Priest's Holy Scripture
Water
Suiton: Joi Toisu - Water Style: Joy Toys -1500 kumi
Spots: 3/6
Spots left: 3
Earth
Doton: Kyojin no Aizengaadu - Earth Release: Troll of Eisengard -900 kumi
Spots: 4/6
Spots left: 2
Doton: Shaolin Saka - Earth Release: Shaolin Soccer -600kumi
Spots: 1/6
Spots left: 5
Doton: Doro Yubi Funsha Kei - Earth Style: Mud Finger Jet Whip -500 kumi
Spots: 2/6
Spots left: 4
Doton: Seishin'ijousha Inakamono - Earth Style: Psychotic Boogies. -750 kumi
Spots 0/6
Spots Left: 6
Lightning
Raiton: Zeusu no Waru-Hi - Lightning Style: Zeus's Evil Concubine -2500 kumi
Spots: 1/6
Spots left: 4
Wind
Fuuton: Surīpingukobura - Wind Style: Sleeping Cobra -1000 kumi
Spots: 2/6
Spots left: 3
Fire
Katon: Weldingu Yubi - Fire Style: Welding Fingers -750 kumi
Spots: 4/6
Spots left: 2
Katon: Kūfuku Kobura - Fire Style: Hungry Cobra -1000 kumi
Spots: 0/6
Spots left: 6
Katon: Seishin'ijousha Inakamono - Fire Style: Psychotic Boogies -750 kumi
Spots 1/6
Spots left: 5
Ninjutsu
Jūjika āto: Nokori no Basho - Crucifix Art: Place of Rest -750 kumi
Spots 0/6
Spots left 6
Vi~vi~rukādo - Vivre Card -750 kumi
Spots 4/6
Spots left 2
Genjutsu
Genjutsu: Upsu! - Illusionary Arts: Oops! - 700 kumi
Spots 2/6
Spots left 4
Fuinjutsu
(Seijutsu-Raiton/Fuinjutsu:Shokku Terapi) Holy Art - Lightning/Fuinjutsu: Shock Therapy -2000 kumi
Spots 4/6
Spots left 2
Fuinjutsu: Arakune no Okubyō - Sealing Art: The Cowardice of Arachne -2500 kumi
Water
Suiton: Joi Toisu - Water Style: Joy Toys -1500 kumi
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user after 3 handseals, will spit a large volume of spiralling water ball at immense speed towards the opponent then at the snap of his finger the big ball vanishes into thousands bullets sized water spheres with smiley faces. The now smaller water balls now gains more speed, x2 of the original speed of the large ball and they gain a wider range of impact. However instead of a piercing effect, each of the smileys explodes/violently burst outwards upon impact with each causing an explosion equivalent to a generic paper bomb.
-Usable 3x per battle
-No suiton above S-rank next turn
-A turn cool down inbetween usage
-Must be taught by Priest
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user after 3 handseals, will spit a large volume of spiralling water ball at immense speed towards the opponent then at the snap of his finger the big ball vanishes into thousands bullets sized water spheres with smiley faces. The now smaller water balls now gains more speed, x2 of the original speed of the large ball and they gain a wider range of impact. However instead of a piercing effect, each of the smileys explodes/violently burst outwards upon impact with each causing an explosion equivalent to a generic paper bomb.
-Usable 3x per battle
-No suiton above S-rank next turn
-A turn cool down inbetween usage
-Must be taught by Priest
Spots left: 3
Earth
Doton: Kyojin no Aizengaadu - Earth Release: Troll of Eisengard -900 kumi
Rank: Forbidden
Type: Offensive/Suplementary
Range: Short - Long
Chakra cost: 50(+20 per turn active)
Damage points: 90(-30 to user due to chakra strain)
Description: An advance earth chakra manipulation where the user creates (short range of him) a giant mud troll the same size as the "great stone golem". This mud troll is able to move about up to long range and acts via the user's will. Due to semi-intangibility of mud, the troll is immune to weapons and most physical attacks as they would just pass through it, however is weak to wood, lightning, etc following its elemental weakness towards other elements. The troll regenerates when hit by attacks that aren't enough to destroy it at once as it churns for more mud as it moves on the ground. The troll however can sweep a large area with mud flood and can extend his body. Due to its semi-intangibility, It can't break through most solid matter , however it can be fatal when a human recieves a direct hit. The user however, would be exhausted after the troll is out of play and find it hard to mold earth chakra thus can't use doton for next 2 turns and at the same time he is only able to use 2 moves per turn for next 2 turns
+++Mud flood count as a move out of the 3 moves and is equivalent to A-rank mid range
earth
+++useable only once
+++User recieves +30 damage due to chakra strain
+++No doton for the next 2 turns after troll is out of play.
+++The user can only use two moves for the next two turns after troll is out of play
+++Stays on the field for 3 turns after which it crumbles forming a huge pile of mud. However it can be destroyed before then where, depending on the technique used to destroy it may or may not leave the mud pile behind.
