Sacred Treasure's

Sinthorus

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1) - Raiden, Wakizashi, Panthalasa, King crimson, Akiza, Starboy
- Beifong, Nk, Anbu Junior, , , Starboy - Donated
- Beifong, Nk, Anbu Junior, , , Starboy - Donated
2) - Daemon, Starboy, Ester
3) - Beifong, Nk, Anbu Junior, , , Onii chan
4) (Koton: Ken-gyakujou ) - Steel release: Blade frenzy - Daemon, Akiza, Starboy, Sauron
5) - Daemon, Akiza, Starboy, Sauron, Anbu Junior
6) - Daemon, Akiza, Starboy, Sauron
7) - Daemon, Akiza, Starboy, Sauron
8) - Daemon, Akiza, Starboy, Sauron
9) - Daemon, Akiza, Starboy, Sauron
10) (Kōton: Shintai no yaiba) - Steel Release: Movement of shards - Daemon, Akiza, Starboy, Sauron
11) - Daemon, Akiza, Starboy, Sauron
12) - Daemon, Akiza, Starboy, Sauron
13)
14) - Daemon, Akiza, Starboy, Sauron
15) - Daemon, Akiza, Starboy, Sauron
16) - Daemon, Akiza, Starboy, Sauron
17) - Daemon, Akiza, Starboy, Sauron
18) - Daemon, Akiza, Starboy, Sauron
19) - Daemon, Akiza, Starboy, Sauron
20) - Daemon, Akiza, Starboy, Sauron
21) - Daemon, Akiza, Starboy, Sauron
22) - Daemon, Akiza, Starboy, Sauron
23) - Daemon, Akiza, Starboy, Sauron
24) - Daemon, Akiza, Starboy, Sauron
25) - Daemon, Akiza, Starboy, Sauron
26) [koton: Rūnfōji] - Steel Release: Rune Forge - Daemon, Akiza, Starboy, Sauron, NK
27) - Daemon, Akiza, Starboy, Sauron
28) - Daemon, Akiza, Starboy, Sauron
29) - , Panthalassa, , , Starboy, Anbu Kirito
30) - Gutsy, Raiden, Vayne, Starboy, Lili,
31) - Gutsy, Raiden, Vayne, Starboy, lili,
32) - Gutsy, Raiden, Vayne, Starboy, Xicer, Rine
33) - Starboy, Anbu Junior, Lili, Rine
34) (Genjutsu: Bāninguregion no noroi) Illusion Art: Curse of the Burning Legion - Lili
35) (Suna no Houshutsu: kepri, Scalabe no Ryoushu ) - Sand release: Khepri, Lord of Scarabs
36) (Suna no Houshutsu: Set no Ikari) - Sand Release: Set's Wrath
37) (Suna no Houshutsu: Ra no Ikari) - Sand release: Wrath of Ra
38) (Suna no Houshutsu: Iabet no Shouhi) - Sand Release: Iabet's Consumption
39) (Yoton/Suna no Houshutsu: Aposis) - Yang/Sand Release: Aposis
40) ( Yoton/Bijutsu: Biju Shōgekiha ) - Yang release/Tailed Beast Skill: Tailed Beast Shockwave

Sage Custom slots:
1) (Aka Fuhai: Nāguru no shukufuku, Imawashī) Scarlet rot: Blessing of Nurgle, Abomination
2)
3)
4)
5)
6)
7)
8)
9)
10)

Sensei slots:
1)
2)
3)
4)
5)
6)
7)
8)
9)
10)


Custom Weapons:
1) - Corazon, Anbu kirito
2) Staff of Fëanor -
3) (Maahes' Divine Blade)

Summoning Contract: - Q, Skorm, Sauron, Corazon
1)
2)
3)
4)
5)
6)
7)
8)
9)
10)

Thorny Dragon ninjutsu:
1) ( Ibara Ryū Sennin Modo ) - Perfect Thorny Dragon Sage Mode
2)
3)
4)
5)
6)
7)
8)
9)
10)

Summoning Contract: - Riku, Corazon
1) (Kuchyoise: Hyokin) Summoning: Hyokin
2) (Kuchyoise: Kamereons) Summoning: Chameleons
3)
4)
5)
6)
7)
8)
9)
10)

CFS: : Lee, Shady, Kirikoe, Ryoma
1) [Asclepius no sutaffu | Saisho no fōmu Bāsuto] - Staff of Asclepius: First form, Burst
2)
3) [Asclepius no sutaffu | Dai 3 no Keishiki, Sutoraiki] - Staff of Asclepius: Third form, Strike
4) ( Asclepius no Sutaffu: Shintou ) - Staff of Asclepius: Impact
5) ( Asclepius no Sutaffu: Shuraudo ) - Staff of Asclepius: Shroud
6)
7)
8)
9)
10)

CFS: - Starboy, Sauron, Anbu Junior, solf
1) (Purototaipu: Ōrufāzā No Ken) Prototype: Fist of the Allfather
2) (Purototaipu: Kagayaku Shīrudo Svalin) Prototype: Shining Shield of Svalinn
3) (Purototaipu: Sekai Hebi No Hōyō) Prototype: Embrace of the World Serpent
4) (Purototaipu: Haku kurō No Meisei Urufu) Prototype: Sweeping Claw of the Fame Wolf
5) (Purototaipu: Sensō No Nami No Shihai) Prototype: Dominion Of The War God
6)
7)
8)
9)
10)

CE: Aulë | Liquid Indium - Anbu Kirito, Zat
1) [Ekitaiinjiumu | Aulë] - Liquid Indium Release | Aulë
2) [Ekitaiinjiumu | Nienna, ] - Liquid Indium Release | Lady of Mercy
3) [Ekitaiinjiumu | ] - Liquid Indium Release |
4) [Ekitaiinjiumu | Mandos] - Liquid Indium Release | Mandos
5) [Ekitaiinjiumu | Vairë] - Liquid Indium Release | Vairë
6)
7)
8)
9)
10)

Custom Technology:
1) ( Teoimeteoroi ) - Theoi Meteoroi - Corazon, Akiza, Shino, Mirai
2) (Boreas )
3)
4)
5)

[Updating]
 
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Sinthorus

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My weapons:
(Maahes' Divine Blade)
Type: Weapon
Rank: S
Range: N/a
Chakra Cost: (-15 per wind jutsu)
Damage Points: N/a (30)
Description: Maahes's Divine Blade is a unique sword passed down through the ages to the host of the One Tailed Beast. The blade was originally infused with the chakra of the beast along with Yang Release, to create a unique sentient weapon. The sword is shaped like a khopesh, with a golden handle and intricate carvings decorating the blade of ancient symbols. The sentient blade has a unique eye made of sand imbued into it that can see from both sides of the blade, relaying the information mentally to the user. The blade being linked to the One Tailed Beast has an affinity for wind release, drawing on the Bijuu's chakra to enhance all wind techniques increasing the chakra value of the wind by 10 and the damage and defensive capabilities of wind release techniques by +20. The one tailed jinchuuriki has a natural affinity for wind release techniques being capable of using them with gestures. This blade becomes the medium for all of the uses wind techniques, where the user will replace hand gestures with movements of the blade to initiate wind release techniques. Being a sentient weapon, the weapon comes with a cost. With the one tailed beast in mind, the blade drains the moisture around the user, weakening all the user's water release techniques by 20 damage. The blade as a unique ability known as "The Eye of Horus". With this the user will hold the blade in front of him with both hands as currents of wind will form around him taking the shape of a large eye. This wind is infused with the users sand that rapidly rotates (making a wind/sand jutsu), shredding anything that comes into contact with it. Due to the sentience of the blade, this would cause the wind/sand to pass around those the user sees as an ally. Being infused with Yang, this can protect the user and allies that are nearby. This technique requires 60 chakra and deals 120 damage. This does not benefit from the damage increase from the sword though any sand enhancements may apply. This can be used twice per battle, lasting up to two turns. The user cannot use any other techniques while maintaining this effect. Two turns between uses. Should the user use The Eye of Horus, he will be unable to use yin or yang techniques in this and the following turn, with no wind jutsu above A rank in the following turn.

Glamdring
Type: Weapon
Range: Short
Rank: S
Chakra: -5 per turn
Damage:
Description: Glamdring is a staff forged in the days before the first great ninja war. It was forged out of chakra metal that was triple folded to increase it's strength. It has a retractible blade on the end which can be passively created, which was triple forged to hone the blade to make it as sharp as physically possible. When it was forged the steel was constantly being infused with earth chakra similar to method of the
(Doton: Keijūgan no Jutsu) - Earth Release: Light Weight Rock Technique. In doing this they removed the weight of the steel to un-hinder it's movements. The staff being as thin and light as possible allowed it to be swung through the air with ease with next to no air resistance. Due to the triple folded steel the staff can only be destroyed by S rank power (Or two A ranks and so on). This sword has several unique properties:

Sting: The staff draws on 5 chakra per turn to emit chakra short range around itself that can't be seen, when ever a foreign chakra enters this field it will glow a bright blue for all to see. So if the user is hidden in the trees and an enemy is close, the staff will shine to alert the wielder. Not only this, but the staff will grow warm also.

Strike: The sword/staff being made of chakra metal being infused with earth element makes it highly adaptable to the weight jutsu. In an instant the user can activate the added weight jutsu increasing the weight of the sword x10 to increase it's destructive damage. Due to this they can cut through attacks of A rank and below due to the sharpness of the blade (within reason). The sudden increase in weight and force behind the strike releases wind currents (without being wind element) around the sword two feet on either side.

Arcane: This isn't really an ability but more of a passive effect making the staff adaptable in combat. With jutsu that require the user to make hand gestures rather than hand seals, the user will swing the staff to achieve the same result. For example, if the user needed to swing his hand up to raise and earth pillar from the ground, he could make the motion with the staff, using the motion of the staff to raise the earthen pillar. This would include if the user needed to slam his hand on the ground or stomp the ground, instead he would touch the ground with the staff.

Magi: This is a method of great chakra control. The user will spend one of their moves per turn to release chakra around the end of the staff to create a structure of a weapon. This weapon will be dark in color like the staff, and it can only be one of the following, a fan, a gunbai or a hammer. It can be up to 1 ft around the staff, is B rank, ranks, lasts 1 turn and counts as a move per turn.

Note: Sting ability is constantly active and saps 5 chakra from the user.
Note: Strike can be used 3 times per battle, happens instantly increasing the weight of the whole sword. Counts a move per turn, and must wait two turns to use again.
Note: Extending the blade counts as a turn but kenjutsu can be used through it.

Staff of Fëanor
Type: Weapon
Range: Short
Rank: S
Chakra: +10 to steel jutsu
Damage: N/a
Description: The staff was forged by a smith from long ago, Fëanor, one of the first known steel users. Being such a gifted user of steel he made an excellent smith as he could find the perfect ratio of iron to carbon to create the strongest tempered steel. This weapon was personal to him, and so he forged it infusing it with his own blood, using the iron within to create the steel to have his chakra within it. The staff draws on the user, causing them to use an addition 10 chakra for their steel jutsu, but due to this the user's steel techniques gain a +20 damage bonus/+1 defensive rank if a technique without a damage value.

The staff being made of steel allows the user to use it as a source for steel jutsu. The staff can be passively manipulated by a steel user to alter its shape to form unique weapons. They can change the end into a blade for the use of kenjutsu attacks or even reshape it into a fan or spear. This costs 5 chakra to reshape.

A unique ability of the staff is known as "Gothmog". With this it will seem as though blades of steel are peeling away from the staff itself, fuelled by the user's chakra (40). With this the user creates a swarm of thousands of steel blades that they control through movements of their staff. These blades can be used for attack or defence being S rank in strength (80 damage). The user can create anything from swarms of slicing blades to even line the blades together to create shields or platforms as long as they remain in contact with the staff to do the motions. This lasts up to 3 turns max. Controlling the blades after the first turn counts as one of the user's three moves per turn. It costs 40 chakra to activate Gothmog and then drains 10 chakra per turn to maintain the control of the blades.
Weapons given:
Raiten'nō - Ame no Omo | Thunder Emperor - Lord of Rain
Rank:
S
Type: Weapon
Range: Self
Chakra Cost: N/A (40 for Gyaku Ni Ochiru)
Damage points: N/A
Description: Ame No Omo is a traditionally shaped Katana, 70 inches in length. Its only physical trait of note is its black-as-night colored blade. Despite this, however, this sword is a powerful family artifact, one which has now found its way into the hands of Azuma Uchiha, the last living member of his immediate family. Upon further use of the blade, he also discovered a few of its unique abilities.

Durability: Forged by the world's finest blacksmiths and made of steel tempered three times over in ever increasing heat, the Thunder Emperor is incredibly durable, capable of taking S-Rank damage before breaking.

Raindance: While in possession of the Katana, the user can swing it downwards it any capacity, as if gesturing for something from above. This stroke makes the area cloud up and then start to rain heavily, as if the sky had already been stormy the whole day. This ability costs a move and 15 chakra, however, it will begin to rain immediately after the user completes the phrase.

Stormking: When the sword was forged, it was made in such a way that it can be used as a superconductor for chakra used to create rain release techniques. As such, the blade is surrounded by a small hazy cloud of its own, from which thunder and the sounds of rain regularly emit. This allows the user to either call upon rain from the storm around the blade as a source or by swinging the sword to use other rain sources to cast Ameton techniques. Through using the sword as the medium in both ways, the rain techniques will be increased in power by 1 rank up to S rank and by 20 damage to S rank and above.

Gyaku Ni Ochiru: Literally meaning "falling in reverse", this ability calls upon all of the rain which has fallen upon the battlefield to be used in a single attack. The user will swing Thunder Emperor upwards, causing every raindrop that has fallen within long range of them to condense into individual, knife-like rain bullets. These bullets will then shoot upwards, shredding whatever they touch like a storm of sharp objects. This attack is equivalent to an S-Rank in terms of power, and deals 80 damage. This ability costs a move slot. This technique can only create rain knives from the rain that has fallen within a radius of 5 meters around an opponent.

Notes:
-
Can only be used/taught by Anbu Kirito.
- Gyaku Ni Ochiru can only be used twice, and no other Ameton techniques are allowed during the same turn. It also needs to have at least one full turn in between uses, to allow enough rain to accumulate on the ground around the user.


Type: Weapon
Rank: S
Range: Short - Long
Chakra Cost: 40 [upon activation; -10 to maintain]
Damage Points: N/A
Description: The Incarnation of Sand is a special gourd developed by the first Jinchuuriki of Shukaku, Bunpuki. The Gourd was constructed for the very purpose to aid any and all Sand users on the orders of the First Kazekage. Physically, the Gourd is the same in appearance as the Gourd normally worn by Gaara, with the only difference being that the Gourd predates Gaara's Gourd by more than a hundred years. The Gourd serves to imbue elemental chakra into Gaara's sand, and infuse with it, allowing the Sand to gain multiple new properties; each depending on which element was infused with the Sand. Therefore, it allows the user of the Gourd to access five different abilities, related to the five basic elemental natures. The Gourd passively releases chakra that it absorbs from the user into the surroundings and imbues all of the sand in the vicinity (upto 10m) with the chakra. As such, it grants the user the power to apply the abilities of the Gourd upon Sand from the vicinity.

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

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

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

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

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

Note: Infusing the Sand with an element is passive and part of the same timeframe, however it costs as a move slot upon activation.
Note: The user can passively maintain any ability for as long as he chooses, until he decides to either deactivate the technique or infuse the Sand with another element.
Note: The user can infuse the Sand with only a single element at any given time.
Note: The user can infuse the Sand with an element upto five times per battle. It depends entirely upon the user which element he prioritizes in his selection.
Note: Can be only be worn by pop123 and those he allows, with only Sand users capable of using the Gourd.
 
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Sinthorus

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My Ninjutsu:
[Ninjutsu: Tetsu no ken] - Ninja Art: Iron Fist
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage Points: N/A
Description: This a simple yet effective technique where the user will make use of their elemental chakra when performing a body movement. Upon moving their chosen body part, they will release chakra of a chosen element to be released from that body part. This chakra will take the form of the chosen element and then linger in the air for one turn afterwards. For example, the user would swing their hand in a slapping motion and from the back of their hand, water is released and lingers in the air in the path of where the motion was made. The user can use any elemental chakra that they can use on the bio using this, taking the form of chosen element and remaining there for one turn.

Note: Can only be used once ever two turns
Note: Can only use one chakra nature per use
Note: If used for a kg/ce/AE the user must wait 3 turns to use it again.
Note: Can only be used 4 times per battle.
Ninjutsu Given:

Rank: C
Type: Supplementary
Range: Short
Chakra cost: 15
Damage points: N/A
Description: This technique is a fast movement that relies on the users ability to utilize their lower body. By combining the movement of bending the knees, the movement of the ankles and some swift footwork the user will dodge a attack successfully and swiftly. The initial movement requires the user to first bend their knees lowering their stance and by swiviling their left foot forwards and then rotating on the heel they then turn into a swirling motion where they move onto the right foot's heel repeating the same movement and thus they move under an attack effectively evading. This technique can be used to dodge out the range of specific ninjutsu but wide scaled ninjutsu would still make contact. This techniques primary use is for close combat against weapon or taijutsu users.


(Ninpo: Hissori Buki no Jutsu) - Ninja Art: Silent Weapon Technique
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 15
Damage points: N/A
Description: Using the Ram - Boar hand seals the user will project their voice similar to the empty cascada shell technique to a different location and can cause a enemy/s to to believe that a thrown ninja tool/s is comming from another location allowing to cover the ninja tool/s true tragectory.


Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This summoning is an upgrade of the standard Rashomon in which the user summons up to 3 of these demonic forms of the main gate of old Kyoto. After slamming their hands on the floor the summoning will begin with the gate or gates being summoned at least ten meters above the opponent and falling horizontally covering a large 15 meter diameter. Should they fall upon the opponent or opponents the gates will cause incredible crushing damage.
Note: Can only be used thrice per battle.
Note: Each gate dropped is B ranked.
Note: Can only be taught by Jhin.



Rank: A
Type: Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: This summoning is an upgrade of the standard Rashomon in which the user summons a single one of these demonic forms of the main gate of old Kyoto. After slamming their hands on the floor the summoning will begin with the gate being summoned at least ten meters above the field in up to long range. Once reaching the floor the gates true ability will be revealed as the large doors open revealing a puff of smoke as the gate acts as a medium for the summoning technique allowing the user to summon any of his contracts summoning animals to the field using the gate as a medium.
Note: Can only be used thrice per battle.
Note: The animal the user summons must be posted for reference with this technique but the total summoning process only costs one move with this behaving as a medium.
Note: Can only be taught by Jhin.
Note: It cannot summon animals that were already dispersed, or require highly specific circumstances to summon (i.e if a summon requires a water source to be present before being summoned, it will be unable to be called with this jutsu).

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My Genjutsu:
30)
Type: Offensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: 60 (mental damage)
Description: This genjutsu can be used in two ways, either with a single handseal, or thrusting the users palm forwards for the target to see. Upon performing one of these two methods, the user will release their chakra into the target/targets and bind them in an illusion where they are essentially sewn up with steel wires. The user can choose which body parts are stitched, but the target will suddenly see a small needle and steel thread shoot out from being them and rapidly sew parts of their body together. An example of this would be the needle appearing and stitching their mouth together in rapid movements causing excruciating pain and binding their lips shut so they can't talk. Another example would be stitching the targets arms to their body. As they try to pull against the stitches, they would just cause even more pain until they pass out. Though the initial jutsu will mentally hurt them it will not be enough to cause them to faint. The user can use this illusion to create multiple needles and threads and bind up to 3 targets, restricting their movements. A very sadistic, painful, binding illusion. In the illusion, if the target tried to cut the wire the illusion itself would create an opposing force restricting them to give the illusion the wires can't be cut.

Note: Can be used 3 times, two turns between uses
Note: Can bind up to 3 targets (Can only be used once if used on 3 targets at once, twice if used on two).
Note: No genjutsu above B rank in the following turn.

31)
Type: Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This illusion can be applied in three ways, the first off is with a single hand seal, the second is through making a slashing method with the users weapon which requires the target to see, and the final method is striking the ground or slamming their hand on the ground. Only one method is needed, all need to be visually seen apart from if inducing this technique with a hand seal. Following this, the user will have bound their target(s) in an illusion, where the user bursts into a burst of dark green smoke, appearing in front of the target, with their hand on the targets chest, their eyes glowing green flowing like smoke, then in the next instant they would burst into a puff of green smoke once more that smells like death itself, surging around the target like green smoking flames engulfing them, but suddenly they can't move, as they try they will feel a force binding them, though it's not the smoke, then they will hear the users voice in their head. Through this the user can say what they wish within the illusion and the target will hear it in their head, like the user is within their body. This is to give the illusion that the user has taken over the target's body. What's different about this illusion is the constant smell of death and rotting from the moment the user appears in front of the target. From here, although unable to move the target will feel as though their energy is fading away, like the possession is draining their life, if they look at their body they will see their own bod rotting. One thing they will hear the user say is "It seems your body is too weak to hold my essence" to give the full effect to the illusion. Their body would throb, but they wont be able to move it as they feel a force tugging at them on the inside. They will see their hands held up to their eyes, but it wont be their doing, they will feel a force forcing their hands up. Their hands rotting while they are still alive at a rapid pace. In reality, the user will still be where they were before, and the target stood where they were at the time, just motionless in the same position when the illusion was cast.

Note: Usable 3 times with two turns between uses.
Note: No genjutsu above A rank in the following turn.
Note: Can bind 1 target

32)
Type: Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This illusion can be applied in three ways, the first off is with a single hand seal, the second is through making a slashing method with the users weapon which requires the target to see, and the final method is striking the ground or slamming their hand on the ground. Only one method is needed, all need to be visually seen apart from if inducing this technique with a hand seal. Following this, the user will have bound their target(s) in an illusion, where all forms of nature short range around them wither up and die at a rapid pace. This would include any insects they could see, small animals, trees, grass, anything within nature around them. If stood on a water source like the ocean they would see fish float to the surface as though they had all died in masses, if in the air, birds falling from above them dying, the user will give specific details based on the scenario, giving the aspect of pure death all around. From everything that dies like this, it will be as though their life is being dragged out of them in a dark green smoke, that makes the target feel cold and stiff (through the user taking control of their sense of touch to feel the cold, and through this sense of feeling cold, their body will replicate the effects of being stiff with cold) giving an illusion of being frozen with fear. This smoke is released from everything they see dying in the same instance in the illusion, which gives off the feeling of pure evil making the target(s) go cold and stiff like fear. Without wasting a moment this dark green smoke shoots up wrapping around the target(s) acting as a further binding bending their sense of touch so they feel as though the smoke has a physical form binding themas the smoke sinks into their skin, shoots down their throat, into the ears, any way it can to get into their body, turning their skin green in the process. All of this happens within moments like the life force of everything around the target(s) was ripped out and poured into them in a dark manor. The smoke that goes into them will make their entire body as the illusion is controlled as though through bending their senses so they feel though they burn with pain as it touches them and sinks into them, like it's purging their body. As this smoke does this the target(s) will hear voices in their heads, dark, demonic voices that snarl encouragement of rage, anger, destruction. "Kill, burn destroy...". Their eyes will cloud over red then green as their muscles tense up, it will be like they are filled with power through their muscles feeling bigger and tenseyet not able to control it and so they will be held in place, like a possession of an outside power. With this the smoke within the illusion causing the pain and holding them in place like it's trying to take over their body, if they do not break the illusion within two turns, they will pass out from the strain on their body.

Note: Usable 3 times with two turns between uses.
Note: No genjutsu above A rank in the following turn.
Note: Can bind up to 3 targets (Can only be used once if used on 3 targets at once, twice if used on two).

33)
Type: Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( + 10 per turn )
Damage: N/A
Description: This is a unique genjutsu in the way that it's placed on the chosen target/targets, as well as the user. The user will perform a single handseal or release a wave of chakra over their body, visible like the rasengan, but not offensive, purely a medium for inducing the genjutsu. In doing this, the user will bind themselves and any other's they wish in an illusion, where they will see thick, green smoke pouring from the users body. The area around would gain a green hue to it as the illusion takes control of their senses to bend the world around them. With this the target(s) would smell a horrid smell like rotting flesh, and feel a chill go through their bones. With the introduction to the illusion, they will hear a demonic voice in their head "Welcome to my Domain". They will see the user's eyes glow green as their skin begins to show what look like cracks of pure green energy flowing through their body. It will be as though the world around them has warped into a demonic realm under the users control. As this all happens, within the illusion, bolts of green lightning will shoot up from the ground, stabbing into the targets arms and legs, like spears of solid lightning to pierce them and hold them in place. From these spears, green smoke spreads over their body as the user bends their senses to feel searing pain as though the smoke is acidic as their see their flesh burn and mutate, taking on a mutated demonic look. After one turn if the target hasn't broken the illusion, they will see their limbs start to change, one by one, in the turn after being bound, they will see their arm become one giant mutated claw and lose their sense of touch from that arm as the demonic arm shoots up grabbing them around the throat beginning to choke them. On the second turn after being bound, if the target(s) are still within the illusion they will pass out due to their body reacting to not being able to breathe within the illusion. All this is done through bending their sense of touch and sight so they see the mutation and feel the burning pain and then the user removes their sense of touch in their arm while creating the illusion of them being choked. All the while the user will be looking on, laughing at them. Due to this being cast on the user too, following the layering genjutsu rules, it will free the user from any weaker genjutsu, though the user will have to have logical reasoning or notice the genjutsu in the first place that they are in through methods of sensory or deduction. Within the illusion the user can bend and control the smoke around them for addition effects.

