pops customs and creations

pop123

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Pop123's Custom Techniques


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Basic 35 Techniques
1. (Māku no Nekuromansā) - Mark of the Necromancer
2. (Daishi no Me) - The Fourth Eye
3. (Bunpuki no Jesshi Keitai) - Bunpuki's Embodiment
4. (Bunpuki no Yuigon) - Bunpuki's Testament

5. (Sabaku: Suna no Mugen Ikimono)- Sand Release: Infinite Dome Prison
6. (Maku no Bachiatari) - Mark of the Accursed
7. (Tenkū Tsubasa no Tengu) - Heavenly Wings of Tengu
8. (Akuba no Faraon) - Curse of the Pharaohs
9. (Enkidu) - Heavenly Binding Chains
10. (Amaterasu no Yokei) - Blessings of Amaterasu


Custom Weapon
1. (Amanozako) - Heaven Opposing Everything
[APPROVED] https://narutobase.net/forums/showthread.php?t=711213&p=21158402&viewfull=1#post21158402​
 
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pop123

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Sand Release Customs


My Techniques
(Māku no Nekuromansā) - Mark of the Necromancer
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Mark of the Necromancer is unique technique thats bring together both offensive, defensive and supplemental characteristics of Sand. The technique essentially works with the user coating his entire body with a visible layer of Sand.The technique can then continue to remain in a dormant state (this technique passively lasts a total of 3 turns before it automatically ends regardless of whether it was activated or not during that period) until the user either forcefully activates it or if the user is about to get struck in which case it activates regardless of the users will. This automatically results in the Sand layer manifesting in the form of a particular creature that can be manipulated to defend the user or alternatively fight the opponent etc.. The creatures can reach up to heights of 2 meters and can attack with their respective traits. Physical attacks are useless against them as they will simply go through them with the exception of certain elements, following strengths and weaknesses. They can dissolve and reform or turn their bodies into blasts of sand to attack their targets or block incoming attacks. They can also scatter and compress into multiple sand bullets though doing so ends their existence. The creatures range from birds to insects to bats and reptiles.

Note: Only one creature can be created at any given time and the size of a creature can be increased up to 14m total, by drawing in Sand from the terrain. Doing so costs as a move however
Note: The scattering bullets and blasts count as a A-rank move.
Note: The user is capable of controlling the tangibility of the manifested creature, depending on his needs. It is however important to note that the user cannot repeatedly force the creature to switch from an intangible state to tangible and vice versa as this can only be done once per turn for the duration that this technique is active.
Note: The user may not use Sand techniques above S-rank as long as this technique is active
TAUGHT TO
Hell Autarch
(Daishi no Me) - The Fourth Eye
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: The Fourth Eye is a more advanced version of the existing Third Eye technique developed by the Fourth Kazekage. Unlike the original technique, it allows the user to create two eyes out of sand capable of levitating. Both of these eyes maintain an invisible link with the optic nerve, thus allowing the user to see with these eyes. Naturally, it results in the user being unable to use both of his natural eyes however it allows the user to severely restrict any possibility of a blind spot and to observe multiple areas at once even if the users main body is restricted. The user can alternatively utilize the technique for long-distance spying, depending entirely on how the user chooses. Because the eyes are constructed entirely using Sand and are not truly connected with the users main body, it negates the possibility of any visual Genjutsu targeting the user.
Note: If the user chooses, he may create an additional two eyes (total of four). Doing so however halves the duration of this technique.
Note: The eyes can be destroyed by the enemy, or the technique itself can be deactivated by the user. When this happens, the user will be able to use his natural eyes again
Note: Once activated, the eyes remain passively active for 4 turns or until destroyed
TAUGHT TO
Houdini
Hell Autarch
(Bunpuki no Jesshi Keitai) - Bunpuki's Embodiment
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Mid
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description: The technique is based on Sand Attack Heaven Burial, and is a much more advanced variation of the original technique. It allows the user to create constructs anywhere on the field upto Mid-Range from the user, matching a specific part of the users body, such as the creation of a large arm or a leg. By compressing and hardening the sand to withstand damage whilst carrying a lot of force, it allows the user to easily utilize the technique for offensive or defensive purposes.. The structure created using the sand carries the ability to perform the exact same action as the user performs, thus a fist created from sand would deliver a punch only when the user himself performs a punch. The physical strength and size of the technique however depends on the chakra focused on each construct, thus making it very possible for one construct to be weaker than the other.
Note: To explain the size per rank, a B Rank construct would be 5m, an A Ranked construct would be 10m whilst an S Ranked construct would be 15m; in terms of length, width and height.
Note: The S Rank version can only be used twice per battle, with a 1 turn break between each use. Moreover, the user may not use above A Rank Sand techniques in the next turn if the S Rank version is used.
Note: Only one construct can be created per usage, and it disperses in the next turn following its usage.
TAUGHT TO
Gajeel Redfox
Houdini
Hell Autarch
Typhon
(Bunpuki no Yuigon) - Bunpuki's Testament
Type: Supplementary
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: N/A
Description: Bunpuki's Testament was a technique developed by the first Jinchuuriki of the Shukaku, Bunpuki; specifically designed to counter Water and Rain Release users. The technique involves the user calling forth billions of sand grains from the ground and manipulating them to absorb the moisture in the air. The technique specifically works with the sand grains absorbing water droplets and as such, the technique is designed to disperse clouds or to alternatively negate mist by manipulating the grains to absorb all of the water present in the mist. The technique in a sense exploits the weakness of Sand to Water, and thus in fact allows the user to use the sand to negate Water techniques of the one rank below (S-Rank counters A-Rank Water and Rain) by absorbing them. The technique however specifically targets moisture-based Water techniques and cannot be used to absorb water from other kinds of Water techniques; such as a wave of water. The size and strength of the sand grains depends upon the chakra put into the technique by the user.

