[CJ] Pedo and Petunia messing with a tree.... M E S S I N G!!! First comes Blood, then...

Scorps

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Sure

Katon: Hai to Kitai Chunyu | Fire Release: Ash and Gas Infusion

Type: Supplementary
Rank: A-Rank
Range: N/A
Chakra: N/A (+5 to mold Fire techniques)
Damage: N/A
Description:
Similar to Water Release: Sticky Infusion, the user will make all his following fire techniques produce either the flammable, scolding hot ash of ( Katon: Haisekishō ) - Fire Release: Ash Pile Burning Technique or the flammable toxic gas of ( Katon: Kasumi Enbu no Jutsu ) - Fire Release: Mist Blaze Dance Technique. This doesn't add any damage or range to the technique, rather simply making it produce either ash or gas. Off course this cannot be applied to all techniques, only those that would be logically possible to produce either Gas or Ash and still be usable. Activating this ability is instant and not time consuming.
Note: Once activated lasts 3 turns
Note: Can only be used 2 times
Note: Can only be taught by Scorps

Basically, you activate this (no time cost) and for 3 turns, by paying +5 extra chakra for each fire technique you are able to produce the same technique, with the same power but instead of unleashing Fire, you unleash either Flammable Gas or Scorching Hot Ignitable Ash. Pretty straightforward and good to actually boost the versatility of fire. The Gas is particularly good to combo with wind as once mixed, it can barely be seen so your opponent will be likely to defend with fire which will only ignite the wind. Ash is very good to use with dust related techniques, wind or sand.

Questions pingu?
 

Scorps

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90% of your customs are Forbidden ranks O__O

( Ototon: Hakushu Kangizu Onore ! ) ɸ Sound Release: Applause Can Hurt You !

Rank: B
Type: Offensive
Range: Short-Long
Chakra cost: 25
Damage Points: 50 ( 75 in water )

A technique based on the ability of a sudden sharp noise of low frequency creating waves of pressure that can compress fluid media proportionate to their closeness of the atomic matrix. The user claps their hands, and the sound echoes around the area. When it hits a living being except for the user or anyone he willingly excludes from the technique, the air around a limb is forced to compress, causing potential fractures and perhaps broken bone to an unguarded limb. Should the limb be surrounded by water, the effects of the technique are increased by 50%, and will definitely cause broken bone.


The technique does possess some inherent weaknesses and restrictions -
• This technique may be used only thrice per battle.
• The limb must not be coated with anything dense, including but not limited to earth, metal or rock. In such a case, the technique fails and will merely raise a bruise, at maximum impact in air, and create a mild hairline fracture in water.
• If the limb is made of water, then there will be no damage, but merely the limb appearing to disperse violently into small pieces.
• No Sound element techniques for the next turn.

But this one is nice! :)
 

Scorps

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yeah, just describe it in a generic way everything you think I should know about it. Nothing special. This is just a method of ensuring that people know how to use the customs they are allowed to and that they don't add customs of inactive people without anyone noticing.
 

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So essentially, the physics behind this is that sound can often cause a rapid compression of water and/or air, although the more viscous the fluid, the greater the effects. So by clapping, you set up a sound wave that compresses the air/water.

Essentially I made this to counter all those annoying dudes who try to trap you in bubbles of liquid and then kill you with it (cough, Goro, cough) or can turn themselves into water (cough, Roku, cough).

If you do it when they're out of water, it does little damage, but if they're in water it can cause severe effects and if they're MADE OF water it can cause them to splatter over the whole field.
 

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To be honest, I don't particularly want anything else xd I have one jutsu that can do more terrain control than most of yours together :p

Go ahead, Scorps, take another one if you like.
 
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Scorps

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Just one more? O_O You're so mean... all those nights I spent, cutting your branches, watering your pot... T_T You're so mean!

Lol In all honesty, I cannot decide. Since I'm the new bearer of the Water Goddess, all your water techniques seem epic from my stand point, specially considering how I love water. As a fellow genjutsu lover, your illusions are epic. And the sound ones are tremendously amazing... Those Ninjutsu as well... Imperial fortress... God dam. I cannot decide. I'll post all I'm interested in and you'll say which one I can have because I simply cannot decide.

( Ototon: Gobo ) ɸ Sound Release: Frigid Imperial Jewels

Rank: S
Type: Offensive
Range: Short-Long
Chakra cost: 40
Damage Points: 80

A technique based on the ability of a sudden sharp sound to agitate bubbles in water and cause intense heat. The user makes four handseals, and a wave of sound erupts from the user in all directions. Should it contact with water, it activates the principle of sonoluminescence, agitating the bubbles and causing intense heat that evaporates the water instantly. It is especially useful if the opponent is in contact with water, plunging him into a burning sea, but is at its most deadly when the opponent IS water, due to a jutsu, killing him with its evaporative ability.


