Sach's ways to mash his opponents

The Sach

Active member
Legendary
Joined
Jan 15, 2013
Messages
17,360
Kin
41💸
Kumi
4,751💴
Trait Points
0⚔️
This will be my custom jutsu thread and sadly you aren't allowed to post here and if you post, you will get special prizes including neg rep from me and a cute infraction along with lots of love hate.
Index:
Techniques taught to me:
1. (Katon: Fenikkusu Ki) – Fire Style|Phoenix Tree
Techniques created by me:
Custom Summoning contract:
-Swans.
-Snakes.
 
Last edited:
  • Like
Reactions: ObitoRolent

The Sach

Active member
Legendary
Joined
Jan 15, 2013
Messages
17,360
Kin
41💸
Kumi
4,751💴
Trait Points
0⚔️
Fire

You must be registered for see images
Jutsus taught to me:
(Katon: Fenikkusu Ki) – Fire Style|Phoenix Tree

Rank: S
Type: Attack
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: Performing the Tiger, Horse, and Rat handseals the user will concentrate a massive amount of fire chakra deep into the ground below the enemy. Like an eruption the fire will burst through the ground and take the form of a rapidly growing tree that expands upwards (up to 15 meters) ripping and scorching through the earth and burning everything near it. After the technique is over, it leaves the area a barren scorched land.


Learnt here
My creations:
None at the moment.
 
Last edited:

The Sach

Active member
Legendary
Joined
Jan 15, 2013
Messages
17,360
Kin
41💸
Kumi
4,751💴
Trait Points
0⚔️
Lightning

You must be registered for see images
Jutsus taught to me:



Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: After channeling chakra to one's dominant hand, the user extends it and releases the chakra in the form of a lightning rod protruding from the palm of his hand which the user then grips. By applying shape manipulation and bending the tip into a pseudo hook, the user then spins himself and hooks onto the opponent. As he spins, the opponent is caught on the hook and is hurled by the user in whatever direction he chooses. This jutsu is best used in conjunction with taijutsu or freeform taijutsu.
Note: Can only be used 3x per battle
Note Can only be taught by Izzeh/Deviation


Learnt it here:
My creations:
None at the moment.
 
Last edited:

The Sach

Active member
Legendary
Joined
Jan 15, 2013
Messages
17,360
Kin
41💸
Kumi
4,751💴
Trait Points
0⚔️
Earth

You must be registered for see images
Jutsus taught to me:

Type: Defense
Rank: Forbidden
Range: Short
Chakra cost: 50
Damage points: N/A (-20 to the user)
Description: The user must do blood sacrifice then perform 10 serial hand seal, slam his both hands into the ground to summon the Chinese great wall in front of the user in form of three layer with different usage, the wall capable of blocking almost any attack up to Forbidden Rank according to the layer of the wall.

Layers ability:
~First Layer, takes the direct attack
~2nd Layer, mitigate the attack power
~3rd Layer, completely dispel the attack

Restriction :
*Can only be used once per battle.
*Causing extremely exhausted to the user and will not be able to use any jutsu for the next 1 turn
*The wall stays for 2 turns then crumble apart by itself
*Can’t be perform by a clone
*No Ninjutsu for the rest of the battle
*Only A-Rank jutsu after the next 1 turn and for 2 turn
*The user takes damage -20
*Strong S-Rank Lightning can pierces the wall
* Can only be used by Oasis Nara


Learnt it here:

My creations:
None at the moment.
 