+++No A-rank and above Earth when troll is on the field
Type: Offensive/Suplementary
Range: Short - Long
Chakra cost: 50(+20 per turn active)
Damage points: 90(-30 to user due to chakra strain)
Description: An advance earth chakra manipulation where the user creates (short range of him) a giant mud troll the same size as the "great stone golem". This mud troll is able to move about up to long range and acts via the user's will. Due to semi-intangibility of mud, the troll is immune to weapons and most physical attacks as they would just pass through it, however is weak to wood, lightning, etc following its elemental weakness towards other elements. The troll regenerates when hit by attacks that aren't enough to destroy it at once as it churns for more mud as it moves on the ground. The troll however can sweep a large area with mud flood and can extend his body. Due to its semi-intangibility, It can't break through most solid matter , however it can be fatal when a human recieves a direct hit. The user however, would be exhausted after the troll is out of play and find it hard to mold earth chakra thus can't use doton for next 2 turns and at the same time he is only able to use 2 moves per turn for next 2 turns
+++Mud flood count as a move out of the 3 moves and is equivalent to A-rank mid range
earth
+++useable only once
+++User recieves +30 damage due to chakra strain
+++No doton for the next 2 turns after troll is out of play.
+++The user can only use two moves for the next two turns after troll is out of play
+++Stays on the field for 3 turns after which it crumbles forming a huge pile of mud. However it can be destroyed before then where, depending on the technique used to destroy it may or may not leave the mud pile behind.
+++No A-rank and above Earth when troll is on the field
Spots left: 2
Doton: Shaolin Saka - Earth Release: Shaolin Soccer -600kumi
Type: Offense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Point: 80
Description: The user after 5 handseals, channels his doton chakra into the ground short range of him, then he stomps his leg making up to 3 big boulders (x2 size of a normal soccerball) rise from the ground shaped into soccer balls. The user while hardening his legs also using doton chakra, momentarily leaps into air and with swift continuous spinning movement, kicks each balls separately towards the opponent with extreme power at different angles(overall kicking takes 1sec and can be directed in any direction the user is facing). the rock balls proceeds towards the opponent at fast speed. However it can still be seen and tracked by normal eyes. its procession carries a force that rub itself against air resistance therefore making it to be coated in fire due to air friction as soon as they are kicked. due to the additional fire coating which requires no katon chakra, Ball can break through S-rank earth and A-rank if splitted into 2, can break B- rank earth if 3 balls were made.
++Note++
-No S-rank Doton in the same turn or next -Usable only twice
- Added Fire doesn't grant advantage against Wind Release or any element that Fire is strong against.
-Requires one turn rest in between usage
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Point: 80
Description: The user after 5 handseals, channels his doton chakra into the ground short range of him, then he stomps his leg making up to 3 big boulders (x2 size of a normal soccerball) rise from the ground shaped into soccer balls. The user while hardening his legs also using doton chakra, momentarily leaps into air and with swift continuous spinning movement, kicks each balls separately towards the opponent with extreme power at different angles(overall kicking takes 1sec and can be directed in any direction the user is facing). the rock balls proceeds towards the opponent at fast speed. However it can still be seen and tracked by normal eyes. its procession carries a force that rub itself against air resistance therefore making it to be coated in fire due to air friction as soon as they are kicked. due to the additional fire coating which requires no katon chakra, Ball can break through S-rank earth and A-rank if splitted into 2, can break B- rank earth if 3 balls were made.
++Note++
-No S-rank Doton in the same turn or next -Usable only twice
- Added Fire doesn't grant advantage against Wind Release or any element that Fire is strong against.
-Requires one turn rest in between usage
Spots left: 5
Doton: Doro Yubi Funsha Kei - Earth Style: Mud Finger Jet Whip -500 kumi
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage: 60
Description: An alternate earth release where the user compresses mud into his fingers then shoots out fast concentrated mud which are still connected to the finger through an elastic and glossy thin line of mud. The tip of the whip is made of dense mud with a cone shape while the lines connecting the cone shaped tips to the fingers are light, flexible and elastic wires of mud with glossy appearance and ancient markings on the body. The jet while been shot, can be manouvred in mid air before it hits an obstacle. it can be disconnected or retracted back into the fingers at the user's will but making another shot after it is being called back into the fingers will count as another move. 10 jets can be shot at a time with the 10 fingers while this is upto the user, he can reduce the amount of jets he wants to shoot by using less fingers.
++Must be taught by Priest
++Useable 5 times per match
++Re-shooting after retracting back into the fingers counts as a move
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage: 60
Description: An alternate earth release where the user compresses mud into his fingers then shoots out fast concentrated mud which are still connected to the finger through an elastic and glossy thin line of mud. The tip of the whip is made of dense mud with a cone shape while the lines connecting the cone shaped tips to the fingers are light, flexible and elastic wires of mud with glossy appearance and ancient markings on the body. The jet while been shot, can be manouvred in mid air before it hits an obstacle. it can be disconnected or retracted back into the fingers at the user's will but making another shot after it is being called back into the fingers will count as another move. 10 jets can be shot at a time with the 10 fingers while this is upto the user, he can reduce the amount of jets he wants to shoot by using less fingers.