Note: Useable twice with two turns between uses.
Note: No genjutsu in the following turn
Note: Can only bind up to 3 targets
Note: No genjutsu above A rank in the second turn after this is used
Note: Lasts 4 turns. Each turn, the chakra renewal will flush out every previous gen one rank bellow ( B rank, then C rank, then D rank ).

(Genjutsu: Bāninguregion no noroi) Illusion Art: Curse of the Burning Legion
Type: Offensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: 60 (mental damage)
Description: This genjutsu is activated by performing two handseals. Upon performing these seals, the user will release their chakra into the target/targets and bind them in an illusion where green smoke rises all around them taking the form rotten soldiers, still in their rusted and broken armour. The smoke rises rapidly surrounding the targets taking the form of these soldiers, grabbing them from all directions, holding them so they can't move. The opponent/opponents would see a large horde of undead soldiers formed of green smoke all around them. With the contact of the smoke the opponent/opponents' sense of smell and touch will also be manipulated through the illusion as they can smell death itself and their skin feels ice cold from the touch of these undead soldiers. The soldiers would squeeze tighter as they have their foes bound trying to crush their body in the process, causing the mental damage. In reality the opponent/opponents would just be paralysed until the illusion is broken.

Note: Can be used 3 times, two turns between uses
Note: Can bind up to 3 targets (Can only be used once if used on 3 targets at once, twice if used on two).
Note: No genjutsu above B rank in the following turn.
Genjutsu Given:

Type: Supplementary
Rank: C
Range: Short - Mid
Chakra: 15
Damage: N/A
Description: To perform this Genjutsu the user just has to have some sort of vision on the opponents body. In the Genjutsu the user can alter the length of their weapons or limbs. This is used to put off the opponent in close combat and can be very useful if doubled up with certain Genjutsu.

Restrictions
– Can only be taught by Kryptiic
– Can only be used 4 times per fight.


Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes five hand seals and cast an illusion on their opponent. The opponent's mind believe they are on a beach laying in the sand with their friends and has just had a dream of fighting(the fight they are in right now). In reality the opponent is just immobilize.


Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user does some type of body gesture indictating the start of the genjutsu which is mainly a cross hand seal for shadow clones or half of a tiger hand seal. The user places their opponent(s)(max is four) where the opponent see the user splits(the user splits are still full body of the user) in half and moves into different directions(this can be used in the air also). The splits of the user makes the same body gesture that was made to place in the genjutsu. The two images of the user splits again but this time into three more making all together eight images of the user running around. This technique is mainly used for taijutsu but can be used for other usage also example: evasion of techniques. This can be combined with the Shadow Clone Technique(this still goes by the Shadow Clone Technique restrictions) during the illusion to create real bodies of the user besides the user themselves so that the illusion may make it seem as if more clones were created.

Note: Usable 3x per battle
Note: No gen above A rank in the same turn or next turn

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My Taijutsu
N/a
Taijutsu Given

Rank: S
Type: offence
Range: Short
Chakra cost: 40
Damage points: N/A
Description: This is a style of Chinese martial arts where the user uses precise chakra control to move half a step out of the way when being attacked at close range. The user is then facing the side of the enemy. The enemy can only react to this attack and counter if they are advanced taijutsu users because they have been trained in advanced levels. This advanced technique can be followed up with an attack to counter their move.
Note: can only be taught by Zenryoku
Note: Can only be used twice per battle


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My Kenjutsu:
N/a
Kenjutsu Given:

Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user gathers an immense amount of chakra that is kneaded inside the body and channelled into a sword held vertically behind the user's back with both hands. The chakra will pool to the edge of the blade that faces towards the user and be released all at once as the sword is swung in a vertical downward motion. The released chakra will appear as a quick flash of green that acts as a kind of thruster to increases the speed and force of the swing tremendously, so much so that it is able to shatter the ground around the user up to mid range, and destroy earthen structures of the same rank or below. The shattering of the ground gives rise to a dust cloud that obscures the vision of both the user and the opponent. The Main focus of this techniques, which is to destroy the ground, also serves to unearth objects lying beneath the surface, such as people or summonings which are traveling through the earth. Due to the force of the impact and damage caused to the sword, this technique can only be used three times. Upon being used the third time, the sword's blade will shatter.
~Can only be used three times per battle.
~Cannot be used consecutively.

(Iai no Kaimetsu Tekina) - Quick Draw Cripling Method
Rank: A
Type: Offensive, Supplementary
Range: Short
Chakra cost: 30
Damage points: 60
Description: By using the art of Iaido the user will quickly draw their katana at a incredible speed striking upwards towards the targets torso causing them to become open and then the user will follow in with a horizontal slash across the chest and arms to deal a devastating blow and rendering the targets arms useless by slashing the tendants within the arms and then will flick the blood from the katana and re-sheave the katana.
Note: Can only be used by a samurai biography.


Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: A variant form of Iaido where the user takes a reverse hand to draw their katana at quick speeds. The form doesnt have quite the reach as standard Iaido but its perfect for close and tight situations. The user when using the reverse quick draw form they will bend their knees and they draw the katana with their back hand facing down and when fully unsheaved switched to the back hand facing up and by finishing the attack the user springs up to add extra speed to the deliverance of the attack. (Note on the difference of the two: standard Iaido is a wide draw method with the elbow facing outwards so the range is also longer, where as reverse hand iaido has a shorter draw arc as the elbow is closer to the body and facing down giving the draw a almost parallel line to the body allowing for better use in close range however the reach is short).
Note: Must have first been taught Iaido and have a samurai biography.


Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user will use the art of iaido whilst under the influence of Elder Teachings Sixth Sense to quickly draw their sword and slash at their target with fast accuracy delivering a total of 9 strokes hitting the targets in multiple critical area's to disable them and prevent them from continuing from moving. (attacks mainly dealt to the forearms, inner thigh's chest and stomach)
Note: Can only be used 3 times and must first activate Elder Teachings: Sixth Sense
Note: Can only be used by a samurai biography and must know Elder Teachnins Sixth Sense and be taught by Zenryoku


Rank: S
Type: Offensive, supplementary
Range: Short
Chakra cost: 40
Damage points: 80
Description: This technique is an adaption to half step where the user will make a simple three stepping method when a target attacks them. The user will move to the side the target when they attack and then taking a short step backwards quickly drawing their katana whilst stepping forwards again to slash the target using the momentum of the step forwards aswell as the quick draw. This technique is done in a matter of seconds.
Note: Depends upon the rank of the user in how fast this technique is performed , and may only be used twice per battle.
Note: Requires a samurai biography.
Note: can only be used three times per battle

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My Fuuin:

Type: Supplementary
Rank: A-Rank
Range:Short - long
Chakra: 30
Damage:60
Description: A simple fuuinjutsu formula that is applied to a form of metal. This can be a basic weapon such as a sword, kunai or shield etc, or even metallic elements such as steel release. This formula is applied passively but to activate it's use costs one of the users 3 jutsu per turn. How this seal works is, much like the cannon sealing technique "( Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" it absorbs an element, only working on energy based elements such as fire or lightning. Though, instead of containing this element within the seal, instead in coverts the element and redistributes it through the metallic object, channeling it around it. For example, if this seal were applied to a sword, the user could activate the seal to draw in the lightning and have it then converted and redistributed around the sword, using the seal as a method of reshaping the technique and applying it as a coating around the sword. This can absorb up to A rank energy based elements, and reform them to coat the object the seal is applied to. This will only work on wind, lightning and fire based elements, and advanced variants such as typhoon or black lightning. This is possible much like how jiraiya was able to use the seal to absorb amaterasu, and advanced variant of fire. The limit to this is, that the seal can only coat the item it's placed on and not be manipulated further. It will coat the item for 1 turn. The formula can be applied to part of an object so as to not hurt the user when the coating is applied, for example, only applied to the blade of a sword, so the user can hold the handle without hurting themselves.

Note: Useable 4 times. Once applied to an object passively, it remains there until activated, when activated it counts as one of the uses, the passive application does not. Once activated the element will be absorbed in and redistributed coating the item within mere moments, last until the end of the users next turn.
Note: Can only be activated on one item or object at a time (such as one steel jutsu etc) and the seal can only be applied once to an object or seal.
Note: Once activated must wait 1 turn before activating again. No fuuinjutsu above A rank in the following turn.
Fuuin Given:
(Fuuinjutsu: Asshuku koa) - Sealing Art: Compression Core
Rank: A
Type: Supplementary
Range: Short-long
Chakra Cost: 30
Damage Points: N/a
Description: A simple fuuinjutsu formula that is applied to a form of solid or liquid. This can be a basic weapon such as a sword, kunai or shield etc, or even metallic elements such as steel release. This formula is applied passively but to activate it's use costs one of the users 3 jutsu per turn. How this seal works is, much like the cannon sealing technique "( Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" it absorbs an element, only working on energy based elements such as fire. wind or lightning. Though, instead of containing this element within the seal, instead it draws the element in and compresses the element into a small core that would be drawn into the center of the solid or liquid it's applied to create a core within a small barrier. Being drawn to the formula at first then sealed into this core barrier in the center, this core would remain. Then, this core can be released in two ways, either when the solid/liquid it's applied to comes into contact with another item or technique or through the user performing a seal with one hand they can release the orb which the barrier will push outwards releasing the energy within in an explosive combo. For example, if the user were to apply this to a steel ball, on impact with lightning, the formula would absorb the lightning and create an orb in the center of the steel holding the lightning, then at the users will on impact, the user can release this barrier, causing the ball of steel to expand and shatter outwards while releasing the lightning, creating a two elements combo. This can only be released in the turn that the energy is absorbed or the following turn.

Note: Usable 4 times. Once applied to an object passively, it remains there until activated, when activated it counts as one of the uses, the passive application does not. Once activated the element will be absorbed in and creating the core, it lasts until the end of the users next turn.
Note: Can only be activated on one item or object at a time (such as one steel jutsu etc) and the seal can only be applied once to an object or seal.
Note: Once activated must wait 1 turn before activating again. No fuuinjutsu A rank and above in the following turn.
Note: Detonating the orb with a single seal counts as one of the users 3 moves per turn.
Note: Works on energy based elements up to and including A rank.


Gentle Fist:
(Hakke Kūshō Kosetsu) Eight Trigrams Vacuum Fracture
Type:
Offensive
Rank: A/S
Range: Short-Mid
Chakra: 30-40
Damage: 60-80
Description: The user precisely pinpoints the enemy's vital points with the Byakugan and releases a high-speed palm thrust. A "vacuum shell" compressed using the Gentle Fist style is formed to attack the opponent's organs and soft tissue from a distance, unlike the regular vacuum palm however this shell is formed with needles protruding from the end more similar to a razor dart, when striking a vital location the tenketsu will be pierced surrounding the vital area causing critical damage to the area, this causes severe damage internally, triggering both surprise attack mechanics and limb damage depending on where was struck.
Note: A rank can be used four times, S rank may be used twice.
Note: Tenketsu sealing via this technique prevents the opponent from using S rank and above jutsu for two turns.
Note: Triggering the surprise mechanics only works in short range.
Note: No Jūken above A-rank next turn after using S-rank variant. Also, A-rank can be done with one hand while S-rank with two.
 
Last edited:

Sinthorus

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My Earth jutsu:
N/a
Earth Jutsu given:
(Doton: Hokori Koeda no Jutsu) - Earth Release: Dust Spray Technique
Rank: C
Type: Supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: (-15 due to minor damage from technique)
Description: By moulding their earth natured chakra into their mouth the user has shown to release a heavy dust - like spray at the Target. This technique will temporarily blind the target and afflict small wounds to the targets skin.

(Doton: Idō Tsuchi no Jutsu) - Earth Release: Shifting Earth Technique
Rank: B
Type: Supplementart
Range: Short - Mid
Chakra cost: 20
Damage points: N/A
Description: When performing this jutsu the shinobi places his/her hands on the ground and causes it to move rapidly away as if it were a conveyor belt. As the shinobi increases in skill and rank the size, speed, and range of this jutsu all increase. This makes it a perfect defensive technique and a good means to gain distance from a target by forcibly moving them away.

(Doton: Doro Meisai no Jutsu) - Earth Release: Mud Camoflauge Technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30 (+5 per turn active)
Damage points: N/A
Description: The user will make the snake hand seal and then they will begin excreeting earth chakra out their skin covering their body. This earth has special properties in which can mask chakra and heat signals being given from the users body, effectively masking their presences to sensory based ninja.
Note: Activation lasts 3 turns and must wait another 1 turn before activation again.

(Doton:Sakashima Ishi Shawa)Earth Style: Reverse Stone Shower
Rank: S
Type: Offensive
Range: Mid
Chakra Cost: 40
Damage: 80 (+15 if hit by the falling rocks)
Description: The user will make 2 hand seals and slam their hands to the ground channelling their Doton chakra into the ground and spreading it evenly all around the underneath of their opponent, the user will then make a further handseal and hundreds of sharp edged, torpedo shaped, pointed, chunks of rock will fly up from the ground underneath the opponent hitting the opponent with enough force to make deep lacerations and cuts in the opponents skin. The chunks of rocks that are saturated in the users doton chakra will then fall back to the ground due to earth's gravitational pull the speed at which the rocks fall can be increased slightly by the user making them fall faster. The rocks will hit the opponent as they fall and cause further damage.

Note: Can only be used twice per battle
Note: No other earth jutsu in the same turn
Note: No S ranks in the same turn

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My Water Jutsu:
N/a
Water Jutsu Given:
(Suiton: Sutikkī denpun same ) - Water Style: Sticky starch Shark
Type: Attack
Rank: A-rank
Range: Short/Long
Chakra Cost: 30
Damage Points: 60
Description: The user After performing the required hand seals Ram → Tiger spits out high-viscosity, chakra infused water, that is released in the form of a large water shark. This is a blast of sticky liquid which can be used to form an adhesive trap that can inhibit a person's mobility or just crush their bones if hit directly due to its large mass and speed.

- Only taught by william24
- Can only be used 3x per battle

Suiton: Katon Enerugī no Bunsan sa seru) Water Style: Fire Energy Disperse
Type: Supplementary
Range: Short
Rank: B
Chakra Cost: 25
Damage Points: N/A
Description: The user will make the Ram handseal and instantly discharge water chakra from their body to make a wall of water chakra in front of them this will be an almost instant process, as fire jutsu of B rank or below hits the wall of water chakra the water chakra will absorb the fire this will happen because of waters elemental advantage over fire energy from the jutsu and cancel it out, the wall will then disperse.

(Suiton: Kura Ken Sōryo No Kibishi Jugyō) — Water Style: The Kraken Priestess Harsh Lesson
Spoiler
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The Kraken Priestess harsh lesson is a technique that relies heavily on preexisting water sources, where it may be applied to any water source that is not inhibited by foreign chakra, an exception being if it is of a weaker amount. The technique may also be used on water style techniques that the user has previously performed. The technique is activated when the user performs the ram hand seal. After doing so, the water technique or water source that it is intended for, will sprout several if not many massive tentacles that will come forth from the water with intense speed to wrap around their target(s), squeezing the life out of them while dragging them down into the depth of the water or into the previously used water jutsu. In addition to the way this technique functions, it can be utilized in a second way, it can be placed upon a technique as a sort of dormant part of it, which will be activated when there is a foreign chakra source that is within short-range of the said water source or if they are touching it. If done so, it can be placed upon the technique as it is being made, and in the same time-frame, requiring the extra hand seal to be chained into the previous technique. The technique is highly volatile and dangerous, as it takes on the properties of the water source or technique that it is used upon, such as if the technique or water source is boiling hot, or freezing cold, or if the water or technique as any unique properties it will be applied to this technique as well.
Notes:
- This technique can be used three times per battle.
- If applied to a technique in the same timeframe it still counts towards the move count
- Can only be used once on the same water source

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My wind Jutsu:
N/a
Wind jutsu Given:
(Fuuton: kochou bure-do) Wind Style: Butterfly Blades
Type: Attack
Rank: A
Range:Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will cup his/ her hands infront of their chest focusing wind chakra to the palms of their hands, they will then throw their hands up into the air releasing 5-10 wind manipulated butterflies. The user can then manipulate the wind butterflies around the battle field to wherever they want within range, the user can then snap their fingers at any time of their choosing and instantly manipulate the wind from its butterfly state to blades which then hurl towards the target(s) at extreme speeds from where ever the butterflies where last situated.

Note: when the butterflies are changed to blades they are almost impossible to see by an ordinary ninja due to they're small blades of wind.

Note: this jutsu takes a few seconds when sommoning the wind chakra and manipulating the butterfly shapes to the disired location

Note: Can only be used three times per battle

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My Fire Jutsu:

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
Fire Jutsu Given:
(Katon: Fuuton Enerugī no Bunsan sa seru) Fire Style: Wind Energy Disperse
Type: Supplementary
Range: Short
Rank: B
Chakra Cost: 25
Damage Points: N/A
Description: The user will make the Ram handseal and instantly discharge fire chakra from their body to make a wall of fire chakra in front of them this will be an almost instant process, as wind jutsu of B rank or below hits the wall of fire chakra the fire chakra will absorb the wind this will happen because of fires elemental advantage over wind energy from the jutsu and cancel it out, the wall will then disperse.

(Katon: Ai No Sono Kaen)Fire Style: Eye of the flame
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user will make 4 handseals and gather all their Katon chakra into the palms of their hands in a compressed ball , they will then clap their hands together above their head and send a blast of fire all around them in one huge dome shape wave. The jutsu emits extreme heat from the fact that its katon and also because the katon chakra is compressed before it is released and is hence capable of burning down large trees, scorching boulders and even evaporating very small ponds and streams that get caught in the blast
Note: Can only be used twice per battle.
Note: This jutsu counts as 2 of the 3 per turn
Note: No katon of A rank or higher on the next turn.
Note: must wait one turn before using this jutsu again.
Note: If used twice, no katon on the next turn after used twice.

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My Lightning Jutsu:
N/a
Lightning Jutsu Given:
(Raiton: Raikou Jishaku no Jutsu) - Lightning Release: Lightning Magnet Technique
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: This jutsu creates electrical clouds around the area that attract metal, any metal projectiles thrown will be altered because of the clouds. This can be dangerous for both parties.
Note: Lasts for 3 turns, after the 3 turns are over, not new metal is attracted to the point.

(Fuuton: Raiton Enerugī no Bunsan sa seru) Wind Style: Lightning Energy Disperse
Type: Supplementary
Range: Short
Rank: B
Chakra Cost: 25
Damage Points: N/A
Description: The user will make the Ram handseal and instantly discharge wind chakra from their body to make a wall wind chakra in front of them this will be an almost instant process, as lightning jutsu of B rank or below hits the wall of wind chakra the wind chakra will absorb the lightning this will happen because of winds elemental advantage over lightning energy from the jutsu and cancel it out, the wall will then disperse.


Type: Supplementary
Rank: B
Range: Long
Chakra: 20
Damage: -
Description: The user begins to channel a large amount of chakra across the palms of both their hands, enough to create currents that spread across each one. They follow up with a powerful clap, causing currents of lightning to spread out from the user in a circular radius, travelling only thro ugh the ground & covering up the entire field. As the current travels forward it creates a high pitch chirping noise, similar to those of Lightning jutsu. The purpose of this technique is to cover the sound of any Lightning jutsu performed after, by either side.. If the opponent is caught within short range of this jutsu they receive a shock, enough to force the opponent to flinch in reaction but due to the area coverage the lightning spreads thin & anything past short range causes no harm.
- Can only be used 3 times per battle.
- Last for 2 turns
- Only taught by Method


Type: Defensive | Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: A Lightning technique which requires the user to perform four handseals & channel chakra across their entire body. The Lightning, while stored within the body, releases harmless currents that race across it, signifying the amount of energy stored within. upon entering a short range distance of the user, the Lightning is released from the body & hurtles toward the opponent/technique in an erratic manner. It carries an explosive charge that on impact with it's target, creates a small electrical explosion that shocks the opponent while knocking them off their feet & back a few meters away from the user. Alternatively, the user can manipulate the Lightning to pierce rather than shock before it is released, enough to penetrate an opponent through & through. Regardless of which is chosen, it's potency depends on the amount of targets within the vicinity, as anymore than a single opponent or object within a short range distance causes the Lightning to break off & weaken in strength while making up by attacking more targets. A rank & above carry enough potency to paralyse or pierce through the opponent/object depending on the type of attack released, while everything below causes damage to a moderate scale. In regards to the former release, regardless of rank the Lightning is still capable of knocking opponents back. The unique aspect of this jutsu is that the Lightning also acts as an automated defence, able to release itself without the user's knowledge, making it a great technique against sneak attacks. If so required by the user, they are able to extend it's duration up to an additional two turns by expending 15 chakra each turn, however once the Lightning activates & is released from the body, this technique ends.
- Can be used 2 times with a one-turn cooldown.
- Only able to perform Lightning jutsu while active
- Taught by Method


Type: Offensive
Rank: A
Range: Mid - Long
Chakra: 30
Damage: 60
Description: The user begins by performing three handseals & channelling their chakra toward either hand. By focusing their chakra the user creates a charge of Lightning that is released in the form of a large missile reaching up to two meters. On release it's main target is what the user desires & it acts as a homing missile on said target. However, the user is able to focus on the missile & passively control it's movements. The missile is able to cause a short range electrical explosion on contact which leaves everything within range paralysed alongside severe burns & damage to the opponent if in range. The technique's main potential is revealed when performing a single handeseal after the missile is released; the missile explodes into a countless number of mini missiles that cover an extremely large area & though the damage would be reduced by the number of missiles created, due to Lightning's property each missile would still carry the same piercing potential, enough to pierce flesh through & through. Just as the original the user is able to control the mini missiles general movement & can on will cause them to explode on command, though separated each single missile would only create a small explosion.
- Can be used three times
- Cannot be used consecutively
- Taught by Method


Show
Type: Offensive
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user begins by chanelling chakra into the ground beneath them, reaching up to a short range distance & roughly 15cm below the surface. They manipulate the chakra to form currents that break apart the earth & fill the gap by taking on the shape of a thick plate in the earth's place. The opponent, when stepping within a short range distance of the user, sets of a reaction from the plate as it brightly glows & releases a swarm of currents that spread through the ground & violently shock the opponent leaving them in a state of paralasis for a very brief moment. The opponent is left with minor burns & unable to manuever promptly for their next turn. Another application of this jutsu allows the user to manipulate the lightning & release it through their body as an offensive blast (in the form of a stream or projectile). The unique aspect of this is the body is used as a medium to draw the lightning from the ground & release it toward their target rather than creating it from their self, this however counts as a move when performing. While the plate is active, neither the opponent or user is able to performed A rank Earth jutsu or below, that would form underneath the user within the short range of them.
- The jutsu ends if the user moves outside of the plate
- Requires 10 chakra each turn to sustain
- Last a maximum of 2 turns
- Can be used 2 times


Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user begins by building up their Raiton chakra within themselves, enough to keep chakra flow at a stable level without disrupting it. When engaged in close combat, the user upon striking their opponent(either by free form or a Taijutsu technique) lets off a quick burst of an electrical current throughout either their arm/fist or leg/foot, the shock numbs the opponent's targeted area for 1 turn. If used on the opponent's arm or leg, they still have enough strength to move said area(still able to perform handseals) but at a slower pace & not enough to add force behind their strike. Due to the user building upon their chakra before performing this, Doujutsu user's are aware of the jutsu.
- Not able to cancel Genjutsu
- Leaves targetted area numb for 1 turn



Type: Offensive
Rank: S
Range: Mid
Chakra: 40 (+20)
Damage: 80 (Must make contact with the opponent)
Description: The user performs two handseals & slams both hands against the ground. A large circle of lightning rips through the ground, rising up to eight meters completely encompassing the opponent within a cylinder that reaches out 3 meters. As the cylinder fully forms, it begins to emit a bright light that momentarily blinds any party within & from a short range distance (5m). The user continues to perform a single handseal, charging chakra across the cylinder (+20 Chakra) causing it to rapidly contract in toward the opponent while also creating electrical currents that connect all across the inside of it. The currents cause no serious harm to the opponent but are enough to sidetrack them as the cylinder closes in. As the cylinder makes contact with the opponent the connection causes a short range electrical explosion, paralyzing the opponent for two turns.
- Can be used twice
- Unable to perform S Rank or above lightning the same turn
- Unable to perform A Rank or above lightning the next turn
- Taught by Method


Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user begins to channel their chakra across either arm, manipulating it to create vibrant currents that course within the limb until released outward in an explosive manner, reaching up to Long range almost instantly. Left behind are closely grouped currents that cover the entire area similar to the shape of a dome. Harmless as they are separately, their main offensive purpose is judged by the user compiling the currents to a single location of their choice within the area, causing the entire field of lightning to rapidly draw in to the single point & on impact the lightning creates a powerful electrical explosion. The results of the explosion leave the opponent paralysed & severely injured due to the sheer volume of currents within the area. The lightning, on impact with the explosion, courses throughout the opponent, creating lacerations across the body followed by minuscule cuts from within. This leaves the opponent unable to effectively move due to the severity of the cuts along the muscles . The lightning is controlled by small gestures from the user (palms open to release the lightning, while creating a fist draws in the lightning) & when drawing in to a single location, the lightning travels same speeds as normal lightning jutsu.
- Can be used 2 times
- Only able to perform Lightning jutsu while active
- Must wait 3 turns after each use
- Taught by Method


Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20 (-20 per turn)
Damage: N/A
Description: The user performs the Bird - Ox - Snake handseal. The opponent's surrounding area (spreading 1 meter out from the opponent, thus creating an elliptical area, 1 meter all around the opponent) begins to violently shake the opponent as if experiencing a violent tremor. This is achieved by wind rapidly circling around the opponent from different directions all around them, almost seen as being caught in a sphere of wind. This does not harm the opponent, but causes them to be tossed around within the 1 meter radius. The opponent would have great difficulty manoeuvring while caught, they would also have greater difficulty performing handseals due to the currents continuously altering & waving the opponents arms around, though it doesn't make it impossible.
- Can only be used on someone off the ground.
- Can't control the direction of the "tremors" or the movement of the target.
- The technique will last while the Snake handseal is kept and chakra and focus are spent to sustain it
- Can only be used three times.
- No Wind jutsu within the same turn.
- Taught by Method
 
Last edited:

Sinthorus

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Scarlet Rot Jutsu:
(Aka Fuhai: Nāguru no shukufuku, Imawashī) Scarlet rot: Blessing of Nurgle, Abomination
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description: This is a technique to create beasts made of Scarlet Rot, much like the Rot Clone Technique. The user can make one creature or multiple with a single use of this technique though the power will be divided equally. The user can create any animal or creature they can imagine, from a swarm of scarabs to a large dragon formed of Scarlet Rot. The largest a creation can be is 10m tall. The user can sustain these creations passively at the cost of 10 chakra per turn for a maximum of three turns. At any point the user can perform an addition handseal causing these creatures to erupt into a storm of Scarlet Rot, where the Scarlet Rot spins rapidly covering anything it comes into contact, covering an area proportionate to their size, though passing over the user harmlessly. This can be done in the same timeframe as creating the beast/beasts. The creations can be released from the user's body or a source of Scarlet Rot on the field. These creations cannot be made within short range of an opponent. These beasts carry the Curse of Rot with them, applying it on contact or if someone comes into contact with the storm they create.

