Boss if existing:

(Kuchiyose: Megami Adara) Summoning: Goddess Adara
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (+30 if fused with and +10 each turn summoned)
Damage points: N/A
Description: The user will have a Cougar tattoo on the back of their right hand this will be used to summon Adara the Goddess all of Cougars. Adara has the unique ability to fuse with the person who summoned her giving the user Cougar like traits. When fused with Adara the users speed will increase from average to that equivalent of Rock Lee without weights and will have the ability to jump to around 20 meters high very quickly both types of movement will be almost silently due to the stealth Cougars posses. The user can still use jutsu while in this form but the jutsu have no enhancements of any form from fusing.
Note: This Summoning can only be summoned once per battle.
Note: This Summoning can only be in play for 5 turns if not fused with.
Note: Can only be fused with for 3 turns before the summoning must return.
Note: This Summoning can only be summoned by someone with the Cougar Contract.
Note: When fused speed increases to that equal of Rock Lee without weights on.
Note: Due to not having hands Adara can’t use any jutsu involving handseals.




(Kuchiyose: Kyo Kaiser) Summoning: Lord Kaiser
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (+5 each turn summoned)
Damage points: N/A
Description: Kaiser is Goddess Adara's main protector and Solis and Luna’s guardian due to his superiority and advanced skills when it comes to taijutsu. He wears metal claws over his actual claws on his front legs, the claws are made from a special metal that can be infused with chakra increasing the damage dealt by this weapon by +10 he also wears very light shoulder armour that protects him from taijutsu B rank and below. Kaiser is capable of using taijutsu up to the same rank as the user but Cougar style, where punches and kicks are swapped for slashes with front and hind claws, he can also jump to around 15 meters high by focusing chakra into his hind legs and using his cat like abilities.
Note: This Summoning can only be summoned for 3-turns.
Note: This Summoning can only be summoned by someone with the Cougar Contract.
Note: this Summoning can be summoned once per battle.



(Kuchiyose:Tsuin Tozu Ando Fiela)Summoning: Panther Twins Solis and Luna
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (+10 each turn summoned)
Damage points: N/A
Description: Two twin Panther (black) Cougars named Solis and Luna will be summoned to the field, they are the son and daughter of Goddess Adara. Solis has a fire style nature in chakra and therefor specialises in fire, he can use fire jutsu to the same rank as the user and is immune to it up B rank, his sister Luna specialises in earth she can use earth up to the same rank as the user, she is immune to earth jutsu up to B rank. Both twins are able to jump to a height of around 10 meters by focusing chakra into their hind legs and using their cat like abilities. The twins are completely identical and can only be told apart by people with advanced eye sight (i.e doujutsu)
Note: This Summoning can only be in play for 3-turns.
Note: This Summoning can only be summoned by someone with the Cougar Contract.
Note: This Summoning can only be summoned once per battle.
Note: The pair are weak the element their chakra nature has a disadvantage to
Note: The opponent unless a doujutsu user can not tell the difference between the twins.

- Signed with -Yard-

Jeet Kune Do

B-Rank

(Jeet Kune Do: Ichi Inchi Panchi Gikou) Jeet Kune Do: One Inch Punch Technique
Type: Attack
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: The one inch punch is a skill which uses explosive power to generate tremendous amounts of impact force at extremely close distances. When performing this one inch punch the practitioner stands with his fist very close to the target, A quick movement of the wrist produces the force needed, the wrist is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the bottom two knuckles.

Note: Must know Jeet Kun Do.
Note: Each punch counts as one of the users moves per turn.
Note: Must have mastered Jeet Kune Do.
- Taught by -Yard-



