ReXii's Scroll Of Forbidden Wonders!

ReXii

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#1 (Jishaku Ninpō:go-ruden shourai) Magnetic Ninja Arts: A Golden Future
(0/6)

#2

#3
(0/6)

#4 [Hyouton: Kōri ryū no Hōkō] Ice Style: Ice Dragon's Roar.
(2/6) Mcrazor| Gajeel| -Haku Yuki-|

#5 (Hyouton: kensei no Kōri ryū) - Ice Release: Power of the Ice Dragon
(2/6) Mcrazor| Gajeel|

#6 (Suiton: Mizu Rērugan) - Water Release: Water Railgun
(1/6) Shady Doctor|

#7 (Fuuinjutsu: Umi no gurandoshīru ) Sealing Technique: Grand Seal Of The Sea
(5/6) Vegeta| Negative Knight| Mellow| Ian| Xylon

#8(Taijutsu - Sekai no omo-sa) Taijutsu - Weight of the world
(3/6) Loki| Hell Autarch| Disturbed18

#9(Hiraishin - Rasen Senkō Chō Rinbukō Sanshiki) Flying Thunder God - Spiralling Flash Super Round Dance Howl Style Three
(2/6) Geets, Gajeel

#10 ( Taijutsu: Koushoku Senkou Sora Sumasshu ) - Taijutsu: Yellow Flash Sky Shatter
(1/6) Gajeel

#11 (Hiramekarei: Honenuki) - Twinsword: Mutilation
(0/6)

#12 (Fuuinjutsu: Fantomu ken o hauringu) - Sealing Technique: Howling Phantom Swords
(5/6) Matt, L, Nakiri, Geets, Zen

#13
(Hiraishin: Kurai mayonaka no uta o hauringu hareyaka.) - Flying thunder god: Radiant Howling Song Of The Darkest Midnight.
(1/6) Gajeel

#14
(Fuuinjutsu: Fantomu ken o hauringu: Dai gōshi āsenaru) - Sealing Technique: Howling Phantom Swords: Armiger Arsenal)
(5/6) Matt, L, Nakiri, Geets, Zen

#15 (Taijutsu: Kibisu Gaeshi) - Body Technique: Heel Trip Reversal
(0/6)

#16 (Taijutsu: Yama Arashi) - Body Technique: Mountain Storm
(1/6) Pervy sage

#17(Taijutsu: Koushoku Senkou ndāwārudo no fumidai ) - Taijutsu: Yellow Flash Underworld Springboard
(2/6) Nakiri, Gajeel

#18(Bukijutsu: Koushoku Senkou Bureidodansu ) - Bukijutsu: Yellow Flash Blade Dance
(1/6) Gajeel

#19 (Hiraishin: Sūpārōringusandādansu sanka) - Flying Thunder God: Super Rolling Thunder Dance Participation
(3/6) Nakiri, Geets, Gajeel

#20 (Taijutsu: Tengoku piasu tsume) - Taijutsu: Heaven Piercing Claw
(2/6) Vegeta, Pervy,

#21 (Fuuton/Taijutsu: Supininguhisui-fū) Wind release/Body arts: Spinning jade wind
(1/6) Vegeta,

#22 (Fuuin: Hitei-teki dōka) - Sealing Technique: Negative assimilation
(1/6) Xylon,
 
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ReXii

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Fire Release.
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Allowed By Others.

Allowed By Joker.

(Katon: Katana Kaji) - Fire Style: Blade of Fire
Rank: B
Type: Attack
Range: Short/Mid
Chakra Cost: 20
Damage Points: 40
Description: The user creates a sword of fire. When the user stabs something, the whole body/whatever ignites in flames.
Note: No sword intended

(Katon: Bareru) - Fire Style: Barrel
Rank: A
Type: Defence
Range: Short/Mid
Chakra Cost: 30
Damage Points: N/A
Description: A wall of fire surrounds the user all around, protecting them from any attacks. Each attack (Except for Water) is most likely to be burnt.
Note: It is shaped like a cylinder. It does not have any open spaces except inside.

(Katon: Yuudoku Kaen ) - Fire Style: Toxic Flame
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40 (+10 if used twice in a row)
Damage Points: 80
Description: After preforming Bird,Ram,Dog and Tiger hand seals, the user focuses their chakra into their left hand. When the fire contacts the opponent, it should burn through their organs and spine, causing a large hole in their body.

(Katon:Yuudoku Kaen Hari ) - Fire Style: Toxic Flame Needle
Type: Attack
Rank: B
Range: Mid-Long
Chakra Cost: 20
Damage Points: 40
Description: The user lights their hari with their chakra.
When the needles tips of the needles contact skin, they burn the opponents skin and inject poison into their body.

(Katon: Kaji Mitsukai ) - Fire Stlye: Fire Angels
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 40 (40 for 20 Clones)
Damage Points: 80
Description: The user preforms the Rat,Tiger,Dragon and Dog handseals.
These angels are like clones, but instead, they are made out of fire.
When you get attacked the Angels/Clones will defend you or attack the opponent back.

(Katon: Kaji Kawari ) - Fire Substitute
Type: Supplementary
Rank: C
Chakra Cost: 10
Damage Points: N/A
Description: This jutsu uses the Ox handseal. When your opponent attacks you, you disappear in a cloud of fire. When you poof away, your opponent gets burnt while they are in that cloud of fire that you created.

Jokers customs as stated in this VM prior to the rules change.


(Katon: kensei no doragon ) - Fire Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for thought who have great control over their fire chakra. This is usually used in close combat where the user will release their fire chakra around a part of their body covering them in fire. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quit painful if an opponent is hit by it. When someone/something is hit by these flames created be the user, it will great a burst of flames on impace from the user, to burn the target more and producing some additional concussive force.

Note: can stay active for 2 turns at a time
Note: Can't use water jutsu at the same time

(Katon: kasai kakujuu) - Fire style: Fire expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a fire jutsu the user will perform 2 handseals as they release there chakra into the fire jutsu. In doing so, the user will increase the power and size of the fire jutsu boosting any fire jutsu by 25 damage points. By the increase in chakra the fire gains more power as it absorbs more oxygen increasing its power.

Note: Can only use used on fire the user or the users summon has created
Note: Can only be used once one each fire jutsu creates
Note: can only be used 3 times

(Katon: Metsuryū Hokasui) - Fire style: Dragon Slayer Fire Stream
Type: Attack/Defence
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will focus their fire chakra into their hands or feet. The the user will surround their hands of feet in flames releasing a blast of fire from their hands like when a rocket blasts off. This concerntrated stream will travel up to mid range. Due to the power of the flames, if the user doesn't have his feet firmly on the ground the blast of fire will push him in the opposite direction to which the flames are traveling.

Note: can only make max of 2 blasts per use

[Katon: Karyū no Hōkō 火竜の咆哮] Fire Style: Fire Dragon's Roar.
Rank: S
Type: Offense
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user channels massive amounts of Fire chakra throughout the body entirely. Once this is done the user will bring the chakra up through the throat, and breathe a long line of super heated fire that moves at a rapid rate and becomes a large fireball that burns his opponent.
►Must be Kage Rank.
►Can only be used 3 times per battle.
►No A rank or above fire techniques the following turn

[Katon: Karyū no Kōen 火竜の煌炎] Fire Style: Fire Dragon's Brilliant Flame.
Rank: S
Type: Offense-Defense.
Range: Short-Mid.
Chakra Cost: 40
Damage Points: 80 (-10 damage to user)
Description: The user will channel massive amounts of Fire chakra throughout the arm's, the hand's will then ignite around the skin. The user will then clap those hand's together which causes an explosive reaction destroying everything around him.
►Can only be used once per battle.
►No A rank or above fire techniques the following turn



[Katon: Karyū no Yokugeki 火竜の翼撃] Fire Style: Fire Dragon's Wing Attack.
Rank: S
Type: Offense.
Range: Short-Mid.
Chakra Cost: 40
Damage Points: 80
Description: The user jumps into the air, focusing massive amounts of Fire chakra in the arm's, and then he ignites two streams of fire from the hands, then swings the streams of flames at his opponent, blowing them away.
►Can only be used Twice Per battle.
►No A rank or above fire techniques the following turn


Taught by Pervy


( Katon - Shisan e no ha ) Fire Style - Ashes to Asset
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage points: 60
Description: A unique fire style jutsu based on chakra flow abilities. This particular technique focuses on the unique aspect of some fire release jutsu, namely those based on explosive ash, such as Asuma's technique he used vs Hidan. By forming this explosive ash the user is capable of applying the ash to his limbs or any weapons he uses. By activating this jutsu the user is able to release the ash during taijutsu or other weapon attacks. Though this costs a move slot each time the ash is released. By using the momentum behind physical attacks the user of this jutsu is capable of sending streams of red hot ash from the seals to augment the range of the attacks and cause increased damage in close range. However as to prevent the user suffering from his own jutsu, the ash from this can only be caused to explode with a subsequent technique this technique must be a higher ranked fire technique due to the strength of the chakra stored in the ash release and it's density. In regards to scaling each time the jutsu is used, the user may release an amount of ash with a maximum range of mid. If it was to travel in a straight line from the user to mid ranged. A total of 15 meters, this can also be used to form the ash in to smaller patterns that instead have wider ranges provided they follow the initial dimensions. This ash behaves in an adhesive manner sticking to enemy targets similar to boiling sugar. Alternatively, the ash can be streamed into another Katon jutsu increasing it's damage by +20 while occurring in the same TF but of course costing a move. ~Notes~ - Once activated remains active for the rest of the battle.
- Each time the ash is used it costs a move slot.
- Must be taught by Vegeta

(Katon - Yūgure ni dasuto) Fire Style - Dust to Dusk
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: The follow up jutsu to the Technique - Ashes to Asset, this technique allows the user to supercharge fire chakra in to any ash present on the field from the ashes to asset technique. Causing the ash to become incredibly volatile before triggering a large explosion that causes considerable damage to anyone caught in it's range. The size of the explosion will be entirely dependent on how much ash is present on the battlefield.

~Notes~
- Usable twice per battle.
- Once used the user may not activate ashes to assets abilities for three turns.
- Must be taught by -Vegeta



(Katon: Subete no Shōhi Ago)-Fire Release: All Consuming Maw
Type:Offensive/Supplementary
Rank:B
Range:Short-Long
Chakra:*20
Damage:N/A (+1 rank*to first jutsu)
Description:
This is a unique technique utilising the flammable gas form of Katon similar to the canon Mist Blaze Dance jutsu. To begin the user will string two additional hand seals onto the performance of another jutsu. By doing so they will form a cloud of flammable and extremely volatile gas in an area chosen by the user and in an amount proportional to the first jutsu.*

Alone this gas is harmless to any targets but due to its nature it is able to be ignited by any heat source in the area it is formed in, however slight it may be. For example any naked flame, heat present in sparks or generated through friction would be enough to ignite the gas and produce violently explosive results. The user can employ chakra control to angle the explosion away from the first jutsu to prevent any unwanted negative effects.*

Note:
~Can only be used 4 times
~Cannot be used in consecutive turns
~Can only be taught by*Mellow
- only useable on A ranks and below

 
Last edited:

ReXii

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Lightning Release.
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Allowed By Others.

Allowed By Joker.

(Raiton: Genwaku Hirameki ) - Lightning Style: Blinding Flash
Type: Attack/Defence
Rank: A
Range: Mid/Long
Chakra cost: 30
Damage Points: 60
Description: This jutsu is for quick defence. The user focuses their chakra into their hands and rubs them together to make a flash. That flash then blinds the user for a few seconds or minutes (More chakra means longer time). After they revive their eye sight,their vision is very blurry.

(Raiton: Shingai Nami ) - Lightning Release: Shock wave
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses chakra in a piece of string. When the chakra reaches the string, it should create a shock wave. When the user hits the opponent with it, their skin will set on fire and peel of slowly.

(Raiton: Sen Tomoshibi ) - Lightning Release: Beam of Light
Type: Attack
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user focuses chakra into his/her lungs or mouth.
Then they release their chakra from their mouth to create a large beam of lightning. When the chakra is released, everything in its way will be destroyed, but not humans.

Also taught by sebby :

(Raiton: Aian Itten no Yoroi) - Lightning Release: Ion Particle Armor

Rank: Forbidden
Type: Defence
Range: -
Chakra Cost: 55 (+20 each turn active)
Damage Points: - (-40 to the user when armor is activated, -5 damage per turn, whilst active, +20 to all Lightning Jutsus, -10 from any Lightning Jutsu)
Description: The user gathers all positive electrically charged Ions in the nearby enviroment, creating an ultimate armor of Lightning that is capable of rejecting all positive and negative electrons that are coming in touch with them.The user's speed increases to Lee's 3rd Gate speed and his general competence in Lightning attacks increases.Each turn the armor is active, the ions zap the user's skin causing discomfort while he moves around.The first time the armor is activated, it slightly burns the surface of the skin.
- Once the armor is deactivated, it cannot be activated for the rest of the battle.
- May be taught only by Shigure.

(Raiton: kiri kakujuu) - lightning style: lightning expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a lightning jutsu the user will perform 2 handseals as they release there chakra into the lightning jutsu. In doing so, the user will increase the power and size of the lightning jutsu boosting any lightning jutsu by 25 damage points. By the increase in chakra the lightning gains more power as the power of the electrical current is increased.

Note: Can only use used on lightning the user or the users summon has created
Note: Can only be used once one each lightning jutsu creates
Note: can only be used 3 times

Taught by Pervy.


(Raiton Hijutsu: Rairyū no Hoken) Secret Lightning Release: Lightning Dragon's Breakdown Fist
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will concentrate a large amount of lightning chakra around one of their fists, they will then proceed to shoot it forward in a punching motion releasing and sending that concentrated Lightning forward with it taking the shape of the users fist but around 4 times larger than the users fist.
Note: Can only be used 4 times.

(Raiton Hijutsu: Rairyū Hōtengeki) Secret Lightning Release: Lightning Dragon's Heavenward Halberd
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user raises both of their hands above their head at their sides gathering a large amount of lightning chakra, between their open, facing palms. The lightning is rapidly shaped into the shape of a spear. The user will then proceed to throw it with incredible speed and power. While shooting across the sky the spear resembles a Ji, a traditional Chinese halberd. Upon impact the Ji, cause the persont to feel as if they had just been struck by a massive lightning bolt that engulfs their entire body, and mildly paralyzes them.
Note: The user cannot use this technique if they have already used an S-Rank Lightning technique the same turn.
Note: The user is incapable of using an S-Rank Lightning Technique until the following turn once this is used.
Note: This technique is as fast as the Chidori Eiso extending
Note: If contact is made the opponent is only able to perform 2 techniques their following turn from the paralysis
Note: Can only be used 3 times

(Raiton Hijutsu: Rairyū no Hōkō) Secret Lightning Release: Lightning Dragon's Roar
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will gather a mass amount of chakra into their mouth, they will then "roar" releasing a large concentrated, destructive blast, which is capable of destroying everything in a wide area in front of the user. The blast expands like a cone from the users mouth, much like the bijuu blast, it also has 5 separate lightning bolts that spiral around the blast itself. If this technique successfully hits the users opponent they are paralyzed and incapable of moving the following turn.
Note: This technique can only be used twice.
Note: Once used the user is incapable of using A-Rank or higher Raiton techniques, or any technique S-Rank or higher, for the following 2 turns.
Note: This technique's width is as wide as the Wind and Fire Blast technique.
Note: The separate lightning blasts are roughly 6 inches away from the main blast itself, and if the opponent is hit by any of them, they are unable to perform the first move of their next post from being minorly electrocuted/paralyzed
Note: If hit by the main blast itself they are completely paralyzed their next turn.

Strike of Artemis (Dageki Artemis)
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user holds out his left arm in front of him as if he is holding a bow and creates a lightning-drawn bow and draws back the right arm by his head, while creating a lightning bolt arrow. The bow and arrow are completely made of lightning. The user then adds a small bit of fire chakra to the bolt, increasing it's burning capabilities. The user then releases said arrow at the target. The bolt follows the enemy’s body heat (like a heat-sensing tracker). Once it has caught up to the body of the enemy, the bolts then begin to circle around the enemy's body in a spiraling fashion from the ankles up, wrapping the enemy up, and binding him, electrocuting him/her.
*Useable twice per battle*
*User cannot use fire nor lightning jutsus A-rank and above next turn*
*Can only follow the enemy for one turn before being destroyed*

^ Taught by Madara Uchiha

(Raiton: Keshi Makuga Hara) - Raiton Release: Blades of Honor
Rank: S
Type: Offense/supplementary
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: The user will channel Raiton chakra into the earth, channeling it underneath the ground, and with one handseal, spears or lighting will errupt from the ground, under the opponent, stabbing him from underneath.
Note:
-Can be used up to 1 times in a battle.
-doujutsu's can see through ground and can respond to it.
-Only those who has mastered Raiton can use this.
-You can't use any other lightning jutsus in the same turn, hence it will take up all your Raiton chakra.
-In the next turn, you can't use any higher then a B-ranked lightning justu
-Can be taught only by Dr. House

^ Taught by Dr House.

(Raiton: Anzû no Asento) - Lightning Release: The Ascent of Anzû
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-10 to maintain after initial turn)
Damage Points: 80
Description: The user performs a single hand seal, generating a stream of lightning that surrounds the users body. The stream of lightning is subsequently shaped into thousands of high-density bird-like creatures, resembling hummingbirds. These creatures are entirely composed of lightning, one inch in length, and possess an extended beak, which acts as 'stinger' for piercing purposes. These creatures, each possessing the capability to fly can be commanded by the user to attack the opponent using their beaks, though stings by these creatures cause only minor damage and numbness, the effect can be drastically increased when they attack and successfully sting the opponent in large numbers. The user can alternatively command these creatures to cover up his entire body, 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, the user deactivates the technique or if the user performs a technique from another element. Manipulation of these creatures for offensive or supplementary purposes does not make them get used up. The user cannot use any technique from the Basic Five, except for Lightning for as long as this technique is active. Doing so would result in these creatures dispersing. The only case or scenario where this is not applicable is when the user has mastered Yin and Yang. However, the user is free to utilize any Elemental Kekkei Genkai they possess, as long as one of the two elements that compose that given KG is Lightning.
Note: Commanding these creatures counts as one of the three jutsus per turn, regardless of the extent of their manipulation in a single 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 Lightning S rank and above the turn after deactivating the technique
Note: Can only be used twice per battle
Note: Can only be taught by Hell Autarch

^


(Raiton: Sairento Kaminari) - Lightning Release: Silent Lightning
Rank: B
Type: Supplementary
Range: Self
Chakra Cost: 20(+5 to each lightning attack)
Damage Points: N/A
Description: The user cloaks the sounds made by his lightning attacks, making them stealthy. This acts through the fact that the user concentrates a much higher amount of chakra over his lightning, that act as a thick layer, covering any sounds(as crackling) that the techniques make. This does not silence any other techniques, and if the lightning destroys something it is out loud, and not silent.
* May be used twice per battle.
* Lasts 3 turns.
* Must be taught by Shigure.

(Shi Kiba) - Death Fang
Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user takes out a katana(or any weapon of choice, it can be even a kunai) and charges it with lightning. He performs a high jump, holding the sword's hilt with both hands, when the user begins to fall, he performs a slashing motion, slowly and gradually releasing the lightning chakra from the sword. This causes the sword to create a sort of lightning stripe in the air, when the slash motion is finished, the user hits down with the blade of his sword against the opponent's shoulder, slicing his arm off, and paralyzing his body due to the lightning infused into it.
- If used in conjunction with Ion Particle Armor this technique works at 3rd Gate Speed.
- May be used twice per battle.
- Must be taught by Shigure.

(Raikou Keiriku) – Lightning Execution
Rank: Forbidden
Type: Attack
Range: Mid-Long
Chakra Cost: 50
Damage Points: 90 (+20 to user, and 10 additional damage to the opponent the next round.)
Description: The user charges natural lightning from around him into both his palms, as he charges it, he slowly releases chakra from his hands, and two bolts of lightning get created in the user’s palms.As he fully releases the lightning chakra, the ground starts shaking and the user travels at very high speeds towards his enemy.Once reached his target, the user stabs him in a diagonal way with both bolts.If, during the attack, the lightning is watched through a microscop, there can be seen small chakra streams that spread throughout the lightning, and once hit the enemy, the streams get out of the lightning and affect him at a cellular level, and the opponent doesn’t notice in the beginning, but later on he starts feeling pains and gets muscle cramps.The small streams of chakra affect the user too, while he is holding both bolts in his palms.
- May be used once per battle.
- If the enemy is hit, the cellular damage is unavoidable.
- Can be teached only by Shigure and Kaito.

(Raiton: Shiroi Kage no Kasukudo Yoroi) - Lightning Release: White Shadow Acceleration Armor
Rank: Forbidden
Type: Supplementary
Range: N/A
Chakra Cost: 50 (+10 each round still in use)
Damage Points: N/A (+10 each round still in use)
Description: The user channels Lightning chakra under his epiderma, creating a small web of lightning threads. The users derma and epiderma suffers damage because of these threads, but at the same time electrocute anything that come in touch with their skin, and improves their speed to Lee's speed without weights and all his Lightning based jutsus by +10 for 5 rounds. The Lightning lightens up the skin of the user, and in contact with the Sun light/rays it creates the illusion that the user is engulfed in a white glowing armor.
*Must be taught by either Shigure or mangekyou sharingan.
*May be used once per battle.
*After the armor deactivates the user may not use any Lightning tehcniques for 2 rounds.
*Can be used under Ion Particle Armor.

(Raiton:Shiroryuu) - Lightning Style:White Dragon
Show
Rank:S
Range:Mid-Long
Type:Attack
Chakra Cost:40
Damage Points:80(+10 damage to the user)
Description:The user's hand starts glowing blue then a powerful beam of lightning blow out from his arm, starting from the shoulder, the lightning travels with incredible speed .As it blows out of the users' arm, it slightly electrocutes him too.


(Tsunagari-Ken) - Linked Blades
Show
Rank: C
Type: Supplementary
Range: Short
Chakra Cost: 15(+5 per turn)
Damage Points: N/A
Description: The user links two(or more swords) to eachother similarly to how a puppeteer holds his puppets, through chakra threads. In order to keep them linked the user must continously infuse chakra into the threads.

- Must be taught by Shigure.