Last edited:

The Sach

Active member
Legendary
Joined
Jan 15, 2013
Messages
17,360
Kin
41💸
Kumi
4,751💴
Trait Points
0⚔️

Ninjutsu techniques

You must be registered for see images
Jutsus taught to me:



Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 per turn
Damage: N/A (+60 if used with Lightning)
Description: Utilizing normal, durable ninja wire, the user channels chakra to it and utilizes it to bind his opponents. The user can elect to increase the friction the strings, making the wire hotter and able to case burns, making it a good technique to use for torture and information gathering. The strings can take on whatever form the user wishes making it quite a versatile technique to use with ninja wire. By channeling lightning-type chakra to the wires the user can increase their cutting power to cut through solid earth of A-Rank and lower. The user can also elect to not channel chakra to the wires and instead use a more suitable lightning technique to fit his situation. The strength of the binding is A-Rank. The technique itself does no damage until combined with lightning.
Note: Can only be taught by Deviation


Learnt it here:
My creations:
None at the moment.
 
Last edited:

The Sach

Active member
Legendary
Joined
Jan 15, 2013
Messages
17,360
Kin
41💸
Kumi
4,751💴
Trait Points
0⚔️
Custom Summoning Contract-Swans
You must be registered for see images
Got approved
Summoning Animal: Swan
Scroll Owner: Sachchidanand
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background:
You must be registered for see images
Origins:

The swans are the largest members of the family Anatidae, and are among the largest flying birds from the ninja world. They are found in temperate environments, rarely occurring in the tropics. Several species are migratory either partly or wholly.
General description:
Adults also have a patch of unfeathered skin between the eyes and bill. The sexes are alike in plumage, but males are generally bigger and heavier than females.
The legs of swans are normally a dark blackish grey colour, except for the two species, which have pink legs.Although most birds generally do not have teeth, swans are known to be an exception to this, having small jagged 'teeth' as part of their beaks used for catching and eating fish.
Summon Abilities:​
Swans are strong and are capable of living on land as well as in the water, and hence they can flyy as well as swim in the water. They can use chakra and few of them can even show elemental affinity.(depends on summon)They can speak to human beings just like toads. Since they are strong they can carry scrolls along with them.


 Approved  Editted.
Custom Summons
Summoning animal:Bazz
~Resubmitting~
Again, worked on it a bit.:shy:
Summoning technique:Bazz-the swan (Kuchiyose no jutsu-Bazz the swan)
Type: Summoning Animal
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user after smearing his small amount of blood over his palm (obviously the one they used while signing the contract), perform the Dog->Boar->Monkey->Bird hand seals to summon Bazz, the boss of all Swans. Bazz is somewhat larger than the hawk summoned by Sasuke here.
You must be registered for see images
He has wide wings, can carry scrolls using his mouth, and user can ride on him so that Bazz can carry him from one place to another using water source, as Bazz has ability to swim. He is specialized in the water techniques, and can use up to S rank water techniques. He can also carry user on him in the air, and land in water as well as on ground, depending upon user’s will.
Notes:
-Can be summoned only by those who've signed the summoning contract and must be taught by me.
-Can be summoned only once in a battle.
-Can stay for 3 turns once summoned.
-Can perform up to S rank water jutsus and each jutsu counts as the user's jutsu.
-The user cannot perform any S rank water jutsus while Bazz is in play.
-Can talk and interact with the User.
-Can perform elemental combo with user.
Summoning contract got approved , post number 3627.​

Changes are made in bold.

♠ Approved ♠
Got approved

Signers of the contracts:
1. -Omega-
 
Last edited:

The Sach

Active member
Legendary
Joined
Jan 15, 2013
Messages
17,360
Kin
41💸
Kumi
4,751💴
Trait Points
0⚔️
Customs of Konoha
You must be registered for see images