Note: The user cannot heat up the atmosphere if this technique is utilized to counter an opponent's technique, with the only exception being if the technique happens to overpower that of the opponent. The atmosphere will also heat up if this technique is used against natural clouds or mist, as in clouds/mist not infused with chakra.
Note: The opponent and the user are rendered incapable of utilizing A Rank and above Suiton techniques for 4 turns if the sand grains happen to absorb most of the moisture in the air. It does not however affect Special Character Biographies such as Tobirama, who don't ever require the presence of a water source.
Note: The S Rank version can only be used four times per battle, with the user being unable to use S Rank and above Sand techniques in the next turn.
TAUGHT TO
Gajeel Redfox
Houdini
Hell Autarch
Typhon
(Sabaku: Suna no Mugen Ikimono)- Sand Release: Infinite Dome Prison
Type: Defensive/Supplementary
Rank: S
Range: Short - Long Range
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Exerting control over the earth at the opponent's feet and loosening it into sand, Gaara raises his upturned palms to form a dome of condensed sand that forms around and over the opponent. This dome spans the entirety of their short ranged movement (5m) and even forms a platform under their feet to prevent escape via underground. Then Gaara clenches both hands shut to have a second dome form over the first, this one taking up the opponent's mid ranged movement area (10m). He may then follow up by turning his upturned fists down to open and slam his palms on the ground. This will cause a third and final dome to grow from the earth over the first two, this newer one taking up a whopping 20 meter area around the opponent. In order to save himself, the sands of the second and third dome will simply pass over Gaara as they trap the opponent, leaving him unscathed. What's even more surprising is that this dome can be used to surround the user, in order to defend from techniques and can also be used as a source for other Sand techniques. The first dome has the S/W of B ranked sand, while the second has that of A ranked, and the final dome is treated as an S rank structure of Sand.

