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<p>[QUOTE="System001, post: 21987019, member: 70437"]</p><p><span style="font-family: 'Cochin'">[hr][/hr][INFOBOX=Approved Mantis Fist Techniques]<strong>(Genkotsu Kamakiri: Dangan Ari: Kunō) - Mantis Fist: Paraponera Clavata: Torment</strong></span></p><p><span style="font-family: 'Cochin'">Rank: A</span></p><p><span style="font-family: 'Cochin'">Type: Offensive</span></p><p><span style="font-family: 'Cochin'">Range: Short</span></p><p><span style="font-family: 'Cochin'">Chakra cost: 30</span></p><p><span style="font-family: 'Cochin'">Damage points: 60</span></p><p><span style="font-family: 'Cochin'">Description: A mantis fist technique which involves the administration of lightning charka into an enemy's body so as to stimulate a false signal for pain. Psychically, when used in a fight, this technique exhibits the styles usual attack methods; with the user delivering one, if not several swift finger jab blows to a target and discharging chakra upon impact. These blows, as is characteristic of the Mantis Fist, boast the strange and somewhat contradicting, fluid, rigid, and somewhat stiff quality common of the style; with this particular employment emphasising on speed and therefore using sharp, somewhat spear-like arm movements with little to no arm-drawback or windup so as to transition from neutral into extended states in mere moments, and then back again. As aforementioned the released lightning chakra forces false signals so as to induce pain onto an opponent, pain that can range from anything between mild to traumatising and incapacitating. However, it is generally the duration and area of contact that the user has had that determines the pain felt by the recipient, the longer or more numerous the case of exposure, the more severe effects will be. The targeted area is also of great consideration as striking vitals, pressure points, or even wounds can also increase severity - thus the focus of this technique on physical speed so that the user can best target areas of interest as quickly and effectively as possible. Needless to say the chakra based applications of this technique can also be administered discreetly, for instance, during a greeting should the user gain fingertip based contact with an enemy then this technique can be used discretely.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Note:</span></p><p><span style="font-family: 'Cochin'">Can only be used 3x</span></p><p><span style="font-family: 'Cochin'">Can only be used once every two turns.</span></p><p><span style="font-family: 'Cochin'">A maximum of four strikes can be delivered per use.</span></p><p><span style="font-family: 'Cochin'">Against enemies of equal or higher rank the pain felt for each momentary contact will be around that of a hairline fracture - producing sharp pangs of pain in an area around the contact site that’s no larger than a ping pong ball. (Doubled if sensitive spots such as the plexus, temple, and other spots with significant nerve bundles). That of a breakage with sharper pangs in a tennis ball size area for those a rank lower, and even more severe pain spread across an area exceeding that of a size 5 football for two ranks or lower. In the case of significantly prolonged contact, the pain is only limited by the users intentions. (Basically if the user manages to remain in contact to continuously sustain this technique for an entire turn or more, at the expense of -30 chakra per turn.)</span></p><p><span style="font-family: 'Cochin'">- In battle, the user can generally only apply momentary contact to an opponent; with extended applications generally being utilised for out of battle (RP) torture based purposes and thus utilised to its full extent at the users discretion. However in battle, should the user manage to main contact for an entire turn or more an enemy will be left at their mercy - in too much pain to properly mold chakra and ultimately left incapacitated by pain. </span></p><p><span style="font-family: 'Cochin'">Physical damage is generally minor, at most inflicting bruises on well toned parts of the body or on an odd occasion fractures on weaker, minor bones. However striking a vital or soft spot could potentially cause dire or even fatal injury. (Eyes and so on, throat, so on.)</span></p><p><span style="font-family: 'Cochin'">- The user can of course experiment with the type of pain expericed (Sharp, dull, throbbing, burning, etc)</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><a href="http://narutobase.net/forums/showthread.php?t=157594&page=237&p=17939779&viewfull=1#post17939779">Learned Here</a>[/INFOBOX]</span></p><p><span style="font-family: 'Cochin'">[hr][/hr]<span style="font-family: 'Cochin'">[hr][/hr]</span>[INFOBOX=Approved Oversoul Techniques]<a href="http://narutobase.net/forums/showthread.php?t=487527"> Learned Here</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>(Tairei: Nuno chūnyū): - Oversoul: Cloth Infusion</strong></span></p><p><span style="font-family: 'Cochin'">Type: Offensive/Supplementary/Defensive</span></p><p><span style="font-family: 'Cochin'">Rank: B</span></p><p><span style="font-family: 'Cochin'">Range: Short - Long</span></p><p><span style="font-family: 'Cochin'">Chakra: 20</span></p><p><span style="font-family: 'Cochin'">Damage: N/A +20</span></p><p><span style="font-family: 'Cochin'">Description: This technique simply allows the user to infuse a cloth of choice with an elemental chakra. There are two distinct types of infusions, the first which entails the utilisation of pure elemental chakra, whereas the second utilised a manifestation of an element so as to provide more corporeal physical affects. In the first, the user will simply infuse the cloth with an element of choice via chakra flow, resulting in it undertaking an empowering elemental coating that will grant rudimentary manifestations of the respective element - i.e Fire infused cloth will become sterile and hot, Lightning/Wind infused will be sharper or faster, Earth more resilient/rigid, and water becoming ignition-resistant. The second version will result in a more distinct change, for instance, the infusion of fire will set the cloth alight, the infusion of Wind/Lightning will surround it in empowering currents of Wind or Lightning, the infusion of Earth will turn the cloth rock like, while the infusion of Water will utterly drench the cloth, with the added option of the cloth also becoming sticky so as to cling to a target. While the technique itself does not do damage, it does empower the cloth in question, allowing it to be tossed as a projectile, or more importantly, allowing for the pre-infusion of an element into a cloth so as to give an Oversoul Techniques of choice added power.</span></p><p><span style="font-family: 'Cochin'">~ Can only be used 4x</span></p><p><span style="font-family: 'Cochin'">~ No Tairei techniques above S rank next turn.</span></p><p><span style="font-family: 'Cochin'">~ The second version of infusion wares off after two turns, and in the case of fire and earth infusions, the imbued cloth will burn out or crumble upon the duration limit being reached.