Pharaoh's Pyramid

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
The Pharaoh's Pyramid



Basic 35

#1 Raiton: (Kami no dorei) — Lightning Release: Servants of the Divine
#2 Raiton: (Rai Shinsei) — Lightning Release: Electrical Reconstruct
#3 Raiton: (Farao kesshō hogo) — Lightning Release: Pharaoh's Plasm Protection
#4 Suiton: (Kureopatora yūwaku-teki shison) — Water Release: Cleopatra's Seductive Offspring
#5 Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth
#6 Suiton: (Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control
#7 Ninpo: (Tamashī yakiire yoku) — Ninja Art: Soul Hardening Greed
#8(Kemuri: Fōrun o mazu) — Smoke Art: First of the Fallen
 
Last edited:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards

You must be registered for see images


Lightning
Original Techniques

#1
Raiton: (Kami no dorei) — Lightning Release: Servants of the Divine
Type: Supplementary/Offensive/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 ( 5 additional Cp for every turn sustained)
Damage Points: (5-80)
Description: The user will gather a large amount of Lightning Chakra and perform 3 hand seals. The user will then release the chakra, manipulating it to create a creature or creatures composed of extremely focused lightning. These "servants" take on the appearance of small, yellow, white or blue, cylindrical, creatures with either one or two eyes. The lightning composing their bodies is extremely focused, that it makes little to no sound. These servants require constant chakra to stay on the field. The technique revolves around affecting the servants in 3 specific ways. Their first way is through their ability of complete mastery of shape manipulation, allowing the user to freely manipulate their focused body, or parts of it, into any form they desire. For example, the user can manipulate a servants arm to become a spear of lightning (extends to that of mid-range), form both arms into a shield of sorts for both offensive and defensive purposes, or manipulation for supplementary uses such as manipulating their arms into wings to fly and etc. The second ability comes in two forms. The first form involves reverting the focused electrical bodies of the servant(s) into an unfocused electrical current, similar to a Chidori Nagashi, they can revert back to focused form through a handseal. The other form is simply causing their body to explode into an electrical explosion. However, servants that are self-destructed via the electrical explosion method are completely lost afterwards. The final ability allows the user to have the servant(s) passively split and combine following basic Rank Splitting principals (e.g. 1 S-Rank Servant can divide into 4 B-Rank Servant & 4 B-Rank Servant can combine into 1 S-Rank Servant.) A user is capable of forming 1 S-Rank Servant or several lower-rank Servant from the beginning. In the event that a Servant is destroyed, the Rank of the existing Servant do not change (e.g. 4 B-Rank Servant are out on the field, one is destroyed and 3 remain, the 3 remaining B-Rank Servant stay B-Rank). Also due to how focused/concentrated the lightning is, it does not get conducted by liquids such as water (This of course does not apply to when a servants reverts to unfocused electricity).

Note: User can only use lightning based techniques or techniques utilizing basic chakra while sustaining the servants.
Note: The rank of each attack or defense of a servant correlates to the specific rank of the servant
Note: The size of each servant is dependent on the rank
Note: Servants destructing into an electrical explosion are completely lost afterwards
Note: Shape Manipulation is limited to the Servants bodies. As such, they cannot release projectile attacks
Note: The Servants last a maximum of 4 turns
Note: Can be used 2 times per battle
Note: No S-rank lightning in the next turn.
Note: Can only be taught by Yusei

[6/6] Joker, Priest, Penguin, Negative, Knight, Reborn, L

#2 Raiton: (Rai Shinsei) — Lightning Release: Electrical Reconstruct
Type: Offense/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: An advance lightning application technique, provided by the user through unique shape manipulation. The user by concentrating on their lightning techniques, will re-create the overall bodily structure of most electrical techniques, "hardening" them or in short, making them more concentrated then before. This technique can be considered a "next level" technique, since it can be used on virtually any lightning technique and bring them up a new level of abilities. Even already tangible/concentrated techniques can benefit this jutsu by its effect granted. The initiation of this technique is done by simply performing an extra hand seal during performance of the initial lightning jutsu, it would allow it to be done within the same time-frame. By having lightning more concentrated, they become less likely to conduct on water, have a specific penetrable offensive ability, less unpredictable through movement, but tougher to hear since its so compacted. Brightness remains relatively the same however. This technique can be considered a unique method of electrical creation. This form of lightning can also be used to combat other energy based techniques without phasing through one another. When this technique is used in conjunction to unfocused lightning techniques, they lose their numbing/paralyzing qualities in exchange for more destructive ones. For example, Nagashi would behave as a focused lightning technique. It would expand from the user more slowly due to being a focused lightning technique and it's effects would by no means be immediate. However, it will become capable of dealing damage and destroying higher ranked (S-Rank and below) techniques following Raiton's elemental strengths and weaknesses.

Note: Can only be used four times
Note: Can only be taught by Yusei
Note: Can't be used on Forbidden rank lightning

[6/6]- Noni , xHoudini , Joker , Jakai , Venom, Paths

#3 Raiton: (Farao kesshō hogo) — Lightning Release: Pharaoh's Plasm Protection
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: 80
Description: An advancement of the plasma ball technique. The user will manipulate their chakra to create a golden 360 degree plasma- like barrier of an extremely focused nature around them. Able to serve as a formidable defense, even from techniques as wide-ranged as the Quicksand Waterfall Flow technique. Unlike the initial "Plasma ball technique" which it is derived from, the barrier is capable of manifesting whips from any part of its being. The whips are of a focused nature, exhibiting a somewhat similar solid tangibility to that of chidori true spear. However not to the same extent and thus are more free flowing making them capable of physical actions such as piercing, grabbing, constricting and actions similar. Allowing them to be able to be used in a number of ways. For example having a whip wrap around a sword and proceed to attack with it, or simply controlling a whip to go forward and impale an opponent. The whips are able to extend to mid-range, and there is no limit to how many whips can be manifested. Logic applies of course in the sense that with every additional whip the strength of each individual whip weakens. The user can only use lightning release, basic chakra techniques and physical based techniques while sustaining the barrier. However releasing whips from the barrier cost a move. Another unique effect is the barrier passively releases a surge of electricity into anything it touches, having it conduct (This is A rank and costs an additional move). Also similar to the initial technique, the user can choose to release the barrier, however in a more refined state. Able to release it in a wave from any direction or release it as a 360 degree omnidirectional wave. Due to how focused the barrier itself is, it doesn't retain any shocking or numbing properties, nor do the whips retain such an ability. The technique can be seen as an advancement of the initial plasma barrier technique in regards to an addition of shape manipulation and refinement in control and intensity being more focused. Still however, retaining a few of the limitations of the original technique. Such as only being able to release the barrier up to mid-range, which also applies to the extension of the whips.

Note: Can only be used two times per battle
Note: The technique lasts a maximum of 3 turns
Note: Only Lightning, physical, and basic chakra techniques can be used while sustaining the barrier.
Note: Releasing whips costs an additional move
Note: Having something conduct lightning from contact counts as an additional move
Note: Being released in a wave ends the effects of the technique
Note: 2 turn interval before the technique can be used again
Note: The maximum size of the barrier is short-range and the whips are what enable this technique to reach up to mid-range.
Note: Can only be taught by Yusei

[/6]- Xhoudinii/Jamie , Scaze , Penguin, Joker, Reborn

Learned Techniques
(Raiton: Seteki Ryou)- Lightning Style: Static Charge
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A (30 if the victim breaks free)
Description: The user shoots a bolt of lightning towards the enemy, however once it hits, it doesn't do damage to the victim, instead it puts static electricity in them and sticks them into any surface they touch (including themselves). The victim must be Sage rank or have enhanced strength to break through the static charge, if they do, the electricity will discharge but they will take a little electrocution.
Note: Must wait 1 turn to use again.
Note: Only three times per battle

(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

(Raiton: Taishū no atorakushon)- Lightning Release: Attraction of the Masses
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will gather lightning chakra and release the lightning into a weapon and/or object (kunais, shurikens, etc) that can conduct lightning, the user will then proceed to throw the weapon at the opponent. The user will have to make direct physical contact with the weapon to channel their raiton chakra into it. Once it gets within short-range of the opponent, the user will perform one hand seal, and essentially release the built up lightning chakra from within the material in order to activate the special ability of the technique. Taking into account the canon jutsu Lightning Release: Lightning Blades Levitation from which it was derived from, the user will cause any objects/tools/materials within short-range of the opponent to converge on the opponent's position by releasing the lightning all around and attracting things inward to its source, crushing anything within the vicinity. These materials will also contain a certain amount of shock value, able to paralyze the opponent on touch, yet only applies to things that are logical and can conduct lightning (clothing, metal, rocks, etc).
Note: Can only be used three times
Note: Requires one turn cool down before re-use
Note: Can only be taught by Joker

(Raiton: Shinme Kyohaku) Lightning Style: Shooting Stars
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will initiate the technique by doing a set of 3 hand seals, ending with the boar handseal. Slaming their hands on the ground, channeling mass amounts of lightning chakra within the area below the target. The user will then shape and manipulate the lightning underground, causing countless of 10 inch in length lightning bolts to spring up from under the target(s) and the area up to 5 meters around them; resulting in a devastating assault. Ripping through the skin causing lethal damage after several thunderbolts hit the target. The thunderbolts once shot up from the ground spring upwards in such a fast pace they look like shooting stars from a distance. Because of the pace in which they hurl from within the ground and the area they cover, it's dangerous for the user to be six meters or less near the opponent, risking to be caught in the array. Thus, being a technique designed for distances that surpass short range.
Note: Can only be used x2 per battle.
Note: The user cannot use other S rank (or high) lightning in the same and next turn.
Note: Must wait a cooldown of 3 turns before using again.


(Kaen Rai Reiki) - Blazing Lightning Aura
Type: Attack/defend
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: (+20 to taijutsu attacks)
Description: This is much like chidori nagashi. The user will focus their lighning chakra around their body (the lightning will not be touching the user) creating an aura of lightning. They will focus this chakra so that the lightning vibrates around their body moving faster and faster, without hurting them as it is controlled. As it moves faster, the lightning creates a mass of heat to produce flames that combine with the lightning moving around the users body. These flames wont be touching the user so he wont be burnt. This aura is used for close combat attacks and can be formed pretty quickly. When hitting something in this mode, the user will release the lightning through the object shocking it with a bolt of lightning and cause numbing/partial paralysis to living objects. Not only this, but the heat built up from the electircal current will burn the target too. And example of how this would work would be, when you go to punch an opponent, if they put their hand up to block it, you would hit their hand, shocking their hand dealing lightning damage, numb their hand from the shock for 1 turn and burn the targets hand.

Note: This mode can but used for up to a total of 4 turns in a battle.
Note: The user is more vulnerable to water attacks and would take +20 more damage if hit by a water jutsu.
Note: When this aura is active, the user can't use wind or water jutsu.
Note: This isn't using two elements at the same time, the lightning is generating the heat, i'm not creating the fire.
Note: Can't be used while in Sage mode (or similar) or with EIGs.

(Raiton: Kaminari no Yōna)- Lightning Release: Thunderous Recreation
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A (Depends on technique)
Description: An elemental lightning technique based around shape manipulation, a concept deprived from Lightning Release: Lightning Blades Levitation and the Lightning Shadow Clone. The basic concept is, the user will either release unfocused lightning onto a conductible material (either through touch, or sending a bolt through the air, or ground), or inject this jutsu into preexisting lightning to harness the lightning technique/material. The user is able to create duplicates of the original jutsu. The appearance of the duplicated jutsu is exactly the same as the previous technique, their damaging property, rank, size, and purpose of jutsu is relatively the same as well. This technique can be used on streams, projectiles, humanoids, self-sustaining techs, etc. Most of the time "shocking" to touch, the lightning duplicate will have a certain amount of tangibility to remain in shape. The user can create an extra beast for attack, or another spear of lightning. Alternatively, when used on jutsus/weapons with lightning conducted on it, the user can create a duplicate from that as well (only tangible elements). The difference between using this jutsu on already existing lightning, or on conducted lightning, is that the conducted lightning (such as a kunai with nagashi), will appear to be an exact copy, its internal body composed of electricity, but in appearance looks regular as ever. And when struck, reverts back to a regular state of pure lightning. To the opponents eye's, this method would look simply like a clone of the original technique, though this might not fool some forms of sensory, and dojutsu. These duplicate jutsus can be controlled as a streaming, or can be aimed as a projectile. The duplicates are created short range of the original jutsu, but the user can inject/use this jutsu on techniques from virtually any range. The power of the duplicates is equally divided between the numbers created if needed by the user. A drawback to this jutsu is shape matters, it can be used on shaped/tangible lightning techniques, or tangible materials conducted with lightning. This can not be used on one's self with lightning armor based jutsus.

Note: Can only be used three times
Note: Can only be taught by Noni
Note: A duplicate can last up to two turns max
Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control
Note: A duplicate can only be used on one technique at a time, if the user wants to use this technique on another, they would have to re-perform this technique

(Raiton: kiri kakujuu) - Lightning style: Lightning Expansion
Type: Attack/Defense
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a lightning jutsu the user will perform 2 handseals as they release there chakra into the lightning jutsu. In doing so, the user will increase the power and size of the lightning jutsu boosting any lightning jutsu by 25 damage points. By the increase in chakra the lightning gains more power as the power of the electrical current is increased.
Note: Can only use used on lightning the user or the users summon has created
Note: Can only be used once one each lightning jutsu creates
Note: can only be used 3 times


(Raiton: I-emu-pi) - Lightning Style: EMP
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user focuses raiton into his hands and then claps thereby he releases a massive omnidirectional wave of translucent
electromagnetic pulse able to instantly turn off every electricity within its blast radius. However this is not harmful to life, it would render anything that works on electrical energy dud for one turn. Lightning techniques, battery powered tools etc.
-Works on Raiton related techniques up to S-rank
-Can only be used once every 2 turns
-Usable twice per battle

(Raiton: Senshu Yousei)-Lightning Release: Usurper’s Claim
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description:
To begin the user will form the Dog>Dragon hand seals and focus their lightning chakra into an existing liquid source or technique. Using a similar concept that has been shown in previous lightning techniques, the user will then infuse the liquid with a current of lightning throughout the source, containing and electrifying it and by doing giving them the ability to levitate and manipulate the liquid. The user can shape the liquid into various forms to attack their target, shocking them from the current while also dealing blunt damage from the force of the water.
Note:
~Can only be used two times
~Cannot use lightning techniques above S rank for the rest of this turn and the next
~Can only be taught by xHoudinii


(Raiton: Nozomi negurekuto)- Lightning Release: Desiring Neglect
Type: Offense/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: An advance lightning application jutsu. The user will release a spear projectile out of their body, or mouth. The spear vividly similar to the False darkness spear, and can reach lengths up to four meters. It contains similar traits. Has a serious amount of piercing potential, ripping flesh apart, or bursting through rocks as it travels, and can paralyze anything that comes into contact. What makes this unique is lightning's ability to control other material, with jutsus like Lightning Blade Levitation for example. The user through a simple hand seals, can activate one, of its two special application while performing the spear, creating a sort of electrical field where the spear is the epicenter of this field. The first, offensive base (Snake hand seal), the spear will release electricity (appears like electrical wires) that extends up to mid range from its body in a Omnidirectional manner that acts as a medium for the electrical field distances, anything that is in reach of the electricity will be used as a medium for the spear (metal, rocks, water, etc), and follow the spears trajectory, and target, flanking it from the same side it reached. All the material touch will have a small shock value on contact due to the contact with the electrical wire conducting itself onto material. The second ability is opposite, and more defensive (Dragon hand seal), the spear will once again release those electrical extensions up to mid range, anything that is in reach by them will forcefully be pushed back into a longer distance, or from where they came from, this includes natural material. Both these abilities can be used on opponent's techniques, but must overpower the ranking to do so successfully. This spear can be multiplied when desired through mental command, and by holding the hand seal, can control where, and how they move. Length of the electrical extension can be adjusted from short-mid range for the users need. This spear alternatively can be harnessed by the users hands to be used in close range, and when doing so, due to being in closer contact, can control where the electricity is released from the body of the spear (the tip of the spear, laterally, etc), and still have the same effects needed. To harness the spear, it has to be created from hand.