Note: Useable Twice
Note: No sand jutsu above B rank in this and the following turn
(Māku no Bachiatari) - Mark of the Accursed
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The technique 'Mark of the Accursed' is a unique technique that allows the user to differ from the usual manipulation of Sand. Generally, Sand is compressed and hardened however this technique brings in a distinct factor that involves the expansion of Sand structures. Basically, the user channels his chakra either into the terrain or any Sand structure present anywhere on the terrain, infusing his chakra into them and compressing them into thousands of 5cm spherical clumps of sand. Once the user has done so, he can manipulate the clumps to expand and instantaneously explode in a synchronized manner. This results in sand grains scattering across the terrain in an omnidirectional blast ranging upto Short Range from the techniques point of origin, though it's range in terms of height remains an exception as it reaches upto Mid-Range in that case. The sand grains essentially act as shrapnels and pierce right through the targets flesh and bone, as well as any other obstacle present in its course, completely destroying most of the surrounding. If the user somehow happens to be within the blast radius of the shrapnels due to any particular case of scenario, he can choose to utilize a Sand users capability to manipulate sand grains, and can as such alter the characteristics of the blast, changing it from being omnidirectional blast to an outwards 90°, 180° or 270° blast, one specifically targeting the opponent.
Note: Can be used four times per battle with a one turn break inbetween each use
TAUGHT TO
Hell Autarch
Typhon
(Tenkū Tsubasa no Tengu) - Heavenly Wings of Tengu
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30 (-10 per turn to maintain)
Damage: 60
Description: The Heavenly Wings of Tengu is a unique technique that allows the user to manifest two massive sand-based wings on his back. This is done by manipulating sand either from the users gourd or the terrain, clumping them together and molding them in the form of wings. Whilst the primary function of the wings is to sustain flight, they possess other characteristics as well. Most notably, the user can utilize the wings for offensive or defensive purposes. Being extremely thin and sharp, the user is capable of using the wings to slice through incoming objects or alternatively sever the opponent in two. Similarly, by encasing their body completely with the wings, the user is capable of defending against incoming techniques, in accordance with the S/W of Sand. Apart from these generic traits, the wings also possess the ability to release a volley of blades (reaching upto Long-range) at the opponent. This ability is passive however, as the blades in question are no stronger than an average kunai. The user flies at their current running speed.

Note: The manipulation of the wings to defend the user, attack an opponent or simply move from one place to another collectively count as one of the three moves per turn, regardless of the extent of their manipulation.
Note: The technique can be used twice times per battle, with a one turn break inbetween each use. Whilst the offensive and defensive traits of the wings time out after four turns, the wings themselves can be passively maintained indefinitely. They will still however cost a move whenever utilized to fly from one place to another.
TAUGHT TO
Hell Autarch
(Akuba no Faraon) - Curse of the Pharaohs
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40 (+15 to maintain after initial turn)
Damage: 80
Description: The user manipulates sand either from the terrain and generates burst of sand that surrounds the users body. The stream of sand is subsequently shaped into hundreds of highly dense creatures, resembling scarab beetles. These creatures are entirely composed of sand, one inch in length, and possess an extended pincer, which acts as 'stinger' for piercing purposes. This jutsu involves the user forcing each and every beetle to exhibit rotational, vibrational and translational motion. With the beetles being in close proximity to one another, this generates heat energy in massive quantities, in turn preparing scalding hot sand. Given that each beetle possesses the capability of flight, and can be commanded by the user to attack the target using their pincers, they are essentially able to deliver blunt force upon impact and simultaneously burn the target. Moreover, due to the widespread collisions between the sand grains, it results in the production of light (due to Triboluminescence) that is directed straight at the target and can potentially blind him/her if no precautions are taken. It is important to however note that the beetles can be used for the multitude of purposes as the user can alternatively command these creatures to cover up his entire body (does not harm the user), forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user. These creatures can only disperse if they're destroyed, or if the user deactivates the technique. Once the technique is performed, it remains passively active and from the Basic 5 elements, the user is only able to utilize Wind and Earth techniques, these two being the two elements that compose Sand.