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>(Tairei: Kōdona nuno Sōsa) : - Oversoul: Advanced Cloth Manipulation</strong></span></p><p><span style="font-family: 'Cochin'">Type: Offensive/Supplementary/Defensive</span></p><p><span style="font-family: 'Cochin'">Rank: A</span></p><p><span style="font-family: 'Cochin'">Range: Short - Mid</span></p><p><span style="font-family: 'Cochin'">Chakra: 30 (-10 per turn if Elemental chakra is infused)</span></p><p><span style="font-family: 'Cochin'">Damage: 60</span></p><p><span style="font-family: 'Cochin'">Description: A multi-purpose Oversoul technique which stands as an embodiment of the basis of the Oversoul style. By infusing chakra into cloth within the users possession, the user is capable of manipulating it so as to perform various tasks. Cloth can be reinforced with chakra so as to go against piercing or cutting techniques and similarly enhanced so as to likewise pierce or slice an opponent; it can also undergo more traditional usages for restraining and binding purposes, with the range of this technique limited only by the amount of cloth the user has, and how they choose to use it. For instance, the user could unravel thinner pieces of cloths from clothing, allowing smaller amounts of more inconspicuous cloth to traverse longer distances so as to pierce or entangle a target, or could utilise bodily clothing for short ranged purposes such as manipulating sleeve ends to form weapons, or defences. This technique can be utilized with the infusion of one of the basic 5 elemental chakras. In which case, earth will provide a more advanced hardening capability and can also serve to increase weight, Wind will enshroud the cloth in wind chakra, making it sharper and faster (By reducing air resistance and streamlining it), Water will make it more resilient to being ignited, while also making it more damp. Fire and Lightning infusion works by coating the element in the aforementioned elements, as compared to letting the cloth taking the natural elemental effects (e.g putting the cloth on Fire). The effects of having Chakra infused Cloth results in the cloth becoming scorching hot without actually being set on Fire, whilst the Lightning infusion greatly increases cutting abilities as well as making cloth move faster, in the same way Wind does (by reducing air resistance and streamlining it). However infusion with elemental chakra will produce elemental weaknesses and strengths, for instance Earth Infused Cloth - will be susceptible to having its chakra nullified by Lightning techniques, and will also be liable to breakage by Lightning due to its unusual level of hardening, Wind will be more ignitable, Fire vulerable to drenching and so on. Utilization of normal chakra is neutral to all elements. - Can only be used on cloth which the user is in direct.</span></p><p><span style="font-family: 'Cochin'">- Cannot be used on opponents clothing</span></p><p><span style="font-family: 'Cochin'">- Can only be used 4x</span></p><p><span style="font-family: 'Cochin'">- No Ninjutsu above S rank for the rest of the turn</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>(Tairei: Sózó no Okurimono) - Oversoul: Gift of Creation</strong>[IMG2=RIGHT]http://i.imgur.com/24xphRA.gif[/IMG2]</span></p><p><span style="font-family: 'Cochin'">Rank: A</span></p><p><span style="font-family: 'Cochin'">Type: Supplementary</span></p><p><span style="font-family: 'Cochin'">Range: Short</span></p><p><span style="font-family: 'Cochin'">Chakra cost: 30 (-10 per turn)</span></p><p><span style="font-family: 'Cochin'">Damage points: N/A</span></p><p><span style="font-family: 'Cochin'">Description: Gift of Creation, a technique which allows the user to make simple ‘toys’ turn into savage beasts of death. This jutsu requires the user to channel his chakra into a stuffed toy, animating the toy and giving it a basic sentience required for attacking or perhaps defending purposes. Upon animation, the toy may expand, depending on the users wishes of course, their expansion allowing them reach a size of up to 15 meters. These stuffed toys are capable of attacking with their basic attributes, whether it be unleashing strings to bind the opponent, firing balls of filling, launching stitching towards the opponent either by dispatching it through their mouths/noses and bodily pores in general or through bodily movements such as swinging their arms/legs/wings and other limbs in general, depending on the animal, with each of these strings/fillings launches considered to be B-ranked, or attacking with their physical traits. The type of stuffed toy may have an effect on its usefulness, for instance cheetah shaped stuffed animals would be rather fast, birds would be capable of flight, moles for digging and aquatic animals for swimming, meanwhile Gorilla shaped animals would possess uncanny brute strength. Hybrids are also creatable through utilisation of this technique, or even legendary creatures. Teddies can also undergo delayed expansion, allowing them to be thrown or launched to a desired spot before in preparation for their expansion. Once activated, the animal animated would become sentient, fighting alongside the user as an ally.</span></p><p><span style="font-family: 'Cochin'">- Can only be used 5x</span></p><p><span style="font-family: 'Cochin'">- Cannot be used on consecutive turns</span></p><p><span style="font-family: 'Cochin'">- Can only be used to bring one toy 'alive' at a time</span></p><p><span style="font-family: 'Cochin'">- No Oversoul techniques above S rank for the rest of the turn.</span></p><p><span style="font-family: 'Cochin'">- Lasts for a duration of up to four turns, at which point chakra will fade from them leaving them lifeless. (The user can extend a duration by utilizing this technique again)</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>(Tairei: Nuno Bādo Oikoshi) - Oversoul: Cloth Bird Overtake</strong></span></p><p><span style="font-family: 'Cochin'">Rank: B</span></p><p><span style="font-family: 'Cochin'">Type: Attack/Defence/Supplementary</span></p><p><span style="font-family: 'Cochin'">Range: Short - Long</span></p><p><span style="font-family: 'Cochin'">Chakra cost: 20 (-5 per turn)</span></p><p><span style="font-family: 'Cochin'">Damage points: 40</span></p><p><span style="font-family: 'Cochin'">Description: The user throws a piece of cloth in the air, before performing a single handseal (Rat), infusing the cloth with chakra. At that point, the cloth will shred and divide itself into multiple pieces, no more than 10, which will then turn into various small sharp-beaked birds, akin a kunai. They have a long neck and a small wingspan, like weird looking flamingos. After the handseal, the cloth shreds, turns to birds and shoots itself towards a target of the users choice. The kunai flamingos can be shot in a converging or a diverging trajectory for focused shots or a more spread out damage output. The low rank of this jutsu allows for an easier manipulation, meaning the user can split the group evenly and send one batch for an attack whilst the other remains active for more instructions (their power would be split in half should this be done). The distinct shape and size of the birds allows them to have great acceleration. Although normally they possess the users base speed, they have reaction abilities much greater, allowing them to track and move opponents who are travelling up to the first gate and lower. When colliding with opponent(s), the birds would latch on, spreading the cloth of which their body is made and covering whichever part of the opponent is 'hit', quickly spreading to all parts of the body, almost as if the opponent was being mummified whilst alive, binding and restricting movement completely, leaving him/her at the users mercy. Alternatively, the birds can keep their shape and aim to deal physical damage by piercing through the opponent using their sharp beaks.</span></p><p><span style="font-family: 'Cochin'">~ This jutsu can only be used three times and lasts a maximum of four turns, assuming the opponent doesn't neutralize the jutsu. After each usage time runs out, or the attack is destroyed, the user must wait 2 turns before being able to use it again.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>Tairei: Kamui | Oversoul: God-Robe</strong></span></p><p><span style="font-family: 'Cochin'">Type: Supplementary/Offensive/Defensive</span></p><p><span style="font-family: 'Cochin'">Rank: S</span></p><p><span style="font-family: 'Cochin'">Range: Self</span></p><p><span style="font-family: 'Cochin'">Chakra: 40</span></p><p><span style="font-family: 'Cochin'">Damage: N/A</span></p><p><span style="font-family: 'Cochin'">Description: An incredible Oversoul technique in which the user animates, empowers and manipulates their clothes to create a powerful suit that's tailored to their liking. This technique is executed by infusing vast amounts of chakra into the users garments to bring them to life, with the users newly animated clothes being both freely manipulable by the user, and also capable of acting in the users interests due to their acquired partial sentience - thus the creation of the users own Kamui - Godrobe. A Kamui can be hard, soft, flexible, rigid, elastic or firm according to the users wishes and is thus capable of freely shifting, morphing and growing in shape and length so as to match desire (This cannot bring a Kamui to beyond 3x it's original size). When the user moves during battle so will the Kamui, the symbiotic clothing moving alongside the user to accentuate their movements, and ultimately resulting in the user being capable of faster, stronger, and tighter movements. Thus a Kamui's ability to shift into and produce cloth based appendages and weapons to attack and defend, as well it's ability to heighten the users physical abilities essentially allows the user to gain supreme close combat prowess - such that the original inventor of this technique, a frail and physically weak little girl, was capable of overwhelming her Ninja Martial Arts instructors through use of this technique.