Note: Can only be used twice
Note: When harnessed, will last up to three turns
Note: One turn cool down before re-use
Note: Can only be taught by Noni
Note: No other S-Rank or above Lightning in the user's same turn


(Raiton: Eregan Rai Jisshi)- Lightning Release: Elegant Electrical Embodiment
Type: Defense/Offense
Rank: S
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: 80
Description: The user will gather lightning chakra throughout their body, and release it on the edge of the users skin all at once. This creates a unique armor of extreme condensed electricity for the user with random electrical wires appear out of it the armor that extends up to short range radius of the user. This doesn't add to Taijutsu but gives a more unique pain and method of attack, numbing on first contact and paralyzing on prolonged contact. Metal weapons will be shredded against the armor as well. Specific usages come along with the armor as well. Defensively, when touching things of solidity, no matter the size, the electricity will be able to ravage along the body, conducting through it, and destroy it to pieces, this makes golems in contact with the opponent vulnerable, roots of wood destroyed with ease, and steel cages less of a threat (this costs a move and is A-Rank) and extends up to the size of the construct it is negating no matter the size, this ability activates whenever the material touches the armor, even when the user is unable to notice the attack. Also, the electricity will prevent earth (KG and CE as well) to be created under the user and their short range radius for the electricity will negate it before its creation/usage (passive) due to the electrical wires created with the armor discharging lightning into the ground. The user can also create electrical whips out of their limbs that are heavily condensed able to restrict the opponent, swing around areas or slice through material/flesh that extend up to mid range. The user can shape the threads to create various tools like spears, spikes, walls, spheres, etc to aid for various purposes, using a hand seal will allow the user to release these weapons as a projectiles (count as a move and is A-Rank). The user can create up to eight constructs at most (with the use of one hand seal) with the power of this technique being split accordingly. While active, the user can only use Lightning and non-elemental abilities. The user will be able to deactivate it mentally with no time wasted. Due to the stress of the electricity the user will be unable to use Taijutsu above C-Rank for three turns, only applicable when armor is active for all 4 turns.

Note: Can only be taught by Noni
Note: Last four turns and can only be used twice per battle
Note: Can not use lightning in same turn deactivated
Note: The abilities that come with this armor can only be used four times before it disperses on its own


(Raiton: Īguru no enchō)- Lightning Release: Extension of the Eagle
Type: Supplementary/Offense/Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30 (+10 for every shape created)
Damage Points: N/A (Depends on the shape)
Description: An elemental lightning technique based around shape manipulation. The basic concept is, the user will erect a chain, or spear of lightning, out of a users own preexisting lightning technique (not including Chidori). Lightning techniques such as Thunder Dragon Tornado and Lightning Beast Running Technique (and other humanoids) will be able to compliment this technique well, having spear(s) or chain(s) come out the body, for various tasks. This technique is meant to compliment lightning techniques that are focused, or self-sustaining techniques. Some form of lightning combined with other elements (dual elemental technique) can also work with this technique in logical forms. The spear and/or chain are different actually. The spear more lethal, and meant to pierce and deliver serious damage to the opponent (similar to False Darkness Spear), and the chain can actually bind and shock the opponent, paralyzing them in place. Each can reach up to mid range in distance. The user can decide where to raise, and aim the artillery. The user can also decide to control them and continuously move them around the body of the technique (through mental command). A drawback is the user can never perform both a chain and a spear on the same technique, as well as if they decide to erect more of the same shape on a technique, they would have to drain more chakra. The power of this technique is equally divided between the number of created chains/spears.

Note: Can only be used three times
Note: Can only be taught by Noni
Note: A shape can last up to two turns max
Note: A shape can only be used on one technique at a time, if the user wants to change the shape, they would have to re-perform the technique
Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control

(Raiton: Mitsudomoe) Lightning Style: Tri-Tomoe
Rank: S
Type: Offensive
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: After weaving the required handseals, the user will then focus their raiton chakra into their palm, using shape manipulation to create three tomoe's of lightning, connected in a triangular formation by smaller bolts of lightning. The user will then throw the triangle in a simmilar fashion to how Naruto throws the Rasenshuriken in Sage Mode. When the triangle makes contact with another object, it will errupt into a pillar of lightning one foot in diameter, streatching into the heavens.
Note: ~Can only be used twice per battle
~Can only be taught by Sharingdork

(Shizen Kaminari no Kyōka) Natural Lightning Enhancment
Rank: C-Forbidden
Type: Supplementary
Range: N/A (depends on jutsu)
Chakra Cost: N/A (+10 to the new rank's chakra cost)
Damage Points: +5 to the new rank's damage (+5 to user for C-A; +10 to user for S-rank)
Description: The user, after forming the handseals for a lightning release ninjutsu, will then add a final handseal (unique from the common 12) and raise their dominant hand to the sky, heavily charging it with negativly charged Raiton chakra. A bolt of natural lightning will come down from the heavens, and upon meeting the same-charge hand of the user, repel into an unfocused lightning mass for a fraction of a second. The jutsu is then completed in the same fraction of the second, and is increased by one rank (changing the rank, chakra cost, and damage points accordingly).
Note: ~The user cannot use another Raiton jutsu on the same or next turn as this jutsu is used due to strain on the user's body.
~This jutsu cannot, under any circumstances, be used on a Forbidden, or can-be-Forbidden-rank (ie. Rank: S-Forbidden) jutsu.
~This jutsu cannot be used on a jutsu that causes lightning to strike (ie. Lightning Fang or Kirin), or a jutsu that requires Raiton chakra to be focused within the user's body (ie. False Darkness Spear and False Darkness).
~Due to how close it is to his body, the Raikage's armor cannot be used with this jutsu.
~This jutsu can only be used by one of a members two bios.
~This jutsu can only be used during stormy conditions, and causes the stormy conditions to dissipate afterwards.
~This jutsu can only be used three times per battle.
~This jutsu can only be used on an S-rank (becoming a Forbidden) jutsu one time per battle, and the user cannot move for one turn afterwards, even collapsing due to the ammont of strain on their body.
~This jutsu cannot be used for at least three turns after it has been used.
~This jutsu can only be taught by Sharingdork.

(Raiton: Kaminarino Kanakirigoe) Lightning Release: Lightning Screech
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description:
The user will focus lightning chakra in his hands, and then will slam the ground with them, sending small harmless lightning surges through the ground, they will travel in a specific direction, chosen by the user. The surges will electrify small rocks underground that are part of the earth, causing any weight that touches the ground on top of the electrified rocks, to result in a loud pop noise from the small rocks as they get slightly shattered. The sound will alarm the user of that position. The surges will only be visible as they are being released from the user's hands. Any rocks that were shattered because of this ability, will lose the lightning charges in them.

~Notes:
-Can only be used when the ground is normal Earth.
-This ability lasts 4 turns.
-This ability has a 1 turn cooldown after each use.
-Can only be taught by Bobokittyduck.

(Raiton: Joutou no Shisha) - Lightning Release: Ascension to Valhalla
Type: Offensive/Defensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will initiate this technique by focusing their raiton chakra through their body, and discharging it into the ground in a similar manner to Chidori Nagashi. This surge of electricity is released quickly enough to negate earth-based techniques (KGs/CEs included) before they can form into techniques and/or emerge from the ground. This will work on neutral techniques of the same chakra and below or elements weak to Lightning of up to 10 chakra above. In the case of these upper limits, this technique will also be neutralised in the process and will be unable to progress any further. If their chakra is not neutralised, the user will perform three handseals to apply shape manipulation to the released lightning as it travels through the earth and towards the opponent. This will cause a cylindrical column of lightning to rise up around them and travel towards the sky. Everything within the cylinder's confines will be paralyzed and lifted upwards, similar to the canon technique Lightning Blades Levitation. Upon encapsulating the opponent, constructions of lightning will extend from the interior walls of the cylinder but all of them remain connected to the central structure. These constructs can take whatever shape or form the user desires and will either deal blunt damage or piercing strikes depending on their form.

Note: Can only be used twice per battle
Note: No Lightning above A-Rank in the user's next turn
Note: Cooldown time of four turns in between uses


 
Last edited:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Fire



Fire
Original Techniques
none yet

Learned Techniques
((Katon: Gurēto-en kuraudo no Jutsu) - Fire Release: Great Flame Cloud Technique
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: Performing the Boar → Tiger hand seals and the user inhales air while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth toward the sky. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time, in this instance the clouds within range. These massive streamed intense flames from the user have enormous range and can cover a huge area; forming a soggy-cloud like state of flames that cover the area skies. The main advantage of the technique is that it can inhibit/ seal of the skies as an escape route, for the above sky is sizzling hot. While also heated air directly above, will be creating a sharp shift in air density levels near the ground. As light passes between the different levels, it will bend, creating mirages.

Note: The heat wave lasts for three turns.
Note: No S-Rank or above Katon in the user's same or next turn

(Katon: Doubutsushi Ru-retto)-Fire Release: Fauna Roulette
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user will form two hand seals and focus their chakra into an existing source of fire or fire technique. By doing so they will manipulate the shape of of the fire technique, forming it into one of various sentient animals that can attack or defend for the user. The creature passively feeds off of the users chakra to keep both their shape and autonomy. The bigger the animal the denser it becomes, being able to interact with solid objects. The smaller they are however the quicker and more agile the beasts. When formed the beast is able to utilise abilities that the source technique had while active, if the user wishes.

Notes:
~Cannot be used in consecutive turns
~Can only be used three times and each usage lasts for four turns
~Can only be taught by xHoudinii


(Katon: Kamereon Fenikkusu) | Fire Release: The Chameleon Phoenix
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn for sustained governance)
Damage: N/A (60)
Description: By infusing chakra into a pre-existing fire source its size and intensity can be controlled. On a fundamental level, this technique can burst flames into an erupting inferno; allow the direction of the flame to be governed, or even allow for the flame in question to be extinguished. By a similar application, the user is capable of shaping a pre-existing flame so as to produce a desired Fire Jutsu; with the desired technique being performed directly after this technique, in such quick succession that it may seem as if only a single jutsu were performed. This usage, depending on the users desires, may result in the flame being consumed and directly converted into the technique in question, or the manipulated flame producing an offshoot from which the desired fire technique will birth. By extension, this principle can also be applied to flammable gas or ash produced by the users own chakra. Ultimately, this technique, designed to bring variation, is an attempted mimicry of the pre-existing source manipulations often demonstrated by the Water, Earth and Wind Elements.

Note:
- This technique can only be used on flames that are either completely devoid of chakra (Such as that from a candle, lighter, burned ground etc), or fire techniques that contain the users own chakra, in the case of the latter the power of the controlled or reformed technique will be the same as that of it's predecessor. The exception to this rule is if the user produces the new fire technique as an offshoot from the original, however this method has the weakness that if the host fire technique is extinguished before the offshoot can separate from it then both techniques will fail.
- Producing another fire jutsu as an offshoot through use of this technique will count as two moves (For both this and the newly desired Fire technique), however directly converting a flame into another fire technique will only count as one. (Other restrictions still apply as normal)
- The user can take control of a flame through use of this technique up to three times and convert a flame into another technique through use of this technique up to three times, however overall the user can only use this technique 5x.
- Exerting control over an existing fire technique will not increase its power - the user will only be capable of shifting its form, however in the case of empowering a chakra devoid flame it's base power will be 60, and while maintaining control the user is limited to the fire element and non-elemental techniques.
- No Fire techniques above S rank next turn.
- Once one application has been used, the user must wait a turn before using another.
- Can only be taught by Scaze

(Katon: Kuryouken)- Fire Release: Baskerville
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-15 to user)
Description:
The user will begin this technique by channelling fire chakra through their arms and into their hands. Due to the amount of chakra that travels through their arm, the user experiences an incredibly painful level of damage to the limb which causes a degree of numbness. The user then proceeds to clap their hands together and from them a huge amount of superheated ash will spew forth. This ash has a unique composition that unlike normal ash is formed of dense, heavy particles which without the aid of chakra, would only hang in the air for a limited time before falling to the ground.(As a secondary effect the heavy ash is unaffected by conventional wind blasts that could disperse regular ash.) Upon being formed the ash will first quickly surround the user before it billows upwards to form into a large cloud of ash shaped like the head of a Hellhound.

As it surrounds them the user will manipulate the ash so as to not come into direct contact with it, keeping it a distance from their body without jeopardizing its form.Due to the ash's density and heat it will not allow any threat to effect or pass through it unscathed(following elemental adv/disadv). The user can form either one, two or three heads depending on their needs but doing so however will decrease the rank for each respective head (eg. S rank each for two heads).

The Hellhound is intangible in form, allowing it to pass around and through solid/physical obstructions that would hinder tangible objects while remaining unaffected. As the Hellhound makes contact with and passes through targets or techniques it would incinerate them from the exposure while causing a layer of ash to stick to them. The layer of ash would encase the target or technique, forming a compact shell over them that would make it quite difficult to move. The heavy ash by nature is sparingly spread out while in the air which makes it impossible to ignite under normal circumstances, however when it is concentrated in a layer it is able to be ignited by external sources which has explosive results. When the hellhound is sent to attack the entirety of the ash goes with it, so it no longer surrounds the user.

Note:
~Can only be used once per battle
~No katon techniques above S rank in the same turn or the next
~Due to the damage to the users arms they cannot use arm-based taijutsu attacks in the same turn or the next two turns.
~Can only be taught by xHoudinii

 
Last edited:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Water



Water
Original Techniques
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.

Note: Lasts three turns
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Having the creature release mist from its body upon creation costs an additional move
Note: Can only be taught by Yusei

[6/6] Noni, Penguin, Joker, Sharingdork, xHoudinii, Riker Slade

Suiton: (Nairukawa no buraddi tanjō) — Water Release: The Nile's Bloody Birth
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 for every turn active)
Damage Points: N/A
Description: The user will focus chakra into the air and create a Mist similar to that of The Hidden Mist Jutsu. Only this Mist is very unique. It has the unique property to devour and consume any and all water sources and (Sticky Syrup, Mist, Rain, etc.) water jutsu, by devouring these elements the Mist somewhat fills its hunger and gets fuller naturally expanding in range, size, and thickness and thus remains on the field. The mist literally eats away at the water sources to such an extent that it no longer remains with its full body, leaving behind trails of water molecules which "sticks" to the original mist, thus the growth and thickness increase, and remain as a mist thus can not be used as a water source. Ultimately this jutsu remains active on the field by sapping chakra from the user, unless the user decides to halt the jutsu, or opponent stops it. Since this technique does not have any offensive power, it won't act to combat against jutsus or harm the opponent. Meaning that it will only devour and consume water sources and water techniques, otherwise acting just as the normal cannon mist would in regards to anything other then water related jutsus or sources. Simply harming their vision and producing similar effects to that of the canon mist technique (Byakugan can see through it). It can devour and consume techniques up to and including A-Rank water and continue to work to its effective purpose, and because the user is constantly fueling chakra to the mist to sustain itself no matter the rank it won't negate. The devouring of water techniques is almost instant. Coincidentally, this technique helps prevent water users from performing water within the mist, and if the terrain is covered by an already existing mist, it can allow for this technique to have a solid base instead of working from the ground up. The method of using this technique can be simple as simply releasing a gust of mist towards an attack of the opponent and have it devour the water consume it then grow - growth starting from the clashing point and expanding in all directions from there. The user can summon the mist above and around natural (or created) water sources for the same effect. After a certain quantity of water is devoured and consumed it is obvious the mist will become thicker and thicker, to such an extent, the quantity of water might even press down on the opponent (and user if within the vicinity) slowing them down, and blowing the mist away makes it that much more difficult, wind jutsus that span high and long ranges with powerful gusts might be the only solution. The heaviness of the mist is completely dependent on the size and amount of water. It won't be able to get heavy until it reaches long range, afterwards, the more water it devours the heavier it becomes. There will obviously be a difference of heaviness in contrast to devouring a small pond compared to a large lake, and the effect on the body will range to being slowed down slightly physically, to being almost unable to move entirely which equates to the devouring and consumption of A-rank water (nothing beyond this point, such as crushing the opponent or breaking bones). However, a lot of these drawbacks can be presented for the user as well, a way for him/her to avoid the pressing of wait is to spend an extra turn to create a chakra cloak around them (costs 30 chakra points and only works for this technique), which prevents the water molecules to rest on the body of the user, literally pushing them away, preventing from this issue on the user. Since this mist contains the users chakra and has a sort of symbiotic approach, the users water techniques are not effected.

Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Creating the chakra cloak costs an additional move
Note: Lasts a max of five turns, and can be stopped by the user whenever
Note: Regardless of the thickness of the Mist it can not be used as a water source for techniques requiring one


[6/6] Joker, Six Paths, Noni, Penguin, Scaze, Jamie

Suiton: (Nairukawa no fuhai seigyo ) — Water Release: The Nile's Corruptive Control
Type: Supplementary/Defensive
Rank: S
Range: Short - Long (Depending on the Technique used upon)
Chakra Cost: 40 (-10 for every turn active)
Damage Points:
Description: The user will focus their suiton chakra creating a water technique with the same composition as sticky syrup variant only thicker and either black or white in color making it more goo like. Only this goo carries a unique symbiotic property similar to its sibling technique "The Nile's Bloody Birth" towards the user with the special ability to consume and devour liquids of the same rank and lower, essentially a thicker water devouring starch. Upon forming the water devouring starch can attach itself to the user covering their entire body causing their appearance to become completely black or white, with large white or black eyepieces and white or black patches on the back of each hand. The dark color comes from how dense/compact the goo becomes blocking all light, and the white color similar to the normal starch coloring allows the user to take in light and refract it becoming transparent. The water devouring starch then grants the user the special ability to "taint" water techniques or sources by passively releasing a bit of itself "the goo" into a water source/technique having it merge with the water converting it to the same goo like composition as well as it gaining its dark or light appearance and water devouring properties (Costs an additional five chakra points per use and counts as a move) and control them. The ability of the water devouring starch to devour and consume liquids is also unique in the sense that it gains some properties of the water it consumed although limited. Only being able to take on elemental properties like the burning properties of fire, nothing aside from that like chakra absorbing or ect. This is due to the technique now being made up of said water. Also something to keep in mind is the tainted water techniques do not take on the symbiotic approach of the water devouring starch. Tainted water techniques will follow the same strengths and weaknesses as normal water, but its relationship with lightning, will take on a new dynamic. The new dynamic being it wont be able to conduct lightning/electricity due to its sticky goo like composition being very thick making it very difficult to conduct electricity especially unfocused electricity. Aside from being able to "taint" water techniques and sources. The user while bonded with the symbiotic water devouring starch retains the ability to devour and consume liquids, through touch due to it being an inherent property of the goo. Also any tainted water techniques from that moment on-wards would gain the properties that the symbiotic goo absorbed, for instance if the user were to devour a hot liquid while bonded, and proceed to taint a water technique, that water technique would now also have the burning property due to being converted by the symbiotic goo. Also in the event that the user is bonded with the symbiotic water devouring starch and it is affected in some negative way such as it burning or ect. The following will happen. The symbiotic goo will either have the part effected separate from the rest of the body and then reform protecting the user, or in the event that the entire symbiotic water devouring starch is effected it will separate entirely from the user an srank defense following waters S&W.

Note: Can only be taught by Yusei
Note: Can only be used twice
Note: Can not be used in consecutive turns
Note: Lasts a max of four turns, and can be stopped by the user whenever
Note: Can not use another S-rank water technique in the same turn.
Note: Tainting techniques takes one of the three jutsu slots


[6/6] Zaphkiel, Six Paths, Noni, xHoudinii, Shady, Joker

Learned Techniques
(Suiton: Kiri Kawarimi) - Mist replacement
Type:Supplementary
Rank: S rank
Range: Short
Chakra cost: 20
Damage Points: N/A
Description: The user can freely transform his body into mist like that of the hidden mist jutsu. This form allows him to avoid taking direct damage from many physical attacks but can not attack while in this form. The user can reform into there normal body at any time, but in this form the are vulnerable to lightning and fire attacks.

Note: Lasts for up to 2 turns
Note: Must know hidden mist jutsu
Note: Cant attack in the form
Note: useable Once.

Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20)
Description: Unlike many forms of water which include sticky syrup water, chakra absorbing mists, crystalline waters, etc., Suiton: Kaatsu sa Reta Pengin - Water Style: Pressurized Penguin focuses on water's natural ability to become sharp and pressurized, having unmatched cutting ability compared to other suiton ninjutsu. The user would chain an additional hand seal onto a suiton ninjutsu they perform, having it be activated within the same time frame as the original technique yet still cost a move. After this is done, the suiton technique would change from a regular, flowing water that has blunt force damage into a water that has become pressurized and sharp with amazing cutting ability, like Suiton: Suidanha - Water Release: Severing Wave. Due to the pressurization of the water technique, it would gain considerable killing potential compared to regular suiton ninjutsu, however, due to the pressurization of the technique, it becomes significantly smaller with a much smaller area of affect. The larger the jutsu the longer it takes to compress down as it still forms as though unchanged at the start.

Note: Can only be used three times per battle
Note: Can only be taught by Penguin
Note: This technique can only be applied to A-rank water and below

(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: Sōzōnushi ni taisuru)- Water Release: Against the Creator
Type: Supplementary/Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 20 (+20 each turn active)
Description: The user will perform two hand seals before focusing their chakra into a technique produced mist. The mist is able to absorb the traits of elemental techniques from the opponent in such a way it harms/disarms the opponent as they perform them. This is done by the mist conducting/absorbing the traits. Electricity, will cause numbness, shock attacks. Fire attacks will heat the area, burning them, and making it tough to breathe. Wind will cause shallow cuts on the opponent with their movements. This technique will only work on techniques A-Rank and below (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). This technique works under logical elements, not all elements will be able to cope with this (earth, metal, etc). Solid elements that might have a chance to be absorbed, will simply take the traits applicable, so lava would make the area around them hotter, mud would make the area around them stickier. Elements that do not reciprocate with the technique, will not effect the opponent. This does not absorb or hinder techniques at all, just take after some of its traits and residue to harm the opponent. The pain will be continuous until the opponent stops using/focusing on them. This causes the damage to vary depending on the opponent's usage, obviously projectiles will cause less pain duration, but streaming techniques might expose the opponent longer, probably initiating (though not forced) them in wanting to stop the use of a technique to prevent further harm, It completely differs to different techniques, its usage, and the opponents resistance to damage. To prevent the user from being harmed they can control the mist's molecules so any residue is specifically aimed and covering the opponent's short range radius and beyond.

Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Can only be taught by Joker
Note: Can only be used three times per battle
Note: Lasts three turns
Note: One turn cool down before re-use

(Suiton: Mune no sono) - Water Release: Will of the Deep
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: 80
Description: The user will focus their chakra and form the Boar>Dog handseals and create a (basketball sized) orb of water that floats in the air next to them, within short range. The main purpose of this technique focuses upon the creators next use of a projectile technique or a technique that originates from them and moves towards the opponent. For when this occurs the orb of water will release a simple blast of water that is B ranked, this blast of water will combine with and accompany the technique that the creator used if it is compatible. It will continue to do this for each compatible technique that the user employs automatically, until it is destroyed or dispersed(A separate +20 chakra cost is applied for each blast.) This technique will take a small constant toll on the users chakra to replenish itself with water as it is being used. Compatible techniques are in general techniques that originate from or close by to the user and travel towards the opponent and can be used with all elements excluding fire and those based on fire if they meet these requirements. Anything which would be weakened by the water or vice versa (anything that weakens the water) are considered incompatible.

Note:
~The orb can release a maximum of 4 separate blasts
~The orb is created short range but the blasts can reach up to long range
~Lasts 3 turns before dispersing
~Can only be used 2 times
~Cannot use water techniques above A rank while this is active
~Can only be taught by xHoudinii


(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.


 
Last edited:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Re: The Legacy of The Uchiha Prince



Earth
Original Techniques
None Yet ;_;

Learned Techniques
(Doton: Kōzō-teki hen'i)- Earth Release: Structural Mutation
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+10 chakra cost to earth techniques)
Damage Points: N/A (Depending on the jutsu)
Description: Derived from the Assimilate All Creation Technique, the user will inject his chakra into an already existing earth technique. This technique grants doton techniques the user uses the ability, on touch, to take on the properties of the earthy material it has made contact with. This technique can turn a solid rock jutsu, into a muddy jutsu if it makes contact with that kind of earthy substance, or conversely, turning any mud jutsu and harden it. A concern might be, that if a solid technique was to make contact with a muddy substance, it will still retain its size, and structure, however, his body will be composed of condensed mud (less harder then regular rock), the composition is just different, and how the techniques strength will also be different, corresponding with the earthly material it came into contact with. This applies to earth techniques with shape manipulation, or techniques with less of an advance shape. Just like its composition that changes, the earth will also retain the abilities, strength, and weaknesses that the technique material mimics. The activation of this technique is instant. The reason for its instant activation is because its effects are only realized when the user utilizes another earth-based technique.Technique works only with mud and solid earth.

Note: Lasts for four turns
Note: Can only be taught by Joker
Note: Can only be used twice per battle

(Doton: Domayuhōden) - Earth Release: Earth Cocoon Discharge
Type: Defense
Rank: B
Range: Short
Chakra cost: 25
Damage Points: N/A
Description: This technique allows the user to release earth-based chakra much like Tsuchikage's 'Aggravated Rock Technique' but on a smaller scale. Instead of releasing rock or stone from the whole body, this technique releases it from a particular point and aid the user in a range of varieties. When the user releases the chakra from their body, any earth like substances within clone ranges will turn to a solid rock instantly. So if the user used this jutsu in a puddle of mud, the mud would harden to earth as soon as it is touched by the chakra exherted.

(Doton: Ashikase no Reijuu) - Earth Release: Shackles of Servitude
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: This technique is part of a set of three. Each ability is symbolic of one of the principal qualities exhibited by one of the most tyrannical shinobi to have ever lived: his cruelty, his malice and his will to dominate all life. This ability is symbolic of "his cruelty" and acts as a testament to his total enslavement of every creature within his dominion. It makes it so sentient creations constructed from Earth Release can be made to be inexplicably linked to the user's bodily movements. Every movement or motion the user makes is mirrored exactly by the creature. There is virtually no delay between their respective movements, so little so that to the untrained eye the two appear to move simultaneously. Unfortunately this technique doesn't make it capable of performing elemental techniques but it does make it capable of complex taijutsu maneuvers such as flips, somersaults and rolls. Chakraless taijutsu maneuvers accomplished through the use of techniques will be mimicked but will not count towards the user's jutsu limit per turn. This ability can only be applied to creations such as the Stone Golems but not the Stone Dragon (essentially bipedal creatures). If more than one creature is created, then every creature will become linked to the user's movements as long as they were made through a single usage of the same technique. Activating and applying this ability to techniques is instant and does not consume any time whatsoever. The reason this ability's activation is instant is because stand alone it does not do anything and its effects are only realized when the user utilizes another jutsu. Also, solely for this technique’s duration, earth techniques which require maintenance (such as the Stone Golems) can be sustained passively rather than actively.

Note: Lasts for four turns
Note: Can only be used twice per battle.

(Doton: Kigen no Yokushin) - Earth Release: Awakening of Avarice
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: The second ability is symbolic of "his malice" and acts as a testament to the tortured mockeries of human beings he created in life through grotesque experimentation. The user activates an innate ability of his that affects his earth techniques for the next four turns. It makes it so sentient creations constructed from Earth Release can be made with additional features, body parts or limbs such as wings capable of flight or prehensile tails. The added features can be anything from conventional limbs such arms and legs or they can be body parts exhibited by animals/summons such as horns, claws, tentacles, tendrils, spiked protrusions, scales and so on. The size of these added features will be proportional to the size of the sentient creation. The extra bodily enhancements can be made from solid rock or they can be made purely from sticky mud. Tentacles, tendrils and any structures which aren't rigid/sturdy by nature must be constructed from mud rather than solid rock. If more than one creature is created, then every creature will be made with the added feature. Activating and applying this ability to techniques is instant and does not consume any time whatsoever. The reason this ability's activation is instant is because stand alone it does not do anything and its effects are only realized when the user utilizes another jutsu.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Only two of this set of techniques can be active at any given time (Shackles of Servitude, Awakening of Avarice and Conquest of Creation).

(Doton: Shouri no Soushi) - Earth Release: Conquest of Creation
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: The third and final ability is symbolic of "his will to dominate all life" and acts as a testament to the hordes of "living weapons" he assembled in life. This ability makes it so every earth technique the user uses becomes a "sentient creation" (much like the Stone Golems or the Earth Dragon). Now with most techniques, this added sentience doesn't really provide anything due to their structure e.g. Rock Scale Slab will just remain a cuboid slab of rock incapable of doing anything more. However, combining this ability with Awakening of Avarice will make it so the earthen creation will develop limbs/body parts, granting it the capability to move around and act on its own. For example a slab of rock can grow arms and legs, dropping lid can grow writhing tendrils, destructive rising rock pillars can grow smaller thorn-like spikes from the main body of the spiked pillars, etc. Through mental commands alone, the user can freely govern the actions of their earth techniques. Activating and applying this ability to techniques is instant and does not consume any time whatsoever. The reason this ability's activation is instant is because stand alone it does not do anything and its effects are only realized when the user utilizes another jutsu. Sentient creations (such as the Stone Golems) used while this is active are maintained passively rather than actively for this jutsu's duration.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Sentience lasts as long as this technique is active
Note: Only two of this set of techniques can be active at any given time (Shackles of Servitude, Awakening of Avarice and Conquest of Creation).

(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

(Doton: Subarashī no akuji o Hatarakimasu) - Earth Release: Maleficent the Marvelous
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: (+10 to infused techniques, -20 to the opponent's)*
Description: The user will forcefully insert their chakra into the ground below them; conjuring a layer of mud no larger or smaller than ten meters just beneath the surface. The purpose of the adhesive liquid is to coat all tangible techniques that stem from the ground itself in a layer of thick mud with unique properties. This mud when used on the user's moves will encase the structure in it's entirety, giving it a newfound level of durability and strength in order to heighten it's full potential. Though, because of the fact that the layer of mud is underneath the surface in an substantial amount, this means that attacks (which stem from the ground), used by the opponent would also receive their very own coating as well. The mud is set to detect chakra that isn't the users own, using it's parasitic like properties to essentially leech the construct of it's own strength. While sapping the technique of it's strength, the mud will also harden in a quick fashion in an attempt to slow down the structure's movement. Once hardened, the mud loses it's effect on whatever it was casted on, rendering it useless. Because this technique lacks any affect on it's own, it's capable of being activated instantly and passively.
Note: Lasts three turns
Note: Can only be used thrice
Note: Can not be used in consecutive turns, so it has a two turn cool down
Note: Can not be combined with other techniques that are instant and passive or damage enhancements

Earth Release: Expedited Excavation
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: Expedited Excavation is a unique jutsu which is used in conjunction with earth techniques which are typically used in conjunction with an earth source such as the ground. Through means similar to the Sticky Earth Drop and Dropping Lid jutsus, the user will open a portal which will release the earth jutsu from a source of earth inside it. As the size of the portals scales with the size of the jutsu, they can be quite large, though the jutsu will only ever summon one at a time. This useful ability is however majorly limited. Not only will the user will be unable to open portals from a short range radius around an enemy, but they will also be unable to use this jutsu in conjunction with any of the earth jutsu which are released outside of an earth source (earth jutsu fired from the mouth, those which appear from the sky, etc). Furthermore, these portals can only be used in conjunction with earth jutsu, and must be formed at least five meters away from the opponent. After it is released from the portal, the earth jutsu will function as it normally does, with no added benefits. If a jutsu requires hands on the ground to perform, it won't be able to be released from a portal.
Note: Usable four times per battle, with a two turn cooldown.
Note: Cannot be used in conjunction with Mountain Smash or any Forbidden ranked jutsu.