Note: Manipulation of the beetles counts as one of the three moves per turn
Note: A quarter of these creatures (B-rank) are enough to completely cover up the body of the user or the opponent.
Note: The user cannot use Sand S-Ranked or above on the turn this technique is deactivated.
Note: Can only be used thrice per battle.
TAUGHT TO
Hell Autarch
(Enkidu) - Heavenly Binding Chains
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: Heavenly Binding Chains is a Sand Ninjutsu technique that works on the same basis as the Earth techniques Sticky Earth Drop and Dropping Lid, taking in their unique property of opening portals on the battlefield and 'summoning' the jutsu. This technique essentially works with the user opening a single portal (or alternatively upto 8 portals) on any particular location(s) on the field. Upon forming, each portal releases a burst of sand grains that proceed to instanteously harden and 'materialize' in the form of chains. These chains can generally be elongated, enlarged and even contracted, all depending primarily upon the users choice with each chain reaching upto a maximum of 15m from their point of origin. Most notably, each chain has a blade at its front which is capable of acting as a striking weapon when launched at high speeds. The user can also choose to have a single or numerous chains either partially or completely wrap around a target and bind it in place, with the user manipulating the chains to twist and tighten in order to inflict damage and potentially break the targets bones. Alternatively however, the user can simply bind a target without potentially harming him or even have the chains recede into the portal (after having bound the target) in order to drag the opponent towards the chains point of origin. It is important to note that the chains can be utilized for defensive purposes as well, such as the manipulation of the chains to create a 'defensive chain net'. In essence, the technique allows the user to conduct a vast array of actions and introduces a great deal of versatility as the user can manipulate the chains for numerous purposes.
Note: The chains last only a single turn and automatically disperse in the users next turn. Moreover, once this technique has been performed, the user can only use Sand and it's composite natures (Earth and Wind) from the Basic 5 Elements in the same turn afterwards.
Note: The Rank of each individual chain is inversely proportional to the quantity of the chains created. For example, if the S Rank version was used and two chains were spawned, they would be A-rank each. As such, for the sake of simplicity, besides creating a single chain, only an even number of chains can be created (2, 4, 6, 8).
Note: The S-rank version can be utilized thrice per battle and the user may not use any S Rank or above Sand technique in the same turn afterwards.
Note: The portals must be made at least 3m from the target.
TAUGHT TO
Hell Autarch
Typhon
(Amaterasu no Yokei) - Blessings of Amaterasu
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The "Blessings of Amaterasu" is a unique technique based on the Polarized Sand Formation: Burning Sand Camouflage and is an advanced version of the original technique. It works on the same basis as the original technique, with the user infusing his chakra into the sand, making the sand grains polarize and bend light; essentially causing the sand grains to be invisible to the naked eye. This practically makes it so that any Sand manipulated by the user becomes completely invisible to friend and foe. It is however important to note that Doujutsu users are completely capable of viewing the Sand as the technique simply affects the naked eye, and does not block off chakra. Similarly, those that possess Chakra Sensory are also unaffected by the technique, being able to identify the location of the Sand.

Note: The technique costs a move slot upon activation though it remains passively active afterwards. Moreover, the user may only use Sand, it's composite natures and the users main specialty for the duration this technique is active.
Note: The technique can be used twice per battle, lasting two turns each. Once this technique ends, there must be a atleast a one-turn break before it can be used again.
TAUGHT TO
Hell Autarch


Others Techniques

(Subaku Shiroryuu) - Desert Dragon
Type: Offensive
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80(+10 damage to the user)
Description: The user weaves a hand-seal and does a punching motion and using sand from the users sand gourd, the user will shape the sand into 3-4 different chibi-dragons that will try to bite, slash, and try to mangle the opponent.
Note: Can only be used three times
Note: Can not use A-rank sand jutsu the following turn

(Suna Dai teitaku no Jutsu)- Sand Mansion Creation Technique

Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: None
Description: An old technique which was renewed and refined by gaara. The User will preform the following hand-seals Snake → Rat → Ox → Ram → Snake slams their hands on the ground and then sends their chakra into the ground, Then Breaks down the earth minerals in the ground to make more sand. The User Gathers a large amount of chakra and then constructs the sand into building, much like the ones in sunagakure.
Note: Can only be used once per turn and three times a match
Note: Can not use A-rank or above sand the next turn
Note: Can only be used by a Gaara bio

(Sunagakure no Jutsu) - Hidden in Sand Technique
Type: Supplementary, Defensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: The user channels chakra all throughout their body an then blend into sand and then move in and out of other sand in the area undetected. While this is being used the user gains the ability to move from one spot covered in sand to another, even if they are not together, but the sand must be at least in a 50 meter radius or it will not work. This technique is similar to water release: hidden in water technique. While inside the sand the user will move at high speeds but nowhere near the gates. While this used the user is still detectable by Sensory or Byakugan, Sharingan or Rinnegan users

