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Punk Hazard

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Fire Release
Created techniques
1. (Katon: Ryūsōken)Fire Release: Dragon's Claw Fist
Type: Offense
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user will release a steady and constant flow of Katon chakra from his body after forming the Horse handseal. While undetectable to the naked eye, the release of Katon chakra generates a tremendous amount of heat. The user will then rush towards the opponent and deliver his blows at high speed, with the heat of the Katon and speed causing the air to expand rapidly as the user delivers the blow, dealing an immense amount of damage onto the opponent upon impact as well as severely burning their body.
~Can only be used twice per battle~
~Can only be taught by Riker Slade~
~Must have mastery of Katon and Taijutsu~

Approved here

2. (Katon: Netsu Supin) Fire Release: Heat Spin
Type: Offense, Defense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user, while holding his sword, will channel Katon into his sword(s). He will then quickly get onto his back and in begin to spin rapidly in one swift motion. As he spins, he will stream the Katon off of his sword(s), creating a three-foot tall wall of fire to form around him, which will slice and burn any enemies within short-range. The spinning lasts for a total of 5-seconds but can be stopped short if the user chooses. Immediately after spinning, the user can use the momentum to launch himself back on his feet.
~Can only be taught by Rikerslade~
-Usable 4 times per conflict

Approved here

3. (Katon: Inferunosuraisu) Fire Release: Inferno Slice
Type: Offense
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will take a kunai in each hand and channel Katon into it. He will then spin the kunai in his hands while streaming the Katon, creating two large circles of Katon that resemble wheels. He will then throw the flaming wheels at his opponent, who will then be inflicted significant damage from burning and cutting.
-Usable 4 times per conflict
Approved here

4. (Fire Release: Dragon Fire
Type: Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage Points:60(+10 when in contact with Wind)
Description: The user channels fire to his fist and it explodes and creates a cyclone around the user. The user then launches himself at the opponent and high speeds, giving them the appearance of a spinning tornado-like torpedo of fire with a dragon's head where the fist is located. Afterwards, the user is left with a few burns left on the hand that does the move
~Must have Rikerslade's permission~
~Must be of Sannin rank~
~This can only be used twice~
~Can be blocked by B-rank water~ or above
~Due to high movement speeds, the user needs a Dojutsu or chakra-sensing method to use accurately~
Approved here
Learned Techniques
(Katon: 9000 Ijō no shi no toshi!) - Fire Release: Over 9000 years of Death!
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Performed like 1000 Years of Death, however, by adding the seals Dragon -> Snake -> Ram, the user channels large amounts of katon chakra to their hands, then makes the seal of the Tiger releasing it thru the hands before force-ably punching it into the enemy's behind.
~Notes~
-Because of damage to the hands, no hand seals may be used for 1 turn
-No other Katon jutsu may be used the turn this is used, and no Katon jutsu above A rank the next turn
-Can only be used 1 time per battle
-Must be taught by -Vegeta

(Katon: Bhasmasur no Dekiai)- Fire Release: Fondness of Bhasmasur
Type: Offense/Supplementary
Rank: S
Range: Short-Long (Created short range, long range maneuverability)
Chakra Cost: 40
Damage Points: N/A (Explosion is 80, individual attacks or capture is 20)
Description: The user will gather their fire chakra, and spew out a dense, corrosive, amount of ash, the ash will then continue to take on the shape of a Humanoid being, with similar length and width as the user. The body is made entirely of dense ash, composed and compacted tightly together to maintain its shape. The humanoid has no facial characteristics nor actual distinguishes to set it apart. His body color is dark red. This being can move by the users control, or set to move as a projectile at a specific target the user has set for it, following the target wherever until he makes contact. This being takes up similar properties of ash, this includes being blazing hot, explosive (if set with a cloud form), and can skin a person alive if he slashes or attack them. Along with just basic attack that this being can perform at the target (punches, kicks, etc), there is a special ability, with the user performing the Tiger hand seal, can cause the being to completely turn into a cloud of ash, from their the user can choose two choices, either allow the cloud to remain and burn the opponent, potentially explode them, or perform one more hand seal (Tiger) and cause the ash to once again compact into a blazing rock of ash, that will trap the opponent, suffocate them, and burn them completely all over the body. The difference between allowing it remain as a cloud, or become a simple rock, is that the cloud is much more capable to explode, while the rock formation can simply be set ablaze burning the target slowly through its ignition, but not completely explode and finish the target off. This also includes the humanoid shaping of the ash, because he is tightly compact, an explosion will not be set powerfully, the humanoid being can at most, attack the opponent through body movements (almost Taijutsu like).

Note: Only lasts for three turns
Note: Can only be used three times
Note: Can only be taught by Noni

Katon: Pengin no Inferuno - Fire Style: Penguin's Inferno
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After forming the dog, dragon, and bird hand seals, the user molds katon chakra and channels it into both of their hands. Once channeled into their hands, the user connects the bottom of their palms and releases the katon chakra, and by using shape manipulation, results in two extremely condensed penguin shaped balls of katon that violently swirl in circles while going forward. The balls of katon swirl in the same direction but always are a meter away from each other, leaving a meter opening in the attack, or so it would seem. The meter space in between the balls of katon is actually super heated air from the two katon balls which would severely burn someone if they were caught in the middle of it.

Note: No Katon over A-rank during the turn this us used
Note: Can only be used thrice per battle
Note: Can only be taught by Penguin.

Katon: Furēmingupengin no Būtsu Ω Fire Style: Boots of the Flaming Penguin
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30 (-10 per turn of sustaining)
Damage: N/A (+10 to leg taijutsu, -10 due to first degree burns during fourth turn of use)
Description: The user forms the bird hand seal as they gather a good amount of katon chakra. After gathering the katon chakra, the user channels their katon chakra into both of their feet. By using shape and nature manipulation, boots of fire form around the user's feet and reach all the way up to their shins. Due to the immense heat of the boots, they grant the user a couple of advantages in combat. First and foremost, the boots increase the user's leg taijutsu attacks, simply due to the heat when the opponent gets kicked. Another cool perk of the boots is that if the user steps on a muddy surface, the mud would harden near instantly where they wouldn't sink, due to the boot's heat. Lastly, if the user kicks at the opponent, embers from the boots would branch off and go towards the opponent. If the opponent were to be hit with this technique, the embers would light their clothes on fire and eventually burn them to a crisp. This ability is used in close quarters, nothing longer. After having the boots sustained for three turns, it begins to burn away the cloth around the user's legs, causing first degree burns on the user's legs.

Ω Can be used twice per battle
Ω Can last up to four turns, then disperses
Ω No S-rank katon in the next two turns
Ω Can only be taught by Penguin.
 

Punk Hazard

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Water Release
Learned Techniques

(Suiton: Haha no Be no hogo)- Water Release: Mother's Beloved Protection
Type: Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user will generate water chakra outwards and manipulate it in a way to create a sphere around the user. Initially very difficult to notice for the normal eye, it becomes even clearer to see when it clashes with a technique. Essentially the water acts as a cushion against techniques, absorbing the impact of the attack. The moment the technique is rendered useless, the sphere will begin to form itself around the technique it negated. Creating what many would consider an exact replica of the technique, but this time in a watery form. However, depending on the nature of the technique, it might contain a trait, done by waters unique elemental interaction with different - but logical working - elements. Example is if the sphere touches fire, it will create a replica in a watery form, but very hot to touch. Lightning makes the water shocking. Wind makes the water sharper. Regular water will simply recreate exactly how it was. This transfer will only work on techniques A-Rank and below to (Strong S-Rank fire and below and other elements weak to Suiton ; A-Rank and below for elements strong to Suiton). Not all elements will be able to cope with this, such as, solid earth, wood, steel, etc. Solid elements that might have a chance to be effective (lava, mud, etc), after contact will exist as material devoid of chakra. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique making the sphere nothing more, but a defensive tool. The reflection can be of any sort streams, projectiles, humanoids, self-sustaining techs, etc. As well as elemental variants (ash, gas, unfocused electricity, etc).

Note: Can only be used three times
Note: Can not be used in consecutive turns
Note: Can only be taught by Joker
Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Elemental strength and weakness stays the same

(Suiton: Āmākingu) - Water Release: Armor King
Type: Defense/Supplementary
Rank: B
Range: Short-mid
Chakra: 20
Damage: 40
Description: The user makes three hand seals and focuses their suiton chakra into their hips, making a ring of water around the user's waist. From here, the ring can be extended from short range, to mid range and can be exploited to have multiple, very sharp water spikes all around the ring. These spikes can reach up to a foot long and can either face up, down or outward. This is used to stop (or make the tai/ken moves risky for the opponent) incoming taijutsu/kenjutsu attacks from the front, behind, side or above and to stop underground jutsu that involves the opponent coming up beneath the user.
Note - Only lasts for three turns and then after use, must wait three turns to put into effect again
Note - Can only be taught by Moxxi
Suiton: Pengins o Bakuhatsu - Water Style: Exploding Penguins
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user would begin to take five explosive tags from their ninja pouch and throw the tags in front of themselves as they flash the bird hand seal. After flashing the bird hand seal, five human sized penguins made of sticky water form around the explosive tags, leaving an air pocket inside themselves so that the explosive tags don't get dampened. Once the water penguins form around the explosive tags, the penguins either jump or dash straight forward at the opponent in hopes of wrapping themselves around the opponent. Once the penguin's wrap themselves around the opponent, the user flashes the seal of confrontation to detonate the explosive tag, causing the opponent massive damage.

Note: The user cannot use explosive tags for two turns after this jutsu is used
Note: Can only be used three times per battle
Note: Can only be taught by Penguin.

(Suiton: Rukina don'yokuna rōdō)- Water Release: Lucina's Lustful Labor
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on technique)
Description: The user will focus their water chakra into their water based techniques, creating a veil of mist around the water techniques. The creation of the veil can be created within the same time-frame the attack is sent by simply performing an extra hand seal during performance. The veil over the body of water is thin, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. This technique acts as a second life to many water techniques: streams, projectiles, humanoids, armors, etc. Essentially the mist around the water will be intangible and initially play no role in the clash of the two original techniques, however, when the users original technique is weakened, the mist ability be put into fruition. The mist will turn into a body of water, and flush itself back into original body of the technique, regenerating it if it was weakened or reforming if it was negated/overpowered. This mist can regenerate specific parts of the water structures or its whole body, and can only be used once for the whole body or body parts (mainly applies to humanoids). The regeneration of the technique happens instantly when attacked and passively. Full regeneration can only occur to water techniques A-Rank and below restoring their initial rank, while S-Ranks can be regenerated, but weakened to an A-Rank. This technique can be used with only water techniques, and extends to many different variants of water- syrup, crystalline, rain, etc. The technique after reformation will have the same bodily movement and abilities it had beforehand. After the mist does its job, it disperses, it will remain dormant around the technique until interaction with a jutsu. When the opponent and users techniques initially clash the forward momentum will slow down, and as it regenerates, allowing the opponent time to react, maneuver, and counter.

Note: Can only be taught by Noni
Note: Can only be used three times
Note: Can not be used on above S-Rank techniques
Note: Does not work on KG/CE variants
Note: Can not be combined with both Ceto, and Davy at the same time, but can so with only one of them

(Suiton: Taki Chō Shi no Wana) - Water Release: Waterfall Butterfly Death Trap
Type: Offensive/Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: By weaving six handseals, the user puts both hands forward and creates a construct composed of butterfly wings, a butterfly body and with the head of a Venus Flytrap plant a few feet away from the user's torso. This water beast is summoned with a slow chomping motion already developing as its head is formed, giving off a very intimidating appearance. As the user shoots it forward, the further it goes, the faster it chomps and the more pressure will be placed into its bite although the bite can be fatal at any range depending on how it is used. It is a streamed technique, so once the user sets this in motion, no technique can be used until after this technique is over with. This technique is very fast and very versatile, able to cut corners and take sharp turns very quickly and still meet its mark. Once it comes into contact with the target, the teeth of the Venus Flytrap bites down onto its prey, able to pierce flesh and bone and able to anchor an opponent in their current position by wrapping it's wings and body around the bitten target, making them vulnerable to another attack.

- Can only be used twice per battle
- Can only be taught by Moxxi

Suiton: Satori o Aita Pengin no Chisei ✦ Water Style: The Intelligence of the Enlightened Penguin
Type: Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Suiton: Satori o Aita Pengin no Chisei is a special suiton ninjutsu due to the fact that it is actually a combination of the summoning jutsu as well as regular suiton ninjutsu. To start with this technique, the user would perform five hand seals and slam their hand onto the ground, causing a cloud of smoke to appear, then the user would channel their suiton chakra into the cloud of smoke. After the cloud of smoke dissipates, a penguin made of water that is the size of the stone golem technique would appear, with hundreds of explosive tags embedded in it's body due to the fact that inside the penguin are air bubbles keeping the explosive tags from getting wet. The penguin itself cannot leave short range of the user, however the user can manipulate the penguin to reach up to mid range. The only special property to this penguin is the fact that explosive tags are embedded in it, as the penguin itself is just regular water and follows the strengths and weaknesses of regular water. Due to only water specialists being able to learn this jutsu, they could use the penguin as a water source three separate times throughout a fight, or even manipulate the penguin itself with a single handseal. However, the user can flash the seal of confrontation when needed to cause the explosive tags to explode on the current water construct the user is manipulating from the penguin. This would not increase the water's power, only it's killing potential when close to enemies.

Note: Can only be taught by Penguin
Note: Can only use this jutsu three times per match
Note: No S-rank suiton after for one turn after this jutsu is used
Note: Manipulation of the penguin is A-rank
Note: Can only use the penguin as a water source three times

Suiton: (Kureopatora yūwaku-teki shison) — Water Release: Cleopatra's Seductive Offspring*
Type: Supplementary/Defensive*
Rank: A*
Range: Short - Long*
Chakra Cost: 30 (-10 for every turn active)*
Damage Points: 20 (per attack)*
Description: The user will focus his suiton chakra to create a sentient creature composed of water, whose appearance is always a feline, most commonly a lion. The creature is sentient due to being linked to the users chakra. The creature regardless of its form will always have a light misty blue coloration and the creature's size can vary depending on the users wishes, but at most can be slightly larger then the user. The creature upon being created can passively release a mist from its body covering that of long range and continues to do so whenever there is a lack of mist. The mist itself is equivalent to the cannon D-rank version*( Meaning Byakugan can see through it).*It is used well in conjunction with the creatures special ability. The creature has the ability to disperse itself into mist and merge with any existing mist in the area and travel through it at the speed of a kunai. Able to reform part of its body or its entire being at anytime to attack a target. Its body due to its feline characteristics will always have a sharp property meaning its attacks consist of sharp slashes and bites although the slashes can not tear off a limb or pierce deeply into flesh and muscle. While it is traveling through the mist it is extremely hard to locate due to it being made of mist itself, even fooling chakra sensory and doujutsu due to being composed of the same chakra as the mist it released or any mist it merges with due to them both being composed of suiton chakra.*
(Suition: Yami ni Orimasu) Water Release: Descend to Darkness
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 (+10 each turn)
Damage Points: 80
Description: The user will channel their water chakra into the surrounding air in order to create a number of traditional assassins composed entirely of mist with a slight blueish hue. This is the brother technique of "Wind Release: Leap of Faith" and thus has very similar applications to that of its wind brother. However, it does contain some slight mechanical differences due to its watery composition. The assassin's may be able to disperse themselves into mist, or form into their regular shape at any time, and passively may do so. This allows them to effectively evade physical based attacks and continue their assault. However, they may not attack in mist form. But when in mist form, they do possess a defensive capability to sustain their presence of the field. This mist form allows the assassins to supplement what its brother technique could not do, and that was block against attacks. When used in offensive purposes, the mist will condense its water droplets tightly and essentially "turn" into a water form, quite solid, and able to pierce, stab, and slash the opponent in similar methods to its wind counterpart. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Can only be taught by Joker. Can only be used twice. Lasts three turns. No water S-Rank and above same turn created.
Same/Suiton: Toriton Uragiri Taizu ▽ Shark/Water Release: Treacherous Tides
Type: Defense
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user will release pulses of mist all across the battlefield. The mist itself is intangible, inside the mist are tiny baby sharks, floating around by using the mist as their medium. The mist is infused with the user's chakra, with the purpose of the baby sharks being able to differentiate the user's chakra from the opponents. The purpose of the baby sharks is to remain towards their theme of consuming and growing. Essentially, anything that enters the mist are will automatically be bombarded by the many baby sharks, with the sharks consuming and devouring the substances inside of the mist. The consummation occurs in two ways: if the element/material is solid, they devour it by actually eating the material and chakra away. If the element/material is energy, they will absorb the chakra through their body and skin. This jutsu becomes a hellish defense, difficult to penetrate for the purpose of the user. Sentient beings are not secluded from this jutsu either. And if there so happens to be multiple sources of attack, they will be able to split themselves in accordance to fight off the multiple attacks. All the baby sharks together make up S-Rank related power. The damage inflicted can only be done on contact of the sharks.

▽ Lasts four turns
▽ One turn cool down before re-use
▽ No water S-Rank and above on the turn this is deactivated/destroyed
▽ Can only be taught by Penguin
 
Last edited:

Punk Hazard

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Wind Release
Learned Techniques
(Fuuton: Zettai Pērudopperugengā)- Wind Release: Absolute Pale Doppelganger
Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra cost: 40
Damage: 80
Description: After forming the Snake -> Ram hand seals the user will cause an A ranked replica of himself made of wind to dart from his body in a linear fashion in a direction, once released he cannot change course of this jutsu. This replica reaches up to short ranged moving 25% faster than the user's base speed and delivering sheer blunt force trauma to the opponent by mowing them down as a very strong gust of wind that can result in broken bones, abrasions, and even concussions, similar to its parent jutsu (Fuuton: Aojiroi Dopperugengā)- Wind Release: Pale Doppelganger. However, this replica is connected to the user via a nearly invisible tether of Fuuton chakra which the user will send a portion of his Fuuton chakra through. This pulse of chakra is A ranked and can either cause the replica to explode prematurely with an S ranked omnidirectional explosion (A+A) reaching up to mid ranged of its origin or it can cause another A ranked replica to sprout from the initial replica which will simply fade away and attack a dodging opponent or sudden obstacle with a now S ranked blunt force effect, once the second replica sprouts from the first however the previous replica can no longer explode as it will cease to exist and neither can the second. This means, the user has the option to explode his replica or produce another he does not have access to both sides of this jutsu at once. This second replica still moves in a linear fashion which cannot be redirected and can extend the jutsu another 5 meters at base speed +25% also, making it mid ranged.
Approved here
Note:
- Can only be taught by Elyon
- Cannot mold any other element than Wind while Doppelganger(s) are connected via Fuuton tether
- Can only be done 2x
- No Fuuton techniques higher than A ranked next turn
(Fuuton: Chouyaku no Shinpou) – Wind Release: Leap of Faith
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: 80
Description: The user will channel their fuuton chakra into the surrounding air in order to create a number of traditional assassins composed entirely of tangible wind with a slight greenish hue. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. On creation, the assassins typically descend on their targets from above and stealthily dispatch them through the use of their bladed weapons by targeting vital locations on their victim's body. They don't necessarily have to land on top of their targets but can simply be created so they will land near/next to them. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Lasts for four turns
Note: Can be used twice per battle
Note: No S-Rank or above Wind on the turn this is used

Futon: Tobu Baai Miyou - Wind Style: Let it Fly
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user focuses his wind chakra into his bowels, you know, where the poop comes out from and then while mixing wind chakra with the foul gaseous entity present in there, let's out a thumping one. The wind chakra amplify the gaseous waste and what would be coming out would be akin to spewing a stream of wind technique from the mouth like the "dust wall" technique albeit this is coming out from the user's behind. Aided by wind, the annoying gas would immediately fill the entire vicinity and severely be a form of distraction for those around as the immediate air becomes foul with a orange hue capable of forcing one to hold their breathe, be irritated and be blinded due to the color. Inhaling the gas could cause anyone apart from the user to puke and fill sick. With the annoyance and distraction, chakra focus becomes a bit of a hassle thus reducing the power of techniques used by those with keen sense of smell and taste (Ganmi and Inuzuka only) by one rank. This technique rips a hole in the back of the user's pants.

NOTE
-Can only be used once
-Last 3 turns on the field if not dealt with.
-No S-rank fuuton in the same turn.

Fuuton: Aeolus' Ovoxo] - Wind Release: Aeolus' Arrow
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their wind chakra into one or both of their open palms before channeling wind chakra to create and shoot up to four rods consecutively at the slightest whim. After being fired, each individual rods can be split into ten smaller rods, totaling a daunting rain of miniature rods. Shortly after colliding with something, each rods will "explode" into a cage or rather sphere of some sort with fast slicing winds around and inside it, doing this immediately as it makes contact with it's target. The burst of a single rod has a five meter radial reach (size of the sphere/cage basically). However, if the rods is in contact with an object/person at the time it "explodes", the unfocused burst of wind will spread around the target and then close the target within the cage of fast spinning and cutting winds even if the target is larger than what the normal cage could hold. Increasing the size of the sphere/cage upon contact with a large target to trap it requires +10 more chakra per target it captures. If the user so chooses, he can detonate any amount of the fired rods prematurely to gain a tactical advantage. Alternatively, the user can fire the rods with a thin and barely visible wind chakra thread attached to the end of the shot projectiles, in order to manipulate their flight path/trajectory mid-air and allow for more unexpected offensives. They travel at the speed of an regular fired arrow following the user's tracking speed and appear just like a normal fired arrow, except that the rods are a bit bigger than a regular size arrow. Each spear are of the size of a chakra rod that nagato/pein uses.

Notes:
Can only be used three times per battle
Can only be Taught by Venom
Follows Elemental Strengths and Weaknesses
Power of the technique is equally divided between the number of rods created.
 
Last edited:

Punk Hazard

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Earth Release
Learned Techniques
[Doton: Chika Shoutaku Doragon] – Earth Release: Subterranean Marsh Dragon
Rank: S
Type: Supplementary/Offensive
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: After performing a sequence of three handseals, the user will focus their doton chakra into the ground beneath the opponent's feet, to cause for the formation of an underground reservoir of mud. With a final handseal, the user will create cracks and fractures on the solid layer of rock concealing the newly formed swamp, to expose the underlying marsh. The instant the first fractures begin to permeate, the uppermost layer of the adhesive swamp seeps through and quickly binds the opponent's feet in place, firmly rooting them to the section of rock they're on top of. As the cracks in the ground grow, the thin layer of rock the opponent is positioned on begins to break off into small platforms of drifting stone. The created swamp is similar in composition to Earth Release: Swamp of the Underworld, but much larger in magnitude as well as possessing a much thicker, denser quality to it, allowing for the platforms of rock to easily float upon its surface. Without hesitation, the user will stomp their leg on the ground to initiate the final stage of the technique. By pouring in a larger abundance of chakra into the swamp, the user will materialize a large crocodile-like dragon made purely of swamp directly beneath the rocky platform the opponent is positioned on, utilizing the beast to swallow them whole in its upward ascent before plunging back into the depths of the sticky marsh.

Note: Can only be used once per battle
Note: Can only be Taught by -Venom-
Note: No other S-Rank or above Doton in the user's next turn
Note: Requires both parties to be standing upon solid ground within the logical limitations of allowing the creation of an underground swamp

(Doton Taijutsu - Supēdo no 3) - Earth Style Body Arts - 3 of Spades
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30(-10 per turn used)
Damage Points: 60
Description: By molding doton chakra to their feet, the user releases it below each foot manipulating the ground just below each one, about 4 inches deep in the exact shape of their shoes/boots/whatever they are wearing or their bare feet. As they do so, they use the chakra to stick each foot to this section of ground while also dislodging the piece of earth, manipulating it hardening it's consistency to stone like. When the user lifts their feet, they will have the earth stuck to the bottom and can strike with kicks or walk/run/stand with the earth remaining connected to their feet.

~Notes~
- Can be used 3x per battle
- No A rank or above Taijutsu the same turn
- Must be taught by -Vegeta

(Doton: Doki no Jaaku) - Earth Release: Wrath of the Wicked
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: The user activates an innate ability of theirs which allows them to create earth techniques normally constructed from the ground from nearby mud/swamp sources. Techniques created via this mechanism will not differ in any way to those "grown from the ground", not even in composition as the mud/swamp they're made from will harden/petrify into solid rock virtually immediately on being used. This process highly resembles the seamless transition of the fluid earthly material spewed in several doton techniques into the sturdy, solid structures they become. The petrification of the mud used to create any given technique will happen as the structure is created rather than when its completed so that during no point in time will it be anything other than solid rock in composition. One limitation to this ability is that the source of mud/swamp used to construct a technique must be sufficient in size/quantity to create the structure in question. Applying this ability to techniques which require maintenance as the Stone Golems or the Earth Dragon will not result in their premature termination. Earth techniques which remain on top of and/or connected to the ground after creation will not sink into the swamp but will be capable of remaining on top of it. Activating this ability is instant and does not consume any time whatsoever. The reason this jutsu's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes other Earth Release techniques. This technique can only be applied to one technique per use and takes up a jutsu slot. However it occurs in the same-timeframe as the jutsu it's applied to.

Note: Can only be used four times per battle
Note: Can't be used with other instant activation jutsu or jutsu that work in the same timeframe
 
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Lightning Release
Created Techniques​
5. (Raiton: Hikari Shotto) Lightning Release: Light Shot
Rank: B
Range: Mid/Long
Chakra cost: 25
Damage points: 40(45 when used with water)
Description: the user cups both hands together, creating a small wave of lightning. then, by opening their hands while thrusting forward their hands release a ray of lightning. when used with a water jutsu, it can be improved.

Approved here

6. Raiton: Sandan (Lightning Release: Scatter Shot)
Rank: S
Type: Offense
Range: Long- Short
Chakra Cost: 40
Damage Cost: 80
Description: The user firsts channels Raiton to his finger tip and moves in hand horizontally in front of him, creating a horizontal line of Raiton in front of him. On the user's command, the horizontal line shatters into thousands of tiny blades of Raiton that is launched forward at high speeds, shredding the opponent's skin apart.
~Can only be thought by Rikerslade~
~Only usable twice per battle~

Approved here

7. (Raiton:Hikari furasshu) Lightning Release: Light Flash
Type:Attack
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description:The user channels lightning to the palm of his hand and with the flick of his wrist, unleashes a wave of lightning that can leave several wounds in the opponent's body and pierce rock. The lightning appears as a quick flash of light, similar to a blur, but ninja of high-enough rank or one who possesses a Dojutsu or sensory abilities see the attack as an arc of light.
~Must be 1 rank or below under the user to appear as a quick blur~
~Due to the fact that the jutsu can barely be seen, it can only be used twice per battle~
~Can only be thought by Rikerslade~
Approved here

Learned Techniques
(Raiton: Supaiku Bodi) –Lightning Release: Spiked Body
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30 (-5 to sustain)
Damage Points: 60
Description: The user will begin to gather a large amount of lightning chakra within their own body. The person will then proceed to make highly concentrated spikes of lightning, which will emerge from a desired location on his/hers body. The lightning spikes emerge from the body like regular chakra by seeping through the skin and then immediately forming the spike seemingly making it look as if the spike protruded from the body and out into the open air. It emerges with enough force to pierce incoming projectiles or skewer some one’s body and paralyze them. The spikes can essentially have any length the user wishes it to have, though the absolute limit of the technique is that it can only reach targets within short-range of the user, though the user has no limit to how many spikes he can emerge from his body through this technique when used. Another note may be, that the spikes can be dispersed at will by the user if he sees fit.
Note: This technique may only be used twice per battle and while sustaining it, the user cannot mold any element aside from Lightning
Note: This technique must be taught by Gutsy Jiraiya
 
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Weapons/Tools
(Tatakai Saberu)Battle Sabres
Type:Weapon
Rank:N/A
Range:Short-Mid
Chakra:40
Damage:N/A
Description:At first glance, the sabres appear as two silver, black and blue handles of a sword. In reality, the blades can emit make-shift weapons using elemental ninjutsu. By channeling his chakra through the handles, the user can create weapons to suit his situation, depending on the element used.