Note: S rank creations require three hand seals, A rank requires two hand seals and B rank requires one hand seal.
Note: Can only be used 4 times. When the S rank version is used, the technique can't be used for 2 turns after and no sand jutsu A rank and above in the following turn.
Note: The Storm of Rot damage is dependant on the rank of the creation.

Scarlet Rot Given:
Aka Fuhai: Ekzykes no ase | Scarlet Rot: Ekzykes Sweat
Type:
Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: +20
Description: A technique drawing on the users curse of the Scarlet Rot, when performing a water based technique, the user will infused the Scarlet Rot into the technique causing the water to take on a murky red colouration. Additionally the water technique will be strengthened, gaining increased damage while also containing the properties of Scarlet Rot. When the Original technique has finished being cast/used, the water source will additionally be a source of Scarlet Rot causing damage to all enemies that touch it.
Notes:
-Can only be used 4 times
-Requires a turn cool down before use again

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My blood jutsu:
1
Blood Jutsu given:
(Chi no kami no dōgu ) - Blood God Tools
Rank: D-S
Type: Attack/Defence
Range: short - long
Chakra Cost:10-40
Damage Points: 20-80
Description: This is the basic application of blood usage through Ketsuryūgan where the user will use their chakra to take control of their blood or create from existing blood sources, anything they can imagine on a basic scale. This can be anything from weapons to walls, to spikes, domes, waves, anything inanimate which they can use as projectiles as well. For example, the user could create a kunai of Blood and launch it at their opponent. The larger the object, the higher the rank. For objects larger, than the user, they will need to be A rank. To use the A rank and above versions of technique the user will need to perform 3 hand seals. This can also be used to manipulate and reshape and redirect existing blood costing a move. This cannot be used on the blood within an opponents body. If the opponent were to have drawn blood, then the user can infuse chakra into that to take control of it.

Note: B rank and below blood creations can be made or a single hand seal. A rank can only be used three times per battle and requires two handseals. S rank can be used twice per battle, with two turns in between uses and no Blood jutsu above B rank in following turn and requires 3 handseals.


( Ketsuryūgan/Iryo Ninjutsu: Bakuhatsu Ningen no Jutsu ) - Blood Dragon Eye/Medical Ninjutsu: Degrading Human Technique
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A ( -15 per turn )
Description: A jutsu that is was created as the reverse of Exploding Human. When a Ketsuryūgan-wielder makes direct skin contact with a target, they can infuse some of their chakra into the target. The said chakra becomes poisonous to the target, making their bodies unstable, dealing slow but constant damage over turns. Causing the victim's body to become consumed in a pitch-black substance, the opponent will suffer 15 damage every turn until 4 turns have passed. Instead of causing the victim to explode, a Ketsuryūgan-wielder will cause blood clots to form inside the victim's body. Using Medical knowledge, the user will have the blood clots form around chakra points. The clots would form around the points and highly pressurize causing the points to be damaged and destroyed after longer exposure. The more turns that go by, the more chakra points in the victim's body will get damage. The area that the user hits on the victim will be affected at the touch and it will spread from there. The user can use their doujutsu to see the spread and control what area gets affected next. Whenever the target's health drops to lower than 15 or 10 turns have gone by ( whichever is shorter ), all of the victim's chakra point will be damaged or destroyed causing them unable to mold chakra above B rank and leaving the target unable to continue until healed. Only by rendering the target unconscious (such as with genjutsu) or defeating the user will the virus be nullified. With proper medical aid, the poisonous chakra can also be extracted, saving the victim completely. Opponents can stop the damage by either using Med Jutsus, Yang Healing, or a high enough chakra surge to over power the chakra.
Note: Requires direct contact to utilize. Can only be used after the Ketsuryugan has been activated. Can only be used on a single opponent once
Note: Can only be used a total of 3 times a match (if multiple opponents)
Note: Cannot use this and Exploding Human on the same opponent at the same time
Note: When afflicted, just like Exploding Human, any passive having abilities the target has active will be ceased such as Yang specialties, Sage Mode, etc.


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My steel Jutsu:

Rank: B
Type:Supplementary
Range:Short-mid
Chakra Cost: 20 per club
Damage Points: 40
Description: Gajeel transforms his arm or leg into a large steel club, increasing punching and kicking power. He can also create multiple smaller clubs from the end of the original, hitting many enemies at once. The clubs can be elongated at Gajeel's will, making for powerful ranged weapons. He is also capable of increasing their size dramatically and to detach them from his body. The 40 damage comes from the impact of the club as it's shot out. The clubs can only be created from his limbs and will always be connected to him, as they can't be shot as ranged weapons. Each use of the technique pertains to both his arms.


Rank: A
Type: Attack
Range:Short-mid
Chakra Cost:N/A
Damage Points:N/A
Description: Similar to Iron Dragon's Club (if approved), but possessing cutting instead of blunt power and thus being possibly deadlier, the user transforms his arm or leg into a large, jagged steel blade (as seen below). The spikes along the blade's edge make its slashes more painful and dangerous and the weapon's length can be increased to reach enemies away from him. The sword can also function like a chainsaw, effectively increasing its damage, as it rotates as seen in the image below. When the sword is rotating, i can cut through almost anything solid.

Note: Useable 3 times


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


Rank: S
Type: Attack
Range: short - long
Chakra Cost: 40
Damage Points: 80
Description: After gathering chakra into his mouth, the user shapes it into a powerful tornado which he subsequently emits and sends towards his foes. Such tornado possesses immense force, being capable of generating powerful blast like a hurriane and inflicting heavy blunt damage, but also releases sharp shards of steel in the process, to shred the opponents' body. This blast is very large and consists of 1000 small blades of steel.(see below for how it looks). The tornado controls the 1000 small sharp blades of steel the slice whatever they hit like it was being cut by 1000 super sharp razor blades.

Note: Useable twice
Note: No lightning jutsu in the same turn.
Note: No S ranks in the same turn

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(Koton: Ken-gyakujou ) - Steel release: Blade frenzy
Type: Attack/Defense
Rank: A
Range: Short-Long (made short)
Chakra:30
Damage:60
Description: After performing two handseals, the user can use this technique turning their body to steel in the process or when the user has already turned their body to steel. Through this technique the user will be capable of releasing a storm of razor blades from his body in any direction or all directions. It can be head on, all around him or just a steam of razor blades from his hand all made of steel. This can be for attack or defensive purposes, but the total power of it is A rank no matter the number made. These blades can be released as a burst from the user's entire body or through body movements.

But the main part of this jutsu is a variation of a steel clone. When the user releases a stream of blades from their body, the user will transform into one of the steel blades, becoming one of the steel blades that is shot out, leaving a steel clone of himself in his place, almost like a replacement jutsu while he travels as one of the razor blades that is shot at the speed of an arrow. At any point the razor blade will grow at a rapid rate taking the form of the real user once more with a steel body passively. The user can choose to shoot the blades without being one of them. The steel copy of the use is an A ranked statue used for distraction only, unable to move.

Note: Usable Three times per battle. The steel clone version can be used once per battle.
Note: Only fire, earth and steel can be used in the turn this is used


Type:Attack/Defense
Rank: Forbidden
Range:Short-Long (made short)
Chakra:50
Damage:90 (-20 damage to the user)
Description: This is one of the strongest steel jutsu know so far. The user will release a huge burst of steel chakra from their body outwards in a large surge, and as the chakra leaves their body it takes the form of thousands of razor blades. This blades are extremely sharp and spin horizontally for extra cutting power. They are released in all directions, if the user is in the air they will be released downwards aswell going in all directions to long range. As the blades are released outwards and are rotating they swirl around the user rotating around him as they expand ourwards in the form of a tornado of razor blades made of steel with the user at the epicenter. This technique has the added power of them spinning around the user as they push outwards able to level small towns and forests destroying all in it's path (within rank reason.)

Note: Useable once
Note: No jutsu above A rank next turn
Note: Only Fire, earth, steel elemental jutsu in this turn and the next
Note: The strain of this jutsu halves the users movement speed for this turn and the next


Type:Attack/Defense
Rank: B
Range:Short - mid
Chakra:20
Damage:40
Description: This is one of the more basic techniques of steel release based on the user having turned their body to steel already. The user will use the innate malleability of steel to be able to bend and change the shape of their body and stretch the steel as though it were blue tac. This doesn't increase the mass of steel that makes up the users body just bends what's already there. The main use of this so the user can avoid what would be a deadly strike. For example they could bend their steel stomach to open up a hole so a projectile could go straight through them leaving them unharmed, almost like a rubber man. But the user will have to reshape their body back to normal in the same turn, or have to use this jutsu again to turn their body back in a following turn. Another example would be increasing the length of your arm through reducing the diameter of it stretching the steel that's their reaching up to mid range max.

Note: Must have a body of steel to use this
Note: Can only use earth fire and steel in the same turn
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Rank: S
Type: Supplementary/Attack/
Range: short - mid
Chakra Cost: 40
Damage Points: 80
Description: This is one of Gajeels strongest known steel jutsu. Due to it's striking power it's come to be know as his "Dragon force" as when he uses this his skin and demenor is like that of a dragon. He will release a full surge of chakra through his body turning it all to steel much like impervious armor but instead of solid skin his body is layered with steel razor blades all over him that look like dragon sales. These are extremely sharp and hard creating a deadly defense for close combat. Not only this but the blades as a razor sharpness to all of Gajeels steel attacks slicing through flesh like it was butter. But the main ability is that of the destructive force like the steel dragon Metallicanna. When Gajeel makes a movement but it a punch, swing of the arm, kick ect, in the direction he does the movement he will release a large maelstorm of steel razor blades that rotate and spin around in the shape of an tornado creating a wave of destructive force. The blades going around creates a torando of pure force going up to mid range with the cutting power of the blades. Releasing the blades creates more to cover the users skin so as to not weaken the armor.

Note: Useable twice - two turns between use
Note: lasts 4 turns
Note: Only steel, earth and fire elements while active (can still use nin gen tai ect)
Note: No Steel jutsu A rank an above when over for that turn and the following
Note: Releasing the steel blades in a tornado counts as a jutsu and goes up to mid range, can be uses once every two turns and is S rank in power.


Rank: A
Type: Supplementary/Attack/
Range: short - mid
Chakra Cost: 30
Damage Points: 60
Description: This jutsu is based of the basic steel release jutsu, where the user will release more chakra from their body to create steel constructs. But instead of creating the pillars and such, this creates more steel surrounding the users body parts giving the impression that that body part has grown. For example, if the user uses this on their arm, it would look like their arm had grown to a desired size made of steel, similar to akimichi jutsu but through steel creations. This maximum size of this is to reach up to mid range (15m) and be to scale in all other aspects. The user can choose to use this on a single body part or multiple, like both his legs ect, or one arm and one leg or just his chest. The user will need to describe this when using this jutsu and must follow logic. Though the size is increased the user is able to manipulate this as though it was still his own arm due to his chakra being in the construct surrounding his body part. This also acts a an armor of sorts being a solid form of A rank steel surrounding the user.

Note: Useable 4 times


Type: Supplementary/Attack/Defence
Rank: A
Range: (on users back, can be controlled at all ranges)
Chakra Cost: 30 (to summon then 5 per turn)
Damage Points: 60
Description: The user will perform 1 handseal slamming their hands on the ground performing a summoning jutsu to summon a gourd of steel onto the users back. This is a gourd of steel like Gaara's sand gourd on his back but it's made up of and filled with steel Razor blades the user has created. This steel gourd is full of a steel razor blades which the user carries around with them all the time and is constantly infused with the users chakra. Being infused with the users steel chakra the user has a fast control over these blades with a few unique abilities. The first ability is to control these blades with simple hand motions much like gaara's sand sending them forwards int streams and waves. When ever they are released from the gourd they are rotating to increase their cutting damage. The second ability of the steel blades is the users ultimate defense where the blades shoot out around the user to create a barrier in the shape of a dragons head around the user with layered blades that look much like dragon scales when they stack for defense. This orb will form an A rank defense in an Dragons head 1m around the user. The third and final ability of the gourd is replenishment. The user will perform one handseal releasing 30 chakra into the gourd causing the blades to split and multiply to replenish the stock of the blades, though this can only be done if they are not all destroyed. Much like gaara's sand, this steel gourd of blades can be used for attacks or defence that require a steel source by the user at any time. Due to this steel already being infused with the users chakra then can control and manipulate it almost instantly to suit their needs (still relies on the users reactions and the movements are the same as a shot arrow). The steel blades are linked to the user and will come to there defence, as it is infused with the users chakra.

Note: The defensive ability can only be used once ever 2 turns and only used 5 times per battle. This takes up one of the users three moves per turn and is A rank. It can be used partially like just the front of the user or the side of the dragons head, or in a full head of a steel dragon 1m around the user.
Note: Replenishing the blades takes 1 hand seal, counts as a jutsu, can be done 3 times, costs 30 chakra and only works if there is the gourd itself left.
Note: -5 chakra for each turn the user has this on the field
Note: The user can control the blades in the gourd with hand gestures, this is A rank, counts as one of the users three jutsu per turn, and the user can only use fire/earth/steel elements while doing this.
Note: This lasts until destroyed or until the user de-summons it.
Note: While this is on the field it counts as one of the users three moves per turn

Dragon head shield:
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Type: Supplementary
Rank: A
Range: Short-long
Chakra: 30
Damage: 60
Description: The user can turn their body to steel or while their body is turned to steel, the user will break down into thousands of razor blades of steel and swoop across the field in a fluid motion at the speed of a shot arrow. Anything they pass through will be shredded by the blades (within rank reason) and they can reform at any time. While in this form they are vulnerable to lightning. The user acts like a fluid in these shards being able to bend their shape and form and have great maneuverability to be able to avoid attacks while travelling much like how Gaara can when he turns to sand. The user can use other steel techniques in this form as long as they don't require hand seals.

Note: can only be used Four times per battle, with 1 turn between uses.
Note: Last 2 turns max, to change direction to avoid a jutsu counts as move per turn.
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Type: Supplimentary
Rank: A-Rank
Range: Short-long
Chakra: 30
Damage: 60
Description: This jutsu was specifically designed to be used with steel jutsu, using one of the elements that is used to make up steel, Fire, the user will perform this technique. The user will use this in the same timeframe as they use another steel jutsu or if they choose then can use it once they have made it. Using fire release they will create a core of compressed fire at center all through the steel jutsu. So if the user makes a pillar of steel, all through the center of the pillar will be compressed fire. This doesn't heat the exterior of steel as it's compressed for one purpose. The main purpose of this jutsu has two effects. Firstly when the structure is destroyed, the fire will explode outwards shattering the rest of the steel from the inside creating a blast of fire 5m around the initial steel jutsu while releasing the shards of steel from the original steel jutsu all around. The blast of fire is A rank and the steel shards are one rank weaker than the original jutsu. So if this was used with greater steel release (A rank), the blast of fire would be A rank and the steel shards shout out would be B rank. The user can also detonate this at will releasing the explosion by just clenching their hand causing the steel to contract triggering the fire explosion. If the user is caught within the blast it will effect him the same way. It can only be used on steel jutsu the user has created or has taken control of.

Note: Useable 4 times
Note: Only fire earth and steel jutsu in the same turn.


14)
Type: Supplementary/Attack/Defence
Rank: S
Range: Short -long
Chakra Cost: 40
Damage points: 80
Description: This is a jutsu created by Gajeel to mimic the power of his dragon parent, the steel dragon Metallicanna when he stomps his foot. Gajeel will gather huge amount of steel chakra into one of his arms or leg and in a huge surge of chakra through his body will either stomp down or punch down to the ground. Due to the mass of chakra being released it will give of a green/blue light of chakra around Gajeel as he does it (cosmetic effect). The force of the strike will charka the earth below the use leaving a giant foot print in the shape of a dragons foot 1ft deep like his father had stopped there releasing the full force of this jutsu.

This steel chakra will surge through the ground and shoot up in a hurricane of steel blades, hundreds of thousands of them erupt from the desired location breaking the earth above as they blast up towards the heaven spinning with extreme force and sharpness to give it's name. The diameter of this can be up to mid range and if the user is caught within it he will suffer the same damage as everyone else if not defended.


Note: Useable twice per battle
Note: Only Fire, earth, steel elemental jutsu in this turn and the next


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

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

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


Rank: A
Type: Attack
Range:Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will release from their hands a missile of steel. It's about 1 diameter fired at high high speeds at it's chosen target. Though as stated there is more to it than that. This missile locks onto the chakra signature of what it was fired at, be it an opponent, a summon, or just a structure itself like the earth golem jutsu. The second part of this jutsu, is with the user closing their fist, the missile will explode outwards in short range around it into steel razor blades not much bigger than sand, that almost looks like a puff of dust/smoke. Due to the sudden burst it has a pushing force going outwards with the blades, much like when a grenade goes off and the shrapnel goes all around and there is the pushing force, though without the fire. No burns, just impaling.

Note: Useable once every two turns


Rank: A
Type:Supplementary
Range:Short-mid
Chakra Cost: 30
Damage Points: 60
Description: The user will slam their hand down on the ground, or their sword, staff, hammer, ect, releasing their chakra all around. This chakra ripples through the earth to mid range around the user like a pebble hitting the water. It creates a 1cm layer of steel 3cm under the earths skin. Creating an almost membrane of steel under the earths skin, unknown the normal ninja, thought doujutsu, sensors ect would know it's their. The name comes from the titan, Atlas whose punishment in mythology was to forever hold up the world. This layer of steel is to have a holding in the ground for the user, which would remain in place as a platform, even if the opponent tried to lower the earth, or drop the ground, giving the user a steady standing. Though if a stronger jutsu was used, it would render the steel useless. Now this steel layer has two additional uses.

First of all the user will have his chakra flowing through the steel like a pressure sensing on the steel, feeling what causes pressure on it at different locations. For example, an opponent running across it. With this the user can do one of two things. The first is to cause the steel to shoot up on the spot of pressure, protruding a sword like spike 1ft above the ground at the point of pressure in reaction. So if it was a foot, i would impale the foot.

The second is instead of spike the user can have the steel take a volcano like effect, errupting outwards and upwards, creating an upwards pushing force. This force would push up on the point of pressure, so if it was a foot stood on it would would release a mini burst under the foot lifting the target into the air. This wouldn't damage them, it would just throw them of and distract them, a explosion type effect of pushing, without a damaging explosion.

The user must state which effect will be lying within the layer when he makes the jutsu, it can only be the use of spikes, or the upwards thrust. This lasts for that use of the jutsu only and they can switch which variation they use. While this layer is in place it can be hard for an opponent to use earth in the ground, but due to it's thin layer, it will only stop B rank and below earth from that area, dpending on how the jutsu works. A ranks would push through this steel, or like a swamp would cause the steel to sink if the same size.

Note: Useable three times lasting 4 turns. Two turns between uses.
Note: Each effect can be used once per turn and only one can be used at a time, counting as a move per turn and consuming 20 chakra points


Rank: A
Type:Supplementary
Range:Short-long
Chakra Cost: 30
Damage Points: 60
Description: This technique is one of two parts, it doesn't control both elements at the same time, it's two step jutsu, much like when Darui uses lightning after releasing water to create a combination. The user will hold out their hand to a location using the basic principles of steel release to create hundreds of little shards of steel on the surface of that area (short range diameter). Though this would just look like glitter, the steel is like the shrapnel released when in reality you cut through steel, hence you wearing protective clothing. The use will then swing their hand up using basic wind release to cause and updraft of wind focussed under those shards causing them to rise up in a gust of wind, much like when wind is used with dust, cuasing and upwards pushing force with all the cutting power of the steel shards. This upward thrust of wind can be straight up or at an angle to push them short range in a desired direction. Using basic powers of the two creates unique combination almost like a burst of steel/wind through hand gestures. There isn't really a time lapse between the two parts of the jutsu, it happens in the timeframe of a single technique.

Note: Useable thrice per battle
Note: Counts as two of the user's three moves per turn
Note: One turn between uses


Rank: A
Type:Supplementary
Range:Short
Chakra Cost: 30
Damage Points: 60
Description: The user will release a surge of chakra through his body releasing it outwards releasing a blast of steel chakra all around his body to short range in the form of 1000's of tiny steel razor blades with next to no gaps around each one, shooting out at the speed of an shot arrow, they then hold their place in the dome shape for one turn and drop to the ground around the user, which can they be used as a source of steel for future use.

Note: Useable 4 times
Note: Two turns between uses


Rank: A
Type:Supplementary
Range:Short
Chakra Cost: 30
Damage Points: 60
Description: This i one of the more complex applications of steel release based on the impervious armor. With which you turn your body to steel. In this more advanced application, not only do you become steel but you use it in combination with shape manipulation to create a steel transformation jutsu as such. In doing this you will activate this technique turning your body to steel but reshaping it to become the animal of your choice, as is the tradition with druid, which gives this jutsu it's name. In becoming these animals you would take on their traits as such, for example, if you were to transform into a steel bird, through chakra control you'd be able to fly. If you were to transform into a cheetah you would be able to run on all 4 legs with perfect balance. If you were to take on the form of a snake you would be able to slide along the ground like a snake. You would move at the speed of a normal animal and take on it's size depending on the animal. With this application, the user can't turn into mythical creatures. The user would have A rank steel defense and be able to use earth fire and steel jutsu while this is active, though this would make them more vulnerable to lightning. It can be done in an instant quickly reshaping to adapt to the situation. A drawback is, the user wouldn't be able to use handseals if he became something like a snake. But if he became a monkey, he would be able to do so with his hands. The transformation lasts for up to 3 turns or until canceled and can be used 3 times per match.


Rank: A
Type: Attack/Defense
Range:Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: This is one of the more basic applications of steel release. The uses will release their chakra into the ground peforming one handseal create a large volume of steel blades 1inch in diameter. The do this as they use chakra control to apply the same application as wind release to make the blades spin rapidly forming a large tornado of rotating razor blades. The user can control the direction of these tornadoes with hand gestures or just release them in a chosen direction or area which they will then maintain themselves for one turn. They can make up to 4 tornadoes but the power will be divided by them (1=A, 2=B, 4=C). The width of these are up to 10m if one tornado is made, if two the size is divided by two so each will be 5 meters, and if divided into 4, they will be 2.5 meters each. This can also easily be made by breaking down current steel release jutsu the user has made or are void of chakra and break them down into the blades to for the tornado.
Note: Usable 4 times
Note: Changing their direction counts as a move per turn


Rank: A
Type:Supplementary
Range:Short
Chakra Cost: 30
Damage Points: 60
Description: This is one of the more tricky jutsu created by Gajeel, inspired by the ninji Gildarts. The user will make a handseal, as they release their steel chakra into a solid or liquid. This can be a regular structure like a tree or the ground, or an incoming jutsu (A rank and below, following strengths and weaknesses). As they do this they will create a thin layer or steel in the shape of hollow cubes throughout the entire solid. To make it around a liquid, steel will shoot out of the ground below it and encase it as a whole. From here the steel will section off the water into cubes to break down. The binding of the water is rather fast, almost forming a square water tank that then sections off the water into cubes forming a rubix cube like structure. The steel will form inside the chosen solid target (earth/steel jutsu) slicing through it to make the cubes. For this reason it can't be used on elements that steel is weak to and due to the complexity of it, making it A rank. The user will grow all these cubes at the same time at the same speed as normal steel release jutsu and from there be able to control them. While the cubes form the target will remain where it is if stationary or continue on it's current trajectory. Once the cubes have formed the user will use their chakra control and can then break apart the construct of steel like lego blocks. All these cubes are 30cm in diameter. While controlling these cubes the user can't use any other jutsu but can then control them for up to three turns. The combined strength of all the cubes are A rank so each indevidual cube is E rank at best, depending on the size of course. Due to steel being strong to earth and water this will work on A ranks and below
Note: Useable 4 times
Note: No other jutsu while this is being used
Note: the cubes can be controlled for up to 3 turns.
Note: The direction and control of them is controlled with hand gestures.
Note: When the user stops controlling the cubes they will just fall to the floor.