( Sunajutsu: Shikaku kireme tentou ) Sand release: Shikaku's shattering heaven
Type: Supplementary/Attack/Defence
Rank: S
Range: Short -long
Chakra Cost: 40
Damage points: 80
Description: This is a jutsu created by Gaara to mimic the power of the shikaku without his help. Gaara will gather huge amount of chakra into one of his arms or leg and in a huge surge of chakra through his body will either stomp down or punch down to the ground. Due to the mass of chakra being released it will give of a orange light of chakra around Gaara as he does it (cosmetic effect). The force of the strike will charka the earth below the use leaving a giant foot print in the shape of the shikaku's foot 1ft deep like the shikaku had stomped there releasing the full force of this jutsu.

This sand chakra will surge through the ground and shoot up in a hurricane of sand, hundreds of thousands of grains of sand moving at intense speeds, enough to cut flesh erupt from the desired location breaking up the earth above as the sand blasts up towards the heaven spinning with extreme force and sharpness to give it's name. The diameter of this can be up to mid range and if the user is caught within it he will suffer the same damage as everyone else if not defended.

Note: Useable twice
Note: Only wind, earth, sand elemental jutsu in this turn and the next

(Suna/Fuuton: Subakukazedama) - Sand/Wind Style: Desert Wind Bomb
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user will use their wind release to gather wind and sand together into a highly compressed sphere of wind and sand between their hands. At its peak the sphere will look to be a solid orb of sand around the size of a basketball. Once completed they will fire the sphere at their target at high speeds. On impact it will erupt into a giant storm of wind and sand that shreds apart everything caught within it. The scope of this storm is the same as the explosive radius of a typical tailed beast bomb, leaving a large barren field covered with sand in its wake. The Ichibi can also use this technique by constructing the ball using his tail and mouth.
-Can be used twice per battle by standard sand users
-Can be used once per transformation by the Ichibi
-No sand or wind techniques above S-rank the following turn
(Subu no Jutsu: Sarlacc) - Sand Technique: Sarlacc
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user will manipulate the sand beneath their target to open up into a circular pit. The pit is lined with a ring every foot and with each successive ring the pit gets narrower and narrower. Projecting from each of these rings are long and thin spikes that are easily capable of piercing into flesh. When the pit opens up five tentacles of sand reach up from the bottom and latch on to the target pulling them down towards the bottom. By closing their fist the user causes the walls of the pit to close together piercing whatever is trapped within them. The pit itself remains open until its either destroyed or the user closes it, but the tentacles can only reform once every two turns. The size of the pit can vary depending on the size of the target reaching large enough to swallow a summon the size of Pein's rhino.
-Can be used three times per battle.
-Can be used on normal ground, but requires a series of 4 hand seals during which the user uses their sand to grind up the ground below the target producing the sand.
(Suna no Jutsu: Shukaku's Ake no Myōjō) - Sand Style: Shukaku's Morning Star
Type: Attack
Rank: A/S
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: This technique attempts to emulate the tail of Shukaku and turn it into a weapon. The user will gather a massive amount of sand and form it into the shape of Shukaku's tail. The numerous fur-like triangles of sand that cover the tail will stand upright becoming dangerous spikes. By adding chakra to these spikes and compacting the sand the user can increase their hardness to steel-like levels. Once this is done it can be wielded like a club, swinging it and smashing it into targets within short range (of the tail, which can be formed up to long-range). The user can also fire the "spikes" from the tail towards the enemy up to long range. The tail itself is about half the size of the real thing. When this technique is used by a transformed Ichibi, its rank is increased to S and the damage adjusts accordingly. Rather than forming the tail from sand (which can still be done if the user wishes) the Ichibi just uses its own tail for the technique.
-Can be used three times per battle.
-S ranked version can only be used by a transformed Ichibi.
 