Lightning Style: Feast of a Thousand Birds ♦ [Raiton: Matsuri no Chidori]
Rank: S
Type: Attack/Defence
Range: Short-Mid.
Chakra Cost: 40
Damage Points: 80 (+10 to the user)
Description: The user first activates Chidori, then enhaces it with much more chakra, making the lightning cover all of his right arm. Once the user is getting in close range, he is able to struck the enemy into his chest, once the lightning strucks, the lightning creates an explosion that covers the enemy if hit, making it look as he is devoured by lightning, the explosion also provokes burns on the user's arms.The technique can also be used as a defence measure, after the user's arm gets covered in lightning, he is able to create a shield of lightning that can block any lightning technique under (and including) B rank techniques.
-May be used twice per battle.
-May be used only by Reido Kira.

 
Last edited:

ReXii

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Messages
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Wind Release.
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My own creations
(Fuuton/Taijutsu: Supininguhisui-fū) Wind release/Body arts: Spinning jade wind
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user of this technique begins by building forwards momentum with a short dash towards the opponents location, after initiating the dash he/she leaps from the ground raising the dominant leg in a fully extended manner, they then spin off the ground with a flurry of speed that almost defies gravity, however this effect is achieved because the user begins to release large amounts of wind chakra, similar to the vacuum blade technique to create partially tangible wind which is dragged in to the kicks slipstream, creating a powerful ring like blade of wind chakra that surrounds the user. If used in short range the blade is capable of causing very deep cuts upon an enemy, if the opponent is out of range the technique can be varied to instead fire the ring blade after spinning and building the blade as in short range.
Note: Can only be used four times per battle
Note: For visual effect the technique is capable of picking up dust from the ground, or fallen leaves.


Allowed By Others.

Allowed By Joker.

(Fuuton: Henteko Kunai ) - Wind Style: Strange Kunai
Type: Attack
Rank: B
Range: Mid/Long
Chakra Cost: 20
Damage Points: 40
Description: The user focuses their wind chakra onto the kunais. After they are thrown, they explode and turn into large tornados. If missed, tornado follows the opponent for a few seconds and disappears.

(Fuuton: Kaze tengai ) - Wind Style: Wind Dome
Type: Supplementary/Attack
Rank: A
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user creates a dome filled with wind with their chakra.
When your opponent is inside, the wind will blow them around, causing them to hit things. Each time they hit something, you get more chakra. This jutsu is like a chakra monster.

(Fuuton: kensei no doragon ) - Wind Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their wind chakra. This is usually used in close combat where the user will release their wind chakra around a part of their body covering them in wind. This wind is rotating around their body like a rasengan wrapped around a limb. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by this wind created be the user, it will great a burst of wind on impact from the user, creating seveal wind slashes forwards which can cause 2 inch cuts on an opponent.

Note: can stay active for 2 turns at a time
Note: Can't use fire jutsu at the same time

(Fuuton: kaze kakujuu) - Wind style: Wind expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: + 25
Description: After releasing a wind jutsu the user will perform 2 handseals as they release there chakra into the wind jutsu. In doing so, the user will increase the power and size of the wind jutsu boosting any wind jutsu by 25 damage points. By the increase in chakra the wind gains more power as it increases the power of the wind blast aswell as the size by expanding the wind currents.

Note: Can only use used on wind the user or the users summon has created
Note: Can only be used once one each wind jutsu creates
Note: can only be used 3 times

(Suraisu Kaze) - Slicing wind
Type: Attack/supplentry
Rank: A
Range: Short-Mid
Chakra Cost: 25
Damage Points: 45
Description: The user will stand like the picture shown below. Then the user will be begin to swing his front arm around in a slicing motion, but as they do, the users body will change to a blast of wind (in the same way suigetsu can replace his body with water) sending them selves at great speed as a slicing wind at the opponent. Though this leaves the user vulnerable to fire attacks if the opponent can see the user. This can also be used in avoiding attacks. The user can reform at any point. But if they dont, they become a slicing blade of wind and reform to their normal selves with their hand up in the air like they just slice the opponent across the chest, which they will have done in there wind form.

Note: Only doujutsu can see the wind.
Note: The user takes double damage in wind state from fire attacks
Note: Can he heard by sound users, can only be heard by non sound ninja when the battle field is near silent
Note: Only be used twice
Note: Cant use fire jutsu in same turn due to the concentration of wind chakra.

(Kaen Tatsumaki) - Blazing Tornado
Type: Attack/Defense
Rank: Forbidden
Range: Short-Long
Chakra Cost: 80
Damage Points: 100
Description: The user combines there wind and fire chakra together to create this ultimate attack. First the user will build up there chakra in the air quickly creating a high powered tornado, then by adding there fire chakra to it the tornado will be set ablaze creating a fire/wind combo thats very dangerrous. This attack can be created infront of or around the opponent, but if the user is withing short range of this attack they will take the same amount of damage.

Note: Can only be used once
Note: No s ranks or above the next turn
Note: User will take 30 damage too if its used at mid range

Taught by Pervy.


(Fuuton: Kaze no Vànô ) - Wind Release: Rise and Shine
Type: Attack
Rank: S-Rank
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing wind chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large solidified wind pillars that are 10m in height and very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't directly act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars (20 damage). The pillars rise in a way to surround the target with the target as the epicenter and one blunt pillar also rising beneath the user to rise him above the soon to come mayhem, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent or lifted on his designated pillar, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also.

• Usable twice with 2 turn cool down between uses
• The jutsu can be performed at long range, but the radius of the pillars is mid range only..
• No Fuuton above A-rank next turn.

^

Futon: Kaze Baburu)-Wind style: Wind Bubble
Type: Offensive
Rank: F-rank
Range: Short-Mid
Chakra: 60
Damage: 90
Description: Said to be the ultimate wind style ninjutsu, The user will clap his hands and form a bubble of wind around himself and the enemy. The wind,through,suction, will pull them each to opposite sides of the bubble slamming them into the wall of wind altough this causes sharp cuts and bleeding it will not kill either person. From here the wind bubble will begin to spin going at great speeds cutting and tearing apart the skin and muscle of both people and launch both out at fast speeds crashing them into the ground at long range. After the jutsu has finished the wind will disperse into a gentle breeze that can be felt hundreds of miles away but does no damage.
Note: If the user does not defend himself as well he risks death
Note: Can only be used once
Note: No wind jutsu can be used after the turn ends for 3 turns
Note: No Wind jutsu Above A rank can be used in the turn Pior
Note: No F ranks for 3 turns

^

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

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

^
 
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ReXii

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Earth Release.
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Allowed By Others.
Allowed By Joker.

(Doton: Rando Funnu ) - Earth Style: Raging Land
Type: Supplementary-Attack
Rank: A
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user focuses chakra into the ground, causing pieces of land to rise up. Beside the rose up lands are sharp spikes that will also be created
with chakra.

(Doton: Mokuzou Yaiba ) - Earth Style: Wooden Blade
Type: Attack
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user creates a wooden blade. When the blade contacts something, it slices through just like any other blade. This blade evaporates when touched by fire.

(Doton: Suraidingu Kabe) - Earth Style: Sliding Walls
Rank: A
Type: Defence
Range: Short-Long
Chakra cost: 30
Damage Points: N/A
Descripton: This jutsu requires the dragon hand seal. It is only 2 moving walls that protect you from different jutsu

(Doton: Daichi Kunai) - Earth Style: Earth Kunai
Rank: S
Type: Attack
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user shapes their chakra to make a kunai from the earth. When this kunai is hit on the opponent, the nearest organ turns into stone.

(Doton: Daichi Bokudan) - Earth Style: Earth Bomb
Rank: C
Type: Supplementary
Range: Short/Mid
Chakra Cost: 15
Damage Points: 30
Description: When this bomb hits anything, it will create a giant wall that will fall into the opponent.

(Doton: Balrog) - Earth style: Balrog
Rank: Forbidden
Type: attack/defence
Range: short - mid
Chakra Cost: 30
Damage points: N/A
Description: The user will perform 3 handseals placing his hand on the ground, quickly releasing his chakra into the ground. Out of this, a giant black beast made of earth shall arise(see image below). This earth demon is known as a Balrog, its body is made of earth and down his back are spikes of fire. He can also weild a flaming sword or a fire whip. For these 2 fire weapons to be created the user needs to perform one handseal. This earth deamon has 3 abilities.
1. The Balrog can use up S rank fire (not including S ranks)
2. The Balrog can control a fire whip or a flaming sword.
3. The Balrogs body is as hard as S rank earth
These beast is able to walk and move, but not able to fly even though it has wings. Once the body of the Balrog is destoryed the fire will extinguish shortly after.

Note: Useable 1 times per battle
Note: Can't use genjutsu in the same turn as this jutsu
Note: Must be taught by the pervy sage
Note: Stays on the feild for 4 turns, or until destroyed
Note: The user takes 30 damage from the amount of chakra they have to use for this jutsu

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

(Doton: Tsuchi kakujuu) - Earth style: Earth expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a earth jutsu the user will perform 2 handseals as they release there chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 25 damage points. By the increase in chakra the earth jutsu will grow in size and become more dense addding to its power.

Note: Can only use used on earth the user or the users summon has created
Note: Can only be used once one each earth jutsu creates
Note: can only be used 3 times

Taught by Pervy.
 
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ReXii

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Water Release.
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My Own Creations.
(Suiton: Mizu Rērugan) - Water Release: Water Railgun
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: A more lethal version of the Water Gun Technique, this technique is used by members of the Hōzuki clan. After liquifying their entire arm, the user mimics aiming a rifle with their hand and releases a large concentrated bullet of water that has incredible penetration despite it's small dimensions, as such the technique can pass through solid defenses such as earth. This technique is counted as a unique technique and can only be used by Hozuki clan members who have water as a primary specialization.

- Can only be taught by ReXii.
- Can only be used once per battle.
- Must be a Hozuki and have hydrification active.
- This still follows the elemental/jutsu rank guidelines (Eg, wont pass though earth of the same rank)
- no water above S rank in the next turn

Allowed by others
Allowed by gats

(Suiton: Mizu Myaku) Water Release: Water Pulse

Rank: S
Type: Attack
Range: Short - Long
Chakra Cost: 40 (+20 Continuous)
Damage Points: 80
Description: The user creates a triangular shape with his/her hands and blows small amounts of water to pulse through the triangle and from further on, the water extends into a large triangle of water and at a long-range, can even knock over a summoning such as 'Gamabunta'. This can be shot out successivly once the first pulse has been executed but at the cost of excessive chakra with each additional pulse.
~ Can only be used twice per battle


Allowed by joker.

Suiton: Dekisui Ejiki ) - Water Style: Drowning Prey
Rank: A
Type: Attack
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user does the Tiger hand seal to create a creature underwater. This creature pulls his/her opponent down through the water, making them drown.

(Suiton: Sui Mizu) - Water Style: Acid Water
Rank: A
Type: Attack
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user spits out a portion of water that is acid. When the acid contacts skin, the skin just sizzles and disappears. Just leaving the opponent's raw flesh.

(Suiton: Tengai Dekisui ) - Water Style: Dome of Drowning
Rank: S
Type: Attack
Range: Short/Mid
Chakra Cost: 40
Damage Points: 80
Description: The opponent is trapped inside a ice cube looking thing. The inside of it is filled with water, which makes your opponent drown.

(Suiton: Mizu Kabe ) - Water Style: Water Wall
Type: Defence
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: A wall of water rises in front of you. When an object contacts the water, it turns into ice.

Allowed by kirabi

Suiton| Shinsui - [Water Release| Flood]
Rank: A
Type: Attack/Defence
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user focuses water chakra underground and has it burst forth in waves away from his epicenter, blocking techniques with ease and continuing on in a attempt to harm the opponent.
(Only 3 Waves may form at any given time.)
Note: Can only be used 3 times.

(Suiton: Mizu kakujuu) - Water style: Water expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a water jutsu the user will perform 2 handseals as they release there chakra into the water jutsu. In doing so, the user will increase the power and size of the water jutsu boosting any water jutsu by 25 damage points. By the increase in chakra the water gains more power as the wave of water increases in size and the power and speed of the water is increased.

Note: Can only use used on water the user or the users summon has created
Note: Can only be used once one each water jutsu creates
Note: can only be used 3 times



Suiton: Kyabitēshon | Water Release: Cavitation
Type: Offense/Supplementary
Rank: A
Range: Short/Long
Chakra: 30
Damage: 60
Description: Cavitation is a very advanced technique where the user, after performing a single handseal, uses his own chakra to create air pockets in a body of water. The size and number of the pockets, so called cavities, differs from each body of water. After being created the cavities collapse on itself, i.e. implode, under the pressure of the water. When the cavitation bubbles collapse, they force energetic liquid into very small volumes, thereby creating spots of high temperature and emitting shock waves, the latter of which are a source of noise. The implosion effect is so strong that it can easily create holes in metal objects over a prolonged period of time. It also causes instability in the body of water and harm to anything caught within it. The cavities usually differ in size, from the moment they are created to the moment they implode. Even so, they never exceed the size of a somewhat regular marble (1/2 to 1 inch). The number of the cavities depends on the size of the water source because they can be created in every inch of the water source giving a better implosion effect overall. Bigger water source equals more cavities.
Note: Needs a water source
Note: Usable only twice (2) per battle
Note: Only McRazor can teach this

Taught by Mcrazor.



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

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

Taught by Pervy.



(Suiton: Chokkan) — Water Release: Spirit's Sixth Sense
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user begins by channeling chakra to the heels of his/her feet, manipulating this chakra to create a blob of water chakra formed under the surface. This blob of water would then form into a squid, the squid is a sentient being, being able to think and act on its own without the user constantly feeding it chakra. The squid is also able to use it’s six tentacles in a number of ways. For one, the tentacles are capable of detecting and stopping techniques launched from below while active. As for their offensive capabilities, the squid can travel towards the opponent to wrap its tentacles around his/her leg, the user can pressurize the tentacles to pierce through their body or slice it up. This isn’t done by having the water burst from the earth, but rather seeping out of the earth to attack being more covert. The squid along with its offensive abilities is able to transforming the water itself, similar to the “Sticky Syrup Technique.” in order to bind opponents. As for this technique’s defensive applications the tentacles are capable of deflecting or destroying techniques up to A rank (following the S/W of Water), depending on the number of tentacles used to defend, as well as merging with one another and expanding to form barriers around the user of this technique, and or allies. The rank of the technique is divided among the number of tentacles used within the time-frame. The squid has complete freedom to manipulate the tentacles. Due the tentacles being incredibly sensitive the squid is able to sense movement on the earth, and act accordingly. There are six tentacles in total, and they are collectively at A rank. The tentacles can fuse together and separate. Each use of the squid counts as a move per turn.

Note: Lasts three turns after activation.
Note: Can only be taught by Jᴀʏ
Note: Can only be used twice, two turns between uses.
Note: User cannot use S rank Water techniques the next turn after this jutsu is activated.

^

Rain Release.
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Taught By Others.

(Ameton - Ame no rōpu) - Rain Release - Rain Ropes
Type: Supplemental/Offensive/Defensive
Rank: A
Range: Short-Long
Chakra Cost: 30 (-5 per turn to maintain)
Damage Points: 60
Description: By sending their chakra into the rain clouds, the user can condense rain drops together in the clouds, dropping them down from the clouds to whatever height the user desires shaped like long ropes, but its really just rain drops molded together. By manipulating their chakra in the rain ropes, the user is able to grasp hold of them and pull themselves upwards/whichever direction they are pulling towards and swing from rope to rope. Alternatively, the ropes could be used to wrap around and bind and opponent, squeezing them tightly crushing them over time.

~Notes~
- Ropes last 3 turns
- Usable 3x per battle
- Must be taught by -Vegeta

(Ameton/Fuuinjutsu - Tefunuto no arashi) - Rain Release/Sealing Technique - Storm Of Tefnut
Type: Supplemental/Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: By manipulating chakra in a preexisting source of rain the user of this technique is capable of manipulating the rain to become heavier than normal, much heavier as well as increasing it's velocity drawing all the rain to a central point of his choosing, usually the opponents body capable of causing moderate damage due to the blunt force, temporarily dazing them (This is an S ranked attack). Once this is done the rain will cover the opponent forming a large orb roughly 8 meters in diameter trapping the opponent inside the orb. By making an additional handseal the user will cause a sealing symbol to appear on the orb creating an A ranked barrier around the outside of said orb. The water prevents the opponents movement and in a similar way to the Kirigakure unique rain jutsu, will be capable of draining the opponents chakra however the drained chakra will be used to fuel the barrier increasing it's rank by one for each turn the opponent remains trapped inside. Culminating with a barrier of forbidden ranked integrity trapping the opponent inside and causing him to drown after being trapped for three turns.

~Notes~
- While maintaining the barrier the user may not use any jutsu above A rank.
- Usable 1x per battle
- Must be taught by -Vegeta
 
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ReXii

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Gold Dust.
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My Own Creations.

#1
(Jishaku Ninpō:go-ruden shourai) Magnetic Ninja Arts: A Golden Future
Rank: Forbidden
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 40 (- 10 to user)
Damage Points: 80
Description: This technique releases two big Gold Dust spheres in to the air of opposite polaritys causing great resistance and heat between the two they begin to build magnetic force, This happens as the magnetic forces collide repelling both spheres causing gold dust to scatter across the field in huge spikes and spirals that are very random and hard to dodge. The spikes and spiral fall randomly down towards the battle field and the opponent needs to run around to avoid being hit. It lasts until the concentration of the user is broken by the opponent.

-Using this technique causes a great strain on the user limiting them to only 2 moves in the next turn-
-This technique uses all of the users magnetic chakra causing them to be unable to manipulate Gold Dust for two turns-
-Usable only once per match-
-Can only be used by a fourth kazekage bio, May only be taught by ReXii-


#2
(Jishaku Ninpō:go-rudo bunshin)-Magnetic Ninja Arts: Gold dust clone
Type:Supplementary
Rank:B
RangeShort
Chakra Cost:30
Damage Points:N/A
Description: The user first makes a single handseal causing a clone of gold dust to form from the ground around them, The clone is unable to use any element but may manipulate gold dust throwing tools of gold dust up to mid range with a maximum of C rank force E.G gold dust shuriken/kunai.

-May only be taught by ReXii and The Fifth Kazekage-
-Usable only 3 times per battle-


#3
(Jishaku Ninpō:kinchiri joutomurai)-Magnetic Ninja Arts: Gold dust imperial funeral
Type:Offense/Supplemental
Rank:S
RangeShort-Long
Chakra Cost:40
Damage Points:80
Description: The user first forms handseals to create a tremendous amount of gold dust to spill forth from the earth in a wave that surrounds the opponent and begins compacting itself very tightly trapping them. Once trapped the gold dust continues forming itself to be thicker ending up in a large sphere. The sphere is then raised from the ground with golds diagmagnetic properties and caused to violently collapse in on itself.

-May only be taught by ReXii-
-Usable only once per battle-
 
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ReXii

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Condor Summoning.
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Signed the contract with Serpent.

(Kchuysei: Hagetaka Houka) Summoning: Hagetaka Fire:
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 40 (-5 every turn)
Damage Points: N/A
Description: The user does the nessecary hand seals for the summoning. This summoning calls upon "Hagetaka Houka" (Meaning Condor of fire). Hagetaka Houka is one of the Giant "Hagetaka Twins" he is able to hold one Person on his back. Hagetaka Houka can also shoot B-Rank Katon.
Note:
-Can only be in play for 3-turns.
-Can only be Summoned by someone with the Condor Contract.
-Can only be Summoned once per battle.

(Kchuysei: Hagetaka Uindo) Summoning: Hagetaka Wind:
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 40 (-5 every turn)
Damage Points: N/A
Description: The user does the nessecary hand seals for the summoning. This summoning calls upon "Hagetaka Uindo" (Meaning Condor of Wind). Hagetaka Uindo is one of the Giant "Hagetaka Twins" he is able to hold one Person on his back. Hagetaka Uindo can also shoot B-Rank Fuuton
Note:
-Can only be in play for 3-turns.
-Can only be Summoned by someone with the Condor Contract.
-Can only be Summoned once per battle.

(Kchuysei: Hagetaka Suchi-Ru) Summoning: Hagetaka Steel:
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 40 (-5 every turn)
Damage Points: N/A (+40 Senbon)
Description: The user does the nessecary handseals for the summoning. This summoning calls upon "Hagetaka Suchi-Ru" (Meaning Condor of Steel). Hagetaka Suchi-Ru is One in 3 Condor Giants know as the "Hagetaka San" (Meaning Condor Trio) She is big enough to hold 2 People on Her back. Hagetaka Suchi-Ru fether's are made of a dense still like substance this protects her from most Teijutsu, She can also Shoot her fethers like Senbon at fast speeds, the rain of senbon equal that of an B-Rank technique.
Note:
-Can only be in play for 3-turns.
-Can only be Summoned by someone with the Condor Contract.
-Can only be Summoned once per battle.
-Senbon counts as a move.

(Kchuysei: Hagetaka Sou) Summoning: Hagetaka Stream:
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 40 (-5 every turn)
Damage Points: N/A (+40 Jet-Stream)
Description: The user does the nessecary handseals for the summoning. This summoning calls upon "Hagetaka Sou" (Meaning Condor of Streams). Hagetaka Sou is one of 3 of Condor Giants know as the "Hagetaka San" (Meaning Condor Trio) He is big enough to hold 2 People on His back. Hagetaka Sou has The ability to shoot a high powered Jet-Stream of water that equals A-Rank technique.
Note:
-Can only be in play for 3-turns.
-Can only be Summoned by someone with the Condor Contract.
-Can only be Summoned once per battle.
-Jet-Stream counts as a move.

(Kchuysei: Hagetaka Oizu) Summoning: Hagetaka Noise:
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 50 (-5 every turn)
Damage Points: N/A (+60 Sonic Boom)
Description: The user does the nessecary hand seals for the summoning. This summoning calls upon "Hagetaka Oizu" (Meaning Condor of Steel). Hagetaka Oizu is the leader of 3 Condor Giants know as the "Hagetaka San" (Meaning Condor Trio) She is big enough to hold 2 People on Her back. Hagetaka Oizu Is able to Screech loud enough to create an sonic boom quality, the sonic boom can be used as a shield to block B-Rank technique. or be focussed as a sonic beam that equals A-Rank technique.
Note:
-Can only be in play for 3-turns.
-Can only be Summoned by someone with the Condor Contract.
-Can only be Summoned once per battle.
-Sonic Boom counts as a move.

