[Open] Battle

Silico

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Re: Pleasure my gloryhole [Open]

I chose desert(like the one outside sunagakure) and Kazekage bio.

Starting mid-range huehue.

The third kazekage noticed the bald man standing in front of him. He bowed down to show respect and started channel earth chakra through his body. He then released it through the ground and manipulated it so that spikes from four separate locations would protrude under the bald man.

( Doton: Dosekidake no Jutsu ) - Earth Release: Earth and Stone Bamboo Shoot Technique
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user of this technique condenses the soil and rock in the area to sprout out in the form of four large spikes which attack the target from four separate directions to make it harder to evade. However, it can be easilty avoided by escaping upwards.



After that, the kazekage gathered up jiton chakra. He then released the chakra and created a ball made out of iron sand(about the size of a basketball). He then shot the ball towards Baldy. About a meter from impact, the ball would create two magnetic fields to repel eachother. This caused the iron ball to shatter violently and spread, in form of sharp needles, everywhere in the blink of an eye. This would result in a very unpredictable, what would seem as a normal projectile, to shatter and cause disharmony to your face. Literally.

Jiton: Satetsu Hari Bo-ru l Magnetism Release: Iron Sand Needle Ball
Type: Offensive
Rank: A
Range: Short / Long
Chakra: 30 Chakra
Damage: 60 Damage
Description: The user creates an orb the size of a basketball out of iron sand present on the battlefield that can be moved/launched around to deal blunt force damage, however at will the user can make the iron sand repel each other violently, as the user manipulates the iron sand into needles creating a multi-directional storm of needles that erupts into short range around the orb..
Note:Can only be used by Sandaime Kazekage or Sasori using the Sandaime Kazekage puppet
Note: Ball can only be created within mid range, but can travel long
Note: Can only be used three times a battle with 1 turn cool down
Note: Can only be taught by Strawberry


The spread of the iron sand from the ball would be totally random and thus not simply avoided. The spread would cause serious injuries as if you'd get a direct hit with a kunai. Also it would be spread in all directions, even towards the kazekage himself but the range doesn't stretch to him.
 
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Baldy

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Re: Pleasure my gloryhole [Open]

I chose desert(like the one outside sunagakure) and Kazekage bio.

Starting mid-range huehue.

The third kazekage noticed the bald man standing in front of him. He bowed down to show respect and started channel earth chakra through his body. He then released it through the ground and manipulated it so that spikes from four separate locations would protrude under the bald man.

( Doton: Dosekidake no Jutsu ) - Earth Release: Earth and Stone Bamboo Shoot Technique
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user of this technique condenses the soil and rock in the area to sprout out in the form of four large spikes which attack the target from four separate directions to make it harder to evade. However, it can be easilty avoided by escaping upwards.



After that, the kazekage gathered up jiton chakra. He then released the chakra and created a ball made out of iron sand(about the size of a basketball). He then shot the ball towards Baldy. About a meter from impact, the ball would create two magnetic fields to repel eachother. This caused the iron ball to shatter violently and spread, in form of sharp needles, everywhere in the blink of an eye. This would result in a very unpredictable, what would seem as a normal projectile, to shatter and cause disharmony to your face. Literally.

Jiton: Satetsu Hari Bo-ru l Magnetism Release: Iron Sand Needle Ball
Type: Offensive
Rank: A
Range: Short / Long
Chakra: 30 Chakra
Damage: 60 Damage
Description: The user creates an orb the size of a basketball out of iron sand present on the battlefield that can be moved/launched around to deal blunt force damage, however at will the user can make the iron sand repel each other violently, as the user manipulates the iron sand into needles creating a multi-directional storm of needles that erupts into short range around the orb..
Note:Can only be used by Sandaime Kazekage or Sasori using the Sandaime Kazekage puppet
Note: Ball can only be created within mid range, but can travel long
Note: Can only be used three times a battle with 1 turn cool down
Note: Can only be taught by Strawberry