The Leaf Heritage: The Will of Fire & The Will of Darkness (Konoha Isan: Hi no Ishi & In'utsu no Ishi)
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: +10 or +15
Description: More than a technique, ability or skill, the Will of Fire and the Will of Darkness are, instead, teachings and philosophical beliefs that induce specific ways of teaching and acting towards the protection of the Village.
The will of fire is an idea taught to and carried by all members of Konoha. It is the belief that only through love, understanding and decisive action can true peace be acquired, though never by attacking others and rather by protecting something the individual holds dear. The belief is a spiritual heritage that was created by Hashirama Senju and passed down to all the villagers and shinobi of Konoha. Shinobi who carry this belief love the village with all their heart and will fight to protect it even against the most significant odds. It gives them the strength to keep going even when the situation looks grim. When defending the village the Will of Fire gives the shinobi of Konoha the extra strength needed to defeat the invading forces and the will power to continue the battle after receiving damage, ensuring the Will of Fire is never extinguished.
Can only be used by members of Konohagakure who embody the Will of Fire.
Only usable when defending the village from external threats.
Normal members receive a +10 damage boost as well as a strength and speed boost equivalent to one rank (based on the NB ranking system). So for example a Jounin would gain the strength/speed of an S-Class Ninja, a S-Class Ninja would gain the strength/speed of a Sannin).
Normal members can continue after being hit by one B-rank or below attack but lose the bonus damage, speed and strength.
The Hokage and Village Officers receive a +15 damage bonus and strength and speed increased by one rank.
The Hokage and Village Officers can continue after being hit by one A-rank or below attack, but lose the bonus damage, speed and strength.
If the villager is fighting inside the village walls (Inner Village and Hokage Mansion) he gains access to an additional 10% chakra points.
A member of Konoha must make a notice in their biography's history as to which Will the character has inherited. This must be the same for both biographies.
The antithesis to the Will of Fire, the Will of Darkness is a school of thought that was developed by Shimura Danzo during the reign of Hiruzen Sarutobi and taught to the members of the Root (Ne). He instilled this will within members of his Root organization so that they would be able to carry out their missions successfully and without failure. The Will of Darkness holds the belief that one must protect what he loves by aggressive action and the destruction of all potential threats, no matter the moral cost or context. Where the Will of Fire is based on the defense of the village, the Will of Darkness is based on the attack of its enemies. After his death and the dissolution of Root, his will spread into other Konoha shinobi as former root members began to integrate themselves back into normal village organizations. People who have committed themselves to this school of thought understand the need to eliminate threats and do things that may be considered amoral for the greater good. As a result they battle without hesitation and with a greater ferocity when committing acts of aggression than those who adhere to the Will of Fire.
Can only be used by members of Konohagakure.
Only usable when attacking another village or enemy in accordance to an official mission.
Normal members receive a +10 damage boost as well as a strength and speed boost equivalent to one rank (based on the NB ranking system). So for example a Jounin would gain the strength/speed of an S-Class Ninja, a S-Class Ninja would gain the strength/speed of a Sannin).
Normal members can continue after being hit by one B-rank or below attack but lose the bonus damage, speed and strength.
The Hokage and Village Officers receive a +15 damage bonus and strength and speed increased by one rank.
The Hokage and Village Officers can continue after being hit by one A-rank or below attack, but lose the bonus damage, speed and strength.
If the villager is fighting outside the village walls (Inner Village and Hokage Mansion) he gains access to an additional 10% chakra points.
A member of Konoha must make a notice in their biography's history as to which Will the character has inherited. This must be the same for both biographies.

 
Last edited:

The Sach

Active member
Legendary
Joined
Jan 15, 2013
Messages
17,360
Kin
41💸
Kumi
4,751💴
Trait Points
0⚔️
Pokemons
You must be registered for see images


Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: Mew is a pink, bipedal Pokémon with mammalian features. Its snout is short and wide, and it has triangular ears and large, blue eyes. It has short arms with three-fingered paws, large hind legs and feet with oval markings on the soles, and a long, thin tail ending in an ovoid tip. Mew is able to fly and move at the speed of a Kage ranked member and can use the Base 5 elements up to S rank each. Capable of adjusting his specialty once every two turns, Mew can use 1 element up to Forbidden rank every two turns. Mew is also capable of turning invisible and completely concealing his chakra, though he cannot attack like this. This lasts for up to 3 turns each usage.