Elemental Descriptions:
Water: By flowing suiton chakra through the sabres, the user can create two long whips capable of reaching into Mid-Range. The whips can be used to restrain multiple people and animals as large as bears. The whips can be mentally controlled to constrict, giving it the potential to break bones or strangle. The whips are A-rank and after four turns, turn into regular water, unable to be used again for two turns.

Fire: This gives the user to shoot a focused, A-rank blast of fire, much similar to a flamethrower. After using the flamethrower once, the user must wait two turns before using it again. Once per battle, the user can block any incoming fire jutsu A-rank and below by focusing copious amounts of fire chakra into the blades, creating a wide and shield-like burst of flames that acts as a shield of sorts, protecting him from the incoming fire.

Earth: This gives the user the ability to create two hammers. The hammers are A-rank in power and are capable of easily crushing rocks and denting steel. The hammers, when slammed onto the ground at once, creates a shockwave that can knock people withing Short-Range off balance. After four turns, the hammers break apart into pebbles and the user must wait three turns before using the hammers again.

Wind: This ability is simple, it creates two two-foot long swords made of wind. The wind blades can slice through steel. The user can launch the blades by swinging the sabres diagonally or vertically. Once the user does this, he must wait three turns before creating another blade. The blades last four turns without being thrown. This ability is A-rank.

Lightning: This is the most basic ability. When the user thrusts both sabres into the target, he can then release an electrical surge that temporarily paralyzes the victim. The victim stays paralyzed for one turn. The user can only use this ability twice a match, but must a period of three turns before using the ability for the second time, if he chooses. This ability is A-rank.

~The weapon can only use one ability at a time~

~Can only be used by Rikerslade~

~The user must state he has the weapons in his first turn~

~Creating each elemental ability counts as a move~

~With the weapons in hand the user can'd do hand seals~

~Elemental abilities disable themselves if the user isn't touching the hilts~

Approved here

(Mjolnir ) - Mjolnir
Type: Artifact
Rank: S
Range: Short - Long
Chakra: 40 per active ability use (-10 per turn)
Damage: 100 damage for Odinforce
Description: Mjolnir is a mythical weapon of unknown origin. Rumors hint at the weapon being the blade of a lost God, capable of leveling mountains with but a single blow. Mjolnir enhances the wielder's lightning abilities, allowing him to channel all of his lightning based abilities through it without need for seals, Custom Elements included. A nigh indestructible weapon, Mjolnir is capable of surviving direct clashes with the strongest of attacks, though this invulnerability isn't granted to its wielder, and is capable of delivering A ranked strikes through direct contact. Because of it's ability to shift and manipulate it's own density, this allows the hammer to become unwieldable by any it deems unworthy, its weight becoming impossible to move - even by Shinra Tensei and other gravity manipulating/absolute abilities. This ability also allows it the ability to grant it's wielder the power of flight by swinging the axe and charging it, lifting him into air at x3 his speeds. This can be used once every 3 turns to avoid objects within reason.

Mjolnir is capable of it's own set of active abilities as well, the Lightning of Asgard, Odinforce and the Bifrost. The Lightning of Asgard is a Forbidden ranked Lightning ability, capable of releasing an otherworldly blue lightning that looks similar to flames. A Lightning technique with no weakness, the user points his hammer into the sky channeling it and then releases a massive 10m blast of Lightning of equal power to Kirin. The user can also make use of Mjolnir to use the Bifrost Bridge, dimensional energy which allows instantaneous travel to any location. A powerful, rainbow-like energy drawn to create a wormhole like portal, the Bifrost allows the user to link two locations for instant travel upon a 5 meter wide bridge that any can cross should it become open. Because of this, it can inadvertently affect enemies and allow them to travel as well should they be near the user when the portal becomes opened. The last of the Mjolnir's abilities are perhaps the most useful and and require the most to utilize; Odinforce is a mystical energy source that is essentially Natural energy amplified. The user can manipulate this energy once every 5 turns to create blasts of energy with a strength to anything it meets ( excluding Rinnegan, YY based, or S/T abilities ) to essentially destroy anything regardless of damage or rank. However, because of this power, use of the Odinforce prevents Mjolnir's abilities from working for the same time it takes to reuse the Odinforce, 5 turns. During this time, any and all of the hammer's abilities become defunct and it becomes just a giant hammer.

Note: Odinforce can only be used once every 4 turns, preventing the user from using the Bifrost in that time.
Note: Use of the Bifrost can only be done 3 times in total, with a 4 time cooldown period.
Note: Mjolnir's abilities can only be utilized should the wielder be deemed worthy; should it be attempted to be held by one unworthy, the Hammer's density will significantly increase and be immovable.
Note: To make use of its active abilities, the user must be deemed worthy in RP after gaining access to Mjolnir.

(Ame no Habakiri) - Snake-Slayer of Heaven
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Ame is a moderately curved katana, a golden trefoil-shaped tsuba. It has a white color scheme matching its "Heaven" motif. Its kashira and kojiri are both gold with its sheathe being lacquered solid white a lot like its tsuka with three cords, both the saya and tsuka have simple light five-petaled flower motifs on both sides. Forged through the use of a Ninjutsu and chakra metal, Ame is a blade most suited for a Ronin capable of utilizing Typhoon Release. Once per turn, the swrod is capable of passively altering the user's Kenjutsu techniques into a Typhoon Release technique. The user's slashes become capable of generating gusts of Typhoon Release, effectively extending the range of the user's slashes by one. These flying slashes follow the same rank as the Kenjutsu technique it accompanies, producing the same amount of damage and consuming chakra from the user corresponding to the rank of the Kenjutsu technique and retain the strengths and weaknesses of Typhoon Release. Ame no Habakiri's effect will manifest so long as the sword remains in contact with the user's person, even while sheathed.
Note: Can only be used with non-elemental Kenjutsu.

(Enma) - Enma
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Enma is a moderately curved Shobu Zukuri-style katana with a lilac and gold color scheme. the tsuba is trefoil-shaped, and each lobe is holed in the middle and thickly ridged. The tsuka is lacquered solid lilac (rather than cloth-wrapped), as is the saya. Both are embellished with simple, golden, five-petaled flower motifs on each side. Enma was forged from chakra metal through the use of a Ninjutsu, and is capable of acting as a substitute for Samurai armor in the usage of Bushido so long as it remains in contact with the user's body(even in its sheath). Once per turn, Enma can grant the user the ability to release any Ninjutsu technique through the use of their blades, so long as it carries a physical form.
Both approved here
 
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Custom Fighting Styles
Learned


♦ Demon God's Fist - Pencak Silat
Type: Nintaijutsu

Background: Pencak Silat is an martial art specializing in decisive blows and guerrilla tactics. Pencak means Dance or Distraction, and Silat means Attack. It was developed in the Land of Fangs to ward off suppression and succeeded at one point in driving invaders from the Land of Claw, via a resistance led by Silcardo Jenazad (a native of the Land of Fang). The style became so notable that shinobi and martial artists from other countries frequently visited the Land of Fangs solely to train in the craft. Something that was accomplished by many, however it is yet to be heard of anyone trianing directly under Silcardo Jenazad, a complete master.

Description on the Abilities and Inner Workings of the Style: The style has a plethora of moves that could be considered "dirty", like the "Jurus", a set of 18 combo attacks in a single attack (technique) meant to go for vital areas like the eyes, throat, and groin for kill. But has direct and unpredictable approach as well. There seems to be a large number of moves preceded by a jump, as well. However the style is not so simple, experts in the art began to progress it's nature and mixed Earth Ninjutsu into the craft, perfecting the style; through Doton chakra. The user uses Doton chakra by making their skin robust, sharp and abrasive, with a dark almost entirely black tone of color. This allows for even the smallest contact to result in skin cutting, capable of doing penetrating damage, shredding flesh, piercing targets. Essentially making their limbs become virtual shredding hammers. This allows them to even grab the ground firmly to the point of shattering it within the scope of their grip. When entering the style the user adopts a slighlt bent knees position with one arm placed above his head, palm facing out and their dominant hand is closed in a fist, lifted to mouth level.

Combat Stance:
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Hands and Legs under influence of Pencak Silat's abrasive nature:
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This is done by channeling chakra and materializing the robust nature of rock through their limbs, or manually removing the earth from the ground or from existing techniques for offensive and defensive purposes; such is the nature that it can parry and break regular blades, swords and other weapons bare handed. It is a formidable martial art, showing strength against Karate, and able to adapt to anything, any form of terrain or surface to keep balance and accommodate with the style, with a large amount of techniques and high speed movement. Being complicated and bizarre. The technique is perfected through the waving of ones body and limbs before attacking. Unlike Drunken Fist the user does not appear willow or wavering, however they hold flexibility and dexterity of the same level, due to the round and jumping patterns they utilize with both arms and legs, unlike the stumbling and unbalanced rythm of Drunken Fist, this form of unpredictability relies more on deceiving the opponent with our limbs. To better understand in picture what i'm aiming for, look at the second spoiler above. Providing equally useful unpredictable movements simply by hiding their real intentions with hand patterns.

Supreme Silat ( Expert Master of the Style)
^
Expert (Learning the advanced techniques)
^
Disciples (Learning the basic techniques)
Example Techniques:
(Kenmashajin: ) - Pencak Silat: Rolling Grinning
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A powerful Silat move that involves the user striking at the victim's vital points whilst spinning around the victim either by jumping over them or dashing at them, making it near impossible to dodge once the intial blow has been landed and the user begins circling the target. The targeted areas are mainly the eyes, neck, ribs, and other vital parts of the body. With the hands enhanced by the Pencak Silat's special rocky nature, the user's blows aside from being stronger also slash and tear apart the skin and clothing of the effected body parts. Dealing up to a toral of 8 strikes. The user finishes with a close fist into the gut. The technique's effectiveness is dependant on the user's speed and if they so wish they don't to circle the target, but rather keep attacking the same side unpredictably.

(Kenmashajin: ) - Pencak Silat: Ground Split Drop
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user adopts a side-facing stance and firmly prepares himself. After turning his hands pitch black and coating them in abrasiveness, they leap at the target using chakra to push off the ground faster. Closing the distance inbetween with a single step in an instant, keeping their arms inside their area upon nearing the target the user extends the attack arm outward. Smashing it into the target's chest, the blow strong enough to send an adult person backwards a considerable distance and breaking several rib cages. Alternatively done as a kicking attack instead of a fist, having the user striking upside down and kicking his opponent with a side kick to the face with a rapid spin on their standing hands. In this case the legs are coated as well.

(Kenmashajin: ) - Pencak Silat: Nine Strikes One Kill
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user channels Doton chakra throughout their hands and knees. Creating Pencak Silat trademark appearance, they then charge at the target using their knuckles and knees as the main weapon to deal numerous strikes around the target's chest and torso. Pushing them back and carving their knuckles into the flesh with each strike, fracturing minor bones in the process. The user lands a total of 8 strikes, finishing with a 9th final strike extending their hand out straight, in the form of a spear and piercing the target's torso area. Gruesomely coming out from their back, shredding numerous interal organs in the process.

(Kenmashajin: ) - Pencak Silat: Whirling Stone
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user brushes and slides their hand or leg through either a pre-existing earth technique or from natural rock and using the Pencak Silat trademark ability to add earth into their skin they lift part of the rock and shape it into formidable and sharp gauntlets or boots in order to land stronger blows capable of shattering bones and rupturing internal organs; these can have a normal look, or resemble a wolf's head, snake, etc. The technique is strong enough to play in equal grounds with other elemental techniques following Earth's strength and weaknesses. The technique is one of the few Pencak Silat that have wider range, as the user can shoot these accessories as rapid projectiles. The user can only use earth techniques made by the opponent if they are B rank or lower, even to the point of stopping the technique by infusing their arm with earth chakra and forcefully stealing the rock from the jutsu.
Additional effects and Restrictions:
♦ Must have mastered Basic Taijutsu.
♦ Must have mastered Basic Ninjutsu & Earth Release.
♦ User's hand and feet become more resilient in receiving attacks and blocking.
♦ The user's hands become accustomed to the style, remaining slightly abrasive by nature. This makes their freeforms attacks have a minor cutting/abrasive edge

Tomahōku no Michi | The Way of the Tomahawk
Type: Tomahōku Gijutsu | Ninjutsu

Background: In the Land of Snow, there lies a cavern deep within the savage lands of the Snow. Deep within this cavern, deep within the darkness, lays a vast and enormous lake, created from the snow and cold weather. The cavern itself is held by several enormous pillars of rock, as if someone built this place, and it could easily be assumed. The reason for this, is because, right in front of this large lake lies a single scroll surrounding by numerous Tomahawks. These weapons and the scroll were discovered by a single person not so long ago. This person came to understand the interpretations and drawings on the scroll that came to represent the style which he had just discovered. The discoverer of this scroll and tomahawks would later become master of The Way of the Tomahawk.

Description on the Abilities and Inner Workings of the Style: The Way of the Tomahawk is a unique and new fighting style, only having just been revealed to the Ninja World. While some practitioners of Kenjutsu and knife fighting styles will mistake it for being less graceful and complex, they would soon realize that there is plenty to learn before one can consider oneself proficient with a tomahawk. To even begin to learn and understand the complex nature of the Tomahawk, one must acquire a minimum of two tomahawks to begin with, yet as the training progresses, one must understand that a total of five tomahawks may be used in combat. These Tomahawks are unique form of small axes that are easy and quick to handle, and they are generally quite small with a triangular head, and some have a hole in the center, big enough to fit swords etc. through it. Beginning ones practice, one will first undergo basic stances and trainings. These include different strikes with a tomahawk such as overhand and side strikes. During this training one will come to learn to utilize two to five tomahawks at once with incredible precision and skill, being capable of tracking one’s own tomahawks with ease while also delivering strong and powerful, and even deep wounds and cuts to the target. Besides the close ranged usage of the Tomahawk style, which is the most essential part, there also exists the ranged aspect of the Tomahawk combat. In this aspect a practitioner will learn to throw all their tomahawks with their hands with impressive precision and speed, considering the wind and that the tomahawk is not aerodynamic. When having trained in the ranged field, one can throw all the tomahawks with such precision and skill that they will be capable of hitting a moving target of up to 30 feet away, while also hitting it with whatever part of the tomahawk they seek. Of course due to both needing tomahawks for close combat and ranged combat, the practitioner is required to be in possession of at least 20 tomahawks while in combat. Returning to the aspect of close combat, one will be trained in dual-wielding tomahawks. Starting with two and building the skill up to becoming capable of wielding five at once. Even though the essential tomahawk fighting style revolves around, being in constant offensive position, one is not only trained to deliver various and deadly strikes, one is also trained in “capturing” or “hooking” their opponents weapons such as swords, staffs etc. using their tomahawks to redirect their weapons down, to the side and out of the way. The tomahawk fighting style is specifically made to combat opponents that utilize staffs, swords, hand to hand combat etc. Having said this, redirecting the opponents weapons is an essential part of the tomahawk fighting style, utilized to open up the target and deliver deadly and deep wounds to the targets ribs, lungs etc. If a tomahawk warrior should face another of his kind, he is trained to aim for the shaft of the opponent’s tomahawk in order to quickly disarm him. The techniques and usage of the tomahawks are only limited by the practitioner’s imagination.

After having mastered the usage of the tomahawk, one may think that they have become proficient in the usage of the tomahawk, where in fact, they are still missing an important aspect of the style. One must implement chakra to become a full fletched tomahawk warrior. When utilizing the tomahawk in close combat, one must be capable of transferring their chakra into the tomahawk or tomahawks they are using, making the tomahawks sharper and stronger. Yet the chakra is also needed for more than just making them sharper and stronger, it is also utilized in techniques where the practitioner will use the chakra surrounding the tomahawks to redirect kunai, shuriken, swords and knives etc. The tomahawks that have holes in the center of the heads can be used to interlock the swords in between them, and utilizing the chakra that is transferred into them, it may lock the swords inside them being in capable of pulling them out again. This last note is usually used to simple redirect or push the sword away while then making a quick and deadly offense. Besides having the ability of sharpening the axes and using the chakra and the tomahawks to redirect weapons, it is also used to enhance the size of the tomahawks. This is done in the essence, that the chakra may be used in combat to make the tomahawks have a thick coating of chakra that is compressed to the point where it is capable of physically interact with the surroundings. As such a tomahawk that may be thrown or is aimed to cut someone, the chakra can be used to make a large coating of chakra around the head of the axe which not only enhances the size of the tomahawks head but also increases its blunt and cutting power, while it does not increase the weight of the weapon.

Example Techniques:

The Way of the Tomahawk: Undertow
Type: Offensive
Rank: B
Chakra: 20
Damage: 40
Description: Quite the simple tomahawk technique, where the practitioner will throw a single or multiple tomahawks at their desired target, with great precision. The tomahawk(s) thrown will all have the practitioner’s chakra within them. This chakra will when the tomahawks are thrown, immediately cause the tomahawk(s) to gain a large chakra coating that increases its cutting and blunt force. The result of the impact of one or more tomahawks will push the target back while delivering deep cuts and blunt force to the body of the target.

The Way of the Tomahawk: Reckless Swing
Type: Offensive
Rank: A
Chakra: 30
Damage: 60
Description: The practitioner will gather a considerable amount of his chakra into two of his tomahawks which he will be wielding, one in each hand. Afterwards the practitioner will rain down on the target with multiple downward slashes which are all enhanced by chakra both cutting and blunt force, while gaining a chakra coating that causes the blunt force and cutting edge to be so severe and strong that it may blast down onto the target with enough force to force them into a kneeling position, or even if not prepared, blast them into the ground leaving a small crater with their body in it.

Additional Effects and Restrictions:
- In order to utilize this style one must be in possession of 20 tomahawks
- One must have mastery over Ninjutsu to be capable of utilizing this style
- Must be of Kage rank to learn this style
- Practitioners of this style have much faster reflexes and higher perception than the average Taijutsu Master

Musha Shukke Fuu (The Warrior Monk's Way)

Type: NinTaijutsu

Background:
Fighting technique and styles don't just pop out of thin air. Most of the times, there are events that take place, or a following or something that triggered the creation of some type of styles, or religions even that do this as well. The Musha Sukke Fuu's story is no different then these. The creators of such a fighting style are no more then monks. Literally, "Musha Sukke Fuu" Stands for "The Warrior Monks Way." Now, being monks, they are not violent people in the least bit at all. This particular fighting style in derived primarily as a defensive style, however, that's not to take away form the fact that it indeed has offensive capability.

The creation of Musha Sukke Fuu, as a formalized martial art, is attributed to Dong Haichuan in the early 19th century, who apparently learned from Taoist, masters in the mountains of Iwakagure. There is evidence to suggest a synthesis of several pre-existing martial arts taught and practised in the region in which he lived, combined with Taoist circle walking. Because of his work as a servant in the Imperial Palace, he impressed the Tsuchikage with his graceful movements and his skill at martial arts and became an instructor and a body guard to the court. Dong Haichuan taught for many years in Iwa, eventually earning patronage by the Imperial court.

Famous disciples of Dong to become teachers were Ichiro Tamazaki, Kisihmo Kayuga, Raiden Matzui, Ike Lennon, Ma Weiqi , Liu Baozhen, Liang Zhenpu and Liu Dekuan. Although they were all students of the same teacher, their methods of training and expressions of palm techniques differed. The Cheng and Liu styles are said to specialize in "Pushing" the palms, Yin style is known for "Threading" the palms, Song's followers practice "Plum Flower" ( Mei Hua) palm technique and Ma style palms are known as "Hammers." Some of Dong Haichuan's students, including Ike Lennon, participated in the Boxer Rebellion. In general, most Bagua practitioners practice either the Yin , Cheng, or Liang styles of Baguazhang, although Fan, Shi, Liu, Fu, and other styles also used to exist. However with time those other styles and formations of the said style became lost as its creators and followers either died and vanished.

It is said that only four of those who did such still exist, the Four masters of Musha Sukke Fuu. These teachers are Ichiro Tamazaki(尹福), Kisihmo Kayuga(程廷華), Raiden Matzui(宋長榮), Ike Lennon(劉鳳春).Each one resides in a different country, or so they say. There are very few people who even know of the fighting style and the rumors, and even fewer who practice it.The base style known today is really more of a combination of things from the past of the branch teachers, those of the past present. The thing about Musha Shukke Fuu, is even though they are Monks, they traditionally don't mind mixing styles, especially of the same base such as Musha Sukke Fuu. In fact, that's hows it came to be what it is today, or so it is said.

Really, know one ever seems to know, and nothing more of which is ever really mentioned in the history books to prove otherwise. It is a really secretive style to begin with, and finding it would require ones full study and seeking of, and the actual finding of one of the few masters, should they still even exist.

Description on the Abilities and Inner Workings of the Style:

Stage One: The Art of the Spirit (Chakra) Sphere.

The main art of the Musha Shukke Fuu, is the knowledge of creating the Chakra Sphere. This is the most basics of basic fundamentals with the style. Without the Chakra Sphere, the art could not exist. The Chakra Sphere is a small, hollow sphere of chakra that hovers over one's head. It is however, clearly visible to to others and can be touched, and popped rendering it useless furthermore. The Chakra Sphere consists of one's own chakra, and thus can be reentered into one's body in such a way, with of course proper training, in a way that may be used as an attack within said style. User usually concentrates in meditation in order to learn how to do this incredible feat. The stance is nothing short of a learning method for the Chakra Sphere Creation. User sits Indian style with crossed legs and rests his hands together forming a special handseal. This handseal is created by pushing the users palms together, and crossing the middle and ring fingers, as the pinky fingers and index fingers clasp together. The thumbs cross as well. Eyes close, and user sits straight upward and meditates. This allows easier flow of chakra within ones chakra system. After hard training, the user becomes able to do this very quickly, for ease of use in battle without the meditation.

Stage Two: Reduce, Reuse, Recycle.

Once Chakra Spheres have been properly summoned, the next challenge the user faces is having the Chakra Sphere re-enter the body for technique use. This is quite simple to do, and Requires a great deal less of training then first summoning the chakra spheres did. The user simply had to do said technique, and handseals and think about the sphere striking their body, and it should happen with rather repetitive training. This stage of training is perhaps the quickest and easiest stage of training. This reduces chakra output, reuses the chakra that is output, and recycles and leftover from the technique, because the chakra is still trapped within the body.

Stage Three: Striking by Striking.

Once the user has mastered the summoning of chakra spheres, and then mastered how to channel them throughout the body, The user now must undergo training to learn how to strike a foe while doing so, while channeling the chakra sphere. This isn't easy. User must stand in front of a stray dummy, tightly packed of course, and continue striking it until it explodes in a small 'boom' where the user strikes. It sounds easy and repetitive as well, but it is truly a lot harder then it sounds. Once the explosion had been seen, the user will repeat this until mastered, where every strike will be a minor explosion. At this level, the user will have mastered the art of the Chakra Sphere.

Stage Four: Fighting Style

After being able to create an explosive burst using the chakra spheres after they enter the hand, the user must then practice using it with taijutsu strikes. In order to incorporate this, a fighting style was created, in which the user will learn to blend the chakra sphere with aggressive, seemingly linear movements and explosive power that's most often applied from a short range. A practitioner uses coordinated movements to generate bursts of power intended to overwhelm the opponent, while simultaneously attacking and defending. During this stage the user will learn that the spheres can be imbued with elemental chakra as well.

Stage Five: Techniques

This is the stage in which the user begins and starts training techniques within the fighting style that involve training and special usage of the Chakra Spheres. Specialized techniques that deal in both offense and defense, are the techniques listed below within the style. Mastering all these techniques takes time, but when accomplished, the user will achieve the Master rank within the monk society. This style is different from gentle fist, in many areas. Gentle Fist uses quick, and precise strikes to deal internal damage to the chakra circulatory system by injecting chakra into the body. This style however, uses chakra in the creation of spheres of
chakra with which the user is able to take them into his body, and use them to deal damage along with taijutsu. Gentle Fist's movements are also different, in that they are much more agile and fluid. Users of
Musha Shukke Fuu however, are much more linear and have more explosive power. This proves that Gentle Fist and Musha Shukke Fuu are inherently different, and that the style will be used differently.

Example Techniques:

Musha Shukke Fuu (The Warrior Monk's Way)-Aurelian Blast

Type:Offense
Rank:B
Range:Short
Chakra:20
Damage:40
Description: The user concentrates chakra, and forms a small sphere of chakra which orbits the user. The sphere of chakra then enters the user, as he enters into a combat stance. The chakra sphere is a translucent sphere of pure chakra, which orbits around the user slowly, before entering his body. Upon doing so, the user concentrates his chakra and runs up to the opponent delivering a powerful uppercut. Upon the point of impact, a small explosion would happen that does damage to the opponent, and sends him flying upwards.


Musha Shukke Fuu (The Warrior Monk's Way)-The Dark Seducer

Type:Offense
Rank:A
Range:Short
Chakra:30
Damage:60
Description:The user concentrates his chakra, materializing a small translucent sphere of chakra which proceeds to orbit the user in a slow manner. The sphere of chakra would then enter into the user's body, and the user would run at the opponent before delivering a powerful roundhouse kick, which would cause an explosion on impact. The afflicted area would have extensive bruising and even burns from the nature of the explosion.



Additional effects and Restrictions:
- User gains above average strength and speed when compared to the average strong fist master.
- User must be trained by -L-
- User must have Mastery of Taijutsu

(Musha Shukke Fuu: Reddo Hoku) | Warrior Monk's Way: Red Hawk
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The technique starts off by absorbing the chakra spheres materialized to perform the Warrior Monk's Way's techniques. The user will then channel the explosive power to his dominant arm, compressing the power throughout it, creating a reddish hue to form around said arm (only cosmetic). The user will then deliver a punch to the opponent's stomach and release the compressed power of the spheres all at once upon impact, creating a much larger boom, an effect caused by the sudden release of the spheres all at once. The technique leaves massive burns across the opponent's torso and back in the aftermath of the explosion, with matching damage internally and externally.

-Can only be taught by Detective L
-Can only be used three times per fight
-No S rank Warrior Monks techniques for one turn after using this

(Musha Shukke Fuu: Hadesu no suiryoku) | Warrior Monk's Way: Thrust of Hades
Type: Offensive/Defensive
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: After reabsorbing the materialized chakra spheres required to use the Warrior Monk's Way fighting style, the user will, while in close quarters of an enemy, channel the power of the spheres through his dominant leg. He will then stomp on the ground ahead of himself and release the explosive power into the ground below. This results in the explosive effect of the fighting style to result underground, erupting upwards with enough force to propel and shake the ground underneath the opponent. This knocks the opponent off of their feet due to the force shaking the ground, as well launching sharp and heavy debris upwards and into the opponent's body, damaging them simultaneously. The user can also choose to release the sphere deep underground, and release the sphere upwards, causing the boom effect that the fighting style is known for, and hitting the opponent into the air. However, if the user chooses to use this, only a single sphere can be released deep underground, instead of several that would cause the disruption of the ground in the first usage of the technique. The explosive effect happens almost immediately after the user's foot makes contact with the ground, making it a very fast technique.