++Must be taught by Priest
++Useable 5 times per match
++Re-shooting after retracting back into the fingers counts as a move
Spots left: 4
Doton: Seishin'ijousha Inakamono - Earth Style: Psychotic Boogies. -750 kumi
Rank: S
Type: Offensive/Sup
Range: Short/Mid - Long
Chakra: 40 (-20 per turn)
Damage: 80
Description: The user claps his hands together while kneading large amount of chakra into the earth then he raises up to 8 oval shaped balls of mud(size of a normal soccer balls) with smiley faces and mouth. Should there be no earth source around, the user could cause them to emerge from his body, or he spits one big ball which would split to smaller sizes. Their individual power depends on how many balls was made. Say a total of 8 balls is made, then each has the power of a C-Rank earth technique (in terms of physical impact or possible offensive or defensive uses). They would when the user deems it, start to laugh aloud to annoy the opponent and deaf their ears. The boogies are saturated with the user's chakra and can be if they don't emerge from the users body, raised within and upto mid range of the user although they can move/swim up to long range. They have special abilities which while they act through the user's will, they can merge to form a single boogie and can shape into several constructs though still with a sense of humor having mouth like a clown. They are made of mud but they can become dense and harder than steel at will which still gives them lethal capabilities, able to smash/cut/pierce clean through C rank earth jutsu each, however elemental strenght and weakness still holds. Also since they can merge, they have the ability to split back into their initial forms and also, they can assume several shapes while in their splitted forms too. The jutsu leeches the user's chakra to sustain itself and thus they cannot be sustained for long making them crumble at the end of the 3rd turn. The user also because of the chakra expenditure to maintain the jutsu, would make him unable to use any elemental jutsu above S-rank except for doton during the period the jutsu is in play
-Usable 3x per Match
-Last 3 turns
-Boogies are sentient (although they require the user's focus and will to act) and move at immense speed
-No other jutsu above S-rank while boogies are in play except doton
-2 turn rest before re-use
Type: Offensive/Sup
Range: Short/Mid - Long
Chakra: 40 (-20 per turn)
Damage: 80
Description: The user claps his hands together while kneading large amount of chakra into the earth then he raises up to 8 oval shaped balls of mud(size of a normal soccer balls) with smiley faces and mouth. Should there be no earth source around, the user could cause them to emerge from his body, or he spits one big ball which would split to smaller sizes. Their individual power depends on how many balls was made. Say a total of 8 balls is made, then each has the power of a C-Rank earth technique (in terms of physical impact or possible offensive or defensive uses). They would when the user deems it, start to laugh aloud to annoy the opponent and deaf their ears. The boogies are saturated with the user's chakra and can be if they don't emerge from the users body, raised within and upto mid range of the user although they can move/swim up to long range. They have special abilities which while they act through the user's will, they can merge to form a single boogie and can shape into several constructs though still with a sense of humor having mouth like a clown. They are made of mud but they can become dense and harder than steel at will which still gives them lethal capabilities, able to smash/cut/pierce clean through C rank earth jutsu each, however elemental strenght and weakness still holds. Also since they can merge, they have the ability to split back into their initial forms and also, they can assume several shapes while in their splitted forms too. The jutsu leeches the user's chakra to sustain itself and thus they cannot be sustained for long making them crumble at the end of the 3rd turn. The user also because of the chakra expenditure to maintain the jutsu, would make him unable to use any elemental jutsu above S-rank except for doton during the period the jutsu is in play
-Usable 3x per Match
-Last 3 turns
-Boogies are sentient (although they require the user's focus and will to act) and move at immense speed
-No other jutsu above S-rank while boogies are in play except doton
-2 turn rest before re-use
Spots Left: 6
Lightning
Raiton: Zeusu no Waru-Hi - Lightning Style: Zeus's Evil Concubine -2500 kumi
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40(-10 per turn)
Damage: N/A
Description: This is a daughter technique to Lightning Style: EMP. The user would focus his lightning chakra into his core and releases all over his body and outwards to form an invisible aura(short range around him) of alternative form of lightning which is the ElectroMagnetic Pulse. The user can extend the aura up to mid-range at lightning speed if he wants. This aura is likewise harmless, not able to shock, numb or paralyze nor would it relate with matter, but its work is to shut down all electricity it touches. Perhaps subtle and defensive as it is, it's non aggressive nature allows it to slow down and halt completely every free electron within an electricity force field causing it to end. A ninja hit by this would be unable to mold lightning chakra. He would be able to regain his lightning manipulation a turn after he leaves the vicinity of the aura. A drawback to this is that the user's lightning jutsu is also affected by this.