(Raiton: Koudo Setsuju Hirate) Lightning Release: Advanced Intercepting Palm
Type: Defensive/Offensive
Rank: B
Range: Short
Chakra Cost: 20
Damage: 40
Description: This is an advanced form of The intercepting fist. The user will run electricity through their hands and When the user is being punched or kicked the user with fast reactions as well as fast movements that "Jeet Kune Do" provides, will quickly react by taking palm and swiping the punch or kick away. The user can either hit the opponents Fist/hand/foot directly or hit their wrist, mid forearm, ankle or mid leg section to swipe away the attack. but will send a shock through the opponents limb, paralyzing it, making them unable move it for one turn. The user can then strike the opponent. This technique wastes no movement and charging of the chakra will take two seconds. The movement of the user himself is limited to his own skill of what he has learned wether he is a specialist in Taijutsu or a Taijutsu master and Jeet Kune Do's abilities which is being able to move limbs in a fast pace, the speed they can intercept would have to be a little slower than the users speed. It cannot intercept swift users, EIG users, Sage Mode users or any other speed enhancing modes/techniques that would grant the opponent those levels of speed or speed that's above the user. Due to the boost that Jeet Kune Do training provides, the user tries to be faster as well as to move like water to get around opponents attacks as they were taught to. So it is by this the user can only intercept Non Enhanced Taijutsu. The movement speed of the user is only slightly above that of a normal Strong Fist user. However, coupled with the increased reaction time it makes the user capable of defending against most moves of Strong Fist with ease.
Note: Can be used 3x per match
Note: This can still only swipe away Taijutsu up to B rank.
Note: Must know Jeet Kune Do.
- Taught by -Yard-



(Ame Odori) Rain Dance
Type: Attack/Supplementary
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: After using a technique that causes rain to fall from the sky, the user will then push chakra to their feet and will be able to push off of the drops of water with their feet, tho they must be quick when doing so. This jutsu derives from a ninja's ability to walk on water no matter how thin or small the water source is so it does not require suiton chakra to perform, this is just a more intense version the requires fast reflexes and movement to accomplish.

Notes:
- The user can move freely on the water drops.
- Must know my "Jeet Kun Do" in order to perform this as it allows you to move a limb in the blink of an eye.
- Taught by -Yard-



A-Rank

(Shintai Hitoshii Mizu) Movement Of Water
Type: Attack/Supplementary
Rank: A
Range: Short
Chakra Cost: 30 on Activation (-10 per turn)
Damage Points: N/A
Description: The user after mastering "Jeet Kun Do" will add chakra to their movements, reinforcing every blow and every step they make. This making their impact of strikes match their speed. This also has a bonus effect on run speed with the user being able to move a single limb in the blink of an eye while being able to move their body in a fluid, relaxed like motion. This is basically the user adding chakra to the Jeet Kun Do style, increasing speed and force of impact on strikes to make the true abilities of the Jeet Kun Do style stand out. This gives the user the speed of Lee without weights in short range if the user has mastered Jeet Kun Do and Basic Taijutsu. This method is the heart of Jeet Kun Do and is what allows it to help create successful combo's.

Notes:
- Must know Jeet Kun Do
- Must know basic Taijutsu
- Must be of Sannin Rank
- Lasts 4 turns
- No A rank or above Taijutsu for 2 turns after.
- Users movement is still trackable through normal eyesight.
- Can only be used once per battle.
- Taught by -Yard-



(Doton: Sono Monogatari Karejiko) Earth Release: The Legend Himself
Type: Defensive/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A +10 To Taijutsu
Description: The user will make 3 handseals and will make a body of earth rise from the ground similar to the Earth Clone technique. However, the earth appears to not look like the user, but another man. This figure carries the resemblance of Bruce Lee, he can perform Jeet Kune Do Style Taijutsu along with Basic Taijutsu. What makes this so special is that him being made of earth release, he can use Jeet Kune Do in a more stronger advanced style, using the earth release chakra for making strong yet quick strikes that can easily break bones due to the force of impact and his rock like structure. He can reform instantly when struck so long as he is standing on an earth source unless the earth chakra is negated which would cancel the technique.
Note: Can create 1
Note: Can only be used once per battle.
Note: Counts as a Shadow clone technique.
Note: He stays on the field for 4 turns.
Note: He must stay within mid range of the User.
Note: Despite being made of earth/earth chakra, he cannot perform earth release.
Note: Must be a Jeet Kune Do Master to use this
Note: Can Reform 2 times unless his earth chakra is negated or he is destroyed with a lightning attack of one rank lower or higher.
- Taught by -Yard-