22)
Rank: A
Type: Attack/Defense
Range:Short-long
Chakra Cost: 30
Damage Points: N/a
Description: This is quite a unique version of steel release using precise chakra control to execute it. The user will release their chakra into steel they control and change it's density. Unlike other jutsu this doesn't apply heat to do so, but instead an extreme chakra control while thinking of the flow of water release. It will almost look like mercury which is in it's liquid form and through this jutsu the user will control the steel. They will control it using hand gestures pushing the steel around in a fluid like motion, yet it will still be solid, just controlled like it's a fluid. This makes it easier to trap people, but at the same time this has another use.
Note: Useable 4 times, last 3 turns per use but only works on existing steel the user has made or is devoid of chakra.
Note: Changing the shape, direction and other control of a steel construct takes up another jutsu of the users per turn after the initial use of this.
Note: This does not effect the strengths and weaknesses of steel, it's just advanced shape manipulation.


Rank: S
Type: Attack/Defense
Range:Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: This is a more advanced version of (Koton: kigokoro no Metallicana) - Steel release: temperament of Metallicanna. Within the basic form the user will create a mass of steel around part of their body to make it look like it's grown in size similar to the Akimichi clan abilities. With this technique the user takes that to the next level and creates a gigantic titan size version of themselves out of steel. This will be done in one of two ways. They will either release their chakra through their body in an outwards surge of steel, making it seem like their body is expanding and growing in size rapidly with the real them at the center using chakra to control this huge titan version of themself standing 50m tall with a reach up to long range. The other way to do this is the user will slam their hands on the ground releasing the surge of chakra below them causing the Titan of steel to rapidly grown out of the ground below them with them on top. The Titan will look exactly like the user and move at their current speed. This works by them using their mind and chakra to contol the titan as though they were controlling their body. With this jutsu the user can use the Steel titan as though it were his own body, so steel jutsu that required the users body would now use the titan itself. Each strike the Titan does is S rank in power and counts as one of the users three moves per turn. While this is active the user can only use steel, earth and fire elements due to the size and control it takes. If the user would need to slam his hands on the ground for an earth jutsu while within the titan, the titan would do this motion for them using it as the medium. The user must remain in contact with the titan and while active takes up one of the users three moves per turn. The user is able to see through the eyes of the titan in the same way gaara is able to use his third eye jutsu, the users vision is linked with that of the titan as he wont need his own eyes while inside this.

Note: Useable 2 times per battle, lasts 4 turns per use and must wait two turns between using it again
Note: Can release control of the titan at any time and when this happens or the 4 turns are up the titan will remain in it's position for the rest of the match.
Note: No jutsu A rank or above in turn after this ends and the turn that it's used.

24)
Rank: A
Type: Attack/defense/sup
Range: Short (bandages can reach mid)
Chakra cost: 30
Damage: 60 (+1 rank to tai jutsu, or 60 if used to strike/bind)
Description: The user will release their chakra throughout their body In surge using their steel release to create steel bandages that cover their entire body to look like a metal mummy. These will move with the users body so as to not restrict their movements due to their chakra control over the steel. A unique properties of these bandages made of steel is they all link up like a coil of wire that winds around the user and the two ends come out on the bottom of their feet. Due to this when the user is hit with unfocused lightning A rank and below the lightning will be a carried as a current down through the bandages and be discharged into the ground. Anything focussed like chidori spear will cut through the user with it's normal strengths/weaknesses to steel. The user at the cost of a move can also release more bandages from their Body to strike and bind targets which will flow fluidly due to precise chakra control, being able to reach up to mid range from the user. While using this ability though the user can only use steel release and elements that make up steel. The final property of these bandages is one that greatly aids steel users. If the user were you be cut or lose a limb while their body is turned to steel (for example with the impervious armor) they can use the bandages to grow and wrap around that location and form a new limb, so when they turn back to normal they wont have lost that arm. This is not a healing ability, it acts in a similar way to the hozuki clans ability where water would replace the injury they take in their water form.

Note: Useable 3 times, lasts 4 turns per use, and two turns between uses. While making use of the bandages, the use can only use steel release jutsu and jutsu that make up steel (fire & earth)
Note: reforming a limb and attacking with the bandages costs a move and counts as A rank and can each be used once per turn. Each will cost the user an addition 10 chakra. Aside from this the bandages are just a unique form of armor for a steel user making them look like a steel mummy.
Note: Due to the extra hard layer of steel over their body, the user would gain +1 rank to their taijutsu strikes up to A rank, S ranks and above gain +10 damage

25)
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90
Description: This is one of steel release's strongest attacks, the user will start by either performing a single hand seal, slamming their hands on the ground or striking the ground with their weapon to initiated the jutsu. From here a large portal like the sticky mud drop technique will open up in the sky and a large meteor glowing red will come crashing down into the target location causing destruction and devastation on impact. The projectile is actually made of steel that is super heated to the point of glowing red in parts. Fire being one of the elements means this doesn't require y/y to maintain. Though what sets aside this from other techniques, is the meteor will unfold, into what can only be described as demon giant glowing red. The sheer size of this demon would be the same size as the earth release rock golum jutsu. Though this is made of steel making it much harder and the heat radiating from it is what gives it its true power. Due to the sheer size and skill to maintain this demon, the user will remain in the position they were in when they cast it, so if they clapped their hands together, they would have to hold their hands together, if they stabbed their sword into the ground they would remain with holding their sword in the ground to maintain control. The initial crash of the meteor would release a shockwave up to mid range around the impact point knocking all away. From here, when the demon goes to strike each of it's strikes would be S rank in power, with destructive impact and surging heat. The user can use this demon as a source of steel release techniques but they will retain their own rank just be a hotter steel. If the user moves from their position the demon will become a statue and cool down within two turns. While controlling this demon the user can perform jutsu using elements that make up steel release but don't require movement such as full body surges etc.

Note: Useable Once
Note: Once the jutsu ends the exhaustion of controlling it will wash over the user as it seems like they were holding their breath trying to catch it again. Due to this they will lose two ranks to their base speed for two turns.
Note: Lasts up to 3 turns. Each strike counts as a move per turn, controlling the titan takes up a move per turn leaving only on jutsu for the user to defend themselves even though they wont be a move.
Note: No jutsu above A rank for two turns after this has ended



Type:Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: This is one of the more simple applications of steel release, creating a shape and controlling it through your chakra. The user will make a rising gesture with their hand or weapon releasing their chakra into the ground, as they do a steel pegasus will rise from their chosen location the size of a smaller horse, made of dark steel with paper thin steel wings. The user will controll it's movements with his chakra and while controlling the pegasus the user will only be able to use steel jutsu and elements made up of steel. Due to the hollow nature of the beast and the light wings, the user can use their chakra control to cause the wings to flap so the beast can fly. This technique was intended for the user to ride, holding on with their chakra much like the tree climbing technique allowing them to move faster due to it running on 4 legs. The user can change the direction at which the pegasus is moving by spending one of their moves per turn.

Note: Useable 3 times lasting 4 turns
Note: Only steel element and elements that make up steel can be used while being controlled.
Note: Only one can be made on the field at any given time.


27) [koton: Rūnfōji] - Steel Release: Rune Forge
Type: Offensive/Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (+10 to technique used on)
Damage: +20
Description: This is a simple technique which can be applied by adding a single handseal when forming a steel release technique or once it has already been made. It will happen within the same time frame of the creation of the technique is used to begin with. This applies a skill seen throughout history that many blacksmiths have used, in that to make a blade stronger, they will fold the steel to reforge, keeping the blade extremely sharp while increasing its density, such as in sushi knives. This applied in RP terms is that the steel in a technique releases more steel within itself but folds and compresses into itself. This means that the steel is harder without losing its shape/sharpness/form, and in doing so makes the technique +1 rank stronger (20 damage). For example, if the user used the S rank steel release technique to create a sword, they would infuse more chakra into it using this technique, applying more steel and controlling it with fire chakra to create the folded steel effect, making the sword stronger, giving the sword +20 damage.

Note: Only useable 4 times, can only be used on a technique once and can only be used once per turn.


28)
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This is a technique that can be used in two ways. It can be used on existing steel techniques or being releasing from the ground. What this does is, the user will release their chakra into existing steel they control or one devoid of chakra (old steel jutsu they have perviously made or another shinbobi, this doesn't include weapons and such shinobi might carry) , and in doing so will take control of the steel and cause it to break down into Hundreds of tiny blades that look like small dragon scales (1inch diameter) of steel near on instantly like the shattering of glass and from their control the blades through their hand gestures or through their weapon, these blades are extremely sharp.. These blades will move in a large swamp or smaller swarms depending on how the user wishes to control them using them to strike what they want. If they chose to use it from the ground they will form the blades of steel in the ground and then cause them to shoot up from within the ground in a huge swarm to attack which they wish. As long as the user controls these blades they will only be able to use steel and elements that make up steel and it will take up one of their three moves per turn. Not only this but the technique will always be A rank, even if they use this to break down one of their S rank techniques.

Note: Usable once every two turns, being able to control the blades for up to 3 turns.
Note: Using this from the ground would require a handseal to form.
Note: No jutsu above S rank while active


29)
Type: Offensive/Supplementary
Rank: A
Range: Short - mid
Chakra: 30
Damage: 60
Description: This is a unique steel cj that brings out the users true potential in close combat. It's based off several skills that combine to make a unique mode of sorts. It's based on the principle that metals can be coated in an element and remain coated until their duration runs out, this will apply to the users steel body. The user a secondary layer of "armor" that acts as a wind current around your body carrying shrapnel of steel that detaches from your Steel Body, and adds shredding damage to anything that steps too close to you.The user, while having turned their body to steel, will release a full surge of wind chakra through their body and down towards their feet. In doing so they will release currents of wind that push out from under their feet and go up around them towards their head. For example if an opponent were to try and punch the user while this is active, their arm would be pushed up off target and shredded by all the blades. This will flow around the users entire body including their arms as they move around. A unique ability of this mode, is one that enhances the users tai combat and range, although the mode is short range, through movements the user can release pulses of the wind/steel in a direction of their choice, for example via punching in a certain direction. This can reach a maximum of mid range and will count as one of the users three moves per turn and be A rank in power. This wind current remains around the user, it will remain in 1ft around the user wrapped around them constantly.

Note: Useable 3 times, lasting up to 4 turns, with two turns between uses.
Note: De to steel being released from the user while active the user is only able to use steel release and elements that make up steel

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30)
Type: Offensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: 60 (mental damage)
Description: This genjutsu can be used in two ways, either with a single handseal, or thrusting the users palm forwards for the target to see. Upon performing one of these two methods, the user will release their chakra into the target/targets and bind them in an illusion where they are essentially sewn up with steel wires. The user can choose which body parts are stitched, but the target will suddenly see a small needle and steel thread shoot out from being them and rapidly sew parts of their body together. An example of this would be the needle appearing and stitching their mouth together in rapid movements causing excruciating pain and binding their lips shut so they can't talk. Another example would be stitching the targets arms to their body. As they try to pull against the stitches, they would just cause even more pain until they pass out. Though the initial jutsu will mentally hurt them it will not be enough to cause them to faint. The user can use this illusion to create multiple needles and threads and bind up to 3 targets, restricting their movements. A very sadistic, painful, binding illusion. In the illusion, if the target tried to cut the wire the illusion itself would create an opposing force restricting them to give the illusion the wires can't be cut.

Note: Can be used 3 times, two turns between uses
Note: Can bind up to 3 targets (Can only be used once if used on 3 targets at once, twice if used on two).
Note: No genjutsu above B rank in the following turn.

Steel Jutsu given:
(Kōton: Shūfuku Hagane-Yūbinbutsu) Steel Release: Repair Steelmail Technique
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: The user will hover their hand over a damaged area of steel and then by manipulating both the chakra of the steel and their own they will produce more steel to the area which will essentially repair the area in question in a rapid manner.

(Kōton: Suchīrushīrudo) - Steel Release: Steel Shield
Type: Defensive/Supplementary
Rank: C-Rank
Range: Short range
Chakra: 15 Chakra
Damage: N/A
Description: after performing the Bird → Horse handseals the user will make his/her Kōton chakra form a shield made of a black steel that sticks to the user's forearm (either left or right forearm depends on the user). the shield is tall enough to hide from the user's eyes to his/her hip and it is hard enough to block all non chakra-infused ninja tools. the shield has the ability to block all regular swords but it can't break them. The is also strong enough to block all C-Ranked and weaker normal taijutsu techniques
note: the shield remains on field till it is destroyed or the user cancels the jutsu
note: can be used 4 times per battle and requires 1 turn cool down between each usage time
note: only Pain... can teach this jutsu

(Kōton: Harinezumi) - Steel Release: Hedgehog
Type: Offensive
Rank: B-Rank
Range: Short-Mid Range
Chakra: 20 Chakra (+5 for shooting the needles and aiming them)
Damage: 40 Damage
Description: The user will first do one handseal (Bird) and then, by using the Kōton chakra the user will make a lot of steel needles to emerge from his body according to his/her requirements. the user can shoot the needles from his body and guide them towards the target by using chakra making evading from the needles very hard. the needles are 7 centimeters long and they're very hard and able to penetrate through a steel shield of 3 centimeters thickness
note: only Pain... can teach it


(Koton: Kēshingu ) - Steel Release: Casing
Rank: B
Type: Supplementary
Range: Short-long
Chakra Cost: 20
Damage Points: N/a
Description: A simple technique based on the concept of when a bullet is fired. When a bullet is fired, the casing around it is released, which protects the main projectile, in this sense, this is applied to steel release techniques. Once a technique has been released the user can apply this technique. When the steel would come into contact with a energy such as lightning/fire/wind, the outer layer of the steel release technique would take the blow, while breaking apart from the rest of the steel technique, releasing a shell that pushes outwards and to the sides along with the element it interacts with, creating an opening for the original steel to pass through, though slightly smaller and weakened by one rank. This can only be applied to one technique at a time.

Note: Can be used 4 times per battle and only used on a technique once.
Note: Can only be used once every two turns.
(Kōton: Hyaku baindo mojiretsu) - Steel Release: one hundred binding string

Type: Offensive/Supplementary
Rank: B-Rank
Range: Short-Mid range
Chakra: 20 Chakra
Damage: 40 Damage
Description: once the target comes in range the user will perform the bird handseal then by using his steel chakra he/she will make up to 100 very thin strings (seen by naked eyes) to emerge out of the ground or any solid earthen structure around the target. The strings have arrow points that allows the strings to pierce through clothes and hardened skin (either by steel release or earth release) and allows the strings to cling to the target's skin. The strings are very hard and unstretchable but they're flexible. This jutsu can be used to completely bind the target and preventing him from moving at all.
note: can be used 6 times per battle with only 1 turn cool down between each usage
note: can only be taught by FeeLPaiN


(Kōton: Ya no ame) - Steel Release: Rain of Arrows
Type: Offensive
Rank: B-Rank
Range: Short-Mid Range
Chakra: 20 Chakra
Damage: 40 Damage
Description: The user will release very fine particles of steel in the air that can be seen by naked eyes as dust particles and by using steel chakra the steel dust will be carried into midair and condensed into arrows made of steel. After making the arrows the user will shoot use his chakra to shoot the arrows at the desired target. the user can make up to 30 arrows with each usage time but the user can only focus on using 10 arrows in the same instant but he can use all 30 in the same turn. an arrow is 20cm tall and able to penetrate hard elements up to C-Rank. if the turn ends before using all 30 arrows then the usage time is over.
note: can be used 5 times per battle
note: the user must wait 1 turn after each usage time to use the jutsu again
note: only FeeLPaiN can teach this jutsu


(Kōton: Hebikēburu) - Steel Release: Snake Cable
Type: Offensive
Rank: B-Rank
Range:Short Range
Chakra: 20 Chakra
Damage: 40 Damage
Description: The user will make a whip of steel and hold them with both hands. The whip is 2 meters long and ends with a snake head-like figure. by using chakra to manipulate the whip, the user will make it move as if it were a real snake and bite the target with its fangs. The cable is able to conduct electricity to shock the bitten target once the user starts using the suitable Raiton jutsu to make lightning.

note: the user can use two whips at maximum at the same time.
note: only FeelPain can teach this jutsu


(Koton: Mori no Lamorak) - Steel Release: Lances of Lamorak
Type: Supplementary/Offensive
Rank: B
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will focus their koton chakra throughout their being before releasing it from one or numerous locations on their body in order to extend thin wires of steel outwards at the speed of a shot arrow. These wires are sharp-tipped and will dig into any solid surface (those devoid of chakra or follows basic elemental S/W). Once this happens, the user can seamlessly pull themselves towards that location or conversely pull the struck object/technique/being towards them if they possess the necessary physical strength to do so. This movement is usually accompanied by mid-air acrobatics. These wires can be extend to a maximum of fifteen meters away from the user's body.

Note: Can only be used five times per battle

(Koton: Sasorifukku - Koko ni norikoeru) – Steel Release: Scorpion Hook - Get Over Here!!
Rank: A
Type: Offensive/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: A technique much like the Steel Release: Shackles technique, but performed with the use of hooks. With this technique the user will perform a single handseal and spring up to five kunai-like spikes tacked to chains from their body, the earth or an existing source of Black Steel. Once they dig into something, the spikes will open up, working much like a grappling hook at the end of a black steel chain.
-If used from an existing source of black steel, the amount of hooks will depend on the size of the source. If created from something the size of a kunai, only a single hook will be possible... If used from a wall of steel, the five hooks will be allowed.-
-Hooks sourced from the user's body will automatically break their own contact with the user when making contact with lightning as not to channel it into the user.-
- Source must be within mid-range of the user, and chains from them will stretch only to short-range.-
-If sent from the body, chains can be disconnected at will.-
- Can only be used four times



(Katon: Pisuton no Jutsu) Steel Release: Piston Technique
Type: Offensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description:
forming the hand seals Tiger → Hare → Rat → Dog → Horse, the user coats their arm in metal and creates a piston-like attachment around it. When used as a taijutsu measure, the user can punch the opponent with the end of the piston and use their chakra to force their fist into the piston and hit the target with a second, harder impact. Also, if the user hits the ground with the piston, the second blow and can cause a mini-quake that can result in tremendous damage to the surrounding area. However, the piston is usually very heavy, so caution and precise timing must be used when utilizing the piston.
Notes:
- While the piston is active, the user is unable to perform any handseals.
- Can only be used twice per-match.
- Must wait three turns before you use it again.
- Can only be worn for two turns due to how heavy the piston is.
- Can only be taught by Nathan.




(Kōton: Urami no Mordred) – Steel Release: Malevolence of Mordred
Type: Offensive
Rank: A
Range: Mid-Long (Explosion is Short)
Chakra Cost: 30
Damage Points: 60
Description: The will focus their Kōton chakra into any structures of steel of up to A rank outside their body to unleash a violent outburst of hardened steel bullets from every point on those objects/tools/constructs as projectiles in all directions. Any structure this technique is used upon will effectively "detonate" into an explosion of metallic bullets that move as fast as arrows and they will travel outwards radially to cover the full scope of short-range around the initial position of "detonated" structure. In terms of shape and size, they do not differ from ordinary bullets but logically the number of bullets released will depend on the scale of the structure this is used upon.

Note: Can only be used four times per battle and every 2 turns


(Kōton: Kenshiki no Pendragon) - Steel Release: Pride of the Pendragons
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra to affected techniques)
Damage points: N/A
Description: After using Conquest of Camelot, the user will passively activate an innate ability of theirs to convert all future earth techniques created from the affected portions of the ground into steel release ones. Techniques created via this mechanism will not differ or be affected in any way except in what they're composed/made up of (the earth dragon will be made of steel rather than rock). Affected techniques become Steel Release jutsus and so their elemental strengths and weaknesses also change. Activating this ability is instant and does not consume any time whatsoever. The reason this jutsu's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes other Earth Release techniques. Applying this ability to techniques which require maintenance as the Stone Golems or the Earth Dragon will not result in their premature termination. This ability only affects the user's own earth techniques and it only works with earth techniques solid rock in composition.

Note: Can only be used twice per battle
Note: Lasts until Conquest of Camelot ends
Note: Doesn't work with KG/CE variants of Earth Release

[Kōton: Uni no ikari] Steel Release: Wrath of an Urchin
Type: Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user releases a burst of steel chakra from all over his body. As he does this, a multitude of spikes will emerge from his skin, forming a spiky outer shell synonymous to a sea urchin. The user will then release the spikes in a omnidirectional assault that will send a barrage of senbon like spikes that are sharp enough to penetrate through objects in its way due to its density and momentum. Due to its steel nature, the spikes are strong enough to penetrate through targets/objects of greater density such as earth constructs of A rank or lower.
Note: Usable only 4 times in battle.

(Koton: Ato Waikyoku Honomeku) – Steel Release: A Torturous Glimmer
Rank: S
Type: Offensive/Supplementary
Range: N/A
Chakra cost: 40 upon activation (+1/2 chakra of every Steel Jutsu thereafter)
Damage points: N/A
Description: This technique is a passive ability that can be activated by users of Steel Release with a string of three handseals, once activated it will give every steel jutsu that the user creates an outer layer made up of thousands of outward facing threads of razor wire, making even an flat wall of steel sharp to touch. This ability comes at the added cost of ten chakra per Steel Release technique used.
- Techniques can be created without this effect, but that must be stated.
- Once activated, this effect will cover four steel techniques, after which it will require re-activation.-
- Activation counts as one of the user's three moves that turn.
-1/2 Chakra cost is applied on top of the chakra of the technique used. Etc, A rank techniques will now cost 30 + 15 = 45-
-Can be applied to Steel Techniques up to S-Rank
- Can only be activated twice per match


(Kōton: Doragon bubun tōrai) - Steel Release: Dragon Partial Advent
Type: Offensive, Defensive, Supplementary
Rank: S-Rank
Range: Short (on self)
Chakra: 40 Chakra
Damage: 80 Damage (+10 Damage to Taijutsu based on punches and/or kicks)
Description: A partial version of (Kōton: Doragon Kourin) Steel Release: Dragon Advent Jutsu. The User will perform Tiger → Boar → Rat → Monkey → Dog → Dragon → Serpent → Bird handseals then exudes a large aura of steel chakra that envelops a part (or two parts at maximum) of the user's body. They then manipulate as much metallic objects as they can sense and gathers them around the part enveloped with steel chakra. The user can manipulate the aura of Chakra and move it to coat another part(s) of the body according to the user's needs and once the chakra aura is moved the metals will follow it and move, taking a new shape to adopt to its new location. since the original version would make an armor that looks like a bipedal dragon, this version will only create a part of that bipedal dragon but with each part of the user's body coated with steel chakra it has different abilities.

The head: If the user coats his head with the chakra, the metals will cover the whole head part along with the neck, with the exception of eyes, and nose. However, after the armor stops coating the user's head, the user will suffer from a headache due to the pressure that was acting on it and suddenly disappeared. the headache will last till the end of the match or till the user takes a medicine.

The Torso: Once the user coats his torso, his/her moving will get slower due to the weight of the armor however the armor will create a very strong defense for the user's torso that will only fall for the lightning jutsus strong enough to cut through it. The user can extend a tail from his/her bottom and can be modified to the user's imagination and the user can whip the tail around and use it as if it was his/her own body's tail. the tail, however, is 2 meters tall at maximum.

The Arms: if the arms are coated the user will be able to deal extra damage with punches and can lift big rocks easily. The dragons arms will give the user a one-time ability to shot a storm of steel projectiles at the opponent with very high-accuracy. The user can coat the two arms at once or just one arm at time.