-User can't perform wind jutsu while this is active
-2x per battle
-2 turns inbetween usage
-No S-rank lightning in the same turn
-The user can't use Raiton: I-Emu-Pi the next turn after this is used and vice versa.
Rank: S
Range: Short
Chakra: 40(-10 per turn)
Damage: N/A
Description: This is a daughter technique to Lightning Style: EMP. The user would focus his lightning chakra into his core and releases all over his body and outwards to form an invisible aura(short range around him) of alternative form of lightning which is the ElectroMagnetic Pulse. The user can extend the aura up to mid-range at lightning speed if he wants. This aura is likewise harmless, not able to shock, numb or paralyze nor would it relate with matter, but its work is to shut down all electricity it touches. Perhaps subtle and defensive as it is, it's non aggressive nature allows it to slow down and halt completely every free electron within an electricity force field causing it to end. A ninja hit by this would be unable to mold lightning chakra. He would be able to regain his lightning manipulation a turn after he leaves the vicinity of the aura. A drawback to this is that the user's lightning jutsu is also affected by this.
-User can't perform wind jutsu while this is active
-2x per battle
-2 turns inbetween usage
-No S-rank lightning in the same turn
-The user can't use Raiton: I-Emu-Pi the next turn after this is used and vice versa.
Spots left: 4
Wind
Fuuton: Surīpingukobura - Wind Style: Sleeping Cobra -1000 kumi
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40(-20 to repair)
Damage: N/A
Description: The user would create two large snakes make of wind that curl up around his body and disperses into thin air. Their dispersion does not mean they are gone, they actually remain dormant around the body of the user in chakra form and would remain on the user's person until
foreign chakra tries to touch the user. The wind snakes would manifest once a foreign entity nears the user(2 meters), wrap themselves around the entity and crush it before it can harm the user. Should the object they destroy be inferior to them in terms of power/rank, once they are
done, the snake retreat back into the dormant form while leeching the user's chakra to repair themselves and make them back to their former strength. The snakes are able to reform 3 times. They would be destroyed or undone
though if they happen to defend the user from something same rank as theirs following elemental strength and weakness.
NOTE: Usable 2x per battle
NOTE: No S-rank Fuuton the same turn this jutsu is used
NOTE: Purely defensive, thus can not be used to attack the opponent directly except they are attacking the user and the snakes would defend anyway.
NOTE: User can only use elements related to the wind element and other non elemental techniques while the snakes are active
Rank: S
Range: Short
Chakra: 40(-20 to repair)
Damage: N/A
Description: The user would create two large snakes make of wind that curl up around his body and disperses into thin air. Their dispersion does not mean they are gone, they actually remain dormant around the body of the user in chakra form and would remain on the user's person until
foreign chakra tries to touch the user. The wind snakes would manifest once a foreign entity nears the user(2 meters), wrap themselves around the entity and crush it before it can harm the user. Should the object they destroy be inferior to them in terms of power/rank, once they are
done, the snake retreat back into the dormant form while leeching the user's chakra to repair themselves and make them back to their former strength. The snakes are able to reform 3 times. They would be destroyed or undone
though if they happen to defend the user from something same rank as theirs following elemental strength and weakness.
NOTE: Usable 2x per battle
NOTE: No S-rank Fuuton the same turn this jutsu is used
NOTE: Purely defensive, thus can not be used to attack the opponent directly except they are attacking the user and the snakes would defend anyway.
NOTE: User can only use elements related to the wind element and other non elemental techniques while the snakes are active
Spots left: 3
Fire
Katon: Weldingu Yubi - Fire Style: Welding Fingers -750 kumi
Rank: A
Type: Offensive
Range: Short
Chakra: 30(+5 per turn active)
Damage: 60
Description: An alternative fire release where the user kneads fire chakra into some or all of his ten fingers. He then realeases pressurized fire from the tip of the fingers. The flame has a 5m reach. This is released similarly to the way oxy-acetylene flame is released from a gas welding machine nozzle. The length of the fire can be reduced and increased at will while similarly to pressurised flame, it can cut through something as hard as steel. However elemental weakness is still valid for this.
-Useable 5 times per match
-Only Fire jutsus can be used while active
-Must be taught by Priest.
Type: Offensive
Range: Short
Chakra: 30(+5 per turn active)
Damage: 60
Description: An alternative fire release where the user kneads fire chakra into some or all of his ten fingers. He then realeases pressurized fire from the tip of the fingers. The flame has a 5m reach. This is released similarly to the way oxy-acetylene flame is released from a gas welding machine nozzle. The length of the fire can be reduced and increased at will while similarly to pressurised flame, it can cut through something as hard as steel. However elemental weakness is still valid for this.
-Useable 5 times per match
-Only Fire jutsus can be used while active
-Must be taught by Priest.