The technique does possess some inherent weaknesses and restrictions -
• This technique may be used only once per battle.
• The sound is useless against anything aside from water. If there is no water in the area, the technique is useless.
• Even if there is water, and the opponent is not in contact with it, he will still not be hurt. In that case, the water will merely evaporate and this is used as a defense.
• No Sound element techniques for the next turn.

( Doton: Kaitodoki Shuukai Tsuchimaisou ) Earth Release: Emperor's Wrath : Mass Earth Burial

Rank: Forbidden
Type: Attack
Range: Short-Mid
Chakra: 50
Damage: 90
The user forces a large amount of their chakra underground, to cause a huge gaping circular pit with jagged edges to open up under the opponent. Due to the imbalanced air pressure, this pit creates a temporary vacuum that sucks the opponent into it. Also, this vacuum causes rocks nearby the pit and the walls of the pit to cave inwards as well. The user then forces their chakra into these rocks, causing them to crush anything trapped between them or inside them, and then, due to an excess amount of chakra, the rocks explode, showering pieces everywhere.
Note:
1. User takes 50 Damage from using this move.
2. User cannot use Earth Release Techniques for the next turn.
3. User cannot use Doujutsu or any of it's effects , or Wood/Ice Release at all during the next turn.
4. User can only use this move once; any more usages and the user will die.

(Fuuton: Toukai Hachi Dageki ) Wind Release: Destructive Eight Strikes

Rank: S
Range: All Ranges
Type: Offensive
Chakra Cost: 40
Damage Points: 80
The user manipulates the air near the opponent into eight hands that simultaneously strike at eight specific points on the opponent's body at a very fast speed, but with normal human power.
The Eight Strikes Are:
1. South Wind: The air behind the opponent's head strikes the opponent at the occipital ridge, producing unconsciousness if it connects
2. North Wind: The air in front of the opponent's torso strikes them in the cardiac plexus, slowing the heart rate of the opponent if it connects, thus reducing the opponent's stamina
3. East Wind: The air near the opponent's neck strikes the accessory nerve, reducing speed of movement if it connects
4. West Wind: The air near the opponent's eyes strikes the opponent at the lacrimal nerve, reducing vision capabilities
5. Tornado: The air near the opponent's arm strikes them on the radial nerve, causing paralysis of the arm if it connects
6. Cyclone: The air near the opponents throat strikes the inner laryngeal nerve, making the opponent unable to speak or produce sounds with their mouth if it connects
7. Hurricane: The air near the opponent's nose strikes them on the nasopalatine nerve, cauisngless intake of air via breathing and slow suffocation
8. Whirlwind: The air near the opponent's lower back strikes them on the sciatic nerve, paralysing the opponent's legs
Note: 1. User takes 50 damage
2. User can only use this move once per battle
3. User cannot use any lightning jutsus the next two turns after they have used this move


27. ( Fuuton: Sanju Suimon ) ɸ Wind Release: Triple Sluice Gate

Rank: S
Type: Defensive/Supplementary
Range: Short-Long
Chakra cost: 40 ( +5 per turn, +10 to move )
Damage Points: N/A

After performing nine handseals, the user channels his chakra, creating three huge gates of wind, each roughly the size of a Rashomon. These gates are not exactly normal ones. Much like a real life Sluice Gate, they possess a hinged "opening" that lets part of the gate open and close.
The purpose of the Sluice Gate is this. Once they are made to form, if they are near the flow of water, in front of it, on a water body, etcetera, they can control the direction and speed of the water once it begins moving, by either closing their hinged opening, opening it slightly, or fully, regulating the amount of water that is allowed to go through that particular direction also.
This prevents even the most powerful Water techniques from bursting through, though it depends on the amount of water. If it would be to much, the gates would just be flooded. If fire hits the Sluice Gates, unless the fire is S-rank or higher, they maintain their form and let the fire merge with them, forming three fiery Sluice Gates that evaporate water uncontrollably if it comes near them. If doused, they return to their wind form.
Their size and thickness mean it is hard for an opponent or a weak jutsu, or one elementally disadvantaged to pass through them, obviously.
By paying 10 chakra, a gate can be moved to another position on the battlefield.


The technique does possess some inherent weaknesses and restrictions -
• This technique may be used only once per battle.
• Each turn, one gate can be moved with the payment of chakra; if two gates or more are moved, then it counts as one of the jutsu of that turn.
• The gates, if closed, do not allow even the user's techniques to pass through them.
• While the gates are on play, no Animal Summonings can be used.


28. ( Fuuton: Bunseki Hajikiro ) ɸ Wind Release: Analysis Disassemble

Rank: A
Type: Supplementary/Offensive
Range: Short-Long
Chakra cost: 35
Damage Points: 70

A useful defense-bypassing technique, it can be used to expose a weak spot in even the strongest defense. The user points at an opponent whose body is covered in some defense, or at a defensive wall or the like. The air next to the defense forms itself into six sharp points that slice into the defense, regardless of its thickness or density. They do not penetrate the defense and attack the opponent, but once stabbed firmly into the defense, in a hexagonal shape, they move away from each other, literally "peeling" the defense open, leaving a gap through which another attack may pass. If the defense is regenerative in nature, such as an Uchiha's Susano'o, then the hole is opened only for a few seconds, before closing shut again. It can be used offensively, however, at an unguarded opponent to peel his skin away from his body, leaving him writhing in pain and bleeding.