(Kchuysei: Hagetaka Uindo) Summoning: Hagetaka Tsuchi
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (-5 every turn)
Damage Points: N/A
Description: The user forms 2 hand seals and claps his hands together for the summoning. This summoning calls upon "Hagetaka Tsuchi" (Meaning Condor of Earth). Hagetaka Tsuchi is a condor who shows a great mastery of earth techniques. He can use any earth technique the user knows and is big enough to hold 2 people on his back. Hagetake Tsuchi can travel through the ground with great ease even better than "hidding like a mole technique" and of course, this counts as a move.
Note:
-Can only be in play for 4-turns.
-Moving through the ground counts as one of the users moves.
-Can only be Summoned by someone with the Condor Contract.
-Can only be Summoned once per battle.

(Kchuysei: Senpai Kyokan) Summoning: Elder Kyokan:
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 140
Damage Points: N/A
Description: The user bite's both thumbs and claps his hands together. This summons Senpai Kyokan, Grand Elder of the Condors. Kyokan is a Giant Condor, He is larger then Gamabunta, he stands at 60 meters (180ft.) high giving him a wingspan of 200 meters (600ft.), because of his size it takes a lot to Summon him, after the summoning the user will feel drained and can't use strong Jutsu the next turn. Kyoken is able to blow High winds with his wings that equal to S-Rank. and Drop large amounts of water from his mouth. providing a water source.
Note:
-Can only be in play for 4 turns.
-Can only be Summoned by someone with the Condor Contract.
-Can only be Summoned once per battle.
-No A-Rank Jutsus or higher next turn.
-Wind/Water Counts as a move

Summoning Boss

(Kchuysei: Joutei Sendo) Summoning: Lord Sendo:
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 100 (20 per-turn when Fused)
Damage Points: N/A
Description: The user pulls out a small scroll places his hand on it. This summons Joutei Sendo the Lord of the Condors. Joutei Sendo has the unique ability to fuse on it's Summoners back, when fused it appears that the user has wings. This lets the user fly at fast speeds and make it easier to use Raiton Jutsu Joutei Sendo can also use up to S-rank Raiton techniques.
Note:
-This Summoning can only be in play for 4-turns.
-This Summoning can only be Summoned by someone with the Condor Contract.
-This Summoning can only be Summoned once per battle.
-The Summoning can only use a total of 4 Raiton techniques.
-When fused Raiton Jutsu need one less hand seal.
-Every jutsu used by the summon counts in the user's 3 jutsu per turn.
-Can only be fused for 3 turns

(Hagetaka Kaen Katana) Hagetaka Blaze Sword:
Type: Weapon
Rank: S
Range: Short
Chakra Cost: 40 (-10 Every Turn) (-10 Extend Reach )
Damage Points: N/A
Description: The user Draws a small scroll as if it was a sword, the scroll then poofs into Kean Katana, a super sharp Katon sword capable of cutting through Earth and Chakra infused Earth up to B-Rank as if it was butter. Kean Katana is extremely hot and will ignite clothing or other flammable cloth of fire. due to this heat the user will need to focus Katon Chakra in his hand to wield it. This makes it impossible to use Suiton Jutsu. It's natural Katon nature makes Katon Jutsu's stronger then normal and easier to use. the user may add more Katon Chakra to the sword to extend the reach of the blade.
Note:
-Katon Jutsu only need one Handseal when holding the sword
-Can cut through B-rank Earth tech, though it also depends on the size of the earth jutsu
-The user can't use Suiton Jutsu while welding this Blade.
-Can only Extend reach by 4 meters, and it only last one turn.
-Can only extend 4 times per battle
-Must wait a turn before extending again.


(Doton/Katon: K-bakudan) Earth/Fire Release: K-Bomb:
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40 (+10 Per-Condor)
Damage Points: 80
Description: This is a Doton/Katon Combo passed down by the Condor Elders. The User will slam his hands together creating an opining in front of him, Simular to Earth release Mud fall. Flying Rocks shaped like Condor's will fly out at the Opponent, these rocks are charged with Katon Chakra and will have a massive explosion on impact.
Note:
-This Jutsu can only be taught by ~Frederick~
-This Jutsu can only be used by someone with the Condor Contract.
-Maximum of six Stone Condors
-This Jutsu can only be used twice per battle.
 
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ReXii

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Frost.
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My Own Creations.

(Shimoton: Shimoryū no Ken) - Frost Release: Frost Dragon's Blade
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user forms their frost chakra into a sharp blade of cold wind similar to the wind blade technique in execution being expelled from the fingers this blade is almost invisible to the naked eye (same visibility as the Wind Blade Technique), surrounded by a shroud of the frost it was created from. The blade can be sent towards targets from a distance and acts like a normal blade would, piercing the target's body on contact. However this blade has the additional ability of causing lasting frostbite damage to the closest limb it strikes, should it strike an arm the arm will be unusable for the remainder of the battle. Same applies for legs and should it strike the torso the users speed level will drop by one rank for the remainder of the battle.
Note: Can be used thrice per battle.

(Shimoton: Shimoryū no Yokugeki) - Frost Release: Frost Dragon's Wing Attack
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user rushes forward toward their opponent. While doing so, the user produces a large stream of freezing wind from each of their arms, which, when it comes in contact with the foes, causes severe frostbite and at the same time sends them flying away behind them due to the blunt force of the produced cold wind. Such frost take the rough form of a pair of Dragon's wings, thus the name of the attack.
Note: Can be used thrice per battle.
Note: Should this attack strike the opponent said opponent will lose one rank worth of speed level for three turns.

(Shimoton: Mujihina fuyu) - Frost Release: Remorseless Winter
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (-30 every turn)
Damage: N/A
Description: This technique is a powerful frost technique, in which the user expels a "shroud"-like mist of frost from his body, after doing 3 handseals, chilling the entire area around his short range with a localized blizzard almost. Should an opponent be caught in its area of effect, the cold will progressively lower his reactions and movement speed (including handseals) with a great focus on dexterity and weapon handling. The opponent will become slower (by 10% as per the speed chart), take longer to perform handseals (a 3 handseal sequence will take as long as a 5 handseal sequence) and have his taijutsu and kenjutsu damage lowered by -10. The most effective way of dealing with the technique is by countering the frost "mist" directly or by, somehow, being immune to its effects.
Note: Can be used twice per battle and lasts two turns per activation.
Note: The user of this technique can not perform any elemental jutsu other than frost at all while this is active.

(Shimoton: Shimoyake) - Frost Release: Frostbite
Rank: A
Type: Attack(Affliction)
Range: Short
Chakra Cost: 30
Damage Points: 20 per turn (3 turns)
Description: This technique requires the opponent to be wet. The user places his hand on the opponent, infusing wind chakra and quickly turning the water into frost. As the water freezes the enemies' extremeties(hands-fingers, feet-toes) begin to hurt and tend to become motionless due to the cold. Eventually, if they aren't heated properly the opponent shall be afflicted by frostbite, rendering their hands, feet and maybe even arms and legs useless. The damage of the frostbite is determined by what parts of the opponents body were wet. Each limb that was wet will be subjected to the effects of frostbite. Once afflicted the enemy will lose 1/4 of his speed level suffering from frostbite. Additionally the frostbite will cause handseals to be slower generally if affecting the arms and will inhibit total movement per turn if affecting the legs. Preventing the opponent from moving more than five meters per turn by using his own body methods. I.E body flicker.

Restrictions:
  • This technique may only be used thrice per battle.
  • Using "Fire Chakra" to heat one's body will not be enough to get rid of the Frost, the opponent must find a heat source.
  • This works in conjunction with the Hidden Mist Technique, as the water vapors slightly soak the opponent.
  • If the opponent does not find a heat source in three rounds after the Frostbite technique has been performed on him, he will suffer from literal frostbite, which will render his limbs useless for two turns.
Taught by sebby

(Shimoton: shiryu no hoko) Frost Release: Frost Dragons Roar
Rank: S
Type: Offence
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user first inhales, gathering frost chakra in his/her mouth, and then releases an enormous vortex of Frost in the direction of their opponent, creating a large, maelstrom of blistering wind which damages and causes numbing effects and slow frostbite to his foes. This technique is performed without handseals instead it involves the user putting his hands in front of his mouth in a pose resembling that of a trumpeter before releasing his frost chakra, prompting it to be expelled between his fingers. The frost produced by this version start out as a very thin line, enough to be fit between the user's fingers, before suddenly enlarging to strike the opponents. The other, simpler and seemingly faster way simply has the user gather frost and then shoot it out, with no seeming stance required, and a much wider blast of frost being produced directly from the user's mouth, albeit at a reduction of range, reaching only mid range.
Note:
-Can only be used thrice per battle
-Cannot use Frost Release techniques higher than A-rank same and next turn



(Shimoton: shiryu no tsume) Frost Release: Frost Dragons Claw
Rank: B
Type: Offensive
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user charges their feet with frost and proceeds to assault the opponent with a powerful frost-enhanced kick, with the ensuing frost granting the attack a more destructive and lethal power. This pertains to releasing blasts of frigid wind to assault the opponent. The user can't move in various directions by using the frigid wind to propel himself in various directions.
Note:
-Can only be used thrice per battle

(Shimoton: Kage no masutā) Frost Release: Master of Shadows
Rank: B
Type: Offensive
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A (+20 in conjunction with wind)
Description: After using a wind style technique, the user will move one of his hands and release a blast of frost almost in an instant to follow up with his wind technique, inducting frost/freezing anything that comes incontact with the wind technique. The technique can be done in a quick succession as it's able to finish with the wind style technique the user initially released.
Note:
-Can only be used two times per battle and only in conjuction with Wind Release techniques up to A-Rank.

Approved here :

(Shimoton: Tsumetai Hanketsu) - Frost Release: Cold Judgment
Type: Offensive
Rank: Forbidden Rank
Range: Short
Chakra: 50
Damage: 90 (-20 to user)
Description: The user charges at the opponent and when he is ready to strike, the user creates massive freezing wind shrouds around his arms which are shaped like a lionhead, out of frost chakra. When the user strikes the intended area, the lion emerges out from his fist and bites into the area with its teeth, puncturing the opponent's skin and inducing cold within the body upon contact. The effect of localized frost bite is such that the technique, if used to target a vulnerable area can prove to be almost fatal.
Notes:
~Can only be used once per battle
~The jutsu will cost 20 damage towards the user hence its great chakra consumption and the effects of the jutsu causes pain on the user's arm.
~The user is limited to one handseal for the following turn because of the restrains the jutsu caused.
~No Frost techniques or techniques above S-Rank the same turn
~No Frost techniques above A rank the following turn

(Shimoton: Bunshi gensoku) - Frost Release: Molecular Deceleration
Type: Offensive/Supplemental
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90
Description: This jutsu is considered a finishing technique of the custom element. Only usable once the opponent or opponents have already been struck and afflicted with the effects of frostbite from any of the techniques in the element that afflict the opponent with frostbite. Once activated this technique will cause the frostbite present in the opponents body to violently begin to expand throughout the opponents body causing the skin, muscles nerves and general body of the opponent to begin to suffer from severe frostbite, this will culminate over a series of turns and ends with the opponents oxygen and blood supply being vaporized nearly entirely resulting in unconsciousness. The technique is performed with a single handseal followed by clapping the hands.
Note: Can be used once per battle.
Note: The frostbite effect can be considered any type of movement speed decrease or lasting debuff that is afflicted by any frost jutsu.
Note: This technique takes five total turns to culminate in it's final form, during these five turns the user may only use two jutsu per turn, additionally due to the focus required to sustain this jutsu he may not use any other forbidden ranked techniques during this time.
Note: The effects of the jutsu culminate each turn and increase in their effectiveness, on the first turn the opponent will lose 2 ranks of his speed, this will increase each turn up to the final turn when they can't move. He will also lose the ability to move large distances via his own body. I.E being able to use body flicker, and will be unable to physically run more than 5 meters per turn.
Note: The large amount of focus required for this technique will cause the user to be unable to utilize his frost element or water and wind for four turns after the technique has culminated.
Note: No jutsu above S rank in the following turn


(Shimoton: Shimo shinkūjin) - Frost Release: Frost Vacuum Blade
Type: Offensive/Supplemental
Rank: D-S
Range: Short-Mid
Chakra: 10-40
Damage: 20-80
Description: This jutsu is an enhanced variant of the vacuum blade technique, utilizing frost chakra the user is able to exhale pure frost chakra from his mouth on to any physical weapon he owns. Increasing the size and the range of the weapon as well as adding considerable damage. Unlike the vacuum blade this technique can also be used on the users limbs to create extensions for use with his taijutsu also. If struck by this jutsu the opponent will lose 2 ranks of his total base speed for four turns due to frostbite. The technique works in a very similar way to Danzo's Vacuum blade technique that was used to cover a kunai in tangible wind chakra to enhance it's size and length. The main difference between this jutsu and his usage is that this jutsu allows the user to increase the length more considerably being on par with chidori spear in terms of size and extension ability. Additionally it allows the user to manipulate the shape of the enhancement also like Chidori spear causing it to be more malleable allowing spike like protrusions to spike off from the blade. But these functions will only be applicable when using the A-S ranked version.
Note: Can be used twice per battle in S rank form, four times in A rank form, and an unlimited amount of times at B rank and below.
Note: After using the S ranked version, the user is unable to use frost release above S ranked the following turn.
Note: Only A-S rank enhancement will allow the range to increase to mid ranged.

Ice.
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My Own Creations.

#4 [Hyouton: Kōri ryū no Hōkō] Ice Style: Ice Dragon's Roar.
Rank: S
Type: Offense
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user channels massive amounts of wind and water chakra throughout the air around them. Once this is done the user will bring the chakra up through the throat, and breathe in deeply before exhaling a gargantuan blast of ice and mist from there mouth barraging the opponent causing extreme damage.

►Can only be used Once per battle.
►No A rank or above ice techniques the following turn

(1) Mcrazor.
(2) Gajeel.

#5 (Hyouton: kensei no Kōri ryū) - Ice Release: Power of the Ice Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their ice release chakra along with fair practice in the arts of the dragon slayer. This is usually used in close combat where the user will release their ice chakra around a part of their body covering them in a pale freezing aura. Which can be quite painful if an opponent is hit by it. When someone/something is contacted by this icy aura created by the user, it will cause there body to be damaged by the Ice chakra Numbing them on impact, Slowing any further movement for two turns.
Note: can stay active for 2 turns at a time
Note: Can't use fire jutsu at the same time

(1) Mcrazor.
(2) Gajeel.
 
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ReXii

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Caramel Release


Caramel Release
(Caramel)

Custom element english name: Caramel Release

The element is based on:
I saw Rei's Chocalate c.e and this idea sprung to my head, and i was just hungry at the time.
It is made up by a composition of Earth, Water and Fire.

Facts that prove the element to be possible (in the manga context):
Well, first off i saw Rei's idea of chocolate which shows different levels of minerals can be combined together to create new elements so i thought it is also possible with caramel.

Caramel is a beige to dark brown confection made by heating any of a variety of sugars. It is used as a flavoring in puddings and desserts, as a filling in bonbons, and as a topping for ice cream and custard

The process of caramelization consists of heating sugar slowly to around 170 °C (340 °F). As the sugar heats, the molecules break down and re-form into compounds with a characteristic color and flavor.

[Caramelization is the removal of water from a sugar, proceeding to isomerization and polymerization of the sugars into various high-weight compounds. Compounds such as difructose-anhydride may be created from the monosaccharides after water loss. Fragmentation reactions result in low-molecular-weight compounds which may be volatile and may contribute to flavor. Polymerization reactions lead to larger molecular weight compounds, which contribute to the dark brown color.

The user can use earth manipulation to create sugar canes from in the earth and heat that with there fire element to make caramel, infused with their chakra that can be manipulated to their will.

Caramel can come in a hot or cold liquid form, but if its created at the right temperature then the caramel can be formed into a hard substance of different dencities.

[Idea behind its creation:
Rei's chocolate, and hunger

Conditions to be able to use it:
Mastery of fire, earth, water and hunger xd

Is weak to:
Liquid caramel - Is weak to Heat and it will just dry up and burn and go black
Hard caramel - Is weak to water as it will disolve and ruin the density

Is strong against:
Liquid caramel - Is strong to all lightning based elements as its will have to effect on the liquid substance, and it will be hard for wind to penertrate.

Hard caramel - Is strong against wind as its hard to cut hard caramel, and its is strong to earth as it can be made very dense


Caramel Jutsu
B-Rank
3. (karumera) - Caramel release
Rank: D - S
Type: Supplementary/Attack/Defense
Range: Short-long
Chakra cost: 10-40
Damage points: 20-80
Description: The user will focus their chakra combining the necessary elements and create a caramel on the battlefield that they can use to attack, defend, or just bind the opponents. The caramel can be made in various shapes and forms. This can be made from the ground, the users chakra or via them spitting it out or releasing it from their body. This can be done in one of two forms, either solid or liquid Caramel. Liquid Caramel can only be used in projectile, blasts, attacks from the ground or familiars, basically unable to be held by the user. Hardened Caramel however can be used in any way reasonable. The user can make solid forms such as weapons and walls or waves and pulses of caramel. For B rank and below, the user will use hand gestures to form the caramel, for A rank the user will need to perform one handseal. A rank can be used once per turn, S rank can be used 3 times per battle with two turns between uses and no caramel A rank and above in the following turn.
Note: Liquid caramel dries up in 2 turns


4) (karumera bushin) - Caramel clone
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: After performing 2 hand seals, the user will release their chakra into the ground and create up to a total of 4 caramel clones.The user can also create the clones from existing caramel or from their own body. The clones will be made up of caramel, and because of this, will only be able to use caramel jutsu and taijutsu. When hit by the enemy in combat, the clones bodies will turn to caramel, so if you kick a clone, the kick will sink into their bodies and the enermy will be trapped. The clones can use the effects of their caramel skills to either liquidify their bodies, or harden them passively.

Note: Can make up to 4 clones.
Note: Can use all caramel jutsu.

A rank
1) (karumera amimono) - Caramel web
Rank: A
Type: Supplementary
Range: Short-long
Chakra cost: 30
Damage points: N/a
Description: The user will weave three handseals and create very a very think web of caramel wires all over the field that are so small that the opponent can't see them unless they have a form of enhanced vision such as a doujutsu that would allow them to see them. This web breaks on contact. The web is infused with the users chakra, so when the wires are touched, the user can sense the threads being broken, telling the user where the opponent is. The web is created from the ground spreading out all over the entire field connecting together, but the user can perform a single handseal to strengthen the web, so when a target comes into contact with it, instead of breaking, the web will stick to them holding them in place, through hand gestures the user can then control the webs to wrap around and bind the target. Even if the web isn't broken, the user will be alerted when something comes into contact with them, much like when a spider feels something on their web.

Note: Can be used 3 times lasting up to 4 turns. Two turns between uses.

2) (karumera kata) - Caramel Shapes
Rank: A
Type: Attack/Defense/Supplementary
Range: Short-long
Chakra cost: 30
Damage points: 60 (if in liquid boiling form)
Description: Using caramel chakra shape manipulation and three handseals, the user will be able to create objects/shapes of caramel like cubes, spheres, kunais, pillars, etc from their chakra alone, not needing to form the caramel from the ground. These objects will be made of pure caramel whether it be solid or liquid, but will be no larger than 2m cubed space. And example of this would be almost like a variation of the "(Suiton: Haran Banshō) - Water Release: Stormy Blockade" jutsu, which allows the user to create the water out of no where.

Note: Can only be used once per turn.
Note: Can only be used 4 times.

5) (karumera yuka) - Caramel Floor
Rank: A
Type: Defense/supplementary
Range: Short-long
Chakra cost: 30
Damage points: N/A
Description: The user will perform three hand seals focusing their chakra into the ground and create a 1 foot thick sticky layer of caramel all over the battlefield up to mid range rising out of the ground to cover everything. Due to the users affinity for caramel, they can focus their chakra into their feet accordingly to walk on it with ease like shinobi can walk on water, but the enemies will sink into the layer of caramel sticking them to the floor,the more the struggle the more they will sink and the caramel will cover their bodies burning them more due to the heat within the molten hot caramel. If the enemy manages to jump or lift into the air, the caramel will stretch still attached to their feet, and pull them back down as it contracts. This layer of caramel is mainly to be used as a caramel source for future jutsu that require it, creating a large source for the user to manipulate. At the cost of one of the users three moves per turn he can make hand gestures to control the caramel to stretch and reshape, controlling the field to help bind targets. Targets can escape from the caramel using jutsu to push themselves up or out of it following the strengths and weaknesses of the caramel, for example, a B rank fire jutsu would be able to burn away the caramel under the targets feet to escape. After 4 turns the caramel would dry up turning to hard caramel with no chakra within it.

Note: Usable 3 times last 4 turns. Two turns between uses

9) ]
Rank: A
Type: attack/defence
Range: short - mid
Chakra Cost: 30
Damage Points: 60
Description: This jutsu allows the user to bend and control caramel (through body movement) that they have already created or taken control off, to bend it into different shapes or forms by controlling the temperature and desity of the caramel. This can be used to solidify the caramel, turn it to liquid, of just to control its shape and temperature. It can even be used to control caramels movements in the air in the same way ninjutsu is used to control weapon movements in the air like shuriken. For example, if the user were to throw a kunai made or caramel they would be able to use this jutsu to change it's trajectory in the air.

6. (karumera youshiki) - Caramel Form[/B]
Rank: A
Type: Supplementary - Defense
Range: Mid
Chakra cost: 30 (-10 per turn)
Damage points: N/A
Description: The user will release their chakra into part/parts of their body which they will name as they use this jutsu, turning that part of their body into caramel, much like people can turn their bodies to sand, water, ect.. As they turn there body to caramel they will say which state of caramel it is. If it's the liquid state, the can stretch that part of their body. An example of this would be if the user used this jutsu on their arm explaining the liquid state, they could stretch there arm up to mid range to hit or grab someone. If the user's limbs get cut off while in this form, they must touch them to reattach them, or replace them with caramel from a source. This is instant and activates until canceled. The other state is the solid state of caramel, where it can be as hard as stone. This is good for defense but solid caramel has different weaknesses to liquid caramel. In the solid state the user will be more vulnerable to water as it will dissolve the caramel breaking it down. The user can only use caramel Jutsu in the form, but can turn back to normal at any point.

Note: Can only be used 4 times
Note: In this form the user will be more vulnerable to the caramel weaknesses
Note: Can only have a caramel limb for up to 3 turns

7) (karumera kabe) - Caramel wall
Rank: A
Type: Supplementary - Defense
Range: Short - mid
Chakra cost: 50
Damage points: N/A
Description: The user will perform 3 handseals focussing their chakra and create a wave of caramel that rises up in front of them in the shape of a wall which will then harden and act as a defensive wall to protect the user.