The spread of the iron sand from the ball would be totally random and thus not simply avoided. The spread would cause serious injuries as if you'd get a direct hit with a kunai. Also it would be spread in all directions, even towards the kazekage himself but the range doesn't stretch to him.
Ayyy, almost forgot about this fight >_>

Amidst the grounds' tremors, I coolly weaved a single hand seal, setting ablaze the area around me with the manifestation of a swirling mass of flaming felines. And as they surround my immediate vicinity, the mere heat they radiate deforms the very earthen pillars that rise in your bid to maim me. Upon dealing with the threat, the felines assume the disposition of a bestial monster, and head towards you with great vigour, in an almost organised throng. Simultaneously, I would run towards my left in an arc towards you, aiming to put as much distance between myself and my previous location, whilst closing our gap.

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 Per turn)
Damage: 80
Description: A technique in which the user is capable of rapidly expelling fire chakra from their body, and with the formation of a single handseal converting the fire natured chakra to flames; sculpted to take the form of dense, almost solid in nature, felines with streaming lower-bodies of flame. The amount, and size of felines is subject to the users discretion, but could be enough to send gigantic waves - rivalling that of larger water techniques (EG. 'Water Bullet Technique') - of flame to the opponent, led by the almost tangible charging cats, which would be capable of delivering more than ample impact force thanks to their constitution, before allowing the streaming flames that comprise the majority of their mass to burn the opposition from existence. Likewise the user could also focus this technique to sizes equivalent to that of the tiniest of domestic kittens, in aims to produce pinpoint, smaller attacks so as to deal a precise offence. The felines aren't necessarily sentient, thus aside from their life-like moving bodies, they simply act as a projectile attack. Although, the user can choose to sustain control of the technique, manipulating the manner in which the flames move and attack, sometimes through the aid of hand-gestures, however doing so means that the user becomes limited to manipulating Fire Nature Chakra until they finally relinquish control. The sustained manipulation however, comes with the bonus of allowing the size of the flames to be changed, whether it be combining and shrinking the felines and flames so as to make the attack more concentrated, or allowing the felines to divide and grow so as to cover a larger area. Despite being given form, the felines can be made to charge along the ground or through air alike, though they will always be created short range from the user and move outwards towards the target.

Note:
- Can only be used 3x
- No Fire techniques above S rank for the rest of the turn.
- Can only be taught by Scaze



I'm not sure of the strengths and weaknesses of Iron Sand. I can't find anything specific about Iron Sand since it's a unique branch of magnetism, which even then does not have clear cut elemental interaction guidelines. But logic entails that Fire is strong against it? Either way, unless Iron Sand is strong towards Fire, which I doubt, I think you'll be unable to continue with the Iron Sand.

As the felines charge towards you, I activate an ability of mine, whilst simultaneously erecting a vertical portal behind you, out of which six earthen hands emerge, grappling your body parts with a force that belies its appearance. Coupled with the fact that upon contact, your weight would be increased tenfold, thoroughly incapacitating you, this attack would utterly immobilize you. With you unable to physically protest, your body would be twisted, crushed, whatever.