The technique does possess some inherent weaknesses and restrictions -
• This technique may be used only thrice per battle.
• The area opened is not large, merely a hexagonal hole three feet end to end. Only a portion of large attacks can pass through.
• Being composed of wind, the arrows cannot peel apart a fire-based armour.
• No Wind element techniques for the next turn.


29. ( Fuuton: Koshokeidai ) - Wind Release: Gallows Frame

Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description:
A simple but effective wind technique for assassinations, the user makes three handseals causing the wind around the target's throat to form itself into a noose that suddenly binds the target's throat and lifts them up a metre, leaving them dangling - much like they have been hanged. This technique is particularly useful for taking out weak opponents or clones, but any experienced ninja will have enough time even after he is "hanged" to pull off a technique of some sort to free himself. The Byakugan can spot the chakra forming around the throat, and hence Hyuuga have more time to prepare a counter. Also, the Sharingan can spot the chakra forming - but unlike the Byakugan, since they cannot see in every direction and are likely to be staring at their opponent instead of at their own neck, still only have the same time as normal ninja - though this is, as stated before, sufficient.


30. ( Fuuton: Babironu no Koshusenzai ) - Wind Release: Hanging Gardens of Babylon

Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
An advanced version of the Wind Release: Gallows Frame, the user makes five handseals and causes nooses of wind chakra to form and remain suspended in the air around the battlefield at all heights. The nooses by themselves do not do much, but if an unsuspecting opponent is moving, there is a good possibility of him being caught in one of the nooses and forcibly stopped and injured. Indeed, the faster the opponent is moving, the more damage his neck will take due to the sudden stop he is brought to by the noose.
The nooses cannot harm a stationary opponent, nor one who is coated in fire ( wind's weakness ) or any suitably strong defense; neither can they harm larger than human sized opponents, such as summons. The user must also be wary, when he moves, to avoid the nooses; since he knows their positions he can still move around, but only at normal speeds.
Dojutsu users will be able to see the nooses, and avoid them; although it is hard to do when moving at Gates-level speeds. This technique lasts for three turns.

(Suiton: Kiri Bunshin) Water Release: Mist Clone

* Rank: S
* Type: Supplementary
* Range: N/A
* Chakra Cost: 40
* Damage Points: N/A
* Description: *This technique can only be performed while "Hidden Mist" is active* The user makes a clone out of the mist in the area. This clone is able to use water techniques of the user up to A rank and can merge with the mist to conceal itself and gain the element of surprise. The user may determine how much chakra to give to a clone and a clone can only use up to the amount of chakra given. If the opponent disperses the mist (blows it away or removes it somehow) the clone can be dispersed to reform the mist. The clones are as flexible as the mist so standard attacks can pass right through them but also maintain their form if the mist is removed. Mist Clones can use any jutsu that utilizes the formation or manipulation of mist through themselves, even if mist is not present though this destroys the clone.
*Only 2 clones are able to be maintained at once, 40 initial chakra each plus the amount donated by the user.*
*Clones can not use any form of Kekkei Genkai*


21. (Suiton: Kaitodoki Akegataen'you) Water Release: Emperor's Wrath: Oceanic Dawn

Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
The user forces their chakra into a water source and causes it to rise up like a gigantic wave that then brutally slams down on the opponent. This water then turns into a whirlpool while the opponent is caught in it, and slashes away at their body. Finally, the water rises up as a waterspout, again slashing at them, lifting the opponent high in the air, before slamming them back down into the ground as a wave. The opponent cannot use Suiton Jutsus using this Water while the attack is taking place due to the fact that the user's chakra is merged with it completely. Also, the immense pressure of so much gathered water slows the opponent down.
Notes:
1. Requires a water source
2.User takes 50 damage
3.User cannot use Water Release Jutsus next turn
4. User cannot use Wood/Ice Release jutsus, or Doujutsus next turn.
5.User can use this technique only once; any more usages, and the user dies.