-Can only be taught by Detective L
-Can only be used four times per fight

(Musha Shukke Fuu: Aurerianusuburasuto) | The Warrior Monk's Way: Aurelian Blast
Type: Offense
Rank: B rank
Range: Short
Chakra: 15
Damage: 30
Description: This jutsu is considered the basic form, and principle behind the entire custom fighting style. The user enters a low stance, focusing primarily upon offense and precision strikes. Upon materializing chakra sphere(s), the user will then absorb the chakra spheres into his body incorporating them into his taijutsu. Through fast paced, precise, and linear attacks with explosive power, the user will attempt to deliver one or multiple taijutsu blows to the opponent. With each landing strike, the user will cause a small 'boom' or explosion with the strike in order to amplify and enhance the effects of the user's blows. The damage caused is mostly external, although with some internal effects. The most common effects are broken bones, bruses, and possibly minor cuts depending on the nature of the taijutsu blow. While using the style, the user will of course have slightly enhanced speed and strength as is evident by a user of Musha Shukke Fuu. Regardless of how many blows the user lands, the amount of chakra and damage will always equate to that of a B ranked jutsu.

Restrictions:

-Can only be used in conjunction with Musha Shukke Fuu jutsu
-Must be a practicioner of the CFS 'The Warrior Monk's Way'
-Can only be taught by Detective L

Trick Archery

(Torikkuācherī) - Trick Archery

Type: Fuuin-Buki-Ninjutsu

Background: The Trick Arrow fighting style originated in Kirikagure during the Second Ninja War. During the war, invasions in Kirigakure was causing heavy damage in the village due to the inner political turmoil concerning its status as the Village Hidden in the Bloody Mist. On the brink of losing their place in the war, a faction of the village's army decided to counteract the guerrilla style warfare that their enemies were using, instead deciding to use a more tactical style of fighting: Trick Arrows. Several archers in the village constructed a special weapon to replace the conventional bows and arrows meant that were in use in order to utilize their existing Archery skills in a newer, more fluid and handsfree method to gain an advantage. Rather than full sized, sharp-tipped arrows, they developed considerably smaller projectiles designed to carry out other functions, such as blinding, trapping and brunt damage to the area with the use of their newly acquired skills of Fuuinjutsu. The usage of these arrow-based projectiles became successful, especially in the shrouded environment of the village's mist. With the mist severely hindering their enemies and their sight, the arrows misleading and hidden usages became a great asset in the war, becoming a major component in turning the war around for Kirigakure. The success of Trick Arrows established it as a staple among Kirigakure's ninja, being passed down within the village

Description on the Abilities and Inner Workings of the Style: The style revolves around the usage of special arrows called Trick Arrows. The arrows are typically not the full-sized bladed or pointed regular arrows, nor does the style utilize a conventional bow. Rather, the style utilizes specialized launchers that are made of chakra-responsive metal and are mounted on the user's wrist, with a Fuuin seal on the Launchers in the form of the Kanji for "Trick" on it. Through the insertion of chakra through the launchers and into the seal, the user is able to release from it the specialized arrows, with the release forcibly launching them towards a particular target once the specific arrow needed is launched.

The arrows utilized in the fighting style are miniature, appearing similar to a shrunken kunai or simply the tip of a normal arrow. Each of these arrows have on themselves the Kanji for "Trick" on them as well. As the launcher stores and releases the arrows from its "Trick" seal, the arrows "Trick" similarly holds within them several "tricks" as well, which can range from releasing weapons(such as kunais or shuriken or ninja wires or even larger arrows and other Trick Arrows) to materials such as flash bombs, boxing gloves, corrosive liquids, adhesives, etc. It is important to note that these materials are not made of chakra but simply pre-sealed within the arrows and the launchers prior to battle(basically the same concept as a ninja with Shuriken, kunai, flash bombs, etc. having them pre-stored on their bios). The seals can also contain Ninjutsu pre-sealed into them, similar to the Exploding Dragon Strike jutsu containing a pre-prepared Katon technique within the scroll, that can also be released along with and instead of weapons to achieve specific effects. Ninjutsu sealed into the Trick Arrows, however, are specific ones created for the Fighting Style(i.e., the user cannot release any canon/custom Ninjutsu from the Trick Arrows, only those described by the specific CFSJ submitted). Similarly, Trick Arrows may bear additional seals for added effects to enhance the versatility of the style.

Example Techniques:

(???) - Grasp of the Archer
Type: Offensive
Rank: S-Rank
Range: Long
Chakra: 40
Damage: 80
Description: The user will launch from each launcher on their wrist a single Trick Arrow towards the opponent. The arrows aren't aimed directly at the target, but rather to their left and right in a short-range proximity, appearing to miss the target and on a trajectory to fly past them. Once the arrows enter this short-ranged proximity of the target, they release from them four lines of ninja wire, two from each arrow that wrap around the target, restraining them and holding them in place as streams of fire are released from the Arrows, traveling down the wires to burn the victim alive.

(???)
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will fire a single Trick Arrow from either of the launchers on their wrists towards the opponent. The Arrow contains both the Trick Seal and a seal in the form of Kanji for "pierce"; the latter seal infuses the Arrow with a layer of Fuuton chakra that enhances its piercing ability, allowing the arrow to slice through and lodge itself into the flesh of the target on impact. The "Trick" seal will then release a multitude of these arrows once the initial arrow has lodged itself, with each new Arrow also releasing more of the same kind. The rapid unsealing and multitude of released arrows causes a barrage that tears the opponent open from the inside out, ripping their flesh apart at a rapid pace.

(???)
Type: Offensive
Rank: C-Rank
Range: Short-Mid
Chakra: 10
Damage: 20
Description: The user will launch from either of their wrist launchers a red Trick Arrow with a blunt tip, rather than a sharpened one. When the arrow reaches in proximity with a target, it releases from the "Trick" seal embedded on a large red boxing glove that fires at a rapid pace towards the desired body part of the target. A relatively weak attack, it serves more as a diversion tactic than anything to catch the opponent off guard in bigger attacks.

Additional effects and Restrictions: In order to learn and perform the Fighting Style, practitioners must have mastered Basic Fuuinjutsu. In addition, in order to match the speed of the arrows' movement in order to effectively and accurately use the fighting style, practitioners of Trick Arrow have have sharper reflexes than the average shinobi.

General appearance of the wrist launchers [ ]


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

Joker, our loyal member, gave on the 30th of June 2016, a request for a Patent on the Custom Fighting Style Torikkuācherī | Trick Archery. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Torikkuācherī | Trick Archery
Powered by Lord of Kaos
Copyright 2016, Joker, NarutoBase.net

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(Torikkuācherī: Robin Fuddo, Kyōtsū no Kanshu) - Trick Archery: Robin Hood, Warden of the Common
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: "Robin Hood, Warden of the Common" is the basic technique of the Trick Archery fighting style meant to showcase the style's extreme versatility in usage and effect. Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all considered various forms of weaponry and possess various strengths and sizes. This technique primarily centers around basic weaponry as "trick" arrows, the user will be capable of releasing various weapons as projectiles towards a target with the intent to harm, hinder, or bind. These weapons can range anywhere from a plethora of arrows, to a barrage of swords, to a spiked boxing glove. These weapons however, cannot be elemental and or sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing S Rank or higher Trick Archery techniques in the next turn.

(Torikkuācherī: Tsuki Megami Hanto) – Trick Archery: Artemis, Goddess of the Wild Hunt
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will load their wrist-launcher with one of five arrowheads before firing it towards the opponent or another location on the battlefield. Each of the arrowheads will have the kanji for one of the basic elements applied as well as the kanji for "Soul". At any point after the arrowhead is released, the user can unseal the contents of the kanji to release an elemental familiar composed of the chosen affinity. This sentient creation will have an ability related to the basic element of which it's comprised, all of which will be outlined below. All of the familiars will be humanoid in appearance, be S-Rank in strength and will be double the size/dimensions of their creator. Earth, this sentient creation will be made of sturdy rock and will possess the ability to use an ability akin to Hiding in Rock (at the cost of a move-slot). It will be capable of merging in and out of the earth at will, following the same mechanics as the Leech All Creation technique. Although this earth creation doesn't make a sound and or vibration the enemy should be capable of sensing should they possess some form of chakra sensory or dojutsu. Moreover, in order to make any sort of physical attack or cause harm to the opponent, the creation must fully emerge from the ground first. After which, it would sound and behave like a normal familiar.Lightning, this elemental familiar can (at the cost of a move-slot) diffuse into an unfocused current of lightning that spans short-range, possessing the same paralyzing abilities as Chidori Nagashi. Upon doing so, it can reform it's body just as quickly and essentially use this as a method of travelling to locations within short-range. Wind, this elemental familiar can (at the cost of a move-slot) transition between being tangible and intangible wind. In its tangible state, the air which constitutes it's body will be compressed to the point that a stray spark or a small flame will be capable of igniting it. This will produce a sudden and violent combustion, generating an explosion that spans a short-range radial reach. In it's intangible state, people and physical attacks alike will phase through it. Fire, this elemental familiar is composed of flammable gas similar to Fire Release: Mist Blaze Dance Technique (however the flammable gas is completely visible). This familiar much like it’s Wind counter-part can is incredibly volatile as the user can combust this familiar in a violent explosion that expands outwards to long range (at the user's base running speed) should it not be contested. Water, this elemental familiar is composed of water. It's body can be utilized as a water source, additionally it passively releases chakra-infused mist unto the battlefield for as long as it lasts. Each sentient being works very similar to that of the Great Stone Golem technique albeit significantly smaller each of their free-form physical attacks are A Rank and follow each element's respective S/W, though are limited to one freeform attack per turn.

Note: Can only be used twice per battle (once per familiar)
Note: Each respective familiar lasts for four turns
Note: No A-Rank or above Trick Archery in the user's next turn
Note: One turn cool-down before reuse.

(Torikkuācherī: Yūhi no Aporo Kami) - Trick Archery: Apollo, God of the Setting Sun
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: "Apollo, God of the Setting Sun" is the basic technique of the Trick Archery fighting style and the brother technique of "Robinhood, Warden of the Common". Using several already prepared "Trick" Arrows. The user through the insertion of chakra through the fighting styles exclusive launchers and its seal, will be able to release the specialized arrows from it, forcibly launching them towards a particular target once the specific arrow needed is launched. The arrows themselves are capable of releasing various materials centered around different effects in battle but are all elemental constructs, and or entities of various strengths and sizes. This technique centers around these elemental constructs and entities as "trick" arrows, the user will be capable of releasing various elemental entities as projectiles towards a target with the intent to harm, hinder, or bind. These trick arrows can range anywhere from adhesive mud, to burning acid, to mist that envelops the field and often times even resembles basic elemental ninjutsu. The user is more or less limited to their imagination, however these elemental entities cannot be sentient. The chakra used dictates the overall power of the technique through either the strength of the individual projectile or sheer amount of them. The props themselves are chakra infused, and possess no elemental S/W's being neutral to all elements.

Note: S Rank version can be utilized thrice per battle, A Rank Version can be utilized four times per battle.
Note: Upon utilizing the S Rank version, the user is incapable of performing A Rank or higher Trick Archery techniques in the next turn.

(Torikkuācherī: Senkensha Mikon) – Trick Archery: Legolas, Seer of the Wilds
Type: Offensive
Rank: A
Range: Short - Long (seal is short)
Chakra Cost: 30 (-50 chakra per turn to the opponent)
Damage Points: N/A
Description: The user will load their wrist-launcher with an arrowhead that has the Kanji for "Drain" for applied. Upon releasing this arrow-head where-ever it should land on the ground a seal will expand five-meters in every direction. This seal will exhibit the same properties as the Chakra Draining Seal. Everything within the seal's area of effect will have it's Chakra drained and people will become unable to mold Chakra while inside of it. However much like the predecessor technique, the effects of this Jutsu can be dispelled by merely leaving the area of effect.

Note: Can only be used thrice per battle.

Created Fighting Styles

Ganmaken|Gamma Fist

Type: NinTaijutsu

Background: "Internal damage with no external wounds." The history of the Gamma Fist fighting style is closely related to this concept, thought up by a certain shinobi. This shinobi was one within the unique population of Sound Release users, employing the Advanced Ninjutsu alongside his impeccable Taijutsu skills to win many a battle. The shinobi, growing bored of his time in his village, became a warrior nomad, seeking out strong opponents all around the world to further sharpen his skills. His journey led to him coming across another warrior who also specialized in Taijutsu. Naturally, the two engaged in battle, with the nomad finding himself incapable of defeating his adversary due to him enhancing his body with a special Ninjutsu, making his skin incredibly durable and dense. Finding himself unable to match his NinTaijutsu, but also unable to sacrifice his honor and using his prowess in Sound release, the nomad was defeated after a long fight. After licking his wound, he began to rigorously train his Taijutsu skills, challenging the man many times, but still finding himself unable to penetrate his armor-like skin. After countless training sessions failing to yield the results he was looking for, the nomad began to curse his inability to get over his honor and use his Sound Release prowess. Whilst mulling over what he could do, a new idea dawned on him, the creation of a new means of combat. Remembering the legend of the Hyuga clan, a group that focused on internal injuries, the nomad created a means of replicating such an effect through combining specialized Sound waves with his Taijutsu strikes. He engaged the man again, using this style to bypass his durable skin to attack him from within.

Description on the Abilities and Inner Workings of the Style: The Gamma Fist fighting style works in a similar method to the Gentle Fist, being inspired by the style of the clan. However, in comparison to the aforementioned clan's fluid and precise methods, the Gamma Fist fighting style is far more crude and violent. The style is executed by the user by flowing low energy, high frequency waves of concentrated Sound through their bodies. Due to being waves of Sound, the acoustic energy is faintly audible as it resonates through the user's body until released upon striking a target. Upon striking a target with their body through Taijutsu, the user will release the Sound waves into the opponent's body, using the contact between their bodies as a medium for the transfer of the waves. The waves, just like when they resonate through the user's body, remain high frequency and low energy, similar to that of a Hindering Sound wave, allowing it pass through the user's body and into the opponent's as though intangible, bypassing their flesh and entering the bodies of the targets. However, while initially harmless as it flows through the user's body and during the moment of contact, the waves change in form once successfully transferred into the opponent's body; once inside the waves change to become high energy and low frequency, taking the form of a Destructive Sound wave on the inside of the target's body, with the shape of the Sound wave changing in order to deal cutting and piercing damage to the target's internal body. This is where the mantra of the style, "Internal injuries with no external wounds," is given meaning: by bypassing the outer flesh and skin of the target, the Sound waves are capable of dealing severely higher damage to the opponent's internal body, making the damage harder to counteract should the user manage to land a blow.

Example Techniques:

Ganma Ken: Mezu|Gamma Fist: Mes
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: One of the beginner techniques of the Gamma Fist fighting style, the user will channel their Sound chakra throughout their body in the form of a low energy, high frequency wave, focusing the Sound through their dominant hand. Upon entering close quarters with the opponent, the user will perform a palm thrust towards the opponent, releasing the Sound wave into their body upon contact. Once within, the Sound wave instantly transitions to that of a high energy, low frequency wave that causes piercing and cutting damage to the area struck. In addition to pain and internal bleeding, the wave also causes paralysis to the area struck for one turn.

Ganma Ken: Sai Dai Rin|Gamma Fist: Largest Ring
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Considered the strongest technique of the Gamma Fist fighting style, the Largest Ring technique can only be performed by those considered true masters of the fighting style. The technique is executed through the user placing their fists against the body of the opponent while focusing the low energy high frequency Sound waves through their body. Contrasting the rather mild form of contact, the Sound waves are incredibly destructive upon actual contact, bursting apart on the inside of the target's body in the form of a multitude of waves shaped like blades. The waves resonate all throughout the target's entire body, severely damaging their internal organs and muscles. Due to the sheer amount of damage, the technique carries fatal consequences to those struck, leaving them completely paralyzed before their imminent death.

Ganma Ken: Injekushon Shotto|Gamma Fist: Injection Shot
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Upon getting behind the opponent, the user will hold the opponent in place by placing their arm across their neck. Upon grabbing the opponent, the user will flow a high frequency low energy Sound wave through their leg, driving their knee upwards into the opponent's back as their upper body is pulled backwards. Upon impact between the knee and opponent's back, the user will release the Sound wave into their body, transitioning into a piercing Destructive Sound once inside that causes tremendous internal damage to the target's spine. If successful, the technique will cause paralysis for a full turn to the opponent's body.

Additional effects and Restrictions:
-Must have mastered Taijutsu
-Must have mastered Sound
-Must have reached S-class by posts

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

Riker, our loyal member, gave on the of 2016, a request for a Patent on the Custom Fighting Style Ganmaken|Gamma Fist. I, Vex, of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Ganmaken | Gamma Fist
Powered by Vex
Copyright 2016, Riker, NarutoBase.net

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Ganma Ken: Mezu|Gamma Fist: Mes
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: One of the beginner techniques of the Gamma Fist fighting style, the user will channel their Sound chakra throughout their body in the form of a low energy, high frequency wave, focusing the Sound through their dominant hand. Upon entering close quarters with the opponent, the user will perform a palm thrust towards the opponent, releasing the Sound wave into their body upon contact. Once within, the Sound wave instantly transitions to that of a high energy, low frequency wave that causes piercing and cutting damage to the area struck. In addition to pain and internal bleeding, the wave also causes paralysis to the area struck for one turn.
-Can only be used five times per opponent
-Cannot be used in consecutive turns

♪ Approved ♪

Ganma Ken: Injekushon Shotto|Gamma Fist: Injection Shot
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Upon getting behind the opponent, the user will hold the opponent in place by placing their arm across their neck. Upon grabbing the opponent, the user will flow a high frequency low energy Sound wave through their leg, driving their knee upwards into the opponent's back as their upper body is pulled backwards. Upon impact between the knee and opponent's back, the user will release the Sound wave into their body, transitioning into a piercing Destructive Sound once inside that causes tremendous internal damage to the target's spine. If successful, the technique will cause paralysis for a full turn to the opponent's body.
-Can only be used four times per opponent
-Cannot be used in consecutive turns

♪ Apprpoved ♪

Ganma Ken: Kauntā Shokku|Gamma Fist: Counter Shock
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will dash towards the opponent at high speed, delivering a double palm strike to the chest of the target upon getting in close quarters. Upon delivering the blow, the user will release a wave of high frequency, low energy sound waves into the body of the opponent. Once inside, the wave will spread throughout their bodies, converting into Destructive Sound waves once fully spreading throughout their bodies. The Sound waves deal damage to the muscles of the opponent's body, resulting in severe paralysis should the waves successfully be delivered.
-Can only be used four times per opponent
-Cannot be used in consecutive turns
-Paralysis lasts for a max of one turn

Dance of the Blade Sage](Tsubaki no Ken-Sennin)Dance of the Blade Sage
Type:Nin-kentaijutsu
Background:
Once there was a girl who went by the name of Penny. She was a well-known fighter of her age, being an exception swords master but trouble was she wanted to learn how to be a puppeteer. She tried to make the two of the work but she couldn’t find a common ground between the two, so what she did was come out and asked for help. Now one knew how to achieve such a feature, but then she meets a man who was named for some reason but told Penny he can help her dreams a reality.By merging the two styles and adding a twist to it, he recreated his idea into what Penny now uses called the Dance of the Blade Sage. She became far known around the world for her usage of the style.

Description on the Abilities and Inner Workings of the Style:
Dance of the Blade Sage is a style that revolves around the usage of special designed ninja wire and swords. The style is similar to that of the puppet technique, where the user manipulates the wires to control the swords that they wield. Once activated the user is able to freely manipulate the blades.

The style uses a method similar to how Hidan used is scythe, having the end of the handle attached to a spool on his back. Dance of the Blade Sage uses a similar concept but instead of just one sword, the user is able to manipulate up eight blades at once. These blades when out of reach of the user can be manipulated as well through chakra to levitate the swords. This done through a method similar to the (Soushuuha) - Manipulate Advancing Blades but instead of manipulating the blades, the user does so to the ninja wire,now being able to control them more freely.

The wires are made of special wire which can’t be cut so easily, making usage of the style easier. Once the swords are removed from storage (which is usually on the users back in a special case) the user can also use elemental chakra in the blade. This is done by channeling chakra into the blade’s wires and flowing the chakra into the sword itself. Lastly the swords can also obtain elemental chakra in them. The user will manipulate chakra into the swords and using mental commands, can ignite or infuse chakra into the swords with ease.

The swords are kept on a case on the user’s back, which also contains the spool to retract the wires of the swords. The case is made of metal that can absorb chakra, so that the user can channel chakra into the wires through the case and into the swords, which is done very quickly.

The activation of this style is done passively through sheer chakra flow alone. The user can also perform strong fist or other style in between usage of the style.

Sample of the style being activated
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Entire style can be seen here:
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Starting from: 2:13- 3:11

The swords of this style are not long, each being roughly the length of a wakizashi being about 30 centimeters long. This allows for easier transport of the blades and more lighter when used in combat.

Example Techniques:

(Tsubaki no Ken-Senin: Kakusa Retabukiko)Dance of the Blade Sage: Hidden Armory
Type:Supplementary
Rank:C-Rank
Range:Short - mid
Chakra: 30
Damage:N/A
Description:
Once the style has been activated, the user will manipulated chakra into the blades, applying the camouflage technique to each sword, allowing them to blend the swords in with the environment around the blades to allow for sneak attacks with ease.

(Tsubaki no Ken-Senin: Kinkyuu Hinan)Dance of the Blade Sage: Emergency Evacuation
Type:Supplementary
Rank:C-Rank
Range:Short - Mid
Chakra: 30
Damage:N/A
Description:
The user manipulate two of there swords, and using the spool while launch them to a near by solid structure. Once done, the user will channel there earth chakra quickly through out the body to decrease there weight by half, then using the spool will retract themselves. Due to the user being lighter the spool will bring the user along with them and bring them out of harms way. This is done quite fast, allowing the user time to avoid a echnique, simply by getting out of range. The user can also use it to get close to enemies behind of them fast. Once done the use's weight is returned to normal.
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Additional effects and Restrictions:
-Must have mastered basic five elements
-Must have completed kenjutsu and ninjutsu training
-Masters of this style has well rounded chakra control

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

Riker Slade, our loyal member, gave on the 6th of June 2015, a request for a Patent on the Custom Fighting Style Tsubaki no Ken-Sennin | Dance of the Blade Sage. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Tsubaki no Ken-Sennin | Dance of the Blade Sage
Powered by Mādara Uchiha
Copyright 2015, Riker Slade, NarutoBase.net

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Blade Sage Jutsu](Tsubaku no Ken-Sending: Tsubasa no Sutoraiki)Dance of the Blade Sage: Wing Strike
Type: Offensive
Rank: S
Range: Short-Long
Chakra:40
Damage:80
Description:After calling forth all eight blades stored on their back, the user will launch four of them forwards in a spiraling formation while channeling Wind Chakra throughout each of the blades. The wind chakra will spiral around the blades, forming a solid mass of wind around them, giving the blades an appearance similar to that of a drill made of wind. The four blades will strike the opponent in the midsection, with the blades impaling deeply as the wind "drill" causes the enemy to be blown backwards. As the opponent is thrown through the air, the user will direct the remaining for blades towards them, moving around them and doubling back to impale the opponent in the back, finishing them off.
-Can only be taught by Riker Slade
-Can only be used three times per battle .with a 3 turn cooldown period in between uses.
-After using, the user cannot use any Dance of the Blade Sage jutsu for two turns.

(Tsubaki no Ken-Sending: Gokuaku Resshō)Dance of the Bladed Sage: Villainous Laceration
Type:Offensive
Rank:A
Range:Short-Long
Chakra:30
Damage:60
Description:The user will direct two of his blades towards the opponent in a downwards arc, causing them to fly towards the opponent from above in a diagonal arc. The blades will then swirl around the opponent before lodging into the ground, causing the wires attached to them to coil tightly around the opponent's entire body. Due to being infused with chakra and their natural strength, the wires are extremely hard to break and will restrict movement. The user will then quickly retract the blades in the reverse of the formation it went to coil around the opponent, causing the wiring to shred through the opponent's skin as it retracts, leaving them to bleed out. Due to the intense natures, number and size of the wounds, particularly on the neck, the opponent would have a very short window of time before bleeding out. The user can mentally cause the chakra infused on the wiring and sword to transform into one of three natures to in increase damage and add an effect: Wind to make deeper and cleaner cuts, Fire to cause the cuts to become severely burned, or Lightning to numb the body as the wire cuts through it.
-Must be a practitioner of the Dance of the Bladed Sage
-Can only be taught by Riker Slade
-Can only be used four times per battle
-Cannot be used in consecutive turns

(Tsubaki no Ken-Sending: Burakku Naito )Dance of the Bladed Sage: Shadow Knight String
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will infuse two of their blades with Doton chakra, allowing them to merge the blades into the ground below them. This allows the user to effectively stream the blades through the ground, similar to as though one were using the Attack Prevention Technique. This allows the user to stealthily cause the blades to emerge below the opponent, manipulating them so that the wires encircle around their ankles as the emerge and raise into the air, hanging the opponent upside down by their feet as the blades curve to impale them through their chest. The user will manipulate the wires to swing back towards the ground, slamming the opponent into the terrain or another object in it.
Note: Can only be used 3 times per battle and can't use and Dance of the Bladed Sage jutsu next turn.
Note: Blades only pierce target after wrapping in wire.
Note: No Tsubaki no Ken-Sennin techniques in the same turn

(Tsubaki no Ken-Sending: Goddo Sureddo )Dance of the Bladed Sage: God Execution
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage:60
Description: The user will manipulate all 8 of their blades at one time, charging lightning chakra through the wires and into the blade. This causes the blades to glow a bright blue color, though not enough to hinder sight. The user will then launch all 8 blades, with the tips converging, meeting at their ends as they pierce into the opponent. The powerful lightning infused into the blades allows them to pierce through targets, in respects to Strengths and Weaknesses, to reach their target. Once impaled, the user will direct the lightning induced onto the blades forwards, releasing it into the opponent in a form of a massive internal explosion of lightning.
Note: Can only be used twice per battle with a two turn cooldown
Note: No other Tsubaki no Ken-Sannin techniques within the same or following turn

(Tsubaki no Ken-Senin: Kinkyuu Hinan)Dance of the Blade Sage: Emergency Evacuation
Type: Supplementary
Rank: C-Rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description:
The user manipulate two of their swords, and using the spool while launch them to a near by solid structure or the nearby ground. Once done, the user will channel their earth chakra quickly through the blades and wires, using the sturdy nature of Earth Release to reinforce the strength of the wires and blades. Due to the integrity of the wire being strengthened, the user will be able to pull themselves along the path of the wire, similar to a grappling hook, and bring them out of harms way. This is done at the speed of the average Earth jutsu, allowing the user time to avoid a technique, simply by getting out of range. The user can also use it to get close to enemies behind of them fast.
Note: Can only be used once per turn

(Sutīru Bōru Ran) Steel Ball Run

Type:FuuinBukijutsu

Background: Steel Ball Run was invented during the Warring States Era, being based on the relatively primitive styles of the time. Initially, the fighting style was unnamed, and revolved around the usage of large, steel balls that were used as melee and projectile weapons. As the usage of chakra developed, so did the fighting style, eventually incorporating Ninjutsu into the style's usage and fully maturing when the incorporation of Fuuinjutsu. The practice of the style would become known as "Steel Ball Run."

Description on the Abilities and Inner Workings of the Style: Steel Ball Run involves three components: The Steel Balls themselves, the sealing formula for the style, and the "Spin."