S rank
8) (karumera soutei) - Caramel Binding
Type: Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: (80)
Description: The user will perform three hand seals creating giant strings of caramel that shoot up stretching around the target/targets like a spiders web. This web can be created from any angle on the battle field, and can be made very stretchy by the user. This caramel shoots up with extreme speed binding the target making them unable to perform hand seals. These caramel binding can be made in the solid or liquid form of caramel, depending on the users needs, if made in the liquid form, the sheer heat will burn on contact causing 80 damage.

Note: Webs can be made from anywhere in the earth or from the users body or any caramel source.
Note: Usable 3 times with two turns between uses, no caramel above A rank in the same turn or next.

10) (karumera Tsunami) - Caramel Tsunami
Rank: S
Type: Attack
Range: short-long
Chakra Cost: 50
Damage Points: 80
Description: The user will perform 3 handseals as they focus their chakra into the earth. Upon completing the third handseal, the user will release their chakra causing a large wave to raise up out of the earth where the user chooses, and will travel forwards to long range from its starting locations hitting all in it's path. This will leave a layer of caramel in its path if it isn't stopped. This tsunami is made of liquid caramel, but the user can perform an addition handseal to harden most of the caramel making it like a landslide of caramel. The size of the tsunami of caramel is proportional to how much chakra the user uses to increase its size, much like swamp of the underworld. It can range from being 5 feet high to 30 feet high.

Note: Useable 3 times
Note: Takes half a turn for the caramel to harden

11) (karumera Doragon) - Caramel Dragon
Type: Offense/supkementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage: 80
Description: After performing three hand seals the user will release their chakra into the ground causing it to crack apart s shaking as a dragon made of solid caramel rises out of the ground. This dragon is 15m long from it's head to the end of it's tail, standing 10m tall with a wing span of 20m. Using their chakra the user can allow this giant dragon to fly. The body is made of solid caramel that would shine allowing it to have a solid defence while making it's attacks strong too. The user can also form this by performing the three handseals and spitting out the caramel dragon allowing it to take form. This dragon has another unique trait in that it can spew out a mass of liquid hot caramel, large enough to cover a 15m radius area or for attack/defence. This will be A rank in power counting towards one of the users 3 moves per turn.

Note: Useable twice. Must wait 2 turns after the first one is destroyed to be able to use it again.
Note: The blast of liquid caramel is A rank, counts as a jutsu and requires 30 chakra

 
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ReXii

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Fuuinjutsu.
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My Own Creations.

(Fuuinjutsu: Umi no gurandoshīru ) Sealing Technique: Grand Seal Of The Sea
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This technique is a powerful fuuinjutsu ability employed by those who specialize in water techniques along with being skilled in the art of fuuinjutsu. Normally employed on larger scale techniques ideally those that flood or otherwise cover a battlefield. Upon releasing a water jutsu the user of this technique will apply one additional handseal to the technique. Causing a sealing script to blend in with the water. Once the jutsu is completed and at it's full size, one more handseal will cause the sealing script to activate forming a large invisible glass like barrier around the outside of the water jutsu or across it's surface. To those outside of the water it would appear akin to a giant fishbowl with no exits. To those inside the water the barrier would be almost undetectable without the aid of sensory techniques. The purpose of the jutsu is to essentially reinforce any prison of water used to trap someone in. The barrier will be symbiotic with the water in that it will take on twice the amount of damage points the water technique had. This will become the damage required to shatter the barrier. Also the barrier could be broken with an equally ranked fuuin displacement technique. So for example if this technique was to be used with an A ranked water technique, the barrier would require 120 damage total to be broken. To clarify, the barrier is treated as an A rank, and the jutsu itself would be an A rank meaning to break both at the same time would require 120 damage. If this jutsu was used with a B rank, it would require 40 damage to break the Brank barrier and 40 damage to break the B rank water binding jutsu used, as the barrier takes on the strength of the jutsu.

- Once this technique has been used, the user will not be able to use any fuuinjutsu for two turns.
- It should be noted that this technique can in no way increase the offensive damage of a technique it it simply used to create barriers to prevent entrance or exit.
- Can only be taught by ReXii. Usable four times per battle.
- Can only be used on A ranks and below
- No other jutsu while focusing on the barrier

Taught to: -Vegeta-

#9(Hiraishin - Rasen Senkō Chō Rinbukō Sanshiki) Flying Thunder God - Spiralling Flash Super Round Dance Howl Style Three
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage points: 80
Description: This technique was devised by Minato Namikaze and employs the use of his Flying Thunder God Technique. Minato throws six Flying Thunder God Kunai all around the enemy, and teleports to them. It is a technique developed to create an opening for an attack.The technique can also be used with the help of a shadow clone, though this is not a compulsory component of the technique's execution. Minato can teleport to each of these six kunai once during this technique and in any order he chooses. But may only teleport to each one, once. This allows him to catch his opponent off guard quickly and efficiently. Once an opening presents itself Minato will dash forwards using his unique body flicker and attack by slamming a twin rasengan in to the opponent.
~Notes~
- The kunai must be scattered all around the opponent, each one can only be a maximum of five meters away from him and together they all form a circle.
-If used with shadow clones active Minato can choose to have a single shadow clone perform the attack in his stead.
- Can be used 1X per battle‏
- Must be taught by ReXii


(Fuuinjutsu: Fantomu ken o hauringu) - Sealing Technique: Howling Phantom Swords
Type: Offensive/Defensive/Supplemental
Rank: A Rank
Range: Short
Chakra: 30 (-10 per weapon)
Damage: 60
Description: The user after placing a unique version of the lightning blade creation seal on his body. Will perform two handseals before clapping his hands. Activating a powerful sealing jutsu on his body that allows him to summon a grand armory of weapons from his body at any point. Once activated the sealing technique remains able to summon and replace destroyed weapons from the users body. The weapons summoned can be hugely varied basic weapons of the users choice and when summoned will hover around his body within a 5 meter radius being controlled by his hand gestures in a similar fashion to the floating ninja tools jutsu. These weapons carry a static damage property of D rank damage each and the user is capable of having up to six weapons summoned at any one time. If destroyed another weapon can be summoned in it's place, upon summoning the weapons initially appear somewhat ethereal before forming completely, while this is only momentary it prevents the weapons just popping up in mid air with no forewarning. Essentially this jutsu gives the user a unique ability to have weapons readily available to him at any point. This jutsu is the cornerstone of the phantom swords techniques. These weapons are formed from raw chakra focused in a similar fashion to the rasengan making them capable of competing with elemental jutsu equally when released they are raw chakra which the user focuses causing the slight delay.

Notes:
-Once activated remains active until the battle ends-
-Summoning additional swords costs a move slot, but the user can summon between 1-6 swords for a single move slot depending on his needs-
-Must be mentioned in the users biography-
-Each individual blade is capable of taking D rank damage before breaking.
-Can only be taught by ReXii-

-Taught to Matt-


(Fuuinjutsu: Fantomu ken o hauringu: Dai gōshi āsenaru) - Sealing Technique: Howling Phantom Swords: Armiger Arsenal)
Type: Offensive/Defensive/Supplemental
Rank: S Rank
Range: Short
Chakra: 40
Damage: 80
Description: An improvement on the original Howling Phantom Swords technique, the user will sacrifice the ability to summon the six swords and instead replace them with a singular weapon of increased power, there are several of these weapons and each one has unique properties. But only one may be summoned at any given time. Summoning a replacement will cause the one present to vanish and it's effects will no longer be usable. This technique can be activated once the parent technique is active, and can only be sustained for four turns before reverting to the parent technique for four turns to recharge. At which point the user can reactivate it at the cost of a move slot. The abilities of the various weapons will be listed below. The technique works by supplying increased chakra to the parent technique. While the seal itself remains A ranked the chakra provided to the weapons is heightened.

Aqesiro
Sword that slices through space and time, allowing its wielder to warp at will.
The first of the swords and also one that may only be used by a Minato biography or a biography with access to the flying thunder god technique. The sword is marked with the seal of the FTG on creation, the blade takes the form of a scimitar with a single edged cutting blade. Reminiscent of a pirates sword. With a large square crossguard. As with all of the Howling Phantom swords it's composed of pure chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The blade allows the user to teleport to it once every two turns and this costs a move slot.

Secace
Storied sword that strikes with waves of resonance. Calls forth the formidable power of the Knightswords.
The second of the swords of the Armiger Arsenal. Secace takes the form of a longsword with a double edged cutting style. Reminiscent of a captains sword. With a circular crossguard. This sword is part of the elemental variants and allows the user to use the water element to resonate through the blade upon striking, it will cause water to blast through the opponent or object struck finding any orifice such as pores or porous material to penetrate the target causing heavy internal damage. As with all of the Howling Phantom swords it's composed of pure suiton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Galatine
Gallant greatsword that cuts through thin air to find its mark. Calls forth the protective power of the Knightshield.
The third of the swords of the Armiger Arsenal. Galatine takes the form of a greatsword with a double edged cutting style. Reminiscent of a giant knights sword. With a rectangular crossguard. This sword is part of the elemental variants and allows the user to use the wind element to create a large shield in front of the blade composed of pure wind chakra that is capable of blocking against attacks. As with all of the Howling Phantom swords it's composed of pure fuuton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Rhongomyniad
Lance that nimbly negates damage using displacement. Calls forth the preventive power of the Knightguard
The fourth of the swords of the Armiger Arsenal. Rhongomyniad takes the form of a large dragoon lance instead of a sword. The spear is three meters in length. Reminiscent of a spartans primary weapon. With a hooked end aimed to cause huge damage to an opponent. This sword is part of the elemental variants and allows the user to use the fire element to create a wave of fire aimed to consume attacks heading towards the user while pushing him 5 meters in an chosen direction. As with all of the Howling Phantom swords it's composed of pure katon chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Carnwennan
Daggers that light the darkness. Calls forth the paralyzing power of the Knightguard
The fifth of the swords of the Armiger Arsenal. Carnwennan takes the form of two large straight daggers instead of a sword. The daggers are large and double edged. Reminiscent of Roman Gladius though slightly smaller. This sword is part of the elemental variants and allows the user to use the lightning element to create a shroud of chakra to enhance the length of the daggers to roughly the size of normal swords. When this chakra clashes with an opposing technique one of two things happen, if it overpowers the technique the electricity will run through the length of the technique and travel on paralyzing the opponent, or if the techniques cancel each other the lightning shroud will explode in to a flash of blinding light capable of blinding an opponent. As with all of the Howling Phantom swords it's composed of pure raiton chakra of S ranked and behaves as the other swords in it's strengths and weaknesses. It can also be controlled in the same way as the howling phantom swords. The ability of the blade can be used once every two turns and is considered an S ranked move.

Notes:
-Once activated remains active until the battle ends with the exception of it's cool down period-
-Summoning additional swords costs a move slot, but the user can summon any of the weapons listed-
-Must be mentioned in the users biography-
-Must have activated the parent technique to use this-
-Each individual blade is capable of taking S rank damage before breaking-
-Each blades ability can only be used twice per battle in addition to the rules in the moves-
-Can only be taught by ReXii-

-Taught to matt
^

(Hiraishin: Kurai mayonaka no uta o hauringu hareyaka.) - Flying thunder god: Radiant Howling Song Of The Darkest Midnight.
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (-20 to the user)
Description: This technique is unique to Minato Namikaze, the technique begins with the user drawing and holding six flying thunder god kunai, three in each hand between his fingertips, then using his unique variation of body flicker he dashes towards the opponent in a blur of speed using his unique body flicker, untrackable to anyone without the sufficient reactions to follow his movement, however as he begins to run he releases the kunai one at a time, to his left and right in sequence, merely releasing them, he reaches the opponent with one rasengan formed, moving behind the opponent and slamming the rasengan in to his back to knock the opponent down the line of FTG kunai, then as the opponent passes each kunai, Minato will teleport to the said kunai and hit the opponent with another rasengan. This can happen up to five times with the sixth kunai striking the opponent with a huge two handed oodama rasengan blasting him in to the earth.
*Note* Usable once per battle.
*Note* This technique takes two jutsu slots.
*Note* Due to stress on the user they are limited to A rank and below the following turn and S rank and below for three turns after that.

^

Hiraishin: Sūpārōringusandādansu sanka) - Flying Thunder God: Super Rolling Thunder Dance Participation
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is a variant of the flying thunder god technique in which Minato makes usage of his three primarily used elemental abilities of lightning and fire. It begins with Minato dashing in a burst of speed using the body flicker technique in a unique way to encircle his foe while dashing in the circle Minato will drop 8 of his flying thunder god marked objects to form a large circle around the opponent, each of these flying thunder god marked objects will be charged with elemental chakra individually before performing this technique thanks to a unique version of his flying thunder god space time barrier seal having been used to absorb and seal the elements outside of battle, leaving 4 objects marked in the circle of each element by the time he has completed the circle around his opponent via the body flicker. Upon completing the circle Minato will make a string of four handseals to activate miniature versions of the space/time barrier technique that will fire a raw blast of each element from the relevant flying thunder god marked objects all of these blasts will be formed in such a way that they will create a large dome of linked chakra in a 360 degree radius around the opponent that will converge on said opponent very rapidly in a double elemental blast. While the opponent most likely can't see the fact that they are surrounded on all sides this techniques combination creates a very loud thunder crack sound due to the mixing chakra natures of fire and lightning making it rather tell tale that the technique surrounds them, however the incredibly loud sound of a converging thunder crack will also damage the opponents hearing, making it more difficult for him to react to tai techniques for a turn afterward (-2 to reactions).
Notes:
-Can only be used by those who have a bio capable of using FTG
-Can be used with any FTG marked object as a medium such as a kunai.
-May only be used twice per battle
-No forbidden ranked jutsu the same turn this is used
-Only teachable by ReXii


(Fuuin: Hitei-teki dōka) - Sealing Technique: Negative assimilation
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: N/A (-30 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji 否定的同化 that automatically activates upon the user being struck with a fuuinjutsu from an alternate chakra source to their own I.e an enemy sealing tech. A barrier will form almost instantly over the user taking the form of a rapidly spinning sealing script. The effect of the barrier is to reduce the power of other sealing techs by forcibly assimilating the users chakra in to them to undo the sealing. Much like the canon seal destruction. However this version is autonomous, should the enemy fuuin be equal to or below the rank of this tech it will be completely cancelled. However it will only lower the power of higher ranked fuuin by one rank. Lowering S to A for example.

Note: Can only be used thrice per battle
Note: Only applies to fuuinjutsu techniques
Note: Requires a two turn cooldown between uses.
Note: When activated, the user is unable to perform Fuuinjutsu above A-Rank in the same and following turn.

Approved here
https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-2#post-21859670

Taught By Others.

Inverted World (Sakasa Seken)
Rank: B
Type; Supplementary
Range; Short-Long
Chakra cost; 20
Damage points; n/a
Description; Unique to Minato, The technique releases a circular barrier in the field 5 m huge in radius from the point where the sealing formula is placed. The primary function of the barrier is to use the refraction of light and invert the target’s sense of sight, like an optical illusion. The target reacts to instinct and mess up in directions and distance, a skilled enough user might be able to react to it with the right amount of time and opportunities. The barrier can only be detected by someone outside of it or by other sensory methods capable of detecting barriers like Byakugan or Rennigen. Normally it can’t be detected until its too late. The user has to go through training to get used to the senses within the barrier.

Flying Thunder God: Explosion (Hiraishin: Bakuha)
Rank: A
Type: Offensive
Range: Short-Long
Chakra cost: 30
Damage Points: 2 Tags= B-rank, 4 Tags= A-Rank, 8 Tags= S-Rank.
Description: The technique transports explosive tags to a FTG seal. These explosive tags are altered by Minato to take advantage of his FTG technique. Minato rewrites the sealing in the explosive tags to ad the FTG seal formula into the explosive formula enabling him to teleport the explosive tags into an FTG seal. Minato can set the explosive tags to explode on arrival or when enemy chakra is nearby. The explosion is related to the amount of tags used and nothing else.
Note:Usable 4 times in a battle
Note:Can't be applied when the FTG seal is placed directly into someone

Taught by Xylon.



Sealing Technique: Hermes' Reply| Fuuinjutsu: Hermes' Touben
Type: Supplementary
Rank: D
Range: Short (When seal is applied on the object)
Chakra Cost: 10
Damage Points: N/A
Description: The user applies a sealing formula to a case of sorts (the 'case' doesn't necessarily have to be a case. It can be a letter, door, scroll, jar, box, suitcase, etc. Anything that can be opened can have the seal applied to it. After applying the seal, it seems to disappear on the object but is still there, just no longer visible. Seemingly doing nothing, the seal allows the user to know if the object has been opened. Once the object is opened, the seal is broken and the user is mentally alerted. Using the principles of chakra taught by the second Hokage, when the seal is broken, the tiny fraction that dissipates and alerts the user, also creates a fleeing chakra signal. This can be used to attach a paper bomb to the "case" which is automatically detonated once the seal is broken ( Quantifiable as 10 damage from the explosion of a paper bomb ). This usage is supplementary, and works with 1 paper bomb placed at the same time as the seal, it serves no purpose deactivating genjutsu or enemy seals.

Wind/Sealing Technique: Ouranos' Gift| Fuuton/Fuuinjutsu: Ouranos' Houtei
Type: Supplementary
Rank: C
Range: Short-Long
Chakra 15
Damage Points: N/A
Description: The user applies a sealing formula onto a paperbomb, infusing a small amount of wind chakra in it. While harmless on it's own, once the tag detonates, the burst of wind will feed the explosion, making a single tag as destructive as three, the norm being 10 damage. The seal is applied in short range, and seems to disappear afterwards. The secondary use of this seal is that, while activated, the user can, with a single handseal, release the seal, which will detonate the wind-powered tag, just like a normal tag, but, with the presence of the seal, the user is able to access it at any range, making it a perfect remote controlled bomb.

^ Taught by Madara Uchiha.

(Fuuinjutsu: Disupurēsa-jū ) l Sealing technique: Displacer beast
Type: Supplementary
Rank: B Rank
Range: Short - Mid
Chakra: 20 (+10 per movement)
Damage: N/A
Description: The user of this technique begins by adding a unique sealing formula in to any already made sealing formula, this unique formula maintains a connection to the user. Allowing them to freely maneuver the sealing script itself, directly from the container of the seal. Be it a scroll or a kunai. The sealing formula can be moved through any tangible medium, such as the earth, or water, even tree's. The sealing formula can move at a speed equal to the users base speed only. This effectively allows the user to move his sealing script freely via hand gestures to relocate seals he or she uses. An example of usage would be with (Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique, where as the special tag could be relocated to accommodate for user movement.

~Notes~
- Moving the seal requires hand movements.
- Cannot be used on ftg seals
- Must be taught by Vegeta

(Fuuinjutsu - Shiketsu no Rikudo) Sealing technique - Six paths of Hemostasis
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: A unique sealing jutsu designed with the sole intent of sealing the natural flow of chakra through a persons body temporarily. The technique is applied to any weapon the user happens to be wielding at the time. Covering the weapon in visible sealing script that differs from traditional sealing scripts in color. Being a dark crimson almost black still but more red. This script can also be applied to the opponent via direct touch, cutting out the middleman so to speak. When applied this technique directly targets the chakra flow of the opponent. Causing it to move much slower throughout the body in a similar way to hemostasis in medical fields. Hence the name of the technique. By causing the opponents chakra to move throughout the body slower it can create clots of sorts around the tenketsu. Not only does this cause the afflicted person to take longer to mold chakra it can also prevent them from using certain powerful jutsu over time as the chakra flows slower over time. Provided the seal remains. Overall the effects of this jutsu effectively adds time to how fast they can make seals, slowing the creation of their technique somewhat. A technique that requires one handseal would now take the time of four. Two hand seals, it would take them as long to perform them as it would normally take to do five, and so on. Additionally the afflicted will find themselves requiring the time of performing two hand seals for techniques that usually require none. This is applicable the moment the seal is applied.
In terms of limiting the usage of powerful ninjutsu. The moment this seal is applied the afflicted loses access to techniques of a forbidden ranked nature. The afflicted then lose access to S ranks on their next turn, then A ranks on the subsequent turn. The afflicted would always be able to access B ranks and below. The clotting of the Tenketsu causes chakra to leak from the afflicted body, causing them to lose 20 chakra each one of their turns by default before using any jutsu. In a similar way to how the Hyuuga expel chakra forcefully the clotting causes this without the afflicted intending it, thus the chakra is wasted.

~Notes~
- This seal lasts for 5 turns, after which the afflicted regains usage of up to S ranks however the clots of chakra prevent access to enough chakra for higher ranks.
- This seal can be removed prematurely by one skilled in fuuinjutsu, practicioners in fuuinjutsu can remove it with a sealing displacement technique, however it can also be removed with a full body surge of equal or higher rank.
- Will not work on EIG
- Must be taught by -Vegeta
- Can be used 2X per battle‏




(Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic

Type: Fuuin
Rank: A
Range: Short (mid range blast when released)
Chakra: 30
Damage: 60
Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.

Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal A rank and below
Note: Must wait 1 turn to use this jutsu again
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns.
Note: Can only seal one element, not elemental combinations.
Note: Useable 3 times


Taught by Pervy.



(Fuuinjutsu: Sutandingu Obēshon) - Sealing Arts: Falling Ovation
Type: Offensive
Rank: A
Range: Short/Long
Chakra: 30
Damage: 60
Description: Initiated by placing a kanji mark on the targeted object marking the words "Separation Barrier" either on an object or the limb/body part of the target through the user's hand by making direct contact. Alternatively, the user can place his hand on the surface and have the Kanji run through the ground/surface and reach it's target(s), if there is more than 1 target, the user can release more than 1 Kanji. The user then activates the seal by snapping his fingers with hands several times, the practitioner creates a blue, cuboid barrier around the head/limb of his opponent or around the object, it's size varying on the extremity it's been placed on. Bringing the palms of his/her hands together, the practitioner emits a signal of chakra into the barrier. When the chakra activates the barrier turns red before "falling away", virtually sliding off the main body and cutting off the limb of the victim in the process. This can only be used on limbs and body parts (hands, feet, legs, arms) but not the head. This technique can be used against multiple opponents at once so long ast he Kanji seal is placed on all of them. Further more, if the Kanji is placed on the Kunai, the user can stab something or someone with it, and achieve the same effect, covering the effected area and not only the kunai; such as the leg of an opponent. The technique works exceptionally well with all tangible matter, not restrained to regular objects or humans, but also Earth techniques.
- Can only be used x3 per battle, with 1 turns of interval between uses.
- The seal takes 1 turn of preparation. As such, the user has to wait 1 turn once placed, before activating the seal (can do so on the next turn). Addtionally, if not used in the next 2 turns, the seal breaks apart by itself. Not harming the target.