The Legs: coating the legs will give the user double running speed and can make the user jump higher than usual by double and it will also enable the user to deal extra damage to taijutsu techniques based on kicks. Due to the huge weight in the user's legs, each step the user makes create a small crater under them.
note: if a part of the armor was destroyed it will regenerate but this ability can be used once per usage time.
note: when the user changes the location of the armor it counts as a jutsu and can't move the armor back to the former location during this usage time.
note: The storm of projectiles can be used once per usage time and acts as a jutsu with A-Rank abilities and up to mid range reach
note: the user must have learned (Kōton: Doragon Kourin) jutsu first
note: if (Kōton: Doragon Kourin) was used once, the user can't use this jutsu.
note: this jutsu can be used twice times per battle.
note: the coating lasts for maximum of two turns.
note: if this jutsu was used more than two times, (Kōton: Doragon Kourin) can't be used till the match ends.
note: while coating the arms, the user can only use steel and earth based jutsus.
note: only FeelPain can teach this jutsu


[Kōton: Hepaisutosu no te] Steel Release: Hands of Hephaestus
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: After performing the hand seals Tiger → Horse → Bird, the user will form two large steel hands that burst forth from the earth. The hands are extremely useful for offensive or defensive measures. These hands are large enough to protect the user 360 degrees around them and they are extremely hard and can crush bones with one strike. The hands can extend up to mid range and can mimic the user's actual hand movements such as grabbing or punching. Due to the chakra within them, they can perform either the Steel Release or Greater Steel Release Technique.
Notes:
♦ While controlling the hands, the user can't perform any other techniques other than the Steel Release and Greater Steel Release Techniques which must be performed through the steel hands.
♦ Usable three times only
♦ The hands are useless after 3 turns


(Doton/Kōton: Jūryoku koa) - Earth/Steel Release: Gravity Core
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Range
Chakra: 40 Chakra
Damage: 80 Damage
Description: Being already in midair, the user will perform Bird → Snake handseals and create a big sword made of steel. Although the sword is already heavy since it's made of steel and its size is very big, the user will use the (Doton: Chō Kajūgan no Jutsu) - Earth Release: Super Added Weight Rock Technique to increase its weight drastically. Due to the sword's weight, the user will get pulled downward swiftly due to the effect of gravity and as the sword hits the ground it will cause a tremor (which effect up to mid range around around the user) due to the impact, strong enough to make big summoning of Gamabunta's size lose their balance and fall down, and will make a big cloud of dust and sand to cover the whole field. The impact of the sword is strong enough to destroy any S-Rank or weaker steel structure, very strong S-Rank or weaker Earth structure, A-Rank or weaker structures made of solid elements harder than steel. The sword is destroyed upon impact with the ground or a structure of rank equal to it, elemental weaknesses and strengths are applied.
note: can be used 2 times per battle.
note: the user must be in midair and fall from at least 5 meters high to cause the tremor.
note: only Beifong can teach this jutsu.


(Kōton: Shouri no Camelot) - Steel Release: Conquest of Camelot
Type: Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: N/A
Description: The user will focus their Kōton chakra into a source of earth and convert it into black steel. This conversion will gradually spread across the earth source in question and at most it can cover a mid-range radial reach. This conversion will mean both the user and the opponent cannot use any earth-based techniques from that source for this jutsu's duration except Steel Release ones. This technique can convert any type of earth encompassed in Doton e.g. solid rock and mud. The latter works by simultaneously petrifying the mud into solid rock and then seamlessly converting it into steel. This technique cannot be used to convert the opponent's techniques directly but it can be used to counter jutsus which emerge from the earth by changing the ground into steel before they begin surfacing or as they surface. The latter method works by cutting off the technique's source of earth and overpowering the opponent's doton chakra and thus it will be unable to form completely.

Note: Conversion lasts for four turns
Note: Can only be used twice per battle
Note: Cool down time of two turns in between usages
Note: No other S-Rank and above Steel in the user's same turn

(Kōton: Doragon Kourin) Steel Release: Dragon Advent
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Mid
Chakra: 50
Damage: 90 (-40 to the user)
Description:
The user first performs the hand seals Tiger → Dog → Boar → Rat → Monkey → Dog → Dragon → Serpent → Rat, the user exudes a large aura of steel chakra, resembling a dragon. They then manipulate as much metallic objects as they can sense and gathers them around them. They then shape the metal around them until everything except their face and some distance around them is covered by metal. The user then utilizes their chakra to form the mass of steel into the shape of a bipedal dragon. This technique coats the user in a suit of metal, similar to armor, and reinforced by chakra. Taijutsu blows are far stronger than normal and the armor is durable to many attacks. If some of the metal is destroyed, the aura left in its place will refuse the metal. The dragon can also create and launch a storm of projectiles at the opponent. However, this jutsu is extremely risky to use. For one, it changes the user's posture into a dragon-like stance. Secondly, the chakra needed for this technique is incredible, especially the restoration process. Third, the armor is incredibly heavy, weighing almost 300 pounds. The chakra aura negates the weight, but only for so long, giving the technique's effectiveness a strict time limit otherwise the user may get crushed. Finally, the metal coating the user makes them very vulnerable to Fire Release techniques.
Notes:
- The storm of projectiles counts as 1 of the 3 moves.
- The chakra aura negates the weight for two turns.
- Can only rebuild itself once, per use.
- Can only be used once per battle.
- No steel related jutsu's for four turns after the use of this.
- The user will be completely drained, can only use B-rank and below techniques.
- Taijutsu up to S-rank are made renderless.
- A-rank fire jutsu will be able to give major damage to the user of this.
- Can only be taught by Nathan



Type: Defense
Rank: Forbidden
Range: Short
Chakra: 100
Damage: N/A
Description: The user gathers an immense amount of steel chakra and channels it into the earth through his legs, which in turn causes the ground in the user’s immediate vicinity to be converted into black steel. After the ground has been converted the user will clap his hands together in order to have multiple (4) layers of thick steel rise from the ground and surround him completely in a dome like manner, which takes the form of a Aurochs. The dome will have a split down the middle and can be opened on the user's command, and it is strong enough to withstand the destructive force of S-ranked techniques and remain undamaged. Employed as the ultimate defense, Babiron no sōjō Geitsu can be used to defend against any F-Ranked attack following elemental weaknesses and strengths. After protecting the user from an incoming attack the corroded layers of steel will peel away from the split in the middle of the dome and fall away from the user.
*Note: Lasts for one turn
*Note: Can only be used Once per battle.
*Note: No steel technique can be used in the same turn.
*Note: Only B-rank and below steel techniques can be used for the next three turns

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My Ice Jutsu:
N/a
Ice Jutsu Given:
#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


#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

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My Sand Jutsu:
(Yoton/Suna no Houshutsu: Aposis) - Yang/Sand Release: Aposis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 60 (200) - 20 per turn
Damage Points: 120
Description: Apopis is a technique that combines Yang Release with Sand release to create a sentient creation that seeks to crush and devour all that it comes into contact with. This only works on solids that can be reasonably turned to sand, like rock, wood and other solids where logic applies. This will only break down solids that don't contain chakra. After performing 3 hand seals, the user will release their chakra into any solid surface (with less chakra than this technique), causing it to break down into grains of sand forming a giant serpent the size of Manda. What's unique about Aposis is that the sand that forms it's body is constantly rapidly rotating like a sand storm causing it to grind down and tear part anything it comes into contact with.This means that any technique (based on damage interactions) that is not strong enough to weaken Aposis, will be broken down and become apart of it (IE B rank earth). Being infused with Yang, this beast has a mind of it's own, being able to lock onto a target, hunting it to the ends of the earth to consume it. Though, this is not it's only power. The consuming aspect of Aposis comes from the Yang release within, sapping the vitality of any living thing it comes into contact with, burning away the chakra within. Any living being hit by Aposis will suffer from an effect known as "fatigue". This effect leaves someone feeling like they are at their limit as their vitality is drained. In RP terms, this drains the Yang within the living being, creating an imbalance and leaving them physically weaker. Due to this, their base speed will be reduced by 2, and their taijutsu weakened by 20 damage points or 1 rank. They will feel as though their very life had been drained. Fatigue lasts for 3 turns once contact is broken. The user can use a surge of Yin or Yang release containing 50 chakra or more in their system to remove this effect.

Note: Can only be used twice per battle, 3 turns between uses once the first use end.
Note: The creation is made with 200 of the user's chakra, lasts until over powered or the chakra cost per turn can no longer be paid.
Note: No Yang jutsu for 2 turns after creation
Note: No Sand jutsu above A rank in the following turn after creation.
Note: While active, it takes up one of the user's three moves per turn.


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

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

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

(Suna no Houshutsu: kepri, Scalabe no Ryoushu ) - Sand release: Khepri, Lord of Scarabs
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description: This is a technique to create beasts made of sand. The user can make one creature or multiple with a single use of this technique though the power will be divided equally. The user can create any animal or creature they can imagine, from a swarm of scarabs to a large dragon. The largest a creation can be is 20m tall. S rank creations require three handseals, A rank requires two handseals and B rank requires one handseal. The user can sustain these creations passively at the cost of 10 chakra per turn for a maximum of three turns. At any point the user can perform an addition handseal causing these creatures to erupt into a sandstorm where the sand spins rapidly tearing anything it comes into contact with spanning up to mid range for one turn, though passing over the user harmlessly. This can be done in the same timeframe as creating the beast/beasts. The creations can be made from the earth through breaking down the earth into sand or any pre existing sand or even the user's container filled with sand. These creations cannot be made within short range of an opponent.

Note: Can only be used 4 times per battle or 6 times per event. When the S rank version is used, the technique can't be used for 2 turns after and no sand jutsu A rank and above in the following turn.
Note: The sandstorms damage is dependant on the rank of the creation and the creations will not cause damage besides the sandstorm, with the exception of freeform.

(Suna no Houshutsu: Set no Ikari) - Sand Release: Set's Wrath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: Description: The user will perform 3 hand seals causing the ground around them to erupt (though not harming the user), as it begins to rapidly rotate around the user pushing outwards, expanding up to long range. Due to the sand rapidly rotating, it would tear apart what ever it encounters, while obscuring the vision of those around the user. The user remains at the epicentre, completely unharmed.

Note: Can only be used 2 times per battle or 3 times per event/arc. Can only be used once every two turns and no sand jutsu above A rank and above in the following turn.

(Suna no Houshutsu: Ra no Ikari) - Sand release: Wrath of Ra
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 (+10 to the sand jutsu)
Damage Points: N/a
Description: Wrath of Ra is an enhancement technique used within the same timeframe as a sand technique. The user adds an addition hand seal to their technique increasing the temperature of the sand to reflect the heat of sand in a desert scorched by the sun. The temperature would increase dramatically, causing the sand technique to cause scorch damage on touch dealing 20 burning damage. The main aspect of this technique is how the heat interacts with the environment itself. The heat distorts the air, creating different layers of temperature, creating a mirage in the process. In RP terms, this heat and the mirages formed will hinder enemy's perceptive skills, reducing their tracking by 30% as they struggle to focus. These mirages will be purely cosmetic and contain no chakra, just hindering the focus of enemies. Should water hit the sand infused with this technique, the effect will end but the steam created from cooling the sand will still hinder enemy's vision, preventing techniques that require visual focus or eye contact.

Note: Can only be used 4 times per battle.
Note: Lasts for 2 turns or until the temperature is returned to normal in the area.
Note: The heat is retained within the sand for the turn used, after which it will revert to normal sand. The mirage (tracking reduction) lingers for 2 turns, after which an enemy's tracking will return to normal.

(Suna no Houshutsu: Iabet no Shouhi) - Sand Release: Iabet's Consumption
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will perform 3 hand seals releasing their chakra into the surrounding area, breaking down all everything around their target/targets into sand. This only works on solids that can be reasonably turned to sand, like rock, wood and other solids where logic applies. This will only break down solids that don't contain chakra. With this the sand will converge on the target/targets from all directions, forming a complete sphere mid-range around them before closing in, crushing them with devastating force, leaving no room for escape. Should the target/target’s be stood on a solid surface, that will be broken down under them converging on them. This technique can be made large enough to engulf a summon the size of Gambunta.

Note: Can only be used 2 times per battle or 4 times per event/arc. Can only be used once every two turns and no sand jutsu above A rank and above in the following turn.

Sand Jutsu Given:

Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Mid
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description: The technique is based on Sand Attack Heaven Burial, and is a much more advanced variation of the original technique. It allows the user to create constructs anywhere on the field upto Mid-Range from the user, matching a specific part of the users body, such as the creation of a large arm or a leg. By compressing and hardening the sand to withstand damage whilst carrying a lot of force, it allows the user to easily utilize the technique for offensive or defensive purposes.. The structure created using the sand carries the ability to perform the exact same action as the user performs, thus a fist created from sand would deliver a punch only when the user himself performs a punch. The physical strength and size of the technique however depends on the chakra focused on each construct, thus making it very possible for one construct to be weaker than the other.
Note: To explain the size per rank, a B Rank construct would be 4m in length and width, an A Ranked construct would be 8m in length and width whilst an S Ranked construct would be 12m in length and width.
Note: The S Rank version can only be used thrice per battle, with a 1 turn break between each use. Moreover, the user may not use above S Rank and above Sand techniques in the next turn if the S Rank version is used.
Note: Only one construct can be created per usage, and it disperses in the next turn following its usage.
Note: Can only be taught by pop123 and used by Sand users.


Type: Supplementary
Rank: D-S
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: N/A
Description: Bunpuki's Testament was a technique developed by the first Jinchuuriki of the Shukaku, Bunpuki; specifically designed to counter Water and Rain Release users. The technique involves the user calling forth billions of sand grains from the ground and manipulating them to absorb the moisture in the air. The technique specifically works with the sand grains absorbing water droplets and as such, the technique is designed to disperse clouds or to alternatively negate mist by manipulating the grains to absorb all of the water present in the mist. The technique in a sense exploits the weakness of Sand to Water, and thus in fact allows the user to use the sand to negate Water techniques of the one rank below (S-Rank counters A-Rank Water and Rain) by absorbing them. The technique however specifically targets moisture-based Water techniques and cannot be used to absorb water from other kinds of Water techniques; such as a wave of water. The size and strength of the sand grains depends upon the chakra put into the technique by the user.
Note: The user cannot heat up the atmosphere if this technique is utilized to counter an opponent's technique, with the only exception being if the technique happens to overpower that of the opponent. The atmosphere will also heat up if this technique is used against natural clouds or mist, as in clouds/mist not infused with chakra.
Note: The opponent and the user are rendered incapable of utilizing A Rank and above Suiton techniques for 4 turns if the sand grains happen to absorb most of the moisture in the air. Doesn't effect water specilists such as tobirama
Note: The S Rank version can only be used four per battle, with the user being unable to use S Rank and above Sand techniques in the next turn.
Note: Can only be taught by pop123 and used by Sand users.


My Rain Jutsu:
N/a
Rain Jutsu Given:
Ameton: Kami Wa Tengoku Ni Imasu | Rain Release: God's In His Heaven
Rank:
A
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra: 30
Damage: 60
Description: God's In His Heaven is primarily a travel-enhancing technique which allows the user to surround himself in a rapidly rotating shell of rain which he can direct through the air to achieve high-speed flight and perform evasive maneuvers. First, the user will infuse their chakra into the rain around them, causing it to converge upon their body. This rain will then quickly begin to swirl around the user's whole body, forming into an oval-shaped "shell" of sorts which rapidly rotates around the user, giving an appearance much like the Inuzuka Clan's "Tsuga" technique. The user will then manipulate the rain shell into moving in any given direction, carrying themselves through the air along with it at a rapid speed (2x the user's movement speed). This shell also provides a painful offensive option should something come into contact with the rotating rain shell, which will drill into whatever it touches. Despite its usefulness, the shell is difficult to maintain for long periods of time, and thus can only be used in singular bursts of movement for an attack or evasive maneuver up to long-range from the user.
Notes:
-Can only be used once per turn with one turn in between uses.
-Can be used four times.

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My Magnetism Jutsu:
x

Magnetism Jutsu Given:
(Jiton: Rei Rain) — Magnetism Release: Ley Lines
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A (+10 to applied technique)
Damage Points: N/A
Description: This is a passive technique which is applied to existing magnetism techniques which would otherwise require the physical infusion of chakra to initiate. The user, with an additional handseal (if any), is capable of then extending the initiation range of another technique, so long as physical touch is required. However, this can only be performed when the user and target both share a mutual point of connection, such as the ground. The extension of technique only applies to mid range. Because this is applied to existing techniques, it is regarded as passive and does not count towards the user's moves per turn.

(Jiton: Shinseina Majutsu-shi) — Magnetism Release: Unholy Magician
Type: Supplementary
Rank: D
Range: Short - Long
Chakra Cost: 10
Damage Points: N/A
Description: A basic technique in which the user infuses basic weapons such as kunai, shuriken, swords etc. with their own Jiton chakra and control them with basic hand movements at a distance. While not a passive technique, this can be combined with other jutsu that use the same basis of weapons, such as those of the Manipulated Tools subset at the same time. Weapons of this variety keep their magnetic charge regardless of their shape or form. It should be noted that this doesn't add damage to weapons, but rather allows the user complete control over them. At its most basic, this element of the jutsu is considered freeform, and should be treated as such when pertaining to attacking and damage calculations. People with a Jiton specialty can perform this technique without the necessary hand motions.

(Jiton: Sessei no Inori) — Magnetism Release: Prayer of Temperance
Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15 (-5 per turn)
Damage Points: N/A
Description: Prayer of Temperance is a sensory technique exclusive to those with access to Magnetism Release. The user will perform a single hand seal (Ram) and aggravate their nervous system with Jiton chakra, allowing them to access a form of sensory. This is a special kind that makes the user more receptible to magnetic sources. This includes but is not limited to anything metallic (weapons, armor etc.), minerals, the earth itself, any Earth and Lightning Release techniques, and any other elements that branch off from those (including KG/CE). Users can also sense any fluctuations of chakra in these elements as well. Any use of Lightning Release from the user will disrupt the magnetic sensing and prematurely end this jutsu.
Note: Last for five turns.

(Jiton: Shihō ☰ Seigi) — Magnetism Release: Judiciary ☰ Justice
Type: Supplementary / Offensive
Rank: C - A
Range: Short - Long
Chakra Cost: 15 - 30
Damage Points: 30 - 60
Description: Justice is a technique in similar application to Unholy Magician, except the difference here is that it's strictly applied to string-based weapons such as ninja wire. The user will pull out a large quantity of wire, while surging Jiton chakra throughout to shape it. The effect of this technique is to be able to create objects with the magnetic string as anything he'd like; with their imagination the usage of this technique is limitless. The objects which can be created can be simple like tools and swords, to animals and various birds, or even larger objects like walls and shields. The size and power is proportionate to its rank, as in bigger objects require more wire, and therefore need more chakra to use, but generally this can be left up to the user's diction to use it however he likes. This can also be used at a distance, assuming the wire has already been infused with Jiton chakra beforehand.

There is a second part to this ability which lies in the fact that this ability uses ninja wire as a medium. At any time, the user can clap their hands and immediately unbind the wired creation, and use it as a means for another technique. Most of the time this can be used to physically bind and constrain any given target, but has other uses as well which is only limited by what the user so desires. Regardless of how Justice is used, both initial uses count as moves allocated to a user per turn. In terms of physical usage, this technique follows the same constraints as Magician; these figures can be controlled from a distance as if they were freeform with simple hand motions, or without if they have a Jiton specialty.

Note: Each application, at A-rank level, is useable four times per battle.

(Jiton: Seinaru Kon'in ☰ Koibito) — Magnetism Release: Holy Matrimony ☰ Lovers
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The Lovers is a technique seemingly more symbolic technique than others, in the sense of how its used. By running their palm over two or more targets, they can create a powerful magnetic bond between them, thus binding them together. Although a niche technique, this does has some clever uses. For example, the main purpose is for this technique to be used on anything physically broken or not put together. This can vary from swords and weapons, or even more unorthodox targets like the body itself. Alternatively, this jutsu has other applicable uses which follow the same protocol. By running their palm over a number of objects, the user can bind them together to create something new entirely. It's quite possible for the user to "mend" a handful of kunai together to create a makeshift sword or spear to use in a fight. At any time, the user can perform a single hand seal and release the magnetic bond between any and all the objects mended through Lovers.
Note: Can only be used four times.
Note: Needs a turn cooldown after use.

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Liquid Indium
Custom element Japanese name: Aulë | Ekitaiinjiumu

Custom element English name: Aulë | Liquid Indium

The element is based on: Earth/Fire

Facts that prove the element to be possible (in the manga context):

With the age of technology rising, electrical circuits were being used for gaming devices such as phones, gaming consoles like seen played on by Boruto and most notably, all the custom technology being made. Indium as a rare metal that is used within circuits as it's a super conductor, making it the idea choice in such devices. This being a reason for knowing of it's existence. We also have steel release within the series that shows it's possible to control metals with chakra, to create them from the ground or purely from our own chakra, also we see that it's possible to control the heat of something, in the form of lava release that is molten rock. Combine these applications and Indium can be drawn from the ground and heated with fire release to become a liquid, as it has a lower melting point than other metals and is quite soft, it can be controlled in it's liquid form while retaining it's shiny reflective state.

How it works:

Much like all other elements, the user will use their fire/earth chakra to create liquid indium, this can be done through making it from their own chakra or drawing it out the ground as it can be found in the earth crust. Indium is soft and easily heated with fire release to create it's liquid form which has it's own unique uses:

1) Molten or liquid metal will conduct electricity very well. The high thermal energy will push lots of electrons in the metal into the conduction band, or will lower the conduction band to the point where lots and lots of electrons can be in it. (It depends on which way you prefer to look at the situation.) Indium is a super conductor anyway, so in it's liquid form this application is heightened, allowing it to conduct lightning release techniques through it.

2) Much like water release can be used in the form of waves, it can also be shaped to create solid constructs as well, this is the same for liquid Indium.



Jutsu Usage Examples:

Coating
Rank: A
Type: Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will perform a single handseal releasing their chakra around a solid, coating it with liquid indium. In doing so it will create a molten layer of the metal over the object, with a layer of chakra between the solid and the liquid indium to stop it from melting. In doing this it will apply two effects, it will have burning properties applied due to the heat of the liquid indium. Not only this but the liquid indium will act as a conductor for lightning jutsu, be able to conduct lightning jutsu up to and including S rank.

Conditions to be able to use it:
Mastery of fire/earth

Is weak to:

Fire: As seen in the series, fire can be hot enough to even vaporize solid metals in the form of shuriken and weapons. Indium is soft anyway, with a lower melting point than most metals, and so fire would vaporize it.

Lightning: Much like steel relase.

Is strong against:

Wind & Variants: The wind would simply fuel the heat and not strong enough to blow it away

Water & Variations: Water and most variations will evaporate to the heat the liquid Indium carries. Even though it's a softer metal, it will still be more dense that water. Water will cool the element, reverting it to a solid state, but not stop it.


Co-creator: Iwabi

Students I passed this custom element on too: ? & ?


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

I, Punk Hazard, moderator of the Custom Elements Bureau, declare for all men to hear that I give you the following:
Gajeel Redfox, our loyal member, gave on the date September 8th, 2018 a request for a Patent on his custom element (Liquid Indium); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;
Aulë | Ekitaiinjiumu

Powered by Lord of Kaos

Copyright © 2018, Gajeel Redfox, AnimeBase.me
Liquid Indium Jutsu
[Ekitaiinjiumu | Aulë] - Liquid Indium Release | Aulë
Rank: B-S
Type: Attack/Defence
Range: short - long
Chakra Cost:20-40
Damage Points: 40-80
Description: This is the basic application of Liquid Indium release where the user will gather Indium in the ground or create it from their own chakra (spitting it out ect) to form various basic formations of liquid Indium. This can be anything from weapons, to walls, to spikes, domes, waves, anything inanimate which they can use as projectiles as well. For example the user could create a kunai of liquid indium and launch it at their opponent, much like how the user can create fire around their body without hurting themselves or Mei can spit lava, the user can create a layer of chakra between the item or object created and themselves to stop them hurting themselves. The larger the object, the higher the rank. For objects larger, than the user they will need to be A rank. To use the A rank version it will require one handseal and for S rank the user will need to perform 2 handseals.

B rank and below liquid indium creations can be made or a single handseal. A rank can only be used once per turn. S rank can be used 3 times per battle, with two turns in between uses and no liquid indium above B rank in following turn.

[Ekitaiinjiumu | Nienna, ] - Liquid Indium Release | Lady of Mercy
Rank: S
Type: Attack/Defense
Range: short - long
Chakra Cost: 40
Damage Points: 80
Description: After performing 3 hand seals, the user will release a large surge of chakra from their entire body, pushing out in every direction taking the form of a large tornado of hot liquid Indium. Rotating at a fast pace pushing outwards. The user can hold this at short range around him to create a defence preventing people getting close to him or have it expand outwards pushing up to long range around him. The rotating hot liquid will push outwards as a destructive force burning, melting and destroying all in it's path (following elemental s/w). Holding it within short range from the user will last for a maximum of two turns before losing it's momentum and flowing outwards covering the battle field. This will take two turns to cool, but will not harden as it cools due to how soft the metal is. If the user moves, the tornado moves with them and much like how the user can surround themselves with fire and lightning, the heat from the liquid indium will not hurt them.

Note: Usable 3 times, three turns between uses.
Note: No Liquid Indium jutsu above A rank in the following turn
Note: If held for defence, takes up a move slot in the following turn.

[Ekitaiinjiumu | ] - Liquid Indium Release |
Type: Attack
Rank: S
Range: short - long
Chakra Cost: 40
Damage Points: 80
Description: A jutsu create for pure devastation. The user will perform three handseals and release a mass of chakra all around. With the final handseal the user causes liquid indium to burst forth from the ground all around a large area in a mass eruption. The user forms it so it doesn't rise in a way to harm themselves. This acts like a giant geyser of sorts. Liquid idium would radiate heat in the process scorching all but the user themselves, laying waste to the land as it shoots up 30m into the air, splashing down covering the land and raining down for two turns afterwards. The initial damage being 80, the following rain would cause 40 damage per turn to all but the user as it falls back down burning, raining down over the entire battle field due to the sheer amount that was produced. The only wave to prevent the following rain of indium would require the entire jutsu to be destroyed/countered initially, proving incredibly hard due to the scale.