 
Last edited:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Re: The Legacy of The Uchiha Prince



Wind
Original Techniques
None Yet ;_;

Learned Techniques
(Fūton: Shūmatsu Sokudo) — Wind Release: Terminal Velocity
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: By focusing their chakra, the user will cause the air in their surroundings to wrap around the target’s body. In doing so, the air will condense and act as a barrier which will constantly push against the target’s body. This causes the target to become locked in a state of terminal velocity, capping their current speed. Trying to overwhelm the state of terminal velocity will work against the target, as the more they attempt to overwhelm it, the more air condenses to counter in response. Note: Lasts 2 turns Note: Can affect up to and including 3 targets at a time Note: Can only be used once
[Spot Reserved]

(Futon: Iongeto Reishiki)- Wind Release: Aeon Gate Type 0
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra cost: 50
Damage: 90 (-40 from user)
Description: After successfully devising the parent technique, Yosamu pushed himself yet again, to break all the boundaries that obscured his initial success and developed a successor technique that far surpassed the first. He named it, Type 0, because it was the final form of the ingenious jutsu, set to annihilate the greatest of foes. This move, required immense amounts of chakra from the user being converted to Futon at a near instantaneous pace. The user will gather this great amount of energy within himself and hold both his hands outwards, as if getting ready to hug something but as he does this he/she's actually releasing all this stored chakra across the battlefield in an omnidirectional manner starting from short ranged reaching up to long ranged, a gate will open up short ranged from the user as this happens. Then, the user will run a physical non-chakra coated object through this initial gate, just like the parent technique. But, instead of just one portal opening 5 meters from the target multiple gates will open, amounting to the hundreds, each with elaborate patterns on their 2D shape. The object that the user had placed through the first gate would get replicated by this multitude of gates and will be multiplied accordingly. Meaning, if the user had thrown a kunai through the first gate, the gates that follow would each release a single Futon replica of this said kunai which would in turn fire hundreds of replicas at the target all collectively amounting to Forbidden rank. But it doesn't end there, the gates will close as usual after releasing this replica, but will continue to reopen to fire more replicas of the said object, they will continue to reproduce these replicas at a rapid pace with the Futon projectiles appearing as green streaks of light. The gates open and close at the speed of a blinking eye, releasing only replica at a time, but in the company of the many other gates these replicas appear infinite. The gates will continue to rain down the projectiles on the enemy for two whole turns and their arrangement can be set in any order by the user. Meaning, he can choose to arrange the firing gates in a wall formation, a dome formation, a concave/convex formation anywhere as long as it stays 5 meters from the opponent. With chakra guidance and control the user can even open the firing gates in his vicinity as well, having the projectiles rain around him without as much as touching a hair on his head. Throughout the technique however, he must stay focused and can't mold any other forms of chakra until the technique ends or is destroyed. After this technique ends, the user is left much fatigued, as that much chakra takes a strain on his reservoir and physical well being. His speed will fall by two ranks and the user will have sore painful limbs for two turns after using this technique.
Note(s):
- Can only be used once
- Lasts 2 turns
- After this technique, user can't mold above B ranked Wind next turn, then nothing above A ranked Wind the turn after, until the fourth turn after this technique he may use up to Forbidden ranked Wind jutsu


Fuuton/Kenjutsu: Manjifurai) - Wind Release/Sword Technique: Manji Fly
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: The user will channel Futon chakra into his sword, and spin it by the lanyard at it's hilt. The blast of wind is capable of propelling the user in any direction he hopes to go in, left, right, forwards, backwards, up and down. The user must spin the sword in the direction the user wishes to go, and the blast of wind will pull the user in this direction, kind of like a helicopter. The user of this technique can steady the amount of wind chakra fueled into the technique to keep themselves steady while in mid-air. The user is able to move at their running speed while utilizing the wind propulsion. The wind however can be used for much more than just flying, the wind can be released by spinning the sword to release a spherical blast of wind. Due to the incredible rapid sword movement, and the blast of futon that's released it is capable of cutting through earth (C rank), blasting away water (C rank), overpowering other wind techniques (same rank and below, within reason), and it is also effective against B rank and below fire techniques. The blast of wind is also sharp and capable of cutting apart people should the user use this technique as an attack.

Note: Can only be taught by Jᴀʏ
Note: Can be used to attain, and maintain flight.
Note: Other techniques can't be used whilst this is active.
Note: Sword used to perform the technique must have a lanyard, or sash of some sort.
Note: Can only be used 4 times.


Fuuton: Pengin o Gyakuten - Wind Style: Reversing Penguin
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra: 20 (-10 per technique)
Damage: N/A (-20 to wind techniques)
Description: The Reversing Penguin is a dormant elemental ninjutsu Ashitaka made after hearing about an Iwagakure legend who was a powerful fuuton specialist with a move set similar to Ashitaka's suiton techniques. The user would begin to channel chakra up to mid range in all directions around himself, with that chakra only being visible to chakra sensors or user's having dojutsu as not to give any indication this jutsu has been used. The Reversing Penguin is simply a wind jutsu that can sense when extra chakra is expended or that has been expended into a fuuton technique. As the wind senses this extra chakra being released into fuuton techniques, it would begin to cause a small but fairly powerful air current to start spinning in the opposite direction of the fuuton jutsu in play, knocking any loose debris it may have picked up and weakening it in general due to slowing down the wind's speed and making it lose cutting power (as the wind wouldn't be as fast, it would lose part of it's sharpness coming from speed). This happens instantaneously due to the fact that this technique is dormant until activated via the opponent empowering their wind techniques with extra chakra.

Note: Can only be taught by Penguin
Note: Wind lasts four turns
Note: Can only be used three times per conflict


(Futon: Kyonen no Natsu) - Wind Release: Last Summer
Rank: B-S
Type: Defensive/Offensive
Range: Short - Long
Chakra Cost: 20-40
Damage: 40-80 (+20)
Description: The user of this technique will channel his Futon chakra to form near invisible bowl-shaped half-sphere of wind either in front of him or at the end of his fist. The sphere can be used for both defensive and offensive purposes alike, however its main purpose is much more powerful. Upon being assaulted by an enemy attack the user will either psychically launch the sphere or expel a gust of wind from his/her fist to launch the sphere at the enemy attack when it's within range to make it look as if they had punched the enemy technique. At which point the bowl shaped sphere will envelop the enemy attack, and form a full, visible sphere. Depending on the elemental nature the sphere will neutralize the technique, for example depending on the rank of the enemy technique, and the rank of this technique used the user can snuff out flames. When faced with electrical attacks the user can disperse the current. When it's an earth technique, the wind sphere will both crush and cut apart the attack. It's offensive ability however is just as simple if not simpler, the sphere can be launched to engulf enemies and will shrink to both crush and cut apart the victim. The most powerful ability of this technique however, is a combination of both the offensive and defensive traits. The user of this technique instead of neutralizing enemy techniques will enhance them, redirecting them towards the opponent. Upon being attacked by a fire technique, the user will fuel the flames with wind putting enough spin into the flames to redirect it towards the opponent. Upon being faced with a water technique, the user will redirect it whilst adding pressurized trait, the water will have more cutting power. Upon being faced with an earth technique, the user will redirect it and use the wind to increase the force behind the earth. When facing a wind technique, the user will use their own wind technique to engulf, add increase the force, cutting ability and amount of wind in the technique. Unfortunately this part of the technique can not be used with lightning due to S/W the current is dispersed. Upon launching the technique back at the opponent, the technique increases by one rank.

Note: Can not be used in consecutive turns
Note: S rank version may only be used twice
Note: Can only be taught by Jay
Note: Redirection can only be used on techniques of lower rank.
Note: Can only engulf and empower elements that work logically (KG and CE alike)


Futon: Burakku Susabādo) — Wind Release: Emboldened Black Scabbard
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: After performing an attack whether elemental or something as simple as launching a kunai the user will perform an additonal three hand-seals. The user will concentrate wind chakra onto said object or technique. The wind simply shroud's the technique, the shroud in no way increases the damage or effects the properties of the technique in any other way then the purpose of this jutsu. It's purpose is to mute and negate any sound that the technique might make. Wind Release, being the natural weakness to sound is effective in muffling and distorting sound. The user uses the wind in order to form a barrier of sorts to surround techniques. The shroud prevent's the technique itself from making sounds like the sound a sharp projectile makes when it cuts through the air etc, by preventing contact to the air surrounding the projectile. Moreover, since air is the medium in which sound travels the wind is effective in negating the sound any non-energy based element makes, the whooshing of water, crumbling of earth, etc all these sounds that are produced when forming and launching certain techniques are contained by the wind barrier. Granted this technique does not account for the vibrations created by earth techniques or techniques that move through the earth. However, for techniques moving throughout the air such as a spear of water, or the throwing of a kunai. The wind is capable of counteracting sound outside and inside the shroud.This technique does not take up a slot in time-frame but will consume a move-slot upon use.

Note: Can only be taught by Jᴀʏ
Note: Cannot be used for techniques created underground, or energy-based techniques.




 
Last edited:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Re: The Legacy of The Uchiha Prince



Elemental Combinations
Original Techniques
none yet

Learned Techniques
(Katon/raiton:Ikkyou) - Lightning/Fire Style: Suprise
Type: Attack
Range: Short - long
Rank: A
Chakra: 30
Damage: +1 rank
Description: This jutsu will be used after the user has used a lightning jutsu. It is similar to the way that when Darui used a lightning jutsu to add to his water jutsu as he was spitting it out against Sasuke. After having release a lightning jutsu, the user will focus more chakra into it. As they do they will focus upon the heat of the lightning. In doing so they can do one of two things. They will either:

1. By adding the extra chakra they will control the heat, causing flames to wrap around the lightning jutsu the user jutsu make, making it a fire lightning combo. This will add 1 rank to the power of the jutsu from the extra chakra used. The fire would stay wrapped around all the lightning as it's being produced from the lightnings heat.

2. Use their chakra to convert the full heat of the lightning into fire, changing the state of the energy, so that the lightning now becomes a fire attack. So if the user used chidori spear, they would be extending it, then control the heat to change it into a sharp flame spear extending form their hand, changing the chakra nature through the use of physics.

The user can only used this on one jutsu, and once they have used it they can't change it back.

Note: Useable 3 times
Note: Can only be used on A ranks and below
Note: Can't use water jutsu in the same turn after having used this.

[Doton/Suiton: Harumagedon Ishuu] – Earth/Water Release: Armageddon Swarm
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A (60 damage if used to attack the opponent)
Description: This technique is essentially the daughter technique of 'Earth/Water Release: Tyrannical Aggravation'. The user will release their doton chakra into the ground to cause a swarm of winged beetle-like creatures composed entirely of earth (and coated in adhesive mud) to surface beneath or around their position, each being the same size as an ordinary insect. The user will then focus their suiton chakra into each of the creatures to cause them to secrete a dense layer of adhesive water (Similar to Water Release: Starch Syrup Capture Field) from every point on their miniature bodies, causing the already present layer of adhesive mud to fuse with the sticky water to make for a very dense, viscous and adhesive mixture. As a result the insects become capable of traversing through even the densest and stickiest of mediums e.g. Swamp of the Underworld. This makes them extremely proficient in swimming through similar liquids, with their maneuverability being heightened the denser the medium they are traveling through. On land, these creatures are extremely sluggish, in water or when they are submerged with solid ground, they match the speed of an average aquatic creature, in adhesive mud and liquid metals, their speed is unsurpassed, partly because they aren't hampered by the sheer viscousity of such mediums. One final property granted by the adhesive water/mud-like layer is that the creatures become extremely resistant to burning and heat based elements (due to infusion of water), protecting the hard, rocky interior of the small creatures. Alternatively, these insects can be used whilst the user is submerged in a swamp or they can be spewed directly from the user's mouth as a ride-able wave, meaning the user doesn't have to be in contact with the ground to use this technique. In terms of offensive capabilities, each of the beetles have sharp serrated claws which they can use to assault the opponent with and can also extend small needle-like spiked protrusions of earth from any location on their bodies. In terms of defensive capabilities, the entire swarm of insects can collectively neutralize up to: S-Rank Fire, S-Rank Water, A-Rank Wind, B-Rank Lightning and B-Rank Earth. However, in neutralizing these jutsu, they will all be destroyed in the process. The special ability of these roaches is that they're capable of compacting their sticky bodies together to form various constructs such as a defensive dome around the user. The insects can even attach to the user's body to create a armour of sorts. Coupled with the ability of flight the beetles naturally possess, the user becomes capable of pseudo-flight. The real utility of this techniques lies in the fact that the swarm of beetles is capable of attacking from multiple angles. The beetles can passively merge and move through the earth, fly through the air, swim through water, swamp and even liquid metals.

Note: Creatures last for a maximum of three turns
Note: Can only be used 2x per battle
Note: Can only be taught by -Venom-
Note: Counts as 2 moves from the users 3 per turn limit.
Note: No insect can separate from the swarm to do its own thing
Note: Parent Jutsu



 
Last edited:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Re: The Legacy of The Uchiha Prince



Ninjutsu
Original Techniques
Ninpo: (Tamashī yakiire yoku) — Ninja Art: Soul Hardening Greed
Type: Supplementary, Defensive, Offensive
Rank: A
Range: Short
Chakra Cost: 30 (- 10 per turn)
Damage Points: + 15 to tai
Description: A technique derived from the "Leech All Creation Technique" and partly inspired by the infamous "Earth Spear Technique" in use. The user will focus chakra throughout their entire body. The chakra has the unique property of assimilation, granting it the ability to assimilate a material upon contact and take on its traits. Unlike the technique from which it is derived from however, it does not convert the user into that material, rather specifically converts their skin, becoming slightly thicker as a result. The converted skin while slightly differing based on the material mimicking, for the most part provides a quick and durable defense to physical based attacks and heat based techniques of the same rank without any harm to the user. Yet with no difference in weight or bulkiness and therefore does not hamper the users movements in anyway. Also similar to its derived technique it constantly reforms as long as the user has physical contact with the material. Requiring the opponent to neutralize it with a technique of equal rank to completely stop the reformation rather then end it for a moment. Something to note is the technique despite being a defensive one, logically allows a minor enhancement to the offensive capabilities of the user. Capable of being used in a manner similar to earth spear, such as using ones hand to pierce the opponent. An additional perk of the technique is despite being a ninjutsu the mechanics of the technique are capable of being produced through earth release if the user is skilled enough in the element. Therefore earth specialists (primary or secondary) will be able to use this as an earth technique as well as being capable of using the technique as an S-rank once per battle (at the chakra cost of an S-rank), following earth's strength's and weaknesses of course.

Note: Lasts three turns
Note: Can be used three times
Note: Can not be used in consecutive turns
Note: No A-rank or higher Ninjutsu in same turn.
Note: Can only be taught by Yusei
[5/6] Penguin, Zaphkiel, Shady Doctor, xhoudini, hells

Learned Techniques
;_;



 
Last edited:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Re: The Legacy of The Uchiha Prince

Genjutsu
Original Techniques
none yet

Learned Techniques
(Genjutsu: Midare)- Illusionary Technique: Disturbia
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will and cast an illusion on the opponent's mind that sees a single figure appearing on the terrain- this figure can be anyone and anywhere the user chooses but it can't be made within 5 meters of the opponent. This figure will have a distant look at everything, as if looking through you and won't appear to be concerned with the world around them. They can't move, can't talk, not even think- they are essentially living statues. If left ignored by the opponent after one turn this figure multiplies into two figures with the second one being set anywhere the user pleases, even beside the opponent which is unlike the first figure. After the second turn these two multiply into 8 figures, and after the third turn 16 and so on until the entire field is completely filled and the opponent has nowhere to move. In reality, these multiplying statues are actually explosive kunai that the user throws at strategic locations- of course the opponent wouldn't actually see when the user throws these kunai. The more turns that pass the user throws more around the field until it is riddled with explosives. Then, with a single hand seal the user will detonate all the tags he had set. The aim is to get as many as close to the opponent as possible to ensure death before the illusion is broken.
Note(s):
- Can only be done 3x
- Requires a turn cooldown

(Genjutsu: Gurandoerudā no Futan)- Illusionary Arts: Burden of the Grand Elder
Type:Supplementary
Rank:B
Range:Mid
Chakra:20
Damage:N/A
Description: After making a hand gesture towards the opponent, the user will trap said opponent into a genjutsu. While trapped in the genjutsu the opponent will see themselves as an elderly man aged between 80-90 years old. Along with the opponent seeing themselves as an elderly man, they will also feel as how they look. Meaning that they will become an older man at mind. Knowing their limitations as an older man, any movement becomes difficult and their overall speed decreases one rank as well as slightly slowed handseal speed. This is describing the generic 80-90 old person, and not the extremities. Temperature change will cause them to feel uncomfortable and change in air pressure will make them feel short of breath. In reality however, they will be fine, with no issues.
-Can only be used/taught by Sir Hoshigaki
-Can only be used 3 times per battle

(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~

(Genjutsu: Zeuxis no hiiro warai) | Illusionary Technique: The Scarlet Laugh of Zeuxis
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user performs 3 handseals, placing the opponent under a genjutsu. In the genjutsu pressure is applied to the spots that are most likely to induce gargalesis, tickle spots. At first the pressure starts out as a incredibly light and cold touch, however the sometimes rhythmic and sometimes erratic strokes begin to grow firmer and firmer, evolving into gentle caresses, and before long morphing into heavy strokes. The once cold touch also begins to grow warmer and warmer while the frequency of the strokes increases. As the opponent is tickled they might begin to involuntarily twitch, perhaps even laugh. However after but a few blissful moments the pleasurable yet distracting tickling turns into rather painful scratching. The opponents skin feels raw as the now sandpaper like pressure ravages their body, the previously warm touch grows to become searing hot, scorching the users skin; and painting them an awful shade of red. The relentless frequency granting no time for relief. The scratching soon begins to reach its dreadful crescendo, the enemies clothes becoming bloodstained as their flesh starts to melt and peel. Molten melting fat weeping along the users skin, eroding into the flesh, further adding to the abhorrent wounds. Broken skin quickly develops into large chunks of meat, fat and muscle that slowly and painfully oozes away. Leaving the opponent a bloody mess. Of course, all the while the appropriate sounds are produced to compliment the situation. In reality, the opponent experiences crawling and itching upon their skin as the Knismesis takes effect, and then becomes ticklish as it advances into the next stage, increasingly so over time. This occurs not necessarily because it may be the enemies natural reaction to tickling, but rather because the Genjutsu amplifies the enemies sense of touch, therefore overstimulating their sense to a degree in which they feel ticklish regardless of their usual physiological reaction. Therefore while an enemies reaction to the Knismesis and Gargalesis may be different (Eg, they may not laugh, or they may burst out in hysterics) , the experiences of Knismesis and Gargalesis are forced, thus eliminating the reliance on an enemies personality and personal habits. Although naturally, an enemy who has never been ticklish before would have even more reason to suspect a genjutsu - a slight pitfall in the technique. Of course, because this is a Genjutsu, there can be no prior anticipation to the 'tickling', therefore it's usually far more effective and productive than if you were to tickle someone physically as no physiological defense can be formed to limit a reaction until you actually begin to feel ticklish. Needless to say the tickling can make it incredibly hard for the opponent to concentrate, leaving them rather vulnerable. As the Genjutsu goes into its final rather gruesome stage, places such as the armpits, knees, ribs and soles of the feet would be heavily affected. Making movement of these regions either incredibly difficult, or in a few occasions impossible as long as the opponent remains in the illusion due to the pain and the feeling of tendons, muscle and sinew being burned and torn within the Genjutsu. The excruciating pain felt within the illusion will likely have an impact on the opponents mind, leaving the opponent in mental pain and ailing them with mental exhaustion. The opponents body may also remember this sensation, possibly linking any kind of physical touch to this experience; creating rather adverse effects. Of course much like in reality, even when the physical pressure ends, the opponent may still cringe and shirk from the "after touch". The pace of intensity of this Genjutsu is subject to the users intentions upon casting it. The most obvious weakness of this illusion would be its surreality, and the fact that this Genjutsu only affects the opponents sense of Sight, Hearing and Touch.