The Steel Balls are the weapons utilized for the style. Aptly named, these weapons are highly spherical balls of steel, about the size of a baseball or boule. The basic Steel Balls are grooved on opposite faces by two large hexagons, almost joined by lines crossing the balls between their corners. Individual techniques of the style may also utilize Steel Balls that have been modified, such as containing spikes or a bladed edge, though these will be specific to the jutsu used and described in such. The Steel Balls are stored within sealing tags worn on wrist-guards, similar to those exhibited by Sasuke, and are called forth when utilized for the fighting style's techniques. This is where the second component of the fighting style comes into play; upon utilizing a technique within the Steel Ball Run fighting style, the user is capable of summoning forth the Balls from the style's unique sealing script, rendering it unneeded to re-equip the Steel Balls once thrown or destroyed(each CFSJ will automatically summon the Balls are part of the jutsu unless stated otherwise). The third component of Steel Ball is a phenomenon known as "the Spin." The Spin is a force produced through the release of a barrier from the Steel Balls. These barriers are, of course, composed of chakra, radiating from the Steel Balls in a spiraling manner. Techniques under the Steel Ball style therefore fall under a powerful rotational force produced through these barriers that are released from the Steel Balls, capable of accomplishing several effects upon reaching a target to the user's desire. Being composed of chakra, the user can even have the barriers released be elemental in nature for more specific effects, such as a Fire-based chakra to burn the opponent or an Earth-based barrier to allow the Balls to meld through the ground for more covert travel. Advanced techniques of the style can even incorporate sealing effects through the barriers. These effects, along with elemental effects, are of course to be explained within techniques of the fighting style. The "Spin" barriers are neutral to elemental techniques, while elemental Spin follows the S/W of the specific element.

Example Techniques:

???
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will release two of their Steel Balls outwards towards an incoming technique. Upon clashing with the opposing technique, the Balls will release two Spin barriers, utilizing the rotational force of the Spin to physical repel the technique back along its trajectory.

???
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will direct two of their Steel Balls towards the ground, releasing an Earth-natured barrier from each Ball. This barrier allows the balls to meld through the ground, similar to the Hiding Like A Mole technique, and travel below the ground towards the target. Upon reaching the desired target, the two Balls will burst from the ground, the rotating barriers slamming into them from below and carrying them up into the air.


???
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user will release a Steel Ball from their sealing mark while creating a tether of chakra between themselves and the Steel Ball. This tether keeps the Steel Ball floating within two meters of the opponent, releasing a harmless barrier around them as the Ball rotates besides its caster. Upon an enemy crossing this barrier, the Steel Ball will trigger, firing towards the opponent at high speed in order to repel them away from the caster, the rotational Spin emitting from the Ball becoming damaging and directed away from the user and towards the opposing target.


Additional effects and Restrictions:
Mastery of Fuuinjutsu
Mastery of Taijutsu
Must be Chunin rank
P a t e n t C e r t i f i c a t e Joestar, our loyal member, gave on the 17th of February 2019, a request for a Patent on the Custom Fighting Style, Steel Ball Run. I, Daemon of the Custom Fighting Style Bureau, by the power invested in me, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following; (Sutīru Bōru Ran) Steel Ball Run Powered by Lord of Kaos Copyright 2018, Joestar, AnimeBase.net
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(Sutīru Bōru Ran: Deīpasu Ōbādoraibu ) Steel Ball Run: Deep Pass Overdrive
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30(-10 per turn)
Damage: N/A
Description: The user will release two Steel Balls towards their desired target, with the Balls approaching in an arc on either side. Upon reaching close range of the target, the Spin imbued into the Balls will erupt, overlapping onto each other from opposing directions with the opponent in the middle. The Spin effectively forms a spherical cage surrounding the target's short-range area, with everything caught inside trapped under the force of the two Spin. While the Spin isn't physically damaging to living beings, they emit a powerful sealing n effect, restricting the movement and ability to mold chakra of anyone caught inside in the same way as the Multiple Infinite Embraces technique. Unlike MIE, the Spin will sustain itself, with the two Steel Balls floating beside the target until circumvented or destroyed. Like the MIE, the Spin can be physically destroyed by techniques A-rank and above. Should the Steel Balls be met by an incoming jutsu on course to the target or once reaching them, the Spin will expand outwards to combat the jutsu. Able to physically block techniques of equal rank or below, the Spin will reset itself once it has finished deflecting the opposing technique, once again expanding with its full power upon reaching the opponent less destroyed.

Note: Can only be used three times per battle, requiring a two turn cooldown
Note: Upon reaching and restricting a target, Deep Pass Overdrive lasts for four turns or until destroyed/circumvented
Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above A-rank in the next turn

(Sutīru Bōru Ran: Rībaffu Ōbādoraibu ) Steel Ball Run: Rebuff Overdrive
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will release one of their Steel Balls outwards, imbued with a special Spin known as Rebuff Overdrive. Initially, this Spin will appear as a small distortion around the Steel Ball, emitting outwards by a few inches as though surrounded by a mild gust of wind. Upon reaching within short-range of the target/enemy, the Spin will expand outwards, rapidly growing into a powerful maelstrom barrier that ravages everything within the short-range area of the Steel Ball. Should the Steel Ball bet met with an incoming jutsu, the Spin will likewise expand, imparting a powerful sealing effect that absorbs the opposing technique should it be of equal rank or below into the Steel Ball, with the Spin once again shrinking. Upon reaching the target, as the barrier expands, the sealed technique will be released as well alongside the Spin, spread out throughout the area in what would appear to be an explosion made out of the absorbed technique as its power is added to the initial Spin's.

Note: Can only be used three times per battle, requiring a one turn cooldown
Note: Should Rebuff Overdrive absorb a technique, the cooldown increases to two turns
Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above S-rank in the next turn

 
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Ninjutsu
Learned
(Rokushiki)- Six Ceremony
Rank: S
Type: attack
Range: short
Chakra cost: 40
Damage: 80 (20 to the user)
Description: a unitize technique of taijutsu with some techniques that could match the speed and strength of the inner gates or make up a great defense. there are 7 skills in all with the last one being forbidden unless the user has full mastery of all the six others. each ability drains the user's stamina and puts strain on them
Note:each skill is a jutsu itself and could only be used 3 times each
Note: most know all five elements to perform all the skills. After complete used of the 7 technique the user shrinks in size leaving them powerless for 2 turns with the second turn allowing the user to use enough chakra to perform only c ranks. Destroys the user's body if used more there 3 times and the same side effects of using the inner gates
Note: must be taught by akira to learn this jutsu

The 7 Skills:
Geppou:Moon Step:A technique in which the user actually jumps off the air itself, allowing them to stay in the air for very short periods of time. this technique helps set themselves up for swift, aerial attacks (wind)

Rankyaku:Storm Clash: A projectile technique in which the user sends out at very high speeds and strength, sending out a sharp "air blade" that acts as lightning that can slice objects and greatly damage a human body.
(lightning)

Shigan: Finger Gun: A technique in which the user pushes their finger into a certain target at very high speed, leaving a wound similar to a bullet wound. adding a fire effect to the tips of the fingers when attacking bruises the opponents skin leaving in pain due to the heat being as strong as ultraviolet waves. the fire can also be release from the finger as the size of the fire ball jutsu. (fire)

Soru: Speed Channel: A technique in which the user moves at very high speeds in order to avoid attacks, as well as to attack at higher speeds. this skill use the same principle of the inner gates to move so fast
(pure chakra)

Tekkai:Iron Mass:A technique in which the user hardens his or her muscles to be as hard as iron in order to nullify damage taken from attacks. However, When Tekkai is active, the user is unable to move. The strength of Tekkai can vary for users with different physical conditions, as a person with a higher level of muscular strength would be able to take stronger forces with their use of Tekkai. (earth)

(Konmoui|Nentenkei)- Soul Menace|Twisting Punishment
Type:Attack
Rank:A
Range:Short
Chakra Cost:30
Damage Points:60
Description: the user focuses lightning chakra into their palms then the user slams his/her on the opponents chest. When it connects the user turns there palm to the right in a 90 degree angle when the opponent turns their hand it will release the massive wave of chakra into the opponent sending them flying backward.
(Can only be used twice per battle)
(Can only be taught by Daemon)

(Yuukai Hi Kobushi) Intertwined Flame Fist
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points:80
Description: The user focuses fire chakra into his/her hand and builds is up over time. The user then breathes in deeply while winding back his/her fist. A strong punch is delivered into the air in front of them. Using precise timing the user releases 2 large streams of fire. Using their chakra control. They manipulate the fire stream to spiral around each other and once they are about to hit the enemy both of the streams of fire conjoin into only large blast in the shape of a first that completely incinerates the enemy. After this taijutsu technique is complete, the user's first is left steaming and smoking from its power and thus cannot use they hand for the rest of the turn.
Restrictions:
- can be taught by Daemon
- can only be used 2 times per battle.
- No fire elemental taijutsu can be used in the same turn.
- Look of the technique:

(Fenikkusu Handou ) - Phoenix Kick
Rank: A
Type:Attack
Range:Short
Chakra Cost:30
Damage Points:60
Description: The user focuses chakra into their leg. The goes for a low kick towards the opponent. But instead of going for a hit, they let their foot hit the ground. The shockwave of the kick hitting the ground is transferred into the ground by the chakra. The user then releases the chakra into the ground underneath the user. Suddenly the chakra shoots up out the ground as a vortex that hit the opponent violently causing severe damage.
- Can only be taught by Daemon

(Ninjutsu: Erementarukurōn Baku) - Ninja Art: Elemental Shadow Clone Explosion
Type: Supplementary/Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (depends)
Description: A basic technique derived from shadow clone explosion jutsu. The user will simply perform their own clone of this techniques version, this time composed of elemental chakra. First, the chakra composed for the clone allows them to only perform their respective element up to and including S-Rank as well as non-elemental abilities. From there, through the use of a hand seal, the user can decide to have the tangible elemental clone explode accordingly to its rank. Water clones explode into adhesive water that binds the opponent, earth explodes into sticky, flammable mud, lightning "explodes" into a burst of unfocused lightning (same power as nagashi), fire explodes into ash and wind explodes into a dome of slicing winds. The clones are created short-range from the user, can travel up to long-range and their explosion reaches a short-range radius. The explosion itself has the power of an A-Ranked elemental technique.

Note: Can only be used three times
Note: Requires one turn cool down before re-use
Note: Follows same logical rules for regular clones
Note: Clone can only possess one of the basic five affinities
Note: Only one clone can be created per usage
(Guile's Sakuryaku) - Guile's Gambit
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user begins by enhancing their feet with chakra as they bend down to a low position, spring boarding quickly upwards doing a forward motioned back flip, the chakra on their feet forming a blade of chakra that creates a vertical circle around the user following the arc of the flip, causing slicing and blunt force damage to anyone caught in the attack. This attack is best used on an air bound opponent.

~Notes~
-Must be taught by -Vegeta
-Can only be used 3x per battle

(Hakke Eien no) - 8 Trigrams Eternal
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: This technique will enable the user to release a series of large amounts of chakras from his chakra points on the tips of toes or exerting from his palms (incase he is standing on his hands) enabling the user to move at fast speeds when he kicks/pushes off the ground or kicks/pushes onto a direction within mid-air in order to evade an incoming jutsu, or to move into hand-to-hand combat.
Note:
-This jutsu won't deal any damage.
-Can be taught by Dr. House
Genjutsu
Learned
Genjutsu: Supaidā to Sono Pengin Sagari ✦ Illusionary Arts: Falling Spider and their Penguin
Type: Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: (60 to mental stress if unbroken)
Description: After stringing together the Dog -> Tiger -> Bird hand seals, the user points at their opponent as they insert their chakra into their opponent's chakra network, triggering a genjutsu. The genjutsu would start off by making an old wooden house appear around both competitors, ten meters by ten meters in length. The old house would have a senile, dancing penguin with fresh bite marks belonging to that of a spider in one corner of the room, laughing hysterically as his skin begins decaying whilst looking upwards at the cracked and cobwebbed covered roof. On the command of the crazed penguin, by pointing one flipper upwards then slamming it down towards the opponent, hundreds of spiders consisting of black widows, funnel webs, brown recluses, etc. would come down dangling from their webs. Eventually, the webs would wrap the opponent up from head to toe as the spiders sank their venomous fangs into the opponent's silk covered flesh, causing immediate pain. The side effects from the venom, numerous in number, would include things like the opponent's flesh to deteriorate from the enzymes in the venom, immediate flare ups in temperature, and in worst cases could result in death. In reality, the user would become paralyzed from the pain of the genjutsu, breathing very heavily as they break out in sweats. If the opponent wouldn't break the genjutsu in time, within one turn for the toxins to take full effect, they would die in said genjutsu and suffer eighty damage from mental stress, but be broken from the genjutsu.

✦ Can only be used two times per conflict
✦ Can only use B-rank or lower genjutsu next turn
✦ Can only be taught by Penguin.

Genjutsu: Jankīpengin - Illusionary Arts: The Junkie Penguin
Type: Supplementary
Rank: S
Range: Short-Medium
Chakra: 40
Damage: N/A
Description: The user forms a single hand seal and inserts their chakra into their opponent's brain, disrupting their chakra flow, inflicting upon them a dormant yet powerful genjutsu. When an opposing ninja uses one of the basic five elements, this genjutsu would activate. During the process of channeling that specific elemental chakra, the opponent would begin to feel more energetic than usual, hyper, and upbeat. Their breathing would begin to become faster, their heart pounding from the excitement of using that element. It would mimic a high, satisfying the victim beyond their wildest dreams. Wanting to continue to feel the excitement of the high, the victim would find themselves using element they just used more and more throughout the match to get the rush from the genjutsu, otherwise they would begin to come down from their high, crashing relatively hard. If the victim goes without two turns of using that element, their base speed would be halved, as well as being unable to use S-ranks and above for two turns from the lack of energy and crashing.

Note: Lasts for five turns
Note: Can only be taught by Penguin
Note: Can only be used twice per conflict
Note: No Genjutsu in the turn before
Note: No Genjutsu in the same turn above A-rank
(Genjutsu : Riariti Yokushi) - Illusionary Arts: Reality Check
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will trap the opponent within an illusion where the opponent believe he is no longer a ninja and now works a job paying 7$ an hour while supporting his daughter who's mother is no longer with him and paying college loans.. As the illusion goes on the opponent's physical body will remain motionless until the illusion broken ( or ends) The illusion ends when opponent dies (in the illusion)
Note: Only usable once per battle
Note: Only teachable by Karma

Created
8. (Genjutsu: Dai Enkai) Illusion Art: Great Flame Commandment
Type:Supplementary
Rank:A
Range:Short-Mid
Chakra: 30
Damage:N/A
Description:The user will perform the bird and rat handseals and instill a Genjutsu upon the opponent that causes them to see raging flames emerging from the ground in a ring of fire. The flames are located long-distance from the user and opponent,appearing on the outskirts of the terrain and stretch up 20 meters in height. The complex Genjutsu affects the opponent's sense of touch, hearing and sight. Due to the opponent's brain believing the flames are real, he will hear the roaring crackling of the flames and feel intense heat as though the flames are real. This doesn't impede the opponent in any way and are simply meant to disguise the illusionary flames as real flames. The real usage of the Genjutsu lies in the effect in the opponent's sight. While seeing the flames as though they are real, the opponent will also see the distortion caused by the heat waves the flames give off, as real flames would. As the Genjutsu continues, the distortion will grow worse and worse, increasing and hindering the opponent's vision as the distortion from the heat waves increases causing what the opponent sees to be increasingly blurry as time goes on. Eventually, the opponent's sight will be hindered almost completely, with everything they see becoming completely blurry as though the heatwave distortion were real. The technique lasts a total of five turns if not interrupted. In the first turn used, everything long-ranged from the opponent becomes blurred to the point where they can barely make out shapes of objects and their distance while they are in long-range. The second turn, the distortion spreads to mid-ranged from the opponent with the same effect, and in the third turn, the distortion spreads to short-range of the opponent, blurring what they see completely for the remainder of the technique.

~Can only be taught by Riker Slade~
~Can only be used twice per battle~

Approved here

9. (Genjutsu: Setsudan Fun'iki) Illusion Arts: Severing Atmosphere
Type:Supplementary
Rank: A
Range: Short-Mid (appears to cover the entire terrain)
Chakra: 30
Damage: N/A
Description:The user will cast an illusion on the opponent through using the Rat handseal. The opponent will experience a steady breeze flowing through the terrain. The illusion affects their senses of touch, sight and hearing, causing them to hear the wind, feel the wind on their body and causes anything they see to appear as though it's being affected by the wind as they would in real life, such as clothes, trees, leaves, hair, etc. swaying. However, the real use of the Genjutsu lies in the sense of touch. The Genjutsu causes, whenever the opponent moves, the wind to take on a very sharp quality, causing deep cuts in whatever part of the body the opponent moves. Should the opponent make handseals, their hands would be cut. Should they move their entire body, they'd feel cuts form on their entire body. Due to their brain believing the cuts are real, the opponent would feel pain from mental stress on the mind. The technique can affect multiple opponents at once, with a maximum of two.

-Can only be taught by Riker Slade
-No Genjutsu the same or following turn
-Can only be used twice per battle

10. (Genjutsu: XO/Hosuto)Illusionary Arts: XO/The Host
Type:Supplementary
Rank:S
Range:Short-Mid
Chakra:40
Damage:N/A
Description:This technique, induced through the Tiger-Hare handseals, causes a trance-like state of euphoria to fill the target's body, similar to the effects of an intense drug high (but this confined to the opponent's senses rather than their state of mind). This intense euphoria enhances, rather than hinders, the target's five senses, but is in no way beneficial. Sensations that the target perceives become multiplied and compounded onto each other. For example, when the target hears a sound, it will appear to be coming from multiple places at once, echoing off of each other and create a cacophonous mess. Vision and touch would similarly be hindered. Images the target perceives become multiplied; what the target sees will become fractured and askew, aligning themselves similar to a kaleidoscope, making it hard to accurately tell the size, position, speed, etc. of what the target sees(cuts tracking by two).Sensations of touch will feel as though they are coming from all over the user's body. Essentially, XO/The Host ruins the target's ability to perceive their environment by causing the mind to believe the potency of their five senses have increased to a point where the sensations they pick up become indecipherable and confusing. This causes extreme disorientation to the target, making movement extremely difficult and leaving them dangerously vulnerable if not countered.

-Can only be used twice per battle with a two-turn cooldown between usages.
-No Genjutsu of any kind in the following turn
-Technique lasts for four turns total (unless countered).

Approved here
Taijutsu

Created
11. (Doragon no Gurappuru) - Dragon's Grapple
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: Meant to be a counterattack, this move requires that the user carry a nunchuck, chain, wire, rope or any item that can be wrapped around an opponent's limb. As the opponent delivers a punch or kick, the user will wrap the item around the limb as it travels towards them, intercepting it. The user will then yank back on the item with enough force to cause the opponent to lurch forward towards them off-balance. As the opponent falls forward uncontrollably, the user will drive their elbow into their face, causing significant damage to the momentum of them falling forward along with the strength of the elbow.

~Can only be taught by Riker Slade~


Approved here

12. (Taijutsu: Sūpurekkusu)Body Arts: Suplex
Type: Offensive
Rank: S-rank
Range: Short
Chakra:N/A
Damage:80
Description:The Suplex is an extremely powerful, grappling-type maneuver of close combat. The user will begin by kicking the opponent in the stomach, causing them to reflexively bend over from the stunning pain. The user will then drape the opponent's nearest arm over their shoulder, gripping them by the waist before lifting them into an upside down position. The user will then immediately fall backwards, heaving the opponent into the ground at tremendous force. The technique can also be executed by standing behind the opponent, wrapping both arms around their waist, lifting them up and throwing one's body backwards, slamming the opponent's upper back/shoulder into the ground below.

Approved here
 
Last edited:

Punk Hazard

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Summoning Animals/Techniques

Kuchiyose: Ligers ♆ Summoning: Ligers

Summoning Contract
Summoning Animal:
Ligers
Scroll Owner: Madara Uchiha
Other Users who have signed contract: Jinbei, Mathias, -Broly-
Summoning Boss if existing: Sinbad
Other Summoning Animals tied to contract: Achilles, Heracles, Odysseus, Theseus, Icarus, Jason, Atalanta




Theseus

Kuchiyose: Theseus| Summoning: Theseus
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: The user wipes his hands over his summoning tattoo, or makes several handseals and summons, Theseus. Theseus, when on all fours, is the size of a grown man standing and when Theseus is standing on his hind legs, he is close to a meter talling than a bear on it's hind legs and proportionately sized also. Dressed in traditional Ancient Greek armor with the skull of the slew Minotaur from his deadly show-down on his skull as a type of helmet, with the horns extending from each side, pointing forward at a downwards angle, as if aimed at a foe's chest. He wields an extremely sturdy gold pair of nunchakus and two axes shaped in the style of an upside-down Greek Omega (Ω) upon his back as well, though he isn't able to use kenjutsu with either. Theseus, having Wind Affinity, is capable of using any wind jutsu up to S-rank that the summoner is capable of using, releasing them through either the axes or alternatively from the horns of his mask. Theseus is very reserved, speaking only when the solution calls for it and being reknown as a fierce warrior amongst the Liger race. The user is also capable of using basic Taijutsu the user knows up to B rank, excluding any that grants a power bonus, and/or speed bonus.



*If Theseus uses any wind jutsu, the jutsu used count towards the user's three jutsu per turn.
*Minotaur skull around his head somewhat limits his vision and makes it difficult to turn his more than 90 degrees*
*Can only be summoned once a battle.*
*Last three turns.*

Achilles

Kuchiyose: Achilles| Summoning: Achilles
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Attack Points: N/A
Description: The user uses his summoning tattoos to summon the greatest fighter of Ligers, Achilles. Able to communicate via telekinetic communication like all Ligers and named after the Myrmidon warrior from Greek Mythology, Achilles is able to hold his on against enemies of strengths of the 2nd gate and lower. Achilles is the taijutsu expert of the Ligers. Achilles stands at the height of a bear that is on all fours. One attribute to Achilles is that he wears armor fashioned after that of the Ancient Greeks, and the armor is capable of taking direct hits of up to C-rank before starting to break and Achilles himself can take a taijutsu hit of B-rank with little injury but if he is hit with a direct hit from jutsus any higher than B-rank will cause him to "poof" away. Achilles can stand on his hind legs in the same fashion as a human and can use any taijutsu techniques the user can use (excluding those of Forbidden rank, EIG-related [or any that increase the user's speed on a scale of the EIG], or any that add a element chakra into the attack). On his hind legs, his height is around 7-8 feet tall. Due to the him being a Liger, the power behind any of Achilles' taijutsu attacks is +10. Achilles is also able to be summoned as the armor for the user to wear and if on the user, the armor becomes reinforced by the power of the user resonating throughout it and can within stand attacks of up to B rank and/or the strength of the 1st Gate and lower. The armor comes with arm guards and shin guards, in other words complete Greek battle attire to wear.

*Can only fight using taijutsu.*
*Taijutsu used by Achilles counts towards one of the user's three jutsus*
*Armor last four turns if user wears it or if it becomes destroyed by jutsus of A rank and above*
*Last on field for at the most four turns*
*Can only be summoned Twice*

Heracles

Kuchiyose: Hercules|Summoning: Heracles
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Attack Points: N/A
Description: The user touches his tattoo summoning symbols on his wrists and summons Heracles. Heracles is unlike most ligers in the sense that he stands upon his hind legs and is actually bipedal. Heracles has a scar across his left eye that runs down to his chin, though it doesn't effect his eyesight. He wields a Katana that is unbreakable and can break through earth defenses of up to B-rank with the exclusion of jutsus that a sword obviously can't break through (i.e. shields of diamond and likewise materials). He also stands at the height of a full-grown man, though that is not to say is restrained to human strengths. He is extremely strong and has attack power rivaling that of Lee without the Gates open. He is also capable of walking on all fours as well, with greatly increases his speed (to speeds of the 2nd Gate). Heracles also has the ability to use Earth jutsus up to B-rank that the summoner knows but only when he is standing bipedally. He can also use any Kenjutsu that the user knows.


*Can only be summoned once per battle, lasts for four turns*
*Can only use at the most 3 Earth jutsus and each time he uses one, it counts as a jutsu of the user*
*Can only fight with Earth jutsus and sword*
*Any sword use by Heracles (excluding those in jutsu form) do not count towards a jutsu of the user*
*Kenjutsu techniques in jutsu format count as a jutsu of the user*

Jason

( Kuchiyose: Jason ) ♆ Summoning: Jason
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Attack points: N/A
Description: The user wipes his hands over his summoning tattoo, or makes several handseals and summons, Jason. Jason, when on all fours, is the size of a grown man standing and when Jason stands bipedally, is close to 2 meters taller (standing at a full 3 meters) and proportionately sized also. Jason stands out amongst the Ligers for a few reasons, the most notable being the appearance of his coat of fur, shining a bright gold color, taking on a trait of Lions, from which Ligers are derived. This fur, shining a bright gold, reflects light from it, often making it appear as if Jason has disappeared from the field, making tracking him quite difficult, giving him the a rather useful ability in espionage. Jason is also a noted hand to hand combatant, though not on the same level as Achilles, known for his superior strength. However, Jason is much quicker, moving at speeds similar to Heracles, slightly faster than most Ligers and can use basic taijutsu the user knows up to B rank, though no elemental variations. A common ability of Ligers is their ability to transform into useful items for the summoner, such as Achilles transforming into a set of armor and Icarus transforming into a set of taijutsu enhancing claws. Similar to this line of work, Jason is able to be summoned in the form of a golden cloak of fur, granting the wearer with an ability similar to his own but enhanced; Jason is only able to conceal his appearance, his source of chakra remaining on the field. However, in his cloaked form, this ability increases as he isn't constantly molding chakra while using it, creating the effect of complete concealment but this is still limited. This works by the cloak reflecting light around the user to make it appear as if there isn't any chakra concealed beneath it. However, should the user make any actions that utilize chakra, this concealment is exposed, the user's source of chakra viewable from beneath the cloak. Still, the concealement is less effective, the faster the user is moving (or the liger). The faster you move, the more disturbances flow through the surface of the cloak (or the ligers fur), rippling the light and creating a sort of mirage effect as one moves, becoming clearly visible to other ninjas. Doujutsu users can fully see the liger though they'll have trouble spotting the user if he is cloaked. Sensors are immune to this and can sense the users chakra or the liger's regardless, unless a chakra suppression technique is used.
Note: Can only be summoned once
Note: Lasts 4 Turns
Note: Taijutsu usage count towards the user's three jutsu per turn, as well as using the concealment abilities.

Odysseus

Kuchiyose: Odysseus|Summoning: Odysseus
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Attack Points: 80 (for Special Genjutsu)
Description: The smartest of all Ligers, Odysseus stands at the height of a bear standing on his his hind legs and is often called the Liger of the Mist, due to one of his 3 abilities that he can use: Odysseus is able to spit out a thick mist ( twice per battle ) that covers a short-long range, that the user can use to create mist -related jutsus with, that the user nor the opponent can see through. However, this works in well with Odysseus second ability: Odysseus can sense the whereabouts of anything within the mist due to it being his chakra within the air. He then uses his telekinetic communication with his summoner to divulge the location of the opponent. Odysseus can also use any Water jutsu that the user knows up to A-rank, which count obviously to the user's jutsu counts per turn.