Note: Usable 3 times, three turns between uses.
Note: No Indium jutsu above A rank in the following turn
Note: The geyser must be used at least five meters away from a target.

[Ekitaiinjiumu | Vairë] - Liquid Indium Release | Vairë
Rank: A-S
Type: Attack/Defense
Range: Short - Mid
Chakra Cost: 30-40
Damage Points: 60-80
Description: Vairë is a technique named after the Goddess known as "the weaver". The user will release a surge of chakra through their body changing their body to Liquid Indium, while retaining the looks and shape of the user, similar to that of the Hozuki clan. The user can use this to turn part of their body to Liquid Indium (A rank version) or turn their entire body to Liquid Indium (S rank).

A rank: The user will form two seals and turn part of their body to Liquid Indium carrying 60 damage. The Indium being molten will scorch anything it touches on contact. The user can increase the size of their body part for larger scale attacks, being able to reach up to mid range. This would be similar to the Akimichi expansion.

S rank: The user will form three seals and release the surge of chakra through their entire body converting it entirely to Liquid Indium. In this form the user can manipulate their liquid form reshaping it to avoid focused techniques or projectiles. To manipulate their form in this way costs 10 chakra and can be done once per turn. The unique aspect of this form is the user can cause their form to burst into a large tornado of Liquid Indium pushing out to mid range in all directions. The unique part about this ability is it can be used as a form as a escape, as the user takes the form of part of the Indium, escaping out of part of the tornado, reforming. This can be used once in this form costing a move per turn, dealing 80 damage to any hit by this.

Note: Can only use Liquid Indium, earth and fire, and elements made up of earth and fire like steel.
Note: Usable 3 times lasting up to 4 turns, two turns between each use.
Note: Taking the form of a Tornado of Liquid Indium costs a move per turn, 10 chakra points and can be used to avoid jutsu depending on the speed of the user, allowing them to move up to mid range to avoid a technique.

( Ekitaiinjiumu | Mandos ) - Liquid Indium Release | Mandos
Rank: B-S
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 20-40
Damage points: 40-80
Description: A technique named after an ancient religion's warrior god. The user's weapon serves as a medium for Liquid Indium through this technique. The user will coat their blade in Liquid Indium to increase its potency, adding 20 damage to Bukijutsu techniques, by ejecting spurts of molten metal from the weapon. This constant flow is B rank in power and costs five chakra per turn to maintain while lasting up to four turns. This can be performed in the same timeframe as a Bukijutsu technique. Alternatively, the user can use their weapon as a medium to release Liquid Indium. This can be done in a focused manner through precise chakra control, or by swinging the weapon in the direction they wish to release waves of the element. For B rank this can be the size of the user and up to short-range. It can be three times the size of the user and reach mid-range for A rank, while S rank can reach up to 15m in radius. As the Liquid Indium is made from the user's chakra, it does not harm him while touching it. This technique can be used with any weapon as long as the user is holding it.

Note: B rank can be used four times per battle. A rank can be used thrice, and only once per turn. S rank can be used twice per battle with a two turn cooldown between uses.
Note: No Liquid Indium jutsu above A rank in the following turn when S rank is used.

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Gun Powder Jutsu
( Kayakuton: Kamigami no ikari ) | Gunpowder: Wrath of the God's
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage: N/A ( 20 Damage/+1 Rank to Explosion )
Description: This is a jutsu that is used alongside a Gunpowder technique. This can be used in the same timeframe as a Gunpowder technique being forced to explode or when an outside source causes it to explode. What this technique does is it allows the user to use precise chakra control to control the detonation of the Gunpowder, using their chakra to create their own form of a "gun-like barrel," to channel the explosion and the shockwave itself. Due to using this to focus the explosion, it will increase the damage of the detonation by 1 rank or 20 damage. This technique is used purely to control the blast, allowing the user to focus it in any direction he wishes, be it an 180° angle from where the blast occurred, upwards, etc. This technique can be used to force the denotation through a spark and control the blast and the resulting shockwave in this manor. This technique is usable four times per battle.

Approved: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22117341

Kayakuton: Kono burō | Gunpowder: Blow This
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15/40
Damage: 30/80
Description: The most rudimentary technique of the element. By focusing Gunpowder chakra throughout their body, into the surrounding ground, the user is able to create tools and constructs made of Gunpowder. These can range from kunais to full length swords and spears for close combat. It may also include different traps such as rising gunpowder from beneath the enemy similarly to the water imprisonment technique. This also includes pillars, walls and other complex constructs. Whenever the user is in physical contact with his creations, he can at will make it change its shape and form; from a sword to a spear or a pillar to an orb etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The techniques vary in size and power depending on the amount of chakra utilized, where the S-rank version of this technique allows someone to make jutsus as big as the canon ‘Destructive Earth Rising Pillars’. However when these constructs come into contact with any form of fire or an element that can create heat or a flame, these constructs explode immediately. The user can at will cause a weapon in his hand or any construct on the field, which he has made through this jutsu, to immediately explode (costing 5 chakra). The user can make multiple objects but the power is divided between them, for example if the user makes two swords with the A rank use, each sword will be B rank in power.

When these constructs explode, with the explosive power of gunpowder, the release shockwaves around proportional to the size of the technique that was detonated. These shockwaves contain no chakra and are just a result of the detonation, carrying the same rank as the jutsu used. Techniques B rank and below release a shockwave 5m around the gunpowder. A ranks release an shockwave up to 10m around the blast. S ranks and above release a blast 15m around the explosion.Should the user create an A rank construct, when it's detonated but the user or another means, the blast will release a shockwave 10m around, which is a double edge blade, as the user will be struck if within range.

Note:
- S-rank versions can be used 3 times per match. With 2 turns between uses. No gunpowder above A rank in the following turn. A-rank can be used 4 times per battle.
- C-rank can be done with hand gestures. B-ranks require a single hand seal. A-ranks require 2 hand seals. S-ranks require 3 handseals.

Approved: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22117341

Kayakuton: Bankā basutā | Gunpowder: Bunker Buster
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The Bunker Buster technique requires the user to perform three hand seals. Afterwards a highly condensed pillar of Gunpowder will come through a small portal 15 meters above the ground and come plummeting down towards the ground. The pillar measures 2m in width and 5 meters in length. The only thing that controls the falling pillar is the pull of gravity and highly condensed mass which makes it very heavy. The pillar comes down with enough power to splinter trees; shatter rocks and leave a 20 meter wide and deep crater within the ground. Once the pillar hits the ground the gunpowder pillar explodes violently with a massive force of a shockwave 15m all around the detonation and sends boulders and rocks flying in all directions up to long range from the impact area. This shockwave will contain no chakra blasting everything around along with causing burning damage to anything within the blast. However if the pillar is struck or hits something in the air it will explode upon impact with that, creating the 15m explosion/shockwave all around from the point of its detonation applying its full force and power upon that object or person, still creating a massive shockwave powerful enough to devastate anything within mid-range of its explosion range. The second way this can be used is the user will perform a single hand seal and cause the pillar instead to shoot up out of the ground of the same size, then releasing their chakra into it they can cause a spark, detonating the gunpowder in a powerful explosion destroying everything within the 15m range releasing the shockwave from the point of creation. This can be created in the earth at any depths.
Note:
- Can only be 3 times per battle with 2 turns between uses
- No Gunpowder techniques of A-rank and above for two turns
- The user can passively create the spark in the pillar causing it to ignite/detonate at any point, even in the same timeframe as the pillar being created. Though it can't be made within 5m of the opponent.

Approved: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22119185

Kayakuton: Furagumentēshon kōzan | Gunpowder: Fragmentation Mine
Type: Offensive
Rank: A/S
Range: Short-Long
Chakra: 30/40
Damage: 60/80
Description: The Fragmentation Mine Technique is a very unique technique where the user will channel his gunpowder chakra through the earth performing one hand seal, creating a field, which has the enemy as the epicentre, where the entire ground beneath the surface turns into a unique mine made of gunpowder, however this does not change or make the ground shift or shake in anyway, meaning there would be no feeling of change on the surface, where any sort of change in pressure on the ground will cause an explode. This meaning if the person moves as much as lifting a foot, or shifting his weight and balance, it would detonate as it would change the pressure as well as create friction beneath the surface, causing the sparks that would ignite and cause the explosion. As such this area which covers a field of up to mid-range from the enemy will make an explosion of fragments. The explosion itself is an upwards explosion that happens immediately as the pressure changes, creating a massive upwards explosion of earth and rock fragments combined with forceful shockwave from the explosion itself, tearing through bones, flesh, metals and everything due to the explosion and the shockwave caused by the initial blast, this shockwave would travel 15m upwards containing no chakra, throwing everything above the detonation into the air carrying the full damage of this technique's chose rank. This technique can be used as one large Fragmentation Mine (S-rank version), or as three separate Fragmentation Mines which are spread out anywhere on the field of the users choosing (A-rank, with each of the three fields gathering up to A-rank). When it is the A-rank version of the technique the three different mines covers a short range around them on the field each. The sheer force of the explosion would be able to rip through A/S-rank metals respectfully to the rank used of this technique. Additionally, with a single hand seal, the user can cause any of the mines to explode by creating a spark within the gunpowder passively detonating the gunpowder.
Note:
- The S-rank version of the technique can be performed twice per match
- Must have a 2 turn cooldown between each use, when using the S-rank version
- The A-rank version may be performed three times per match
- The user can cause the Fragmentation Mine(s) to explode with a single hand seal and a move cost
- No Gunpowder jutsu above A rank in the following turn if the S rank variant is used

Approved: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22119185

Kayakuton: Tochi No Tenkan | Gunpowder: Conversion of the Land
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user of this Jutsu will begin by perfroming a single handseal molding their earth and fire chakra together and permeating it in to a preexisting source of land. This land doesn't specifically need to be earth. But does need to be earthen in nature meaning it can work on terrain such as sand or elements composed partially of earthen materials such as some metals such as steel. The technique works by breaking down the material in to gunpowder in a similar method to Gaara grinding earth in to sand while adding the chakra to create the right balance for gunpowder. Due to the nature of this technique it can be used both as a stand-alone and an enhancing technique. The former stand-alone version being used to create pillars and various formations of gunpowder. Due to the somewhat sticky nature of gunpowder the constructs can be quite malleable allowing them to be controlled and shaped further with hand movements and upon striking an object, a spark caused by the friction of the impact will cause the gunpowder to explode violently. Additionally by clapping their hands the user can detonate the gunpowder remotely by causing a spark of fire to form in the powder. The enhancement version can be used to enhance other techniques as the name suggests. With a clap of the hands during another Jutsu the user can cause it to become laced with explosive gunpowder enhancing the Jutsu by +20 when it detonates or strikes something (host technique retains original S/W). Due to the nature of gunpowder it can be combined with a lot of elements of earthen composition or even wind techniques. However it doesn't combine primarily with some elements. . However this technique cannot convert other C.E. terrain into gunpowder, however in that case the technique will create a layer of gunpowder across the landscape. The user can use this to break down earth release jutsu by over powering them, working on the same rank or below.
Note: Usable 4 times
Note: Usable once ever two turns
Note: Can be applied during the creation of a technique acting in the same timeframe
Note: No A-rank or above gunpowder techniques the following turn
Note: Controlling or reshaping the technique costs a move count
Approved:
Re-Approval: https://animebase.me/threads/custom-element-jutsu-submission.764501/#post-21849815


(Kayakuton - Erisu No Ringu) Gunpowder - The Apples of Eris
Type:
Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra Cost: 40 (-5 per turn)
Damage: 80 (overall, divided between the orbs)
Description: This infamous Gunpowder technique is named after the apples of Eris, some legendary artifacts of an ancient deity. When the technique is activated, with 3 hand seals, it causes four orbs to form around the one whom utilized it. These orbs are constructed of both earth and fire elements to generate orbs of gunpowder. These orbs are the size of a bowling ball, they are condensed and dark grey in appearance. These orbs are unique in the way that they are malleable, they are capable being changed in shape at the users digression passively . If anyone besides the user comes into contact with any of the specified orbs, The orbs will cause a spark on contact with the orb or orbs causing an explosion of significant size, exploding outwards away front the user. Like it was mentioned before, the orbs can still generate various shapes and objects and can be commanded around the battlefield of up to mid-range from the user of the technique, the shapes and objects will be as large as a two handed sword or spear if one orb is used, but if all are combined the can form large objects. These movements of the orbs are commanded without the necessity for utilizing a move, however if the user wishes he can perform a single hand seal causing one or more of these orbs to explode, controlling them to explode in a chosen direction. Each turn these are active they Will take up one of the users three moves per turn. The power is divided between the orbs though they can be combined at any time to increase their strength.
Note: Usable twice, lasting up to 4 turns.
Note: No gun powder in the turn following the end of this.
Note: Two turns between uses.
Note: No jutsu above S rank in the same turn
Note: Controlling the direction and shape is passive but causing them to explode costs a move.

Approved: https://animebase.me/threads/custom-element-jutsu-submission.764501/page-2#post-21873628

(Kayakuton - Ragunaroku, Kamigami No Hakai) Gunpowder - Ragnarok, The Destruction of the Gods
Type: Offense
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage: 80
Description: A newly developed technique which has become known as Ragnarok, the destruction of the gods, for its sheer power and destruction. The technique relies heavily on the utilization of a massive amount of the users energy. The technique is initiated by the user after performing three hand seals, where then everything will commence. Beneath the surface, the ground will be grounded into almost dust particles, they will be combined with both fire and earth chakra, causing the formation of gunpowder within the earth itself. All of it will converge and form one enormous condensed orb of gunpowder within the ground at the users desired location, normally about 10m underground making it hard for doujutsu users to see it for the most part but not impossible for the likes of the Byakugan. With the orb forming, the user can passively create a spark within the gunpowder itself, this will cause the orb in the ground to instantaneously explode out in all directions, without warning, it will cause the earth beside and above it to violently explode out in all directions, ripping and tearing through everything in its path, trees, plants, buildings and people will be shredded and torn to nothing as the explosion and the shock wave moves across the land. The technique is large enough to hit everything 30m all around the point of detonation, the explosive crater large enough to take out a village, while the shockwave and after effects of the explosion will destroy everything around the area, blasting trees from the ground and causing buildings to come crumbling down. Should the user get caught in the blast, he will suffer the same damage unless he defends himself from it. The shockwave carries the full damage of the technique pushing everything outwards and scorching it in the process.
Note: Usable twice per event. Two turns between uses
Note: The user can't use gunpowder jutsu A rank and above in the following turn

Approved: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22119185

[Kayakuton: Rindowamu No Fafuniru] – Gunpowder: Fafnir the Lindworm
Type:
Offensive
Rank: S
Range: Short - Long
Chakra: 40(-10 per turn)
Damage: N/A
Description: Fafnir the Lindworm is conjured after the user has performed a set of two hand seals. As a result, the users chakra will seep into the ground, causing the earth below them to transform into gunpowder and be manipulated into the form of a Lindworm. A creature like that of a wyvern, it has two legs and wings, and a serpent like body. Its tail has spikes of gunpowder across it, which can be used to swing at their target with a reach of long-range and condensed to the point it is capable of piercing through someone. The lindworm, is capable of flight and it moves with a nimble and quick body. As it is conjured from below the user, it will rise, with him standing on top of it, however the user can create it somewhere within short-range of them instead. The creature that is called Fafnir, can attack its target by biting down and curling itself around them, while then causing itself to ignite and explode with the full force of the technique [80 Damage]. The user is also capable, with a single hand seal, of causing it to explode prematurely, with a powerful shockwave and fire.
Like dragons, the lindworm Fafnir, is capable of releasing what for a dragon would be a fireball, but in this case, it would be a ball of gunpowder. The dragon would generate a ball of gunpowder within its bowels, which would be released towards their target at intense speed, faster than a normal fireball. The ball of gunpowder is somewhat malleable, as it will upon impact loose its composure and sort of splatter across the target and surrounding area, with just about a second or two delaying the explosion itself. As a result, it is like that of a bomb with an extended ignition cord, while after it strikes and splatters the target it will explode about a second after, causing a massive shockwave and destruction of the area [A-rank: 60 Damage].
[Kayakuton: Atorantisu no Sainan] – Gunpowder: Calamity of Atlantis
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30(-10 per turn)
Damage: N/A
Description: Calamity of Atlantis is a technique that causes it to rain down with gunpowder the size of regular rain droplets, taking command of the skies, it will require the user to perform a single hand seal, while then it will appear as if black rain is falling across the area, or simply in specified areas of the battlefield, the sky having turned black from above. These pebbles of gunpowder will continue to fall upon the field and at the user’s discretion, he can cause the pebbles to explode, creating what will seem like an endless chain reaction of explosions, never losing its potency as it continues to rain and explode [A-rank damage]. Of course, if any form of energy-based techniques is used like lightning, fire or energy-based techniques, it will cause the pebbles to react and begin a chain reaction of explosions with severe results. The chain reaction of explosions will occur for as long as the rain is falling. In addition to the fact that it prevents energy-based techniques usage, the rain of gunpowder can also be utilized as a medium for other gunpowder-based techniques. In addition to the fact that it can be utilized as a medium for gunpowder techniques, if the rain is falling and other gunpowder based techniques are utilized, the pebbles of gunpowder that falls will either add to the strength of the explosion or it will attach itself to the moving projectiles or creatures created by gunpowder [Adding a total of +20 to other gunpowder techniques up to A-rank, +10 for S-rank and above].
Technique is active for a total of 3 turns
Usable twice per battle
Has a two turn cooldown

Approved: https://animebase.me/threads/custom-element-jutsu-submission.764501/page-4#post-21921224

Permission sub cej: https://animebase.me/profile-posts/7525262/
 
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Asclepius no sutaffu | Staff of Asclepius
Type:
Taijutsu
Background:
Staff of Asclepius fighting style was created by King, of the Hyūga clan, who loved to fight with a staff. He loved to do so as he was short considering his age and so his reach wasn't as long as he would like, so he adapted to fight with a weapon such as a staff to increase his range. Through his spars he realized using a staff by itself wasn't efficient enough in a world with many that used ninjutsu as they would find different armors or elements to protect themselves. Instead, he found his own unique way to adapt the use of his staff.

Using his knowledge of the gentle fist techniques, with his byakugan, he created a style that revolved around using bursts of chakra from his staff to increase its damage and effectiveness in combat. Be it to add striking damage, strengthen the durability of his weapon, or to hit the chakra points of his target as long as he had his Byakugan active to hit them.


Description on the Abilities and Inner Workings of the Style:
This style is based around releasing pure chakra from the staff in bursts to augment the staff fighting style, applying all the knowledge of the gentle fist fighting style of the Hyūga, to the close combat style using a staff and staff-based weapons like a spear. The user would be able to release bursts of pure chakra from the weapon in various ways to increase its damaging efficiency such as:
  • As they thrust the staff forwards, they would release a burst of chakra from the base to increase the speed of which the staff shoots forwards and enhancing its power.
  • As they swing the staff, the user could release a burst of chakra from the back side of the staff to increase the speed and swing of the staff
  • Releasing chakra around the staff in a similar method to (Hakuro Tenbu) – Heavens Dance of Hazy White, to create a solid point for striking power on impact being able to fight on equal terms with elements
  • The user with their byakugan active can release a burst of chakra on impact of striking of of the 361 chakra points to seal off that point in a similar method to the gentle fist fighting style
  • By releasing their chakra into their staff, they can cause it to rotate rapidly releasing chakra from the staff using it as a medium for its own variation of (Jūken: Hakkeshou Kaiten), to create and ultimate defence in the staff itself at a range.
Example Techniques:

(Asclepius no sutaffu: Ichigekimi) - Staff of Asclepius: One blow Body
Type: Offensive
Rank: A
Range: short
Chakra: 30
Damage: 60
Description: Using a staff or spear as a medium the user will strike with their weapon upon the point of impact releasing a simple burst of chakra, with enough power to blast the opponent back. With the byakugan activated the user can use this to strike a specific point, closing the targets chakra points at those locations. This can be released through part of the staff or the whole staff. Due to the precise chakra control of the Hyūga clan, this can be used to strike a specific weak point in a technique to cause it to break as the burst of chakra is released through it.

(Asclepius no sutaffu: Erumesu shūgeki ) - Staff of Asclepius: Hermes assault
Type: Offensive
Rank: A
Range: short
Chakra: 30
Damage: 60
Description: This is an adaptation to the trigrams palm strikes aimed to strike several chakra points. Instead of using the users hands, the user will rapidly trust their staff forwards with consecutive strikes, releasing bursts of chakra, hitting 64 chakra points of the opponents. Each successful strike halts the flow of chakra that ordinarily passes through the given tenketsu and makes chakra control a much harder endeavour. The recipient of this move will be rendered unable to user more than 35 chakra in individual attacks, which includes those with applied passives, for two turns. Beyond that effect, the usage of this manoeuvre will reduce the victim's chakra supply and any accumulated senjutsu chakra by 25% for four turns.

Additional effects and Restrictions:
- Must be a Hyūga with mastery over gentle fist and byakugan.
- Through years of training, those who specialise this style would have mastered their chakra control needed in using gentle fist techniques through a medium such as a staff with such precision. Due to this level of mastery, those who specialise in this style would gain a +1 rank (20 damage) bonus to their Gentle Fist techniques that are not used through a medium, as they would use the same level of enhanced control but without the need of exerting it through the staff.
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Asclepius no sutaffu | Staff of Asclepius Jutsu
[Asclepius no sutaffu | Saisho no fōmu Bāsuto] - Staff of Asclepius: First form, Burst
Type: Offensive/ Defensive/ Supplementary
Rank: D-Rank
Range: Short - Mid
Chakra: 10
Damage: 20
Description: This is the most basic form of the Staff arts akin to the "Drunken Fist" style, using body flow along with the staff and Hyūga teachings for exaggerate movements to increase their basic close combat fighting style while releasing small bursts of Chakra to increase their speed and power. The staff is an extension of the users increasing their reach as well as being close to them for effective combat, keeping the opponent right where the user wants them. These basic arts take several basic forms, enhanced with minimal Chakra but still deadly.

The first form of this, is swinging the staff, rolling it around the users body, to build momentum, to add to striking power, without having to make large movements, while releasing a burst of Chakra from the right part of the staff to increase the speed and power of the movement, through the teachings of the Gentle Fist style. With a quick swing of their arm the user could roll the staff around their back, while releasing a burst of Chakra from the right points to speed it up, coming around form the other side using the momentum from the roll for a crushing strikes.

The second form of this basic style is large swings, using the length of the staff to their advantage to do ranged leg sweeps infused with Chakra, this allows the user to keep their target at a range while still attacking them, though as they do these movements, they will release a burst of Chakra from behind the staff, propelling it's movement at double the speed the user would normally move, making it harder to evade while increasing the damage.

The third unique form of this style is one where the user will use the length of their staff, to elaborate on a basic moment to avoid attacks or enhance attacks. What is meant by this is the user could thrust the base of their staff into the ground, while releasing a burst of Chakra from this point to push themselves up into the air, like a pole jump, to avoid incoming projectiles (within logic, due to the staff being 1.5m the user it would have to be like small fire balls and such or focused projectiles) due to the burst increasing the push, they will be be able to go as high as 15m into the air, or even a cartwheel going sideways but instead of placing the users hands on the ground they could place the staff to make a "larger movement" moving up to 15m at a time while releasing bursts of Chakra from their body and staff to increase the rotation of the cartwheel movement to avoid or strike. This can be used offensively, using the cartwheel motion to bring down an enhanced kick with the momentum behind it. The entire style uses the staff itself as part of the user, an extension of them selves to increase their combat potential, making use of the length of the staff while enhancing it's power with the bursts of Chakra akin to the gentle fist fighting style.


Type: Attack/Defense/Supplementary
Rank: A/S
Range: Short - mid
Chakra: 30/40
Damage: 60/80
Description: Using the basis of the second form, the user will release a surge of chakra through their staff and being to rapidly spin it in front of them, this can be done with one or both hands, and by skilled shinobi can be done above/behind/to the side of themselves. As they spin, the staff will release the chakra outwards forming a circle shield of chakra taking the full size of the staff, as can be seen in the gif below. The chakra released will be like a focused chakra in the spin, that retains a shield shape through precise chakra control to create a shield. The chakra being releasing in bursts from the staff as it rotates, speeds up the staffs rotation to the point of looking like a propeller creating a defensive shield that is 2m wide. The other method to this is the user can release chakra into the staff, and cause the staff to rapidly rotate by itself, on the spot releasing the chakra infused out from all points of the staff to mimic the hyuuga's defensive rotation, releasing the chakra 1m around the staff. This will act in the same manor as the cannon technique, both forms playing on equal terms with elements, and creating at 360 degree defense around the staff. In the second form, the user can use this to enhance a strike, striking while rotating the staff while releasing chakra around it for a drilling destructive force.

Note: A rank can be used 4 times per battle with one turn between uses.
Note: S rank can be used 3x per battle, requires both hands for control, with one turn cooldown (shared with the A rank version) and no jutsu above A rank in the following turn that require gentle fist or similar abilities like the staffs style.