Swift Release

B-Rank

(Hayaton No Jutsu)- Swift Release: Swift Technique
Type: Supplement
Rank: B
Range: Short-mid
Chakra Cost: 25
Damage Points: N/A
Description: The user through the use of swift release will perform the "Boar" handseal and move from Short to mid range. This technique is similar to that of shadow-less flight and can be used to dodge certain attacks by using swift release to quickly move out of the range of the attack similar to how other jutsus like Doton no jutsu let's you escape certain attacks by moving out of range or out of the way of certain jutsus. This can be preferred over other jutsus that can allow this due it's much faster and is still pretty basic. The user can escape attacks that for one, he can track, attacks that are projectile-ish but not huge attacks like kirin. The user could dodge an attack like fireball jutsu however, the attack that the user dodges cannot be wider than 10meters in diameter. Otherwise the user would still be hit due to the user can only travel by 10meters since this technique is short to mid range so this cannot be used to dodge large scale techniques only small projectile like techniques like fireball jutsu, Fire Style: Exploding Flame Shots and other small scale projectile like techniques, as well as few attacks that are like blasts as long as they aren't large scale as said before due to this has a 10meter range limit so any attack that is 10 meters in diameter would still hit you if you try to use this as a counter.This jutsu would allow someone to dodge small Amaterasu flames, but not large scale flames that are 10 meters in diameter or flames that appear all around/cover you as there has to be away to escape out of it. This jutsu would only allow you to dodge the same type of techniques that Doton no jutsu can allow you to dodge, only this is much faster.
- Can't use wind or lightning jutsus in the same turn.
- Can't use any other swift techniques in the same turn.
- Can only be used 3X per match.
- Must wait one turn before using again.
- Must have a swift release bio.
- Taught by -Yard-



A-Rank

(Hayaton: Hayai Ishiki Jutsu)- Swift Release: Swift Senses Technique
Type: Supplement
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user jump starts their senses with swift chakra to extreme limits, the result of which being a sensation where ordinary movements appear sluggish and dull and hyper speed movements appear as normal ones, though normally if a user's senses surpass their speed of movement they wouldn't be able to take action as their super speed senses outpace ordinary movements but when this technique is used during other swift release jutsu like "shadow less flight" as example it enables them to maneuver at their high speeds for very brief windows. This technique allows a swift user to be capable of tracking movements of shadow-less flight's speed.

Notes:
- Lasts 3 turns
- This jutsu doesn't increase the users speed, only senses.
- this jutsu can be used to speed read/ track movements at inhuman levels.
- Can only be used once per battle.
- Must have a swift bio.
- No wind or lightning jutsus can be used in the same turn as activation.
- Taught by -Yard-



(Swift Release: Pegasus Ryūsei Ken) Swift Release: Pegasus Meteor Fist
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30(+10 Per set of ten punches)
Damage Points: 60
Description: The user gathers Swift Chakra into his arms and to a lesser extent his legs, he slowly moves his arms around in a circular motion in front of him this process takes a mere three seconds. During this time the user regulates his breathing and focuses on the manipulation and gathering of his Swift Chakra. Once he has gathered enough Swift Chakra he is able to punch much faster dealing 10 speed induced punches easily in the time it would take to perform a single muscle bond punch. He can group these punches together in small groups of ten but can't do more than 30 punches at any given time. He may also run at the opponent getting a running start before he begins the barrage of punches. The Swift punches are much stronger than a usual punch as the user's arms are moving at an astonishing speed barely traceable by the human eye it takes well trained eyes to see and predict the punches. The punches can fracture bones and bruise internal organs. Due to the constant manipulation and gathering of Swift Chakra the user can only use Wind and Lightning this turn. I only made this jutsu Short-Mid because the user can get a running start they are still just punches and cannot reach out to Mid Range.
Notes:
-Can only perform 3 groups of 10 punches
-No other Swift Jutsu custom or canon can be used the same turn
-No Fuuton or Raiton jutsu can be used in this turn after this jutsu is perform
-Only Taijutsu, Fuuton and Raiton can be used the turn this jutsu is used(Before the use of this jutsu)
-Must have mastered both Fuuton and Raiton
-Can only be used twice per battle and never in the same turn
-Due to the advanced chakra control needed the user must be at least Kage rank
- Taught by Howard




Scorch Release

A-Rank
(Shakuton: Shakuton Bunshin) Scorch Release: Scorch Clone
Type:Sup
Rank:A
Range:Short
Chakra Cost:30
Damage Points:N/a
Description: The User will do the Tiger handsign and Create a Scorch clone. The Clone has the same affect as the scorch sun tech and can use Fire and wind up to B rank . It can evaporate water out the opponents body with contact.. The clone can be dispersed by high level waters (A rank or Above)