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(Fuuin: Hakari no Doragon) - Sealing Technique: Scales of the Dragon
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: N/A (-40 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji for "Impervious" that automatically activates upon the user being struck with a Taijutsu attack. A barrier instantly forms over the user (before the user can be harmed) and mitigates the damage dealt by the strike and any subsequent strikes encompassed in the technique or freeform combo. Whether a Taijutsu technique deals one single hit or a multitude of them, each activation of this seal will defend one single Taijutsu attack/combo, be it freeform or a technique. The effect of the barrier is to reduce rather than eliminate the damage the user takes from being struck physically by the opponent so it will only halve the damage of any Taijutsu technique no matter how powerful (e.g. S-Ranks will fall to 40 damage, D-Ranks will fall to 10 damage). Due to this seal only reducing damage rather protecting the user completely, it acts as a failsafe more than anything else in case the user is caught unawares by someone much faster than them. The user’s body will sustain the remaining damage after the barrier halves it’s power.

Note: Can only be used thrice per battle
Note: User still takes half the damage
Note: Only applies to Taijutsu techniques
Note: No A-Rank or above Fuuin in that turn or next.
Note: Can only be followed up with a Defensive and/or Supplementary Jutsu

 
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ReXii

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Blazing Lightning
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Taught By Pervy.

(Kaen Rai kousen) - Blazing lightning Beam
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user with perform one handseal gathering a large amount of fire and lighting chakra into their middle and index finger. The user will then point air their target releasing a concentrated blast of fire, with a 1 inch diameter. Around the fire the lightning will be wrapped/coiled around it, hitting the target in sync at great speeds.

Note: No water jutsu in the same turn.
Note: Useable 2 times

(Kaen rai otakebi) - Blazing lightning roar
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user with perform one handseal gathering a large amount of fire and lighting chakra into their gullet. Then the user will release an intense blast of fire and lighting at the target of his choice. The fire blast errupts from the users mouth with a 1 ft diameter and as it's released the lighting coils around the fire blast making a 2 element blast.
Note: Useable twice
Note: No water jutsu in the same turn.

(Kaen rai ken) - Blazing lightning blade
Rank: S
Type: Attack
Range: Short-mid
Chakra Cost: 40
Damage Points: 80
Description: The user will gather a large amount of fire and lightning chakra around their fist. They will focus the lightning chakra to make it sharp, while they control the fire to surround the sharp shaped lightning. The user will then punch at their target, the lighting will cut what it comes into contact with (within reason, like not Forbidden ranked stuff) while the fire will be released in a huge burst blasting forwards to mid range burning what ever the user has hit with the lighting wrapped around the flames to shock and numb what ever it hits for 1 turn.
Note: useable twice
Note: No water jutsu in the same turn

(Kaen rai butoukai) - Blazing lightning balls
Rank: A
Type: Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will gather there fire and lightning chakra into their hands. As they do so, they will create balls lightning that rotate rappidly generating heat, which the user controls to make create fire rapped around it, and with lightning focussed through it, making a ball of fire and lightning. The user is able to throw these balls of blazing lightning anywhere up to mid range. The user can only make 1 balls to throw from his dominant hand.
Note: Can only be used by zane and the pervy sage
Note: Can only be used 3 times
Note: Submitted by zane

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

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

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

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

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

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

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

Dragon slayer techniques, allowed by Xylon.
Also taught by Pervy.




 
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ReXii

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Taught By Others.

Ninja art: Chakra Cannon (Seishou kyanon)
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a massive amount of chakra into their index finger and aims at the opponent he then release the blast sending a blast of pure chakra at the opponent
~Can not use Ninjutsu techniques the next turn~
~Can only be used by me and who I teach~

Taught by Howard.




(Kuchiyose - kashakutaku ) - Summoning: Torture table
Type: Attack
Rank: S rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: The user will perfrom 3 hand seals and slam their hands to the ground performing a special summoning. Suddenly a table like that from a mental institution will shoot up from the earth swiping the targets feet from under them. As this happens the straps on the table will shoot up around the target binding them to the table. The person bound is anable to use their arms or raise their head at all due to the straps that bind them in place. As they are bound, 2 earth clones dressed like mental doctors with scalpels in hand. The table is made of metal and the bands are made from rubber so that lighting wont work.

Note: Useable once
Note: Target must be distracted
Note: User cant use elemental jutsu while concerntrating on this jutsu.

(Soshi kishimu Kuchiyos) - Elemental summoning gourd
Rank: S
Type: Attack/defence
Range: Short – Mid
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: The user will peform 2 handseals slamming their hands down performing a summoning. The two handseals will depend on the element they choose. The user will summon a gourd that they have prepared before the battle. Each gourd was prepared with a barrier in it and will contain one of the 5 elements that will be infused with the users chakra. The element will act as an extension of the user. The user is able to control the element on their back with their chakra, much like Gaara can with his sand just not as fast. The way the elements are released in the gourd, is that the gourd is filled with fuuin seals which contain the desired element, like a scroll can contain fire. The use will release that seal releasing the element with each gourd.The elements are:

Katon: This gourd will have special flames sealed within it that were created by the user and are infused with the users chakra. The user can control these flames with hand movements or special handseals.

Suiton: This gourd will contain a portion of water infused with the users chakra allowing him to control it and bend it into shapes. The user can control the shape of the water and movements by moving their hands or using handseals.

Fuuton: This gourd will contain spiralling, violent winds that are visible to everyone and are infused with the users chakra. The user can control these winds for attack and defence with their hands or handseals.

Raiton: This gourd will contain pure lightning sealed within the gourds barrier infused with the users chakra that the user can release, bend and control, reshape, attack and defend with using their hand motions or handseals.

Doton: This gourd contains mud infused with the users chakra. This Mud can be controlled through hand motions or handseals or handmotions. Upon performing 1 handseal, the user can harden the mud to solid stone.

Each gourd has taken a long time to be created and only the user can control the contents due to the amount of chakra infused within the elements. If the use is using their hand motions to control the shape and motion of the elements, they are unable to use other jutsu. All the gourds have the same one ability, the user can perform the snake handseal and the element from within the gourd will surround them in an orb creating a protecting barrier.

Note: Only one gourd can be summoned by a person or clone at at a time and only one gourd can be present in the battlefield at a time.
Note: Each person or clone can only control the one gourd at a time.
Note: Once the element has been destroyed it can no long be used. An exampe would be if the fire was overpowered by water, it would be gone for good.
Note: The gourd only lasts on the field for 4 turns
Note: Each gourd can only be summoned once
Note: Can only use this jutsu 3 times per battle.
Note: Controlling the movement of the element counts as one of the users 3 jutsu per turn.
Note: The speed of the elements is the same as that of normal elemental jutsu of that nature.

(Katateochi Meisai Gakure no Jutsu) - Partial Camouflage Concealment Technique
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will focus their chakra into parts to their body like the camouflage concealment technique, but instead ill only turn the named body parts invisible to the naked eye. The user can also use this by placing their hand on object and releasing their chakra into it making it invisible to the naked eye. This can be very useful when used on throwing weapons or your arms in a close combat fight.

Note: Object must remain in the users grasp to remain invisible. Using wires to connect to the object won't work.
Note: Doujutsu can see through this technique.
Note: Can only make invisible something up to the size of the user.
Note: Useable 4 times.


Ninja Arts: Touch of Circe (Ninjutsu: Souhou no Circe)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This jutsu is simply an expansion of a basic ninja skill learned in the academy. The basic transformation jutsu allows the user to transform himself into virtually anything based around his imagination. The technique is designed to allow someone to use a larger amount of chakra, and shape control, in order to be able to transform inanimate objects around him, that he is touching in a similar way to the canon transformation technique. The user uses shape transformation, and extremely precise chakra control to not physically change it but to change its appearance in a way similar to the transformation jutsu. Like the transformation technique, the object's actual physical properties are not changed. For example if the user was to transform a brick into a feather, the newly transformed feather would weigh the same as a brick, and have the same mass; the reverse is also true. In addition, the transformation will revert after being hit by a elemental jutsu of B rank or below, following the elemental strengths and weaknesses.

#Can only be taught by Vex
#No ninjutsu above A rank same turn or next turn
#Can only be used three times per battle

 
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ReXii

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Taijutsu.
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My Own Creations.

#8(Taijutsu - Sekai no omo-sa) Taijutsu - Weight of the world
Type: Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage points: 80
Description: A unique taijutsu striking combination used in quick succession. From a grounded position the user will spread his legs slightly lowering his center of gravity in almost a very loose horse stance. From here they will deliver a single straight punch to the opponents upper rib cage and almost immediately they would be swinging their other arm as the first strikes, repeating this process to land a total of eight punches with incredible speed. The entire technique takes around three seconds to complete, which is the average time in real life for a trained fighter to deliver these types of attacks. While not that damaging the attacks serve to soften up the opponents rib cage creating a slight separation in the middle of them. This is where the final strike comes in to play. The user thrusts his hand forwards between the ribs targeting the sternum directly the hand is thrust using the fingertips with deceptive power. Should the attack strike the sternum it is aimed to flatten the sternal angle to achieve a similar effect to damaging the throat, the opponents blood circulation and breathing will suffer. Causing him to lose 30% of their speed. While the attack is typically non fatal it's unlikely many could fight in this condition and should they over exert themselves with excessive movements they would certainly run out of oxygen and collapse.

~Notes~
-Should this attack land successfully the afflicted may not move more than 5 meters per turn by moving directly with their own body.
-This attack also prevents the opponent from using any body flicker or variants of such.
-The initial eight hits have a stunning effect, should all eight hits land cleanly the ninth is almost completely unavoidable.
-Should the final strike land the speed debuff remains active for four turns.
- Can be used 1X per battle‏
- Must be taught by ReXii



#10( Taijutsu: Koushoku Senkou Sora Sumasshu ) - Taijutsu: Yellow Flash Sky Shatter
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra: n/a
Damage: 60
Description: Minato Namikaze using his incredible speed and reflexes, is able to intercept a taijutsu attack aimed for the upper body, he pushes his body weight using both hands on the attacking limb, launching himself skywards whilst pushing his opponent down. Similar to the intersection method however both hands are above the limb so it does not behave as a pincer, more of a lever.
Once airborne he twists his body rolling over and performing a descending sky kick similar to the type used by Hashirama Senju and Tsunade Senju, lacking a large degree of the force, the speed factor more than makes up for the lack of power. However it can not cause large scale destruction, in terms of damage it behaves in a similar fashion to the kick used by Rock Lee against Gaara in part one, causing a mild aftershock effect. Being part of the yellow flash taijutsu series is the core reason only Minato biographies can use this technique.
Notes:
*Can only be used by those who have completed canon taijutsu (not NB taijutsu)*
*May only be used four times*
*Only teachable by ReXii*

^

#15 (Taijutsu: Kibisu Gaeshi) - Body Technique: Heel Trip Reversal
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short
Chakra Cost: n/a
Damage Points: 40
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while lowering his body, grabbing his opponents upper body while also grabbing the opponents heel, pulling the opponent down to the ground with considerable force and winding him along with possibly breaking his ribs, certainly doing so if extra force was applied to the heel trip. Due to having the wind knocked out of him and probably broken ribs, the opponent will find himself losing 15% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back. This technique pulls the opponent on to his back and the user will be using the momentum both generated by himself and his opponents own momentum against him which causes a considerable amount of damage being able to shatter the ground that is landed upon in a similar way to the Leaf Dragon God techniques level of momentum and destruction.

~Notes~
- Usable 3x per battle
- Must be taught by ReXii

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#16 (Taijutsu: Yama Arashi) - Body Technique: Mountain Storm
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: 60
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while grabbing the opponents shoulder and flipping him directly over the users shoulder using both his legs and arms to supply force in to the throw crashing his opponent in to the ground with tremendous force enough to shatter the floor and winding him along with breaking his ribs, certainly proving fatal if extra force was applied. Due to having the wind knocked out of him and probably broken ribs, the opponent will find himself losing 20% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back. Should he survive the attack of course. This technique slams the opponent on to his back and the user will be using the momentum both generated by himself and his opponents own momentum against him which causes a considerable amount of damage being able to shatter the ground that is landed upon in a similar way to the Leaf Dragon God techniques level of momentum and destruction.


~Notes~
- Usable 3x per battle
- No S rank tai the same and following turn
- Must be taught by ReXii


#17(Taijutsu: Koushoku Senkou ndāwārudo no fumidai ) - Taijutsu: Yellow Flash Underworld Springboard
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra: n/a
Damage: 60
Description: Minato Namikaze using his incredible speed and reflexes, is able to intercept a taijutsu attack aimed for the lower body, flipping forwards he pushes his body weight down using both hands on the attacking limb, pushing his opponents offensive limb down in to the ground, while Minato himself will twist his body and line both feet up with his opponents upper sternum, before using them as a launch pad for a variation of his unique body flicker in which he will kick his opponent with both feet powerfully in the upper sternum launching himself up to ten meters away and leaving his opponent sprawling and winded, causing said opponent to lose 2 ranks to his base speed and reactions for two turns due to being winded the winded effect is caused by being kicked directly in the upper sternum which literally knocks the air out of your chest and makes breathing much more difficult for a short time. Being part of the yellow flash taijutsu series is the core reason only Minato biographies can use this technique. This technique is essentially an enhanced version of the movement style Minato used to rescue the child Kakashi from the Iwagakure shinobi's attack. Except with this version Minato relies not only on the fast movement to get close and escape, but to harm his opponent while facilitating his movements.
Notes:
-Can only be used by those who have completed canon taijutsu (not NB taijutsu)
-May only be used 3 times, using this twice wont stack, it will just extend the duration of said effect.
-Only teachable by ReXii

#18(Bukijutsu: Koushoku Senkou Bureidodansu ) - Bukijutsu: Yellow Flash Blade Dance
Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: N/A
Damage: 40
Description: Minato Namikaze using his incredible speed and reflexes, is able to intercept a taijutsu attack directed at his person, using his unique triple pronged kunai to facilitate the counter. As the opponents offensive limb approaches Minato, he will quickly make a motion to dodge the attack, which can very using a cadence of steps, I.E a sidestep or backstep. While performing the evasive motion Minato will use his triple pronged kunai to his advantage, digging the blade in to the opponents offensive limb and aiming to sever an area of muscle or a tendon to cause some minor damage but considerably crippling damage in regards to the opponents movements in future. Any limb struck by this technique will be unusable for three turns entirely and even when gaining use of it again the opponent will be unable to facilitate certain motions. I.E if an arm was the target the opponent will be unable to string more than six handseals per turn, if the target was instead the leg the opponent will be unable to move more than six meters under their own volition each turn and will lose access to the body flicker technique. This technique can only be used by Minato Namikaze and requires his unique triple bladed kunai for usage, as the kunai's design is ideal for the crippling blows delivered by this technique in comparison to a normal single pronged kunai.
Notes:
-Can only be used by those who have completed canon taijutsu (not NB taijutsu)
-May only be used four times
-Only teachable by ReXii

Taijutsu: Tengoku piasu tsume) - Taijutsu: Heaven Piercing Claw
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: 60
Description: The user of this technique will begin by using an open palm, with no separation between his fingertips, then by thrusting his fingertips in to a sensitive location on the opponents body such as the sternum, or any major nerve cluster the user will cause considerable damage along with debilitating effects that vary on the location struck, for example if the sternum was struck the opponent would have the wind knocked from his body losing 3 total speed levels and being unable to use fast movement abilities such as the body flicker additionally he would lose the ability to mold chakra in his stomach, preventing the usage of abilities that require this, such as fire techniques expelled from the mouth. Should the user strike a nerve cluster in the arms of the opponent, said opponent would be unable to use the arm to perform any actions for three turns, and upon regaining usage of the arm he would be slowed considerably in regards to forming handseals, with a single seal taking as long as two normally, and scaling upwards with two taking the time of four etc. If a leg was struck the opponent would be unable to move under his own volition for three turns and upon regaining the ability to move would still be unable to do so for extended distances, being unable to move six or more meters per turn for the remainder of the fight without collapsing and causing permanent damage to the afflicted leg. This technique can be used in a counter striking method against an oncoming taijutsu attack by avoiding the opponents attack using a variety of stepping motions I.E a sidestep or backstep, but can also be used offensively. The thrusting motion of the attack using the fingertips can be substituted with a bladed weapon if desired such as a sword or kunai. Regardless of being armed or unarmed or what area is struck the attack is capable of causing quite heavy bleeding if successful comparable to the bleeding caused by biting ones own tongue off. Which can have negative long term effects obviously including bleeding out over a number of turns unless the blood loss is somehow stemmed.
Notes:
-Can only be used by those who have completed canon taijutsu (not NB taijutsu)
-May only be used three times
-Only teachable by ReXii







Allowed By Others.

Speed rave (Issanniushi)
Rank; A
Type; Supplementary
Range; Short-Long
Chakra cost; 30
Damage points; N/a
Description; A sword fighting style that puts a large emphasis on overwhelming enemies with wide-ranged, speed-based combos. The user releases large amounts ki from his body and utilizes it all to mainly increase his speed, the magnitude of the ki slightly levitates the user above ground. The mode is wideranged andspeed is particularly raised upto these basis, the user will require a wide area to move at, attacking from different directions.
Note; Last 3 turn after activated
Note; Only usable 2 times per battle

Taught by Xylon


(Fuuton - Rekkyaku Kuubu) - Wind Style - Cataclysmic Whirlwind
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: When reacting to a high strike, or a high strike by the user is blocked and countered, the user, while reacting to the strike/counter attack, does a backwards handspring concentrating a slicing blade of wind to their dominant foot slicing vertically into the opponent. They can continue by gathering more wind chakra throughout their body, releasing it clockwise around themselves as they spin on their hands, the wind chakra bursting out like a small tornado surrounding them as they plant their foot with their other dominant foot raised high in a slicing kick, the wind chakra speeding the rotation of the attack.

~Notes~
- Must be taught by -Vegeta
- Can be used 2x's per battle
Ref-
New Ref-

(Taijutsu: Koshi Guruma) - Body Technique: Hip Wheel
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while turning, grabbing his upper body while twisting his hips and pressing in to his opponents side, the users body behaves as a lever for the opponent causing him to be thrown in to the ground with considerable force, because this attack uses the opponents own momentum against him the opponent will suffer detrimental effects should this attack be successful. Due to having the wind knocked out of him and probably broken ribs, losing 15% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back.

~Notes~
- Usable 3x per battle
- Must be taught by -Vegeta

^

(Tonkuusho) - Point Blank

Rank: S
Type: Supplementary ~ Attack
Range: Short
Chakra Cost: 40(+10 per turn)
Damage Points: N/A
Description: Tonkuusho is a type of Taijutsu which allows the user to fight with the opponent from any position, even by not looking at him. The user begins charging chakra around him in high amounts, creating a sort of invisible cloak of chakra which the user can feel around him(1.3 meter radius), thusforth, whenever the opponent strikes inside that chakra cloak the user can feel exactly where. This is nothing like the Byakugan's abilities however, as the user does not have a 360 degree view of everything around him. Tonkuusho is recommended to be used only for Taijutsu, as the radius around which the chakra cloak floats around is very small.

- The cloak can be held as much as the user wants to, however it costs him 10 chakra per turn.
- After it's been deactivated the user cannot activate it again for the rest of the battle.
- Must be taught by Shigure

Taught by Shigure-Sama
 
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Allowed By Others.

(Genjutsu: Minato No Izou) - Illusion Technique: Minato's Legacy
Type: Offensive
Rank:S-Rank
Range:Short-Mid
Chakra:40
Damage:80
Description: After a short string of hand seals, and gazing directly into his opponent's eyes, the user disappears into a cloud of leaves. Almost immediately after, he will reappear in front of his enemy with a Rasengan in hand and slam it into him. While the enemy sees the user dissolving and disappearing into a burst of leaves, the user is in reality making the Rasengan and running at the enemy in a burst of speed.

-In order to use this jutsu, the user is required to have mastered his Genjutsu training
-Usable only twice per battle
-Usable only by Konoha Ninjas
-Requires user to know the Rasengan

Allowed by Konoha.

Genjutsu: Shojishōgai | Illusionary Arts: Dysgraphia
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user performs a single handseal and places a genjutsu upon the opponent. The genjutsu consists of tricking the opponents brain into suffering from Dysgraphia. Dysgraphia is a neurological deficiency that impairs the ability to write, same as basic motor skills. The inability to write is also referred to as Agraphia, which is a complete loss of ability to write and spell when writing. Also, persons with agraphia can't transform graphemes in written language. The impairment of motoric skills manifests in the inability of the victim to perform handseals properly, confusing them and not being able to place his hands correctly, which results in not being able to successfully mold chakra for the upcoming jutsu. The purpose of the genjutsu is to make the opponent unable to write seals for sealing techniques as well as other techniques that require seals and symbols to be written on scrolls in order to be performed, same as performing handseals for techniques that require them. With the inability to write proper seals, same as performing correct handseals, the opponent's attempt to perform such techniques would result in a fail. The genjutsu lasts for 2 turns, unless the opponent frees himself by then. The opponent is still, however, capable of performing techniques that don't require handseals, and those that don't require writing seals in general.
Note: No other genjutsu while this is active
Note: Usable only twice (2) per battle
Note: Only McRazor can teach this

Taught by Mcrazor.