*Can only be summoned once, lasts for four turns*
*Can only use three water jutsus during the entire fight*
*Odysseus can only Water Jutsus and use of one counts as a jutsu of the user*

Atalanta

( Kuchiyose: Atalanta ) ♆ Summoning: Atalanta
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Attack points: N/A
Description: One of the few female Ligers present, the user forms the summoning handseals or wipes blood across a summoning tattoo and summons Atalanta, the greatest archer of the Liger species. Slimmer than other Ligers, Atalanta is much faster than most of them, being twice as fast as Heracles and slightly faster than Sinbad. Having being abandoned as a cub and left to die on a mountaintop, Atalanta survived the harsh conditions due to training she received from several hunter Ligers that were nearby. This rough environment caused her to become harsh in her actions and words, and a fierce warrior, her skill with taijutsu being notably proficient. However, it is her mastery of the bow that lead her to become renown. Trained by Hunter Ligers, Atalanta is able to make use of her bow and arrows for long ranged combat, using her strength to allow the arrows to fly slightly faster then kunais and shuriken manually thrown. She is able to use any arrow based jutsus of the user up to S rank as well as Taijutsu up to A rank. What is notable about Atalanta's archery mastery is through the usage of 2 key abilities unique to her archery skills: The first, named The Calydonian Hunt, requires her to release a small, slightly curved arrow, though this curve doesn't prevent it from aerodynamically traveling. Imbibed with chakra, this arrow is capable of remarkable travel through the body, causing more damage to the opponent as an arrow is capable of piercing, for example, his leg and traveling and cutting the inside of the limbs as it exits (must always exist that side of the body, a single arrow cannot enter an arm and exist the opposing leg) before detonating in a short ranged explosion, releasing this powerful tusk shaped arrow in the form of shrapnel, causing severe damage to the opponent capable of causing them to bleed out. These arrows can also be detonated prematurely. A common ability of Ligers is their ability to transform into useful items for the summoner, such as Achilles transforming into a set of armor and Icarus transforming into a set of taijutsu enhancing claws. Similar to this, the second ability allows Atalanta to transform into a dark gold bow with several of these tusk shaped arrows (5 of these, each B ranked). This bow is almost indestructible and can be wielded as a makeshift sword, capable of being used for freeform kenjutsu. After these arrows have been utilized, Atalanta's bow disperses as does she.
Note: Can only be summoned once
Note: Lasts four turns
Note: Arrows produced when Atalanta is in bow form are able to perform the Calydonian Hunt's ability but if Atalanta is used in bow form and these arrows are launched, Atalanta can not be summoned in Liger form and vice versa.
Note: Calydonian Hunt's ability counts as a move per turn of the user's. Freeform archery does not count as a move but arrow based jutsus in jutsu form does.
 

Punk Hazard

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Fuuinjutsu
Learned
(Fuuinjutsu: Disupurēsa Kabei) Sealing Arts: Displacer Wall
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (-10 each turn)
Damage: N/A
Description: The user will weave several hands, erecting form their body a translucent, wisteria barrier that spreads throughout the battlefield. The barrier is intangible and carries no physical or damaging properties, allowing it to spread instantly to its full perimeter. The barrier carries a chakra-detecting property, allowing it to "analyze" techniques that exist within its range. The barrier is capable of detecting infusions or other enhancements throughout the enemy's techniques; upon detection of such a technique, the barrier will activate, forcibly stripping the infusion from the technique, absorbing this power into itself. The barrier does not weaken the technique in any way beyond that, and as such has no effect on techniques that are not passively or actively enhanced in some way. In addition to the previous effect, the user is capable of weaving an additional seal, allowing the absorbed power to be released back into a technique of their own. This action consumes a move slot in the turn used but is passive so as to allow the boost to be applied to a technique used. The user can only do this with one "stored" infusion at a time but is capable of choosing which in the event that multiple have been stripped. In the event that an infusion is stripped and stored, the chakra used is "purified" by the barrier, allowing the power to be applied to the user's jutsu even in the event that the original boost was only applicable to a certain type of technique.

Notes:
- No Fuuinjutsu above A-rank can be used in the same turn or next turn.
- Can only be used three times per battle, lasting for two turns per usage.
- Requires a two turn cooldown between erection of barriers

Katon/Fuuinjutsu: Uranai shinjitsu] - Fire Style/Sealing Arts: The Telling Truth
Type:Supplementary
Rank:B
Range:Short-Mid
Chakra: 20
Damage:N/A
Description: Once a single handseal is made, a barrier will be released by the user that will move outwards from the user's position a the speed of Wind Style: Wind Blade. The barrier has a distinct red hue and is imbued with fire chakra, but is dormant and useless until it is triggered. The trigger being the barrier encompassing anything that has chakra sealed inside of it via fuuinjutsu, or otherwise seals, scrolls, and paper tags. When the barrier passes by a location that triggers this affect, it will react and release just enough of its stored fire chakra into the objects to corrupt the sealing script found within it or medium the chakra is sealed in itself. This would slightly burn it and make it unusable due to such. Paper tags will be destroyed, not set off or detonated. In the case of seals found on the opponent's body, the opponent would only feel a slightly warm feeling on the place of the seal and find that part of the seal has been slightly burned away, doing the same thing to it as it only takes a bit to corrupt the sealing script and thus make the seal useless. Upon reaching the end of mid range, this barrier would disappear.

Notes:
Can be used three times per battle
Can only be taught by Venom
Does no damage to the opponent whatsoever
Cant be combined with anything that enhances barriers
Can be destroyed by techniques following Katon's elemental S/W
2 turn cool down between uses

(Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer s Band
Type: Defensive/Supplementary
Rank: D-S
Range: Short
Chakra Cost: (equivalent to the amount of opposing tech)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, the circles on the wristband emit a bright colorful light signifying to the user that an energy different from the energies known to them has broken their perimeter. The sealing band cannot inform the user about the type of energy being used, but it can and does tell the difference between the various energies it comes across, and thus repeats the same color glows corresponding with that energy when met again. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the foreign energy into the wristband protecting the user. The jutsu is quite helpful for shinobi who don't have any energy sensing abilities, and its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Activates 3x per battle
►Has a one turn cool down
►When a S-Rank technique is sealed, no fuuin in the following turn, and then no fuuin above A in the next
►Seal must be placed in biography
►Can only be taught by ZandaT

(Fuuinjutsu: Enjo) - Sealing Arts: Aid
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: N/A (20 to activate, 10 every turn ; depends on jutsu)
Damage Points: N/A (depends on jutsu)
Description: This seal can either manually be placed on the user, or whenever the user is placed in a position where they are restricted in their elemental usage, it will "bleed" out and reveal itself. The seal is written in Kanji form (援) and is titled "Aid". The seal will act as a systematic tunnel within the depths of the users main chakra source, funneling out chakra to be used on behalf of the user, through the seal as its medium. This allows for the seal to act on its own accord, but also on behalf of the users will, as it is obviously controlled by him. The seal can than be used to release attacks, defenses, or supplementary techniques in other elemental forms, which in specialized cases, would not be allowed with the seal. E.g. Hardening technique armor is generally known in restricting the user to only using earth techniques. The seal plays a role in revealing itself on the surface of the armor, while still having a consistent connection to the users chakra reservoir (hence the +10 chakra points expense). With this seal, in connection with the users direct chakra, and not interacting with the interference of the earth armor, the user can perform jutsus of other elements, with the seal becoming its main medium. The main difference is, jutsus that originate from the body, will be released via the seal (projectiles and streaming) but jutsus that appear out of thin air, the ground, or sky, will be released normally. Moreover, the seal will act as a separate entity, but the chakra will still be of the users, so elemental combinations can still be complete, insofar as it is not a dangerous combination within close proximity of the user, that might logically jeopardize their life (e.g. performing a ash based technique, while wearing a lightning armor; risk being an explosion due to their reactive nature). But as long as it is performed and done within logical grounds, the user will relatively not have to worry about such predicaments.

Note: Can only be taught by Joker. Technique can be performed 2 times, and lasts as long as the restriction is placed on the user, via the other supposed technique. The user may be able to perform forbidden ranked techniques, but this will automatically destroy the seal upon using it. Cannot be used in consecutive turns, every two usages. This technique does not enable the user to perform two separate techniques at once.

(Fuuinjutsu: Goto) - Sealing Arts: Burglary
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20)
Description: The user will release an jutsu from their body or from away their body, while lacing the jutsu with a unique seal. The seal has a property of absorbing characteristics of an opponents jutsu when clashing against the users jutsu. This will weaken the opponent's jutsu by 20 CP and the 20 CP will be transferred to the users technique. However, this doesn't just simply improve in power, rather it steals byproducts that relate to the element and combines it with the users technique. E.g. if the seal absorbs properties of fire, specifically it will absorb either its heat, ash, or gas (this is for the user to decide) and whatever is chosen will coincide in aiding the users jutsu, so this can include heating up an earth or water jutsu, inflaming a fire jutsu to larger size, or make a lightning jutsu violently explode. This works logically with just about any elemental jutsu element, KG and CE included. Lastly, to reiterate, even when the users technique is up by 20 damage, this doesn't mean they will not still clash with the opponents technique, but the clash will be weakened (from the opponent's perspective) and this also follows elemental strength and weakness. In a lot of cases, this can also enhance the size of the jutsu, especially when two of the same elements clash. The process of attaching the seal is performing jutsus from the body through a seal (either on the tongue, or limbs) or slamming their hands on the ground and channeling seal simultaneously with the jutsu. Does not work with techniques that come out of thin air.

Note: Can only be taught by Joker. This does not work with water (unless absorbing the water jutsu of the opponent) mainly so it doesn't clash with Noni's Davy's Devilish Devouring technique. Can only work with S-Rank jutsus and can only absorb S-Rank and below jutsus. Can only be used three times. Can not be used in consecutive turns. Cannot be stacked with infusions.

(Fuuinjutsu: Disupurēsa-jū ) l Sealing technique: Displacer beast
Type: Supplementary
Rank: B Rank
Range: Short - Mid
Chakra: 20 (+10 per movement)
Damage: N/A
Description: The user of this technique begins by adding a unique sealing formula in to any already made sealing formula, this unique formula maintains a connection to the user. Allowing them to freely maneuver the sealing script itself, directly from the container of the seal. Be it a scroll or a kunai. The sealing formula can be moved through any tangible medium, such as the earth, or water, even tree's. The sealing formula can move at a speed equal to the users base speed only. This effectively allows the user to move his sealing script freely via hand gestures to relocate seals he or she uses. An example of usage would be with (Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique, where as the special tag could be relocated to accommodate for user movement.

~Notes~
- Moving the seal requires hand movements.
- Cannot be used on ftg seals
- Must be taught by Vegeta

[Fuuinjutsu: Boukun no Ryoudo] – Sealing Technique: Tyrant’s Dominion
Type: Supplementary
Rank: B
Range: N/A (+1 range to technique applied to)
Chakra Cost: N/A (+20 to the technique used prior to this)
Damage Points: N/A
Description: The user will have a seal on their body that can be activated whenever they use a technique that sends chakra through or into the ground. Upon activation, the seal will pump extra chakra into the technique and thereby extend it’s range by one (e.g. short-range techniques will be able to reach mid-range and mid-range techniques will be able to reach long-range). The chakra used for this technique will be added to the cost of the jutsu that preceded this. This technique counts as a move but occurs in the same timeframe as the technique it's applied to.

Note:
Can only be used three times per battle
Must have a one turn cool down the least between each usage
Seal must be place within user's bio
Can only be taught by Venom

(Fuuinjutsu: Goshiki no Shōheki) - Sealing Arts: Five-Colored Barriers
Type: Supplementary
Rank: A
Range: Short-Long (depends on the range of the barrier)
Chakra: 30
Damage: 60
Description: The user will perform the Dragon handseal during the creation of a barrier technique, allowing them to induce a layer of Elemental Chakra to the barrier that amplifies it's effects, giving the barrier it's used on one additional rank. The user can choose one of the five Nature Elements at a time, with each Nature Element granting an additional property, either offensive or defensive, to the barrier depending on the Nature Element. Fire Releases increases the barrier's offensive capabilities through increasing its heat and allowing it to burn those who make contact with it. Earth Release increases the barrier's defensive capabilities through reinforcing it, due to the Earth's sturdy nature. Water Release increases the barrier's defensive capabilities by inducing malleability to it due to water's freeflowing nature; as an attack or object of inferior rank strikes the barrier, its shape and form distorts as though made of rubber, before snapping back into place and reversing the trajectory of the attack. Lightning Release grants the barrier electrical properties, allowing it to shock and paralyze those that come in contact with the barrier. Wind Release grants the only supplementary usage of the technique, allowing the user to move the barrier across the terrain after its initial creation due to Wind's nature to easily transverse. Though with this, the barrier takes on the elemental strengths and weaknesses of the chosen element. So if infused with wind, it will now be weak to fire and strong to lightning attacks.

Note: Can only be used three times per battle
Note: Technique lasts as long as the barrier it is induced into lasts
Note: Can only be used on A-Ranks and below and no Fuuin for two turns

Created
13. (Fuuin: Hakari no Doragon) - Sealing Technique: Scales of the Dragon
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: N/A (-40 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji for "Impervious" that automatically activates upon the user being struck with a Taijutsu attack. A barrier instantly forms over the user (before the user can be harmed) and mitigates the damage dealt by the strike and any subsequent strikes encompassed in the technique or freeform combo. Whether a Taijutsu technique deals one single hit or a multitude of them, each activation of this seal will defend one single Taijutsu attack/combo, be it freeform or a technique. The effect of the barrier is to reduce rather than eliminate the damage the user takes from being struck physically by the opponent so it will only halve the damage of any Taijutsu technique no matter how powerful (e.g. S-Ranks will fall to 40 damage, D-Ranks will fall to 10 damage). Due to this seal only reducing damage rather protecting the user completely, it acts as a failsafe more than anything else in case the user is caught unawares by someone much faster than them. The user’s body will sustain the remaining damage after the barrier halves it’s power.

Note: Can only be used twice per battle
Note: User still takes half the damage
Note: Only applies to Taijutsu techniques
Note: No S-Rank or above Fuuin in that turn or next

Approved here

14. (Fuuin: Bachi no Kindachi) - Sealing Technique: Damocles, The Curse of Kings
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (80 chakra for double usage)
Damage: N/A
Description: The user will have four seals on their body (must be stated in the biography) with the Kanji for “Curse” that can be passively activated (instant but still counts as a move) whenever the opponent uses a technique. The seal will will release an intangible barrier that expands outwards in all directions. The barrier instantly reaches long-range in every direction and serves to absorb chakra from the given technique in order to weaken it by a quarter . The amount of chakra absorbed is proportional to the power of the technique but one thing that remains the same is that the remaining technique will fall to three-quarters it's original power i.e. a 120 damage technique would fall to 90 damage (Forbidden Rank). The barrier is destroyed soon after coming into contact with the technique if it exceeds a traditional S-Rank in power but not before it leeches a quarter of it’s chakra in order to weaken it by the same degree. The user can instead activate two barriers rather than one to reduce the targeted technique to half it’s original power rather than a quarter. This will count as two of the user’s three moves per turn. This means this technique does not counter other jutsu in itself but rather aids the user in countering more powerful techniques by weakening them. Due to the barrier’s intangibility, it will can work on solid techniques as well as liquids, gases and energy-based techniques. It will also only shatter against non-physical techniques due to their ability to clash with the intangible barrier. The reason this seal needs to be passively activated (still counts as a move) is so the user can use a technique in the same-timeframe to counter the opponent's weakened jutsu. This technique can be used thrice per battle, be it three usages of the single version, three usages of the double version or any variation/combination of the two.

Note: Can only be used three times per battle
Note: No Fuuinjutsu techniques can be used in the user's same and next turn (when single version is used)
Note: No Fuuinjutsu techniques can be used in the user's same and next two turns (when double version is used)
Approved here

15. (Fuuin: Houtei no Kami) - Sealing Technique: Gift of the Gods
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: The user will place a seal with the Kanji for “Rebirth” on a solid technique of any kind. The seal will make a given technique that usually lasts for a limited amount of time (e.g. the Great Stone Golem which goes lifeless after you stop fueling it) last indefinitely or rather until it’s destroyed. This seal can be applied to any solid element or technique as long as physical contact is made. This jutsu doesn't necessarily sustain jutsus without limit or cost. If the technique is destroyed, this will inevitably end and each turn the technique is maintained 10 chakra will be sapped from the user.

Note: Can be used thrice per battle
Note: Works on any solid element or technique
Note: Only one seal can be applied per technique

Approved here

16. (Fuuinjutsu: Negasonic Jūdai no Dantō)Sealing Arts: Negasonic Teenage Warhead
Type:Offensive/Defensive
Rank:A
Range:Short
Chakra:30
Damage:60
Description:The user will form the Dragon-Tiger-Snake handseals and release from their bodies several red, transparent barriers. The barriers are extremely condensed and malleable, giving the appearance of several "streaks" or "bands" that surround the user's body in a spinning motion. Three created in total, one of the barriers circulate around the user horizontally and two of them diagonally(one clockwise and one counterclockwise). The barriers are all spaced three feet apart, with the one closest to the user located a foot away from the user's body, covering a total area of four feet. The velocity and strength of the three barriers causes them to resonate off chakra, with the rapid speed causing these resonations to overlap and appear to meld together into a force field. The three spinning barriers offer protection to the user, preventing any objects or techniques of lesser rank from penetrating through and touching the user. The technique also offers offensive usages, as any persons that make contact with the barriers would be met with damage through the concussive force of the barriers slamming into their bodies at high speed, sending them flying backwards from the damage. Due to being transparent, the barriers do not impair the user's vision.
-Can only be taught by Riker
-Must have mastered basic Fuuinjutsu
-Can only be used twice per battle with a two turn cooldown between usages. Each usage lasts for 3 turns.
-The barriers are capable of moving with the user, remaining in their perspective positions. As they are manifested around the user's body and are self-sustaining(due to being barriers), he is free to perform other techniques while it is active.

Approved here

17. (Fuuinjutsu: Bodiāmā) Sealing Arts: Body Armor
Type: Defensive
Rank: A-rank
Range: Short
Chakra:30
Damage:N/A
Description:The user will form the dragon-tiger handseals, creating a powerful barrier that covers the user's body. The barrier takes the shape of the user and spans about three inches away from their skin. The barrier, initially invisible to the naked eye, serves to protect the user. When enemy's attack draws near, the barrier becomes active, appearing as a translucent red color, and deflects the attack in respects to strengths and weaknesses. The technique was created as a means of allowing the user to engage in Taijutsu maneuvers without having to worry about techniques like Chidori Stream, allowing them to execute their maneuvers. The barrier does not cause any additional damage or enhancements to the user's body, even though it is tangible, and comes into effect when struck by a person or technique.
Notes:
-Can only be taught by Riker
-Must have mastered Basic Fuuinjutsu
-No Fuuinjutsu above A-rank in the next turn
-Lasts for four turns maximum and can be used twice per battle
-Technique respects elemental strengths and weaknesses, meaning that higher ranked elemental Ninjutsu will break through, and elemental ninjutsu of the same rank cancel out with the barrier.
-Barrier is self-sustaining, meaning user is free to perform other techniques while it is active

Approved here
 
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Punk Hazard

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Enochian Techniques
Akuma no Wana|Devil's Trap
Type: Supplementary/Offensive
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: This technique is considered the Malefic Val counterpart to Celestial Intent. Through harnessing Nature Energy from their bodies or their surroundings, the user is capable of creating masses of Malefic Val. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from human targets. Upon contact with the target, the Val will cover them, releasing the crushing force onto them. C-A rank versions of this technique can be used to simply restrain a target without damage, pinning them to a surface such as a ceiling or a wall(Supplementary), or as an attempt to completely crush the target, dealing damage in respect to the rank used(offensive).
Note: S-rank version can only be used by Archangels and above
Note: No other S-rank Val techniques can be used within the same turn(If S-rank version is used)
Note: Restraint version of technique needs to be maintained; performing other techniques causes it to disperse
Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle
Note: S-rank and above require the usage of two handseals

Seresutiaruintento|Celestial Intent
Type: Offensive/Defensive
Rank:C-S
Range:Short-Long
Chakra:15-40
Damage:15-80
Description:This technique functions as the basic creation and release jutsu of Divine Val for the Enochian clan. By harnessing Nature Energy from their bodies/surroundings, the user can infuse it into their chakra and manifest their Divine Val into constructs of various degrees of shapes and sizes, such as raw blasts of Divine Light, spears, blocks, etc. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Divine Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from human targets. Upon contact with the target, the Val will cause it to become overloaded with energy and burst apart in what appears to be an explosion of Divine Val, allowing to be used to defend and attack alike. Skilled Enochians are capable of isolating this effect to particular parts/segments of the target as opposed to overloading the entire target, such as destroying an arm or leg as opposed to overloading the entire body of a human target.
Note: S-rank version can only be used by Archangels and above
Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle
Note: No other S-rank Val techniques may be used in the same turn(If S-rank version is used)
Note: S-rank and above requires the usage of two handseals

Kami no Kakuhenkan|Divine Transmutation
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-10)
Damage: N/A
Description: The user will activate a Sigil, located on their back/chest, with an influx of chakra. The Sigil will blend copious amounts of Nature Energy from the environment into the user's chakra, granting upon their bodies the physical properties of Divine Val and causing their body to glow brightly, appearing as though their Divine Val has covered their body in an aura as it adopts the properties, including its weightlessness. This allows the user to leap great heights and float/transverse though midair like ordinary constructs of Val, granting a form of pseudo-flight. While in this form, the user is limited to S-rank and below Val related techniques only so as to not disturb the Sigil. Due to the weightlessness of this form, the user will become unable to use Taijutsu techniques. However, they can still damage an opponent on contact due to being made of Divine Val, causing a target to experience severe burns on impact by being overloaded with D. Val. Damage dealt through this method equal up to 60 damage collectively, meaning while the user can chain together any number of hits, they will always add up to 60 damage max. While in this form, the user cannot be absorbed by techniques that absorb Ninjutsu; upon contact with such techniques, the user will simply be reverted to their original forms.
Note: Can only be used by Enochians of the Archangel rank
Note: Can only be used three times per battle and lasts four turns per usage with a cooldown of one turn

Ten no Kaisō|Hierarchy of the Heavens
Type:Supplementary/Offensive
Rank: A
Range:Short
Chakra: 30
Damage:N/A
Description: Hierarchy of the Heavens are among the most useful Sigils of the Enochian clan, consisting of Runes that run along the user's arms. The Sigils grant that which is branded with them the property of empowerment, and depending on the Sigil used, the user can empower their own bodies or objects for destructive and offensive usages.

-Energy-Focusing Sigil: The user upon touching an object will burn into it a powerful Sigil that also manifests itself on the user's forearm. The Sigil takes the appearance of a triangular Rune pointing downwards, crossing at the tip with another triangular Rune facing upwards with an X-shaped Rune intersecting through the middle of it, with additional Runes throughout that translate to “Blast” in the Enochian language. The Sigil grants the object it is scryed on explosive properties, accomplishing this by flowing tremendous amounts of Divine Val throughout the object. The large amount of energy causes a very unstable build-up, causing it to glow slightly. Upon collision with another object or technique, the unstable Divine Val laced throughout the object will violently expand outwards as it becomes disturbed. The Divine Val will reaches five meters around the object it was imbued to in an omni-directional manner once it is set off, overloading anything that may be caught in its field to the point of bursting within strengths and weaknesses. The damage dealt from the exploding Val is equivalent to A-rank, being usuable a max of four times per battle and requiring a cooldown of two before being used again.

-Primordial Vessel: This Sigil was created to enhance the physical capalities of the user, granting their bodies the property of empowerment. This Sigil appears as several Runes that translate to “Strength” in the Enochian language, and increases the flow of Nature Energy through the user’s body. The Sigil focuses this increased flow to enhance the physical energy of the user, creating an increase in strength comparable to that of Tsunade or Sakura and a boost in speed equivalent to that of a Second Gate user. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a two-turn cooldown between usages and only capable of being used 3 times overall. Within the turn of activation, the user will be unable to utilize Val techniques above S-rank.

-The Sword of Michael- This Sigil is located along the back of the user's forearm, written in the Enochian language for "Supplement." This supplementary, A-ranked Sigil can be activated upon adding an additional handseal while forming a technique, causing the Sigil to glow as it inscribes onto the user the property of empowerment. Upon activation, the Sigil directs the flow of Nature Energy that is channeled through the body of the Enochian into the technique being used, boosting its power through the infusion of Nature Energy into its form. This increases the usage of Val techniques up to S-rank by one rank and +15 to techniques of other techniques directly released from the body. This Sigil can be activated within the same timeframe as the attack being supplemented, but will inevitably cost a move each time. The Sigil can only be activated four times per battle with a two-turn cooldown in between each usage by Enochians of the Archangel rank and above.

Ketsugō Shi|Binding Death
Type: Defensive
Rank: B-S
Range:Short
Chakra: 40
Damage: N/A
Description: The Enochian clan utilizes several Sigils during battle to accomplish various effects. These Sigils consist of several Runes (symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. Binding Death is a series of Sigils that are etched all along the user's ribcage. These Sigils primary usage is the protection of the Enochian from various threats and forces.

-Bone of the Righteous Mortal: This Sigil grants upon the user the property of immunity; specifically, immunity to chakra infusions. The Sigil accomplishes this by drawing in large amounts of Nature Energy and blending it with the user's chakra, creating a flux of Divine Val throughout their body. This Val, harmless to the user due to being his own, flows within his chakra system for the duration of four turns (-10 per turn), rendering any attempts to infuse chakra into the user's body ineffective as the energy would simply dispel the intrusion, in respects to normal strengths and weaknesses (Will dispel up to S-rank infusions of raw chakra; A-rank chakra infusions equal to elemental Ninjutsu; and B-rank intrusions for chakra natures strong to Divine Val). The Sigil will continuously draw in Nature Energy, replenishing the Divine Val inside so it retains its power (A-rank) for the duration of the four turns. While active, the user is limited to S-rank and below Val techniques.

-Warding Sigil: In order to ensure that they remained concealed from the outside world during their time of recluse, the Enochian clan developed this extremely complicated Sigil. Achieved through extremely skillful and precise usage of Divine Val, countless Runes were burned throughout the ribcages of clan members, with the lettering loosely translating to "Concealment" when put together. The Sigil remains dormant until it is activated with the seal of confrontation, upon which it will glow slightly (not visible due to being inside of the user). The Sigil runs Nature Energy through it for as long as it is active, causing an Enochian's very existence to, in a way, become one with the Nature Energy of the world around them. Their chakra, Val, and even life force become indistinguishable from that of pure natural energy, concealing them to all methods of sensory excluding those that can detect Nature Energy or rely on the detection of movement, such as the Barrier: Dome Method Formation technique. Users can detect Nature Energy would, however, be unable to distinguish the user among the rest of Nature Energy within the surroundings.The Sigil costs the same amount of chakra as a B-rank technique to activate and consumes -10 chakra per turn it is active. The Sigil sustains itself for five turns maximum, sapping -10 chakra per turn. Once per turn while the Sigil is active, its effects are capable of being applied to a technique the user performs at the cost of one of their three moves, though this does not extend visually. While active, the user is limited to S-rank and below Val techniques.

Spiritus Sanctus: This Sigil takes the form of several Runes that spell out "Seirei" when combined. This powerful Sigil was created to fulfill the desire for the Enochian clan to establish more advanced mental protection, specifically from mental pain, and thus instills upon the user the property of mental resilience. This Sigil upon activation draws in large amounts of Nature Energy, strengthening and reinforcing their spiritual energy to enhance the strength of their consciousness and mind. Thus, this Sigil protects the user from techniques that causes mental damage, being able to be activated three times per battle with a two turn cooldown between usages. Seraphim and below are capable of protecting up to B-rank techniques, with Archangels and Horsemen being able to protect from A-rank techniques and the Morningstar being able to protect up to S-rank techniques that cause mental damage. Activating the Sigil costs chakra proportionate to the rank the user wants to defend against (so if he wants to defend up to A-rank, he'd spend 30 chakra), and lasts for a maximum of four turns (-10 chakra per turn). While in use, the user is limited to A-rank and below Val techniques.