 

The Sach

Active member
Legendary
Joined
Jan 15, 2013
Messages
17,360
Kin
41💸
Kumi
4,751💴
Trait Points
0⚔️
Mandalore clan techniques
You must be registered for see images
Rank: Warrior


Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.

Passive Abilities:
General
-Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
-Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.

Active Abilities:
Helmet
-Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).
-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Body Armor
-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move).
-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.
-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.

Note: In the abilities where its not stated, there is no move cost per activation
Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight.
Note: Each clan member has an armor which different looks but all have the above abilities


(Mandalorian Senpai: Mandolore Shi) - Elder Mandalorian: Mandolore Pride
Rank : A
Type : Supplementary
Range : Self
Chakra cost : 30
Damage points : 60 (+5 to Ninjutsu) (+10 to Taijutsu)
Description : The will to keep fighting even if in the worsts situations or simply the will and pride a mandolore has. Mandolorians whom want to keeping fighting for their sheer thirst for blood, will use their will and force from deep within them, to keep fighting and gain a small boost. Only the strongest of the Mandolorian clan members are able to use this, feeling the need to protect their younglings and having too much pride to lose a battle. Upon using their will, the Mandolore gains +5 extra to all ninjutsu they use, and +10 to all taijutsu aswell. After the technique is worn out, the user's stamina decreases depending on the situation. If used at the start of battle then they will decrease -5 on all ninjutsu and -10 to all taijutsu he uses, for the next turn only. If used when being already worn out (after 4-6 turns have passed before using) their stamina will decrease the same way, however, it will remain like that for the following 3 turns.

Note: Only lasts 5 turns.
Note: Only useable x1 per battle.
Note: Must be a mandolorian clan member for atleast 2 weeks, before using.


Mandalorian Technique: Owl Squadron | Rorian no Jutsu: Fukuro Sentai
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: N/A
Description: Upon entering the clan each Mandalore is given four Owls which act as their eyes in the field to scout ahead and search for targets. The Mandalore will release four metallic discs into the air and then make a hand seal while focusing chakra into the discs. This will activate the discs causing them to expand into four drones which can hover and fly through the air using chakra boosters. The drones are about one meter wide, a half meter long and a foot thick from top to bottom with rounded surfaces. They're a metallic gray in color, though individual Mandalores often apply custom paint designs to personalize their squadron. Each drone is naturally equipped with a spotlight and a camera that is linked via chakra to the helmet and feeds back to the Mandalore's visor displaying what the drone sees. Each feed takes up a small square on the visor in each of the four corners as to not disrupt the user's normal vision, but they can then select one of the feeds to expand it to take up the whole visor for a better view. When they do this their normal vision takes the place of that feed in its respective corner. As the Mandalore progresses through the clan these drones receive upgrades gaining additional abilities.

-Assault System: At Warrior rank each Owl is outfitted with several offensive tools. A compartment can drop open from its base releasing a dozen small bombs the size of a marble that float in the air around the target before exploding (B-rank, short range). From each side of the drones compartment can open revealing a small homing rocket that can be fired at the target. The rocket is very fast incapable of being intercepted by things like thrown kunai or shuriken, unless the enemy has a dojutsu that's used to track the rocket. Each of these individual rockets are B-rank in strength and a max of two can be fired at a time (A-rank, short-long range). Each drone only has two rockets, and one set of bombs in its base. The final ability of the assault system is an A-ranked stream of fire that can be released from a nozzle on the front of the Owls (A-rank, short-mid range). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

-Defensive System: At Champion rank each Owl is outfitted with several upgrades used in the defense of themselves and their user. Their plating is upgraded with a new alloy that is both lighter and denser than the original model, bolstering their natural hardiness and rendering them immune to all C-rank and below attacks. They can further increase their durability by creating an A-ranked shield of chakra that that forms closely over the metal. The shield is capable of withstanding one A-rank attack before failing. While this shield is active they cannot use any abilities other than their spotlight and camera. The drones can extend their chakra shield between each other creating barriers that can protect the user or other targets. This requires at least three drones to use as any less would result in just a point or a straight line. The drones must be in short range of each other and when used with three drones the barrier is A-rank, while when used with all four it is S-rank. Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