Note:
- The user is capable of targeting specific spots if they so wish.
- Can only be used 2x
- No Genjutsu A rank or above for the rest of, and the next turn.
- Can only be taught by Scaze

Genjutsu: Himan Pengin no Omosa - Illusionary Arts: The Weight of the Obese Penguin
Type: Supplementary
Rank: S-rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Himan Pengin no Omosa is a special type of genjutsu, in the fact that it is dormant and requires a paramount change to the target's weight in order to activate. It is great for fighting opponent's who change their weight to alter their speed or taijutsu. After injecting chakra into the opponent's brain, the user would set upon them a fantastic genjutsu, dormant in nature. To activate this illusion, the opponent must change their weight drastically in any way, shape, or form. An example of this would be if the opponent chose to increase their own weight via the usage of (Doton: Kajūgan no Jutsu): Earth Style: Added Weight Rock Technique, they would actually feel as if they used the (Doton: Keijūgan no Jutsu) - Earth Release: Light Weight Rock Technique on themselves, with the effects being tripled. So in reality, they would still be moving at the speed of the Added Weight, but in their own mind, they would believe they are faster than what they are, ruining their chances of using taijutsu due to their lack of timing between what they see and their actual speed. That is not the only way this genjutsu works. If the genjutsu has already been casted and the target happens to have leg weights on themselves, and the target took said leg weights off in an attempt to blitz the user, it would feel as if the target actually had three sets of weights on themselves. Minor weight changes will not set this technique off. Either the opponent will need to have dropped their leg weights or their weight will have to have at least changed by a factor of two (meaning their weight will need to at least have doubled or halved) for this technique to take effect.

Note: Can only be used twice per conflict
Note: Genjutsu lies dormant for four turns
Note: Cannot use genjutsu above A-rank for two turns after this jutsu
Note: 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: 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).

(Genjutsu: Paresthesia no bodi ) - Illusion arts: Paresthesia
Type: supplementary
Rank: A-rank
Range: Short/Mid
Chakra Cost: 30
Damage Points: N/A
Description:
The user first performs 2 hand seals (Tiger--Boar) which is used as a medium to transfer chakra into the opponents nervous system and take control of their sense of touch. With that done the opponent will be trapped in the illusion and begin feeling the affects. The opponents arms, hands, legs and feet would instantly feel "paresthesia" and become numb to a degree, along with an extremely intensified tingling feeling of pins and needles throughout out those body parts. This would successfully slow down the opponents movements drastically (half speed) due to the lack of control people have over their body when a body part feels paresthesia, and would make it highly difficult to react to attacks, perform hand seals and to attack or defend physically. When it comes to hand seals, the lack of control on the limbs would make it impossible to do more than 3 seals while this is affecting the target.

- Only taught by Shady
- Can only be used twice per battle and lasts 3 turns per use
- Can be used on multiple opponents at once

(Genjutsu: Enmu za Kanchi)-Illusionary Arts: Haze of Perception
Type: Supplementary
Rank: A
Range: Short - Medium
Chakra: 30
Damage: N/A
Description:
To begin the user will form two hand seals and place their target under a subtle illusion. In this genjutsu the target will first see the user emit a blinding white light as they finish their hand seals, temporarily reducing the opponents sight to white nothingness. That is when the second stage of the illusion is put into place, the caster of the illusion will manipulate the targets sight so that they will see what is behind them instead of what is in front of them. So when the light appears to fade and they are able to see again it seems as if the caster of the technique had moved before their sight had returned. Due to this techniques effects when the target regains sight of the user they will actually be facing the opposite direction to them and as such will be prompted to release techniques the wrong way, causing them to miss. It is also worth noting that the caster of the illusion manipulates the targets sight to mimic things they would normally see in relation to their body as they face forwards.(Hand/arm movements, the nose etc)

Note:
~Can only be used twice
~Cannot use genjutsu above A rank next turn
~Can only be taught by xHoudinii

(Magen: Inku no Masutaa Irasuto) Demonic Illusion: Illustration of the Ink Master
Type: Offensive
Rank: A - Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description A rather simple yet powerful genjutsu but can provide for a wonderful opening if used correctly. The user will make three hand seals while channeling chakra into the brain of the enemy. Once down, the target will see the user change form and turn into actual paper from a book. The paper will fly directly towards the target instantly surrounding them in an array of paper. The pages will circle the target and once done will forcefully join onto the targets body. The target will then hear the voice of the user uttering words in the head of the enemy but the words start to get louder and louder, causing the target to experience mental stress from the attack. In reality the target is unharmed but is suffering from intense mental stress and if not broken in the next turn will suffer fatigue and mental exhaustion for 1 turn due to the large strain the illusion leaves on the target after which the illusion ends. The user can also make the genjutsu more unique by adding things such as when changing into paper they can make it seem to be on fire or adding smoke while creating fake heat or causing them to cough from it. This adds to some uniqueness based on usage of the technique and is only restricted to the imagination of the user .

*Can only be used twice per battle*
*No genjutsu above A-rank next turn*

(Genjutsu: Yoru Wa Yamideari Kyōfu no Furu) - Illusionary Arts: The Night is Dark and Full of Terrors
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The technique is a simple and straightforward illusionary technique that affects the opponents senses. The technique works with the user weaving a single handseal and expelling smoke from his mouth which instantly materializes into a 'shadow figure', with the shadows face being that of whoever the user chooses. The shadow-figure is completely capable of manifesting weaponry from its body and the user can choose to have the original one divide into two or more shadow-figures. Alternatively however, the user can choose to 'give birth' to the shadow figure; more or less for aesthetic purposes. It depends entirely upon the user how he chooses to expel the shadow figure, with the size of the shadow being slightly larger than that of the user. Once this has been done, the shadow figure disperses and disappears from the field. This begins the second stage of the Genjutsu which continues for a specific period. It allows the user to materialize the shadow figure at any place on the field for any purpose at all, such as to stab the opponent or to bind the target in place before the shadow disappears once more. Any damage dealt by the shadow figure is felt and experienced by the target, for example the loss of limbs would incapitate the target, rendering them incapable from using that particular limb. However, in reality, no damage is actually dealt upon the target and it is completely mental stress that forces the body to assume that it has been injured.
Note: Activation costs a move slot, and to maintain the technique, it costs a move each turn. The manipulation of the shadows can easily be made part of the same timeframe as another technique. When the form appears it takes a couple of seconds to take it's form before it can strike.
Note: The effects of the illusion disparate when/if the illusion is broken.
Note: Can only be used four times per battle, and each use lasts for four turns.
Note: Can only be taught by Hell Autarch

(Genjutsu: Kyōsei) - Illusionary Arts: The Compulsory
Type: Offensive/Supplementary
Rank:
A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: 'The Compulsory' is a simple, and yet complex illusionary technique that was developed by Pernida Parnkgjas, designed specifically to aid the user in close combat but has since evolved to reach Mid Range as well. The technique activates with the user snapping his fingers which induces the illusion. The illusion however is not a Sound-based one but rather a visual Genjutsu. As such, it is extremely important for the opponent to have viewed the user snapping his fingers. In essence, the technique allows the user to bend and/or twist any object or even person in their surrounding vicinity. This grants the user the power to bend and even compress any tool or incoming projectile of their choice. As such, it leads to a great deal of versatility as the user may even choose to render any weapon into a practically unusable state by bending it. However, it is important to note that whilst bending an object i.e sword can change its direction in the illusion, the sword in question remains all the same in reality.Therefore, the user cannot actually utilize this genjutsu to evade weaponry. The illusion only exploits the targets willingness to assume that the weapon has been rendered useless, and naturally, it results in the target abandoning that weapon but in reality, there is no actual change. Alternatively, the user can choose to apply the technique upon the body of their target, manipulating a body part to twist and bend in order to break the targets bones, often creating the sound of snapping bones or even to such an extent that the selected part is reduced to a pool of blood. Any damage dealt by the illusion is felt and experienced by the target, for example the loss of limbs would incapitate the target, rendering them incapable from using that particular limb. However, this would in a sense be mental damage and not actual damage inflicted on the target. Regardless of that however, the user can easily submit the target to go unconscious by either delivering excruciating pain within reason or simply by 'severe bloodloss' which would in the illusion cause the target to faint. However, in reality, no damage is actually dealt upon the target and it is completely mental stress that forces the body to assume that it has been injured.
Note: It can only be used to affect a single object/body part per usage.
Note: The effects of the illusion disparate when/if the illusion is broken.
Note: Can only be used two times per battle, with a one turn break inbetween each use.
Note: Can only be taught by Hell Autarch
You must be registered for see images
You must be registered for see images
 
Last edited:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Re: The Legacy of The Uchiha Prince


You must be registered for see images


Taijutsu
Original Techniques
none yet

Learned Techniques
None Yet ;_;



 
Last edited:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Re: The Legacy of The Uchiha Prince


You must be registered for see images


Kenjutsu
Original Techniques
none yet

Learned Techniques
None Yet ;_;



 
Last edited:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Re: The Legacy of The Uchiha Prince


You must be registered for see images


Kirigakure Village Customs
Techniques
(Kirigakure Hijutsu: Mizu Ryuushi Sanran) - Hidden Mist's Secret Technique: Water Particle Dispersion
Type: Defence/Supplementary
Rank: A
Range: Short-Medium
Chakra Cost: 30
Damage Points: -
Description: Once the opponent attacks the user with a water technique, the user will release water and wind chakra through the air. Suddenly, the water jutsu of the opponent disperses and turns into a thick mist correspondent to the amount of water dispersed, giving advantage to the Kiri ninja who are used to fighting in the Mist.
~ -10 damage to user per use
~ No water techniques of S rank and above next turn

(Suiton: Hyouketsu Kiri) - Water Style: Freezing Mist
Type: Defence/Supplementary
Rank: A
Chakra cost: 30
Damage: N/A
Description: A variation of the Hidden Mist jutsu, but instead of releasing normal mist, the user makes extremely cold "freezing" mist. This mist is so cold that the evaporated water of the mist changes into ice crystals. The result of this is that the mist is a lot "heavier" which makes it more difficult to just blow away. It's most effective against people who user IG for example. The cold of the mist makes the joints of the opponent slower functioning, due to his fast breath his longs start to freeze at a rapid rate (he breaths fast the cold air in) but above all the ice crystals start to attach themselves to solid objects more easier than normal water of mist. This makes the opponent loose energy and heat rapidly, which makes his movements yet again a lot slower.
The effect is the same on normal people, for instance the speed of making handseals slows down, same goes for their reflexes. Since the mist is made of the user's chakra, it does not affect him.

(Kirigakure no Kekkai Kinjutsu: Pyrrhus no Shiyouri ) - Forbidden Barrier Technique of Hidden Mist: Victory of Pyrrhus
Type: Attack/Defence/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra Cost: 70
Damage Points: 100
Description: The user will need to place four tags which will have a shape of a square on a determined area. Once the seals are in place, the user will do a row of hand seals and clap his hands together. Suddenly, a huge burst of chakra will come out of the seals and will form a cube covering the area of the seals forming a barrier. Once inside the barrier, the shinobis can't escape and no one from the outside can enter here (unless with time/space techniques). No jutsu can break the barrier while it's active. In some cases, during the history of Kirigakure, some ninjas used the jutsu on themselves and on the opponent to ensure he would be defeated, in an act of sacrifice to save the village. The effectiveness of this jutsu is showed after a period of time, where everything inside of it is consumed by the chakra and dies, leaving nothing behind.
*Barrier needs to caught the user also
*Barrier lasts 5 turns until it destroys everything on it's inside and disappears
*Usable once per battle
*User gets -20 and will also die after usage because he will be caught by his own jutsu in an act of sacrifice

( Kirigakure Hijutsu: Mujogihen ) - Kirgakure's Secret Technique - Artificial Mist Deception
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will focus chakra into his hands, and then slam them into the ground, creating an intricate pattern of glowing blue seals on the ground. The seals possess the ability to leech the user's chakra and then use it to produce a mist thicker than normal ones created by man-made techniques. The mist is continually produced at high rates, meaning blowing it away will not result in the area being cleared of mist, it will just lighten it slightly. The mist since it has the user's chakra, the user will be able to sense where the opponent is.
* Can be used only once per battle
* Leeches user's chakra 10 per turn
* User cannot use Forbidden Rank techniques while it is active of any element.
* Neither user nor opponent can see or sense each other ( via methods other than the creation of this mist ) - even usages of other Chakra Sensing abilities will be distorted because of the chakra present in the mist itself.

(Suiton: Kyuuketsuki Gesuidou) - Water Release: Vampiric Drain
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: The user will perform two handseals before focusing their chakra into a technique produced mist in order to grant it a unique chakra sapping quality. This technique takes a unique twist on a low-level Kirigakure technique (Water Release Secret Technique: Mist Rain) which drains chakra from the opponent's techniques for the sole purpose of weakening them by a small degree. In contrast, this technique allows the mist to absorb all of the chakra in the opponent's techniques for various purposes. Techniques which seek to locate the user through chakra sensing means (e.g. Rain Tiger at Will or Gaara's sensory sand) will prove to be futile as the substance being used will become devoid of chakra and will no longer be linked to the creator's senses. However, this will not affect ordinary chakra sensing (chakra sensing via the user's own body). Constructs and objects will simply simply dissipate and fall to the floor with nothing retaining their form or structure. The chakra sapping mist will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for non-earthen elements strong to Suiton). Furthermore, this technique will only work on non-solid techniques and certain solid techniques, so Earthen materials strong to water are immune to this jutsu's effects.

Note: Can only be used three times per battle
Note: Can only be used by Kirigakure Shinobi
Note: Chakra draining effects will only work on techniques, not on living creatures.

(Suiton: Fuchi no Watatsumi Hebi) - Water Release: Abyss of the Leviathan
Type: Supplementary/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (80 damage if used to attack the opponent)
Description: The user will perform two handseals before focusing their chakra into a technique-produced mist. Through shape manipulation, the user will form portions of the surrounding mist into countless grotesque sea serpent-like creatures which appear to be "swimming" around inside of the mist itself. These hideous creatures are blind by nature, however they're capable of sensing anything (whether or not it possess chakra) in direct contact with the mist. Furthermore, these creatures exhibit certain but limited chakra draining qualities (Similar to Water Release: Grudge Rain Technique), so as long as the opponent remains in contact with the creatures they'll gradually be depleted of chakra (50 chakra per turn). Whenever the user wishes to, he can command the swarm to converge on the opponent from all sides in a furious feeding frenzy with such ferocity that the surrounding mist will begin to boil and churn, before being stained by the crimson blood. Despite the viciousness of the attack, the sea serpents are more than mindful not to harm their creator in the slightest.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.