22. ( Suiton: Genkan no Ryuchijo ) ɸ Water Release: Police Cell of the Intense Cold

Rank: Forbidden
Type: Supplementary
Range: Short-Long
Chakra cost: 50
Damage Points: N/A

A useful and powerful ( if somewhat limited in usability ) restraining technique, it is considered to be one of the more powerful restraining techniques ever created. When the opponent is standing on a watersource, the user forms eight handseals, and large bars of water erupt from around him, meeting above him and thus trapping him in a tightly-knit cage of water. The water that the cage is composed of ( and the floor of the cage ) spins with unfailing consistence, and that combined with the strength created from having large amounts of water compressed into the bars gives the cage a massive strength, allowing it to withstand any physical blow or wind and weaker earth techniques. Obviously, being composed of water, the cage is resistant to fire. Since the cage is on a watersource, it is inadvisable to use lightning from inside the cage, as when it hits the bars of the cage it will cause a short-circuit that shocks the person inside it, as well as anyone on the watersource. The rotating water of the cage's floor also de-stabilizes an opponent, and prevents summonings from taking place, due to the water not providing stable surface for the summon seals to appear.
Furthermore, if anything dense enough to break the bars hits the cage, as soon as it passes out the bars instantly snap back into place.


The technique does possess some inherent weaknesses and restrictions -
• This technique may be used only once per battle.
• The opponent must be standing on a watersource. The cage cannot be formed otherwise.
• There is a simple way to escape the technique, however. If the opponent encases himself in S-ranked or above dense substances, such as earth, rock, a metal, etc. then he can freely walk out of the bars of the cage without being hurt.
• No Water element techniques for the next two turns.


23. ( Taitaneki: Shuren no Yuenkai Oceanus ) ɸ Titanomachy: Convergence of Oceanus' World-Ocean

Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra cost: 50 ( +10 per turn )
Damage Points: 90

One of the strongest water-based techniques in existence, the use of this technique brings back memories of the horrific times when Oceanus' wrath was unleashed on unsuspecting wayfarers. The user of this technique forms twenty-four handseals, and throws his hands into the air.Depending on the battlefield conditions, there is some time between activation of the technique and its effects being visible, which, under normal conditions, makes it look as if the technique failed without doing anything.
However, what is actually happening is that the moisture in the air is being drawn toward a high altitude of the sky, where it begins forming into a gigantic crab made of water, easily half the size of a boss summon. Similarly, the groundwater is being drawn into a low level underground, where it forms into a gigantic snake made of water, matching the size of Manda.
After the required time has elapsed ( look at the Spoiler for an explanation on the time taken for the jutsu ) the crab, now fully formed, crashes downward from the heavens. It's friction as it descends causes minute electrical sparks, giving the crab a double-element attribute, however the lightning is not more than C-Rank. The crab crashes down with violent force on the opponent, its speed and size meaning it cannot be dodged except by faster fighters. Should the crab connect with the opponent, it will crush him under its massive weight while simultaneously electrocuting him moderately. If the crab lands without crushing the opponent under it, it will remain on the battlefield and take to attacking him with its large and sharp claws. Should the crab be destroyed during its descent, the water it is composed of will rain down on the area the opponent is in, shocking him moderately if it connects.
Meanwhile, the serpent, now built under the ground, explodes from the ground under the opponent ( as long as the user knows his whereabouts ), either before or after the descent of the crab and aims to crush him in its jaws. Should it fail, it will remain on the battlefield, and take to attacking him with its massive tail or fangs. If it is destroyed, the water it is composed of will settle on the ground like a large lake.
Even though the crab and snake are large-sized, they move around with the speed of a Jounin.


The technique does possess some inherent weaknesses and restrictions -
• This technique may be used only once per battle.
• The time element works this way - In normal battle conditions, the crab and snake form and attack only during the user's next turn. In conditions where the opponent is standing on a large watersource and there is high humidity, the crab and snake will form during the same turn.
• During the time the crab and snake are forming, neither the opponent nor the user will be able to use the moisture in the air or groundwater, though watersources are still open for use. The fact that he might not be able to use groundwater or moisture if he tries may alert the opponent that something is going on, though he will still wonder what exactly is.
• The presence and formation of the crab and snake will be unknown until they attack to people who do not possess Dojutsu and cannot sense chakra.
• If the crab and snake both have failed in their attacks and remain on the battlefield, for the duration that they are, the user cannot use any Water Release techniques.
• After the crab and snake have dissipated, the user cannot use any Water Release above B-Rank for the next two turns.
• If the crab and snake attack during the next turn, then the user can only use two moves that turn.


24. ( 主 Kamiumi 主 Hisureiya 主 Kaiyo no Ketsuchoryu 主 ) 主 God Creation Myth 主 Fireslayer 主 Blood Tide of the Ocean 主