(Genjutsu - Svengali) - Svengali illusion
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 40
Damage Points: N/a
Description: The user will perform 3 needed hand seals to summon a special type of mechanical doll to the feild. This is a special mechanical doll made entirely of chakra metal. When its summoned it is infused with the users chakra from that moment. Svengali is a special mechanical doll made of chakra metal that responds to the sound of the users voice comands, but not just any comands. From the moment this doll is summoned it begins to mess with the opponents head. After being on the feild for one turn the doll will put a kind of transe upon the opponent. This transe make the opponent become like the doll turn by turn. See below for details.
After being on the feild for 2 turns, the opponents arm will go solid like the dolls metal limbs, making them unable to move it.
After being on the feild for 3 turns, the opponents other arm will go stiff like the dolls other arm.
After being on the feild for 4 turns, The users legs will go stiff, unable to move them or feel any sensation in them.
After svengali has been on the feild for 5 turns, the opponents whole body will be stiff like svengali's and they will not be able to move or feel anything.
When svengali has control of all the opponents limbs they are unable to battle.
Due to this abilitily they are unable to move any part of their hands and can't feel any pain in their limbs. It is almost as though someone elses limbs are attached to their body that they cant feel or move. Not only does Svengali take over the opponents actions through hypnosis, he also becomes on with the target, so if svengali is poked, the opponent possesed by him will feel it too. The same effect applies in a painful way. If svengali has taken effect on of of the opponents arm, and the same arm on svengali is stabbed, the opponent will cry out in pain as though their own arm was stabbed, though they would still be unable to move it.
Note: No S rank or above while controlling Svengali
Note: No nin/gen jutsu can be used at the same time as svengali
Note: No Genjutsu for the rest of the match after use.
Note: While the user is controlling svengali, he is only able to peform 2 jutsu per turn due to concerntrating on svengalis use.


Genjutsu: Sendo Shazou (Illusion Technique: Death Image)
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The opponent sees their self dying by either suicide or blood. After the illusion is over the opponent is mentally damaged
Note: Lasts only 2 turns

Genjutsu: Migoto Tengoku (Illusion Technique: Beautiful Paradise)
Rank: A
Type:Supplementary/Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The opponent gets trapped in a beautiful island. But not knowing that he/she is being stabbed. He/she feel no pain, but when the illusion is over, it's just blood.
Note: This jutsu only lasts for 2 turns

Genjutsu: Kuro (Illusion Technique: Dark)
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra cost: 20
Damage Points: 40 [Blinded]
Description: The opponent is trapped in a pitch black room. After they come out, their eyes are so used to the dark that it takes 1 turn to recover.
Note: The dark lasts for 2 turns
 
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Weapons And Weapon Techniques.
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Weapons.

My Own.

(Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber

Rank: N/A
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: +20 to Kenjutsu and Command Arts
Description: "The Blade of Heaven...Mythos the Life Sabre. One of the Ten Shinning Weapons." When Keotsu returned to the known continent from his journey to regions unknown, he returned with his blade Mythos in a new form; some secret event took place which reconfigured the blade and created a powerful connection between Keotsu and the sword. The Mythril blade retained its ability to change it's shape, but not it's mass when subjected to Keotsu's chakras, as did the scabbard of the weapon, though the two were no longer explicitly linked. A few improvements were noted by Keotsu, though: the blade seemed to resonate better than before, boosting his powers in battle: offensive Kenjutsu techniques and Command Arts have their power increased by +20, and defensive and supplementary Kenjutsu and Command Arts are increased in their effectiveness by +20 (that is, a defensive technique that is A-rank (60 damage) would be capable of now defending from an S-rank (80 damage) ; second, the blade came to reject energies that were foreign to Keotsu - that's to say, for example, if an enemy tried to use Nagashi after grabbing the blade, the energy would stop completely due to the nature of the blade's composition. This particular power comes about from the blade's new found synergy with Keotsu, in an effort to prevent it from being used against him. Retaining all the properties of the metal it was forged from, Mythos is indestructible and will never dull, in any of its forms.

*The user can manipulate the blade’s form during battle at any time, but it costs 35 chakra to do so, and also counts towards one of that turn’s three allotted moves.
*Can only be wielded by Keotsu. When someone else tries to hold the blade, it will reject their chakra and increase its density exponentially, making it to heavy to be lifted. However, it reverts to its original density when Keotsu is holding it.
*While the sword can transform into different types of weapons, like a katana or spear, it is bound by its mass, meaning that the form it takes on has to be within the realms of creating from the same amount of matter.
*While Mythos is in hand, Keotsu is unable to cast Genjutsu at all.


(Ani) Brother


Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: Keotsu's legendary blade Mythos has been with him through trials and tribulations of all sorts; and in turn, Keotsu has used his strength to help his friends through their own challenges. The strength Keotsu could offer was always limited, though, as so many of his teachings were made with his own blade in mind. This technique allows others to use Mythos, when they normally could not. Because Mythos is tied to Keotsu's soul, he will perform a small ritual with one that Keotsu is incredibly close to: Keotsu will place Mythos in its entirety atop one of his brothers-in-arms' weapons, and coat it in an incredibly thin layer of the Mythril that Mythos is made of. In this action, Keotsu accepts this person into his soul, marking them as someone of great importance to him. This imparts the weapon with all the abilities of Mythos, except for the ability to change shape, the original ability that Mythos possessed in its form of "Mikomi", long, long ago.



*Note: Cannot be used in battle. The purpose of this technique is to allow others to be able to use Mythos.
*Note: True to the blade, if a piece of Mythos is ever used against Keotsu, this technique will "deactivate", and that person will be as if they could not have used Mythos in the first place.
*Note: Those who Keotsu teaches "Brother" will be able to use (Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber with all of its abilities, except the ability to change shape.

[Doppurā karambit] - Doppler's Karambit
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The karambit is inspired by the claws of big cats. As it was weaponised, the blade became more curved to maximise cutting potential. The karambit is held with the blade pointing downward from the bottom of the fist, usually curving forwards however occasionally backwards. While it is primarily used in a slashing or hooking motion, karambit with a finger ring are also used in a punching motion hitting the opponent with the finger ring. Some kerambit are designed to be used in a hammering motion. This flexibility of striking methods is what makes it so useful in self-defense situations. The finger guard makes it difficult to disarm and allows the knife to be maneuvered in the fingers without losing one's grip.
The short Filipino karambit has found some favor in the West because such proponents allege the biomechanics of the weapon allow for more powerful cutting strokes and painful "ripping" wounds, and because its usability is hypothesized as more intuitive, though there continues to be debate about this matter. This particular Karambit comes in a set of two and is used in the same way as a traditional karambit. This allows the user to perform handseals even while holding the weapon thanks to the ring system functionality. Additionally the blade enables normal taijutsu punches to be augmented with killing force, becoming the exclamation point on the end of a sentence as it were. Finally it's true ability lies in the chakra steel the weapon is created from the blades themselves have the ability to create chakra shrouds around the weapon based on the base five elements, by using variations of the canon fuuinjutsu that seals jutsu, the user can seal an opponents jutsu up to A rank, each blade holds an elemental seal of each nature, once the jutsu is sealed inside the user can release the jutsu in the form of an elemental chakra shroud around the blades that contains the same damage output as the jutsu absorbed additionally the blades have one additional seal that stores raw chakra of A rank and can be released at any time to enhance the blades with A rank damage, this raw chakra is manipulated in a similar way to the rasengan and behaves in a neutral manner to elemental chakra, once the shroud is released it can be extended up to 40 inches if desired making the weapons size similar to a Nodachi style katana in length. Due to the extended length the Karambit can be considered a sword for all intents and purposes past a certain size.

Notes:
- Can only be used by ReXii and those he permits.
- The absorbing ability can only be used four times per battle and costs a move slot each time. Costs another move slot to release the chakra again which lasts for that turn.
- The user may only have one elemental shroud released at any given time.
- The blades can only be destroyed by S ranks and above.

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Given to me by others.
(Senshu Tsuin Heika Palutena) : Palutena’s Sacred Bow/Twin Swords
Rank: S
Type: Atk/Def/Suppl
Range: N/A
Chakra Cost: 40 + 10 for each ability used
Damage: N/A
Description: An interchangeable weapon, shining but also a furious bluster of wind as it strikes down. The Sacred Bow/Twin swords of Palutena, mighty as it's name.
Palutena’s Sacred Bow/Twin Swords were created by an elderly monk, in honor of a legendary goddess. He made it both indestructible and interchangeable. At one point it can be a powerful bow, and at another, two short swords, just by separating the two blades that make the bow.
Effects:
• Gives +10 damage to every Wind jutsu the user performs
• Each Wind jutsu the opponent performs loses -10 of its damage
• When the user focuses Fuuton chakra into the swords, they release a bright flash after which a huge burst of wind is sent outwards, covering 180 degrees in front of the user. The winds exerted by the blades seem white, due to the reflection of the light exerted by the swords beforehand.
• By making a downwards slash with the swords, the user can release a bow of wind, that scatters into multiple shots.
• By focusing Fuuton chakra into the swords, they glow a bright white, like when Asuma focuses wind chakra into his trench knives, so much that, if it slices through flesh, it immediately cuts open the flesh, causing some bleeding, depending on where the strike hits. Due to this huge wind blast, the opponent will see waves of light and reflections of the swords around the swords, so he/she doesn’t know when or where the sword will actually hit. The user is protected from this by using her Fuuton chakra to keep the wind away (by spinning the blades (this can be done with the blades together in one hand, or separated)).
• When spinning the blades, they can create a small, powerful vortex of wind that can then be shot at the opponent to blow them away.
• By focusing Fuuton chakra into the bow, when an arrow is shot, it goes much faster than a normal arrow, and also deals much more damage than a normal arrow would. The arrow’s trajectory can also be controlled by the user since it is infused with the user’s chakra.

-Even though the weapon is indestructible, it cannot destroy everything-
-All active abilities can only be used twice a battle-
-Focusing Wind chakra in the weapon will cause small cuts on the user, as she cannot keep all the wind away. The Wind chakra exertion lasts for two turns-
-When the user uses this weapon in battle, he/she cannot use another Custom Weapon during the entire battle.

Pictures:
The bow itself:
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The bow about to shoot an arrow:
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The swords together in one hand, spinning:
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The swords together in one hand:
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One of the swords in one hand:
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How the swords glow:
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^ Taught by Akiza

[Shodai Hokage no Kubikazari] - First Hokage's Necklace
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The Hokage's Necklace is a Necklace made of special crystal that originally belongs to the first Hokage, Hashirama Senju. It isn't any ordinary necklace nor was it ever meant to be, after all it belonged to the God of Shinobis. This Necklace was made with the aid of Wood Element which is known to give life, and this was not an exception. The combination of wood element along with the special crystal partially gave birth to a creature. It couldnt speak nor could it move or actually do anything physically, yet the living traits gave the crystal a conscious and a will that was highly loyal to Hashirama and whoever follows him. It also have a mental communication with the owner which it could communicate with him through. This Necklace has a really special ability with which it could continuously put chakra into the owner upon his request in order to prevent falling for genjutsu. The necklace putting chakra into the user's chakra system interrupts the normal chakra circulation and as such, breaks the user out of the genjutsu.
-Can only be worn by Kamishiro and those who are allowed.
- The ability to snap out of the genjutsu is usable only for limited amount of time for certain ranks:
1 S-rank, 2 A-ranks, 3 B-ranks.
-Can be used against 1 F-ranked Gen but when done, the user can't use the necklace for the rest of the battle and won't be able to use S-rank techniques or above for two turns due to the massive shock to the user's chakra system.
-Only usable 3 times per battle
-Breaking free from the genjutsu counts as a jutsu



(Jūhō Kibaku Fuda) Heavy Artillery Exploding Tag
Rank: N/A
Type: Offensive
Range: N/A
Chakra: N/A
Damage: +20 to Explosive Tags
Description: A heavy-duty version of the standard issue paper bomb, this exploding tag has substantially more power than a regular exploding tag, and is generally used in heavy demolition. Other than being .5 inches longer than a regular exploding tag and with the kanji for “erupt” instead of “explode” in the middle, they cannot be discerned from their weaker counterparts at a glance. These exploding tags can be used in place of weaker ones in jutsu involving them.

*In order to use these, it must be mentioned in the user’s bio that they carry this version of the exploding tag – otherwise, the user cannot use these.

(Buki Kuchiyose: Ikazuchi Oni Subeta RaiRyu )- Weapon Summoning: Thunder Demon Sword RaiRyu
Rank: A
Type: Supplementary/Attack
Range: Short- Long
Chakra: 30
Damage: 60
Description: Users summons a large longsword that is infused with lightning chakra that slightly shocks anyone who touches the blade. Using their chakra, the user can send a blast of static electricity from its tip (like Ichigo’s Bankai) to attack and make the shocks even worse than they were previously.

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Weapon Techniques.

(Kamei Gigei: Saisho no Inori: Hikaru Aki Hasira) Command Art: First Prayer: Shining Autumn Pillar
Rank: A
Type: Offense/Supplementary/Defense
Range: Self
Chakra: 30
Damage: N/A
Description: The first of the “Prayer” series of the Command Arts, Hikaru Aki Hashira, often called “Aki-gamae (autumn stance)” by its users, is a Kenjutsu stance instead of an actual attack. It is a variation of the Waki-gamae in that the user holds their blade at waist level, parallel to the ground, whether in its scabbard or not, a position best suited for quick-draw strikes. The user focuses their chakra throughout their entire body in a steady stream while in this stance, increasing their speed and strength by 25%. This increase in ability comes about from the chakra augmenting the muscles naturally, instead of forcefully, essentially putting the body in a natural “peak” condition. This chakra also coats the user’s blade and allows the counter-offensive nature of Aki come through. Whether sheathed or not, the user can swing their blade and dispel an incoming attack by disrupting it, allowing the user to protect themselves and then counter-attack. The method of blocking attacks is based upon the concept of an immovable pillar.
*The First Prayer can only shield the user from attacks of an equal or lower rank.
*Blocking an attack counts against one of the three allotted moves in a turn.


(Kamei Gigei: Fukutsu no Inori: Gokumonken) Command Art: Prayer of Fortitude: Prison Gate Sword
Rank:B
Type: Supplementary/Defense
Range: Self
Chakra: 20
Damage: N/A
Description: A refinement of the First Prayer: Hikaru Aki Hasira, this technique expands the ability of the First Prayer. Where as Shinning Autumn Pillar is locked only to the user’s weapon, and forces them to stand in a specific stance, this technique turns it into a full on “Mode”, covering the entirety of the user’s body and thoroughly saturating it with the same effect; This allows the user to fight unhindered by having to remain in one stance, while also allowing the effects of the First Prayer to extend to their entire body. Besides this saturation, Gokumonken provides one extra effect: techniques that would be destroyed by the First Prayer’s effect can instead be reflected back at the opponent, taking the place of the First Prayer’s defensive ability, but still counting as an additional move per turn.
*Cannot be used unless the First Prayer is active.
*Remains active until the First Prayer wears off.
*Can only be used twice in a battle.
*Reflecting attacks back counts as a move per turn, and is bound by the limitations of the First Prayer's abilities of defense.


(Kamei Gigei: Dai ni no Inori: Zekkyōdan) Command Art: Second Prayer: Broken Mirror Severing
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The second in the “Prayer” series of Command Arts, Zekkyōdan differs in its working depending on if the user’s blade is being resheathed or drawn, though in both cases the move is a strange type of Battōjutsu, meaning that it involves multiple cuts. In the event that the sword is being sheathed, there is a quick flash as the blade’s guard meets the top of the scabbard, during which a chakra burst creates a countless number of cuts in a 360 degree short-range dome around the user, shredding any incoming attack to dust; this being the defensive variant of the move. When unsheathing the blade, however, the affect is “launched”; that is, when the blade is unsheathed, a cyclone of chakra is shot forward, with the chakra inside the cone-like structure acting as tiny knives, shredding that which they come into contact with; this is the offensive variant of the move.
*Cannot be used unless the first “Prayer” has been activated.
*Can only be used once per turn.
*Due to needing to reset their stance, this move cannot be used back-to-back, even between turns, meaning another technique must be used in between uses.
*The same version of this move cannot be used consecutively – meaning, if the defensive variant is used first, the offensive variant must be used the next time the technique is used.


(Kamei Gigei: Dai san no Inori: Sōgenmu) Command Art: Third Prayer: Twin Phantasms
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage: N/A
Description: The Third in the “Prayer” series of Command Arts, Sōgenmu is a type of Psuedo-bunshin developed specifically for Kenjutsu. The user will coat their body in a layer of chakra, creating a rainbow colored doppelganger. This doppelganger mimics every attack the user makes, down to even the launching of shockwaves and the amount of force behind an attack. At first, the doppelganger fluctuates only slightly around the user, making it appear as if the user is surrounded by some sort of haze. As time progresses, and the phantasm becomes more unstable, the user can “slide” and “rotate” the doppelganger away from them; though it will still mimic the user’s moves exactly, it will remain a set distance from the user. This changing in orientation allows the user to use the doppelganger to maximum effect.
*Cannot be used unless the first “Prayer” has been activated.
*The doppelganger remains for five turns.
*Can only be used once per turn.
*Can only be used three times.
*Every jutsu that the clone uses counts as an additional move per-turn with the exception of the Command Art Mirage Blade (Kamei Gigei: Kougenjin).
*The distance the clone can move is as follows: T1: Short; T2: Between Mid-Short; T3: Mid; T4: Between Mid-Long; T5: Long.


(Kamei Gigei: Saigo no Inori: Tenshōha) Command Art: Final Prayer: Heaven’s Illumination Conquest
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra: 50
Damage: 150 (-50 to user)
Description: The final “Prayer” of the Command Arts, Tenshōha is also the only offensive Prayer to not directly attack with the user’s sword, though it still falls into the Kenjutsu category due to needing the user’s sword to activate. Breaking the semi-crouching stance attained by the first Prayer, the user will stand and focus their chakra into their blade. By sheathing their blade, the user activates the technique. Their chakra will be unleashed in a powerful burst, calling forth a massive pillar of energy from the Heavens that descends upon the battlefield. Falling with incredible strength, the pillar has enough force to level the terrain completely and leave nothing but dust in its wake, though the after-effects of the jutsu seem to encourage the growth of life in the area. The user, at the epicenter of the blast, takes 50 damage; the only reason they do not pass out is because the chakra coursing through their body from the first Prayer forms a protective dome around them, lessening the blow of the blast.
*Can only be used if the first “Prayer” was used sometime earlier in the battle.
*When used, the effects of the first “Prayer” end.
*Can only be used once.
*The user can only use two techniques in the turn this is used, this jutsu included in that tally.
*No other Prayer can be used in the same turn.
*No Prayers can be used in the next turn.
*This is a Non-elemental blast.

Kamei Gigei: Shippūga) Command Art: Hurricane Fang


Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: The user will run Fuuton chakra through their blade while slashing it downwards to activate this technique. Completing a philosophical trio with Suiretsuen (which is "radial") and Raikosen (which is "linear"), Shippūga creates two "fields" of wind, that spiral around the user; though the wind currents themselves are invisible to the eye, the wind currents are wild where they meet the ground, creating a visible cue at the user's feet that looks like they are standing in a hurricane. The powerful vortex of wind whips up currents that empower Fuuton techniques so that they can neutralize Raiton techniques a rank higher than normal, and once per turn the user can swing their blade and release a massive arcing current of slicing or vacuum wind that reaches up to a mid-range distance, and is capable of forcing back even large summons - the vacuum current is capable of pulling even a large summon forward a mid-range distance; however, doing so diminishes the wind vortex, allowing it to only be used twice, and not on consecutive turns, since the wind must replenish before it can be launched. When one current is used, its "pair" is sent out behind the user, similar to the arms of a hurricane.



*This technique lasts for four turns once activated.
*The wind current can be deployed once per turn, every other turn.
*The modifier to Fuuton techniques is removed once the technique ends.
*Usable once per battle.

Kamei Gigei: Rekkyōdan) Command Art: Violent Mirror Severing


Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: A technique based upon the premises of two of Keotsu's other Command Arts - his signature shockwave Kougenjin, and a Prayer technique known as Zekkyōdan, Rekkyōdan aims to push the principles of these attacks to their absolute limits. The user will gather chakra around their blade, coating in it a glass like layer; swinging the blade breaks the high tension layer of chakra and projects it forward, like the fragments of a broken mirror. The user can control the spread over the shattered attack, allowing it to cover either wide area to affect multiple opponents, or focus it into a tight cone to strike an individual adversary. No matter the scope of the area covered by the attack, though, the technique always launches 80 individual shockwaves. Like all Command Art shockwaves, Rekkyōdan can cut through any material the blade used to launch it can cut, meaning a sufficiently sharp blade could cut through nearly any material, and like Kougenjin it moves a twice the normal rate of traditional shockwaves.



*Note: Can be used up to three times per turn, with a cooldown of turns equal to the number of times it was used.
*Note: Launches 80 shockwaves with a single use.

Kamei Gigei: Kougenjin) Command Art: Mirage Blade


Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage: 20 each
Description: Unlike other Kenjutsu shockwaves which are generally large, Kougenjin is a relatively small shockwave that’s size is the same as the blade length of the sword used to launch it. Sacrificing power for speed and quantity, Mirage Blade travels at an incredible pace, relative to the user’s rank; Mirage Blade, when used by a Sannin, would be about twice as fast as a shockwave fired from the Samurai Sabre Technique, though its destructive force is obviously much less. A large amount of chakra is focused inside the user’s blade in the form of a constant flow – though normally the chakra could envelope the sword, here the chakra creates a shell on the inside of the blade, allowing the chakra to rebound infinitely and resonate with itself. When the user slashes their sword, it releases a portion of this chakra in the form of a white, rippling shockwave; thus the name Mirage Blade. Mirage Blade also carries the properties of the blade used to fire it, as well as its size; this means that if the blade used to fire Mirage Blade is sharp enough, Mirage Blade will pass through solid objects by slicing them in half and continuing on, much like a Wind element jutsu would.



*Mirage Blade is not Fuuton element, the comparison to a Fuuton jutsu takes into account an extremely sharp blade.
*Three shockwaves can be fired per use.
*This jutsu may be only be used 3 times per match.
*Useable and taught by Keotsu only.

(Kamei Gigei: Raijinshō) Command Art: Raijin Rising
Rank: A
Type: Supplementary
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The Kenjutsu technique allows Swordsmen to more easily fight against Shinboi attacks of all sorts; the user will activate this technique by quickly focusing chakra into their weapon and spinning it in a complete circle in front of them. After this simple ritual is completed, a “magnetic” burst of chakra is released all around the user that causes all foreign chakra to be condensed as it approaches the user. Ultimately, the “magnetized” chakra will be drawn into the user’s weapon, effectively concentrating even large scale jutsu into simple, yet still equally powerful, streams or orbs, depending on the incoming techniques composition. This technique can easily be described as turning the user's weapon into a "Chakra Lightning-rod", thus the name.
*The strength of drawn in techniques does not diminish at all, and if the user doesn’t counter the techniques, the chakra will flow into the user’s body via the weapon and do full damage or preform its intended purpose
*Once activated, this remains active for four turns, but it’s effect is only valid while the user is holding a weapon.
*Only useable 4 times per battle.
*This jutsu only effects "non-solid" techniques like Wind, Fire, Lightning, Water, or objects like mud. Techniques with a sturdy molecular composition won't be affected by this technique, such as Earth or Ice, but does nothing to change their effects if they are not dealt with.