-Hunter System: At Master rank each Owl is upgraded with several features that give it the ability to track and subdue a target. The owls are given the ability to cloak themselves (B rank) from normal sight, though dojutsu users can still see them with ease and the humming of their flight can be heard within short range by people with normal hearing and all ranges by those with advanced hearing. While cloaked the Owls can only use their hunter systems, needing to re-route power away from the assault and defensive systems. They gain access to the same vision capabilities (infrared, night, etc.) that their Mandalore possesses, though they all must be using the same vision as each other and their Mandalore. They can release an electrified metallic tendril up to mid-range that can wrap around their target and paralyze them (A-rank). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

After four turns of being in use the drones require a recharge. They will return back to the user and re-attach to their armor replenishing their energy. This takes several turns before they can be released again. After the second usage the Owls deactivate and fall to the ground, being unusable for the remainder of the battle. Each Owl is lastly equipped with a self destruct option that can be activated by the user resulting in a B-rank explosion within short range.

-Can be used twice per battle.
-Can be used four turns per usage.
-Requires a four turn recharging period between uses.
-All abilities used by the Owls count as a move in the user's turn.
-The video feed and spotlight do not count as a move.
-All chakra costs are proportional to the rank of the effect achieved unless stated otherwise.



Rank: D-S
Type: Offensive
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This is one of the basic but useful attacks of the Mandalore clan. The user holds up one or both of their hands showing a white hole in each palm. The palm releases out a blast of chakra various of damage, size, and power depending on rankof the technique. The palm can either release a blast, beam, or even a wide spread of chakra.
-S-Rank beam once used, there is a three turn cool down and can be used only three times.
-This technique is neutral to the basic elemental techniques of the same rank but of course it all depends on size also to be taken into account
D-Rank can be used up to Short range
C-Rank can be used up to Mid-range
B-S Rank can be used up to Long-range



 

The Sach

Active member
Legendary
Joined
Jan 15, 2013
Messages
17,360
Kin
41💸
Kumi
4,751💴
Trait Points
0⚔️
Snake summoning contracts and snake ninjutsus
You must be registered for see images


Summonings learnt by default:


(Kuchiyose no Jutsu: Kyodalja) - Summoning Technique: Giant Snakes
Rank: B-Rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description:
The user will summon a generic Giant Snake whose size can vary from a 10 meter long snake to ones the size of a boss summon, rivaling 100 meters long. These snakes vary in appearance and size and serve only as basic warriors, having only the normal characteristics of snakes. Although they are quite simple snakes, they are very enduring and resistant and, when big enough (about 50 meters long) they can take up to B-Rank damage.
Note: requires snake contract.
Note: can only be summoned once


(Kuchiyose no Jutsu: San Kashira Ebi) - Summoning Technique: Three Headed Snakes
Rank: A-Rank
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description:
The user will summon a generic, 70 meter long Three Headed Giant Snake. These snakes vary in appearance and size and serve only as basic warriors, having only the normal characteristics of snakes. Although they are quite simple snakes, they are very enduring and resistant and they can take up to B-Rank damage.
Note: requires snake contract.
Note: can only be summoned once


(Kuchiyose no Jutsu: Sōtōja) - Summoning Technique: Dual Headed Snakes
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description:
The user summons a double-headed, snake to attack his enemies. The snake is not big but is very fast and dangerous. Its bite carries a B-Rank physical damage and its body is small and slippery. Its mass is somewhat larger than the user but not by much.
Note: Requires signing of the Snake Contract
Note: Can only be summoned once