</span></p><p><span style="font-family: 'Cochin'">However a Kamui is not without cost. Each turn the Kamui forcibly drains 20 chakra from the user as, despite being powerful it is unfortunately inefficient. The chakra that the Kamui feeds off uncontrollably seeps outwards to create an colourful aurora that enshrouds the users body. However the aura goes beyond aesthetic purposes as it serves as a chakra flow that enhances the destructive power when a Kamui strikes something.</span></p><p><span style="font-family: 'Cochin'">A Kamui's base form offers some defence to the user as it cannot be burned, shocked or crushed by an inferior technique, however it can be cut by an appropriately focused technique B rank or above (B rank cuts it, A rank+ cuts through it and into the user), and concussive force above B rank can still transmitted to the user. However upon being cut or disfigured a Kamui will quickly restitch itself, thus it can only be completely destroyed by an equally powerful technique of suitable proportions. (This does not apply to its produced offshoots.) (Restitching drains an additional 10 chakra)</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Note:</span></p><p><span style="font-family: 'Cochin'">- Lasts for up to four turns once activated.</span></p><p><span style="font-family: 'Cochin'">- Each turn the user can release Kamui/Oversoul based attacks and projectiles that amount to A rank in overall power. This counts as a move and bypasses freeform manipulation in that it does not have a size or quantity limit. (A rank power includes the chakra coating)</span></p><p><span style="font-family: 'Cochin'">- Oversoul techniques created using the cloth of a Kamui gain an additional +20 power due to the excessive chakra infusion and coating.</span></p><p><span style="font-family: 'Cochin'">- The chakra aura alone adds +10 damage to the users physical attacks that involve a Kamui, while a Kamui's actual power is proportional to the users own, even a Kamui's sentience and will is simply a distorted yet real reflection of the users own.</span></p><p><span style="font-family: 'Cochin'">- Once this is over the user is restricted from utilising Oversoul techniques above B rank for the next two turns.</span></p><p><span style="font-family: 'Cochin'">- The users body will also exhibit signs of strain from having worn the Kamui, resulting at them performing below their physical peak for the next two turns. (No Taijutsu above B rank, and speeds decreased to by half.)</span></p><p><span style="font-family: 'Cochin'">- The initial creation of a Kamui generally results in the users clothes rearranging or even morphing to their preferences into something akin to their own superhero suit. (More clothing generally results in a more effective Kamui)</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>Tairei: Seishin no Sokumen | Oversoul: Aspect of the Spirit</strong></span></p><p><span style="font-family: 'Cochin'">Type: Supplementary/Offensive/Defensive</span></p><p><span style="font-family: 'Cochin'">Rank: A</span></p><p><span style="font-family: 'Cochin'">Range: Self</span></p><p><span style="font-family: 'Cochin'">Chakra: 30</span></p><p><span style="font-family: 'Cochin'">Damage: N/A</span></p><p><span style="font-family: 'Cochin'">Description: Through this technique the user applies the concept practiced in 'Gift of Creation' of expanding and granting sentience unto stuffed toys except with a slight twist. This time the user will expand a stuff toy except that the expansion will be centred on them, and hollowed out, thus they will ultimately be covered in a stuffed suit. Like 'Gift of Creation' the expanded toy suit will exhibit properties according to it's physical traits and the animal qualities that it mimics - i.e a Bunny suit would have rather pronounced haunches that would work in unison with the user so that, when the user jumps, the stuffed yet powerful haunches would sync and boost their movements to allow the user to jump to uncanny heights or distances, likewise for a gorilla suit that could grant stronger punches or greater brute strength, or a hare suit for greater travelling speed and so on. Naturally, additional appendages that the suit carries would adapt to and be utilised by the user to fulfil their nature purpose, i.e tails for added balance, claws that would be incredibly stiff and allow for slicing and dicing, wings for flight and so on. The applications of this exoskeleton like suit would only be limited by the users inventory, imagination and intentions, the suit can be full bodied, cut off at a certain areas, or partial, appendages can also be situated in different areas according to the users desire, and it's size can vary between being slightly larger than the user or even a gigantic body in which the user is housed within. (Maximum of seven meters in size) The created suits are partially sentient and are therefore capable of taking the initiative to act upon the users will. The strength and effectiveness of the appendages are proportionate to what the real life animal counterparts would be capable of if they were scaled to the same size as the suit - i,e a rabbit can jump to 2.5x it's body height, thus a rabbit suit would enable similar such feats, except further augmented by the users own jumping power.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Note:</span></p><p><span style="font-family: 'Cochin'">- This technique can last for up to two turns, the initial expansion creates an outburst of chakra that grants the first set of actions for this technique chakra enhanced power, equivalent to A rank, (That momentarily doubles the physical output and effectiveness of the appendages) however after that the suits display capabilities not that much greater than that of their real life (or imagined in the case of mythical based suits) counterparts, except enhanced in proportion to their size and density of course.</span></p><p><span style="font-family: 'Cochin'">- Can only be used 4x</span></p><p><span style="font-family: 'Cochin'">- Two turn cool down in-between usages.</span></p><p><span style="font-family: 'Cochin'">- No Oversoul techniques above A rank the turn after this ends.</span></p><p><span style="font-family: 'Cochin'">- Cannot be combined with Oversoul: Kamui.[/INFOBOX]</span></p><p><span style="font-family: 'Cochin'">[HR][/HR]</span></p><p><span style="font-family: 'Cochin'">[INFOBOX=Approved Nine Arts Techniques]<a href="http://narutobase.net/forums/showthread.php?t=585244">Learned Here</a></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>(Kyu Doragon Jutsu: Teisei Orijin Tsuppari!) - Nine Arts Dragon: Whisper Origin Thrust!</strong></span></p><p><span style="font-family: 'Cochin'">Type: Supplementary</span></p><p><span style="font-family: 'Cochin'">Rank: C-rank</span></p><p><span style="font-family: 'Cochin'">Range: Short</span></p><p><span style="font-family: 'Cochin'">Chakra: 15</span></p><p><span style="font-family: 'Cochin'">Damage: N/A</span></p><p><span style="font-family: 'Cochin'">Description: Using this technique the user can passively create bursts of wind at any time, any specific point on the users body. This technique is mainly used to physically evade most techniques with the help of the wind chakra. Also by the choice of the user, they can send their wind chakra to their feet to have the ability to propel their self to any point they want, forwards, backwards, left, or right if the user chooses, that being said, if they want to change another direction they would have to re-use this technique again.