Type: Offensive/Defensive
Rank: Forbidden
Range: Short
Chakra: 50 (+10 per turn )
Damage: 90
Description:
The use of this technique dips his hand into a water source, and withdraws it. As he withdraws it, a dark blue shimmering blade of highly compressed mist forms in his hand, the mist being formed from the water of the water source. There is so much mist compressed in such a small area, that the blade looks nearly as if it were made of solid blue metal.
The blade can thus be used much as a normal katana would, and is much sharper, allowing it to cut through B-ranked techniques and below with ease - depending of course on whether or not they have a form ( and are not formless, like lightning or wind ).
However, the true power of this technique lies in its ability to combat fire. With each slash of the sword, a large amount of cool, dense mist is released in the area of the slash, effectively stopping any and all fire and heat from entering the area. There are however, restrictions to what ranks of various fire elements can be stopped; see the end of the technique for details. The mist is so dense it actually looks like a flow of water has been released. As it is mist, however, on contact with fire, it not only quenches the heat but recondenses quickly on evaporation due to the presence of other mist particles and repeatedly retards any fire in that area.
With this technique activated, the user can merely slash at an incoming fire technique to harmlessly disperse it. Even if the incoming technique attacks from different directions, slashing around the area of the user prevents the fire from encroaching into it.
With the Blood Tide of the Ocean in hand, the user cannot use any water techniques at all while he holds it, severely limiting his offensive abilities with water to only short-range slashes. Also, the sword is incapable of warding off advanced fire elements ( SunFire, White Fire, etc. ) beyond A-rank repeatedly, and disperses after defending against one advanced fire technique of a higher rank. The sword can block an unlimited number of S-rank and below normal fire techniques but only two Forbidden rank fire techniques before it disperses; it can block an unlimited number of A-rank and below advanced fire techniques but only one above that; and since Scorch evaporates water, it cannot defend against even B-rank techniques of Scorch. Furthermore, it can only be created once, and can be destroyed by a sufficiently powerful earth technique. Also, while the sword is in hand, the user cannot release the EIG, summon or go to Sage Mode, as all these activities cause a sudden large-scale fluctuation in the user's chakra that disrupts the sword. The user's body comes under severe stress, leaving him in pain and unable to perform Taijutsu above B-Rank for three turns after the sword is destroyed or disperses. The sword can only be wielded for 4 turns max, before dispersing.

( Katon : Shiro Uyoku no Tsuki Megami ) Fire Style : White Wings of the Moon Goddess

Rank : S
Type : Supplementary/Defense
Range : N/A
Chakra : 40 ( +10 per turn )
Damage : N/A
The user makes for themself a pair of wings made of white hot flame that allows them to fly. These wings can also be used as a defense against wind attacks or be used to carry other people and fly while still leaving the users hands free.
Note : User cannot use wind attacks while using this jutsu
Takes 10 chakra every turn

( Taitaneki: Kantzugyoshi no Hyperion ) ɸ Titanomachy: Piercing Gaze of Hyperion

Rank: S
Type: Supplementary
Range: Short-Long
Chakra cost: 40
Damage Points: N/A

One of the strongest Genjutsu in existence, and definitely one of the most useful, it is rumoured among lands to actually possess a fragment of the power of the god Hyperion.
To use this technique, the user forms eight handseals, ending in a position where one clenched fist is on an open palm, and calls out "Summoning !". The Genjutsu activates instantly, and the air behind the user appears to distort and warp. Two eyes appear, each the size of an average person's torso, and appear to float behind the user.
The Genjutsu is then activated whenever the opponent looks at the user's torso, and by extension, the eyes floating behind him. The opponent then believes that the eyes are seeing through his very soul for a split second, allowing the user to read and predict his moves. What really occurs is that the opponent takes to shouting out his moves loudly, including telling the user of any surprise attacks or possible plans he has set up. The opponent, however, doesn't know he is doing this, and begins sweating under the gaze of the eyes, believing they possess a mind-reading quality.
This can be considered the first stage of the Genjutsu.
The second stage of the Genjutsu begins with the opponent believing that the eyes belong to a powerful being, whose rage can destroy him in a split second. The opponent then believes that the being is angry with him and will destroy him if he or something under his control so much as attempts any form of sneak attack, stopping his need to do it.
The third and final stage of the Genjutsu is when the opponent attempts a sneak attack after being driven to it by desperation, and he believes the being's eyes glow and warp him away to space, where he suffocates from the lack of oxygen. The opponent truly believes he is suffocating and begins holding his throat and collapsing.
The fact that the user calls out "Summoning !" makes the opponent believe that the being is actually a summon of the user, who has called down a fraction of a God's power, and not what it really is - a highly skilled, extremely well-made, Genjutsu.


The technique does possess some inherent weaknesses and restrictions -
• This technique may be actvated only once per battle. After the Genjutsu ends or is broken, the eyes "close" for two turns, before opening and ready once again.
• The three-tomoe Sharingan and above break through the Genjutsu with ease.
• A normal opponent can potentially break through the Genjutsu, with a good amount of pain. However, the fact that he believes it is not a Genjutsu, means that he does not activate pain on himself, meaning he is caught in it.
• Another method of avoiding this Genjutsu altogether is simple - to a skilled Taijutsu master who knows the EIG, they can simply fight like Gai does by watching the user's feet.
• If the user hits the opponent while he is caught in the Genjutsu, the resulting pain will knock the opponent out of the illusion.