Spots left: 2
Katon: Kūfuku Kobura - Fire Style: Hungry Cobra -1000 kumi
Type: Offense
Rank: S
Range: Short- Mid
Chakra: 40(-10 per turn)
Damage: 80
Description:
The user focuses his fire chakra throughout his body and release from his entire body millions of ants made of fire/ash. At first it looks as if the user is cladding himself in fire or ash. Should it be fire, the color would be that of fire and would be darker should it be ash. The armour of fire/ash is a collection of millions of soldier ants made of fire the are release above the user's skin albeit they are unable to affect the user is continually releasing the ants while the fire chakra are all now concentrated just above the skin. After forming the armor of ants, the user can now will them to move out, controlling them and due to their sheer number they are able to overwhelm a large summon, burning it to ashes. The user can will them to split up and move in batches or perhaps, keep some around and send the rest
outwards. Though when they are split, their power also is divided to the amount of division. If the fire ants are made of ash variant, they are able to move across some surface without affecting it and they choose who the user wants them to affect. For example, they can move on the ground and not scorch it until they are at their destination. The fire variant however, scorches even the ground as it move along to its destination without a reduction in potency so far what they are moving across is passive in nature. The ants are able to burrow through the ground and come out from it at will. It would just be as if they are travelling like normal, though if what they are travelling through, is chakra infused, then elemental strength and weakness would follow.
-Usable 2x per battle with 2 turns inbetween usage
-Lasts for two turns per usage
-While controlling the ants, the user is unable to use any other jutsu that requires chakra. Trying to do so would break the user's control off them
Rank: S
Range: Short- Mid
Chakra: 40(-10 per turn)
Damage: 80
Description:
The user focuses his fire chakra throughout his body and release from his entire body millions of ants made of fire/ash. At first it looks as if the user is cladding himself in fire or ash. Should it be fire, the color would be that of fire and would be darker should it be ash. The armour of fire/ash is a collection of millions of soldier ants made of fire the are release above the user's skin albeit they are unable to affect the user is continually releasing the ants while the fire chakra are all now concentrated just above the skin. After forming the armor of ants, the user can now will them to move out, controlling them and due to their sheer number they are able to overwhelm a large summon, burning it to ashes. The user can will them to split up and move in batches or perhaps, keep some around and send the rest
outwards. Though when they are split, their power also is divided to the amount of division. If the fire ants are made of ash variant, they are able to move across some surface without affecting it and they choose who the user wants them to affect. For example, they can move on the ground and not scorch it until they are at their destination. The fire variant however, scorches even the ground as it move along to its destination without a reduction in potency so far what they are moving across is passive in nature. The ants are able to burrow through the ground and come out from it at will. It would just be as if they are travelling like normal, though if what they are travelling through, is chakra infused, then elemental strength and weakness would follow.
-Usable 2x per battle with 2 turns inbetween usage
-Lasts for two turns per usage
-While controlling the ants, the user is unable to use any other jutsu that requires chakra. Trying to do so would break the user's control off them
Spots left: 6
Katon: Seishin'ijousha Inakamono - Fire Style: Psychotic Boogies -750 kumi
Rank: S
Type: Offensive/Sup
Range: Short/Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: A sister technique to Earth Style: Psychotic
Boogies.
The user forms two hand seals, while kneading large amount of chakra into the ground, then he raises up to 8 oval shaped balls of condensed fire(size of a normal soccer balls) with smiley faces and mouth. The fire balls produced can be inform of actual fire or ash variant though both forms can not be used at once. Should there be no ground(solid source) around, the user could cause them to emerge from his body, or he spits one big ball which would split to smaller sizes. Their individual power depends on how many balls was made. Say a total of 8 balls is made, then each has the power of a C-Rank fire technique (in terms of physical impact or possible offensive or defensive uses). They would when the user deems it, start to laugh aloud to annoy the opponent and drown miniscle sounds in his surrounding. The boogies are saturated with the user's chakra and can be if they don't emerge from the users body, raised within and upto mid range of the user. They have special abilities which while they act through the user's will, they can merge to form a single boogie and can shape into several constructs though still with a sense of humor having mouth like a clown. They are made of fire or ash but like "Dragon Flame Song" they can become dense and even cut through steel at will which still gives them lethal capabilities, able to smash/cut/pierce clean through C rank fire jutsu each, however elemental strength and weakness still holds. Also since they can merge, they have the ability to split back into their initial forms and also, they can assume several shapes while in their splitted forms too. The jutsu leeches the user's chakra to sustain itself and thus they cannot be sustained for long making them crumble at the end of the 3rd turn. The user also because of the chakra expenditure to maintain the jutsu, would make him unable to use any elemental jutsu above S-rank except for katon during the period the jutsu is in play
-Usable 2x per Match
-Last 2 turns
-Boogies are sentient (although they require the user's focus and will to act) and move at Kage ranked speed.
-No other jutsu above S-rank while boogies are in play except katon
-2 turn rest before re-use
Type: Offensive/Sup
Range: Short/Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: A sister technique to Earth Style: Psychotic
Boogies.