(Kuchiyose no Jutsu: Manda) - Summoning Technique: Manda
Rank: Forbidden Rank
Type: Offensive/Defensive
Range: Short
Chakra cost: 50
Damage points: N/A (-10 to user upon summoning)
Description:
Manda is a gigantic, 100 meter long snake who serves as the "leader" of all snakes. Fierce and aggressive, Manda is a shrewd warrior. To summon Manda, the user takes a big gamble, as he can easily turn on its summoner if he so deems it. Not only that, but the sacrifice and the amount of chakra needed damages the user, making summoning Manda a forbidden act. Manda has some unique abilities. Extremely fast and strong, his tail acts as a sharp mace that he can fling at the enemies with ease, speed and tremendous power (capable of overcoming even A-Rank defenses). Manda is also capable of using his chakra for 2 unique techniques: he can borrow underground (even if its affected by up to A-Rank techniques), tunneling through the earth at enormous speed or shed his skin, using a sort of substitution technique, where he trades places with his shed skin. While underground, Manda can sense the vibrations through the earth and pinpoint the location of his enemy. While completely immune to techniques A-Rank and below, Manda can take one S-Rank attack and survive by shedding his skins afterwards, although this can only be done once.
Note: requires snake contract
Note: can only be summoned once


(Senei Jashu) - Hidden Shadow Snake Hands
Rank: C
Type:Supplementary
Range:Short-Mid
Chakra Cost:15
Damage Points:N/A
Description: Senei Jashu is a Ninjutsu technique that manifests a snake, which extends from the sleeve. The ninja can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them.
Note: Must be able to summon snakes


(Jasenshi) Spinning Snake Thorn
Rank: C
Type: Offensive
Range: Short-Mid
Chakra cost: 15
Damage points: 30
Description: A technique exclusive to (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes in which they will release drill-like projectiles from their mouths at the target.
Note: Requires signing of the Snake contract
Note: Can only be used by (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes


(Senei Ta Jashu) - Multiple Hidden Shadow Snake Hands
Rank:B
Type:Supplementary
Range:Short-Mid
Chakra Cost:20
Damage Points:N/A
Description: Senei Jashu is a Ninjutsu technique that manifests a torrent of snakes, which extend from the sleeve. The ninja can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them.
Note:Must be able to summon snakes.


(Kyodaija Kawarimi) Snake Body Replacement
Rank: B
Type: Supplementary
Range: Short-mid
Chakra cost: 20
Damage points: N/A
Description: Snake summons have the ability to shed their skin in a manner of body replacement technique which is used for the replacement technique and the snake hides underground. During the battle with gamabunta and katsuyu, Manda used this technique to evade from toad oil flame bomb; the skin was deceiving however it had a transparent opacity, which in between attack wasn't noticeable.
Note: Must have snakes summoning contract.


( Akai Shima Moyō no Hebi ) - Red Banded Snake
Rank: B
Type: Offensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user will release several snakes from his sleeve that attack the opponent and then lifts them into the air, where the snakes then detach from the user and then spins around the opponent whilst attacking them multiple times before dispersing.
Note: Must have signed the snake summoning contract.


(Hebi Kage Bushin) Snake Clone Technique
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage points: N/A
Description: A jutsu develop for spying and gathering information which involves the user summoning a small snake from his sleeve. The user will then have the snake transform into a pure reflection of themselves. The user is able to know exactly what the clone is doing. The clone is only able to use basic snake ninjutsu and taijutsu up to B rank. The clone is linked to the user and is controlled at a distance through mental commands, unlike normal clones which can act independent from the user.
Note: Counts towards the users clone limit.
Note: Only one can be made at a time.