-Armor of the Leviathan: A powerful defensive Sigil, it consists of several Runes that translate to "Shield" in the Enochian language. The Sigil bestows upon the user the property of enhanced durability, activated upon the formation of two handseals the expenditure of S-rank chakra. For three turns, twice per battle, the user's body is reinforced by a layer of Nature Energy that flows a few millimeters from their body, thus allowing it to protect their clothes as well. Befitting to the translation, this shield protects the user's body from damage, granting them durability equivalent to the Third Raikage while active. The Sigil consumes -10 chakra per turn active, and renders the user unable to perform above A-rank Val techniques while it is active. It cannot be used in successive turns once deactivated, but can be deactivated at will at any point.

Kami no Shiwaza|Handiwork of God
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A(Depends on Sigil)
Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils focus on the interaction between the objects they are placed on and the Nature Energy around these objects.

-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy, written in Runes that translate to “Taint” in the Encohian language. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals and granting the Enochian’s body the property of corruption, altering their bodies to corrupt the Nature Energy that passes through them. Twice per battle for two turns each, this Sigil accomplishes its effect by altering the way Nature Energy flows through the user’s body. Rather than being absorbed and stored in the user’s body as though it were a battery, the flow of Nature Energy passes through the user, being absorbed into their body and then released, like water flowing from a pipe into a polluted chamber and then out again through another pipe. Upon passing through the user’s body, a portion of the Nature Energy becomes mixed with some of their chakra, and is transformed into Divine Val which is blended into the rest of the Nature Energy as it flows back into the atmosphere. Effectively, the user's body “pollutes” the Nature Energy surrounding them with Divine Val. As a result, any non-Enochian that attempts to absorb Nature Energy during the two turns this Sigil is activated will become severely burned internally from the Divine Val mixed in, causing damage equivalent to the rank of the Sigil (A-rank). While this Sigil is in use, the user is incapable of utilizing any Val techniques/Sigils above A-rank, along with a three-turn cooldown before this Sigil can be used again.

Transportation Sigil: Upon the formation of the Boar handseal, this A-rank Sigil grants upon the user the physical properties of Nature Energy; upon activation, it causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have transformed the user's body into Nature Energy, allowing them to blend into the ever present Nature Energy around them, allowing a method of travel to another location as fast as the user can run, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used four times per battle with a three-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object. During the turn of activation, the user is unable to activate any other Sigils above A-rank. While in this form, the user is unable to attack. Attacks that are able to target natural energy are able to effect the user while in this state should an opponent be capable of locating their person.

-Path to Heaven: This Sigil (A-rank), upon activation, grants upon the user’s body the property being able to physically interact with Nature Energy around them as though it were a solid platform; fittingly, the Sigil is written in Runes that translates to “Platform” in the Enochian language. After weaving two handseals, the user will be able to walk, stand, sit, run, etc. on the Nature Energy around them, granting a form of pseudo-flight at base speed (can alternate between walking on ground and interacting with Nature Energy freely). The user can even utilize this Sigil to dodge or escape from another technique upon activation (cannot be used to dodge techniques in subsequent turns of its duration). This technique can even be used to escape from techniques such as Swamp of the Underworld that ensnare the legs by allowing the user to hoist themselves out of the trap. The user can activate this Sigil three times per battle, lasting so long as they have the stamina and chakra to keep it activated (-10 per turn) and can be deactivated at will.

-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil instills upon the target the property of Nature Energy attraction, causing large amounts of Nature Energy to be drawn into their bodies and blended into their chakra system. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above and requires a two turn cooldown. No other A-rank or above Sigils or Val techniques may be used within the same turn if successfully applied.

-Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far (x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are (rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns (-10 chakra per turn) and can only be used three times per battle (A-rank).

Jigoku no Banken|Hellhound
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50(-10 to extend or launch a projectile)
Damage: N/A
Description: This technique, considered the ultimate technique of Malefic Val readily available to the Enochian clan, is invoked through the formation of three handseals. The technique creates around the user a shroud of Malefic Val, with the foul energy surging out from the user's body in a manner that resembles a dark aura. The mass of Malefic Val is semi-contrated, being tangible enough to defend the user against one physical A-rank attack per turn. Furthermore, the shroud carries offensive usages as well, granted through the manipulation of the shroud's shape and form. Once per turn, the user can fire off a fraction of the shroud as a projectile towards a target up to long-range. The projectile's shape and size is limited by the user's imagination, capable of reaching as big as Sasuke's Susano'o arrow and as small as a kunai. This projectile, upon making contact with the target, can unravel to surround it, halting its momentum and holding it in place through the intense force of Malefic Val, or deal concussive-like damage upon impact, inflicting A-rank damage. Alternatively, the user can also manipulate and extend the shroud up to mid-range from their person as a stream that the user can shape into various forms, limited by imagination(such as a hand, a hook, a whip, etc.) that remains tethered to the rest of the shroud. This can allow the user to grab and restrain objects, depending on the shape, causing the crushing force to be emitted onto the target, or deal impact damage, both equaling A-rank in power.
Note: Can only be used once per battle
Note: Lasts for three turns total
Note: While in use, the user is unable to use any other Val techniques or Sigils above A-rank
Note: Once deactivated, the user is unable to use Val techniques/Sigils for three turns

Daten-tai no Ame|Rain of Fallen Celestials
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 90
Description: This technique, considered the ultimate Divine Val technique readily available to the Enochian clan, is invoked through the production of three handseals. The user will create a large 10 meter mass of Divine Val 30 meters in the sky above them, appearing similar to miniature version of a sun. Forming an extra handseal after the initial ones, the mass will unravel, releasing a shower of constructs made of Divine Val. Each construct is humanoid shaped, with large cosmetic wings jutting from their backs. These constructs are not sentient, but are simply powerful projectiles that rain down across the terrain up to mid range from the user in each direction, causing it to become engulfed in Divine Val as the constructs crash into the ground and objects in the terrain. The sun-like construct unravels all at once, meaning the constructs all fall at once towards the terrain below, damaging whatever objects and constructs may be caught inside.

Note: Can only be used twice per battle
Note: Requires a four turn cooldown between usages
Note: No Val techniques or Sigils above A-rank can be used in the turn used and the following turn

1st. PCCJ Tengoku no Hosuto|Host of Heaven
Type: Offensive/Defensive/Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40
Damage: N/A(Depends on application)
Description: The Host of Heaven is a powerful Sigil located on the chest of those Enochians deemed worthy/powerful enough to wield it. This Sigil is considered a deviant of the Handiwork of God, enhancing the user’s ability to control Natural Energy to a higher degree than normal for various usages, both defensive and offensive.

The Spear of Destiny(A)
Through the formation of three handseals, the user will cause the flow Natural Energy within a short-range radius of the target to rapidly flow inwards, sustaining and controlling it to surround and compress onto the target enough to restrain their movements and hold them in place, rendering them completely immobile without damaging them. Upon “wrapping” the target in Natural Energy, the user can freely manipulate the positioning of the object through moving the Energy, causing the target encased inside to move along with it. Alternatively, through the gesture of forming a fist, the user can have the Natural Energy rapidly compress onto the target, crushing them beyond function. When used on living creatures, such as humans or summoning animals, there is a delay between the coating of Natural Energy and the compression in the case of the latter usage, granting the target enough time to respond to the feel of the Energy around them and to circumvent being damaged by the technique. Inanimate objects or constructs produced through techniques can be crushed virtually immediately, so long as it doesn't result in direct harm to the opposing bio. This jutsu can only be used being up to 4 times per battle. This technique cannot be invoked in consecutive turns.


Holy Ammunition(S-rank)
Upon the formation of three handseals, the user will cause the flow of Natural Energy to be directed towards a target. As they do so, they will cause their own chakra to be transmitted towards the target as well. This influx of chakra will blend with the pure Natural Energy infused into the target, transforming it into Divine Val. The sudden creation of Divine Val causes the target to burst apart from the inside out. This technique effectively allows the user to spawn a surge of Divine Val within an object as a means to destroy it, with the execution of this technique being quite rapid. However, this technique can only be used on jutsu or inanimate objects given that they are not infused/made with more chakra than this technique and within respect to strengths and weaknesses, in addition to living targets. When used on living targets, the Natural Energy becomes visible as it moves towards the target, appearing 5 meters away from all around as visible blue waves, similar to the way chakra appears to those that can perceive it. This is to allow a target to be able to perceive and avoid the Nature Energy, should they have the ability to, circumventing the infusion and avoiding the technique's effects. This Sigil can only be utilized three times per battle, requiring a two turn cooldown between usages. No Enochian techniques S-rank and above can be used within the same turn.

Holy Host(S)
This Sigil allows the user to manipulate Natural Energy into whatever shape he desire after three handseals, condensing its form to the point that it becomes visible as a sharp silver color with a slight golden hue, or as a transparent, ethereal-like hue. Due to their highly condensed forms, these constructs of pure Natural Energy are able to physically interact with other objects around them. The size of these constructs are limited only to the user’s imagination, and can be freely manipulated once created though sapping up -10 per turn to be maintained. These constructs are capable of being made through ambient Natural Energy or from Natural Energy within, released as a surge from the user’s body into the desired form upon the formation of three handseals, and can clash evenly with elemental Ninjutsu of the same rank, with the power divided evenly between each construct when multiple are created. Additionally, the constructs created through the Holy Host technique can be applied as extensions of the user's body, such as arms or legs to supplement Taijutsu or wings to mimic flight, etc. within reason. Such constructs cannot be used for handseals, or to create motions for jutsu controlled through motions of the limbs. This technique can only be initiated four times per battle, and constructs cannot be created within consecutive turns. While constructs are being manipulated, no Enochian techniques above S-rank can be activated.
 

Punk Hazard

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Sound Release
Learned
(Ototon: Oujou Ganmou) Sound Style: Death Wish
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 90 (-40 to user)
Description: This technique is the parent technique of Sound style: Deaf Wish, being purely offensive, and much more powerful. This technique must be utilized on a rain source, be it pre-existing rain, or chakra infused rain. The user will do two handseals sending their sound chakra into the clouds with the exception of the clouds five meters around the user. This is to protect the user from the full brunt of this technique. By doing this, it will amplify the rain drops with sound chakra. Unlike the child technique where it releases noise and not sound waves, as the rain drops fall from the ground, on the users command the sound that resonate within the rain drops will release powerful and destructive sound waves that has incredible force outwards which deals major blunt damage, enough to cause craters into the ground. Even though the user will not be in the line of attack, due to the force and aggressive nature of the attack, the aftermath of the "detonations" will reach the area the user is in, feeling like wind blunt damage hitting the user as long as the sound waves explode (Minor wind blunt damage) This technique causes a large strain on the users body due to him channeling his sound chakra into the clouds all around him, and then detonating the sound within the rain.

Note: Can only use once
Note: Last for one turn only
Note: Due to the huge strain, the user cant mold S rank or higher jutsus for the next two turns
Note: The user cant use sound for the next two turns
Note: If the user was to leave the 5 meters around him, or be at the edge of the 5 meters, he will take the full brunt of this technique
(FuuinOtoRaiton: Supīdofōsu) - Sealing/Sound/Lightning: Speed Force
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user places a pre prepared seal A ranked seal on his chest. The seal is adorned with a golden circular symbol, symbolizing the inter-connectivity of the user with the world around him. The lightning bolt (as it appears), is actually numerous intricately carved golden kanji for words such as 'quick' 'speed' and 'velocity', each of the kanji comes together to form the golden glowing bolt on the user's chest. The key to the seal, which causes it to open, is a simple tap to the chest. Upon doing so, the user's body is flooded by a large amount of Lightning and Sound chakra, which the user is constantly putting into the seal when outside of battle. As the seal opens and the sound and lightning chakra surround the body, the vibrational aspects of the two types of charka cause the user to begin vibrating at an extremely fast pace, causing rapid contraction and dilation of somatic muscle tissue all over the body. This increases the user's speed to the speed of Lee without weights whilst tripling his reactions, and causes trails of golden lightning to follow the user (purely cosmetic). While the seal is active, the user is restricted to Sound jutsu, and the elements that make it up. Consequently, the user's taijutsu due to the excessive muscular activity and because of the vibrational facets of both sound and lightning, is boosted by +20. This jutsu must be used before any other Speed Force based jutsus can be used (to be submitted later).

Note: User can only use Sound, the elements that make it up, and Taijutsu in this state
Note: Usable only twice per battle
Note: Lasts until deactivated
Note: The seal itself is A-Ranked

Genjutsu/Ototon: Futten) Illusionary Arts/ Sound Release: Boiling Point
Type: Offensive/Supplementary
Rank:A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Upon the release of a Fire Style jutsu, the user utilizes the sound of the crackling flames as a medium for a sound genjutsu. The effects will take place as soon as the jutsu is created, causing the opponent to feel their own body temperature severely rise as their skin appeared as if it were boiling and bubbling due to the sheer intensity of the flames.

Note: Last 2 turns

Note: Can only be used 3 times per battle


 

Punk Hazard

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Custom Elements

Burning Ice Release

Custom element Japanese name: Kaskōriton

Custom element English name: Burning Ice Release

The element is based on: Water, Wind, Fire and Earth

Facts that prove the element to be possible (in the manga context):

This element is based off of Methane Clathrate. A crystalline structure that has methane trapped inside. This interesting structure has been found under sediments on the ocean floors of the earth, where it is extremely cold, and strong pressure is present. The gas entering the water tend to occur when movement under ground releases this methane gas while the ice then forms around the gas trapping it.

To insure probability of this element being possible in the manga context all these must be present. The ice structure is documented well in the manga. Methane gas is no more but a natural gas that is released from the earth. The manga has also shown many instances of flammable material to be created (such as flammable gas). As long as there is cold water and cold environments present as well as the probability of a flammable substance such as methane being able to be released naturally from the earth due to sudden shift of the earth to allow the flammable gas to exit - then with the two interacting together through natural means - there would be no reason for this natural phenom not to happen in the manga context.

How it works: The process of creating methane clathrate is to replicate the conditions of it’s creation on the ocean floor. Methane is produced in environments with little or no oxygen by bacteria that feast on decomposing organic matter, such as grasses and wood. Using earth for the carbon base of the element and fire to burn it in air to form methane. Water is then used to dissolve the methane and so the interior of the element is formed. Wind is then used to cool the element down to below freezing temperatures, solidifying the water to form Burning Ice.

This element is rather hard due to the crystalline substance, as well as cold on its own. The structure however will be able to set ablaze when contacting heat elements and burn slow until the gas is all warn out and the structure deteriorates. When set in flames the structure is no longer cold, but warm. The structure when cracked or shattered will leak the gaseous substance all at once, lingering in the air which can potentially be set into flames [ ].

User won't be able to set on fire inherently from the element, for that one would need to use a separate jutsu or material (such as a match, friction, or a hot element). The user won't have any control over the flames when it's burning.

[video=youtube;s2WmWMMCcB0]https://www.youtube.com/watch?v=s2WmWMMCcB0[/video]

Jutsu Usage Examples:
(Kaskōriton: Hanran no Chēn)- Burning Ice Release: Chains of the Rebellion
Type: Offense
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user will release various balls of cold burning ice towards the opponent attempting to crush and hurt their body and break their bones. However, they are not compacted much, the moment they contact with the opponents body they might break and leak some gas to be used and set ablaze.

(Kaskōriton: Rushifā no Kēji)- Burning Ice Release: Lucifer's Cage
Type: Supplementary/Offense
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will surround many sheets of crystalline structure around the opponent. The structures is compacted closely onto the opponent restricting them while crushing them in place, not much pain is presented, but due to the closeness of the sheets, a likelihood presents itself that if the opponent attempts to break the material they might leak the gas and expose themselves, while also if they use anything of heat, they will be burned by their own doing, leaving them in a tough spot.


Conditions to be able to use it:


Mastery of Fire | Water | Wind | Earth

Is weak to:

Lightning- Able to pierce and set the flammable substance to blaze with ease.
Fire and any fire based element- Sets the structure in flames burning the gas up and dismantling the body. Earth, Minerals, and Metals- Anything solid with a dense structure is able to shatter the body of the structure while leaking the gas out.

Is strong against:
Wind- Can actually decrease the temperature of the structure.
Water- Unable to break the structure.

Co-creator: Noni

Students I passed this custom element on too: ? & ?


P a t e n t C e r t i f i c a t e
I, Caliburn, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:

Joker, our loyal member, gave on the date June 18th 2016 a request for a Patent on his custom element (Burning Ice); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;


Kaskōriton

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(Kaskōriton: Hi to Kōri no Uta)- Burning Ice Release: A Song of Ice and Fire
Type: Supplementary/Offense/Defense
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: The basic creation technique for Burning Ice. After using a hand seal (two hand seals if using the S-Rank variant), the user is able to create various tools, with the shaping of the tools being only limited by the users imagination. Things such as walls, spheres, spikes, pillars, swords, mountains, furniture, etc. These tools can be used for defensive purposes against attacks to intercept them, offensive use to make tools to attack/restrict the opponent. These constructs are create in three methods, either through their body (limbs, mouth, etc), the second from the actual sources that constructively are allowable within the confines of the element: this includes the earth and water as a source, and the third method is being able to create these tools out of preexisting Burning Ice already, but requires an additional handseal when using this third method. The size, and power of the constructs depend mainly on the ranking used, A-Rank Burning Ice tools can never exceed that of an A-Rank structure seen in the manga/anime. This is the same for every ranking. The user can not create sentient beings from this technique. The power of this technique varies dependent on the amount of chakra fueled into it.

Note: S-Rank Variant can only be used three times and A-Rank variant can be used four times
Note: No S-Rank or above Burning Ice on the user's next turn (if the S-Rank version is used)

Corium Release

Custom element Japanese name: Shinpiton

Custom element English name: Corium Release

The element is based on: Lightning + Wind + Water + Earth

Facts that prove the element to be possible (in the manga context): Corium is what is produced when a nuclear meltdown melts the reactor rods of a nuclear reactor, and that molten mass reacts with water and oxygen. While corium itself, as well a nuclear reactors, don't appear to exist within the manga's universe, the product of its parts do.

The reactor rods of a nuclear reactor is simply a combination of several materials, such as boron, indium, silver, and cadmium. All of these materials are naturally found in the Earth's crust. Being that the environment of the NarutoVerse appears to be the same as Earth, it stands to reason that these materials would also exist in the Naruto world, rendering it possible for these materials to be combined into a reactor rod. As such, Earth Release acts as the basis for replicating these materials when creating Corium Release.

The energy that causes a nuclear meltdown and the subsequent melting of these rods is most commonly the product of nuclear fission, or the splitting of a nuclei in an atom. This energy can be replicated through the usage of Lightning Release. In order for reactor rods to be distorted and ultimately melted, temperatures of up to 1,300 degrees are needed, temperatures that lightning easily exceeds. Through the application of Lightning-natured chakra, one can supply the needed heat energy to Earth-natured chakra to recreate the melting process needed for Corium to exist. This, combined with Water-release and Wind-release to replicate the exposure of the molten material to Water and Oxygen, would provide all the ingredients needed for one to create Corium. The radioactivity that often emits from Corium can also be provided by the radiation that naturally occurs within lightning as well.

How it works: Corium is often described as "radioactive lava" due to its consistency resembling that of molten rock. It flows as a silver or coppery, semi-solid form that’s very dense, capable of smothering over most objects. Due to its high heat, it is capable of melting many solid objects and is capable of dealing severe burns on contact with flesh. The user can also create supplies of Corium by transforming the ground to better fit their needs.

Corium carries with it dangerous amounts of radiation, making it deadly to be near the substance. Living creatures being within short-range of Corium would experience side effects such as nausea, physical fatigue and pain, and intense disorientation(not applicable to user). The overall effects depend on the rank of the overall jutsu, obviously increasing correspondingly. These effects are, much like hindering sound, unavoidable and unblockable should a person remain within short range of Corium for the period of time outlined below, but will be avoided completely should a person negate their exposure to Corium within one turn of being exposed. The user will not be able to directly control the radiation or its effects through Corium Release, as the effects are simply a natural part of Corium like the heat and texture are, and depend on the amount of Corium used.

Jutsu Usage Examples:

(Shinpiton: Meigo) Corium Release: Dark Hound
Type:
Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will weave several handseals before slamming their palm onto the ground, transforming the earth into a large and powerful wave made of Corium. The wave takes a shape that resembles that of a large hound, aimed to swallow the opponent and trap them inside its "jaws."

(Shinpiton: Idaina merutodaun) Corium Release: Great Meltdown
Type:
A
Rank: Offensive
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will transform their fist into pure Corium before punching forwards, releasing a large blast of Corium in the shape of a fist. Easily reaching several times larger than the user’s body, this technique causes a devastating explosion of Corium upon impact, causing everything within a short-range radius to be covered.

(Shinpiton: Inugami Guren) Corium Release: Dog Biting Crimson Lotus
Type:
Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user will weave several handseals before placing their hands on the ground, releasing copious amounts of Corium Release in the ground below them. This technique partially transforms the ground into Corium, starting from a meter below the surface. This technique prevents methods of traveling through the ground, such as the Hiding Like A Mole technique. However, the true usage of this technique to cause the radiation-like effects of Corium to emit from the ground around the user. Those that come within the area of effect would experience severe nausea and disorientiation, slowing their tracking speed by half, as well as severe pain. Should the opponent remain within the area of effect for more than three turns, the stress on their body would cause them to pass out.

Conditions to be able to use it: Mastery of Lightning, Wind, Earth, and Water

Is weak to:

Water and Wind: Water and Wind jutsu are capable of rapidly cooling down Corium, causing it to harden to the point that it can no longer be used and loses its heat energy.

Is strong against:

Earth and Fire: Due to its tremendous amount of heat, Corium is capable of assimilating both Earth and Fire Release into its own form, the former through melting the material and the latter through simply "catching" and absorbing the flames (This is similar to fire's reaction with wind, it simply makes elemental combinations possible with fire, but does not provide a double strong or allow the element to become stronger .

Organic/Biological Materials: In addition to its immense heat, Corium also carries traces of radiation within. As such, organic and biological materials, such as Wood Release or other plant material, are highly susceptible to Corium Release.

Raiton: Corium's super charged and highly viscous state allow it to act as an excellent insulator against Raiton, dispersing its electric force throughout the entire amalgamation of Corium (again, this does not make the corium stronger or interfere with normal elemental interactions).

Co-creator: Vex

Students I passed this custom element on too: ? & ?




P a t e n t C e r t i f i c a t e
I, Negative Knight, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:

Riker, our loyal member, gave on the date November 27th 2016 a request for a Patent on his custom element (Corium); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;


Shinpiton

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Copyright © 2016, Riker, NarutoBase.net





(Shinpiton: Kaku Kazan) Corium Release: Nuclear Volcano
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Corium Release is a molten element that carries through it potent traces of radiation. This radiation, in addition to its intensely high heat and density, causes the element to be extremely deadly even without direct contact, able to create hindering effects on targets simply through proximity (being within short-range of it). The effects of the radiation, outlined below, occurs in every Corium technique, with the effects increases by the amount of Corium created through each rank.

D-C Rank: Proximity to Corium of these ranks causes intense nausea, dizziness and pain, enough to cause the affected to stumble or fumble with their weapons, or mess up the aim of thrown techniques.

B-A Rank: In addition to previous effects, those exposed would become unable to form more than three handseals in a row; will pass out after three turns of sustained exposure due to the compounded stress of the radiation on the body. Due to the strain on the body, the affected target's ability to concentrate and mold chakra deteriorate, resulting in techniques consuming +10 more chakra.

S Rank and above: In addition to previous effects, those exposed would pass out after two turns of sustained exposure, with their tracking speed halved due to the intensity of the effects. The radiation will also make complex movements (Taijutsu A-rank and above) impossible.

Note: Effects from radiation only go into effect after one full turn of being within short-ranged of Corium
Note: Should a target affected by Corium remove exposure(either through leaving short-range of the Corium or removing its presence), effects will wear off after one turn

(Shinpiton: Meigo) Corium Release: Dark Hound
Type:
Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: This technique allows the user to generate Corium, either through creating the element through their body or by transforming the ground. The shape and amount of Corium created depends solely on the user's imagination, and can be blasts, streams, waves, pillars, etc. The user can create the element through their limbs to enhance their physical blows through its tremendous heat, or use it as a ranged weapon. The user is also capable of using formations of Corium for transportation without suffering damage from their own techniques, generating bursts of Corium from their bodies to launch themselves in a particular direction, or ride unharmed on their Corium like a wave, allowing them to get close to deliver attacks or quickly transverse the field.
Note: A-rank version requires a single handseal
Note: S-rank variant requires 2 handseals and can only be used three times per battle
Note: S-rank version requires a cooldown of one turn before any Corium techniques can be used again
(Shinpiton: Dai Funka) Corium Release: Great Eruption
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will transform their fist into pure Corium before punching towards a target, releasing a large blast of Corium in the shape of a fist. Easily reaching several times larger than the user’s body, this technique causes a devastating explosion of Corium upon impact, causing everything within a short-range radius to be covered.
Note: Can only be used four times per battle
Note: Requires a cooldown of two turns before being used again

(Shinpiton: Inugami Guren) Corium Release: Dog Biting Crimson Lotus
Type:
Supplementary/Offensive/Defensive
Rank:
S
Range: Short-Mid
Chakra: 40
Damage: 80(if used as a geyser)
Description:
The user will weave several handseals before placing their hands on the ground, releasing copious amounts of Corium Release in the ground below them. This technique partially transforms the ground into Corium, starting from a meter below the surface. This technique prevents methods of traveling through the ground, such as the Hiding Like A Mole technique, or from inferior techniques from being generated from the ground. However, the true usage of this technique is to cause the radiation-like effects of Corium to emit from the ground around the user. Those that come remain within the area of effect for at least one turn would experience severe nausea and disorientation slowing their tracking speed by half, with the threat of passing out should the opponent remain in the area for too long. By weaving an additional handseal, the user can cause the pool of Corium below to erupt upwards like a geyser to act as defensive wall against other entities or to attack the opponent. This eruption is signaled by a rumbling, but happens very rapidly once triggered. Using the geyser ends the technique, but bathes the surrounding area in a large pile of chakra-less Corium.
Note: Can only be used once per battle
Note: No Corium techniques can be used for three turns after this technique is used


Sea Prism Release

Custom element Japanese name:
Kairōsekiton

Custom element English name: Sea Prism Release

The element is based on: Earth Release + Yin Release

Facts that prove the element to be possible (in the manga context): Materials that are capable of interacting with the chakra network of individuals have been seen throughout the manga in both productive and disruptive executions. Chakra metal, such as Asuma's trench knives for instance, has been shown to be able highly conductive to the wearer's chakra, making it easier to channel through than most materials. The chakra rods produced through various Rinnegan users have shown the opposite effect, allowing its producer to transmit their chakra through the rods and into the target to disturb their flow of chakra, and their ability to mold their own chakra. Yin Release within the RP has been shown similar effects, able to drain chakra from techniques and targets alongside spiritual energy and produce disruptive effects on its targets. Examples include the Hands of Sloth technique that is capable of disrupting the target's ability to mold chakra in order to prevent usages of multiple techniques within the same timeframe, and Hungry Ghost displaying the ability to weaken all jutsu via its chakra draining properties.