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pop123

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Water Release Customs


My Techniques

N/A

Others Techniques

(Suiton: Umi Nami) - Water Release: Sea Wave
Rank: A
Type: Offense/Defense
Range: Short - Mid
Chakra Cost: 40
Damage Points: 40 (If used in conjuction with lighting - 60)
Description: The user releases his water chakra, creating a wave with height 5 meters. Then the user can decide whether he is going to use it for defense or send it against the enemy. When send against the enemy the wave travels really fast so it could be used almost immediately after the previous jutsu. The damage increases if it's used in conjuction with lighting.
Note: Can only be taught by PowerOfDarkness.
Note: Can only be used 2 times per battle.
Note: No water jutsu for the next turn.
 

pop123

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Earth Release Customs


My Techniques

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Others Techniques

(Doton: Bakuhatsuteki Iwa) - Earth Release: Explosing Rocks
Rank: B
Type: Offense
Range: Mid - Long
Chakra Cost: 40
Damage Points: 60
Description: The user molds his Earth Chakra in his hands. Then he slaps his hands on the ground releasing the chakra he has molded and puts 2 explosive tags on the ground. As a result 2 large rocks are formed, taking the 2 explosive tags inside them. Then the user can send the rocks against the enemy. After the rocks come closer to the enemy the explosing tag inside the rock explode and doing some damage to the enemy.
Note: Can only be taught by PowerOfDarkness*

(Doton: Kanashimi no Maisō) – Earth Release: Burial of Sorrow
Type: Offensive/Supplementary
Rank: A
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses earth chakra into his/her hands and forms a single handseal. This causes a small wave of rock, to rise up and race against the target. When the user wills it, the wave builds up like a wave coming close to shore and becomes a five (5) meter tall wave, which imitates a great Samurai in appearance. In the Samurai's hand is a sword made of extremely durable rock. If the user wills it, the Samurai can collapse onto the target, burying it beneath a heap of rock.
-Can only be used three times per battle.
-Can only be taught by Zero Kelvin
 

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Custom Weapons


My Weapons

(Amanozako) - Heaven Opposing Everything
Type: Weapon
Rank: S
Range: Short - Long
Chakra Cost: 40 [upon initial activation; -5 to maintain]
Damage Points: N/A
Description: Amanozako is a special gourd developed by the first Jinchuuriki of Shukaku, Bunpuki. The Gourd was constructed for the very purpose to aid any and all Sand users on the orders of the First Kazekage. Physically, the Gourd is the same in appearance as the Gourd normally worn by Gaara, with the only difference being that the Gourd predates Gaara's Gourd by more than a hundred years. The Gourd serves to imbue elemental chakra into Gaara's sand, and infuse with it, allowing the Sand to gain multiple new properties; each depending on which element was infused with the Sand. Therefore, it allows the user of the Gourd to access five different abilities, related to the five basic elemental natures. The Gourd passively releases chakra that it absorbs from the user into the surroundings and imbues all of the sand in the vicinity (upto mid-range) with the chakra. As such, it grants the user the power to apply the abilities of the Gourd upon Sand from the vicinity.

The Acrimony of Akurojin
This ability involves the user infusing Katon chakra with their Sand. It results in the sand heating up, and causes the sand to deliver first-degree burns to anything that it comes into contact with; with the user himself being the only exception. Unlike Red Sand, the sand does not become non-polar, nor is it hydrophobic. As such, the ability does not grant normal Sand to obtain Red Sand abilities at all, with the normal sand heating up due to the Katon infusion being the only similarity; that too to much lesser degree than the Red Sand. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Fiery Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to overpower Fire, Earth as well as Wind. Sand however continues to remain weak to Lightning, and becomes twice as weak to Water.

The Sorrow of Shiryō
This ability involves the user infusing Suiton chakra with their Sand. It results in the sand becoming mushy and clay-like, clumping together, sticking to anything in comes into contact with; with the user himself being the only exception. These new characteristics of the sand are based on a technique utilized by Gaara, Little Quicksand Waterfall Flow and as such depend upon the concept of quicksand existing as a variant of Sand. It can also be used as a medium to conduct Lightning. However, the true purpose of this infusion lies in the fact that infusing the chakra with the quicksand alters the interaction of Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to become twice as strong to Fire and makes Water neutral to the Sand. The Sand however also loses its advantage over Earth, becoming neutral to Earth as well. Wind and Lightning continue to maintain their positions, being neutral and strong to the Sand respectively.