[Asclepius no sutaffu | Dai 3 no Keishiki, Sutoraiki] - Staff of Asclepius: Third form, Strike
Type: Offensive/ Defensive/ Supplementary
Rank: A-Rank/ S-Rank
Range: Short - Mid
Chakra: 30/ 40
Damage: 60/ 80
Description: This third form is based on the Hyuuga teachings of striking a specific point in a technique with a burst of Chakra to disrupt the Jutsu itself, causing it to fail, much like the "Gentle Fist: One Blow Body" technique. It can be used on a technique of Shinobi, depending on how the user decides. The user will swing their staff around or thrust or which ever motion needed for the strike, while focusing their Chakra through to the point of impact where the Chakra will burst outwards that pushes forwards up to 10 meters through a Jutsu, disrupting it's flow, working on Jutsu the same rank, or lower. If used on a lower ranked Jutsu the wave will continue forwards as a burst of pushing Chakra. If used directly on an opponent the burst of Chakra can be used with pin point accuracy to hit Chakra Points or even one of the 8 Inner Gates. In doing this the Chakra Point/ Gate will be closed, limiting the target to A rank and below Jutsu for one turn. To use the S-Rank variant, the user will follow the same process, but as they are about to connect, they will release a burst of Chakra from the back of the staff at the same time to increase it's driving force and speed increasing the power of the initial strike.

Note: A-Rank can be used 3 times per battle, while S-Rank can be used 2 times per battle. Both require a 1 turn cool down between uses, and the S-Rank requires both hands for control, and no Jutsu above A rank in the following turn that require Gentle Fist or similar abilities like the staffs style.

[Asclepius no Sutaffu: Shintou] - Staff of Asclepius: Impact
Type: Offensive/ Defensive/ Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Impact is one of the style's strongest techniques, in which the user holds their staff in either hand, channelling a mass of chakra into it while using advanced shape manipulation simultaneously. Through shape manipulation, the chakra takes a physical form, similar to the "Twin Lion's Fist" technique, but it takes the form of an animal from the user's summoning contract around the staff. For example, if the user has the snake contract, it would take on the shape of the snake, resembling an ethereal beast. The user can then use this in one of two ways: thrusting their staff forward with either hand and releasing a burst of chakra from the base, or drawing the staff back and throwing it up to long range at rapid speeds, releasing a burst of chakra from the base. On impact, the beast would expand rapidly in all directions and affect everything within a 7m radius, causing blunt force damage. The user can also use this as a focused strike by not increasing its size, leaving it with a diameter of 20 cm to cause piercing damage to an opponent or jutsu, which would break apart upon being struck. Because of the shape manipulation applied to the chakra, this would be on equal footing with Elemental Ninjutsu.

Note: Usable three times per battle with two turns between uses.
Note: No Staff of Asclepius jutsu above A rank in the following turn.


[Asclepius no Sutaffu: Shuraudo] - Staff of Asclepius: Shroud
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A ( +20 )
Description: This is an enhancement technique based on the "Gentle Step Twin Lion Fists" jutsu. The user will channel chakra through their staff, forming a serpentine dragon shroud around it and coating it in chakra scales, with the tip of the staff resembling the dragon's head. This technique can be used in the same timeframe as other Staff of Asclepius techniques, enhancing them in the process. While the staff is being enhanced in this manner, the user's staff techniques and Staff of Asclepius jutsu will have their power increased by one rank, or twenty damage points.

Note: Usable twice per battle with two turns between uses, and each use lasting four turns.






Type: Taijutsu/Katon
Background:

Unlike conventional styles that are based on control, this one was developed by the steel used Gajeel, who would let his inner demons flow through his body, and let his negative emotions take control. In doing this his steel would mimic what he felt, his desire to crush, destroy, break, just like that of a demon. It started with him relying on his body to fight, turning it to steel, fighting to defend his friends and family, but this wasn't enough, by retaining control of his emotions, he was always held back. But when he saw all those he cared about die before him, he let all his anger and rage out and let this flow into his steel body as it would twist and war[ the steel and the steel taking the form of demonic creations to form a deadly style. One where the user would make mutated limbs and weapons that looked like they were forged in the underworld, dark in colour.



Description on the Abilities and Inner Workings of the Style:

- This style uses steel form the users body to make weapons and tendrils and demonic like limbs formed from steel. They will form by growing out of the users body to take shape and can flow in a sense of how the "Greater wood technique" can have weave and wrap around, as wood is also a solid..
- This is a close combat style as it creates weapons and sharp destructive limbs that add cutting/destructive force due to them being made of steel. An example of how it's destructive is how Kakuzu turns his body solid then punches a building completely destroying it, this takes on the same properties. Due to the size of some of the style, it can reach up to mid range.
- Make makes this style unique is how the steel flows with the users body movements, becoming an extension of themselves, a swing of the arm and around it comes a large demonic blade to tear apart anything in front of the user, extending their range, based on the construct made, much like the frog kata technique can be used as an extension to the users body, this would apply the same but through the use of steel release, increasing the range and all destructive properties.



Example images to help represent the style:

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The entire style flows from the users body in the form of heated steel (not molten, just hot to the touch) being one extension that has an ungodly form. So tendrils that look like that of a mutation, the weapons that have a sinister look.



Example Techniques:


Demon's Grasp
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The users will thrust their arm forwards releasing their steel chakra to form what looks like 4 mutated tendrils of steel that are wound around each other, looking like a demonic limb. This would be similar to to shikaku's arm that forms when Sasuke breaks through Gaara's defense. The main difference is this being made up of steel. It would have a destructive force being able to break through most solids due to the strengths of steel. At will the user can control the tendrils to separate into 4 to wrap around and bind a target, though they will retain the collective power of A rank.

Flowing blade style
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user at will, will release their chakra in a surge through their body and from their limbs, release their chakra in the form a large blade that extends from their body as they move. Anything from swinging their arm around and growing a large blade to extend their reach to creative methods like doing a cartwheel creating a blade from every limb to act like a large shuriken.




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Additional effects and Restrictions:
- Requires mastery of koton use.





Jutsu
(Purototaipu: Ōrufāzā No Ken) Prototype: Fist of the Allfather
Type: Offensive/Supplementary
Rank: B - S
Range: Short
Chakra: 20 - 40
Damage: N/A
Description: The user channels chakra to their one or both hands, producing a demonic-looking fist of steel several times larger than normal. Almost similar in size to the partial muti-size transformation of the Akimichi clan, these fists are capable of dealing destructive blunt force damage to either the opponent or the environment.

Smackdown - Varying in strength (A - S), this aspect of Fist of the Allfather is purely offensive in nature and is capable of smashing through most defenses. The user makes use of his enlarged steel fist to strike in the form of punch or uppercut, sending the enemy flying back into the air. Alternatively, the user can slam fist downward to pummel a target or strike the ground directly, which creates a shockwave that travels through the earth and shatters it up to mid-range around them. This causes running enemies to trip, those standing still to lose their footing, and can shatter earth-based techniques.

Hammertoss - Focusing primarily on attacking aerial targets this aspect of Fist of the Allfather (B-rank) has the user rotate their body before tossing their enlarged fist in a given direction, using the weight of the steel to pull their body wherever they wish to go. Capable of traveling a maximum of ten meters, this application allows the user to maneuver over obstacles or out of the path or incoming attacks.

Notes:
- The A-ranked version of this technique can be used three times per battle, while the S-ranked version can be used twice and requires a one turn cool down between each use.
- When overwhelmed by an attack, by the user’s will or having reached its duration limit, the fist(s) will shatter and fall away from the user’s body.
- When this technique is in use, the user is unable to perform handseals.
- The fist(s) can last for two turns upon creation.

(Purototaipu: Kagayaku Shīrudo Svalin) Prototype: Shining Shield of Svalinn
Type: Defensive/Offensive
Rank: B - S
Range: Short
Chakra: 20 - 40
Damage: 40 - 80
Description: One of the only primarily defensive techniques of the Prototype fighting style, the user channels steel chakra to one or both arms to produce a demonic-looking spiked shield that can be used to block or deflect incoming attacks of varying strength. Mounted on the forearm, the shield(s) can be of various sizes, from just small enough to block a punch or projectile, to large enough to cover the entire body. Due to the spikes on the outer portion of the shield(s), it can be used to attack in the form of a shield bash, dealing damage in accordance with it’s rank to those it makes physical contact with. When overwhelmed by an attack, by the user’s will, or having reached its duration limit, the shield(s) will shatter and fall away from the user’s body.

Notes:
- The A-ranked version of this technique can be used three times per battle, while the S-ranked version can be used twice and requires a one turn cool down between each use.
- These shield(s) can last for two turns upon creation.

(Purototaipu: Sekai Hebi No Hōyō) Prototype: Embrace of the World Serpent
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user channels chakra to either one or both arms as they thrush them forwards, releasing their steel chakra in the form of four demon-like tendrils of steel wound together that can reach up to fifteen meters. Connected to the user, these tendrils are released with enough destructive force to easily pierce through solid structures of equal strength, and once impaled the user will be able to lift, tear apart, and even throw their target. The user can also manipulate the tendrils to separate into four individual parts to bind a target, though they will retain the collective power of S rank. If a target is bound, the user can have the part binding them to remain intact while the rest of the steel will shatter and fall to the ground.

Notes:
- This technique can be used twice per battle and requires a one turn cool down between each use.

(Purototaipu: Haku kurō No Meisei Urufu) Prototype: Sweeping Claw of the Fame Wolf
Type: Offensive/Supplimentary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user channels chakra into a limb that they use to attack, producing an extendable, elongated, bared steel appendage with a claw-like blade at the end. Capable of reaching up to long-range, the Sweeping Claw can be used to impale and latch onto enemies at a distance and can be retracted to either pull the enemy toward the user or vice versa. The claw can also be manipulated via body movements to repel, attack, or counter enemies attacking from multiple directions with a 360-degree swath.

Notes:
- This technique can be used four times per battle.

(Purototaipu: Sensō No Nami No Shihai) Prototype: Dominion Of The War God
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user channels and releases their steel chakra from every chakra point in their body, releasing it outward in a burst of numerous demon-like tendrils that rapidly expand to impale everything around them, with the exception of the ground beneath. As these tendrils are a part of a single central structure, the user, the power of this technique is not divided between the individual tendrils. After expanding to their maximum range, the tendrils will retract back into the user’s body as quickly as they shot out, leaving gaping holes and deep gashes in enemies and structures in the surrounding area. Alternatively, instead of releasing them omnidirectionally, the user can instead create the tendrils through his feet and have them erupt from the ground, creating a deadly circle of massive spikes that reach up to 15 meters into the air. When used in this manner, the tendrils disconnect from the user’s body and remain on the field, crumbling after two turns.

Notes:
- This technique can be used twice per battle and requires a two turn cool down between each use.


(Kikai) - Machinery
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(Kikai) - Machinery
Type:

Advanced Ninjutsu

Background:
Machinery is a special type of fighting style that was created by Toph Beifong that involves making robots and/or machines of steel release -and powered by lightning chakra if required- to defend, attack or act as supply for the user. This fighting style was inspired by the special types of puppet that was shown used by the Kokuyō whose puppet looked like a robot more than a puppet and was destroyed by a single strong kick from a Kunoichi from Nadeshiko village. Toph was also inspired by the armors used by the Mandalore clan and the army of the village hidden in sky shown in Bonds movie. Another thing that inspired her was the high-tech abilities of the rinnegan's Asura path.

Description on the Abilities and Inner Workings of the Style:
The fighting style depends on Making complicated machines made by big number of steel parts and powered by lightning chakra if required. The machines are very high-tech can have many power-ups like using heat vision, enhanced swimming speed and gliding in air for few seconds using rotors, and many others. the machines can be made to be attached to the user's body or be detached to it or can be operated manually by the user to move it and use it for different things according to the machine's type. the machines can be used to mimic the movements and actions of a living animal and give it more capabilities like making a robotic dog with drill tail that can make holes in hardest elements, a robot fish with rotors beside its fins to enhance its swimming speed or a robot butterfly with sharp wings that can cut glass.

Example Techniques:

(Kikai: Ōtohaundo) - Machinery: Auto Hound
Type:
Offensive/Supplementary
Rank:S-Rank
Range:Short
Chakra:40 Chakra (+10 for each turn on field)
Damage:80 Damage
Description: The user will perform the Dog → Bird → Dog handseals and create a structure made of steel plates and wires that looks and moves like a robot hound. The hound has a drill tail that is able to penetrate through A-Ranked walls (of any kind except hot lava and rubber) and dig holes in any type of ground (except hot lava and rubber) and sharp claws that can cut through steel of C-Rank and other solid elements of B-Ranks (except hot lava and rubber). The hound is as fast as a normal ninja dog but it doesn't have ability to track scent like a normal one. A special ability of this hound that it has eyes that can see with thermal and night visions. Other special ability that it is able to transform the shape of its body to be like a giant fan like Temari's once it transforms like this it stays permanently in this form.
note: the hound is able to shot lightning bolts of D-Rank damage and short-mid range reach
note: the hound is made on short range then move to all ranges.
note: a hound can stay as long as the user uses chakra to maintain it or till it's destroyed
note: the maximum number of hounds on field at a given time is two hounds. hounds transformed to fans aren't counted.

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(Kikai: Kikai-teki no Buzzsaw) - Machinery: Mechanical Buzzsaw
Type:
Supplementary/Offensive
Rank:A-Rank
Range:Short Range
Chakra:30 Chakra (+10 for every turn activated)
Damage:60 Damage
Description: The user will make a steel coating at his/her forearm with machine attached to its middle with a motor located at the end of the machine and a buzz-saw attached to the motor. the buzz-saw's diameter is 1 meter and is strong enough to deflect small-sized projectile that are A-Ranked or weaker. the buzz-saw is very hard and capable of cutting human limbs and any solid thing (except for hot rubber and lava) of A-Rank and lower in 2 seconds. the user is capable of turning the motor on by simply supplying it with lightning chakra and turning it off by simply cutting off the lightning chakra. the user is capable to detach the steel coating as if it was clothing and attach it to the other forearm if needed or give it to an ally who's capable of activating the machine using his own lightning chakra.
note: the user must consume lightning chakra every turn to turn on the machine and the motor
note: if the motor is kept activated for more than three consecutive turns it will be damaged.
note: can be used thrice per battle



Additional effects and Restrictions:
  • while equipping a machine the user can only use steel and lightning release
  • Must have mastery over steel release
  • Must have started training in raiton
  • Must have sannin rank to have chakra enough to manipulate and maintain the machines
  • the user can focus on using maximum of four machines at the same time

(Kikai) - Machinery Jutsu

Type:Supplementary/Offensive
Rank:A-Rank
Range:Short Range
Chakra:30 Chakra (+10 for every turn activated)
Damage:60 Damage
Description: The user will make a steel coating at his/her forearm with machine attached to its middle with a motor located at the end of the machine and a buzz-saw attached to the motor. the buzz-saw's diameter is 1 meter and is strong enough to deflect small-sized projectiles that are B-Ranked or weaker as if it was a steel shield. the buzz-saw is very hard and capable of cutting human limbs and any solid thing (rubber, hot lava, crystal, CEs that are harder than steel) of A-Rank and lower in 2 seconds. the user is capable of turning the motor on by simply supplying it with lightning chakra and turning it off by simply cutting off the lightning chakra. the user is capable to detach the steel coating as if it was clothing and attach it to the other forearm if needed.
note: the user must use lightning chakra every turn to turn on the machine and the motor
note: if the motor is kept activated for more than three consecutive turns it will be damaged.
note: can be used thrice per battle



Death Wind:
Kazeshini | Death Wind
Type:
Taijutsu/weapon/Elemental
Background:
This style was addapted from the times before shinobi rose in the world, where armies used a variety of weapons to fight. One of this men was named Hisagi, a middle aged man who used kusarigama like weapons to fight, linked together with chain. This allowed him to fight in close combat against sword users, throw the weapons controlling them with the chain so that people couldn't escape his attacks and even bind enermies to gain information. Over time, the rise of the use of chakra came to be and with it Hisagi adapted his style to incorporate the use of elements to enhance his style and fight on par with shinobi and become even more destructive, then passing on his style to future generations.

Description on the Abilities and Inner Workings of the Style:

When released, it takes the form of two Kusarigama-like weapons, each with two scythe blades, with one inverted, giving it the resemblance of a pinwheel. The blades are connected to a spiked rod tethered together by a long chain. Kazeshini can be swung by its chains in large circles, allowing the bladed portion to spin like a fan. The chains are extendible, giving the user great ranged ability. Kazeshini can also be used for entangling an opponent's sword, or other weapons; It can even immobilize opponents. The user can use them as projectiles and controls them at range by moving its chains, making Kazeshini's paths unpredictable.




As well as the basic application the user can enhance this style for close combat an ranged attacks through the use of elements being infused into them by channelling elements through the chains to increase the diversity of the style. For example, the user could coat the blades and chain with wind element to increase it's cutting properties, or lightning for paralysis properties:




Spoiler

Example Techniques:

Bind

Rank: B
Type: Attack
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user will throw one of their kusarigama weapons pass their opponent pulling on the chain as it passes them to cause the blade to swing around the back of them, wrapping around them, binding their arms and holding them in place. Once they have done this they will then release their lightning chakra through the blades creating an unfocussed current that travels at intense speeds through the chain, shocking the target, paralysing them for 1 turn. The user is able to infuse the chain with lightning before they throw it.

Additional effects and Restrictions:
- Use of basic elemental techniques to infuse elements into the chain and blades.

Death Wind Jutsu:
[Shokan no Tate] Shield of Redemption
Type: Attack/Defense/Supplementary
Rank: A/S
Range: Short - mid
Chakra: 30/40
Damage: 60/80
Description: A simple technique used through kusarigama, the user will release a surge of elemental chakra through their kusarigama and being to rapidly spin it in front of them and by skilled shinobi can be done above/behind/to the side of themselves. As they spin, the kusarigama release the element around it and create a shield of the chosen element. The element released will be like a focused chakra in the spin, so for fire, form a solid fire shield, water a compact water shield, lightning will be focussed destructive lightning, wind will be cutting/shredding wind and earth will be compact mud that retains a shield shape through precise chakra control. kusarigama themselves are only around 3 feet long, but the user can use his elemental chakra in the chain connecting them aswell to create an even larger rotation and therefore larger barrier in front of them. The user can choose to spin one or both of the blades to protect them on both sides, or choose to use only one leaving the other to attack with. A rank makes use of one blade, S rank makes use of both.
Note: A rank can be used 3 times per battle with 2 turns between uses, only one element can be used at a time
Note: S rank can be used twice per battle, requires both hands for control, with two turn cooldown (shared with the A rank version) and no jutsu of the chosen element above A rank in the following turn.
Approved: https://animebase.me/threads/custom-fighting-style-technique-submission.764490/page-3#post-21953196

[Henka no Kaze] Winds of Change
Type: Attack/Defense/Supplementary
Rank: D
Range: Short - Long
Chakra: N/a
Damage: 20
Description: A base form for the death wind fighting style. The user will use their kusarigama for various basic attacks. The kusarigama being two blades weapons connected by two chains allows for the user to do various movements and attacks. Be it as simple as throw it past their target and pulling on the chain in a way that causes the blade to come back at a different trajectory or throwing it in a way to wrap around an item etc. Or even simple combos of slashes a swings between the two using the blades and the chains as an extension of themselves.
Approved: https://animebase.me/threads/custom-fighting-style-technique-submission.764490/page-3#post-21953196

[Moningusuta no Ikari] - Wrath of the Morning Star
Rank: A-S
Type: Attack/Defense
Range: Short-Long
Chakra cost: 30-40 (-10 per turn to sustain)
Damage points: 60-80 (+20)
Description: One of the simpler jutsu in the Death Wind fighting style. The user will release their chakra into their Kusarigama or the chain that links them together, choosing one of the basic 5 elements. Each element will apply a logical effect. The A rank version will coat the weapon while the S rank will release a blast outward on contact reaching 10m in the chosen direction.

If used with another Death Wind technique, it will increase the damage by +20 damage, though this only works on none elemental attacks. It occurs in the same timeframe if utilized together with another Death Wind technique.

Note: Only one element can be used at a time.
Note: A rank can be used once per turn, lasting up to 2 turns, and can be used 4 times per match.
Note: S rank can be used once ever two turns, 2 times per match. After using the S rank version, the user can't use any Death Wind techniques in the following turn.

Approved: https://animebase.me/threads/custom-fighting-style-technique-submission.764490/page-5#post-22030207

[Imawashiki Shometsu] - Abomination Annihilation
Rank: A-S
Type: Attack
Range: Short-Long
Chakra: 30-40
Damage: 60-80
Description: A technique that utilizes two Kusarigama at once or only one, depending on the user's choice. The user will swing one or two Kusarigama upwards into the sky above, while infusing it with a substantial amount of fire chakra, where it is then swung down on top of a target releasing all the built up fire chakra and momentum, causing a massive blast [A-rank for one Kusarigama, S-rank if using two Kusarigama]. The blast from either use, is enough to create a blast that reaches short-range from its impact area, and obliterates the ground below its struck area.
Note:
- Can be used three times per fight
- Cannot use Deathwind techniques the following turn, if using the S-rank version

Approved: https://animebase.me/threads/custom-fighting-style-technique-submission.764490/page-5#post-22030207





Other Weapon Jutsu:
5. Senpū Gigei : Shinseina Daichi | Whirlwind Arts : Holy Ground [ ]
Rank: S
Type: Attack
Range: Short - Mid
Chakra Cost: 40
Damage: 80
Description: The user charges an existing spear with chakra (or he can form a spear of pure chakra beforehand with a technique) and stabs it into the ground. Then the user must be holding the spear (or using a technique that allows him to send chakra to it) and channels his chakra through the spear which then extends out of the point in the ground causing the chakra to branch out like dense roots into the ground which cover a large area underground [short-mid]. These "roots" stop attackers from coming from beneath as the "roots" will pierce the opponent. These roots can also be used to come up and strike the opponent within short-mid range. The users chakra Flows through short to mid range and thus the earth cannot be used for earth techniques.

-Twice per battle
-Lasts for three turns (as long as the spear is in the ground)
-No S rank techniques for the turn after it ends.

6. Naruyari-ryu : Amatsukaze Ooi | Thundering Spear Style : Heavenly Wind Shroud [ ]
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 20 per turn
Damage: 80
Description: Normally a Spearman can only use their spears to stab their opponent, this technique allows the spearman to "Slash" and "Slice" their enemies. The user channels Wind chakra into their spear/s and covers most of their spear in a sharp wind "shroud"(apart from where the users hands are holding the spear), which can cut through normal rock. This technique can be used almost instantly (takes a second to cover the spear).

-Lasts for 3 turns
-Twice per battle
-The user cannot use any S-rank or higher wind jutsu for 1 turn after it is deactivated.
-Can only be taught by Ragerok.

7. Naruyari-ryu : Seiteki Chibou | Thundering Spear Style : Static Earthing Rod
Type: Defence
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage: N/A
Description: The user charges a metal spear with Static electricity and throws the spear anywhere in short range. All (this includes the users) B-rank and under Lightning jutsu are redirected to the spear and grounded into the earth.

-Can only be used twice
-The spear goes back to normal, once it grounds two jutsu
-Must be taught by Ragerok
-This only affects Lightning jutsu that are in Short to Mid range.


8. Naruyari-ryu : Arutemisu no basutabu | Thundering Spear Style : Artemis's Bath [ ]
Type: Supplementary
Rank: A
Range: Short/Mid
Chakra Cost: 20
Damage: N/A
Description: The user charges his spear with water chakra and throws it within short to mid range of himself. Once planted in the ground the spear will use that chakra to draw in all available moisture in the ground and will create a large water supply which will be readily available to the user.

-Takes two turns to create a large water supply.
-Three times per battle.


9. Naruyari-ryu : Poseidon's Gyoushi | Thundering Spear Style : Poseidon's Gaze [ ]
Type: Attack
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage: 60
Description: Using the tip of his spear as "pointer", the user can fire a small, but powerful jet of water that goes in a straight line. It is powerful enough to cut through normal rock (at short range). The user must keep both hands on the spear to channel the water chakra and fire the beam.

-Thrice per battle
-Lasts 1 turn (or less, if the user removes a hand)


10. Senpū Gigei : Amatsukei | Whirlwind Arts : Heavenly Command [ ]
Rank: B
Type: Defence/Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage: N/A
Description: By using ones chakra, the user can fully control their lances/spears which hover around the user and are connected to the users thoughts. This technique is similar to "(Soushuuha) - Manipulate Advancing Blades" in that the user can control all the lances and they hover around the user. As long as the lances/spears are within short - mid range the user can manipulate them, but they can still be thrown to long range. These spears are tied to the users chakra network and thus as long as they are within short - Mid range they can move and have chakra sent to them for techniques.

-Can control only up to Six Lances/Spears at one time.
-Lasts for the rest of the match

11. Senpū Gigei : Amatsuhou | Whirlwind Arts : Heavenly Retribution
Rank: B-S
Type: Attack
Range: Short
Chakra Cost: 20-40
Damage: 40-80
Description: By condensing ones chakra into a lance or spear (this can mean condensing the chakra into a already existing spear or by making a spear of pure chakra) one can use it as a powerful projectile that can pierce through other techniques depending on the amount of chakra condensed. To make a pure chakra spear the user moulds the weapon in one hand which when mastered can take two seconds to form, to charge an existing spear with chakra the spear only needs to be in short range.

-Only up to two spears can be charged at one time.
-The spear won't stop a another technique when they clash it will go right through it (dependent on rank).
-The chakra lasts for three turns.
-Thrice per battle (for A rank), Twice for (S rank).