The user forms two hand seals, while kneading large amount of chakra into the ground, then he raises up to 8 oval shaped balls of condensed fire(size of a normal soccer balls) with smiley faces and mouth. The fire balls produced can be inform of actual fire or ash variant though both forms can not be used at once. Should there be no ground(solid source) around, the user could cause them to emerge from his body, or he spits one big ball which would split to smaller sizes. Their individual power depends on how many balls was made. Say a total of 8 balls is made, then each has the power of a C-Rank fire technique (in terms of physical impact or possible offensive or defensive uses). They would when the user deems it, start to laugh aloud to annoy the opponent and drown miniscle sounds in his surrounding. The boogies are saturated with the user's chakra and can be if they don't emerge from the users body, raised within and upto mid range of the user. They have special abilities which while they act through the user's will, they can merge to form a single boogie and can shape into several constructs though still with a sense of humor having mouth like a clown. They are made of fire or ash but like "Dragon Flame Song" they can become dense and even cut through steel at will which still gives them lethal capabilities, able to smash/cut/pierce clean through C rank fire jutsu each, however elemental strength and weakness still holds. Also since they can merge, they have the ability to split back into their initial forms and also, they can assume several shapes while in their splitted forms too. The jutsu leeches the user's chakra to sustain itself and thus they cannot be sustained for long making them crumble at the end of the 3rd turn. The user also because of the chakra expenditure to maintain the jutsu, would make him unable to use any elemental jutsu above S-rank except for katon during the period the jutsu is in play
-Usable 2x per Match
-Last 2 turns
-Boogies are sentient (although they require the user's focus and will to act) and move at Kage ranked speed.
-No other jutsu above S-rank while boogies are in play except katon
-2 turn rest before re-use
Spots left: 5
Ninjutsu
Jūjika āto: Nokori no Basho - Crucifix Art: Place of Rest -750 kumi
Type: Offensive/Supplementary
Rank: S
Range: Mid
Chakra: 40(-10 per turn)
Damage: N/A(80 when used offensively)
Description:
The user stomp his leg on the ground and summons into the terrain hundreds of headstones. This is a special summoning similar to the rashomon gates. The headstones are all cross shaped and made up of different constituents, mostly made of stones while some are metallic and some are wooden. The headstones are a part of tombstones which is buried shallow in the ground and not revealed safe for only the headstone which is the only part shown. The sizes of the headstones varies, from the smallest which is 2m long and 1 meter length for the cross section. The largest would be upto to 10meter in length and 5 meter cross section. The headstones would react to user's chakra and the opponents chakra. The chakra is recorded and responded to when they move above the ground and they are at aleast 2 meters away from a headstone.
When the opponent is within sensing proximity of the headstones, the headstone would immediately do one of two things. They can eject while launching like a rocket towards the opponent with a blunt force equivalent to A rank Ninjutsu attack. Should more than one headstone launches at the same time towards the opponent, then their combine power would be equivalent to S-rank. Secondly, instead of launching, the headstone could shift beneath the opponent and let him fall into a deep coffin which would quickly explode while the explosion is confined to the coffin and underground. The explosion is equivalent to A-rank. The reason behind this is because each coffin is laced with several explosive tags that only react to the opponent's chakra thus for the second variation which would be mentioned below, while the user is able to enter the coffin unharmed, if the opponent tries to seek refuge in the coffins, he would meet a fatal resistance.
When the user moves close to the headstone, it reacts by shifting backwards, revealing a confined space like a coffin within the earth. As a headstone responds to the user's chakra, so would other headstones as they would also reveal a confined space of theirs. he could conceal himself within the coffin without moving away from the same spot.
The entire graveyard can only be summoned on solid ground.
NOTES
-Usable 2x per battle
-Last 3 turns on the field of play
-No A-rank and above Ninjutsu in the same turn and next turn this is used.
-2 turns in-between usage.
Rank: S
Range: Mid
Chakra: 40(-10 per turn)
Damage: N/A(80 when used offensively)
Description:
The user stomp his leg on the ground and summons into the terrain hundreds of headstones. This is a special summoning similar to the rashomon gates. The headstones are all cross shaped and made up of different constituents, mostly made of stones while some are metallic and some are wooden. The headstones are a part of tombstones which is buried shallow in the ground and not revealed safe for only the headstone which is the only part shown. The sizes of the headstones varies, from the smallest which is 2m long and 1 meter length for the cross section. The largest would be upto to 10meter in length and 5 meter cross section. The headstones would react to user's chakra and the opponents chakra. The chakra is recorded and responded to when they move above the ground and they are at aleast 2 meters away from a headstone.