(Kamei Gigei: Ensuizan)Command Art: Circling Water Slash
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-5 per turn)
Damage: N/A
Description: A refinement on the Kenjtusu technique (Kamei Gigei: Raijinshō) Command Art: Raijin Rising, which turned the user's blade into a virtual lightning rod for chakra, which allowed them to more easily handle techniques that the swordsman would come against. This technique is activated by focusing more chakra into the user's blade, and then spinning it in a figure eight while the parent technique is active. This technique empowers the abilities of Raijinshō, now allowing it to affect any technique with chakra in it, regardless of its composition (with the exceptions of things like modes, which is obviously illogical), by augmenting the "magnetized" chakra released by said technique. This means Ensuizan allows Raijinsho to affect solid techniques where it didn't before, such as Doton and Ice, as well as having enough force in the "magnetic pull" that it can pull foreign chakra within the user's bodies into the sword itself (such as Genjutsu), though Ensuizan does nothing to negate the abilities of such techniques. A by-product of this technique is that if Raijinshō turns the user's blade into a lightning rod, this turns the user's blade into a divining rod; the sword will gently sway, if allowed, towards the largest source of foreign chakra present on the field; akin to a compass with magnetic north, or a divining rod with water.
Note: This technique makes (Kamei Gigei: Raijinshō) Command Art: Raijin Rising last indefinitely, so long as a -5 chakra cost is payed every turn for technique upkeep.
Note: This technique allows for (Kamei Gigei: Raijinshō) Command Art: Raijin Rising to affect any technique that heads towards the user, and will change the trajectory to the user's blade; however, like the original technique, this does nothing to stop the effects of the techniques that are drawn towards the blade, unless they are dealt with.
Note: User must retain a sword in hand for the technique to remain in effect.
Note: Useable twice per battle.

(Kamei Gigei: Suiretsusen) Command Art: Water Fury Flash
Rank: S
Type: Supplementary/Attack
Range: Long(for rain) - Short- Medium (for attack)
Chakra Cost: 40
Damage Cost: 80
Description: Holding their blade sideways, the user will run Suiton chakra through their blade, activating the technique. A great downpour will come over the terrain, providing water for this technique, as well as dropping all Fire Justu down one rank, and reducing their damage by 10. A ring of water will form around the user with a radius equal to that of the complete wingspan of the user (meaning it would be roughly 10-11 feet [roughly 3.2 meters] in diameter). This ring has a single tentacle for each of the eight points of the Compass Rose: North, South, West, East, Northeast, Northwest, Southeast, and Southwest. The tentacles will strike at anything within range as the user commands them, but they do not attack on their own; they are approximately 5 feet [1.5 meters] long, and the user must know the general vicinity of the opponent(s) to strike them if they are behind him/her.
*As long as the rain continues to fall, or if there is an ample water source nearby, this technique remains in effect. The maximum, however, is four turns.
*Only once per battle.


(Kamei Gigei: Raikōsen) Command Art: Lightning Ray Flash
Rank: S
Type: Offensive/Supplementary
Range: Short – Mid
Chakra Cost: 40
Damage: 80
Description: The user will run Raiton chakra through their blade while holding it skyward, to activate this technique. This technique fills the air with energy – so much so, that Doton jutsu fall one rank (due to the charges in the air disrupting the formation as the energy disperses into the earth), and that a lightning bolt continuously streaks from the user’s sword, enveloping it in electricity, to the sky. Though meant as a Support technique, using the lightning to augment physical and water element attacks or by creative means, this technique is not without its own offensive measure. Once per turn, the user can swing their blade, and send a bolt of lightning flying in the direction of their swing – the energy is discharged from the constantly streaking bolt that originates from the blade, though this can only be done twice, and not on consecutive turns, due for the need for the electricity to replenish.
*The lightning can only be fired once per turn, every other turn.
*This jutsu last for four turns before the electricity dissipates, and all modifiers are returned to normal.
*Only once per battle.
*Raiton cannot be used for two turns after this jutsu ends, due to the air being unable to hold a charge after being supersaturated with energy.

(Hanabi Taikai) Firework Festival
Rank: C
Type: Offensive
Range: Throw: Short-Long | Explosion: Short-Mid
Chakra Cost: 15
Damage: 10 each (x3)
Description: The user will throw three balls of rolled up explosive notes that are the size of regular marbles (exploding balls hereafter referred to as marbles), after infusing them with chakra; this chakra coats the marbles and allows them to be thrown a greater distance than the marbles would otherwise be capable of reaching, due to their extremely low mass and weight. Due to their small size, and the lack of a kunai to give away their position, these become a viable option in battle, as they are harder to see. Not only that, but each marble can be detonated individually at the user’s command, like regular exploding tags, allowing the marbles to be used for strategic purposes, due to their explosive radius. The damage is caused solely by the explosive tags; the chakra does not amplify the damage in anyway, and is simply used to throw them greater distances.

(Gurandofināre) Grand Finale
Rank: S
Type: Offensive
Range: Short-Long (Throw) | Short-Mid (Explosion)
Chakra Cost: 40
Damage: 80
Description: Every great display of fireworks must come with a grand finale. The “ending sequence” to the show created by the “Fireworks Festival” technique. This orb of explosive notes is roughly the size of a billiard ball, compared to the marble-sized orbs of its parent technique. This technique functions in the same manner in that the chakra is not used to cause damage, but rather to allow the rather low-mass ball of paper to be thrown large distances; the damage comes about solely from the explosive yield of the paper bombs.Like a fire-works star, the color of the explosion can actually be controlled while making the orb, though this is purely aesthetic.
*Only useable three-times per battle, as the balls are pre-formed.The three balls are kept in a special container attached to the user's belt, on their back, where many people usually carry large scrolls.
*Due to the nature of the technique, due to the explosive yield of the tags, the user can be stuck by this technique if they are in the blast radius.
*Can be detonated by chakra, much like a normal explosive note. Otherwise, it functions like a grenade with a four second fuse.



(Hiramekarei: Honenuki) - Twinsword: Mutilation
Type: Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: With the swing of their Hiramekarei, the user creates a large amount of light blue, fish bone-like crystals, which are then sent at the opponent. The crystals can both inflict a great deal of damage and restrain the target's movement. If these strike the opponent he will lose 1/4 his total speed for Two turns as the crystals will stick in his body damaging the muscles and causing them to seize up. This is classified as a Kenjutsu technique.

- Can only be taught by ReXii.
- Can only be used twice per battle.
- Must wield Hiramekarei.
- No S ranks or above in the same or following turn

(Kenjutsu: Senbu) Sword Art: Whirling Dervish
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique is a powerful utilization of the user's sword and their quick movement speed, by channeling chakra into their blade(s) and spinning rapidly in a circular motion, the user is capable of covering a 360 degree area around himself due to their spinning motion and the constant slashing of their sword(s). If used in close range against an opponent, it would be difficult for those without a form of enhanced perception to follow the wild swings of the blade, and would likely end with them being cut down before they understood the direction an attack was coming from. When used in a defensive capacity this technique is capable of slicing through tangible techniques up to it’s own rank, leaving the user completely unharmed. However it won’t block energy based techniques such as lightning and fire. The speed of the whirling blades is such that it can cause violent aftershocks of wind pressure as the user moves, effectively creating something akin to a razor wire shell of air pressure around their body. Recognizable by what appear to be afterimages of the sword slashes.
Note: Can only be used twice per battle.
Note: Needs two turns between uses.
Note: User can't use Kenjutsu techniques above A rank in the next turn.

(Fuuton/Kenjutsu: Ijū No Surasshu) - Wind Release/Sword Technique: Transmigration Slash
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This jutsu is a combination technique that utilizes both kenjutsu and fuuton chakra. By channeling their wind release chakra into a weapon of the user's choice. The user is able to generate a thin blade of wind chakra that they can release by making a slashing motion. However this technique behaves differently to most slashing style jutsu by behaving in a deceptive manner. Once the wind blade exceeds the five meter mark it will seemingly vanish into thin air. However this is not the case, in fact the blade has just slowed to the point where it no longer disturbs the air around it, making it appear as though it was no longer moving. However upon reaching short range of the opponent the user will swing his sword once more mimicking the earlier motion, causing the wind blade to progress at it's original place seemingly appearing from thin air now much closer to the opponent making it very hard to counter unless done so quickly.
Note: Can only be used thrice per battle
Note: Those with dojutsu could still make out the chakra in the blade even it it's slowed state.

Taught by AJ

(Kenjutsu : Kirichirasu Repurika) ~ (Sword Arts : Promiscuous Slashing Replica)

Rank: S
Type: Attack
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user infuses chakra above his two arms which hold the sword, and over the blade and sheath to a point where it forms a replica of the user, made of chakra. The replica is 3 meters tall and twice as wide as the user, it's sword is twice longer and sharper than the user's and it will repeat the first two movements of the user. [i.e. The user slashes horizontally, the replica will do the same], after the second movement, it disperses.

- May be used twice per battle.
- The replica cannot perform any jutsu, it will copy only slashes and stabs, nothing more, nothing less.
- Must be taught by Shigure.
Taught by Shigure-Sama
 
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ReXii

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

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

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


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

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

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

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

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

^ Allowed by Kirigakure prior to my leaving and the NW revamp.

Mirāju ame : Rain Mirage
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: -
Description: The user manipulates their chakra in the rain, allowing it to infiltrate their opponents body on contact, disturbing their chakra flow and implanting a false series of events, this is essentially an extremely advanced version of the false surrounding technique, allowing the user to control what the opponents senses experience.
Note: Usable once per battle
Note: Lasts 2 turns
Note: Cannot be used to remove the opponents senses, only manipulate them to experience an alternate series of events

(Genjutsu: Nagato no Kioku) - Illusion Technique: Nagato's Remembrance
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user performs four hand signs and to trap the opponent in a genjutsu where the opponent sees the hand of the Gedo statue comes out the ground and grab hold of them, immobilising them in reality. The opponent then sees the rest of Gedo Statue rise out of the ground in front of them and where it releases the aura-dragon which moves to attack the opponent. When the Aura-Dragon appears to touch the opponent it causes immense mental stress. This can be cast on two opponents at the same time by altering the illusion to make it appear as though two arms rise from the ground to capture both targets and by making the illusionary aura-dragon attack both of them.
Notes:
- Usable only three times per battle
- Usable only by Ninja from Amegakure
- Usable once every two turns.

Ame Kussetsu no Jutsu (Rain Refraction Technique)
Type: Supplementary
Rank: B
Range: Long range.
Chakra: 20 (+10 per turn)
Damage: N/A
Description: The user will send there chakra into the falling rain via use of the Tiger→Ram→Snake hand seals, redirecting the light in such a way that the opponent's will see the user standing in a different location, by altering the way light is reflected and refracted through the rain drops. As such, the opponent will see the opponent standing elsewhere from their actual location, causing them to aim at the wrong location. This could possible cause the opponent to think they are in a genjutsu or are facing Haze clones as the their jutsu will simply phase through it. The user of this jutsu would also be able to manipulate the direction jutsu may be coming from, by altering the way the light is reflecting through the rain. As such, a jutsu could be sent from the opponent's left but they will see it being sent from a point directly in front of them.
Notes:
- this ninjutsu only effects what the opponents sees, their other senses are left alone,
- lasts four turns or until the user cancels the jutsu,
- can be used three times per match.

(Suiton: Mizu Meiden) Water release: Water Maiden
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After performing Water release: Rain Tiger at Will and having it still active, the user will perform the Ram -> Tiger seals and quickly open their arms and clap their hands together causing the rain within short range of the targets left and right, to move quickly towards each other, the speed at which they converge elongating the rain droplets into thousands of tiny sharp blades that pierce the enemy as they move towards each other similar to an Iron maiden.
Notes:
- Can only be used thrice per battle
- Cannot be used in succession
- Can only be used by a member of Amegakure no Sato

^ Allowed by Amegakure
 
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ReXii

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Nekura Clan Jutsu.
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( Jagan ) - Evil Eye
Rank: S
Type: Offensive
Range: Short - Long
Chakra: 40
Damage: 80
One of the Nekura Clan's most secretive and fabled techniques, the Evil Eye, or Jagan, is the signature technique of the Nekura elite. To perform this technique, the Nekura member must know the method of transferring Keigoku through eye contact alone, which comes from special training with the clan head. Once the opponent locks eyes with the Nekura, Keigoku instantly transfers onto his face and eyes, causing him severe searing mental pain that causes him instant incapacitation and could cause madness on prolonged contact.
The technique may be used thrice per battle - however, per battle it can only be used once on a particular enemy. So, in a one-on-one battle, it can only be used once; in a one-on-many battle, it can be used thrice on three different opponents.
The Keigoku transfer is instant, however, the stronger the mind of the opponent, the shorter the recovery time. For MS-wielders, whose minds are strengthened by Genjutsu expertise, the time of incapacitation is thirty seconds; for normal sages, a minute, and increases by twenty seconds per rank as it descends.
The Nekura cannot use any more Keigoku techniques for two turns after.

( Dark Convergence ) - Kuro Shuusoku
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: 50 (+10 per turn active)
Damage Points: N/A (+15 to opponent for every taijutsu blow landed)
Description: The user will focus and open 4 human sized portals, one on each side of his body and a metre away from him, allowing massive amounts of Keigoku to pass through the portals and flow onto him. This large influx of chakra reacts with the symbol that every clansman has branded on them and causes it to go haywire, so to speak. Instead of projecting and guiding Keigoku, it causes the Keigoku to travel inwards, filling the user's tenketsu with keigoku, warping it's usage and causing the chakra to flow inwards, preventing Ninjutsu or genjutsu usage as long as it is active as the chakra cannot be molded correctly. As the Keigoku flows inwards, it corrupts the user at the very core, literally turning him into a solid manifestation of Keigoku, causing building damage to the user over a series of turns. Taijutsu attacks are augmented through the usage of this, adding properties of being exposed to Keigoku with each strike that lands.
Unfortunately, there are more drawbacks than benefits; the longer the user has this jutsu active, the more at risk he is of fatally harming himself from the reverted flow of chakra. If active for longer than two turns, upon deactivation the user can only use taijutsu attacks for two turns as it takes time for the user's tenketsu to start it's correct flow. The user also can not use any Keigoku techniques of S-rank and higher while this is active. While this is active, the user is vulnerable to sealing jutsus that seal away elements and/or jutsus.
The Nekura requires special training and must be Black Knight or above to utilize this jutsu. To add to this, this jutsu can only be used twice, lasting at a maximum of 3 three turns each turn with a build up period of at least 2 turns in between usage.

( Togesuzumebachi no Ame ) - Rain of Stinging Wasps
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 30 ( +5 per turn )
Damage: 60
Description: The Nekura clansman opens multiple portals in the sky, each one a few meters wide,causing small drops of Keigoku to fall from the portals like rain, in a shower of individual drops. Any non-Nekura caught in this rain will experience sudden sharp mental pain as the drops touch him. Due to the repeated falling of the Keigoku raindrops, they will not be able to focus enough to use techniques that require intense concentration ( Genjutsu, Fuuinjutsu, Medjutsu, etc. ) and cannot string together more than four handseals without pause.This technique can be used twice per battle; each use lasts for two turns, and there needs to be two turns gap between each use.
By sheltering under a suitable defense, the effects of this technique can be avoided.
The effects also apply to non-Nekura allies, and so this technique is not useful in combo battles or wars.

( Nekura Ichizoku Hijutsu: Zokugie ) - Nekura Clan Secret Technique: Unholy Conversion
Type: Supplementary
Rank: A
Range: Self
Chakra: 30 (+10 per turn)
Damage: N/A
Description:
Once the Nekura casts this technique, it generates a small portal in front of him. From then onwards, whenever he shoots out a technique from him or from in front of him, a little Keigoku goes from the portal into the technique ( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well ). However, it does not work when techniques are being cast that come from other directions ( such as spikes from under the opponent, or wind from the sky ) as the portal is not near them.
Since the amount of Keigoku used is small per technique, it only gives the opponent a headache and makes him lose concentration for a few seconds if it hits, however the effects stack- i.e, if the first time he loses conentration for two seconds, the next time his already weak mind loses focus for four, then six, and so on.
No Forbidden-rank Nekura techniques may be used while this is active.

( Bakudō no Shichijūkyū: Kuyō Shibari ) - Way of Binding Number Seventy Nine: Nine Sunlight Traps
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user makes four handseals, causing eight small portals to emerge on all sides around the opponent, a metre away. Keigoku flows from these portals, before forming itself into a multitude of ropes, that seek to ensnare the target. If they are successful in capturing the target and immobilizing him, a ninth portal opens up a few inches in front of his torso, and completes the binding, restricting the opponent from all motion. If the opponent however, avoids being caught in the ropes from the first eight portals, nothing occurs. Upon being bound, the opponent takes 30 damage due to being in contact with Keigoku, and gets a searing headache that disrupts his concentration.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.

( Noroidzi Hari no Nami ) - Cursed Blood Needle Wave
Type: Supplemenary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: A simple but effective technique, the Nekura makes three handseals turning any existing Keigoku on the battlefield that he wishes ( such as that from any techniques the opponent dodges ) into a wave of sharp needles that then shoot at the opponent. Whatever the rank of the Keigoku technique this is used on, the needles will be of that same rank.*If struck by the needles, the opponent suffers from drawbacks of the Keigoku attack originally used (common effects are as small as small minor headaches to searing headaches, momentary loss of focus and temporary incapacitation for no more than 10 seconds).
Cannot be used on Keigoku attacks of S-rank and higher
Can only be used four times per battle.

( Hadō no Kyūjū: Kurohitsugi ) - Way of Destruction Number Ninety: Black Coffin
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below ( however the portal from below only appears as the other sides have been fully created ); contact with it makes the opponent's head ache badly. As soon as the box forms fully, taking around the same time it takes to throw a kunai, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for one turn.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.

( Fōsurai ) - Force Lightning
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal within short range of themselves suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary incapacitation for one turn
Note: The "sensory/dojutsu blinding" effect lasts long enough for the lightning bolt to travel to mid-range and lasts only during said turn.

( Hansenshugi no Madokaoni ) - Tranquil Demon of Pacifism
Rank: Forbidden
Type: Offensive/Defensive
Range: Short
Chakra: 50 ( +20 per turn )
Damage: 90
The strongest defensive technique of the Nekura Clan, the member opens portals surrounding himself on all sides, and massive amounts of Keigoku emerge from the portal to engulf him and everything in short range of him with Keigoku chakra. When the portals disappear in a few quickly, the Nekura is enshrouded by a three metre tall construct of Keigoku in the guise of an oni, or demon. The construct wields a kanabo, or club, compoaed of Keigoku which it swings at opponents who come close enough. The construct's defensive nature, however, comes from the fact that it is able to perform a modified version of the Keigoku special ability Drain. When an opponent's technique strikes it, it smothers the technique and 'drains' the 'life' of the technique - i.e. - much like a human Nekura uses Keigoku to drain life from a person, the chakra-based construct uses Keigoku to drain the chakra of the incoming techniques. This disallows any chakra-based attack to pass through the technique and strike the Nekura.
However, there are a few inherent weaknesses to this. First, the construct cannot drain away the life of people. It can only drain techniques, much like a human Nekura can only drain people and not techniques. Second, per turn, it can only drain away techniques equal to 40 chakra points. Any more will bypass and strike the Nekura. Third, though it may drain the chakra from said techniques, those with a physical substance and enough force will still continue forward, just devoid of chakra at this point and weaker ( -1 rank ). This means that a fast and strong enough physical jutsu of S rank and higher, excluding those grown under the user, will be able to knock the user from the inside of the technique, causing his hold on it to cease and end.
Also, if an opponent, regardless of speed, touches the technique, he suffers great mental agony and trauma, similar to being subjected to Tsykuyomi, and also causing strokes and migraines with prolonged contact. However, the faster the opponent, the less damage he takes - opponents in 4th Gate and above can pull back fast enough to ensure only minor headaches
The Nekura must have had special training to use this technique and must be Black Knight rank or above. Furthermore, the Nekura can only use this technique once, which lasts until destruction or until the user is forced from the inside of the technique . If this technique is bypassed and the Nekura wounded severely, the technique dies and the Nekura collapses unable to move from his place for the rest of the battle; he can only use Ninjutsu or Genjutsu to fight. If the "oni" uses his club to strike an enemy ninja, it will count as a move of the user's 3 per turn. The club has a reach of up to Mid range of the user.
Each oni takes on a difference appearance depending on the user, with some Oni's having different melee ranged weapons, such as a sharp sword in place of a stick or club, all made of Keigoku.


Learnt here.
 
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ReXii

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Valentine Clan Jutsu.
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Valentine’s Cursed Seal (Tanabata Juinjutsu)

Type: Supplementary
Rank: S
Range: Short-Long (can only be applied at close range)
Chakra: 40
Damage: 80
Description: A technique that brings a member of the Valentines under the control of the user. The techniques works similarly to Hyuuga’s Juinjutsu, and is only taught to the high ranking members of the clan and select officials of the Rain village/Akatsuki as a countermeasure against betrayals. The seal is placed on all members of the Clan upon joining and is automatically activated upon death. The seal has numerous functions, primarily causing an extreme paralysis with a single Seal of Confrontation, the same way Danzo’s Juinjutsu works. The curse seal has the appearance of a Black Heart placed on the right side of the members chest. When activated sealing scripts pour out of the heart and bind the body.
The secondary function of the seal is to completely this destroy the victim’s body. The function activates automatically upon Death but can also be forcefully triggered by a user of this technique. When activated, the Black heart on the chest breaks apart and splits into two. This makes the seal unstable and the effects extends to the victims body, the seal absorbs natural energy at an extreme rate quickly petrifying the victim into a statue form. This both kills the victim (If he’s alive) and completely destroys the D.N.A rendering the body unusable.
Alternatively, the technique could also be applied on opponents in the middle of battle by striking the chest. The seal has the same effects of paralysis and petrification even on Non-Valentines. Also, activating the seal against an opponent counts as one of the user's 3 jutsu per turn.