(Suiton: Shouri no Caelus) - Water Release: Conquest of Caelus
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A (60 damage if used offensively)
Description: The user will focus their suiton chakra into the air in order to create a mist which possess a unique chakra-symbiotic quality. The mist itself will first absorb and then embody the properties of whatever it comes into contact with. For example, the mist will absorb fire and in turn, will become scalding to touch or it will absorb a corrosive gas and become capable of corroding matter. The absorption of techniques will begin immediately but the process of embodying the leeched traits will need be to initiated manually through the use of the Serpent handseal and its effects will only activate in the following turn. Not only that, but not all absorbed techniques can have their effects reciprocated but most can e.g. the majority water, earth or wind techniques. This absorption will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for elements strong to Suiton). Not all absorbed techniques can have their effects reciprocated e.g. the majority of water, earth or wind techniques. Due to the broad spectrum of the technique, logic will need to be applied to gauge if a technique's effects can be mimicked. Only techniques with unique traits can be embodied by mist (e.g. the stickiness of water, the numbing nature of lightning, the volatility of flammable mud and et cetera). Absorbing and reciprocating a technique's effects does not change this jutsu's elemental strengths and weaknesses. It will remain a Water Release jutsu, simply one with special traits.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.

(Suiton: Kiseichuu Gesuidou) – Water Release: Symbiotic Cesspool
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will focus their suiton chakra into the ground below to saturate the battlefield with with a large quantity of dense sticky water, similar in composition to the one produced in Water Release: Starch Syrup Capture Field. This user will then cause this adhesive liquid to seep from the ground in multiple places across the terrain as large circular "patches" of fluid, which will attach to anything they come into contact with, quickly binding the target object/person in place. The moment the sticky water attaches to something, it will begin to display symbiotic-like behaviour, attempting to envelop its unfortunate victim completely by slowly crawling up and around it, with this process varying in length depending on the size of the object/organism(s) being targeted. If used on living organism(s), the fluid behaves in a way comparable to quick sand, with the infestation spreading much more rapidly, the more the victim struggles against it. Small objects such as kunai, shuriken, swords and etc will be covered almost immediately, with the added effect of being ingested deep into the ground itself, clearing the battlefield of their presence. Underground travel of people/summons/objects will also be rendered almost impossible as the source of sticky water will ensnare whatever attempts to traverse through it. Alternatively, this jutsu is also extremely proficient against large ground-based summons, as they encompass a vast amount of space and will inevitably make contact with several patches of sticky water, resulting in them being covered at an accelerated rate. Using this jutsu gives the battlefield the appearance of a swamp, with several pond-sized patches of sticky water scattered across the terrain. As a result, this jutsu is often seen as the localized water-based counterpart of Earth Release: Swamp of the Underworld, with the inherent difference of the sticky fluid climbing up the user instead of them sinking into it. Each of these circular patches of fluid are two meters in diameter. This technique also acts as an effective defense against speed-based users, since the sticky patches of fluid can span out from the user's position to act as a "protective minefield". One wrong step can lead to the opponent being captured and ensnared.

Note: Lasts for two turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Kirigakure Village Customs
Techniques
Kirigakure Village Customs
Techniques
 

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Re: The Legacy of The Uchiha Prince



Custom Weapons
Original Custom Weapon
Indra - God of Thunder
Type: Weapon
Rank: S-Class
Range: Short-long
Chakra: 40 (maintaining levitation costs 10 Cp a turn)
Damage: N/A
Description: Legend has it that long ago there lived a Group of Monks that devoted themselves to the art of Lightning.They spent their days amassing as much knowledge as they could on it, through years of research on its abilities and the practice of its uses through ninjutsu. Years passed and their knowledge continued to grow, reaching their final days however the monks feared that all the knowledge they had amassed on the art would fall victim to time, and thus all came to an agreement.They Forged a weapon in which they stored all the knowledge and abilities they had amassed by sacrificing their chakra and their lives.The weapon would be named Indra after the god of Thunder and the group would forever be remembered as The Monks of Indra.In terms of Appearance Indra has 3 forms.Its basic form is a solid gold ring with a lightning bolt engraved on it. Its second form is a gold lightning bolt shaped sword with a smaller lightning bolt shaped opening near the black handle. And its third and final form is that of a solid gold staff or Shakujo.

Abilities -

Indra's Awareness - Through research and practice the first monk discovered that through the understanding of electrical charges and their pull of one another, that with enough skill one could harness the ability to sense them after completely mastering Lightning release. Able to sense the world around him through electrical charges. Able to sense techniques easily (Any technique) and by extension genjutsu via sensing the disruption in the electric waves affecting the brain (Like normal sensing simply allows the user to know he is under the effects of an illusion, does not affect the actual illusion in anyway), but otherwise limited to only short range when sensing something other then a technique such as an opponent. This is due to needing to be close to sense the weak or other wise unfocused electrical charges such as that of a human being's. After sacrificing himself, Indra gained the passive ability to grant its user an awareness of the electrical charges around him. This is passively done by the user either wearing Indra as a ring or wielding it in sword or staff form.(This ability is usable only by a user who has a lightning specialty, but to be able to sense things other then techniques up to short range the user MUST have a "Primary" Lightning Specialty)

Indra's Levitation -
Through research and practice the third monk discovered the levitating properties of Lightning after stumbling upon and studying the effects of a well known jutsu by the name of Levitating Lightning blades. He realized by shrouding something in lightning consisting of the same properties as that of Levitating Lightning Blades, he could levitate the object and take control over it. Requiring no contact, it is applied by merely releasing an chakra discharge at the intended target which is then changed to extremely focused lightning that shrouds the target and levitates it. This is done by simply preforming a hand-seal while wearing Indra as a ring or waving Indra in its Sword or Staff form, to shroud something in an aura of lightning and control it through levitation. The lightning shroud is purely supplementary it's only purpose is to levitate the target, it does not get conducted by liquids or anything of the sort nor does it shock/harm the target whatsoever due to its extremely focused and condensed nature similar to that of the Raikage's Armor. (This counts as one of the users 3 moves per turn and the initial amount of chakra used is proportionate to the size/rank of the intended target. As well as costing 10 chakra points per turn to maintain. In terms of what can be levitated it is limited only to tangible objects and techniques up to A-rank things of a solid or tangible state like that of earth and liquids, energy based techniques cannot be be effected unless the technique states having a solid property, nor can it be used on living creatures. However due to their relationship wind techniques of any sort, even extremely focused tangible ones can not be levitated.)

Note:
Changing Indra's form takes up 1 of the 3 moves
Note: Due to Indras hate for wind any wind technique preformed by the user requires + 10 chakra
Note: The wielder must have a Primary Lightning Specialty to sense things other then techniques and is limited to only Short range
Note: Indra is Indestructible
Note: Can only be taught by Yusei
Same url as servants of the divine
Noni, [Not teaching this to anyone else]

Given Weapons
I don't want any



 
Last edited:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Re: The Legacy of The Uchiha Prince



Magnetism
Original Techniques


Learned Techniques
(Jiton: Hanpatsu-ryoku)- Magnet Release: Repulsive Force
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage: N/A
Description: With this technique the user will be able to manipulate a Raiton technique using his hand to release a shield like intangible force of magnetic chakra, having no effect on a human body whatsoever, that messes with the electromagnetic forces the lightning naturally carries, bonding its particles together. This technique only works on focused lightning techniques as the molecules are more uniformed and as such are easier to manipulate. Depending on the rank, the following countermeasures can be made:
C ranked and below: The user can dispel the technique completely by splitting the very electrons and protons that compose the lightning to completely eradicate it.
B ranked: The user can bend the lightning directly towards the attacker with a slower speed than it originally came
A ranked: The user is able to redirect the lightning to the left, right or directly upwards of his postion but not back at the opponent
S ranked: The user is only capable of merely pushing the targetted jutsu to his left or right, slightly changing the trajectory, saving his skin. If the jutsu in question has a broad damage radius, then within reason, the user can be damaged by its after effects.
Note:
- Can only be done 2x
- No other Jiton technique can be used during the turn performed
- Can only be taught by Elyon
- Requires a turn cool down


 
Last edited:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Re: The Legacy of The Uchiha Prince

You must be registered for see images

M.Wolves
Summonings
#1: (Tategami Ōkami Kuchiyose no Jutsu: Durian) M. Wolf Summoning Technique: Durian

(Tategami Ōkami Kuchiyose no Jutsu: Durian) M. Wolf Summoning Technique: Durian
Type: Summoning
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Durian. His nickname among the Maned Wolves is the Nioijū, which means "Smelly Beast". He is a 4ft Maned Wolf who relies on deception, debilitation and distraction tactics, rather than a straight forward fight. His brownish-orange, black and white fur is covered in scars, all from his failures in battle. He's shy by nature, but does try and converse with people he is familiar with, even though the mask he wears gets in the way and he can't be understood anyway. While he doesn't have any skill or affinity for Jutsu, Durian always carries several canisters of weaponized Maned Wolf scent combined with various natural agents that have a wide array of effects, while also providing cover for him to hide. To ensure he doesn't feel the effects of his own gasses, or those of his opponent for that matter, Durain wears a mask with a built in filtration system, similar to those found in Samurai helmets. He also carries a spare for his Summoner. The different canisters of gas Durian carries on the holster on his back are colour coded, and are as follows.

Yellow Mixture: The Yellow Mix is a heavily concentrated canister of the basic Maned Wolf odour. Once opened it provides a large, thick screen of yellowish smoke that affects a 10m radius from where it is activated, and renders sight and smell almost null as the smoke is too thick too see through, and the concentrated scent overpowers any other smells. Doujutsu and Sensory types who detect through other means are otherwise unaffected by the smoke. Because the smoke is so dense and covers such a wide area, it requires an A-Rank or higher Wind technique to be blown away completely, otherwise it dissipates naturally over the course of 3 turns.

Red Mixture: The Red Mix is a combination of the usual Maned Wolf odour and flammable agents that violently ignite when lit. When the canister is opened it releases a steady stream of reddish-brown gas, that can be used in a variety of ways. While it is still a gas, it can be blown away by a C-Rank or higher Wind Jutsu, otherwise it dissipates over the course of the turn it's used. Once ignited, it follows basic Elemental guidelines and interactions, being considered a B-Rank Fire Jutsu.

Green Mixture: The Green Mix is one of the more close-combat orientated canisters in Durian's arsenal, as it uses the regular Maned Wolf odour combined with a mild Aesthetic. The gas affects any target('s) in Short Range of the canister when it's activated, who don't have the proper protection against it (gas mask or any other misc method of protection). Once inhaled, it relaxes the muscles, making any who inhale it move erratically, as though they were drunk. The target('s) will be perfectly lucid, but they will be unable to move their limbs properly for a short duration, making their Taijutsu and general physical movements dulled, delayed, and generally ineffective. The gas released from the Green Canister dissipates over the course of the turn it's used in, while the effects of the Green Mixture, once inhaled, take 2 turns to be flushed from the target's system.​

Note: Remains on the field for up to 4 turns.
Note: Using a mixture counts as a move towards the users 3 per turn.
Note: Only one mixture, or effects thereof, may be in use at any given time.
Note: Requires Maned Wolf Summoning Contract.

You must be registered for see images

Approved Here [ ]​

#2: (Tategami Ōkami Kuchiyose no Jutsu: Jakunikukyōshoku) M. Wolf Summoning Technique: Law of the Jungle

(Tategami Ōkami Kuchiyose no Jutsu: Jakunikukyōshoku) M. Wolf Summoning Technique: Law of the Jungle
Type: Summoning
Rank: B-Rank
Range: Short
Chakra: 20 (5 for Direct Elemental Influence)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon the Pack. Unlike most Summoning Animals from any Contract, the Pack is not a single animal or a group of pre-designated animals that are Summoned in a traditional sense. Instead, the M. Wolves of the Pack are the embodiment of the sheer strength in numbers of the M. Wolf Summoning Contract itself. The Summoning Jutsu for the Pack itself encompasses an almost unfathomable number of M. Wolves, each with their own distinct appearances, personalities, attire, tools, weaponry, etc, making describing them in any in-depth manner practically impossible, as there are simply too many Summons to describe, however, they generally share similar characteristics of other animals from the Contract. The Packs theme of "ambiguity" is continued when a M. Wolf from this Summon activates their ability, as their bodies undergo a visible change in appearance, for example, the colour of the M. Wolf's fur may change, or mould into a different shape, or even physically embody the element, such as the M. Wolf being wreathed in Fire, or they may release a steady arc of Lightning around their body, etc. The M. Wolves from the Pack don't have a level of skill or proficiency with any form of Jutsu or affinity for a Chakra Nature, instead these M. Wolves evolved with one single ability, which is the ability to adapt to other Elemental Natures. They developed this ability by studying the characteristics of the paper Shinobi use to assess one's Chakra Nature, a.k.a Litmus Paper.

Elemental Darwinism: As briefly stated above, the M. Wolves of the Pack have replicated the ability of Litmus Paper, allowing themselves to naturally "adapt" to Chakra Natures. This makes the Summons from the Pack "Jacks of all Trades" in a sense, as they can adapt to just about every Chakra Nature, including the Basic 5 and certain KG Elements (Those that don't include basic Elements in their "creation", meaning KG like the Kaguya's Shikotsumyaku are not applicable). This is achieved through a special form of Chakra "absorption" that the M. Wolves naturally undergo when they come into contact with a Chakra Nature. In other words, it's an involuntary reaction that occurs when one of these Summons comes into Contact with a Chakra Nature, and not the ability to "steal" Chakra, meaning that the Summons have no real control over the Chakra they "absorb".

This ability can be used to adapt to Chakra Natures in one of two ways, each with their own advantages and disadvantages to their usage. The first is for the M. Wolf to be directly influenced by the users own Chakra. By simply gathering Elemental Chakra, and channelling/ kneading it into the designated Summon without giving it shape or form, the user directly influences the nature the M. Wolf will adapt to. This method costs 5 Chakra to perform per M. Wolf, but doesn't cost one of the users 3 moves per turn. The second, and more difficult method of the two, is the "absorption" of external Chakra sources, such as the kind provided by an opponent's incoming Jutsu. The M. Wolves of this Summoning can act like "shields" of sorts, taking an incoming Jutsu and using the Chakra that Jutsu is composed of (thus effectively countering/ absorbing the Jutsu) to initiate their ability. This method can only be used on Jutsu B-Rank and below, otherwise the M. Wolf is overpowered, and the Summoning Jutsu is undone. With both of these methods at their disposal, the users control over the Nature the M. Wolves of this Summoning Jutsu adapt to is highly customizable, granting an unprecedented level of control over multiple Elements in battle.​

Note: Remains on the field for up to 4 turns.
Note: The user can Summon a max of 4 M. Wolves via this Jutsu.
Note: Due to their Rank, these M. Wolves can only use Jutsu B-Rank and below for the Elemental Nature's they adapt to.
Note: If a M. Wolf summoned by this technique doesn't adapt to another Nature, they can perform either basic Ninjutsu up to A-Rank, or Kenjutsu up to B-Rank should they possess an appropriate weapon.
Note: Each M. Wolf summoned by this technique can only change their Chakra Nature once per battle.
Note: Any M. Wolf summoned by this technique doesn't retain the Chakra Nature they adapt to, and return to normal when their Summoning time runs out.
Note: Any M. Wolf summoned by this technique cannot be used to copy Elements or Chakra Nature's that fall outside the canon Narutoverse, such as CE's, CC Jutsu, etc.
Note: If a M. Wolf summoned by this technique adapts to an Elemental KG, they lose 1 turn from their max turns left on the field, due to the strain caused by controlling multiple Elements simultaneously.
Note: Summons who adapt to a KG Nature cannot use the Basic Elements that KG Nature is composed of as well, only the Nature the M. Wolf adapts to.
Note: Requires Maned Wolf Summoning Contract, and biographies that specialize in the M. Wolf CSC can use this Summon one additional time per battle.