When the opponent is within sensing proximity of the headstones, the headstone would immediately do one of two things. They can eject while launching like a rocket towards the opponent with a blunt force equivalent to A rank Ninjutsu attack. Should more than one headstone launches at the same time towards the opponent, then their combine power would be equivalent to S-rank. Secondly, instead of launching, the headstone could shift beneath the opponent and let him fall into a deep coffin which would quickly explode while the explosion is confined to the coffin and underground. The explosion is equivalent to A-rank. The reason behind this is because each coffin is laced with several explosive tags that only react to the opponent's chakra thus for the second variation which would be mentioned below, while the user is able to enter the coffin unharmed, if the opponent tries to seek refuge in the coffins, he would meet a fatal resistance.
When the user moves close to the headstone, it reacts by shifting backwards, revealing a confined space like a coffin within the earth. As a headstone responds to the user's chakra, so would other headstones as they would also reveal a confined space of theirs. he could conceal himself within the coffin without moving away from the same spot.
The entire graveyard can only be summoned on solid ground.
NOTES
-Usable 2x per battle
-Last 3 turns on the field of play
-No A-rank and above Ninjutsu in the same turn and next turn this is used.
-2 turns in-between usage.
Spots left 6
Vi~vi~rukādo - Vivre Card -750 kumi
Type: Supplementary
Rank: E
Range: N/A
Chakra: N/A
Damage: N/A
Description:
This is a special passive paper tag that contains the user's chakra signature and life force. By giving this paper tag to allies, they are able to trace and find the user. This is because there is a sealing script with an arrow inscription on the paper and the arrow is always pointing to the direction of the user's chakra thus moving like a compass arrow towards the direction of the user. This can be used to locate the user and purely for rp purposes. Whenever the user is hurt and in danger, the paper turns gray in color and begins to burn slowly. It stops burning if the user's life is no more threatened and turns to ashes should the user's life fades.
Note: Only 3 can remain active at one time
Rank: E
Range: N/A
Chakra: N/A
Damage: N/A
Description:
This is a special passive paper tag that contains the user's chakra signature and life force. By giving this paper tag to allies, they are able to trace and find the user. This is because there is a sealing script with an arrow inscription on the paper and the arrow is always pointing to the direction of the user's chakra thus moving like a compass arrow towards the direction of the user. This can be used to locate the user and purely for rp purposes. Whenever the user is hurt and in danger, the paper turns gray in color and begins to burn slowly. It stops burning if the user's life is no more threatened and turns to ashes should the user's life fades.
Note: Only 3 can remain active at one time
Spots left 2
Genjutsu
Genjutsu: Upsu! - Illusionary Arts: Oops! - 700 kumi
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 0
Description: An opposite of a genjutsu that removes gravity. This increases it albeit one or two things involved. after 2 handseals, the genjutsu is cast. This works on an opponent that is suspended in air maybe through a flight technique, wings, etc. Considering the type of flight mechanism, if its a kind of wings, the target who is in the illusion suddenly sees his wing tear/break and thus he would start falling due to him unable to sustain his flight. Perhaps what gives the target flight is a technique that uses raw chakra/energy like Mu's flight jutsu, the target would immediately feel a massive continous amount of pressure succumbing him to a strong gravity pull and thus would begin to fall. If the flight technique used is a wing, the pair of wings break and when it is recasted, they break again until the target is actually out of the illusion. This genjutsu also ofcourse may be used if an opponent is temporarily airborne maybe due to a high jump or through the usage of a suplementary jutsu to sustain a guided and premature flight/glide like using the wind stream jutsu. The genjutsu make it seem that gravity has just richocheted high and the victim has been forcefully succumbed to fall due to immense gravity. In real life, the victim is still there though mere hovering on a spot or perhap continues to glide in the direction he was moving. However he may actually fall in real life though at a normal rate, if his flight technique needed focus to sustain.
NOTE: Usable 3x per battle
NOTE: One turn rest inbetween usage
NOTE: No genjutsu above A-rank next turn
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 0
Description: An opposite of a genjutsu that removes gravity. This increases it albeit one or two things involved. after 2 handseals, the genjutsu is cast. This works on an opponent that is suspended in air maybe through a flight technique, wings, etc. Considering the type of flight mechanism, if its a kind of wings, the target who is in the illusion suddenly sees his wing tear/break and thus he would start falling due to him unable to sustain his flight. Perhaps what gives the target flight is a technique that uses raw chakra/energy like Mu's flight jutsu, the target would immediately feel a massive continous amount of pressure succumbing him to a strong gravity pull and thus would begin to fall. If the flight technique used is a wing, the pair of wings break and when it is recasted, they break again until the target is actually out of the illusion. This genjutsu also ofcourse may be used if an opponent is temporarily airborne maybe due to a high jump or through the usage of a suplementary jutsu to sustain a guided and premature flight/glide like using the wind stream jutsu. The genjutsu make it seem that gravity has just richocheted high and the victim has been forcefully succumbed to fall due to immense gravity. In real life, the victim is still there though mere hovering on a spot or perhap continues to glide in the direction he was moving. However he may actually fall in real life though at a normal rate, if his flight technique needed focus to sustain.