(Galian bīsuto) Galian Beast
Type: supplimentary
Rank: S
Range: Short
Chakra: 40
Damage: (+30 to a Taijutsu movement when used in combination)
Description: The Galian Beast is the third Transformation available to Valentines and is also the first they acquire. Like all transformations of the Valentine Clan, The Galian beast too represents a horror or terror faced by society. If Chaos is the physical representation of occult and satanic practices, Death Gigas could be considered the horror of science, a mutated unstable lab experiment and the Galian beast can represent the horror of the wild, untamed animals of nature.
The galian beast transformation takes root in one of man-kinds oldest fears, lycantropes, the valentine takes on the form of a highly muscular, armour clad lycanthrope with large horns protruding from its head. (see image)
In this form, the user gains enhanced strength equal to a sage mode user and the speed at which the valentine can move doubles due to the enhanced musculature and dexterty afforded by the wolf-like form, also, due to the huge claws, horns and teeth, damage inflicted by taijutsu is greatly increased (reflected in the damage section above)
-usable by all valentines
-lasts 4 turns
-the user may not any Valentine Techniques for the following 2 turns.

(Nanatsunotaizai) Seven Deadly Sins
Type: Off/Def/Supp
Rank: S-Rank
Range: N/A
Chakra: 40 (40 cost per turn in abilities that last more than one turn)
Damage:N/A
Description: Though the valentine creed is strict about abandoning the vulgarity of human nature, eventually their personalities show through. To channel this to the benefit of the clan they are guided down one of seven paths by the clan's upper echelon, depending on their personality. These paths hone their abilities, allowing them to harness their emotions and hone them into a weapon. Each path bestows an ability upon the young valentine as a result of harnessing the dominant sin that drove their actions in their human lives before they became members of this misanthropic brotherhood. Thanks to this practice, the valentines have been able to become at peace with their petty needs and transcended it to advance further in their desire to rid themselves of everything that made them "human", thereby separating the valentines from the herd of human cattle that marches slowly towards their and the world's inevitable death.
The abilities that are conferred are as follows:

Wrath is the ability to condense natural energy into a single point, building up pressure and releasing it to amplify the physical blows of the user. This ability causes the users physical attacks to cause pressure shock waves through any medium upon the release of a blow. The shock waves upon contact with human flesh can cause devastating damage to the internal organs and bone structure. This technique adds 30 damage to any taijutsu or other attack that involves landing a physical blow. The shock waves can also be used to disrupt incoming attacks of solid material.
Technique lasts 3 turns and augments any attacks used in that time.

Pride is the ability to sharpen, dull and all around manipulate the Senjutsu Chakra that makes up the aura surrounding the Valentine. This can be used to defend against weapon strikes, and even create slashing and piercing attacks up to mid range. It can be manipulated to create sharp arrow-like strikes, can be altered to create dull, strong, and unwavering strikes like a hammer. With a stabbing or punching motion the aura can create piercing damage. An example of using this technique would be the user dulling the Senjutsu Chakra around his finger and using the aura to defend against sword strikes, or sharping the aura significantly and stabbing that finger into an opponent to puncture through the muscle and flesh, directly striking the internal organs, with piercing like blows. Dependent on it's use this aspect of the technique can cause significant damage but usually isn't deadly by itself unless skillfully and purposely directed. The aura created lasts 4 turns. The aura around the valentine takes on a pale golden color. The damage and power of this aura is A-Rank and using it counts as a move.

Sloth is the ability to force natural energy into an area around a targeted object or person. The air the target is travelling through becomes far more dense, slowing the target dramatically, (for those who dont grasp the concept, it is like trying to run underwater as opposed to running on dry land) The speed of the target is halved while this technique lasts. The natural energy lasts for 2 turns

Greed (+20 damage to taijutsu) A very basic technique. The Valentine simply uses his heightened transformation abilities to increase his or her muscle mass for a brief period of time increasing strength and speed momentarily. This increase in strength is enough for the user to lift five times his own body weight and the speed increase is roughly one and a half times their base speed. Dependent on their rank and skill this can be maintained for longer periods of time being more useful the higher your rank. This jutsu is not affected by the turn restrictions due to it being a very basic Valentine technique. When a stronger state is entered the technique is negated.
Restrictions:
Squire: Can last 1 turn
Dark Neophyte: Can last 2 turns
Dark Knight: Can last 3 turns
Dark Crusader: Can last 4 turns
Dark King: Can last 5 turns


Envy is the ability to use the natural energy around the user to redirect an opponents attack back on them, it doesn't change it in anyway, it is simply redirected back upon the caster. This ability can only redirect attacks equal or lower ranked to this ability, that are not multi-directional and the user must be able to detect and react to it. Cannot be used on genjutsu.

Lust is the ability for the user to take on the form of the perfect object of desire, literally becoming the perfect being that no mortal can help but lust after. This physically perfect specimen displayed before the opponent will cause their hormonal system into overdrive with their desire, distracting the opponent from concentrating properly (1/4 reduced reaction speeds) and leaving them subconsciously unwilling to harm the user (-10 damage to any technique the opponent uses) This effect lasts for 4 turns, or until the opponent forcefully interrupts the hormonal state via physical pain equal to breaking a genjutsu of the same rank.

Gluttony is the ability to harness masses of natural energy from the surrounding area, drawing it into the users body and expelling it into one jutsu, This jutsu adds +40 damage to any elemental attack the user uses directly following this technique.

Notes and Restrictions:

-Each clan member below Knight rank can only possess one ability due to their human lifespans being too short to train in more than one.
-Knights, Due to their vastly increased lifespans have had many years to train and hone their craft, allowing them access to two abilities.
-Crussaders and the Dark King can access all abilities
-Can only be used twice per battle.
-Can only use one emotion at a time.

Death Gigas (Kyoujin Ojou)
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (20/turn)
Damage: N/A
Description: Death Gigas is the second transformation of Valentines, after Chaos. Like all transformations of the Valentine Clan, Death Gigas too represents a horror or terror faced by society. If Chaos is the physical representation of occult and satanic practices, Death Gigas could be considered the horror of science, a mutated unstable lab experiment. The transformation is slow to take effect and reaches mature form after two complete turns has passed since the activation.
Activation: The user performs a series of hand seals activating the body as it begins to absorb natural energy continuously. Immediately after activation the user’s physical prowess improves comparable to that of a standard Sage mode user. This involves body durability and physical strength alone. The technique is the most premature state of transformation and there is no visible difference in appearance.
Initial Stage, Giga Dunk: The user achieves stage one after 1 complete turn has passed since activation. By this stage, the user has absorbed enough natural energy to induce a change in his appearance. His body begins to bulk up, increasing both muscle mass and height. Natural energy’s distribution on a cellular level result in the user transforming into a hulking monster. The intense amount of natural energy present in the users body makes his skin green and he gains berserking tendencies similar to Jugo’s Clan. Despite that he still maintains his composure and is able to make logical actions. The transformation raises the user’s speed comparable to standard Sage mode and his physical strength 2x (For Taijutsu techniques and Ninjutsu that involve physical strength).
Final Stage, Live Wire: Live Wire is the final stage of Death Gigas manifesting the real form of this transformation. The stage requires immense amounts of Natural energy that only a Valentine could handle. The mode raises the muscle mass to maximum the human body could allow (4x the users base strength). Even when all natural energy is used up to induce this sudden growth, the transformation still continues to collect more. As result a green aura appears around the user because of the condensed senjutsu chakra leaking from the body, bolts of electricity appear as well. The stage is named after this particular appearance, “Live Wire” refers to the wires of electricity flowing through the body. The final ability granted by this stage is not the boost in physique, its a cellular mutation. The initial stage Giga Dunk spreads natural energy across the body on a cellular level, reaching this stage suggests that the mutation took effect and the cells have been augmented. Sage mode makes the body stronger, Death Gigas makes the humans cells stronger: A human cell has a fixed capacity of absorbing energy, the amount of energy body always maintains within itself is roughly 100 watts. Exceeding this limit too much results in cellular damage and the primary advantage of Death Gigas is that this limit is exceeded way beyond normal with the help of natural energy. This makes the user incredibly resistant to damage, granting complete immunity to techniques up to A rank (within reason this mainly applies to blunt force impact or energy based techniques, cutting techniques will still cause damage just a greatly reduced level e.g. An A-rank cutting attack would do the damage of a C-rank). The user also gains tremendous physical strength allowing the user to lift up large summon with relative ease (Ordinary Sage mode allows the user to lift objects many times larger than himself. Reference: Naruto lifted the toad statue right after entering sage mode) as well as to jump huge distances easily across the field.
Disadvantages:
-Once the transformation is initiated it cannot be stopped or prevented, unless done forcefully using Anti Senjutsu equipment. (Check clan description)
-Altogether the transformation Lasts 5 turns, and requires 2 turns to mature leaving the actual transformation usable only for 3 turns.
-Genjutsu cannot be used once Giga Dunk stage is reached. The user cannot use Ninjutsu above A rank except raiton once Live Wire is reached and the user is left severely exhausted once the transformation ends.
Restrictions:
-Usable once per battle.
-Dark Knight Rank or Higher
- Grants a +20 damage boost to Raiton jutsu in live wire stage

Chaos (Ranmyaku)
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40 (+10 per turn)
Damage Points: N/a
Description: Chaos is a morphing technique born of negative and dark memories and the sins of the user; it’s a person dark side taking physical form, an executioner and harbinger of death who comes during the user’s state of mental imbalance. Chaos has a satanic appearance, large black wings, pale skin and yellow glowing eyes. Adding to the theme, the hairs grows longer and stiffens making spikes along with the users cloth, being shredded in various areas. Gauntlets and knee guards appears that reflect a demon’s limbs and metallic ribs cover the abdominal area. The user’s chakra becomes similar to that of a cursed seal, dark and purple-ish in color. The area where the user’s heart is present begins to glow.
Advantages:
-Grants flight
-Murderous intent improves by 5 fold. And user becomes emotionless therefore providing immunity against genjutsu, killing intent and any other technique that affects the users emotions. User is still affected to genjutsu that do not affect the emotions however.
-User gains the ability to sense murderous intent, distinguish between several people and determine the strength of each person’s killing intent.
-User’s Fire and Lightning techniques do additional damage (+15) due to natural energy.
-User’s Genjutsu improves by 1 rank, excluding forbidden techniques. I.e. B rank genjutsu becomes A rank, and A rank becomes S rank. But S rank and forbidden ranked genjutsu don’t improve.
Restrictions:
-Lasts 4 turns
-User is unable to use Sage Morph techniques for 2 turns after the mode ends.
-Cannot be activated at the same time as other mode, including other transformations.
-Usable By Dark Crusader and above
 
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Vector Cobra.
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Bekuta Kobura - Vector Cobra

Type
Fuin/Tai/Nin

Background:

Priest as sole founder of this style stumbled upon this while rummaging through ancient archives of sealing. Though bringing several scrolls together, this style is able to emerge into one single entity with the sole purpose, Destruction.
History has it, that a Descendant of the Sage of the Six Path who is a God of Sealing made the numerous sealing techniques we use today and the owner of the sealing archives, however he after years of rigorous research, is unable to come up with this versatile uniqueness.
The Idea behind this is gotten from Soul Eater's Medusa Gorgon.
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Description on the Abilities and Inner Workings of the Style:

This fighting style requires the user to have fuinjutsu seals in form of snake tattoos on his body.
Fuinjutsu is a versatile aspect of this fighting style thus needs the user to have mastery of it. The user would have numerous cobra tattoos all over his body, they are 16 in total, they are located on each of the four limbs, with some spanning/curling from the shoulder down to the wrist in length and vice versa for the ones on the upper limbs(arms) each, the ones on the lower limbs spans/curls from the top lap to the ankle while the remaining snake tattoos are located on the entire torso, back(back of the neck down to the waist) and chest(neck to the lower abdomen) interwoven in an irregular array. However these tattoos are but special fuinjutsu seals which are very essential for this fighting style and revolves around instant activation and deactivation of each of them for taijutsu and offensive purposes.

† Activation and Deactivation:
The snake seals upon activation assumes a tangible form(the seal becomes tangible) and extends from the user's body(like an ink snake though it may not be ink, but the substance that is used to imprint the tattoo) to deal physical damage though they can either be attached to the user through their tail or be released from the user's body. However releasing/detaching them from the body renders them uncontrollable making them only move in the direction in which they are released and after that, unusable thus would disperse into thin air after a short while. The fuinjutsu seals having been imbued into this fighting style specially are self sustaining and can be re-used again even after deactivation so far the seal itself is not destroyed.
After every use, the snake reverts back to their initial position on the user's body as fuinjutsu seals which marks their deactivation. However if any seal is destroyed when they are in tangible form(Activated), they would remain destroyed and detached from the user and unusable for the remainder of the battle thus reducing the number of cobra seals on the user's body.
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† Effect: Depending on how the user wants it, the snakes may deal blunt damage by ramming itself against an opponent or something, this is very good in use in a taijutsu battle giving the user the upper hand with regards to extra arms and maneuvers aiding the user defensively, offensively and to supplementary create extension for complex movements. They can bite down an opponent to hold down the opponent or/and deal piercing wounds and also they can be used to bind targets. The snakes normally without elemental infusion is equal in strength to normal ninjutsu thus they are one rank weaker than elemental ninjutsu.

† Elemental Infusion: Apart from normal blunt force the snakes deal on the opponent, the user could infuse the snakes with elemental chakra so that each hit would deal specific after effect which further augments the damage and wound caused by the snakes. Infusing the cobras however with elements makes them stand on equal terms with elemental ninjutsu though elemental strengths and weaknesses still applies.
♦ Earth: The snakes are infused with earth chakra and thus delivers more heavier impact
♦ Water: The snakes are infused with water chakra thus they leave their area of impact saturated with water leaving the opponent prone to lightning attacks
♦ Wind: The snakes are infused with wind chakra thus making the snakes instead of just blunt damage, have cutting properties that leaves clean cuts on the area of impact
♦ Lightning: The snakes are infused with lightning chakra thus leaves the area of impact numb and in the case of binding the target, they would leave the target paralyzed and numb.
♦ Fire: The snakes are infused with fire chakra thus leaves the area of impact with 3rd degree burns.​

Vector Cobra revolves around using the snakes made out of seals as extra arms to grab, bind/restrain, attack and defend, or extra legs for extensive mobility and perhaps gain height while still connected to the ground.
The addition of Elemental chakra gives the snakes special essence, advantage and also makes them equally strong when used against elemental taijutsu or elemental ninjutsu. An example is enhancing the snakes with lightning allows the snakes to be able to smash/slice through an earth jutsu though elemental strength and weakness still applies.
3D Maneuver: Each of the snake is connected to the user's body and can be used for stabilization and balance. The style also allows the user to pivot on one of the snakes, balancing while resting his entire weight on them and still remain stable while suspended in mid-air. This enables him to use all his limbs and entire body to fight while being suspended in a fluid 3D fashion.
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Example Technique:


Sono Iyashii Gunomu - The Lustful Gnome
Type: Offense
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user activates the snakes on his arms and uses it to attack the opponent or bind them. He can infuse this with any one of the 5 elements depending on the effect he desires.
-Must be taught by Priest
-Must know Vector Cobra

Uso no Alanta - Lies of Alanta
Type: Offense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This combine complex movement in tajutsu using deception as its core purpose. The user launches an attack inform of a punch/kick, however this is but a feint attack the main idea of the punch or kick is not to connect but to shift the targets focus. This could either by a side hook which would purposely miss the opponent by some inches or a round-house high/low kick that would swing by the target. Then comes the real attack which moves in the shadow of the feint just like "Leaf Hurricane". Depending on the limb used for the deception, a snake is activated that moves concurrently with the limb but a bit behind schedule though not far behind and strikes the target with venomous rage.
-Usable 4x per match
-Must know Vector Cobra

Additional effects and Restrictions:


Skill levels of the style:

-GrandMeister(Created the style)
-Meister(Knows all technique learn-able)
-Apprentice(Is learning technique)
-An Apprentice can only activate two of the snakes at a time while Meisters can activate 3. The Grandmeister is able to activate four of the snakes at once.

-Users of this style have extreme chakra control and also they have greater reflex than normal ninjas.
-only one elemental infusion can be used per move
-Users of this style must have completed the Basic five, Ninjutsu, Basic Fuinjutsu and Taijutsu
-Can only be learned by Kage rank ninjas and above

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

Priest, our loyal member, gave on the 12th of August 2014 a request for a Patent on custom fighting style Bekuta Kobura | Vector Cobra. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Bekuta Kobura | Vector Cobra
Powered by Madāra Uchiha
Copyright 2014, Priest, NarutoBase.net

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1. † (Bekuta Kobura: Erumesu no Shisha no Tsue) Vector Cobra: Caduceus of Hermes †
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra: 20 (-10 per turn)
Damage: 40
Description: The user activates up to 4 snakes on any part of his body for basic supplementary use. They can extend up to 10m max and can pick up tools, act as extra limbs, aid the user in complex movements and manouvres during taijutsu and perhaps
offensive usages where they can be used to grab, restrain and attack. While using the limbs, the user still moves at average speed.
-Can not be infused with elemental chakra.
-Last for 3 turns.
2. † (Bekuta Kobura: Damballah Ihan) Vector Cobra: Violation of Damballah †
Rank: A
Type: Offensive/Defensive/Sup
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user activates up to 4 snakes(depending on his rank) on any part of his body. These snakes then begin to extend to their full 10 meter length immediately, coiling near the user to stay close by until they are needed. The user then releases elemental chakra through the snakes to augment their power, increasing their strength proportionally to which elemental was used.

♦ Fire: The cobra themselves has gained a very high temperature, characteristic of fire, and causing 2nd degree burns on contact, and 3rd degree on prolonged contact without having to cause actual fire.

♦ Wind: The cobras gain a sharp cutting property, characteristic of wind. Touching the cobra at any point will result in a deep cut mark forming on whatever made contact, allowing the cobras to wrap around objects to reduce it to mere splinters of what it once was.

♦ Lightning: The cobras aesthetically gain small sparks that appear periodically across their body as lightning chakra is channeled through them. The lightning element allows the cobras to change their size to become thin at any point along their bodies, which combined with the natural piercing property of the element allows the cobras to shrink down to a very small size(though can be seen clearly) at the end to pierce through any object like a perfect arrow. The cobra can then reform to normal size after completely piercing through an object a portion at a time, meaning that the head can be on one side of a rock, full-sized, while a quarter of the way towards the user is shrunk to a very thin size as it's piercing through the rock, and out the side closest to the user the vector is normal sized once more. The "shape-shifting" of the snakes also allow this technique to pass through a barrage of precise attacks (ie. shower of senbon) without making contact with anything/losing any power.

♦ Earth: The snakes, when infused with the earth element, become heavier than they normally are (10x). However, because the speed, strength, and mobility of the serpents are determined by the user's chakra control, almost removing the factor of "weight" from these three aspects though not entirely as they still move as fast as the average earth jutsu, this serves only two purposes: to increase the force of impact, allowing the snakes to crash through defenses, though they lose some momentum after impact, and to restrain an enemy by crushing them with the immense weight of the earth-infused Vector Cobras. The user's earth chakra additionally allows the serpents to "meld" with the earth, much like the "Earth Release: Hiding in Rock Technique", allowing the serpents to move in and out of the earth without creating disturbances, tremors, or otherwise altering the battlefield (though they can still be seen by sensors/Dojutsu users/others who can "see/feel" chakra).

♦ Water: The snakes, when given the element water, begin to excrete a transparent sticky fluid, similar to "Water Style: Starch Syrup Capture Field". Because the snakes only secrete a small portion of this fluid until it is used, it is difficult for normal eyes to see the water while still on the snakes (though anyone who can see/feel chakra can "see" it). As the snakes make contact with objects, they leave behind this chakra-infused sticky residue which can snare other objects on it, restraining their movements and trapping it. The snakes themselves, if they touch an object which is weak enough (ie. solid matter based projectiles), they can drag the object with them, it sticking to the layer of sticky water covering the serpents. If the Vector Cobras have objects stuck onto them, they can dislodge them by making sharp turns, releasing the object with a layer of sticky water at speeds equivalent to the average water jutsu.

The cobras can then be released towards the target, being manipulated to move in any direction the user wishes as they move, creating effects related to the element infused into the snake. The cobras also can be made to begin their assault upon activation, instead of coiling around the user. The cobras may be used independently from each other, but all four snakes need to have the same element.
NOTE: Once activated, they can last 2 turns and after that, they revert back to their position on the user's body unless perhaps they are destroyed. The user however, can decide to deactivate them before the end of their turn limit.
NOTE: Only one elemental infusion can be used in one turn.
NOTE: Each elemental infusion can be used 2x max
Note: Can only be used 5 times max
NOTE: No other element can be used except the element that is currently infused with the cobras. Meaning if a fire infused cobra is activated and still active, the user can only use Katon.
NOTE: Students will need to wait two turn in between usage. Meisters have one turn wait.
3. † Bekuta Kobura: Buraku Mamba - Vector Cobra: Black Mamba †
Type: Sup/Off
Rank: B
Range: Short-Mid
Chakra: 20(-5 p/turn)
Damage: 40
Description: The user releases at will, vectors in any area of their body to form a particular weapon or an object of sort. The user can release say up to 4 vectors at once from his hand and as soon as they are released, they weave/merge themselves into a weapon, for example, a huge blade(7m max) long and can use it to attack and defend. There are plethora of weapons and tools that can be made, though one at a time. Examples: Sword, Scythe, Axe, umbrella, fan, staff, spear, etc, depending on the user's imagination. However, the vectors are still connected to the users hands unless shed. The user can instead of morphing the vectors into offensive weapons, morph them into more supplementary tools. Example is the user can release vectors from his back and weave them into a pair of wings which would apparently aid him to gain flight as the vectors are connected to the user's body unless shed. Another example is the user can release vectors from his legs and morph them into a makeshift surfboard so that he is able to move along water surface or perhaps ride strong wave of water current.
The contructs however are able to revert back to their coily form at will. This allows to move around solid object/obstacles. Example is when the vectors, in sword form, clashes with an object, the user may make the sword to form back into slithery vectors and quickly wrap around the object, binding it or traping it or perhaps to disarm the opponent from their weapon. If the user wants, he may infuse a particular element into the weapon/tool as they are made to gain special elemental affects of the element in question, though doing this makes the vectors submit to elemental strenghts and weakness.
NOTE: The user can make two different weapon on his two hands with each having a B-rank power. However this counts as two moves
NOTE: Usable 5x per battle
NOTE: The vectors would continue to linger until the user calls them back, though the user would continue to sacrifice some of his chakra while they are in play.
 
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