-Can only make up to 3
-Cant use no Scorch jutsus while they`re on the field
-Can only be used by general phaze
-Can only be used once per battle
- Taught by Teño



S-Rank

(Shakuton: Ryū no ikari)- Scorch Release: Wrath of the Dragons
Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will gather their Shakuton chakra and create 4 several flaming orbs that resemble small suns. Than a red/yellow flaming dragon comes out of every orb and strikes the opponent. Just like Scorch Release: Extremely Steaming Murder the dragons evaporates some of the water within their target making steam come out of the opponent's body.
Note: Usable 2 times
Note: No Scorch Release next turn and No A rank or above Fire/Wind jutsu next turn
Note: Needs Scorch Release and needs to be taught by ~Korra~
Note: Just like Extremely Steaming Murder reduction of water leaves target exhausted and as such can only perform 2 moves the following turn.
- Taught by Blake Belladonna


(Shakuton:Shakuton kyuutai) Scorch Style: Scorch Orb
Type: Attack/Defensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The User will do a set of 2 handseals. following after, I will wave my hand towards the opponent causing a heat wave to travel above the opponent. The Heat wave travels real fast. (about 2seconds) Soon as the heatwave is above the opponent. The user will do the tiger hand-seal.it will then quickly imprison and form around the Opponent infused with my chakra The orb is twice the size of Dodai rubber ball (Can fit two people in it). Causing Massive heat burns to the opponent body. The orb shrinks within time (3seconds) when the orb touches the opponent body the water starts to boil in their body causing agony pain, and eventually their water in their body evaporate. (The whole process for that is about 6seconds) The orb can also be used on myself In a case of an incoming water or mud attack or anything that contains mid amounts of water. The user will do 3 handseals and a orb will form around the user. Due to the Scorch chakra in my body the orb does not cause degree burn to me and it can Evaporate up to A Rank with anything with water in it when comes in contact with the orb.

-Can only use Once
-Cant use Fire and Wind above A rank for the next turn
-Only can be Taught by Teno
- Taught by Teño

 
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Uzumaki Naruta

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Custom Weapon

(Sanpo Kenjū) - Three-Step Sword

(Sanpo Kenjū) - Three-Step Sword
Type: Weapon
Rank: A
Range: Short - Mid
Chakra: 30
Damage: (60 when striking)
Description: Sanpo Kenjū looks like a normal katana with a pink hilt-wrapping a tsuba shaped like a five-petal flower and a purple scabbard. It can be carried around with a loose cord rather than at the wielder's sash. The scabbard is also unusual in that it has a pair of wheels for transport allowing it to be dragged around by the wielder with relative ease. Senpo Kenju has a few special abilities the first being it is able to be highly infused with scorch chakra raising the blade's temperature and the air around the blade immensely far past that of a normal katana able to glow white hot the hilt is reinforced and insulated allowing the blade to take on extreme temperatures while not affecting the user. This property allows the user to slice through water techniques of the same rank and evaporate water techniques one rank below that of the sword before they make contact.

Due to the temperature of the sword, if the user misses when striking the heat of the sword will carry on as a compressed burst of intense heat able to leave 2nd to 3rd degree burns and can also burn through simple materials like paper or clothing setting them ablaze. These bursts of compressed heat are only the width of the side of the sword itself. The final ability is an extension of Scorch's natural abilities by striking the opponent directly the use can cause localized dehydration of the body causing a numb feeling in the areas struck. This intense heat can also be used in cunning ways such as cauterizing wounds perfectly but doesn't count towards the abilities.
Notes:
- Can only cut through or evaporate water attacks five times and each counts as a move
- Can be summoned if not already with the user by performing a single handseal this doesn't count as a jutsu
- Can only be used by a Scorch user
- Approved



Permission to Custom Weapon

(Tenbun Bisento) - Destiny Bisento

(Tenbun Bisento) - Destiny Bisento
Type: Weapon
Range: Short
Rank: A
Chakra: 30
Damage:
Description: This bisento as seen in the image below, is about 1.5 meters long with a 30cm blade on the end. It was forged as a gift for the sage of the sixth paths, made from an unknown metal that made it indestructable. A special red leather bandage has been wrapped around the staff where the user will hold it, to help improve their grip.