( Ōdogen: Junryō Rasā ) - Royal Domain Illusion: Flawlessly Pure Rasā

Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
This technique is one of the most advanced non-Sharingan Genjutsu techniques known to man ( or penguins ) except for a few ( such as the Ongakupou and the Magen: Genjuu Kuchiyose ). The illusion is activated only if and when the user can see the opponent - or at least his upper torso.
The second unique ability of the Genjutsu ( and all others made under this set of Royal Domain Illusions ) is the fact that it provides a "stasis" hold on the opponent's chakra system, completely sealing off fluctuations that would release the Genjutsu, such as pain, or forced chakra by another person or being. These fluctuations are released in random parts whenever the Genjutsu finishes or is broken, playing havoc with the opponent's chakra control, preventing control-intensive techniques.
The actual effects of this Genjutsu are the belief of the opponent that a huge crystal clear stream of water bursts out of the ground, air and sky and touches him, even through any defenses he may have and any place he may be hiding within or any other methods of avoidance. The opponent, being a ninja, sees the numerous deaths and injuries he has caused to other opponents of his in full, the water seeming to burn at his skin like an acid. Though this obviously does not occur in reality, the opponent faces such perceived agony that he screams and twitches uncontrollably, unable to fight, move or even lie unmoving without the pain oppressing upon him.
The technique can only be used once per battle. No other techniques can be used the same turn. No techniques of Taijutsu can be used for the next two turns. The Mangekyō Sharingan and above can see through this technique.


12. ( Ōdogen: Kurieitā no zen Shintō Gijutsu ) - Royal Domain Illusion: The Creator's All-Pervading Knowledge

Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
This illusory technique is a rather unique form of Genjutsu, surprising in its efficacy.
When the user has a clear view of the opponent ( or at least his upper torso ) the user casts an illusion where the opponent believes the user's body has dissolved into a flock of pure white swans. This is not the main function of the illusion. The actual function is that the opponents brain has a large amount of knowledge forced into it, as if it learned them automatically. This knowledge covers various and diverse subjects thoroughly unrelated to battling. The Genjutsu then automatically cancels itself.
As a result, whenever the opponent henceforth seeks to attack or defend, his thoughts are swarmed with completely unrelated knowledge, making him have to focus for a while to perform his battling functions. This results in a lag of about four to five seconds in the opponent before he focuses enough to begin performing his techniques.
Even if the illusion is broken, the knowledge is still retained within the opponent's mind. Therefore, unless the opponent uses a mind-wiping jutsu on himself, he will continue to feel these effects. The downside to this is that most mind-wiping techniques are not subtle enough and will also remove a good portion of his actual battle knowledge.
However, the user can utilise this Illusion only once per battle. The user also has the ability to cast Genjutsu stopped for the same turn this is used, and the next two turns. The user's Taijutsu plummets drastically, falling to the level of a mere Jounin for five turns after.

( Kinjutsu : Hone Kujiku Yuuri ) Forbidden Technique : Bone Shattering Vibrations

Rank: Forbidden
Range: All
Chakra Cost:50
Damage Points:90
Type : Offense
Description:The user releases a ultrasonic sound that shatters bones of the opponent or bone jutsus and literally rips the cells apart, preventing regeneration by a Kekken Genkai or by medical means for one turn. This makes the opponent unable to move and causes excessive pain and damage due to the fragmented bone. This is done by matching the natural vibrations of these bones. Can only be avoided by going underground, as ultrasonics cannot travel underground.
Note : a) This technique does 20 dmg to the user
b) The user cannot use any taijutsu for the rest of the battle after using this technique.
C) Can only be used once per battle.


2. ( Mugenyousai ) ɸ Infinity Fortress

Rank: S
Type: Supplementary
Range: All Ranges
Chakra cost: 50 to activate, +15 per turn to maintain.
Damage Points: N/A

An advanced terrain altering technique, it is activated by the user placing his hands in a "prayer" position. Yellow chakra swirls around him, and turns into random strings of letters and text before entering into the terrain around the user.
The terrain and every aspect of it becomes so flooded with the user's chakra that there is what can be termed a "near-total control" over the features of the environment by the user.
By making motions with his hands, the yellow numbers and text appear for a second before modifying, turning the terrain into a different battlefield entirely - for example, moving from a desert into a forest, or even just making a random rock structure erect itself whenever he wishes after technique is activated.
However, there is a major control to this. The user cannot create structures that will offensively attack the opponent, such as spikes from rock, lava under his feet and so on.
The terrain, is referred to as "near-total control" for a reason. Though the user can change the structure of the terrain, it's climate, humidity, weather conditions and so on, the opponent can freely use the features - for example, if a rock structure has been erected, the opponent can use his jutsus on it to make a dragon etc. To give a better example, if a lake has been selected as the terrain, then the opponent can freely use the lake as a water source for all his techniques.
In effect, the user has only free reign about the composition of the terrain, not how it is used and by whom.
The chakra drain caused by this technique allows the user to utilise Forbidden Techniques only once per two turns, and prevents him from entering modes that require extra chakra to be unleashed, such as the Gates.
This technique may be activated only once per battle.
An interesting side effect of this technique is that since the terrain is constantly shifting due to the user's chakra, it becomes nearly impossible for the user or the opponent to collect natural chakra for Senjutsu or to enter Sage Mode.