</span></p><p><span style="font-family: 'Cochin'">Notes:</span></p><p><span style="font-family: 'Cochin'">- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>(Kyu Doragon Jutsu: Burakku Orijin Arashi) - Nine Arts Dragon: Black Origin Tempest </strong></span></p><p><span style="font-family: 'Cochin'">Type: Offensive</span></p><p><span style="font-family: 'Cochin'">Rank: A-rank</span></p><p><span style="font-family: 'Cochin'">Range: Short</span></p><p><span style="font-family: 'Cochin'">Chakra: 30</span></p><p><span style="font-family: 'Cochin'">Damage: 60</span></p><p><span style="font-family: 'Cochin'">Description: The user concentrates his wind chakra and focuses the chakra into every point of their body. The user can then cause the wind chakra to surge outwards suddenly, to propel the user towards the opponent. However, unlike other jutsu of the style, the wind surges multiple times. With each propulsion by the wind, the user accelerates. These accelerations, and the constant propulsions cause the opponent to see afterimages of the user appearing behind him. These can be mistaken for shadow clones, and makes it difficult to find the user's actual positioning. The user when he reaches the opponent, will then deliver a powerful uppercut at the opponent. As the uppercut happens, the user causes a sudden burst of wind chakra emanating from the bottom of the user's elbow. This causes the uppercut to do much more damage than normal to the opponent.</span></p><p><span style="font-family: 'Cochin'">Notes:</span></p><p><span style="font-family: 'Cochin'">- Can only be used three times per-match</span></p><p><span style="font-family: 'Cochin'">- Have to wait a turn before use again</span></p><p><span style="font-family: 'Cochin'">- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>(Kyu Doragon Jutsu: Koushoku Orijin Kakutou) - Nine Arts Dragon: Lust Origin Grappling </strong></span></p><p><span style="font-family: 'Cochin'">Type: Defensive </span></p><p><span style="font-family: 'Cochin'">Rank: B-rank</span></p><p><span style="font-family: 'Cochin'">Range: Short</span></p><p><span style="font-family: 'Cochin'">Chakra: 20</span></p><p><span style="font-family: 'Cochin'">Damage: 40</span></p><p><span style="font-family: 'Cochin'">Description: This technique can only be used as a counter, the user will wait till the opponent has thrown a fist towards the user, the user will channel wind chakra into his hands, and both of his elbows, allowing him to catch the oncoming fist quicker, able to react faster. As the user grabs hold of the fist he will use his infused hand to crush opponents fist by squeezing it whilst leaping to the right, grabbing the shoulder and pushing it to the front whilst having the fist in the users other hand pulling it towards the user ready to dislocate the arm by the pressure and impact of the wind destroying it, and even capable of ripping it off by the enhanced wind if the user chooses to. </span></p><p><span style="font-family: 'Cochin'">Notes:</span></p><p><span style="font-family: 'Cochin'">- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon</span></p><p><span style="font-family: 'Cochin'">- Can only be used every two turns.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>(Kyu Doragon Jutsu: Burakku Orijin Genkaiten) - Nine Arts Dragon: Black Origin Threshold</strong></span></p><p><span style="font-family: 'Cochin'">Type: Supplementary</span></p><p><span style="font-family: 'Cochin'">Rank: B-rank</span></p><p><span style="font-family: 'Cochin'">Range: Short</span></p><p><span style="font-family: 'Cochin'">Chakra: 20</span></p><p><span style="font-family: 'Cochin'">Damage: N/A</span></p><p><span style="font-family: 'Cochin'">Description: The user initiates the inner fuuton chakra to release through the pores of the users body. This in turn gives the user the ability to use the Nine Arts Dragon principle and incorporate it into free form taijutsu. While this technique is active, the user is only able to use fuuton based techniques, Nine Arts Dragon techniques, free-form taijutsu and normal taijutsu techniques. The free-form damage is equal to a standard D-rank taijutsu technique. Speed is sightly increased to match the standard of Nine Arts Dragon style as well. </span></p><p><span style="font-family: 'Cochin'">Notes: </span></p><p><span style="font-family: 'Cochin'">- Free-form damage is increased to D-Rank.</span></p><p><span style="font-family: 'Cochin'">- Last for 5 turns.</span></p><p><span style="font-family: 'Cochin'">- Once this technique ends, the user is incapable of using any Nine Arts Dragon techniques for 4 turns.</span></p><p><span style="font-family: 'Cochin'">- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>(Kyu Doragon Jutsu: Kurayami Orijin Shikichi) - Nine Arts Dragon: Darkness Origin Threshold</strong></span></p><p><span style="font-family: 'Cochin'">Type: Offensive, Defensive, Supplementary </span></p><p><span style="font-family: 'Cochin'">Rank: S-rank</span></p><p><span style="font-family: 'Cochin'">Range: Short – Mid</span></p><p><span style="font-family: 'Cochin'">Chakra: 40</span></p><p><span style="font-family: 'Cochin'">Damage: 80</span></p><p><span style="font-family: 'Cochin'">Description: The user applies the basic principles of the Nine Arts Dragon but on an advanced and much more chakra taxing level. Building off the basic usages of Whisper Origin Thrust the user can release bursts of wind at any time from any point on their body with varying usages. The technique can be used to evade physical attacks or to propel themselves at incredible speed in any direction be it forwards, backwards, left, right, or up. Of course, as with the basic technique, the user must use this technique again to change their direction. Unlike the original technique, this version if far stronger and far more deadly when used offensively. To begin with, this technique happens much faster than the previous iteration. The speed at which the bursts of wind carry the user occur in the blink of an eye (a non-enhanced eye). The user can control the amount of wind released and depending on their use will utilize stable wind or incredible bursts of wind that are unstable but very powerful. For example, if the user wishes to evade an attack they can simply use this technique to throw themselves into the air or backwards in the blink of an eye with an incredible burst of wind that is unstable. While unstable the user will be carried off to safety at a far distance. Similarly the user can use the wind bursts in close quarters combat similarly with how they do with other Nine Arts Dragon techniques. This can cause a punch, which is normally traceable with the naked eye, to happen in the blink of an eye. The damage of course is much deadlier and can cause very severe injuries if the opponent doesn't counter it properly. The technique is incredibly versatile and allows the user very powerful methods of evasion, attack, and other uses. Additionally, the user can simply release large bursts of wind from their body at any point. These are unfocused blasts of wind that can carry off debris and other objects as well as simply throw an opponent off balance and carry them away. This however, requires the user stand perfectly still making it dangerous to use in close range. If the user does not stand perfectly still when releasing these huge blasts of unfocused wind they run the risk of being blown back themselves and causing severe damage to their own body. The possible uses for this technique are up to the user’s own imagination and limitations. </span></p><p><span style="font-family: 'Cochin'">Notes:</span></p><p><span style="font-family: 'Cochin'">- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon</span></p><p><span style="font-family: 'Cochin'">- Can only be used three times per battle.</span></p><p><span style="font-family: 'Cochin'">- Can only be used once every three turns. </span></p><p><span style="font-family: 'Cochin'">- After being used the user may not use Nine Arts Dragon techniques above A-Rank for 2 turns.