You must be registered for see images

Approved Here [ ]​

#3: (Tategami Ōkami Kuchiyose no Jutsu: Vivienne) M. Wolf Summoning Technique: Vivienne

(Tategami Ōkami Kuchiyose no Jutsu: Vivienne) M. Wolf Summoning Technique: Vivienne
Type: Summoning
Rank: A-Rank
Range: Short (Short - Mid for Vivienne's Genjutsu)
Chakra: 30
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Vivienne, whose nickname amongst the Maned Wolves is Kaheijū, the Floral Beast, for her unique type of illusionary combat and love of visual flair. Her fur is both delicate and beautiful, the colours of which dance in different shades of red, creating dazzling patterns throughout, almost telling a story as the pattern shifts from one tale to the next. Her eyes are a deep, vibrant green, much like the forests she and her fellow Maned Wolves tend to inhabit. Vivienne has a naturally high level of skill in Genjutsu, which allows her to use her own unique brand of Genjutsu in her own way. Through combining her skill in Genjutsu with her own scent, Vivienne can use the opponents sense of smell as a means of inducing Genjutsu, similar to how Sound Genjutsu uses the target's hearing, or the Sharingan uses mutual eye contact to establish Genjutsu. There are several steps to such a unique Summoning Animal, which are as follows.

Fleur Pourrie (Rotten Bloom): The first, and most crucial step in Vivi's summoning, upon summoning her, in addition to the usual cloud of smoke that is usually accompanied by the Summoning Jutsu, Vivienne releases a large amount of her own scent into the air, affecting Short - Mid Range (roughly a 15m diameter around herself) with her scent, which is somewhat visible to Doujutsu users and easily detected by Sensor-Types, but is otherwise invisible and unnoticed, apart from the blatantly obvious stench. Anyone or anything within this area of effect that has a working olfactory system (such exceptions would include the Aburame Clan's insects) would be susceptible to Vivienne's Genjutsu. Vivienne's "Fluer Pourrie" can be removed by the displacement of the air, but only by Jutsu, tools, etc that create large gusts or blasts. For example, if one were to use a Wind Jutsu with a large area of effect and range, it would blow away all particles of Vivienne's scent, but if a Wind Release Jutsu with a smaller area of effect is used, it would only "move" the particles of scent around, as Wind Release Jutsu work in a similar manner to a vacuum, pulling in just many particles as it pushes out. If Vivienne's "Fluer Pourrie" is negated or dispelled through any means, Vivienne can release another burst of her scent, covering the same area of effect, at the cost of one of the user's 3 moves per turn.​

Using "Fluer Pourrie" as the method of induction, Vivienne can establish unique Smell-Based Genjutsu, all of which involve a unique brand of Illusory Combat which uses the olfactory system to her advantage. It is known in neuroscience that all smells have no personal significance until they are connected to something that has meaning. With the initial counter, one begins forming nerve connections that intertwine the smell with emotions. The capacities for both smell and emotion are rooted in the same network of brain structures, the Limbic System. The olfactory centre also interacts directly with the hippocampus, an area of the brain involved in the formation of new memories, giving smells the power to invoke powerful emotions and memories. No other sense is known to have this level of access to personal connections within the brain. Vivienne is able to use her scent, and the various reactions that occur within the brain upon smelling it, to create vivid and powerful Illusions through her control over Genjutsu. There are 2 unique Illusions Vivi can create, both of which must be activated within the range of "Fluer Pourrie", and are as follows.

Amour Toxiques (Toxic Love): By solely concentrating on a single target within the area of her "Fluer Pourrie", Vivienne uses her skill for Genjutsu to increase the target's perception of Vivi's scent, making it even more overbearing than it usually is. At the same time, Vivienne creates a visual illusion of a demonic entity that completely surrounds the target that carefully and affectionately caresses and engulfs them. The entity is composed purely out of all manners of filth, dirt, pollution, etc, with it's very presence causing extreme discomfort to the target, overwhelming them with a vile cocktail of toxic smells and sensations. As the illusionary entity surrounds the target inside the illusion, in reality they are left completely immobile, unable to move, as the entity completely engulfs them. The target, if not able to break free of the illusion, will begin to feel nauseous, and may perhaps even vomit. This is due to the effects of the Illusion being interpreted by the body in reality, thus triggering the natural response to one's encounter with foul, overbearing smells and sensations.

Note: Can only be used once per battle.
Note: Counts as one of the users 3 moves per turn.
Note: Amour Toxiques is a A-Rank technique.
Note: While concentrating on "Amour Toxiques", Vivienne cannot perform any other actions, failing to remain concentrated would automatically break the Illusion, rendering it's effects void practically instantly. This is because it's effects are very taxing to maintain through the medium Vivi employs, as the targets body will always fight to override the effects of the Genjutsu, attempting to replace it with reality, which is significantly less foul.​

Muse de Mémoire (Memory's Muse): Using the Olfactory systems direct access to the hippocampus, Vivienne uses her scent as a gateway into the target's memories. Through this Genjutsu Vivi is able to create a Visual Illusion that displays any memory or event the opponent has experienced, however, there are 2 important factors to this Genjutsu. First of all, the target must remain within the confines of Vivi's "Fluer Pourrie" and vice versa (Fluer Pourrie must be active for this Genjutsu to remain active), as the scent from Fluer Pourrie is the "fuel" that powers the technique's persistent visual illusion. The second factor that must be considered while using Muse de Mémoire is the context of the illusion which the target experiences.

For example, if the illusion displays a memory from the target's infancy, it should be immediately recognizable as an illusion. However, this is also, arguably, the Genjutsu's strongest point, forcing the target to relive painful or traumatic memories they know aren't real, but will have no real control over, creating moments of weakness in their defence. Another point worthy of note is that Vivienne is not in full control over the Genjutsu once it's activated, she or her summoner can only select generic or ambiguous situations, as she is neither a mind-reader nor a time traveller. As everyone's past is as unknown as their actions, Vivi can only specify either a time, a location or another ambiguous term in the hopes they have a memory relating to the specified term. On the other hand, not everyone Vivienne encounters will be an enigma that requires lucid guessing, for example, if Vivi or her summoner have background knowledge or personal experience with the target, they may share this information with each other through conversation upon her Summoning (In a properly worded, and perfectly legitimate discussion in the context of the RP scenario the user and Vivi are in, of course), thus increasing the Genjutsu's overall rate of succession.

Note: Can only be used once every 2 turns.
Note: Can only be used twice per battle.
Note: Counts as one of the users 3 moves per turn.
Note: Muse de Mémoire is a C-Rank technique.
Note: Muse de Mémoire cannot be broken through traditional means, such as Kai, pain or full body surges, because so long as the target remains within the range of Fluer Pourrie, even if they "break" the Genjutsu, they are still inhaling the source of the technique, instantly causing the technique to reactivate. This makes Muse de Mémoire almost identical to the 2nd Mizukage's Clam Summon's persistent Genjutsu, the main difference being Muse de Mémoire has more freedom in terms of what is displayed to the target.​

Note: Remains on the field for up to 4 turns.
Note: Requires Maned Wolf Summoning Contract.

You must be registered for see images

Approved Here [ ]​

#4: (Tategami Ōkami Kuchiyose no Jutsu: Pakku no Ryōshu) M. Wolf Summoning Technique: Lords of the Pack

(Tategami Ōkami Kuchiyose no Jutsu: Pakku no Ryōshu) M. Wolf Summoning Technique: Lords of the Pack
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (10 for Direct Elemental Influence)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon one of the Lords of the Pack. Just like with the Maned Wolf Summoning Technique, "Law of the Jungle", the Summons known as the Lords of the Pack are not composed of pre-designated animals like traditional Summoning Jutsu. Instead the Summoning Jutsu for the Lords of the Pack encompasses a large quantity of M. Wolves, each with their own distinct appearances, personalities, attire, tools, weaponry, etc. This makes describing the Summons that fall under this Jutsu practically impossible, as there are simply too many Summons to describe, however, they generally share similar physical characteristics of other animals from the Contract. Unlike the Law of the Jungle technique however, the Lords of the Pack do not allow, or require, the Summoning of multiple animals under the same technique. To put it in perspective, if the Law of the Jungle Summoning Technique is representative of the "Strength of the Pack", then the Lords of the Pack would be considered the embodiment of the "Strength of the Wolf" that each individual Maned Wolf of the Pack may one day possess. Another factor that deviates this technique from it's sibling technique is that the Lords of the Pack are considerably larger than the generic Summons of the Contract, ranging from several meters higher than a human being, to sizes that rival a colossal summon, like Gamabunta.

Just like with the Pack, the Lords of the Pack don't have a level of skill or proficiency with any form of Jutsu or affinity for a Chakra Nature, instead these M. Wolves evolved with one single ability, which is the ability to adapt to other Elemental Natures. They developed this ability by studying the characteristics of the paper Shinobi use to assess one's Chakra Nature, a.k.a Litmus Paper.

Survival of the Fittest: As briefly stated above, the Lords of the Pack have a similar ability to the Summons in the "Law of the Jungle" Summoning Technique, allowing themselves to naturally "adapt" to Chakra Natures. This makes them "Jacks of all Trades" in a sense, as they can adapt to just about every Elemental Chakra Nature, including the Basic 5 and KG Elements (Obviously this excludes KG that don't include the 5 Basic Elements in their creation, meaning KG like the Kaguya's Shikotsumyaku are not applicable). This is achieved through a special form of Chakra "absorption" that the M. Wolves naturally undergo when they come into contact with a Chakra Nature. In other words, it's an involuntary reaction that occurs when the Summon comes into Contact with a Chakra Nature, and not the ability to "steal" Chakra, meaning that the Summons have no real control over the Chakra they "absorb".

This ability can be used to adapt to Chakra Natures in one of two ways, each with their own advantages and disadvantages to their usage. The first is for the M. Wolf to be directly influenced by the users own Chakra. By simply gathering Elemental Chakra, and channelling/ kneading it into the designated Summon without giving it shape or form, the user directly influences the nature the M. Wolf will adapt to. This method costs 10 Chakra to perform, due to their larger size than the Summons from "Law of the Jungle", but doesn't cost one of the users 3 moves per turn. The second, and more difficult method of the two, is the "absorption" of external Chakra sources, such as the kind provided by an opponent's incoming Jutsu. The M. Wolves of this Summoning can act like "shields" of sorts, taking an incoming Jutsu and using the Chakra that Jutsu is composed of (thus effectively countering/ absorbing the Jutsu) to initiate their ability. This method can only be used on Jutsu A-Rank and below, otherwise the M. Wolf is overpowered, and the Summoning Jutsu is undone.

With all of these methods at their disposal, the users control over the Nature the M. Wolves of this Summoning Jutsu adapt to is highly customizable, granting an unprecedented level of control over multiple Elements in battle.​

Note: Remains on the field for up to 4 turns.
Note: The user can only Summon one M. Wolf via this Jutsu.
Note: Due to their Rank, these M. Wolves can use Jutsu S-Rank and below for the Elemental Nature's they adapt to.
Note: If a M. Wolf summoned by this technique doesn't adapt to another Nature, they can perform either basic Ninjutsu or Kenjutsu of any Rank, should they possess an appropriate weapon.
Note: Any M. Wolf summoned by this technique can change their Chakra Nature a max of twice per battle.
Note: Any M. Wolf summoned by this technique doesn't retain the Chakra Nature they adapt to, and return to normal when their Summoning time runs out.
Note: Any M. Wolf summoned by this technique cannot be used to copy Elements or Chakra Nature's that fall outside the canon Narutoverse, such as CE's, CC Jutsu, etc.
Note: Summons who adapt to a KG Nature cannot use the Basic Elements that KG Nature is composed of as well, only the Nature the M. Wolf adapts to.
Note: User cannot perform any other Summoning for the duration of this Summoning Jutsu, an an additional 2 turns after this Summoning's timer runs out.
Note: Requires Maned Wolf Summoning Contract, and biographies that specialize in the M. Wolf CSC can use this Summon one additional time per battle.

Approved Here [ ]​

M.Wolves Arts
:Lets go Alan







Sharks
Summonings
Compliments of the Penguin

Shark Arts
: Compliments of the Penguin


 
Last edited:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Re: The Legacy of The Uchiha Prince



Smoke
Original Techniques
(Kemuri: Fōrun o mazu) — Smoke Art: First of the Fallen
Type: Supplementary/Defensive
Rank: B
Range: Short - Mid
Chakra cost: N/A (-5 chakra per turn)
Damage points: N/A
Description: First of the Fallen is a passive technique exclusive to Cain, granting him the ability to at all times excrete a unique thick black smoke from all over his body as a source for future smoke techniques so long as he has sufficient chakra reserves to do so. The smoke is completely pitch black in regards to color, appearing in a manner similar to a dark smokey shroud around the user, granting an intimidating demonic like presence. The smoke itself is unique in the sense that it differs in a few aspects from the normal variant, due to a slight addition of fire chakra the smoke is hotter then normal capable of severe burns on contact depending on exposure and more chemically varied. The latter combination of heat allows more chemical variation causing it to adopt a natural corrosive trait found in more dangerous smokes such as those emitted from fire, being harmful to various metals, woods and similar materials quickly corroding them to a severe extent, making them unusable. This corrosive property makes the smoke neutral to all solid elements except those resistant to corrosion (crystals and the like). The smoke itself naturally does not extend further then short range around the users body at any time, however at the cost of a move the user can use an moderate amount of chakra to have the smoke surrounding him extend to that of mid range, acting similar to a smoke screen enveloping the field making it near impossible to see the user due to the pitch black color and overall thickness of the chakra filled smoke.

Note: The technique can only be used by Yusei
Note: Having the smoke extend to Mid range costs a move and 10 Chakra
Note: Must be stated on the users bio or posted at the start of a battle

(Kemuri: Damudo no kuroku shi bi) — Smoke Art: Blackened Beauty of the Damned
Rank: D - S
Type: Supplementary
Range: Short - Long
Chakra cost: (5 - 40) - 5 a turn
Damage points: N/A
Description: Training in the art Cain saw the hidden beauty of smoke and how it could be used as an artistic medium. So he developed a technique to which he could display to others both beauty and horror. The user can exhale normal smoke in a manner similar to the release of the hidden mist technique or manipulate a preexisting source and manipulate the smoke in a very detailed manner creating vivid grayish black visual depictions, still and moving of unmatched detail. The visuals themselves vary greatly in size depending on the amount of chakra the user chooses to use. Using chakra equivalent to that of a D-Rank technique for example will be able to manifest visuals as large as the user, and using the chakra equivalent of an S-Rank technique will be capable of visuals enveloping an entire landmark such as a large smoke composed visual of a forest or jungle. The visuals themselves are only limited by the users imagination, and capable of constantly being changed so long as its still being passively fueled with chakra. Capable of manifesting anything from depictions as vague as a shape to visuals of amazing depth and detail, a jungle with various animals moving through it for example. Of course regardless of the detail and realism of the visuals they are nothing but that, visuals. They can in no way attack or defend, nor have true form as they are simply intangible smoke manipulated as an artistic medium. Additionally it is important to note the smoke itself when exhaled differs from normal smoke in the sense that this variant when exhaled is harmless compared to other smoke techniques as it isn't toxic in any way nor restricts movement. The technique was a favorite of Cain's used often to reenact and showcase in depth visuals of his fights, and past experiences, even sometimes used by him as a personal relaxing hobby.

Note: The technique can only be taught by Yusei
Note: S-Rank version can only be used Twice per battle
You must be registered for see images

(Kemuri: Shōten) — Smoke Art: Focus
Rank:N/A
Type: Supplementary, Offensive, Defensive
Range: Short - Long
Chakra cost: +10 to a technique
Damage points: N/A
Description: Focus is a passive technique meant to give smoke techniques a tangible property allowing them to act as solids in their interaction. This is achieved through expending additional chakra to focus on condensing while pressurizing the smoke. Doing this allows the user to passively have their smoke techniques act solid similar to how in the anime and cannon smoke body technique a smoke user was capable of having their intangible body manifest as solid to interact with the physical world. Doing this does not boost the powers of a technique whatsoever. However the smoke techniques now gain the ability to do physical damage depending on their rank making smoke techniques that were originally supplementary in nature now capable of being offensive and or defensive. With the form of damage capable of being either blunt or sharp depending on the shape solidified.

Note: The user can either post this on their bio or mention it at the start of a battle
Note: The manipulated Smoke needs to be a distance of atleast 5m away from the enemy
Note: Can only be taught by Yusei

Learned Techniques


(Kemuri Kumo no Mai) - Smoke Cloud Dance
Rank: C
Type: Supplementary
Range: Short - Mid
Chakra Cost: 15
Damage: N/A
Description: The user, upon manipulating newly created smoke or existing smoke that has remained from a previous Smoke technique, can form smaller smoke clouds and concentrate chakra to the top of the clouds, making them usable as a foothold. The user cannot manipulate the smoke clouds to move around at any point and the clouds will only float in the air, staying exactly where they are. Not only that the user is able to prepare the clouds previously but can also make them whilst moving through air. The clouds can only be created up to mid range in height above the ground and to the same length, considering the place where the user was when they started making the first cloud. The user is also able to make the clouds dissolve on their own. While dissolving, the clouds quickly blend into the air without causing any harm.
Notes:
- A cloud can only be stepped on once.
- Can create up to ten smoke clouds.
- Can only be used by a Smoke user.
- Can only be taught by Thoth.