3. ( Meihin no Breton - Chogenjitsu Jinzei ) ɸ Breton's Masterpiece - Surreal Life

Rank: S
Type: Supplementary
Range: All
Chakra cost: 40 ( +10 to maintain per turn )
Damage Points: 10 per creation.

This technique is an addition to the Infinity Fortress. After Infinity Fortress has been activated, this technique is an addition to it.
Once this addition is activated, the effects of Infinity Fortress completely change. To use an analogy, if Infinity Fortress can be equated to Shakespeare, it becomes Douglas Adams.
The description of the change is as such. Infinity Fortress changes the terrain of the battlefield. However, this technique changes it so that the flashing code of the Infinity Fortress turns multicoloured and glowing, and then recedes. The code can then be brought back and the surroundings changes in the same way that the Infinity Fortress used to.
However, the major difference is that instead of changing boring things, this allows the creation of marvellous things on the battlefield.
Such as, flying pink elephants, asbestos cabbages, knife-wielding tomatoes, a boat made of candy and other objects that generally, you do not find in your day-to-day life.
These objects can be made to attack the opponent, carry the user, etc. However these tomatoes and cabbages and elephants and boats and such can only do very very minor damage, like poking the opponent in the eye. Or scratching him. Or sitting on him. Or punching him. Or their most devastating attack to a man, kicking him in the balls.
The actual purpose of this technique is it's highly distracting.
The technique can be activated once per battle. If deactivated, it cannot be re-activated for that battle.
When this is activated, Infinity Fortress loses it's terrain-changing powers for the abilities of creating weak but surreal and completely hilarious creations.
The maximum size of these creations is the size of an elephant.
No mythical creatures can be made.
The wielder of this technique cannot go into Sage Mode, use EIG or summon.


4. ( Ōdoen'you: Muge Kamigaka ) - Royal Domain Invocation: Fetterless Mother of the Gods

Type: Supplementary
Rank: S
Range: Self-Affecting
Chakra Cost: 40
Damage Points: N/A
This technique is an extremely useful method of avoiding what would otherwise be a sure battle loss. The user, when he is paralysed or tied down by the effects of any chakra based technique, concentrates to create a slight weakness in the technique, enough for him to pull up some of his chakra reserves into a sphere shape inside his body at the region of the heart. The sphere then expands suddenly, washing away traces of the opponent's chakra from the binding technique from every part of his body and the outer layer of his skin, releasing him to move free again.
However, the concentration required to make a slight weakness takes a toll of 10 damage to the user, and the sphere also washes away any of his chakra already existing in his body due to one of his jutsu, meaning that any "Modes" such as Sage Mode or Eight Gates or anything activated will also automatically dissipate away. He also cannot attack the opponent during the same turn or the next turn, and has to be content with Jutsu that are listed Defense or Supplementary.

( Déjà Fu: Getsumen Hokō ) Déjà Fu: The Moonwalk

Type: Supplementary
Rank: D
Range: Short-Mid
Chakra: 10
Damage: N/A

A simple movement technique of Déjà Fu, the practitioner begins shouting "Whoo!" as he starts moving around the battlefield in a straight line, either forward or backward, performing the moonwalk. The sound activates a weak illusion on the opponent, which when combined with the moonwalk's style that seems like its flowing together, creates an illusion of the movement either taking less or more time than usual, depending on the practitioner's preference.
The moonwalk makes the practitioner move in a straight line, up to mid-range from his initial position, at roughly the speed of Rock Lee without weights. Due to the constant "Whoo!"s, it is hard to disguise the movement from the opponent.

Regardless of what you decide, there are some of mine I think you should learn as they would fit your fighting style:

Genjutsu: Tsuyoi Haji no Odaku Ko no Hitotsu | Illusionary Arts: The Mighty Grab of the Perverted Old One

Type: Supplementary
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description:
The user gazes upon his enemy intensely and makes him experience the sensation of being grabbed and squeezed in a specific region of the body, preferably the butt. This distracts the enemy and can even make a shy enemy blush. Although it doesn't do any damage, one must be careful to use this on a woman as it often leads to uncontrollable rage or, in some cases, marriage. To enhance it, the user can wink an eye and use some random dirty pick-up line to further augment its perverted effect.