</span></p><p><span style="font-family: 'Cochin'">[/INFOBOX]</span></p><p><span style="font-family: 'Cochin'">[hr][/hr]</span></p><p><span style="font-family: 'Cochin'">[INFOBOX=Approved Black Heaven and Earth Techniques]<a href="https://animebase.me/threads/custom-fighting-style-technique-submission.689138/post-21254087">Approved here</a></span></p><p><span style="font-family: 'Cochin'"><strong>(Kuro Ten to Chi: Kita no nami ) – Black Heaven and Earth: Northen Wave</strong></span></p><p><span style="font-family: 'Cochin'">Rank: A</span></p><p><span style="font-family: 'Cochin'">Type: Offensive</span></p><p><span style="font-family: 'Cochin'">Range: Short</span></p><p><span style="font-family: 'Cochin'">Chakra Cost: 30 (+10 per turn if sustained)</span></p><p><span style="font-family: 'Cochin'">Damage Points: 60</span></p><p><span style="font-family: 'Cochin'">Description: Allows the user to channel chakra to a part of, or their entire body, manipulating their bodies weight and hardening sections of their skin so as to deliver bone shattering strikes. Hardening and weight increases can be dynamic - shifting to different parts of the user's body so as to accommodate for movement, temporary - occurring just before the moment of impact so as to suddenly and unexpectedly empower a strike, or static, allowing the user to, for instance, pin or crush an opponent to the ground. Ultimately, while under the influence of this technique the user will be capable of delivering strikes of immense power, and become capable of shattering through solids of the same rank and lower while being highly resilient to damage. Traditionally, this technique results in an attack being slightly slower - mainly as a result of the strike being wider so as to capitalise on the brute force that this jutsu provides.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'">Note:</span></p><p><span style="font-family: 'Cochin'">- The user can increase the weight of a select body part up to 100kgs. In the case of full bodied usage their weight can increase by up to 7x.</span></p><p><span style="font-family: 'Cochin'">- Can only be used 3x</span></p><p><span style="font-family: 'Cochin'">- Body part is only hardened for the duration of one 'strike' or defense. I.E, if this is used to tank a B rank earth spike by hardening the legs, then that would be considered a usage of the technique and the legs would return to normal the instant the spikes were countered.</span></p><p><span style="font-family: 'Cochin'">- Two turn cool down after every two usages.</span></p><p><span style="font-family: 'Cochin'">- Can be utilised with other Taijutsu principles (within logic and reason) so as to afford them with the destructive power of this technique.</span></p><p><span style="font-family: 'Cochin'"></span></p><p><span style="font-family: 'Cochin'"><strong>(Kuro Ten to Chi: Minami Reiji) | Black Heaven and Earth: South Rage</strong></span></p><p><span style="font-family: 'Cochin'">Type: Offensive</span></p><p><span style="font-family: 'Cochin'">Rank: A</span></p><p><span style="font-family: 'Cochin'">Range: Short</span></p><p><span style="font-family: 'Cochin'">Chakra Cost: 30</span></p><p><span style="font-family: 'Cochin'">Damage Points: 60</span></p><p><span style="font-family: 'Cochin'">Description: The basic grappling technique of the style, South Rage allows for the user to, upon grabbing an opponent, lower the opponent's weight to that of a rag doll. Once an opponent's weight has been lowered the user can launch into a variety of throws with ease and, to finish, return the opponent's weight before increasing it substantially for a ground shattering impact. The throw itself is often disorientating on account of its sheer speed, as while BHaE users are slower in terms of striking, once they have an opponent in their grips they are capable of executing throws at break neck speeds that will have the recipient moving as a blur to the naked eye.</span></p><p><span style="font-family: 'Cochin'">Note:</span></p><p><span style="font-family: 'Cochin'">Body weight can be lowered/increased by a maximum of 9x.</span></p><p><span style="font-family: 'Cochin'">Can only be used 3x</span></p><p><span style="font-family: 'Cochin'">Turn cooldown between uses</span></p><p><span style="font-family: 'Cochin'">Works on organic and inorganic structures (so it will still work on someone who has converted themselves to steel, for instance).</span></p><p><span style="font-family: 'Cochin'">[/INFOBOX]</span></p><p>[/QUOTE]</p>
[QUOTE="System001, post: 21987019, member: 70437"] [FONT=Cochin][hr][/hr][INFOBOX=Approved Mantis Fist Techniques][B](Genkotsu Kamakiri: Dangan Ari: Kunō) - Mantis Fist: Paraponera Clavata: Torment[/B] Rank: A Type: Offensive Range: Short Chakra cost: 30 Damage points: 60 Description: A mantis fist technique which involves the administration of lightning charka into an enemy's body so as to stimulate a false signal for pain. Psychically, when used in a fight, this technique exhibits the styles usual attack methods; with the user delivering one, if not several swift finger jab blows to a target and discharging chakra upon impact. These blows, as is characteristic of the Mantis Fist, boast the strange and somewhat contradicting, fluid, rigid, and somewhat stiff quality common of the style; with this particular employment emphasising on speed and therefore using sharp, somewhat spear-like arm movements with little to no arm-drawback or windup so as to transition from neutral into extended states in mere moments, and then back again. As aforementioned the released lightning chakra forces false signals so as to induce pain onto an opponent, pain that can range from anything between mild to traumatising and incapacitating. However, it is generally the duration and area of contact that the user has had that determines the pain felt by the recipient, the longer or more numerous the case of exposure, the more severe effects will be. The targeted area is also of great consideration as striking vitals, pressure points, or even wounds can also increase severity - thus the focus of this technique on physical speed so that the user can best target areas of interest as quickly and effectively as possible. Needless to say the chakra based applications of this technique can also be administered discreetly, for instance, during a greeting should the user gain fingertip based contact with an enemy then this technique can be used discretely. Note: Can only be used 3x Can only be used once every two turns. A maximum of four strikes can be delivered per use. Against enemies of equal or higher rank the pain felt for each momentary contact will be around that of a hairline fracture - producing sharp pangs of pain in an area around the contact site that’s no larger than a ping pong ball. (Doubled if sensitive spots such as the plexus, temple, and other spots with significant nerve bundles). That of a breakage with sharper pangs in a tennis ball size area for those a rank lower, and even more severe pain spread across an area exceeding that of a size 5 football for two ranks or lower. In the case of significantly prolonged contact, the pain is only limited by the users intentions. (Basically if the user manages to remain in contact to continuously sustain this technique for an entire turn or more, at the expense of -30 chakra per turn.) - In battle, the user can generally only apply momentary contact to an opponent; with extended applications generally being utilised for out of battle (RP) torture based purposes and thus utilised to its full extent at the users discretion. However in battle, should the user manage to main contact for an entire turn or more an enemy will be left at their mercy - in too much pain to properly mold chakra and ultimately left incapacitated by pain. Physical damage is generally minor, at most inflicting bruises on well toned parts of the body or on an odd occasion fractures on weaker, minor bones. However striking a vital or soft spot could potentially cause dire or even fatal injury. (Eyes and so on, throat, so on.) - The user can of course experiment with the type of pain expericed (Sharp, dull, throbbing, burning, etc) [URL='http://narutobase.net/forums/showthread.php?t=157594&page=237&p=17939779&viewfull=1#post17939779']Learned Here[/URL][/INFOBOX] [hr][/hr][FONT=Cochin][hr][/hr][/FONT][INFOBOX=Approved Oversoul Techniques][URL='http://narutobase.net/forums/showthread.php?t=487527'] Learned Here[/URL] [B](Tairei: Nuno chūnyū): - Oversoul: Cloth Infusion[/B] Type: Offensive/Supplementary/Defensive Rank: B Range: Short - Long Chakra: 