The Rage of Raijū
This ability involves the user infusing Raiton chakra with their Sand. It results in the sand being coated with the users chakra, allowing the sand to conduct Raiton and imbue itself with a current of unfocused Lightning, and numbs anything that the sand comes into contact with; with the user himself being the only exception. These new characteristics of the sand are based on a technique utilized by Gaara, Sand Lightning Needles which showcase and prove the ability to infuse Sand with Lightning. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Lightning Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Fire and becomes twice as strong to Earth. The Sand also becomes neutral to Lightning, however it results in the Sand becoming weak to Wind. Water continues to retains its position, being strong to the Sand.

The Trickery of Tengu
This ability involves the user infusing Doton chakra with their Sand. It results in the sand gaining earth-like properties, and allows the user to even utilize the Sand as a medium to conduct Earth Release Techniques. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Earthen Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Fire and Earth. The Sand continues to be neutral to Wind, but also becomes neutral to Water as well. It comes at a cost however, with Lightning becoming twice as strong to Sand.

The Greed of Gaki
This ability involves the user infusing Fuuton chakra with their Sand. It results in the sand becoming 2x as fast as Gaara's normal sand, and imbues Fuuton abilities to the Sand. The ability does not lighten the Sand at all, and the Sand continues to maintain the same impact force. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Earth, and makes Lightning neutral to the Sand. The Sand however also loses its advantage over Fire, becoming neutral to Fire as well. Wind and Water continue to maintain their positions, being neutral and strong to the Sand respectively.

Note: Interaction between a KG/CE/Advanced Element neutral to Sand, and an elementally-infused Sand depends directly upon the element selected by the user
Note: Infusing the Sand with an element is instant and can be part of the same timeframe as a Sand technique, however it costs as a move slot upon activation.
Note: The user can passively maintain any ability for as long as he chooses, until he decides to either deactivate the technique or infuse the Sand with another element.
Note: The user can infuse the Sand with only a single element at any given time.
Note: The user can infuse the Sand with an element upto five times per battle. It depends entirely upon the user which element he prioritizes in his selection.
Note: Can be only be worn by pop123 and those he allows, with only Sand users capable of using the Gourd.
Taught to Gajeel Redfox, Shady Doctor and Hell Autarch

Others Weapons
 
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pop123

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Meerkat Summoning


(kuchiyose Meerkat Tifa )Summoning Jutsu Meerkat Tifa
Type:Supplementary
Rank:A rank
Range:Short
Chakra:30
Damage:
Description:
After signing the meerkat contract the user has regained the power to summon Tifa by either swiping blood on there tattoo or regular handsigns method. She is a regular sized meerkat sand colored and 3 feet tall. She is able to cast a genjutsu by forming two handsigns which is called Hakuna Matata. This particular jutsu makes it so the enemy has no worries and keeps pressing forward in battle without realizing anything has change but more desire to kill and bloodshed. With this the enemy loses there sense of reason and simply keep attacking as they feel invincible hence the quality of no worries. The landscape makes it so they envision a bug infested forest thick of swamp and vines. The enemy while moving through the jungle will be cutting through vines and branches with either a sword or Kunai, they will have a large amount of bugs flying into there mouths and around there faces as well. the genjutsu can only reach to mid range and is A rank in class.


Restrictions:

+ can only use Genjutsu once

+ remains on the field for one turn

+can only be summoned once per battle.

(kuchiyose Meerkat ywach )Summoning Jutsu Meerkat Juha
Type:Supplementary
Rank:A rank
Range:Short-mid
Chakra:30
Damage:60
Description:
Juha is one of the most reliable Meerkats there is as he is muscular and fit standing 4 feet tall. Once summoned to the field juha is able to transform (similar to monkey king enma) into a round shield which is able to protrude dense spiky hair on the face of the shield which can extend and retract. Juha while in shield form is able to release a fire vortex tunnel from the face of the shield.. It is covered in fur which has the ability to harden like jiraiya's spiky hair techniques. The shield is able to use the fire tunnel twice per being summoned, and the attack is B rank in nature. Juha's shield mode can deflect fire up to B rank and block Kunai and other misc ninja tools. In this form juha is 4 feet in diamter and the user can tell juha to use spike mode or the fire tunnel it does not require the user to actually release these techniques but the summons knowledge as to when from the user.

Restrictions:

+ cannot use spikes in the same turn as fire.