(Seizetsu Yakubarai) - Ghastly Exorcism
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: By manipulating smoke, the user will create five human-sized creatures with disturbing faces that will hover around the battlefield, being able to reach every corner of it up to mid-range. The creatures are incredibly fast and due to the speed of their movement, they look like contours and are thus often perceived as ghosts. Their speed and the resulted transparency make it very hard for the opponent to stay concentrated on knowing where they are. The ghosts also have high agility and are able to avoid attacks and obstacles and move around in the woods or rocky terrain for example, without any difficulty. The purpose of the ghosts is that they can attack their targets from various directions and rush into them. When they come in contact with their target, they convert into a smaller smokescreen that blind the target and makes it cough. The rapidity of the impact also allows the ghosts to push their target backwards a bit and also make the smoke's noxiousness to be on a higher level.
Notes:
- Usable only twice per battle.
- The ghosts can be active up to three turns because after as much time, they dissolve on their own.
- The user cannot perform any techniques above S-Rank while the ghosts are active.
- Can only be used by a Smoke user.
- Can only be taught by Thoth.

(Kemuri: Shi no Jūkyo Doragon) — Smoke Release: Death's Dwelling Dragon
Type: Supplementary, Offensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 for every turn active)
Damage: 20 (per attack)
Description: A brother technique to "Cleopatra's Seductive Offspring", focusing instead on the advanced ninjutsu of smoke. The user will focus his smoke chakra to create a sentient creature composed of smoke, whose appearance is always a dragon-like creature, most commonly a eastern or chinese dragon. The creature is sentient due to being linked to the user's chakra. The creature regardless of its form will always have a greyish black coloration and the creature's size can vary depending on the user’s wishes, but at most can be slightly larger then the user. The creature has the ability to merge with any existing body of smoke in the area and travel through it at the user’s running speed, the dragon can alter the tangibility and solidity of their own smoke body similar to the Body of Smoke technique, in order to launch attacks, these attacks (due to the creature’s animistic characteristics) will always have a sharp property meaning its attacks consist of sharp slashes and bites, the slashes can tear off a limbs and pierce deeply into flesh and muscle. Moreover, the sentient creature can be summoned already merged with the smoke, and when re-emerging the creature can remerge select body parts as well as reforming entirely. While it is traveling through a field of smoke it is extremely hard to locate, even fooling chakra sensory and doujutsu due to being composed of the same chakra.

Note: Lasts three turns
Note: Can only be used twice
Note: Cannot be used in consecutive turns
Note: No S-rank Smoke for the remainder of the turn
Note: Can only be taught Jᴀʏ

(Kemuri: Fēdo to~u Burakku) - Smoke Release: Halos to Horns
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This is one of the simple, most basic, and yet effective techniques of smoke release. Being more of an evasive part to the signature smoke body technique. After the user manipulates their smoke chakra to turn their whole body into a dark smoke, they will near instantly release it, causing their whole body to turn into smoke and disperse. The user will then quickly reform their body in what seem to be a cloud of smoke anywhere within mid range of his initial dispersing. The user will travel in smoke form to this location, however whilst in the cover of smoke it will appear as if they had disappeared and reappeared. The user can split up portions of their body as well, and have these portions come together in the position the user wishes to reform in. This technique was designed to cover the weakness of the smoke body by using the smoke body to gain distance. This technique is mostly used for a quick evasion in tight spots.

Note: One turn cool-down before reuse
Note: Can only be taught by Jᴀʏ
Note: While moving from position to position the user is in smoke form, and as such is under the same restrictions as while their Body of Smoke technique.

(Kemuri Shingan) - Smoke Mind's Eye
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Descrtiption: The user will do an additional Ram hand seal while performing a Smoke technique and gather more chakra into the smoke they are releasing from their body or wrist launcher/s and make it very sensible to obstacles it encounters. This does not change defensive nor offensive capabilities of the smoke but rather just adds a passive sensing ability. The user will be able to feel the changes that happen in the molecular bonds of smoke to the extent of distinguishing shapes and materials and correctly guessing the location of a certain mass and its movements. Accordingly, the user can tell when something has left or entered the area of their smoke. It is enough that the mass is only partially in the smoke to be subjected to sensing, as long as there is contact in any way. However, only the part that is actually in the smoke can be distinguished.
Notes:
- Usable only four times per battle.
- Lasts as long as smoke it was applied to remains under the user's control.
- Only takes a technique slot upon being initially activated.
- Can only be used by a Smoke user.
- Can only be taught by Thoth.

(Kemuri Kumo no Tate) – Smoke Cloud Shield
Rank: B
Type: Defensive/Offensive
Range: Short
Chakra Cost: 20
Damage: N/A
Description: The user will release smoke from any part of their body and form a thick small cloud which will get attached to that certain part and protect the user from brute force attacks. This will block the object that touches the cloud, stop its movement and make it fall down if the said was a projectile. The object does not bounce back, but rather gets slightly absorbed into the smoke to neutralize the force and is then succumb to the influence of gravity. If this is used to defend against a hand-to-hand attack from an opponent, the user can then control the cloud to quickly expand and wrap around the limb that was stopped and restrict the target's movements. The user can create the clouds simultaneously on more places of their body. After fulfilling their purpose, the clouds get quickly dispersed without doing any harm, if the user doesn't use them for further actions.
Notes:
- Can only be used three times per battle.
- Can only stop objects which are not made of or infused with chakra.
- Can be used to defend against up to B rank Taijutsu.
- Can only be used by a Smoke user.
- Can only be taught by Thoth.

 
Last edited:

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
(Kuchiyose: Charizard) — Summoning: Charizard
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: Charizard is a draconic, bipedal Pokémon. It is primarily orange with a cream underside from the chest to the tip of its tail, which burns with a sizable flame. Charizard has a long neck, small blue eyes, raised nostrils, and two blunt horns protruding from the back of its rectangular head. There are two fangs visible in the upper jaw when its mouth is closed. Two large wings with teal undersides sprout from its back, and a horn-like appendage juts out from the third joint of each wing. Charizard's arms are short and skinny compared to its robust belly, and each limb has three white claws. It has stocky legs and cream-colored soles under its feet. Moving as fast as a Sage ranked user, Charizard is capable of flight at this same speed and using Fire jutsu up to S rank. Charizard possesses an ability called Blaze that allows.his Fire jutsu to gain a passive +20 damage boost up to and including S rank. He is also able to use an ability called Fire Spin, trapping things up to Mid range in a cyclone of flames, the air heating everything inside and prevents Water below B rank from being used and higher requires +20 chakra with no damage increase. Charizard lastly has a powerful attack called Flare Blitz in which he flies at double speed towards the opponent in a cycle of flames, landing and dealing S rank damage. Charizard is left with slight recoil damage, preventing fast movement next turn (-1 level).
Note: Blaze is passively activate when summoned.
Note: Fire Spin is an A rank jutsu and lasts 4 turns.
Note: Flare Blitz is an S ranked attack and can be used three times.

 

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
You must be registered for see images

Coiling Dragon Arts | Maki doragon - ātsu

Type: NinBukijutsu

Background: Coiling Dragon arts was crafted by a Shinobi named Shady during one of his journeys. At one point he had fought one of the great Sannin, Orochimaru witnessing his abilities first hand. Of course, Shady had taken notice of the man's unique body, and the way his limbs easily moved with great flexibility. He was impressed. Such nimble movements and little to no restrictions when the man moved. Shady loved the idea of using such a nimble body in close combat but knew it was near impossible to physical reenact what Orochimaru's body was doing. There was another way though. Being a master of Staves also, Shady took the 3-section style staves and used them to recreate the flexible movements of Orochimaru in close combat.

Description on the Abilities and Inner Workings of the Style: The Coiling Dragon arts revolves around using one to four in place of the user's limbs, allowing greater range, flexibility with attacks, and less restrictions on how a limb would typically move. The basic concept of the style is using the 3-section staff in a nunchaku fashion, swinging wise. By using chakra (whether it's raw or elemental) the user will create artificial limbs of chakra around the two sections of the staff not being held. The limbs created are either an arm or leg, with chakra in between each section in the form of chains acting as joints for the limbs.

Arm:
You must be registered for see images

Leg:
You must be registered for see images

This let's the user swing the said limb around with the unpredictability of a nunchaku user, but with the limb of a human body, without the drawbacks of joints, bones and muscles stretching or breaking. This coupled with the user having full control of how the limbs move (since its their chakra) lets the user essentially strike from any position. The affects of the limbs vary depending on how the user creates them though. He could use lightning to create a leg, which would gain the unique properties of lightning, being able to pierce, numb and paralyze things that it hits. Other elements would gain their respective traits while raw chakra would cause blunt damage. Wind would be able to slice through things, or use wind's suction ability to suck things towards it or blow things away. Fire would burn things and catch things on fire of course. Another unique use of the sections is the extension of ranges. With the chakra in between the sections acting as links, the user can expand the gap in between each section to stretch how far the staves can get to while maintaining its flexibility, reaching even up to long range in some cases. With these things added to the 3-section staff, the user becomes a greater close combat practitioner, being able to deliver what would otherwise be impossible strikes from various angles and ranges.

Example Techniques:
Coiling Dragon arts | Nova Shenron's Jab
Type: Attack
Rank: A-rank
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description:
Using the basis of the style with katon chakra, the user will create an arm of katon on either one staff or two staffs held in opposite hands. The user would then swing the arm(s) in such a fashion that they swing forward doing a fast and powerful jab. The arms can very in size, ranging from as big as an average human arm to that of an arm with 20m length (when extending to long range) and 5m in width. If used with one staff the punch is A-rank in power, if used with two, the power is split into 2 B-Ranks.

- only usable 4x
- can not be used in consecutive turns

Coiling Dragon Arts | Omega Shenron's Final Kick
Type: Attack
Rank: S-rank
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description:
Using the basis of the style with raw chakra, the user will create a muscular leg around a single staff. Swinging the staff upwards untill the sole of the foot (top of the staff) is pointing at the sky, the user expands the leg into a massive size in a split second whilst extending the sections of the staff with the chakra joints in between. The leg is 25m long when swung upwards, while it's overall width is around 15m in total. Within the same motion of the upwards swing, the user goes straight into doing a downwards swing at the target, causing the leg to do a downwards heel drop on top of the said target. This causes massive destruction to the terrain and can fight on par with elements due to the shape manipulation. The destruction is so intense that it can destroy even the ground up to 10m away from where the kick actually lands, making it very difficult to simply evade.

- Usable once
- No Coiling Dragon Arts next turn

Additional effects and Restrictions:

- Needs to have Mastered Taijutsu
- Needs to have Completed Lightning, wind and fire
- Needs to have learned "Rasengan", showing testament of their ability to shape and control chakra

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

Naak Le Vaar, our loyal member, gave on the 2nd of December 2015, a request for a Patent on the Custom Fighting Style Coiling Dragon Arts | Maki doragon - ātsu. 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;


Coiling Dragon Arts | Maki doragon - ātsu
Powered by Mādara Uchiha
Copyright 2015, Naak Le Vaar, NarutoBase.net

You must be registered for see images

 

Yuse

Active member
Elite
Joined
Apr 15, 2014
Messages
8,999
Kin
53💸
Kumi
2,728💴
Trait Points
10⚔️
Awards
Mato sono Kanningu - Mark of the Trickster

Type:NinGenTaijutsu

Background:
In the early days during Amegakures formation into a hidden village there was a young shinobi, gifted though he was in ninjutsu and genjutsu he lacked any prowess in taijutsu at all. This proved a major hinderance for him and culminated in the ninja losing a close friend during a mission, a barrier had been laid out for them as a trap that suppressed all access to chakra which left the shinobi almost useless as his friend died in front of him. He was grief stricken by this incident and seemed to give up on the life of a ninja altogether, simply staying in his room alone day in and day out. Although his friends tried to contact and even visit him he refused and they were saddened as he seemed swallowed by his own grief and guilt. One year after the incident the young man stepped out from his room once more having perfected his own taijustu style, using his expertise in ninjutsu and genjutsu to support him and make him into a deadly taijutsu combatant.

Description on the Abilities and Inner Workings of the Style:
Firstly this style revolves around two different and distinct layers designed to disorientate and hinder targets.

The first layer is focused on using concentrated lightning chakra in conjunction with attacking or defending movements. The user will focus their Raiton chakra into a part of their body or limb and from that create extremely bright flashes intended to distract, disorientate and hinder the opponent. These can either be a single bright flash, multiple flashes that are spread over a duration or multiple flashes that occur continuously throughout the attack. All of these flashes would temporarily blind the opponent for a period of time and serve to form an almost strobe like affect, making it quite difficult for the opponent to correctly read the practitioners movements and appropriately time their attacks or defense. Its also worth noting that transparent objects between the user and the target will not serve to protect them from the effects of the flashes. The flashes emanate usually from the main attacking or defending limb and will be outlined in each technique, while their area of effect is always facing away from the user so as to not hinder them as well. Users of this style will be able to take advantage of the blindness and disorientation caused by the flashes to alter their movements or attacks in the tight time constraints of battle, within reason.

The second layer to this style is that of a usually dormant genjutsu though this can vary from technique to technique. As the practitioner is creating flashes this causes a fluctuation of the ambient light in the area due to the glare of the flashes on the environment. Due to the intensity of the glare on the environment it will affect the eyes as they adjust for the sudden and large changes in brightness, this takes a few moments to fade completely due to the flashes strength. It is this steady 'fading' of the ambient light after the flashes and its effects on the eyes that is used as a medium to place genjutsu upon the opponent. The actual casting of this illusion can happen before or after a flash or even in the space between two, and once in place the illusion will remain latent until it is activated. The specific illusion can vary along with the illusions complexity and strength but in general the genjutsu will hinder or deceive the opponent when simple triggers are activated. (For example when the opponent throws a punch or sees fire.)

Example Techniques:
(Mato sono Kanningu): Kan Jugyou- Mark of the Trickster: First Lesson
Type: Offensive
Rank: C
Range: Short - Long (Long for the flash)
Chakra: 15
Damage: 30
Description:
The user will throw a simple straight punch while focusing their lightning chakra into their hand. Once they begin this attack the user can create a flash forwards towards at any point during the attack. This flash would temporarily blind the opponent for just a couple moments, making it difficult for them to counter appropriately since they cannot see the practitioners movements. If they choose the user can take advantage of the momentary blindness and in the space of the flash angle their punch slightly differently, hitting up to a few inches away from their original target.

(Mato sono Kanningu): Gyokaku Kemuri- Mark of the Trickster: Catching Smoke
Type: Defensive/Supplementary
Rank: B
Range: Short - Long(Long for flash)
Chakra: 20
Damage: N/A
Description:
Upon seeing an incoming strike from an opponent the user will begin to focus raiton chakra into one of their limbs in preparation. The user will then move their limb in an attempt to either block or deflect the strike, as they begin to move they create a bright flash from their limb that would temporarily blind and disorientate their opponent. Using this as an opening will allow them to defend themselves as they wish before the opponent recovers a moment later.

(Mato sono Kanningu): Shinkirou Tousou- Mark of the Trickster: Mirage Conflict
Type: Offensive
Rank: A
Range: Short - Long(Long range for flash)
Chakra: 30
Damage: 60
Description:
The user will start by shifting their weight onto one leg and performing a roundhouse kick to their opponent and shortly after beginning to move they will focus raiton chakra in their leg and create a flash. As the flash fades away the change in ambient light is used as a medium to place a weak (C rank) dormant genjutsu upon them. This illusion is triggered by the next punch that the enemy throws, making it seem as if their arms have suddenly gone limp with no control over them. During the flash if they wish, the user can take advantage of the targets disorientation by shifting their body and changing their attack without losing momentum, within reason.

Additional effects and Restrictions:
~Must have mastered Lightning Release and Genjutsu
~Must be at least Sannin Rank for the necessary chakra control
~Can only be taught by xHoudinii

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

xHoudinii, our loyal member, gave on the 14th of March 2016, a request for a Patent on the Custom Fighting Style Mato sono Kanningu | Mark of the Trickster. 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;


Mato sono Kanningu | Mark of the Trickster
Powered by Lord of Kaos
Copyright 2016, xHoudinii, NarutoBase.net

You must be registered for see images

 
Top