20 Damage: N/A +20 Description: This technique simply allows the user to infuse a cloth of choice with an elemental chakra. There are two distinct types of infusions, the first which entails the utilisation of pure elemental chakra, whereas the second utilised a manifestation of an element so as to provide more corporeal physical affects. In the first, the user will simply infuse the cloth with an element of choice via chakra flow, resulting in it undertaking an empowering elemental coating that will grant rudimentary manifestations of the respective element - i.e Fire infused cloth will become sterile and hot, Lightning/Wind infused will be sharper or faster, Earth more resilient/rigid, and water becoming ignition-resistant. The second version will result in a more distinct change, for instance, the infusion of fire will set the cloth alight, the infusion of Wind/Lightning will surround it in empowering currents of Wind or Lightning, the infusion of Earth will turn the cloth rock like, while the infusion of Water will utterly drench the cloth, with the added option of the cloth also becoming sticky so as to cling to a target. While the technique itself does not do damage, it does empower the cloth in question, allowing it to be tossed as a projectile, or more importantly, allowing for the pre-infusion of an element into a cloth so as to give an Oversoul Techniques of choice added power. ~ Can only be used 4x ~ No Tairei techniques above S rank next turn. ~ The second version of infusion wares off after two turns, and in the case of fire and earth infusions, the imbued cloth will burn out or crumble upon the duration limit being reached. [B](Tairei: Kōdona nuno Sōsa) : - Oversoul: Advanced Cloth Manipulation[/B] Type: Offensive/Supplementary/Defensive Rank: A Range: Short - Mid Chakra: 30 (-10 per turn if Elemental chakra is infused) Damage: 60 Description: A multi-purpose Oversoul technique which stands as an embodiment of the basis of the Oversoul style. By infusing chakra into cloth within the users possession, the user is capable of manipulating it so as to perform various tasks. Cloth can be reinforced with chakra so as to go against piercing or cutting techniques and similarly enhanced so as to likewise pierce or slice an opponent; it can also undergo more traditional usages for restraining and binding purposes, with the range of this technique limited only by the amount of cloth the user has, and how they choose to use it. For instance, the user could unravel thinner pieces of cloths from clothing, allowing smaller amounts of more inconspicuous cloth to traverse longer distances so as to pierce or entangle a target, or could utilise bodily clothing for short ranged purposes such as manipulating sleeve ends to form weapons, or defences. This technique can be utilized with the infusion of one of the basic 5 elemental chakras. In which case, earth will provide a more advanced hardening capability and can also serve to increase weight, Wind will enshroud the cloth in wind chakra, making it sharper and faster (By reducing air resistance and streamlining it), Water will make it more resilient to being ignited, while also making it more damp. Fire and Lightning infusion works by coating the element in the aforementioned elements, as compared to letting the cloth taking the natural elemental effects (e.g putting the cloth on Fire). The effects of having Chakra infused Cloth results in the cloth becoming scorching hot without actually being set on Fire, whilst the Lightning infusion greatly increases cutting abilities as well as making cloth move faster, in the same way Wind does (by reducing air resistance and streamlining it). However infusion with elemental chakra will produce elemental weaknesses and strengths, for instance Earth Infused Cloth - will be susceptible to having its chakra nullified by Lightning techniques, and will also be liable to breakage by Lightning due to its unusual level of hardening, Wind will be more ignitable, Fire vulerable to drenching and so on. Utilization of normal chakra is neutral to all elements. - Can only be used on cloth which the user is in direct. - Cannot be used on opponents clothing - Can only be used 4x - No Ninjutsu above S rank for the rest of the turn [B](Tairei: Sózó no Okurimono) - Oversoul: Gift of Creation[/B][IMG2=RIGHT]http://i.imgur.com/24xphRA.gif[/IMG2] Rank: A Type: Supplementary Range: Short Chakra cost: 30 (-10 per turn) Damage points: N/A Description: Gift of Creation, a technique which allows the user to make simple ‘toys’ turn into savage beasts of death. This jutsu requires the user to channel his chakra into a stuffed toy, animating the toy and giving it a basic sentience required for attacking or perhaps defending purposes. Upon animation, the toy may expand, depending on the users wishes of course, their expansion allowing them reach a size of up to 15 meters. These stuffed toys are capable of attacking with their basic attributes, whether it be unleashing strings to bind the opponent, firing balls of filling, launching stitching towards the opponent either by dispatching it through their mouths/noses and bodily pores in general or through bodily movements such as swinging their arms/legs/wings and other limbs in general, depending on the animal, with each of these strings/fillings launches considered to be B-ranked, or attacking with their physical traits. The type of stuffed toy may have an effect on its usefulness, for instance cheetah shaped stuffed animals would be rather fast, birds would be capable of flight, moles for digging and aquatic animals for swimming, meanwhile Gorilla shaped animals would possess uncanny brute strength. Hybrids are also creatable through utilisation of this technique, or even legendary creatures. Teddies can also undergo delayed expansion, allowing them to be thrown or launched to a desired spot before in preparation for their expansion. Once activated, the animal animated would become sentient, fighting alongside the user as an ally. - Can only be used 5x - Cannot be used on consecutive turns - Can only be used to bring one toy 'alive' at a time - No Oversoul techniques above S rank for the rest of the turn. - Lasts for a duration of up to four turns, at which point chakra will fade from them leaving them lifeless. (The user can extend a duration by utilizing this technique again) [B](Tairei: Nuno Bādo Oikoshi) - Oversoul: Cloth Bird Overtake[/B] Rank: B Type: Attack/Defence/Supplementary Range: Short - Long Chakra cost: 20 (-5 per turn) Damage points: 40 Description: The user throws a piece of cloth in the air, before performing a single handseal (Rat), infusing the cloth with chakra. At that point, the cloth will shred and divide itself into multiple pieces, no more than 10, which will then turn into various small sharp-beaked birds, akin a kunai. They have a long neck and a small wingspan, like weird looking flamingos. After the handseal, the cloth shreds, turns to birds and shoots itself towards a target of the users choice. The kunai flamingos can be shot in a converging or a diverging trajectory for focused shots or a more spread out damage output. The low rank of this jutsu allows for an easier manipulation, meaning the user can split the group evenly and send one batch for an attack whilst the other remains active for more instructions (their power would be split in half should this be done). The distinct shape and size of the birds allows them to have great acceleration. Although normally they possess the users base speed, they have reaction abilities much greater, allowing them to track and move opponents who are travelling up to the first gate and lower. When colliding with opponent(s), the birds would latch on, spreading the cloth of which their body is made and covering whichever part of the opponent is 'hit', quickly spreading to all parts of the body, almost as if the opponent was being mummified whilst alive, binding and restricting movement completely, leaving him/her at the users mercy. Alternatively, the birds can keep their shape and aim to deal physical damage by piercing through the opponent using their sharp beaks. ~ This jutsu can only be used three times and lasts a maximum of four turns, assuming the opponent doesn't neutralize the jutsu. After each