+ can only use fire vortex twice not in the same turn either.

+ can be summoned once per battle.

+ stays on the field for four turns.

 
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(Māku no Bachiatari) - Mark of the Accursed
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The technique 'Mark of the Accursed' is a unique technique that allows the user to differ from the usual manipulation of Sand. Generally, Sand is compressed and hardened however this technique brings in a distinct factor that involves the expansion of Sand structures. Basically, the user channels his chakra either into the terrain or any Sand structure present anywhere on the terrain, infusing his chakra into them and compressing them into thousands of 5cm spherical clumps of sand. Once the user has done so, he can manipulate the clumps to expand and instantaneously explode in a synchronized fashion. This results in sand grains scattering across the terrain in an omnidirectional blast ranging upto Short Range from the techniques point of origin, though it's range in terms of height remains an exception as it reaches upto Mid-Range in that case. The sand grains essentially act as shrapnels and pierce right through the targets flesh and bone, as well as any other obstacle present in its course, completely destroying most of the surrounding. If the user somehow happens to be within the blast radius of the shrapnels due to any particular case of scenario, he can choose to utilize a Sand users capability to manipulate sand grains, and can as such alter the characteristics of the blast, changing it from being omnidirectional blast to an outwards 90°, 180° or 270° blast, one specifically targeting the opponent.

Note: Can be used four times per battle with a one turn break inbetween each use
Note: Can only be taught by pop123
 
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Bunpuki's Testament
Type: Supplementary
Rank: D-S
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: N/A
Description: Bunpuki's Testament was a technique developed by the first Jinchuuriki of the Shukaku, Bunpuki; specifically designed to counter Water and Rain Release users. The technique involves the user calling forth billions of sand grains from the ground and manipulating them to absorb the moisture in the air. The technique specifically works with the sand grains absorbing water droplets and as such, the technique is designed to disperse clouds or to alternatively negate mist by manipulating the grains to absorb all of the water present in the mist. The technique in a sense exploits the weakness of Sand to Water, and thus in fact allows the user to use the sand to negate Water techniques of the one rank below (S-Rank counters A-Rank Water and Rain) by absorbing them. The technique however specifically targets moisture-based Water techniques and cannot be used to absorb water from other kinds of Water techniques; such as a wave of water. The size and strength of the sand grains depends upon the chakra put into the technique by the user.

Note: The user cannot heat up the atmosphere if this technique is utilized to counter an opponent's technique, with the only exception being if the technique happens to overpower that of the opponent. The atmosphere will also heat up if this technique is used against natural clouds or mist, as in clouds/mist not infused with chakra.
Note: The opponent and the user are rendered incapable of utilizing A Rank and above Suiton techniques for 4 turns if the sand grains happen to absorb most of the moisture in the air. Doesn't affect Water Specialists, such as Tobirama.
Note: The S Rank version can only be used four times per battle, with the user being unable to use S Rank and above Sand techniques in the next turn.

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Mark of the Necromancer
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Mark of the Necromancer is unique technique thats bring together both offensive, defensive and supplemental characteristics of Sand. The technique essentially works with the user coating his entire body with a visible layer of Sand.The technique can then continue to remain in a dormant state (this technique passively lasts a total of 3 turns before it automatically ends regardless of whether it was activated or not during that period) until the user either forcefully activates it or if the user is about to get struck in which case it activates regardless of the users will. This automatically results in the Sand layer manifesting in the form of a particular creature that can be manipulated to defend the user or alternatively fight the opponent etc.. The creatures can reach up to heights of 2 meters and can attack with their respective traits. Physical attacks are useless against them as they will simply go through them with the exception of certain elements, following strengths and weaknesses. They can dissolve and reform or turn their bodies into blasts of sand to attack their targets or block incoming attacks. They can also scatter and compress into multiple sand bullets though doing so ends their existence. The creatures range from birds to insects to bats and reptiles.

Note: Only one creature can be created at any given time and the size of a creature can be increased up to 14m total, by drawing in Sand from the terrain. Doing so costs as a move however
Note: The scattering bullets and blasts count as a A-rank move.
Note: The user may not use Sand techniques above S-rank as long as this technique is active/

Approved: edits annotated in pink.
 
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