Type: Supplementary
Rank: A
Range: Short (Short range contact to inject chakra)
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A
Description: This is one of the advancements of earth release, a corresponding technique with the Added/Light Weight techniques. The user will inject his chakra into an already existing earth technique, or infuse it with a technique that is already being created (an activation based technique). This technique grants its fellow earth-based jutsu the ability, on touch, to freely manipulate the weight of an object. This is done through similar means of how a actual ninja does it, by simply making physical contact and injecting his/her chakra into the objects manipulating the weight towards their own desire. This is essentially the same thing, but with earth-based techniques injecting the chakra instantly on contact, the earth technique is nothing more then a medium to allow for this to happen, the users chakra is what manipulates the weight ultimately. This technique allows for either to manipulate the weight of an object/living being to increase dramatically or decrease exponentially, to achieve similar effects of the Added/Light weight techniques, either to increase the weight of a being, preventing his movement, or decreasing the weight of other earth techniques, making it weaker in damage. Different usages could be, for example, the user can rise a spike that impales the opponent, after done so, using the earth spike as a medium they will inject their chakra into the opponent, freely manipulating his/her weight, however way the user wishes to go about it. This is only an example, but it is fairly unlimited to anything that is logical and bound to the rules of the Added/Light Weight technique, this includes KG/CE earth based, metal objects, living beings, etc. This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). The activation of this technique if requested, is instantly, and lasts up to four turns. The reason for its instant activation is because it basically does no harm or effect until an earth object has touched and injected its chakra. When the earth technique is infused, it does not lose any of its physical damage capabilities or defensive stature. It remains with the same effects, the ability is only activated on touch. After the structure has touched and injected its chakra to manipulate the weight, it essentially loses the ability to do it anymore, unless the user, performs this very same technique once again to grant it the same ability. This technique can only be used with techniques which its purpose is to touch the opponent to inflict damage, so spikes to stab an opponent, humanoid structures to punch a technique, etc. Overall, mainly offensive techniques can be used with this, supplementary techniques alone will not work will the technique well. Combination of offensive and supplementary can work with the technique, but depends on how it is worked logically, if its purpose is to touch the opponent and inflict damage or pain, then it can be used along side this technique. Moving Earth Core for example can not be used.

Note: Can only be used two times
Note: Can only be Taught by Noni
Note: The activation lasts up to three turns



Type: Attack
Rank: A
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: The user makes six arms appear out of a vertical portal behind the opponent ; two grab an opponent's legs and makes them fall backwards. Two pairs hold the foe up at their back, and a pair grabs his upper body. The pairs at the upper body and legs pull, cracking the foe's back.
Note:
♦ Can be used 4 times per battle.
♦ Copyrights © Blizzard.

 
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Silico

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Don't forget something that just set sail >_>

Note: Iron sand is classified as Neutral to all basic five elements so far. The earth jutsu i made was B rank which should render your S-rank to a.. Strong A-rank?

The Kazekage looked towards a fiery scenery with the ground seemingly melting down and render his attack useless. The fire was dense enough to continue towards the kazekage and so he would channel obsidian chakra from the core of his body after having performed two handseals. Looking at the way the bald man where running, the third would create two sessions of dragonglass. One to shield himself from the fire. This session would be a humble shield-formed pillar that rose from the ground and took the hit from the fire as if it was nothing. That session would stay there until completely destroyed by another technique. If not, it'd stay there for further use. The other section of the jutsu would be of a secound pillar that would be shaped into a spear that would penetrate you from behind, while you're running towards your left. Another spear would form infront of you before the one behind you appears, triggering you to become completely distracted by the one infront of you and not pay attention to the one behind. Similar to the doton jutsu i used in my first move but instead of four spears of earth, there are three formations of dragonglass. Two of which are spears that attack you and one of which is a shield for me to block your incomming attack.

(Ryūhariton ᗘ Ichigei No Shokunin Ⴕ Tsuyoi Gizō no Chō)ᗛ Dragon Glass Release ᗘ Smith's Craftmanship Ⴕ Bowels of the Strong Forge

Type: Offensive/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description:
Through the Bowels of the Strong Forge (essentially, a stronger version of the Tales of the Black Anvil), one can create various constructs of Dragon Glass from his own body, other Dragon Glass sources or from earthen sources by doing two simple handseals (Snake+Rat if used from an existing source). These can be anything from walls, pillars, plateaus, blades, spikes, etc. and can be blunt or sharp, virtually pitch black or translucent in a dark green hue. The only limit is the users imagination and his circumstances. The constructs are, however, lifeless and simplistic but can exist without the users chakra to sustain them. This is highly useful to create hand held weapons or even defensive walls or other structures which, upon being created, will not simply disappear with the end of the technique.
Note: Usable 4 times per battle, once every 2 turns

 
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Baldy

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Assume I don't activate my Earth technique.