usage time runs out, or the attack is destroyed, the user must wait 2 turns before being able to use it again. [B]Tairei: Kamui | Oversoul: God-Robe[/B] Type: Supplementary/Offensive/Defensive Rank: S Range: Self Chakra: 40 Damage: N/A Description: An incredible Oversoul technique in which the user animates, empowers and manipulates their clothes to create a powerful suit that's tailored to their liking. This technique is executed by infusing vast amounts of chakra into the users garments to bring them to life, with the users newly animated clothes being both freely manipulable by the user, and also capable of acting in the users interests due to their acquired partial sentience - thus the creation of the users own Kamui - Godrobe. A Kamui can be hard, soft, flexible, rigid, elastic or firm according to the users wishes and is thus capable of freely shifting, morphing and growing in shape and length so as to match desire (This cannot bring a Kamui to beyond 3x it's original size). When the user moves during battle so will the Kamui, the symbiotic clothing moving alongside the user to accentuate their movements, and ultimately resulting in the user being capable of faster, stronger, and tighter movements. Thus a Kamui's ability to shift into and produce cloth based appendages and weapons to attack and defend, as well it's ability to heighten the users physical abilities essentially allows the user to gain supreme close combat prowess - such that the original inventor of this technique, a frail and physically weak little girl, was capable of overwhelming her Ninja Martial Arts instructors through use of this technique. However a Kamui is not without cost. Each turn the Kamui forcibly drains 20 chakra from the user as, despite being powerful it is unfortunately inefficient. The chakra that the Kamui feeds off uncontrollably seeps outwards to create an colourful aurora that enshrouds the users body. However the aura goes beyond aesthetic purposes as it serves as a chakra flow that enhances the destructive power when a Kamui strikes something. A Kamui's base form offers some defence to the user as it cannot be burned, shocked or crushed by an inferior technique, however it can be cut by an appropriately focused technique B rank or above (B rank cuts it, A rank+ cuts through it and into the user), and concussive force above B rank can still transmitted to the user. However upon being cut or disfigured a Kamui will quickly restitch itself, thus it can only be completely destroyed by an equally powerful technique of suitable proportions. (This does not apply to its produced offshoots.) (Restitching drains an additional 10 chakra) Note: - Lasts for up to four turns once activated. - Each turn the user can release Kamui/Oversoul based attacks and projectiles that amount to A rank in overall power. This counts as a move and bypasses freeform manipulation in that it does not have a size or quantity limit. (A rank power includes the chakra coating) - Oversoul techniques created using the cloth of a Kamui gain an additional +20 power due to the excessive chakra infusion and coating. - The chakra aura alone adds +10 damage to the users physical attacks that involve a Kamui, while a Kamui's actual power is proportional to the users own, even a Kamui's sentience and will is simply a distorted yet real reflection of the users own. - Once this is over the user is restricted from utilising Oversoul techniques above B rank for the next two turns. - The users body will also exhibit signs of strain from having worn the Kamui, resulting at them performing below their physical peak for the next two turns. (No Taijutsu above B rank, and speeds decreased to by half.) - The initial creation of a Kamui generally results in the users clothes rearranging or even morphing to their preferences into something akin to their own superhero suit. (More clothing generally results in a more effective Kamui) [B]Tairei: Seishin no Sokumen | Oversoul: Aspect of the Spirit[/B] Type: Supplementary/Offensive/Defensive Rank: A Range: Self Chakra: 30 Damage: N/A Description: Through this technique the user applies the concept practiced in 'Gift of Creation' of expanding and granting sentience unto stuffed toys except with a slight twist. This time the user will expand a stuff toy except that the expansion will be centred on them, and hollowed out, thus they will ultimately be covered in a stuffed suit. Like 'Gift of Creation' the expanded toy suit will exhibit properties according to it's physical traits and the animal qualities that it mimics - i.e a Bunny suit would have rather pronounced haunches that would work in unison with the user so that, when the user jumps, the stuffed yet powerful haunches would sync and boost their movements to allow the user to jump to uncanny heights or distances, likewise for a gorilla suit that could grant stronger punches or greater brute strength, or a hare suit for greater travelling speed and so on. Naturally, additional appendages that the suit carries would adapt to and be utilised by the user to fulfil their nature purpose, i.e tails for added balance, claws that would be incredibly stiff and allow for slicing and dicing, wings for flight and so on. The applications of this exoskeleton like suit would only be limited by the users inventory, imagination and intentions, the suit can be full bodied, cut off at a certain areas, or partial, appendages can also be situated in different areas according to the users desire, and it's size can vary between being slightly larger than the user or even a gigantic body in which the user is housed within. (Maximum of seven meters in size) The created suits are partially sentient and are therefore capable of taking the initiative to act upon the users will. The strength and effectiveness of the appendages are proportionate to what the real life animal counterparts would be capable of if they were scaled to the same size as the suit - i,e a rabbit can jump to 2.5x it's body height, thus a rabbit suit would enable similar such feats, except further augmented by the users own jumping power. Note: - This technique can last for up to two turns, the initial expansion creates an outburst of chakra that grants the first set of actions for this technique chakra enhanced power, equivalent to A rank, (That momentarily doubles the physical output and effectiveness of the appendages) however after that the suits display capabilities not that much greater than that of their real life (or imagined in the case of mythical based suits) counterparts, except enhanced in proportion to their size and density of course. - Can only be used 4x - Two turn cool down in-between usages. - No Oversoul techniques above A rank the turn after this ends. - Cannot be combined with Oversoul: Kamui.[/INFOBOX] [HR][/HR] [INFOBOX=Approved Nine Arts Techniques][URL='http://narutobase.net/forums/showthread.php?t=585244']Learned Here[/URL] [B](Kyu Doragon Jutsu: Teisei Orijin Tsuppari!) - Nine Arts Dragon: Whisper Origin Thrust![/B] Type: Supplementary Rank: C-rank Range: Short Chakra: 15 Damage: N/A Description: Using this technique the user can passively create bursts of wind at any time, any specific point on the users body. This technique is mainly used to physically evade most techniques with the help of the wind chakra. Also by the choice of the user, they can send their wind chakra to their feet to have the ability to propel their self to any point they want, forwards, backwards, left, or right if the user chooses, that being said, if they want to change another direction they would have to re-use this technique again. Notes: - Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon [B](Kyu Doragon Jutsu: Burakku Orijin Arashi) - Nine Arts Dragon: Black Origin Tempest [/B] Type: Offensive Rank: A-rank Range: Short Chakra: 30 Damage: 60 Description: The user concentrates his wind chakra and focuses the chakra into every point of their body. The user can then cause the wind chakra to surge outwards suddenly, to propel the user towards the opponent. However, unlike other jutsu of the style, the wind surges multiple times. With each propulsion by the wind, the user accelerates. These accelerations, and the constant propulsions cause the opponent to see afterimages of the user appearing behind