How it works: Sea Prism Release incorporates Yin and Earth Release natures to produce a special material. Sea Prism utilizes Earth Release as the basis for its physical form, taking on the appearance and composition of a grey stone. Sea Prism is far more durable than normal Earth Release, comparable to the toughest diamonds, a feature induced through the inclusion of Yin Release. However, the true contribution of Yin Release lies in the addition of disruptive properties to Sea Prism Stone. Specifically, Sea Prism induces chakra and spiritual draining effects upon contact with other living things, including human beings. Like the Rinnegan chakra rods and Asuma's chakra metal, Sea Prism is highly conductive towards chakra. Sea Prism is, however, distinct from both, functioning somewhat as an amalgamation of their features. Like the chakra metal blades, Sea Prism is capable of drawing out the chakra of their targets, conducting it into itself so long as contact is maintained. However, unlike the chakra metal, this process disrupts the target's ability to mold chakra, similar to the chakra rods of the Rinnegan(distinct from the chakra rods, Sea Prism does not disrupt the target's chakra via insertion of the user's chakra into the target, but by forcing their flow of chakra erratically towards itself via the chakra draining properties of Yin Release). As such, those who are in physical contact with Sea Prism experience an exhaustive-like state due to their chakra being drained towards the Sea Prism, alongside their spiritual energy(aside from the user himself). Those ensnared by Sea Prism's contact become incapable of molding their chakra and feel weakened as their mental energy is drained, but retain their ability to remain conscious and move. However, Sea Prism does not "steal" the target's absorbed chakra. Should a target break physical contact with the Sea Prism, they regain their ability to mold chakra instantly, experiencing no loss of chakra from this base exposure to Sea Prism due to the chakra being returned to them the instant they break contact. Sea Prism cannot be manifested from the ground within a short-range radius of the opponent.

Jutsu Usage Examples:

Creation technique
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will create a chain out of Sea Prism and entangle their target, draining them.

Creation technique
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will weave several handseals, causing a coffin of Sea Prism to emerge from the ground around the target that locks them inside.

Creation technique
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will create a spear of Sea Prism that they will throw to impale the target.

Conditions to be able to use it: Mastery of Earth Release and Yin Release

Is weak to: N/A

Is strong against: N/A

Co-creator: N/A

Students I passed this custom element on too: ? & ?

☣ P a t e n t C e r t i f i c a t e ☣

I, Lord of Kaos of the Custom Elements Bureau, declare for all men to hear that I give you the following Joestar, our loyal member, gave on the date November 9th, 2018 a request for a Patent on his custom element (Liquid Indium); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;

Kairōsekiton | Sea Prism Release

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Copyright © 2018, Joestar, AnimeBase.me
(Kairōsekiton: Surirā Bāku ) Sea Prism Release: Thriller Bark
Type:
Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 50
Damage: 60
Description: The user will weave several handseals and cause several chains of Sea Prism to emerge from the ground. These chains are extremely flexible and long, capable of reaching up to long-range from the point of their manifestation. The chains will wrap around the target, binding them and draining their ability to mold chakra. The user can employ these chains to simply restrain the target or violently constrict and pull at the target's body, inflicting damage to them.

Note: Can only be used four times per battle
Note: Lasts for two turns per usage
Note: Requires a cooldown of one turn before being used again after chains are removed from play

(Kairōsekiton: Shinsekai ) Sea Prism Release: New World
Type:
Offensive/Supplementary/Defensive
Rank: B-S
Range: Short - Long
Chakra Cost: 40 - 60
Damage: 30-80
Description: This technique allows the user to generate Sea Prism, either through creating the element through their body or by transforming the ground. The shape and amount of Sea Prism created depends solely on the user's imagination, and can be pillars, spikes, walls, melee weapons, etc. The user can create the element through their limbs ( B rank usage ) to enhance their physical blows through its tremendous heat, or use it as a ranged weapon.
Note: S-rank version can only be used three times per battle. A-rank can be used four times per battle. Either variation requires necessary handseals for usage.
Note: S-rank version requires a cooldown of one turn before any Sea Prism techniques can be used again.

Light Release
Custom element japanese name: Pikauton
Custom element english name: Light Release
The element is based on: light&fire
Facts that prove the element to be possible (in the manga context): Light is often shown when chakra is used and by the glow of some techniques (jutsu) that give off radiant lights. Some shinobi have light-based techniques that allow them to do things such as bend light to confuse an enemy, and make light to see in dark places. Plus the Yin&Yang concept for where Yin represents light

One jutsu that allows the user to manipulate light in a way: Hidden Mist Eye Sight Deprevation

light happens to be electromagnetic radiation so why not combine lightning and fire since they both give of high but different tempertures of heat and as well giving of the affect of light

Idea behind its creation: I got this idea from an anime called One Piece where one character can control,manipulate, and become light. I also want it to become one of the toughest elements to beat and as well beat some of the best now. Such as the so called tasty and best element so far...chocolate. If i am not mistaken rapid moving molecules eventually heat up and explode if the heat is trap within something. that principle applies to the destruction power of light since is moving so fast once a pond connection it gives of a explosive affect. If that light was focus into chocolate attacks the molecules will soon move at that rapid speed but can't handle it eventually heating up and turning it into a liquid form which will than lose its force and stop its advancement or it could blow up (don't forget the lightning effect in light which could be chocolate's weakness in some cases) it will only be little pieces devastating decreasing the damage or allowing a high success rate of avoiding.

Any type of fire element besides dark fire since all other flames produce light and heat so nothing happens but if dark fire was to connect it would stop the movement due to no light. Lightning is just a component of light and won't do any damage. When it comes to Earth and anything with the properties of earth would absorb the heating effects(ex: on a sunny day the ground below you or metal would only heat up and thats all.) Wind will only phase through it.

Conditions to be able to use it: A master of either element or both.
But if only mastered one them the user has to be well knowledge of the other.
Jutsus with light added to it increases the chakra cost by 10. Most know Yin&Yang
Is weak to: strong Earth(any properties of earth),solid forms of glass, large amounts of water
Is strong against: chocolate,fire,wind,lightning
Co-creators (if any): roku
Students i passed on this custom element: ? & ? i have no intentions in teaching it

https://animebase.me/threads/custom-elements-jutsu-submission.13700/post-20693877
[光遁光周期] - Guāng Zhōuqí | Light Release: Light Cycle
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 [15 Due to Yin-Yang Mastery]
Damage: 0
Description: Through the use of light chakra, the user will be capable of distorting the transmission, perception, reflection or refraction and emission of light from an object or targeted area. As a purely supplementary technique, this jutsu makes full use of the inherent properties of light and as such is extremely quick to activate; and once activated, it takes effect at the speed of light making it virtually instant. Various effects can be achieved through the use of this technique by altering the way that light interacts with the world (specifically on the battlefield). One effect is that the user can reduce the amount/speed of movement/emission/reflection of light. This can result in a 4-Point deduction in one’s base ability to track because the sense known as sight solely depends on visible light. If the user slows down light’s speed or means of travel, the opponent receives visible information later than normal; which creates an effect of slower time.

The user can also enhance or nullify present light, allowing for the production of flashes of light of various intensities (too high and light ceases to be visible causing once visible things to appear as transparency), colors, and patterns. Even dark spots can be created, which is the result of areas completely devoid of light. With this perk, the user is capable of manipulating light to form optical illusions or even bending light around an object or area to make it; creating a form of invisibility. The importance of light and the user’s ability to govern it freely with this technique makes the possibilities of this jutsu endless; as such when used effectively this jutsu will likely force an opponent to relinquish their reliance on slight, and instead focus on interpreting the world through their other senses.

~ Note ~ Once activated this technique stays active for the next four turns, during which time the user can freely govern the way that things look by manipulating light.

~ Note ~ In the case of objects that do not produce their own light - aka solids, liquids and most gasses, or the manipulation of natural light (whose source is the sun) blinding effects will be limited to that, and the next turn only. When used on techniques that emit energy in the form of light however, such as fire or lightning, opponents who look upon it will be immediately blinded for that, and the next turn as well. Due to being chakra infused, the blinding effect will even affect Doujutsu.

~ Note ~ Once this technique is over, the user cannot re-use it again for three turns, and also while it is active they are limited in that they cannot activate Light techniques above B rank.

~ Note ~ This Jutsu Can Only Be Taught By Trooper3Stacks

https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-36#post-20672994
[光遁 照明] - Zhàomíng | Light Release: Illumination
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 0
Description: This technique revolves around the concept of becoming Light. Through the usage of a full-bodied surge, the user is capable of instantly converting their entire body to light. Upon initial conversion, the only visual change will be that of a soft glow that can be seen to emanate from the users position; which makes them seem ethereal-godly-otherworldly. The glow, laden with the user’s chakra, can be suppressed or made to distort the user’s visage. Doing so prevents enemies from focusing on them due to the threat of blinding. Furthermore, being comprised of light particles the user is intangible yet is capable of becoming tangible, now becomes vulnerable only to the elemental weaknesses of light, can passively scatter into light particles and immediately reform anywhere within a short range radius. Not only that, but as their body is now comprised of a formless substance they can manipulate their looks or the form that they take into anything imaginable. As an extension of this concept, the user can release adaptable offshoots of A-Rank strength with the aforementioned properties to attack or defend.

Alongside this transformation comes the ability to perform a method of high-speed re-location, in which the user will be capable of bursting into a beam of light that will allow them to travel at 5x their current speed, however in turn the user will be limited to less dynamic movements such as only linear pathways. Although, by combining their newly granted speed with Taijutsu, the user will be capable of adopting a tangible state at the zenith of their motion to deliver an enhanced Taijutsu attack (+20). The user will be capable of maintaining this enhanced state as long as they do not encounter a substantial opposite force or choose to end their movement, and due to being light the user can, upon coming into contact with a reflective surface, choose to reflect themselves – allowing them to instantly change their trajectory without losing speed.

~ Note ~ Since the User’s Body Becomes Light, this gives the user’s physique its own elemental advantages, such as absorbing fire-based techniques. When fire-based (including heat/warmth) techniques are absorbed, the damage of the techniques converts and adds onto the Taijutsu DMG Perk.

~ Note ~ Colliding with any of Light’s Elemental Weaknesses or Sentient Life will cancel the technique and the user will recieve +10 damage from this jutsu.

~ Note ~ The User can only activate this technique Three Times per Battle. Each Activation last Three Turns.

~ Note ~ This Jutsu Can Only Be Taught By Trooper3Stacks

https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-2#post-1333629 (Pikauton: TaiyouFurea) Light Release- Solar Flare
Type: Supplementary
Rank: S
Range: long,short,short-mid
Chakra Cost: 30
Damage: N/A
Description: The user raises their hands in front of their face and channels light Chakra into each of their hands and release it all at once creating a bright flash that is as bright as a star. This flash of light covers a 20 foot radius circle around the user blinding the opponent giving the user an upper hand to strike.The close they are the longer they are blinded
Note: opponent is blind for 2 turns
Note: can only use it 3 times

(Pikauton: Houshasen Hiyaku) Light Release- Radiation Activity
Type: attack
Rank: S
Range: short-mid,short
Chakra cost: 40
Damage: Depends
description: The user focuses on a light source increasing it radiation levels to reach futher than usually nearby in the area or created by that user. Once the opponent as been expose to radiation their organ tissue are damage and soon fails on them causing several problems simply as walking,lost of strength, and and effects the chakra network.. Every time the user uses chakra they speed up the poisoning.
Note: each turn the user begins to loose mobility
Note: lasts for three turns but usable twice per battle
Note: the effects don't go away

(Pikauton: Pikaujin)- Light Release: Light Man
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: Depends
Description: This technique turns the users body into light but allows the user to keep his physical features which makes the body glow. This would make the user to be unharmed by solid objects that would pierce or slice through them. If the user’s body does get separated, then it can reform if a light source nearby and they can form weapons from our body like light sword. Fire jutsus do not work against the user because the light absorbs the essence of the fire and can shoot it back at the opponent.
~Lasts 2 turns
~Can only be used twice per battle
~The user is able to enter and exit this form as he chooses
~ The user still can physically touch things as well any weapon or attack they perform in this form

(Pikauton: Pikautama)- Light Release: Light Bullets
Type: Attack
Rank: S
Range: Long
Chakra Cost: 40
Damage: 80
Description: The user points their finger at the opponent and quickly focuses a great amount of light energy into it. Once this is done, the user promptly
fires a barrage of bullet-sized light spheres that hit the opponent and are able to pierce through the opponent's skin and even armor if they are wearing it. The bullets are very fast thus making them hard to avoid.
Note: can use it only 3 times

https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-2#post-1246035
 
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Noah Clan


Kūkan Mahō: Rosuto Mugendai| Spatial Magic: Lost Infinity
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/a
Description: By using Noah clan abilities the user makes 3 handseals and targets the space around an entity and invokes a spatial gradient of infinite proportion focused around said entity. The distortion is unique in that it is self-contained within its own area, where movement causes space in front to be extended while space behind is retracted irrespective of direction- basically mimicking an omnidirectional treadmill. This results in all movement of the entity being lost in the infinite distortion and the entity being completely trapped in position for 2 turns.
+No Noah techniques above A-rank the same or next turn when this is used.
+Usable 3x by Generals and higher with 2 turn cooldown period on between usage. Usable once by other ranks.

Kūkan Mahō: Okyupaido Kuuhaku | Spatial Magic: Occupied Space
Type: Supplamentary | Defensive
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: This displacement technique focuses on the objects within a space. The main concept is to disrupt the proper functions of inanimate objects by influencing them sterically. Examples of application include bending an arrow slightly enough such that it's no longer accurate or bending a sword into a "U" shape. The technique is performed my forming 2 handseals while focusing on the space occupied by a targeted object. The space the object occupies becomes isolated from regular space, evidenced by a subtle visual distortion of the object. The now discrete space, and by extension the object within it, promptly undergoes a change in shape specified by the user.
+The displacement causes no lasting harm to objects used on.This technique can also interrupt the functions of inanimate objects and nonliving things by bending space in such a manner that forces that object to be locked into space, nullifying its movement. However, this advanced application is only possible using the stronger variants of this technique (A and S rank)
+Cannot be used on objects of higher rank
+ A rank usage can be used three times per battle, S rank usage can be used twice per battle.
+ Each increase in rank adds +1 handseal.

Kūkan Mahō: Kuuhaku Magarime | Spatial Magic: Space Bending
Type: Supplamentary | Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/a
Description:This is the most basic act of spatial displacement utilized by Noahs. The user displaces space such that incoming objects are diverted away from or around a particular entity eg him/herself. The technique uses spatial displacement to indirectly influence the direction of incoming objects/attacks. Visualizing the space an attack travels through as a revolving corridor, this technique is used to rotate the corridor in any manner, effectively imposing control on the object’s trajectory. Visually the moment of distortion may elicit irregular shape but no harm happens to objects which pass through such distortion.
+Can use a max of 4 turns
+No Spacial displacement techniques can be used in the same turn as this.
+Living targets cannot have this used on them and cannot be used on jutsu of higher rank.

Kūkan Mahō: Nōdo kōbai| Spatial Magic: Concentration Gradient
Type: Supplementary
Rank: A
Range:Short-Long
Chakra: 30
Damage: N/a
Description: Concentration gradient is the first of the two most basic applications of spatial gradients. To perform it, the Noah makes 3 handseals while focusing on a space up to mid range away. Concentration gradient (CG), like the name suggests, is a spatial gradient applied to a focused region such that space is manipulated to become more or less concentrated. This intensification or reduction of spatial density directly affects the speed of objects traveling through it while conserving distances. The gradient manipulates a 5x5 meter space such that when an object enters it, the space becomes magnified either positively or negatively. With positive magnification, as an entity progresses through the concentrated space, every single movement has to overcome more space per area than normal. This results in a decrease in speed relative to the concentration created by the Noah. The reverse is true for spaces with decreased concentration (Negative magnification). Reducing the concentration of space allows the user to make things that pass through this space seemingly faster by collapsing the space within the area. The user can use this for a single technique, causing the space around it and in front of it to become compressed or extended, causing the speed of it to become x2 faster. In such cases, the technique occupies the same timeframe as the jutsu it’s meant to supplement.
+Gradient works by targeting any 5x5 meter area up to long range away from the user. Should an object pass through this area, it experiences the effects listed above.
+Normally lasts a single turn but Noah Generals can sustain it for up to three turns however being only able to perform 2 additional moves in each turn.
+Reduces or increases speed in a direction by a factor of 3.
+Movement in only one direction can be slowed/quickened at a time.
+Usable 4x with a one turn cool down required in between uses. Sustenance for extra turns allows only one additional use.

Kūkan Mahō: Kyori kōbai | Spatial Magic: Distance Gradient
Type: Supplementary
Rank: A
Range:Short
Chakra: 30
Damage: N/a
Description: Distance gradient is the second of the two most basic applications of spatial gradients. Distance gradient is the faster application of the two due to its application. This technique is fundamentally meant for high speed repositioning of the objects in relation to one another and it primarily focuses on stretching or compressing space thus changing distances. With distance gradient (DG), the user manipulates space to either fold in on itself thus strategically repositioning objects relatively closer or sending objects farther away. To perform this, Noahs channel chakra into a region after forming 3 handseals. Upon doing so, a threadlike rip appears in the targeted space, followed by the space being suctioned into the rip or the rip being apparently pushed farther as it divulges new space. The technique can be applied with surgical accuracy for extremely minute changes such as creating enough space so that a sword’s slash simply doesn’t reach its target. Nevertheless precision can be disregarded in favor of range and size. The technique can extend or retract up to 10m of space (10m^3 in volumetric terms). The maximun rate at which the targeted space can be made to extend or reduce varies depending on the user’s strength. Generals and higher can achieve this feat with great haste, making it two times the speed of the user whereas Seconds can command speed up to 1.5x their speed. Any use cannot reduce space to put an opponent in under 5 meters of an attack.
+Cannot be used in the same turn as Concentration gradient
+No clan techniques above S rank in the same turn
+Can be performed up to 3 times with a 2 turn cool down required in-between.


Kūkan Mahō: Nain kara no shukufuku | Spatial Magic: Blessings from the Nine
Type: Supplementary | Defensive | Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A (80 if living entity passes through)
Description: This application of Spatial Magic focuses on the concept of a spatial infinity proposed by "Lost Infinity". The Noah creates a three dimensional spiral of infinitely folding space after performing three handseals. This spiral or distortion infinitely folds the space of those that enter it, reducing the amount of space it occupies infinitely practically reducing it to no damage. Much like it's parent technique, this technique is confined within its own area essentially trapping techniques within its boundaries. As with the nature of such Spatial Magic Techniques, it cannot be created within short range of the opponent, or other living entities . However, should a living entity enter Short Range of this distortion they can be affected by it, being trapped within the infinite distortion. If a living entity passes through this spiral distortion, they will experience an unbelievable amount of weight and pressure similar to the force of a black hole. While it won't infinitely reduce the area the opponent takes up, reducing them into nothing as it would techniques but the amount of force applied is enough to crush bones.
- Generals and higher are capable of using this technique 3x per battle with a two turn cool down in between usages. Seconds can use this twice per battle and every one below can only use this technique once.
Can only be used on techniques of equivalent rank and lower.
Each distorted space lasts for Two turns at max.
No Spatial Magic techniques above A rank can be used in the same turn as this technique or the turn after.
- Spite the terminology "Infinite" it does have a time limit on the infinite proportions (Meaning the wording of infinite doesn't imply that its everlasting)

Kūkan Mahō: Seichi | Spatial magic: Holy Domain
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: n/a
Description:
Holy Domain is a wide-acting technique that is triggered by making 3 handseals and clapping. This prompts a ripple to race throughout the field, inducing a carefully crafted spatial collapse as it goes. This spatial ripple has no real direct effects on opponents and cannot be directly discerned except by keen spatial/territorial awareness meaning ordinary means of sensing wouldnt work on this unless the sensing is something such as nature sensing, or something that will allow the opponent to sense their physical surroundings. The induced spatial collapse is only mild and exists not to harm but as a way to exert dominance over an area. It serves as an intimidatory claim to space imposed to augment the Noah’s command of the area. The mild spatial collapse makes space heavier than normal, making it as if empty space isn’t really empty. Humans arent able or rather arent affected by this incredible domain but is able to be used on Jutsus/Surroundings/Items and on Animals/summons. In animals/summons Holy Domain creates an air of unnatural spatial and positional uncertainty which buffets animals and incites a mentally inhibitory anxiety. Basically it makes them feel as if they’re constantly being smothered by a presence which is physically absent. This causes a mental strain which Which reduces the time the summon is allowed to be on the field by one turn as long as they feel this effect. When it comes to jutsus/items the "Absence" of space will cause said surroundings around the user to collapse, completely destroying and annihilating anything with substance of the same rank or lower (Meaning this doesnt work on energy based techniques such as wind/fire/lightning but those such as earth or water)
- Lasts 3 turns
- Usable twice with a two turn cooldown in-between

Kūkan Mahō: Kami no honshitsu| Spatial magic: Divine Essence
Type: Supplementary/Attack/Defense
Rank: C-S
Range: Short-mid
Chakra:15-40
Damage: 30-80
Description:
Through spatial manipulation the Noah collapses space around a focal point to create a construct of immense spatial density. The enormous concentration of density deposits a physical “essence” that evokes physical effects despite no physical entities being present. Fundamentally the space becomes filled with space and thus prevents other entities from passing through like they normally would with respect to rank. Being composed entirely of space, the effects of this spatial condensation are visually imperceptible naturally unless by spatial sensory or chakra sensory. The technique can be applied in two ways. First, the spatial manipulation can be anchored to an object. In this case it can be used to shroud an entity partially or completely thus acting like an aura and moving with the object. This supplements the objects physical qualities adding strength to Jutsu to make them stronger. The second application involves using the condensed space on its own. Here as space is condensed shape manipulation is applied to give the condensed product a preferred shape. This can range from a simple wall to giant spikes. Whatever the case the final product is anchored to the location it was created in and remains for up to three turns before diffusing away.
- C rank usage requires one handseal and each rank gains +1 handseal as the rank increases
- A-rank and above can be used 3 times only. B-rank usage requires a 2 turn cooldown in-between uses except for Generals and higher who require only a single turn cooldown.
- S-ranked spatial creations must always originate from the Noah’s immediate vicinity (short range) but can extend to mid-range.
- Cloaking items can only be done via techniques. Meaning this cant be used on a freeform kunais but if a kunai is used in the form of a technique then this technique still applies simply by adding an additional handseal to said technique

PCCJ

(Kūkan Mahō : Meido In Hebun) ) Spatial Magic: Made in Heaven
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40(-10 per turn)
Damage: N/A
Description: The user will weave four handseals, releasing from their body an omnidirectional pulse of chakra that infuses itself into the space throughout the terrain, triggering Made in Heaven. This technique flips the orientation of space itself around the user, causing direction to rotate. Throughout Made in Heaven's duration, up and down will shift, with left, right, forwards, and backwards capable of rotating among themselves. To visualize this shift, picture a compass with forwards being North, Right being East, backwards being South, and Left being West. Every turn, the user will become capable of rotating these directions either 90 or 180 degrees counterclockwise or clockwise(In turn one, the user can cause Forwards to shift to the right, with the other three following this path, and can then shift directions 90 degrees back to normal or rotate it 180 so that forwards now becomes towards the left or continue the original rotation). The change in orientation hinders the opponent's ability to aim techniques. For instance, if direction is shifted so that forwards is now to the right, an opponent attempting to aim a technique forwards will instead be launched towards their right. The change in orientation carries no stimulus aside from those who are capable of sensing the original surge of chakra or sensing space itself. As such, other members of the Noah clan and the user are capable of detecting the orientation of space and are thus capable of coordinating themselves appropriately. This also inhibits the ability for objects to move; actions such as running or jumping or throwing a punch are likewise affected by the same shift in direction.

Note: Can only be used twice per battle with a three turn cooldown in between usages
Note: To maintain Made in Heaven, the user is incapable of utilizing any other Spatial Magic techniques while in use
Note: Made in Heaven lasts for three turns per usage, and changing the orientation counts as a move slot
Note: Made in Heaven has no effect on omnidirectional techniques, nor techniques that do not physically travel

(Kūkan Mahō : Shī Mūn ) Spatial Magic: C-Moon
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user will form four handseals, taking control of the space in order to create pocket of highly condensed space around them. This pocket of space rapidly rotates around the user, combining Spatial Displacement and Spatial Collapse in order to produce a technique of immense power. The pocket of space that consists C-Moon is separate from the space around it and the user, and produces a visual distortion around the user that causes them to appear as though they've become ethereal, almost like they were made of steam(a purely cosmetic effect). C-Moon is capable of being used for both transportation and offense. In the case of the former, whenever the user moves, C-Moon causes the space around the user to be moved, achieved through unfolding the space in the direction the user wishes to travel in, absorbing it and re-folding it in the opposite direction. This effectively displaces the space the user wishes to travel in, reducing the space in the direction they wish to travel in and increasing space in the opposite direction in order to reach their destination faster. This essentially facilitates faster movement by exponentially decreasing the space that the user must cover to perform an action. In the event of linear or non linear movement, this allows the user to move as though they were moving at 2x their regular speed, Offensively, the user is able to use the pocket of space around them as a weapon. While this pocket of space is typically inert against other physical objects, the user can condense this space to act more like a physical barrier, using the increasing shift in density to enhance their blows. The user can condense the pocket at a focal point, such as their fist or leg, to deal powerful melee strikes that can do blunt or slicing damage depending on the shape the user chooses. The user can also condense the entire of the pocket to act as a shield for their body towards opposing techniques of the same rank or below.

Note: No Spatial Magic techniques above A-rank may be activated during C-Moon
Note: Condensing C-Moon to act as a shield or to attack costs a moveslot but is passive in activation
Note: Generals and above are capable of activating C-Moon twice per battle, while lower ranked members can only activate C-Moon once per battle
Note: During first usage, C-Moon lasts for four turns; during second usage, C-Moon lasts for three turns
Note: Second usage requires a three-turn cooldown before it can be activated
Note: Once every 2 turns, C-Moon may be used to dodge an enemy technique within reason
Note: Due to the pocket of space that is C-Moon existing separate from the space around it, the increased speed effect is only applicable to entities within C-Moon(i.e., the user/his body itself).
 
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18. (Enton/Inton: Bāningu Daun Za Hausu ) - Blaze Release/Yin Release: Burning Down The House

Rank: S
Type: Supplementary, Defensive
Range: Short-Long
Chakra cost: 70 (Up to +30 for 100 Total)
Damage points: N/A
Description: This technique incorporates properties of both Amaterasu and the Hungry Ghost technique, allowing the user to create flames with even higher parasitic properties than that of the normal black flames. The user with his Mangekyo Sharingan active will focus towards the intended target, much like the process of spawning Amaterasu normally. Burning Down The House, however, focuses Yin Release through the flames to make them more ethereal in nature. Much like the Onyx Chidori, the flames produced through Burning Down The House are intangible, spawning within the targeted object rather than on top of it due to this property and burning outwards. The flames produced contain highly parasitic properties due to the infusion of Yin Release, capable of assimilating the "infected" object into itself. This causes the appearance of the target burning up within the flames at a rapid pace. In truth, the Yin-infused properties of the flames allow them to convert the physical form of the target into itself, growing larger for a brief moment as the target object is consumed before the flames of Burning Down The House fades away. Burning Down The House can be used to destroy enemy techniques or inanimate, chakraless entities within the terrain. This technique carries no effects on living beings, such as animals or humans, but is capable of affecting entities artificially brought to life, such as through Yang Release.