Once again, the tremors of the ground signaled an imminent attack from the ground around me. Instantaneously, I activate an ability of mine, and in conjunction, I string together a set of three hand seals, creating a wind dragon of debris and destruction. What makes it unique is that, due to my ability, the dragon becomes an extremely strong vacuum that immobilizes everything short-range of it, including me. As it is created, it would wreck havoc upon your pillars, as I am prevented from moving.

After destroying the pillars, the dragon would proceed to attack you, maneuvering its way towards you with aplomb, bringing along its immobilization capabilities with it. Once mobile again, I continue moving, watching as the dragon nears you and prevents you from moving as it attacks you. It attacks you from an angle that is not covered by your remaining shield.

Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.

Notes:

-Can only be used 4x per battle
-Lasts for 3 turns



Type: Offensive | Defensive | Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: By doing a series of 3 hand seals (Dragon - Dog - Snake) the user is able to initiate a wind technique made from the ground. Using wind chakra in the surface of the ground (earth, dirt, deserts etc) the user controls the air particles to lift rapidly, ripping the ground on a small level in order to bring up dirt, dust and small broken up rock with the air. The chakra enhanced air carries the debris with it as the user uses shape manipulation to create a dragon that resembles the water dragon technique, rivaling it in size, though due to the wind properties the dragon can achieve flight but only at the user's base speed. It is also to be noted that the outside of the Dragon is harmless smooth wind, while the inside of it is made of the earthen debris and sharpened wind. This allows the user to ride on the dragon to fly or evade the opponent without the risk of being cut by his own technique. Once materialized into existence the dragon uses the chakra that it was created from to sustain itself independently of the users control in order to aid the user while the user holds his own. On the other hand the real power comes from its ability to combine the wind it's made of with the earthen material it brought up with it. From any part of its body, the dragon can release large streams (similar to the water bullet jutsu) of wind that carries sharply coated earthen debris; including large rock chunks, dust, dirt etc. These streams equal to an A-rank (60 dmg) attack and the range of the streams reach up to 15m away from the dragon. Alternatively the dragon can reverse the flow of wind in its body, creating a vortex on any point on the surface of its body that would suck up things that the part of the body is aimed at. The suction's reach extends out to mid range, allowing the dragon to suck in anything within 15m of his immediate area. This ability counts as a move by the user and the sucked in target or item would be cut up and destroyed by the sharp wind and large debris spinning inside the dragon, equaling an A-rank (60 dmg) attack from the inside.

☆ Usable twice per battle
☆ Can't be used in consecutive turns after ended
☆ Lasts three turns (unless cancelled)
☆ Each ability used by the dragon counts as a move
☆ No S-Rank or above Wind on the turn this is deactivated
☆ The dragon can only use his ability 3 times, this so it has sufficient chakra left to sustain its own form.



Pull of Pazuzu 1/3
 
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Silico

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For your own safety.

The Kazekage noticed his pillars around the bald man where smushed, although the construction close to him held and repelled the fire with little effort. The bald man's wind technique seemed to give a suction atmosphere to the jutsus as they seemed to vortex downwards.

Bold..
The third kazekage gathered an enormous amount of magnetic chakra and arose two gigantic orbs of iron sand from the ground. These orbs would be of different polarization and thus repel eachother naturally. Using sheer force, the third would smash these orbs together and caused a chaotic explosion with razor sharp iron sand to spread all across the field in completely random patterns. The force of the repel effect was so strong the shards would even travel underground for about 5 meters deep. The suction function would work against the bald man as the iron sand would obviuously travel towards him faster because of it.