Note: Can only be taught by Scorps
Note2: Requires direct dirty eye contact and complete lack of shame from the user


Genjutsu: Senkyoushi | Illusionary Arts: Missionary

Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A (40 if done with hand seals)
Description:
The user will induce a simple but precise and useful illusion onto the enemy making him feel a blow was just delivered to the back of his knees. As a reflexive response, in reality his legs lose strength and the enemy falls on his knees immediately. While quite simple, the technique serves many purposes and leaves the enemy vulnerable. The technique can target other areas and deliver similar blows to induce other similar reflexive actions. If the user does 2 handseals (boar+rat) he can cause the enemy to experience pain and even target the enemy's neck from behind, making the enemy experience severe pain and loss of limb control for a few moments, collapsing to the ground as if a precise blow was given to a nervous cluster in the neck. Off course in reality, no damage is done but the body is fooled into reacting in a reflexive manner to the illusionary blows.
Note: Can only be taught by Scorps
Note: For the hit to cause damage, the user needs to do the hand seals.

Genjutsu: Magirawashii no Serifu | Illusionary Arts: The Misleading Words

Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
A simple but powerful illusion that is used immediately before an elemental technique. The user does one hand seal (Tiger, Ram or Horse) before the ones required for the elemental technique that follows. The result is that the enemy will see the next released technique as that of another element. However, to perfect the illusion, the user must train and have the ability to string the hand seal of the genjutsu with the ones of the elemental technique so that they seem to be only one set of hand seals.

Note: Usable 4 times
Note2: Can only be used before techniques of the 5 basic elements that the user knows
Note3: Can only use up to S-Rank on the same turn its used
Note4: Can only be taught by Scorps

Genjutsu: Omoi no Kamui | Illusionary Arts: The Mind of Creation

Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
A powerfull technique were the user takes control of the enemy's 5 senses and makes him experience anything he can imagine. These illusions however are bound by the normal natural laws of Narutoverse (gravity, kinetics, etc) making it impossible to create unreal (in the context of Narutoverse) situations or scenarios. They can and may also be used to cause the enemy pain or distress or simply serve as a distraction or to camouflage the user in an escape or an attack. The genjutsu itself is done by performing 3 hand seals (Tiger+Ram+Horse) while inserting your chakra into the enemy's brain, disturbing his chakra flow and quickly gaining control over his senses. If the user is within short range of the enemy he can perform this technique with either 1 hand seal (Ram) or by looking directly into the enemy's eyes.

Note: Can only be used thrice per battle
Note2: User can't perform other Genjutsu in the same turn
Note3: User can't perform any technique above S-Rank on the same turn
Note4: Can affect multiple enemies
Note5: Can only be taught by Scorps
 

Scorps

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If I really really really have to choose I'll go with these if possible

( Ototon: Gobo ) ɸ Sound Release: Frigid Imperial Jewels
( Ōdoen'you: Muge Kamigaka ) - Royal Domain Invocation: Fetterless Mother of the Gods
( Ōdogen: Kurieitā no zen Shintō Gijutsu ) - Royal Domain Illusion: The Creator's All-Pervading Knowledge
( Katon : Shiro Uyoku no Tsuki Megami ) Fire Style : White Wings of the Moon Goddess
(Suiton: Kiri Bunshin) Water Release: Mist Clone
( Suiton: Genkan no Ryuchijo ) ɸ Water Release: Police Cell of the Intense Cold
( 主 Kamiumi 主 Hisureiya 主 Kaiyo no Ketsuchoryu 主 ) 主 God Creation Myth 主 Fireslayer 主 Blood Tide of the Ocean 主

*crosses fingers*

O___O

And sure. Mind of creation is simply a pure genjutsu with a broad generic description that allows many uses. Its limitation is range and the inability to create unreal scenarios. This means that, whatever you do needs to be limited by narutoverse laws. This means its somewhat limited in the effects it can produce. You can affect all senses or only one. If you affect all, you lock your opponent in a dream world of sorts though he might still be able to move his body in reality depending on the illusion you create itself.
 

Emperor

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Okay, so ( Ōdoen'you: Muge Kamigaka ) - Royal Domain Invocation: Fetterless Mother of the Gods is actually a really simple technique. If you've ever been Jyuuken'd, fought the Kiyoshi (cough Roku cough, side note don't shake hands with him if he ever tries to), or fought one of those annoying techniques that try to eat you from the inside, this removes them.

Essentially you pull all your chakra to your heart and compress it before releasing it back outwards, 'cleansing' your system. Anyway, it's also useful against Genjutsu, but you'll need to KNOW that you're in a genjutsu before you can do it.
 

Scorps

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Okay, so ( Ōdoen'you: Muge Kamigaka ) - Royal Domain Invocation: Fetterless Mother of the Gods is actually a really simple technique. If you've ever been Jyuuken'd, fought the Kiyoshi (cough Roku cough, side note don't shake hands with him if he ever tries to), or fought one of those annoying techniques that try to eat you from the inside, this removes them.

Essentially you pull all your chakra to your heart and compress it before releasing it back outwards, 'cleansing' your system. Anyway, it's also useful against Genjutsu, but you'll need to KNOW that you're in a genjutsu before you can do it.
Nice and can this chakra burst affect tangible ninjutsu affecting you? Like, can it release you from being locked inside a water prison or something of the sort? or is it just for chakra inside your system?
 
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