Note: Requires the user to have his MS or EMS active
Note: Can only be used 4 times and reduces MS duration by 2 turns each use
Note: Requires a cooldown of one turn in between usages
Note: Technique utilizes a base amount of 70 chakra to activate. In the event of a target that carries more chakra than this value but less than 100 overall, the user is capable of adjusting the amount of chakra utilized by this jutsu to match the target and achieve the technique's effects, granted through being able to see the volume of chakra in the target through their Dojutsu, though this requires the use of a moveslot. This can only affect techniques of up to 100 Chakra in this manner.

19. (Gakido: Gijutsu Shadan Bō) Preta Path: Technique Blocking Rod
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: This technique is a variant of the Preta Path's Blocking Technique Absorption Seal. The user will produce a chakra rod from their body, releasing it to pierce into the ground below them. Due to the rod's ability to transmit chakra and techniques, the user will be able to infuse into the rod chakra as he produces it; the chakra is then released, taking the form of the Preta Path's sealing barrier and spreading all throughout the terrain below. The barrier works to absorb any chakra infused into the ground below, preventing the usage of techniques that stem from the ground by anyone on the field (includes techniques that transform the ground or attempt to meld into the ground). Techniques that make contact with the ground's surface without going below or transforming the ground, such as a barrier or Water Dragon Biting Explosion, would remain unaffected.

Note: Technique lasts for three turns
Note: Can only be used twice per battle
Note: Must have had the Preta Path active
Note: Usage counts as one of the user's six usages of the Preta Path's absorption technique
 
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Yin-Yang Release
20. (Inton: Sutā Purachina) Yin Release: Star Platinum
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 60
Damage: 120 (80 beyond short range)
Description: Star Platinum is a humanoid "Stand", a projection of the user's mental energy into a physical form through the usage of Yin Release. The user will create 6 hand signs to to summon Star Platinum. Extremely muscular in build and slightly taller than the user, Star Platinum contains a purple color scheme and is a physically formidable Stand. Star Platinum possesses immense power and speed, containing precise movements and capable of moving through the air at speeds equivalent to a Sage's tracking speed when in short-range of the user. Beyond this range, Star Platinum's power decreases to dealing damage equivalent to S-rank through its blows and moves at the speed of a regular Lightning jutsu. Like all Stands, Star Platinum is not truly alive, and is instead merely a projection of the user's consciousness and will. As such, Star Platinum contains only pseudo-sentience, acting according to the user's best interest and will. As an extension of the user's own consciousness and mental energy, anything Star Platinum perceives becomes known to the user instantly(as with all Stands). Star Platinum, like most Stands, also contains a unique ability; in line with its extreme precision, Star Platinum also possess the ability to become ethereal in form. Like the Hands of the Sloth technique, Star Platinum can become intangible to other physical objects. In this state, Star Platinum retains its visibility but becomes translucent. While Star Platinum is capable of becoming intangible passively, reverting back to its corporeal form occupies a move slot from the user.

Note: Can only remain on the field for two turns before dissipating, and can only be used twice per battle, requiring a 5 turn cooldown period.
Note: No other "Stand" type customs may be activated while Star Platinum is present
Note: While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

Approved here

21. (Inton: Za Warudo) Yin Release: The World
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short
Chakra: 80
Damage: 80
Description: The World is a humanoid "Stand", a projection of the user's mental energy into a physical form through the usage of Yin Release. Extremely muscular in build and slightly taller than the user, The World is grey in color and adorned with yellow clothing-like armored plates. Like most Stands, The World also possesses a unique ability, an S-rank Genjutsu known as "Frozen Time." When executed, The World will release from itself a wave of Yin-infused chakra, appearing as though the color of the world around it is being reverted to an inverted color scheme. This wave spreads rapidly, extending up to short-range, and is capable of placing any targets that are caught by this immaterial wave within the Frozen Time Genjutsu. This Genjutsu affects the target's perception of time, severing their senses from the world around them for one turn, effectively shutting them off. Targets caught experience a "total" shut down, with the moment immediately before the Genjutsu sets seamlessly blending into the moment the Genjutsu ends, as though no change had occurred from their point of view. Mental defenses or barriers that are Yin/MS level, or seals capable of absorbing chakra(by absorbing the wave before it lands) can serve to block the Genjutsu.

Note: Can only remain on the field for two turns before dissipating, and can only be used twice per battle, requiring a 5 turn cooldown period.
Note: No other "Stand" type customs may be activated while The World is present
Note: While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
Note: Frozen Time occupies one of the user's three slots per turn, but can be utilized within the same timeframe as The World's conception
Note: While the opponent is within the Frozen Time Genjutsu, the user cannot activate any ninjutsu but can still utilize The World's physical abilities
Note: Frozen Time can only be used once per usage of The World
Approved here

22.
(Inton: Raifu Shotto ) Yin Release: Life Shot
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 50
Damage: N/A
Description: The user will weave five handseals, releasing from their body an omndirectional surge of Yin-based chakra. This wave moves rapidly, covering their short-range area in a gradually expanding outwards wave throughout mid-range. Any targets caught within this "Life Shot" become overloaded with Yin-based energy, increasing the power of their mind exponentially for one turn. Due to their increased mental fortitude, the target will effectively become immune to any mind-based jutsu, such as Genjutsu, for the duration of Life Shot's effect(with the exception of Yin and MS level jutsu). Due to the target's increased mental abilities, their perception of the world around them will likewise increase tremendously, causing them to process information far faster than normal human capabilities. The world around them will slow to a crawl as a result, as their ability to perceive information will become so intense, they become able to perceive everything in slow motion. This intense increase, however, comes at a steep trade-off. While under the effects of Life Shot, the body will not follow the surge of speed of the mind and will be unable to move despite the target still perceiving themselves as moving, creating an out-of-body experience as the target's consciousness separates itself from their body and its capabilities completely.

Note: While the opponent is affected by Time Shot, the user cannot activate any jutsu above A-rank
Note: Can only be utilized three times per battle, requiring a three-turn cooldown between usage
Note: No Yang Release, Yin-Yang Release, or Taijutsu above B-rank can be utilized in the same turn
Note: Seals or techniques that are capable of absorbing chakra can block the effects of Life Shot, granted that the technique can absorb the incoming wave of Yin chakra before it affects the opponent.

Approved here

23. (Inton: Hebunzu Doā) Yin Release: Heaven's Door
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 50
Damage: N/A
Description: Heaven's Door is a Stand with the abilities of Change into Heaven imbued into it. Rather than manipulating one of their own techniques, the user can release Heaven's Door outwards into another object in the environment around them, allowing them to change its properties. Much like Change into Heaven, the user can alter the target's properties into something "impossible," such as making fire act as a solid or turning earth acidic. When Heaven's Door possesses an object the change its properties, the user gains control over the object due to their own control over Heaven's Door, and the entirety of the object is possessed(for example, if used on the ground, the properties would be applied to the entirety of the ground up to mid range, making the technique potentially detrimental to the user if used without caution).

Alternatively, Heaven's Door can be imbued into the user's own Ninjutsu, converting non-elemental techniques into the Nature they choose and grafting the Nature's properties into the technique. Yin Masters are capable of using this on advanced fields, such as Fuuinjutsu(cannot be used on Hindering Sound Waves), granting them various Natures.

Note: Heaven's Door's possession only lasts for two turns on objects and can only be invoked three times per battle(does not infringe on usage of Change to Heaven). Once Heaven's Door's possession ends, the changes to the objects properties will be reverted back to normal, and the user's control over the object will be rendered null as the object becomes inert(techniques possessed by Heaven's Door will dissipate while other objects would simply fall to the ground).
Note: No other Stand can be used at the same time as this one.
Note: Can only be used to convert one's own techniques four times per battle
Note: Two-turn cooldown between usages for either variation
Approved here

24. (Inton: Howaitosuneiku) Yin Release: Whitesnake
ype: Supplementary
Rank: S
Range: Short-Mid
Chakra: 50
Damage: N/A
Description: Whitesnake is a humanoid Stand of similar size and build to the user, appearing to be all white and wearing garments of black. Whitesnake is composed of pure Yin energy, lacking physical form, similar to that of the Yin-natured TSB. As such, Whitesnake is incapable of physically interacting with anything around it, able to pass through it. This incorporeal interaction is the key to Whitesnake's power; upon passing through another living being, Whitesnake is capable of acting as a spiritual parasite, similar to that of the Hungry Ghost. Upon passing through the target, Whitesnake will be emerge from their body holding a disc; this disc, silver in color, is a manifestation of a memory of the target, removed from their mind by virtue of Whitesnake's spiritual properties. This memory can be any number of things, from the target's memory of their own name to their memory on how to perform a certain field of Ninjutsu. This can allow Whitesnake to effectively remove a target's ability to utilize a particular field; their actual ability to perform the field is, of course, not literally gone, just their memory of the field, rendering them incapable of utilizing it until the memory is returned to them via insertion of the disc. Should the disc be destroyed, the memory will be gone forever. Due to the potency of Whitesnake's composition, the target's memory will not truly return unless the disc is returned to their mind; for instance, even if an ally reminds the target that they were capable of using a particular field that was removed into the memory disc, they will remain incapable of using the field. However, should Whitesnake be defeated as well as the user be defeated, the memory disc will dissipate and said memory will return to the target.

Note: Whitesnake can be manifested twice per battle, lasting three turns and is capable of stealing one memory disc per usage.
Note: While Whitesnake is capable of removing a field from the target's memory, it cannot remove general fields(meaning, it cannot remove the target's ability to use Taijutsu, Ninjutsu, Genjutsu, or use chakra in general, but can remove advanced fields such as Medninjutsu, Fuuinutsu, or particular elemental releases or Advanced Ninjutsu)
Note: Due to being spiritual in nature, spiritual-based attacks, such as Yin Release, Yin-Yang Release, along with Sage Arts, are capable of destroying or blocking Whitesnake. In the case of such a clash, Whitesnake carries an integrity of 80 damage. A memory disc, while being held by Whitesnake, carries the same properties as it, but is capable of being destroyed by any technique A-rank and above once let go of by Whitesnake
Note: No other Stands may be on the field at the same time. Upon Whitesnake's expiration but not the user's defeat, either through destruction or the expiration of its duration limit, an extracted memory disc will be left behind, a permanent object.
Note: Required a four turn cooldown before Whitesnake can be manifested again
Note: Removal of a disc costs a move slot. Should a memory pertaining to a field the user is utilizing be removed, any techniques in use pertaining to that field will cease(for example, removing Senjutsu from a target in Sage Mode would end the mode).

Approved here

25. (Inton: Soffuto Ando Wetto) Yin Release: Soft and Wet
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 50
Damage: 90
Description: Soft & Wet is a humanoid Stand of a streamlined, robotic form, light in color and of similar height and build to the user. Soft and Wet is a physically formidable Stand, capable of dealing tremendous damage through its physical blows. Like most Stands, Soft and Wet carries a special ability; upon making contact with other inanimate objects or living beings, Soft and Wet is capable of "stealing" one of its properties for itself. This effect is accomplished through using Yin Release's ability to alter the properties of other objects, allowing Soft and Wet to transform that object into a near-identical form, simply lacking the chosen property. This can also be done while clashing with other techniques, so long as Soft and Wet survives the encounter. Upon doing so, Soft and Wet will memorize the "stolen" property, allowing it to transfer that property to something else upon touching it through the same transformation process. Soft and Wet is not capable of stealing properties such as "life" or "chakra," simply being able to remove physical properties and transfer it to another object (examples of these include but are not limited to enhanced strength, speed, durabilities, or similar physical properties in targeted people).

Note: Soft and Wet can only be used three times per battle, lasting for three turns per usage.
Note: Soft and Wet carries a three-turn cooldown between usages, and can only steal a property from something once per turn.
Note: No other Stand may be on the field at the same time as this one.

Approved here
https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-4#post-21874853

26. (Inton: Ōbā Hebun ) Yin Release: Over Heaven
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (-15 per turn)
Damage: N/A
Description: Over Heaven is an ability achieved upon becoming a Yin Release master, characterized as an awakening of one own's spiriual and mental prowess due to their heightened control over their spiritual energy. Those who possess Over Heaven are said to be candidates chosen by heaven, having the characteristics of a natural born king. The user's heightened spirit allows for their spiritual senses to be fine-tuned, particularly towards the natural ability to sense spirits granted to Yin Masters. This does not increase the user's tracking or perception in any way, but rather allows for their natural sense of spirits to manifest within the five senses. Rather than just a general "sense" of the presence of spirits, the user will also be capable of seeing and hearing these spirits as well. Spiritual entities will glow, as though enveloped in a blue, non-blinding aura, and will give off a distinct, non-defeaning sound similar to that of wailing voices, allowing the user to keep track of their position. Upon activation, this lasts until the user either willingly deactivates it or can no longer pay the chakra required to sustain it.
Approved here

27. (Inton: Sutōn Furī ) Yin Release: Stone Free
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 50 (+30 to original cost of Jutsu being repaired)
Damage: 90
Description: Stone Free is a powerful humanoid Stand, wearing what what appear to be a pair of sunglasses varying in darkness, obscuring vertically ridged eyes. Four blade-like protrusions run over its head from the top of the jaw to the back of its neck, bordering the sides of both eyes. Cones truncated at a length of one-third the width of its head protrude from the region of the ears. Stone Free's physical form is actually composed of multiple strings intertwined into its shape and figure; these strings can be unraveled from Stone Free as a means of attack or defense, re-twining the strings into threads to form various shapes. For example, the user can create a net out of the powerful strings to repel an attack or bind them together into shapes such as hammers or spikes to attack. Alternatively, the user can have Stone Free attack through punches and kicks. The user is also capable of unraveling Stone Free completely, spreading the strings that consist its form throughout the terrain in order to "sense" whatever may be in the terrain by hearing sounds that are conducted through the thin strings, allowing the user to even pinpoint the location of what may trigger the vibrations. Due to being composed of Yin Release energy, the user can also inflict a unique effect on other objects; should an object be damaged, the user can use the strings composing Stone Free to repair the object by stitching it back together, using Yin Release's ability to alter the forms of things to repair the physical damage done to restore an object or even other jutsu back to its full form if it has not been completely destroyed. Should the user's techniques be weakened, the user can use this to restore the technique back to its full power, though this can only be done once on a technique

Note: Stone Free lasts for three turns per usage and can be used twice per battle
Note: Releasing and shaping a string into a weapon takes up one of the user's move slots
Note: Repairing a technique occupies a user's move slot, but can be done within the same timeframe as another technique. This ability can only be used once every two turns.
Note: Stone Free can only be used for sound recon through unraveling part of itself. Unraveling itself up to short-range consumes one of Stone Free's limbs. Unraveling through mid-range consumes half of Stone Free's body, and unraveling up to long-range unravels Stone Free's entire body, rendering it incapable of being used for any other usages.
Approved here

28. (Inton: Za Gureitofuru Deddo ) Yin Release: The Grateful Dead
Type: Supplementary/Defensive
Rank: S
Range: Short-Mid
Chakra: 70(-15 per turn)
Damage: N/A
Description: The user will create 5 hand signs in order to summon Grateful Dead. The Grateful Dead is a humanoid Stand covered with eyes. It has no mouth. It lacks legs but has large arms, and it walks on its hands, where each have four huge metal-like and segmented fingers evenly spaced around its circumference. Hanging from its waist, where its legs should be, are four segmented tentacles. The Grateful Dead possess no attack power on its own; instead, its ability is centered on its ability to continuously release and produce Yin-infused chakra in what appears to be the form of a purple smog. This smog does not hinder the sight of anyone on the terrain, but spreads up to mid-range from The Grateful Dead in all directions upon its creation. This smog induces a Yin-level Genjutsu on anyone caught inside of the smog aside from the user himself. The genjutsu pierces through any subversive method to Genjutsu and causes the afflicted to perceive the environment around them as though it is rapidly aging. trees and other plant-life would appear to wither, rocks would begin to crumble and erode, water becomes muggy and eventually evaporates, steel becomes brittle and falls apart, etc. This aging effect is also perceived by the target themselves, causing them to feel as though they are rapidly growing older and frailer. Due to the usage of Yin Release, this Genjutsu is extremely potent on the mind, weakening the target's mental and spiritual energy. Due to believing themselves to be growing older and weaker, the target will become less effective at combat. During the second turn of the Genjutsu, the opponent will become unable to use/sustain more than two jutsu per turn. The third turn of the Genjutsu lowers their speed by two levels, and the fourth turn of the Genjutsu renders them unable to use Taijutsu. Victims of this genjutsu may release the genjutsu through normal means, freeing themselves from the effects of the genjutsu. However, unless they escape the confines of/destroy the smog, they will be placed back in the genjutsu at the end of their phase.

Note: Can only be utilized twice per battle, lasting for four turns each usage
Note: No other Stands may be active while Grateful Dead is active.
Note: While in use, the user cannot activate any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
Note: The Genjutsu of the smog is equivalent to an ordinary S-rank.
Approved here

29. (Inton: Tsuku no Fu) - Yin Release: Negative Moon
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 80 (-20 per turn)
Damage: N/A
Description: The user will weave 6 handseals and release from his body a surge of Yin-infused chakra. The user's Yin energy will permeate a five-meter area around the user in each direction at all times. To the naked eye, Negative Moon has no outward appearance, but is capable of being detected by others capable of sensing chakra or spiritual-based entities. Negative Moon itself acts as a parasitical mass of spiritual energy; due to the imbalanced ration of Yin and Yang energy in the chakra consisting Negative Moon, the technique seeks out Yang-based energy, much like the spiritual worms created by Tayuya's Doki. When targets under the influence of Yang-based chakra enter the perimeter of Negative Moon, the parasitical chakra will immediately feed on the energy, absorbing it away from the target in order to satiate the imbalance within itself. Techniques consisting of Yang energy, upon entering the perimeter, will dissipate, while modes based on Yang cease until the target exits the five-meter area. Likewise, techniques enhanced or otherwise altered by Yang-energy would lose these alterations, reverting to their original forms.

Note: Can only be used twice per battle and lasts three turns per usage
Note: Requires a four turn cooldown between usages
Note: During Negative Moon, the user is incapable of using Taijutsu. They also lose the ability to use 2 of the 5 basic elements (posted at start of technique) and any subsequent elements that require them.
Approved here

30. (Inton: Shiā Hāto Atakku ) - Yin Release: Sheer Heart Attack
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 80(-20 per turn)
Damage: N/A
Description: The user will weave six handseals, producing a small Stand within the field, forged through their Yin Release chakra. This construct, known as Sheer Heart Attack, resembles a minituarized tank, taking the form of a plated sphere with tank treads on either side and a cat-skull embedded on the front side. Sheer Heart Attack moves rapidly throughout the field, following the speed of a Jonin with a secondary-speed Specialist. Due to the high composition of Yin chakra versus Yang chakra consisting Sheer Heart Attack, the Stand seeks to satiate this imbalance through the consumption of physical/Yang-based chakra. Upon entering short-range of a target, Sheer Heart Attack will begin to absorb their physical/Yang energy from their bodies. While the target is afflicted by Sheer Heart Attack's absorption, the effects of their Yang and Tai-influencing techniques will produce the inverse effect(for instance, a Yang technique that raises Taijutsu by one level would instead decrease it by one level). Sheer Heart Attack is extremely durable, capable of withstanding techniques up to A-rank. However, upon entering short-range of a target and commencing the absorption of their Yang energy, Sheer Heart Attack's durability increases, reinforcing itself with the stolen energy. Under this state, Sheer Heart Attack becomes impervious to damage below S-rank.

Note: Can only be used twice per battle, lasting for three turns per usage
Note: Can't be used with any other absorption based techniques
Note: Requires a cooldown of three turns between usages
Note: While in use, the user is unable to use non-elemental techniques, Yang Release, or Yin-Yang Release techniques.

Approved here

31.
(Inton: Kingu Kurimuzon ) Yin Release: King Crimson
Type:
Supplementary/Defensive/Offensive
Rank: S
Range: Short(Up to Mid-range movement via Epitaph on oneself)
Chakra: 50
Damage: 100
Description: King Crimson is a powerful Stand, manifested at the user's side at the formation of five hand seals and remaining there for its duration of the field, automatically following the user. Humanoid in shape and with a color palette consisting of a blood-red and pale white arranged in a a raised diagonal grid(save for its face, neck, shoulder guards, elbows, hands, abdomen, crotch, knees and feet/footwear), King Crimson is a formidably powerful Stand, capable of dealing tremendous damage through its physical blows. King Crimson's main ability, however, lies defensively, making it somewhat weaker than other Stands of its stature. Known as Epitaph, this ability allows the user to render themselves spiritual in form, becoming intangible like the Hands of the Sloth. This ability allows the user to evade damage or detection (unless with spiritual sensing or senjutsu sensing), being able to transverse the field in this spiritual form like a phantom. Alternatively, King Crimson is also able to render opposing techniques or objects intangible through Yin's natural ability to transform physical form. This renders inanimate objects or techniques into a spiritual form rather than a physical ones to pass through other objects completely. Though it must make contact with the target object to do so and will last for a turn. Entities and techniques with foreign chakra exceeding the amount used to manifest King Crimson cannot be converted.

Note: Can only be activated twice per battle, lasting for four turns per usage
Note: Epitaph, whether used on oneself or another object, can only be utilized once every other turn per usage of King Crimson, but can be activated within the same timeframe as manifesting King Crimson at the cost of a second move slot
Note: Utilizing Epitaph costs a move slot when utilized.
Note: Yang, Yin-Yang, and non-elemental Ninjutsu cannot be activated while King Crimson is on the field, nor can any other Stand techniques.

Approved here

32.
(Inton: Burakku Sabasu ) - Yin Release: Black Sabbath
Type: Supplementary/Offensive
Rank: S
Range: N/A
Chakra Cost: 50
Damage: 100(if triggered)
Description: Black Sabbath is a Stand that acts as a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will add the Ram and Snake hand seals to seal Black Sabbath within their technique. Sealing Black Sabbath inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite merges with the target's spiritual energy. Black Sabbath will manifest itself within the infected target's mind for a brief moment, appearing to whisper to them the incantation "You have two paths," before presenting the target with two possible courses of action. The two courses are action are determined by the caster of Black Sabbath and represent a choice the infected must make. The two choices are contrasting absolutes, ensuring that the opponent must make a decision one way or the other(for instance, the choices presented can be "Use Fire jutsu" vs "Do not use any Fire jutsu." The choices are stated to the opponent within the same post Black Sabbath latches to the opponent in, along with specifying the "correct" choice). Upon casting Black Sabbath, the user will select one of these two choices to act as a "trigger;" should the opponent chose the choice that is selected to be the trigger, Black Sabbath will present itself, appearing as though it were emerging behind the opponent from their own shadow. From its mouth, Black Sabbath will release a golden arrow, piercing the opponent and dealing spiritual damage to them. Due to being spiritual in nature, the arrow's piercing deals no physical wounds, but will serve to further weaken their spiritual abilities. The opponent's spiritual-based techniques will either weaken by one degree, or spiritual based techniques used upon them will have their power and effects increased by one rank(which effect takes place is at Black Sabbath's caster's discretion). Once Black Sabbath is released/triggered, its tether/effect is immediate and cannot be blocked or circumvented by ordinary means. Black Sabbath remains tethered to the opponent for three turns or until triggered, whichever comes first.
Note: Surges or Barriers that utilize Yin, Yin-Yang or Natural Energy of equal chakra can break or prevent the tethering of Black Sabbath
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Black Sabbath can only be used on S-rank techniques and below.

Approved here

33.
(Yoton/Kinjutsu: Fantomu Buraddo ) - Yang Release/Forbidden Arts: Phantom Blood
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Seeking a way to enhance the body to its uttermost limits, a group of shinobi known as the Pillar Men created the Kinjutsu known as "Phantom Blood." Sealed into stone masks by its creators, Phantom Blood is a Kinjutsu designed to transform the body; upon being touched by blood and worn on the face, the mask releases several spines that inject a surge of Yang-based energy into the user's body that binds itself to their cells and naturally occurring fluids. This process permanently transforms the user into an entity known as a "Vampire," the Yang-based energy passively granting them physical prowess and agility on par with that of the Second of the Eight Inner Gates. Vampires possess immense longevity, their lifespans continuing indefinitely, and can even remain alive after any injury that would normally be fatal for ordinary humans(in terms of the function of the RP, this aspect of the longevity is largely cosmetic; the user's health points still abide to normal health rules and the user will still lose a match when their health reaches zero). However, they are not truly immortal; a fatal injury to the brain will result in the death of a vampire as normal. This longevity grants those under the influence of Phantom Blood a naturally higher capacity to heal, able to passively recover from damage on par with Hashirama Senju's passive regeneration. Minor wounds, burns, cuts, etc. will all passively heal over a small period of time, closing up wounds and injuries after one turn. While this healing can recover such wounds over the course of one turn, it is not without its limits; a Vampire's passive healing is only able to restore the body so that it can function, but does not restore lost HP(for instance, an arm broken by an A-rank technique will mend itself, but the user will not recover the lost 60 points of their health).

This longevity can also be manifested in enhanced ways, though these require active uses. The user can increase the power of the regeneration to restore up to 75 Health Points. This can be used to mend more severe injuries, such as restoring destroyed organs or reattaching detached limbs. Should the user make physical contact with another living organism, such as a bio or summoning creature, the user can execute this ability with greater ease, compensating for the comparatively lesser use of chakra by stealing some of the opponent's vitality.

Note: Enhanced regeneration requires physical contact with target and can only be utilized two times per battle. Can only be used by Yin-Yang masters
Note: Active regeneration occupies a move slot, consuming 70 chakra. Through direct contact, the chakra drainage drops to 50 chakra. Regular version can be used once every two turns, direct contact once every other turn. Either version can only be used twice per battle
Note: Due to their bodies growing acclimated to Yang energy through the Phantom Blood transformation, Vampires become able to use techniques that would normally clash with the usage of Yang Release techniques without such hindrance, though all other restrictions apply
Note: This technique cannot be used to regenerate from techniques that inflict damage equaling to or exceeding half of the user's total health pool, nor can the user use the actives of this technique should their health fall below 25% of its total pool.


Approved here:https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-16#post-21958214

32. In'yōton, Onmyōton: Kōchōha Henkan) Yin-Yang Release: Harmonic Conversion
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: N/A (+80 per turn)
Damage: N/A
Description: Utilizing their supreme control over the energies that consist their chakra, this skill allows the user to adopt the properties of their techniques and apply them to their own bodies. At the same time as they are utilizing a Ninjutsu, the user will weave the any needed seals in addition to the Ram handseal to passively activate this technique. Several swirl-like markings will emerge upon the user's body and glow brightly, signifying the application of the technique. Rather than manifesting as it normally would, the technique would instead be made one with the user's body. Any of the technique's properties carry the potential to be applied, so long as it can be feasibly adopted as a physical property of the user's body. For instance, the user can adopt the heat of a technique to render their body equally as scorching to the touch, transform themselves into the same state of matter as a technique, or transform themselves into a living seal by adopting a Fuuinjutsu's effects into their body as a living medium. Discretion is needed, however, as there will naturally be Ninjutsu incomptabile with Harmonic Conversion's effects.

Note: Can only be utilized three times per battle with a three turn-cooldown following the duration's end
Note: Cannot be used on techniques above S-rank
Note: Harmonic Conversion lasts for four turns . Sealing/Absorbing based on jutsu, with the exception of those that last for more than one turn, will instead last only up to the effect's trigger.
Note: No Yin-Yang Release techniques can be activated within the same turn as Harmonic Conversion

Approved here: https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-24#post-22029853
 
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