(Jishaku Ninpō:Kaiho) Magnetic Ninja Arts: World Order
Rank: Forbidden
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 50 (- 10 to user)
Damage Points: 90
Description: This technique creates 2 gigantic iron spheres of sand with opposing polarities and collides them together in order to merge and cause the magnetic forces to instantly increase and repel each other. The mass of iron sand then scatters across the entire field, branching out in spikes of irregular patterns which makes evading them almost impossible. The iron sand blocks any escape routes and makes it hard for the opponent to clearly view the user and also serves as a medium for other iron sand techniques.
Note: usable thrice per match

 

Baldy

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For your own safety.

The Kazekage noticed his pillars around the bald man where smushed, although the construction close to him held and repelled the fire with little effort. The bald man's wind technique seemed to give a suction atmosphere to the jutsus as they seemed to vortex downwards.

Bold..
The third kazekage gathered an enormous amount of magnetic chakra and arose two gigantic orbs of iron sand from the ground. These orbs would be of different polarization and thus repel eachother naturally. Using sheer force, the third would smash these orbs together and caused a chaotic explosion with razor sharp iron sand to spread all across the field in completely random patterns. The force of the repel effect was so strong the shards would even travel underground for about 5 meters deep. The suction function would work against the bald man as the iron sand would obviuously travel towards him faster because of it.

(Jishaku Ninpō:Kaiho) Magnetic Ninja Arts: World Order
Rank: Forbidden
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 50 (- 10 to user)
Damage Points: 90
Description: This technique creates 2 gigantic iron spheres of sand with opposing polarities and collides them together in order to merge and cause the magnetic forces to instantly increase and repel each other. The mass of iron sand then scatters across the entire field, branching out in spikes of irregular patterns which makes evading them almost impossible. The iron sand blocks any escape routes and makes it hard for the opponent to clearly view the user and also serves as a medium for other iron sand techniques.
Note: usable thrice per match

F-rank usable 3x and without drawbacks? That's nice.
Since my Wind is 80+20 due to the enhancements, it should cancel out the F-rank at the very least.

As you create your Iron Sand while the wind dragon heads towards you, I perform a single hand seal, lifting the abundant sources of rubble from the ground to mesh with the wind dragon. This happens in the same timeframe as the Iron Sand technique, given how fast this technique is. This grants an additional damage boost to my wind dragon, allowing it to overpower it with ease and continue heading towards you. (120 damage Wind/Earth Dragon vs 90 damage Iron Sand). I'd say since it's S-rank strength remaining.

Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A(+20 if used in combination with other techniques)
Description: This is a technique initiated almost in conjunction(that is to say, right after) with another technique. After performing a technique(which could be combined with this), the user simply chains another hand seal, initiating this, granting the technique it's additional boost. It would seemingly be performed in the timeframe of 1 move but would count as two. Through this technique, the user may, in any location of his choosing, choose to cause the rubble/soil sediments and small rocks/earth(if there are any present on the battlefield) to rise up. On its own, they possess little offensive capabilities. The most they could do would be to probably cause minor cuts and abrasions from the scraping of the rocks against the opponent’s skin. To a certain extent, it could cause irritation and obscure the opponent’s vision. Its true value, however, comes to light when combined with other techniques. When used in conjunction with Fire/Water/Earth/Wind techniques or other appropriate, logically speaking, feasible techniques, the additional rubble adds to the abrasiveness and overall power of the technique. This allows for greater impact and more severe injuries. Due to its supplementary nature, the technique may be initiated rather quickly, right after the previous technique. Alternatively, if the terrain does not provide any rubble/rocks on the ground needed for this technique, the user may simply expel the rocks from his mouth.

Note:

-Can only be used 4x per battle



Next, I string together two hand seals, creating a spear of wind three meters behind your head, out of your field of vision, and likely unnoticeable by its sound due to the wind dragon ravaging all in its path as it heads towards you. Boosted by Pull of Pazuzu, it not only immobilizes you, but also pierces you with additional force.

Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80 +20
Description: After a short sequence of two handseals, the user releases their chakra out into the battlefield, manipulating the wind allowing them to create a two meter long spear of wind anywhere within mid range of the user and outside of a three meter radius distance of the opponent. The spear of wind propels itself forwards at high speeds using wind currents, which is a saving grace for the opponent as it creates small drafts of air that a particularly alert opponent should be able to feel and then react to allowing them a small period of time before the Spear hits them. The spear of wind also creates a faint yet barely audible swishing sound as it travels and is a bright radiant lime green colour due to being comprised of compressed air and dense chakra making it clearly visible.

Note:
- Can only be used 2x
- No Fuuton jutsu above S rank for the next two turns.
- Can only be taught by Scaze



Timeframe should be:

Wind Dragon
Iron Sand (+ Rubble Creation)
OR Rubble Creation here + Wind Spear in same slot, depending on how you see it, but either way it's 2 S-ranks headed towards you, in opposing directions

Pull of Pazuzu 2/3
Wind Dragon 2/3
 
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Silico

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Very well then. The F-rank should cancel it out or weaken it severely. It can't possibly gain more power i think as the iron sand would cancel the technique or weaken it, you need to channel wind chakra still to keep the dragon intact, you can't channel doton chakra at the same time so i assume the dragon would blow away if you'd use another type of jutsu while having it. It's not a summon after all and i don't think you have Yin/Yang, that allows you to use two chakra types at the same time :p. So i'll take it as the doton move is on its own with no wind dragon, or the wind dragon stays but no doton move at the same time then as per my previous statement. Anyway i'll continue as if the dragon's still there.

The third kazekage witnessed his most powerful jutsu was just about right to stop the wind beast. Seeing only dust and particles roaming the field, he would gather fire chakra from the core of his body. Wearing his gloves of Hellsing allowed the third to create anything made out of fire.

"Time to pull an Alucard.."

The Kazekage lifted his right arm and pointed it towards the bald man. He then created two orbs of fire that where the size of water drops. Each drop would be visible to the naked eye but just barely, and the wind and dust particles from previous techniques didn't help that. One orb would be floating infront of the kazekage's indexfinger, which he pointed towards you. The rest of his hand would be formed into a gun. The secound orb would be generated behind you, about a meter. Each orb is half the strength of the original jutsu of course. The kazekage would then flick his thumb, indicating that he would shoot something and as a response to that, both orbs of fire would shoot towards you from behind and infront of you. The orbs would easily penetrate your entire body due to the speed and heat-concentration they wielded.

(Herushingu no tebukuro) | Gloves of Hellsing

Type: Weapon/Armor
Rank: S-Rank
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The Gloves of Hellsing are a pair of white, leather gloves, engraved with kanji pentagrams in both the palm and their back. Said to have been demonic in nature, the gloves were actually made by an ancient ninja, known only by some as the "Customs Demon". The gloves are indestructible though they cannot protect the user from kinetic damage due to this. Instead, the user can grab most blades without cutting himself, specially if they don't have any chakra infusion present. The most unique ability of the gloves is that they allow the user to manipulate two elements in a perfected way through them. Wind and Fire. The user can channel their chakra into the kanji inscriptions on the gloves, using them as medium to aid him in shape and nature manipulation of those elements. This allows the user to produce constructs (cubes, shields, swords, hands, walls, spears, kunais, waves, spheres, etc) of Wind or Fire, near his hands or connected to them, that he can wield as weapons or throw as projectiles. The power varies according to how much chakra is put into it, from 10 points to 40, corresponding to constructs or effects that vary from D-Rank to S-Rank.


Note: Can only be used by Skorm
Note: The gloves cannot be used as mediums to use techniques that require handseals; they can only be used for the purposes described in the description.
Note: A-Rank variation and above can only be used once per turn; S-Rank usage requires a full turn of coldown before the gloves' abilities can be used again


 
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