Staff abilities:
Indestructable
(Fūton: Kujaku Senpūjin) - Wind Release: Peacock Whirlwind Formation (B rank wind) can be used through the blade on the staff and gains one rank when doing so and can go up to mid range.
(Fūton: Kaze Gaeshi) - Wind Style: Wind Return can be used through the staff like it was seen being used through a sword and gains 2 ranks when doing so, meaning it can send back A ranks and below.
Bisento can dispel a Raiton jutsu up to B-Rank once per battle (this is done by the user channeling his Raiton chakra into the staff and hitting the jutsu with it, which disrupts, dispels or stops the jutsu) and/or dispel/disrupt/stop 1 complete A-Rank Raiton jutsu once per battle (with the same principle).
Kenjutsu techniques can be used through the blade on the end of the staff as it was a sword originally that was forged into the staff but only to a certain extent. (Such as blowing wind on the blade, releasing a chakra wave ect)

Resctrictions:
-All abilities of the staff count towards the move count and don't require hand seals if the user is holding the staff on his hands.
-When used to counter 1 B-Rank technique it can only be used again to counter another B-Rank.
-While holding the staff in his hands, the user can't use genjutsu as their chakra will be continuously channeled into the staff when holding it, and so the user can't focus their chakra into the opponent to create the genjutsu as they would normally do.
-To wield the staffs abilities the user must have it with him either in hand or strapped to his back.
-The staff can only be wielded by The user; if someone else tries to wield the staff it will become blazing hot burning all the leather burning who ever is holding it.
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- Permission granted by The Pervy Sage

 
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Uzumaki Naruta

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~Allowed by Amegakure~

(Genjutsu: Nagato no Kioku) - Illusion Technique: Nagato's Remembrance
(Genjutsu: Nagato no Kioku) - Illusion Technique: Nagato's Remembrance
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user performs four hand signs and to trap the opponent in a genjutsu where the opponent sees the hand of the Gedo statue comes out the ground and grab hold of them, immobilising them in reality. The opponent then sees the rest of Gedo Statue rise out of the ground in front of them and where it releases the aura-dragon which moves to attack the opponent. When the Aura-Dragon appears to touch the opponent it causes immense mental stress. This can be cast on two opponents at the same time by altering the illusion to make it appear as though two arms rise from the ground to capture both targets and by making the illusionary aura-dragon attack both of them.
Notes:
- Usable only three times per battle
- Usable only by Ninja from Amegakure
- Usable once every two turns.

Ame Kussetsu no Jutsu (Rain Refraction Technique)
Ame Kussetsu no Jutsu (Rain Refraction Technique)
Type: Supplementary
Rank: B
Range: Long range.
Chakra: 20 (+10 per turn)
Damage: N/A
Description: The user will send there chakra into the falling rain via use of the Tiger→Ram→Snake hand seals, redirecting the light in such a way that the opponent's will see the user standing in a different location, by altering the way light is reflected and refracted through the rain drops. As such, the opponent will see the opponent standing elsewhere from their actual location, causing them to aim at the wrong location. This could possible cause the opponent to think they are in a genjutsu or are facing Haze clones as the their jutsu will simply phase through it. The user of this jutsu would also be able to manipulate the direction jutsu may be coming from, by altering the way the light is reflecting through the rain. As such, a jutsu could be sent from the opponent's left but they will see it being sent from a point directly in front of them.
Notes:
- this ninjutsu only effects what the opponents sees, their other senses are left alone,
- lasts four turns or until the user cancels the jutsu,
- can be used three times per match.

(Suiton: Mizu Meiden) Water release: Water Maiden
(Suiton: Mizu Meiden) Water release: Water Maiden
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After performing Water release: Rain Tiger at Will and having it still active, the user will perform the Ram -> Tiger seals and quickly open their arms and clap their hands together causing the rain within short range of the targets left and right, to move quickly towards each other, the speed at which they converge elongating the rain droplets into thousands of tiny sharp blades that pierce the enemy as they move towards each other similar to an Iron maiden.
Notes:
- Can only be used thrice per battle
- Cannot be used in succession
- Can only be used by a member of Amegakure no Sato
- Village Custom Jutsu approved

Permission granted
 
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