(Hebi Risu no Jutsu) – Snake Explosion Technique
Rank: A
Type: Attack
Range: Short – Mid
Chakra cost: 30
Damage points: 60
Description: The user turns their hands into a number of huge snakes that hit the opponent upwards. Next, one snake grabs the opponent in its jaws and drags the opponent into the piles of snakes. The user then sends a pulse of chakra into the pile, detonating the snakes.
Note: May only be used once per battle


(Jagei Jubaku) – Snake Authority Spell
Rank: A
Type: Offensive/ Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user extends Large snakes from their sleeves, which then coil around the target/s and then binds them. With the further addition of the users murderous intent they then can weaken their targets resolve and temporarily paralyze them in place.
Note: Must be able to summon Snakes


(Mandara no jin) – Myriad Snake Net
Rank: A
Type: Offensive
Range: Mid
Chakra cost: 30
Damage points: 60
Description: The user will release a torrent of serpents out their mouth. This wave will rise and rush towards the target and covering them.
Note: Must be able to summon snakes


(Dakōmō) Snake Steel Net
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Description: Once the user has used (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes, snakes emerge from the summoned snakes mouths in order of two's and from those ones others are summoned through the mouths in a continuous order in an attempt to capture their target. As the snakes continue to multiply, they become smaller and smaller the farther they are from the epicentre of this technique.
Note: Requires signing of the Snake contract
Note: can only be used by (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes


Techniques/Summons created by me:


None yet


Techniques/Summons taught to me:


Guardians Of Malice
Type: Summon
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The Guardians of Malice are the 5 rattle snakes of the Ryuchi Caves. They are one of the wisest snakes known in the ninja world and have the size of a real-world anaconda. These snakes, known to be amongst the oldest of all snakes, have the ability to manipulate mind (genjutsu) by mere hissing. Like Fukasaku and Shima, these snakes perform genjutsus with their harmonic hissing or rattling. They perform their signature genjutsu by rattling- hissing and buzzing- made by the rattles at the tip of their tail which releases a strange sound vibration. These vibrations cause neurotic imbalances in the brain and thereby putting the opponents in a genjutsu . The opponent(s) trapped in between the snakes suffer the maximum damage. The effects of this genjutsu take over 3 turns. This genjutsu inducing sound vibrations cause the opponent(s) to slow down considerably as he feels extreme sweating and in next turn, freeze in place as he starts hallucinating mildly, having visions of cannibals coming to slaughter him. His vision will start to blur and he can only see the approaching cannibals. As they bite and attack him he will experience paralysing pain throughout his body . He'd find it difficult to move his body as all the cannibals grab him and bite him down. In the third turn, all his 5 senses will fool him, making him see, hear, smell, feel and taste whatever is bound to the illusionary nightmarish vision he is experiencing. After this, the snakes are all free to attack as the opponent will be completely fooled until he releases himself out of the genjutsu.
- Can only be used once in a single battle.
- All 5 should be on the field for their signature attack which is an A-Rank Genjutsu and they can only perform that illusion, nothing else.
- The snakes last for 4 turns on the field.
- The user is immune to the genjutsu as he will be used to the rattling.
- Can only be taught by Flash07.
Learnt here:
 

The Sach

Active member
Legendary
Joined
Jan 15, 2013
Messages
17,360
Kin
41💸
Kumi
4,751💴
Trait Points
0⚔️
Kenjutsu Techniques
You must be registered for see images


My creations:
Yeah, none at the moment.;_;
Techniques taught to me:



Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user channels a strong, yet precise amount of chakra to the blades of two swords while gripping the handles and while still in their respective scabbards. The user then quickly unsheathes the swords which are imbued with a red-like glow. The user then bends his dominant right leg slightly and towards the back, allowing the left leg to move forward slightly. The user then points the swords in an eastward position, his right arm holding the sword parallel to his stomach and the left hand holding the sword above and parallel to his head. The user then motions his right hand back, using it as a momentum builder so that once it comes back to its eastward position it propels the user into a spinning motion, slashing the opponent about four times. While spinning, the user places the weight of the body onto the left leg, spinning on it as he continues slashing and tilting slightly as well at a sort of sideways angle. After the fourth slash, instead of another slash, the user kicks the opponent in the face in a sideways motion similar to one of the sword slashes just performed, dropping the opponent into the floor and ending the technique.
Note: Can only be used 3 times per battle
Note: Can only be taught by Deviation




Learnt it here:
 
Top