him. These can be mistaken for shadow clones, and makes it difficult to find the user's actual positioning. The user when he reaches the opponent, will then deliver a powerful uppercut at the opponent. As the uppercut happens, the user causes a sudden burst of wind chakra emanating from the bottom of the user's elbow. This causes the uppercut to do much more damage than normal to the opponent. Notes: - Can only be used three times per-match - Have to wait a turn before use again - Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon [B](Kyu Doragon Jutsu: Koushoku Orijin Kakutou) - Nine Arts Dragon: Lust Origin Grappling [/B] Type: Defensive Rank: B-rank Range: Short Chakra: 20 Damage: 40 Description: This technique can only be used as a counter, the user will wait till the opponent has thrown a fist towards the user, the user will channel wind chakra into his hands, and both of his elbows, allowing him to catch the oncoming fist quicker, able to react faster. As the user grabs hold of the fist he will use his infused hand to crush opponents fist by squeezing it whilst leaping to the right, grabbing the shoulder and pushing it to the front whilst having the fist in the users other hand pulling it towards the user ready to dislocate the arm by the pressure and impact of the wind destroying it, and even capable of ripping it off by the enhanced wind if the user chooses to. Notes: - Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon - Can only be used every two turns. [B](Kyu Doragon Jutsu: Burakku Orijin Genkaiten) - Nine Arts Dragon: Black Origin Threshold[/B] Type: Supplementary Rank: B-rank Range: Short Chakra: 20 Damage: N/A Description: The user initiates the inner fuuton chakra to release through the pores of the users body. This in turn gives the user the ability to use the Nine Arts Dragon principle and incorporate it into free form taijutsu. While this technique is active, the user is only able to use fuuton based techniques, Nine Arts Dragon techniques, free-form taijutsu and normal taijutsu techniques. The free-form damage is equal to a standard D-rank taijutsu technique. Speed is sightly increased to match the standard of Nine Arts Dragon style as well. Notes: - Free-form damage is increased to D-Rank. - Last for 5 turns. - Once this technique ends, the user is incapable of using any Nine Arts Dragon techniques for 4 turns. - Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon. [B](Kyu Doragon Jutsu: Kurayami Orijin Shikichi) - Nine Arts Dragon: Darkness Origin Threshold[/B] Type: Offensive, Defensive, Supplementary Rank: S-rank Range: Short – Mid Chakra: 40 Damage: 80 Description: The user applies the basic principles of the Nine Arts Dragon but on an advanced and much more chakra taxing level. Building off the basic usages of Whisper Origin Thrust the user can release bursts of wind at any time from any point on their body with varying usages. The technique can be used to evade physical attacks or to propel themselves at incredible speed in any direction be it forwards, backwards, left, right, or up. Of course, as with the basic technique, the user must use this technique again to change their direction. Unlike the original technique, this version if far stronger and far more deadly when used offensively. To begin with, this technique happens much faster than the previous iteration. The speed at which the bursts of wind carry the user occur in the blink of an eye (a non-enhanced eye). The user can control the amount of wind released and depending on their use will utilize stable wind or incredible bursts of wind that are unstable but very powerful. For example, if the user wishes to evade an attack they can simply use this technique to throw themselves into the air or backwards in the blink of an eye with an incredible burst of wind that is unstable. While unstable the user will be carried off to safety at a far distance. Similarly the user can use the wind bursts in close quarters combat similarly with how they do with other Nine Arts Dragon techniques. This can cause a punch, which is normally traceable with the naked eye, to happen in the blink of an eye. The damage of course is much deadlier and can cause very severe injuries if the opponent doesn't counter it properly. The technique is incredibly versatile and allows the user very powerful methods of evasion, attack, and other uses. Additionally, the user can simply release large bursts of wind from their body at any point. These are unfocused blasts of wind that can carry off debris and other objects as well as simply throw an opponent off balance and carry them away. This however, requires the user stand perfectly still making it dangerous to use in close range. If the user does not stand perfectly still when releasing these huge blasts of unfocused wind they run the risk of being blown back themselves and causing severe damage to their own body. The possible uses for this technique are up to the user’s own imagination and limitations. Notes: - Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon - Can only be used three times per battle. - Can only be used once every three turns. - After being used the user may not use Nine Arts Dragon techniques above A-Rank for 2 turns. [/INFOBOX] [hr][/hr] [INFOBOX=Approved Black Heaven and Earth Techniques][URL='https://animebase.me/threads/custom-fighting-style-technique-submission.689138/post-21254087']Approved here[/URL] [B](Kuro Ten to Chi: Kita no nami ) – Black Heaven and Earth: Northen Wave[/B] Rank: A Type: Offensive Range: Short Chakra Cost: 30 (+10 per turn if sustained) Damage Points: 60 Description: Allows the user to channel chakra to a part of, or their entire body, manipulating their bodies weight and hardening sections of their skin so as to deliver bone shattering strikes. Hardening and weight increases can be dynamic - shifting to different parts of the user's body so as to accommodate for movement, temporary - occurring just before the moment of impact so as to suddenly and unexpectedly empower a strike, or static, allowing the user to, for instance, pin or crush an opponent to the ground. Ultimately, while under the influence of this technique the user will be capable of delivering strikes of immense power, and become capable of shattering through solids of the same rank and lower while being highly resilient to damage. Traditionally, this technique results in an attack being slightly slower - mainly as a result of the strike being wider so as to capitalise on the brute force that this jutsu provides. Note: - The user can increase the weight of a select body part up to 100kgs. In the case of full bodied usage their weight can increase by up to 7x. - Can only be used 3x - Body part is only hardened for the duration of one 'strike' or defense. I.E, if this is used to tank a B rank earth spike by hardening the legs, then that would be considered a usage of the technique and the legs would return to normal the instant the spikes were countered. - Two turn cool down after every two usages. - Can be utilised with other Taijutsu principles (within logic and reason) so as to afford them with the destructive power of this technique. [B](Kuro Ten to Chi: Minami Reiji) | Black Heaven and Earth: South Rage[/B] Type: Offensive Rank: A Range: Short Chakra Cost: 30 Damage Points: 60 Description:[B] [/B]The basic grappling technique of the style, South Rage allows for the user to, upon grabbing an opponent, lower the opponent's weight to that of a rag doll. Once an opponent's weight has been lowered the user can launch into a variety of throws with ease and, to finish, return the opponent's weight before increasing it substantially for a ground shattering impact. The throw itself is often disorientating on account of its sheer speed, as while BHaE users are slower in terms of striking, once they have an opponent in their grips they are capable of executing throws at break neck speeds that will have the recipient moving as a blur to the naked eye. Note: Body weight can be lowered/increased by a maximum of 9x. Can only be used 3x Turn cooldown between uses Works on organic and inorganic structures (so it will still work on someone who has converted themselves to steel, for instance). [/INFOBOX][/FONT] [/QUOTE]
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