NOTE: Usable 3x per battle
NOTE: One turn rest inbetween usage
NOTE: No genjutsu above A-rank next turn
Spots left 4
Fuinjutsu
(Seijutsu-Raiton/Fuinjutsu:Shokku Terapi) Holy Art - Lightning/Fuinjutsu: Shock Therapy -2000 kumi
Type: Supplementary
Rank: A
Range: Close
Chakra: 30
Damage: 0
Description: This jutsu requires the user to have a pair of unique tattoo seals on his chest where his heart is located. The seal activates whenever the user goes unconcious but still alive. Upon activation, the seal discharges subtle lightning current/shock throughout the body and a controlled on the heart. Sorta works like a defibrillation machine. This causes depolarisation of the heart muscles and re-establishes normal conduction of the heart’s electrical impulse to the brain makes normal neural activities to resume and the user once again gains conciousness.
NOTE: Only usable 2x per battle
NOTE: No Fuin and Raiton above S-rank the next turn
NOTE: Can not be used to get out of genjutsu, unless the genjutsu actually causes the user to go in a state of unconsciousness (for example: sleep, or heavy pain which causes the effect if stated in the description of the genjutsu)
Rank: A
Range: Close
Chakra: 30
Damage: 0
Description: This jutsu requires the user to have a pair of unique tattoo seals on his chest where his heart is located. The seal activates whenever the user goes unconcious but still alive. Upon activation, the seal discharges subtle lightning current/shock throughout the body and a controlled on the heart. Sorta works like a defibrillation machine. This causes depolarisation of the heart muscles and re-establishes normal conduction of the heart’s electrical impulse to the brain makes normal neural activities to resume and the user once again gains conciousness.
NOTE: Only usable 2x per battle
NOTE: No Fuin and Raiton above S-rank the next turn
NOTE: Can not be used to get out of genjutsu, unless the genjutsu actually causes the user to go in a state of unconsciousness (for example: sleep, or heavy pain which causes the effect if stated in the description of the genjutsu)
Spots left 2
Fuinjutsu: Arakune no Okubyō - Sealing Art: The Cowardice of Arachne -2500 kumi
Type: Supplementary/Defensive
Rank: A
Range: Close
Chakra: N/A (-5 when the user forcibly moves it from a spot)
Damage: N/A
Description: The use has a fuin tattoo in form of a large spider on his body which passively can move around the body of the user like a tattoo moving around a body. The spider has nothing much to do than sensing and responding whenever a foreign seal(which is not of the user) is marked/placed on the user. The spider moves immediately towards the foreign seal and devours it and becomes bigger in size. This specifically is meant to destroy the source of a sealing jutsu(like marks and tags) placed on the user only, instead of negating the effect of the seal itself. By sealing the external sealing source within himself via devouring, Arachne is able to neutralize a sealing technique.
NOTE: Arachne leeches the user's chakra for it to devour sealing marks. The rank of the foreign fuin seals determines the amount of chakra Arachne leeches. 20 if the seal is B-rank and 30 if the seal is A-rank in nature.
NOTE: Can devour a single fuin sealing marks/tag. However the user can sacrifice 20 chakra to repair/refresh Arachne's sealing ability. Refreshing Arachne can be done 2x per battle
NOTE: Must be mentioned on bio about Arachne passive ability as Arachne is a tattoo that is drawn on the body before hand
NOTE: By default, it is drawn on the user's back. But the user can spend 5 chakra to change its position. This is different to when he moves in fear of a foreign body which is passive
Rank: A
Range: Close
Chakra: N/A (-5 when the user forcibly moves it from a spot)
Damage: N/A
Description: The use has a fuin tattoo in form of a large spider on his body which passively can move around the body of the user like a tattoo moving around a body. The spider has nothing much to do than sensing and responding whenever a foreign seal(which is not of the user) is marked/placed on the user. The spider moves immediately towards the foreign seal and devours it and becomes bigger in size. This specifically is meant to destroy the source of a sealing jutsu(like marks and tags) placed on the user only, instead of negating the effect of the seal itself. By sealing the external sealing source within himself via devouring, Arachne is able to neutralize a sealing technique.
NOTE: Arachne leeches the user's chakra for it to devour sealing marks. The rank of the foreign fuin seals determines the amount of chakra Arachne leeches. 20 if the seal is B-rank and 30 if the seal is A-rank in nature.
NOTE: Can devour a single fuin sealing marks/tag. However the user can sacrifice 20 chakra to repair/refresh Arachne's sealing ability. Refreshing Arachne can be done 2x per battle
NOTE: Must be mentioned on bio about Arachne passive ability as Arachne is a tattoo that is drawn on the body before hand
NOTE: By default, it is drawn on the user's back. But the user can spend 5 chakra to change its position. This is different to when he moves in fear of a foreign body which is passive
Spots 3/6
Spots left: 3
Spots left: 3
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