12. Senpū Gigei : Amatsuengo | Whirlwind Arts : Heavenly Protection
Rank: A/S
Type: Defence
Range: Short/Mid/Long
Chakra Cost: 30/40
Damage: 60/80
Description: The user charges his spear with chakra and thrusts with the spear. On the users command he can activate the chakra to produce a strong chakra shield around the point of the spear which can block ninjutsu up to it's rank. This protects from frontal attacks.
-Only twice per battle for A rank (Once for S rank)
-Must be taught by Ragerok


13. Sōjutsu : Geki Rekkō | Spear Art : Raging Light Fang
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: While holding a spear, the user will thrust it forward while channeling chakra into the end of the spear. This forms a circle of chakra at the end which fires off multiple beams of chakra from it's center in a cage formation at the opponent.
-Twice per battle


14. Sōjutsu : Kongōbaku | Spear Art : Adamantine Blast
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: While holding a spear, the user will channel Fire chakra into the spear. The chakra then moulds at the end of the spear into a large sized dense fireball that can then be thrown (using the spear) at the opponent. On impact the ball explodes increasing it's effectiveness and burning all in close proximity.
-Twice per battle
-No s ranked or higher fire jutsu next turn.
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15. Senpū Gigei : Tenrai Kenshou | Whirlwind Arts : Divine Intervention
Rank: A/S
Type: Attack
Range: Short-Long [Spears can only move within Short-Mid, beams can reach Long]
Chakra Cost: 30/40
Damage: 60/80
Description: There are two versions to this technique:

V1 is where the user has three lances/spears in the formation of a pyramid (the spears' points converge on one point creating a pyramid like formation), then the user channels chakra into all three which causes them to all produce a beam of pure chakra which all converge on one point which cause a more powerful single beam that can be used to attack the opponent. [A rank version]
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V2 is basically the same as V1 but V2 uses six spears which form a hexagonal pyramid instead that produce a single beam that is twice the power of V1
[S rank version]
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-Twice per battle [A rank]/Once per battle [S rank]
-Only A rank and under techniques for the turn after [both ranks]

16. Senpū Gigei : Amatsukanmon | Whirlwind Arts : Heavenly Barrier
Rank: S
Type: Defence
Range: Short - Mid
Chakra Cost: 30
Damage: N/A
Description: The user places up to six spears in a shape formation (depends on the number of spears, minimum is 3 max is 6) in the ground around the user and sends chakra to connect the points creating a 360 degree chakra shield which has a dome and floor of chakra to protect against aerial and underground attacks. This technique can defend against techniques of equal or lesser rank.

-Thrice per battle

Minato Customs:
From best:
Wind style/Flying Thunder God: Divine Wind Teleportation | ⊱Futon/Hiraishin : KamiKaze Terepoteshon⊰
Type: Offensive/Defensive
Rank: S
Range: Short ( Mid - Long after Teleport)
Chakra: 40
Damage: N/A(Equal to the Teleported technique's damage)
Description: With a FTG kunai held in his hand, The user would dash towards the incoming projectile technique. When the user is almost short range from the technique, Ceasing his movement momentarily, The user will release wind chakra through all the chakra points in his body to create a tangible replica of himself around him. The kunai held in the user's hand will be carried away and held by the replica which will continue towards the jutsu as the user ceases his movement. As soon as the replica and the technique clashes with each other, the user with the help of the kunai in the replica's hand will teleport the replica and Kunai along with the incoming technique that hit the replica to another Kunai or any place/object/target that is marked with the FTG seal using the Flying thunder god technique. This will result in a huge blast damaging anything short range around the area where the technique was teleported. The after effects of the blast depends upon technique that is intercepted which is detailed as follows. Can teleport projectiles up to the size of a Vacuum Great sphere.

Fire: Up to and including S-ranked projectile based fire techniques can be teleported. The resultant will be a huge explosion leading to a humongous maelstrom of fire in the teleported region burning everything to crisp caught within the explosion.

Water: Up to and including S-ranked projectiles can be teleported. The resultant will be a blast of water damaging anything short range around the teleported region. More than slash damage, it produced blunt damage.

Wind: Up to and including S-ranked Wind projectiles can be teleported. The resultant will be a huge blast of wind developing into a stationary tornado sucking in everything short range around it. More than blunt damage, it produces severe slashing damage chopping anything caught within the radius.

Lightning: Up to and including S-ranked Projectiles can be teleported. The resultant will be a huge blast of lightning destroying anything short range around it. This pierces and paralyses the opponent.

Earth: Up to and including S-ranked Earth Projectiles can be teleported. The resultant will be a huge blast Earth With multiple shards of Earth impaling anything within short range around the teleported mark.

For other KG's Projectiles the resultant will be a humongous blast with the characteristic of the respective KG destroying anything short range around the teleported mark.

Restrictions:
*Can be used twice per battle.
*No wind technique above B rank in the same turn as well as no wind technique above A rank for next turn. No S/T techniques in the same turn*
*Consumes two jutsu slots*
*Needs a two turn gap before another usage*
*Can only be used by Minato/Tobirama biographies*
*Can only be taught by -Best-*

Flying Thunder God Explosive tag | Hiraishin Kibaku Fuda
Type: Supplementary | Offensive
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: After years of fighting and training with Hiraishin no jutsu and Bukijutsu, Minato thought of a way to implement both together and make it more versatile than his FTG kunai. He made a new type of explosive tags that is slightly larger that the normal explosive tag. The main difference between this explosive tag and the normal explosive tag is that, on the right side of this particular type of Explosive tag, the FTG seal is present. This enables the user to perform FTG seal based techniques with this explosive tag. Another thing to note is that, the FTG that is placed is quite big such that it will be easy for others to differentiate it from other normal explosive tags like Minato's FTG kunais. However only a person with FTG knowledge will know that it's an FTG seal that is present in it. Once the tag goes off and explodes, the FTG seal preset will be nullified and becomes useless.

Ninpo/Hiraishin : Bakuhatsu odoroki ♚ Ninja arts/Flying Thunder God : Explosive surprise ♚
Type: Offensive
Rank: S rank
Range: Short - Long ( Short - Mid )
Chakra: 40
Damage: 80
Description: A combination concept of "the replacement technique" along with "Hiraishin no jutsu". When the user is right about to be teleported, He replaces himself with 20 - 30 explosive tags infused with the user's chakra in it, in his current position before teleporting to another marked location. These explosive tags theater itself together with the chakra present in it covering an area of the circumference of the user's body such that it appears as a explosive tagged replica of the user. Now this tethered tag can be used in two ways
- One way of using this is, These tags can be simply made to explode with a single special hand seal like Deidara's Katsu creating a violent massive explosion with a short range radius. If any target is present within short range of the tags, the user can manipulate the tags to quickly attach itself to the target, surround his entirety and explode or just explode.
- Another way is, By maintaining the special hand seal, these explosive tags can be controlled in order to reach anywhere within mid rage and explode in the desired location. Due to the chakra coating in these explosive tags, they have the property to easily slash/ slightly penetrate through human/summon's flesh and then explode in order to increase the intensity of the damage. The penetrative property is low hence even a C ranked armour can protect from the piercing attack of the explosive tags.

Restrictions:
*Can only be used by bios capable of using FTG*
*No Ninjutsu above B rank in the same turns and above A rank in the next turn*
*No FTG technique in the same turn*
*Consumes two jutsu slot*
*Can only be taught by -Best-*

Sashisematta Bakuhatsu | Impending Explosion
Type: Offensive | Supplementary
Rank: A rank
Range: Short - Long
Chakra: 30
Damage: +20 the Explosive tag related and FTG seal related techniques
Description: This technique is based on the concept of The Hiraishin no jutsu. In order to use this technique, the user must be using the FTG explosive tag variant found here. This technique is more of a supplementary technique. The working of the technique is pretty simple, All this technique does is continuously feed an existing FTG seal with multitude of FTG sealed explosive paper tags by teleporting the FTG explosive tags to the seal with the help of Hiraishin no jutsu and exploding them. Just before one tags explodes, another tag get's teleported there thereby creating a chain of explosion. Example say if the user is using the Hidden Explosive Tags Technique technique with the FTG explosive tags. The user by using this technique will keep teleporting additional FTG explosive tags to feed the parent technique thereby making the explosion a continuous one until the user stops feeding it with explosive tags. By teleporting the Explosive tags to the seal and making them explode, this technique creates a continuous chain of explosion which not only keeps the explosion going on but also increase the damage created by the parent technique. This technique can not only be used on explosive tag related ninjutsu but on any technique that involves a FTG seal in it. For example say if a Explosive shadow clone with a FTG seal on it is set to detonate, just before the clone gets detonated, the user can use this technique to make FTG explosive tags to teleport to the seal present on the clone thereby making the explosion of the clone a continuous and a powerful one.

Restriction:
*Lasts a maximum of one turn*
*Can only be used Four times per battle*
*Can be used simultaneously in the same time time frame with the parent technique*
*Needs a turn gap before using it again in the battle*
*Can only be taught by -Best-*

From Rexii:

#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

(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



#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*


#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

Shield cfs: https://animebase.me/threads/ways-of-an-avenger.704082/page-3
 
Last edited:

Sinthorus

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Lizard Contract:
Summoning Animal: Lizards
Scroll Owner: Riku..
Other Users who have signed contract: None
Summoning Boss if existing: Lagiacrus, Lord of the Seas
Lizard Summons:

Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 15
Damage: N/a
Description: Metallicana is best known as a personal summon of Gajeel as he is always with him on his person at all times. He is a small Lizard, only 6 inches from heat to tail, and has complete mastery over his camouflage ability. He blends with Gajeel's body at all times so he can't be seen and with him being cold blooded, heat sensors can't sense him such as snake predators. His smell also being masked by Gajeel's own odour so that the two blend into one. Like all lizards he has his own method of sensing through his tongue, being able to smell and taste foreign chakra's short range around the user. He has a mental link with Gajeel allowing him to notify Gajeel of what he senses.
Note: Can be summoned once or must be mentioned at the start of the fight.

(Kuchyoise: Hyokin) Summoning: Hyokin
Rank: S
Type: Supplementary
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The user will summon a green gecko that goes by the name of Hyokin. Hyokin is approximately the size of Shippuden Gamachu. This gecko has the ability to shoot a concentrated blast of lightning from its mouth equal to an A rank or completely cover itself in lightning in a style similar to Chidori Nagashi, though a bit more concentrated, equal to B rank. The gecko, using its suction cup-like toes, can easily and quickly climb any surface, no matter how steep. The gecko is also able to split itself into about 20 small geckos, that can all still discharge electricity throughout their body. These geckos are able to use their suction-like toes to attach to the opponent, or anything else and discharge electricity.
Note: Hyokin is forced to discharge an amount of electric chakra per turn to avoid injuring himself with the lightning chakra. Therefore, after 6 turns, Hyokin will not have any lightning chakra left and will simply be a large gecko. He can be summonend again, but he will not be able to release lightning chakra for the remainder of the battle.

(Kuchyoise: Kamereons) Summoning: Chameleons
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: The user will summon two chameleons. These chameleons have the ability to freely make themselves completely invisible, hiding their chakra as well, with their great ability of camouflage. The chameleons have sharp claws that can be used for attacking purposes, and also hold the element of water, able to use certain water jutsu (jutsu that are blasts of water or can somehow be released from the mouth), however, when attacking, the chameleons are visible for a moment before attacking with their claws, and visible during the entire usage of a jutsu. The two chameleons also have one final ability, in order to protect the one who summoned them or the other lizard, the chameleon can enlarge the dewlap under his neck, making almost a shield around his face. However, when hit, the chameleon will then die (not like... for good lol) due to the exposure of its face and taking the hit directly. This can only block attacks of B rank and lower, but the chameleon dies from any attack when using this.


Thorny Dragon contract:
Summoning Animal: Thorny Dragons
Scroll Owner: Gajeel Redfox
Other Users who have signed contract: Gajeel Redfox
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background:

The Thorny Dragon or thorny devil (Moloch horridus) is an Australian Lizard, also known as the mountain devil, the thorny lizard, or the moloch. This is the sole species of genus Moloch. The thorny dragon grows up to 20 meters in length (RP adaptation), and it can live for 15 to 20 years. Most of these lizards are coloured in camouflaging shades of desert browns and tans. These colours change from pale colours during warm weather and to darker colours during cold weather. These animals are covered entirely with conical spines that are mostly uncalcified. This species took this to the next level when adapting to the shinobi world, allowing them to use a form of camoflague (much like's pein's summon) to hide and strike at the right moment.

The thorny devil also features a spiny "false head" on the back of its neck, and the lizard presents this to potential predators by dipping its real head. The "false head" is made of soft tissue, this has always helped them avoid eye contact. The females are larger than the males. The thorny dragon's scales are ridged, enabling the animal to collect water from any part of its body. That water is then conveyed to its mouth. So when they need to drink water, they just touch water usually by their limbs, and on the basis of the capillary principle water is transmitted to the mouth through their skin. They can also use this ability to gather moisture in the air for water techniques, should they be Suiton users. In keeping with that, they are usually proficient in Water Release. Other times, they have an affinity for Earth Release due to being a natural species of the dessert.

The scales of the Thorny Dragons are ridged, solid and extremely sharp, offering them a great defense as well as offense. Only those who have signed the contract would know where to stand on them or touch them to avoid these attacks. The Thorny Dragons usual habitat is small caves and desserts like those found in the Land of Wind, having their own unique gathering place, known to them as the "Well of Eternity", where they gathered passing down all they knew to one another, each donating water from their bodies to the well as a symbol of unity.

Thorny Dragon Summons:
1)
Type: Supplementary
Rank: S
Range: Short - Long (summon short)
Chakra Cost: 40
Damage: 80 (per strike)
Description: The user will perform the summoning technique or use their tattoo by swiping blood on it to summon Hekate, of the Thorny Dragon Lizards, named after the God of Magic. Standing 10m tall on all 4 legs and reaching 20m long, Hekate is one of the larger summons of the contract. His skin colours like dessert camouflage allowing to blend into all rocky and sand based terrains even with his large size. His body is covered in solid scales that form spikes which give the contract it's name. These spikes give the users a solid A rank defence against attacks but would be dispersed from a total of S rank damage. These spikes serve as an excellence defence from physical attacks such as taijutsu as they are extremely sharp causing 50% of the damage received to be reflected back onto the target due to the spikes damage, allowing for his strikes to do blunt aswell as cutting damage. One thing Hekate is well known for is rolling up into a ball with the user at the center acting as a shield, confident in it's defensive powers. Like all lizards from the Thorny dragon contract, Hakate is able to sense chakra through tastes and smell using his tongue. His main affinity is for Genjutsu, being named after the God of Magic, he tricks people into believing he can use magic through genjutsu being able to use all Genjutsu that the user can use, except Forbidden Ranks or character-bound techniques like MS Genjutsu, all costing one of the users three moves per turn. He has one unique illusion of his own where the target will need to see him moving his tail from side to side, like a hypnosis form of binding. In this illusion, the Target/Targets would suddenly see eyes from out of the terrain around them as several komodo dragon sized lizards shoot up with intense speed biting onto the targets limbs, neck etc, and wrap their tails around the target for painful constrictive binding. This is A rank in power and can be used once, taking up one of the users three moves per turn. Hekate has a mental link with the user, them being able to communicate with each other on an intellectual level. The last ability of Hekate combines two cannon effects into one. Lizards are well known for using camouflage to hide from predators, this allows Hekate to combine the hiding in camouflage technique with the assimilated all creation effect, that only works on earth and rocky terrain. It allows him to blend into the area completely hiding himself as well as to fuse with the earth and travel through it, like he's swimming throw it without disturbing the earth, emerging like a fish jumping out of the ocean. Due to his low body heat, he would be undetectable through heat sensory. This would cost one of the users three moves per turn, is A rank and wouldn't work on earth being controlled by an enemy that is above C rank. This can be used 3 times, or throughout 3 turns.

Note: Can only be summoned once
Note: No summons for two turns after
Note: Lasts 4 turns

2)
Type: Supplementary
Rank: S
Range: Short - Long (summon short)
Chakra Cost: 40
Damage: 80 (per strike)
Description: The user will perform the summoning technique or use their tattoo by swiping blood on it to summon Demeter, of the Thorny Dragon Lizards, named after the Goddess of Agriculture. Standing 10m tall on all 4 legs and reaching 20m long, Demerter is one of the larger summons of the contract. Her skin colours like dessert camouflage but can change the become like flowing water allowing to blend into all rocky and sand based terrains as well as water sources even with her large size. Her body is covered in solid scales that form spikes which give the contract it's name. These spikes give the users a solid B-rank defence against attacks but would be dispersed from a total of A-rank damage. These spikes serve as an excellence defence from physical attacks such as basic taijutsu as they are extremely sharp causing 20 damage to be reflected back onto the target due to the spikes damage, allowing for his strikes to do blunt as well as cutting damage. Demeter gained her name due to her special abilities tied to the the contract, which is the ability to retain water within these spikes, and then use the water to help the agriculture methods within Sunagakure where they get little to no rain. Demeter has the unique ability to use chakra control and absorb water into these spikes, from either moisture in the air (vapor or even mist) or from water jutsu A rank and below, to negate attacks or to consume a water source, creating a form of fast scale chakra vacuum in short-range, pulling in the water and compressing it within the scales ready for a later use. To absorb a technique, it will cost a jutsu and can be done once every other turn, but Demeter always has some stores of water that have been passively gathered that she can use to release any form of water jutsu from her body that the user knows (up to S-rank), without needing a water source or handseals. Her main affinity is for water, being named after the God of Agriculture, he is able to use all water release jutsu the user knows up to and including S rank, all counting towards the users three moves per turn. She will release them through body motions or spitting them out, releasing the water through her thorny scales. Demeter has a mental link with the user, them being able to communicate with each other on an intellectual level.

Note: Can only be summoned once
Note: No summons for two turns after
Note: Lasts 4 turns

3)
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60 (per strike)
Description: The user will perform the summoning technique or use their tattoo by swiping blood on it to summon Aoelus, of the Thorny Dragon Lizards, named after the king of Winds. Standing 1m tall on all 4 legs and reaching 2m long, Aoelus is one of the medium summons of the contract. His skin colours like dessert camouflage allowing to blend into all rocky and sand based terrains as well. His body is covered in solid scales that form spikes which give the contract it's name. These spikes give the users a solid D-rank defense against attacks but would be dispersed from a total of C-rank damage. These spikes serve as an excellence defense from physical attacks such as basic taijutsu as they are extremely sharp causing 20 damage to be reflected back onto the target due to the spikes damage, allowing for his strikes to do blunt as well as cutting damage. What gave Aeolus his name, is that he is a master of wind release, being able to use all wind release techniques up to, and including A-ranks. Aoelus has a few unique traits of his own. Most thorny dragons can absorb water into their spikes, but Aoelus created a technique that draws wind currents into his spikes, sucking them in like a vacuum vortex, condensing down and flushing into these spikes. These wind currents can be used to pull projectiles off tracks or even user to pull water in to be stored. Due to them being wind release, they will be capable of pulling in lightning and the wind will break down and negate the lightning currents. The downside of this, is if a fire release technique hits these currents, they will ignite the wind, and deal twice the damage to Aeolus, meaning that a fire technique could cause him to disperse in a burst of flames and hurt everything short range around him. The last ability of Aoelus is that, using his wind release, he can release currents of wind around his body carrying him through the air at 1.5x the base speed of a kage rank bio, allowing him to strike fast or escape a techique.

Note: Relaasing the wind vacuum vortex is A rank, counts as one of the users three moves per turn, can only be used twice. Can only draw in one element. If used to draw in a projectile, if the projectile is the same rank as him, it will cause him to disperse on impact.
Note: Releasing the wind currents around his body to move is B rank, counts as one of the users three moves per turn and can be used 3 times, only once per turn, and only travel in a linear direction.
Note: Only summonable once per event.

4)
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60 (per strike)
Description: Helios is one one of the only known Thorny dragons to be proficient in controlling fire, due to their nature of carrying water. Named after a sun god, from spending so much time in the heat of the Suna deserts is what drove him to learning fire release to make the heat his weapon. Hes about 1m long and 1ft tall. He has the traditional spikes over his body making him immune to C-ranks and below and dealing 20 damage to any that strike him in close combat. He is also able to use fire release up to and including A-ranks, counting as one of the users three moves per turn. Helios has a few unique traits of his own though. When the sun is out and not obscured, he releases his chakra to amplify the heat of the suns rays in the area around a location with a radius of mid range. What this does, is it causes the air to distort in a wave like fashion as becomes common in the desert, making it extremely hard for someone to focus or concentrate. The chakra within theses rays coming down would stop dojutsu like the sharingan seeing through, as they would just see chakra, where was the byakugan would be able to see through it. This heat would cause mirages caused by the refraction of light through heated air rising from a sandy or stony surface, creating a great distraction, making it near on impossible for a target to focus on a single spot. In application, it would make it so as long as the user was moving, the target/targets wouldn't be able to pinpoint location to strike with small scale attacks like chidori spear. Large scale attacks wouldn't matter like the fire release intense pain as it would cover the general area. Due to this heat, the target would begin to sweat, losing fluids and after being within this heat for one turn they would begin to dehydrate. This lasts for up to 2 turns and can only be used once per battle. The final ability of Helios is that he can draw in flames from fire release A-rank and below, condensing them down, drawing them into his spikes which would then be cooled by the water he'd stored, releasing a light steam outwards from his body as he does so, not enough to burn anyone.

Note: Can only be summoned once per event and lasts up to four turns.
Note: All his abilities count as one of the users three moves per turn.
Note: If the user is caught within the rays, he will suffer the effects too
Thorny Dragon Ninjutsu:
( Ibara Ryū Sennin Modo ) - Perfect Thorny Dragon Sage Mode
Type: Supplementary
Rank: S
Range: N/A
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: N/A ( +30 to Ninjutsu & Taijutsu up to S Rank )
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be molded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost ( -10/turn ) cannot be paid to sustain the mode. Once activated, the user will undergo physical alterations. Their skin will become scaly like a dragon's, their canine teeth will become sharper and longer, resembling the fangs of a dragon, while their hair becomes longer and more untamed. Additionally, they will grow a large tail with spikes protruding from it that they can use for both attack and defense. The user is resistant to damage, reducing 30 damage from all techniques and can heal ( for 10 damage per turn ) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their strength increases, empowering Ninjutsu and Taijutsu techniques by 30 and increases the users speed, rivaling Snake Sage Mode. Additionally, the user is able to break out of Genjutsu, using the Genjutsu release technique one rank lower than what he would normally be required. Lastly, the user will gain the ability to camouflage their scales allowing them to blend into their surroundings.

Note: Usable thrice per battle by Perfect Sages, and must wait one turn before using this technique again.
Note: Once per battle, the user is able to instantly activate Sage Mode, with 10% of their maximum chakra reserves as Senjutsu Chakra. Perfect Sages can convert a maximum of 40% of their total chakra reserves.


Quilin Contract:

Summoning Animal: Quilin / Kirin

Scroll Owner: Nirvana/Zenryoku

Other Users who have signed contract: N/A

Summoning Boss if existing: (will work on at later date)

Other Summoning Animals tied to contract:

Description and Background:

The quilin are a mythological creature commonly found within the chinese mythology. They also exist within other mythology such as japanese where they are more widely known as Kirin aswell as Korean mythology. They are a type of chimerism creature that is said to appear in the time of great sorrow when the occurrence of the passing of a Sage or a Fuedal lord happens. Their are depicted as having a many dragon like features such as the head appears similar to a dragon with a long flowing mane, their eyelashes are also extensively long, and a razor sharp teeth. They are commonly depicted with having horns or Antlers atop their heads. Their bodies are generally like a deers, horse or ox and their skin covered with scales and tough skin. They can have lion's tail or an oxes tail. They appear in many variety of colours ranging from gold, rainbow and many colours that represent various jewells and gem stones.

Quilin have a few unique traits which aid them in the narutoverse:

  • They are considered good omens and very graceful in nature so much so that within buddhism they are said to not walk on grass so that they do not damage even a single blade and instead would choose to walk on water or on the clouds themselves. They passively use this skill to mimic the effects of the Silent homicide technique, being able to sneak up on opponents to deliver decisive blows.

  • Their scales, much like dragons offer a solid protective defense over their entire body and can be sharp to touch, inflicting damage back on taijutsu users.

  • Quilin are able to user various elements on skills depending on which is summoning, each being proficient in its own unique skill.
Quilin Summons:
1. (Kuchiyose no Jutsu: Fuji ) - Summoning Technique: Goddess of Fire
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Damage points:
Description: Fuji is a bright and vibrant colour of crimson red, her entire body is a magnificent array of bright and darker tones. Like all Quilin her head has the physical features much like a chinese dragon, with a bright red flowing mane that extends part way down her back. Her eye lashes and whiskers extend outwards in a total length of 2 meters. She has large set of Golden horned antlers that extend sidewards from the top of her head and point out towards her front. Her body is that of a horse in shape and size with spines running down the length of her back evenly spread out. her skin is strong and tough and addorned with additional protection from her most beautiful feature, the ruby crusted scales that line her back and half the length of body and partly down her legs. she has flanks of dark red hair on her legs and a long flowing tail with a strong mixture of reds. She like all Quilin are equivliant to a very large shire horse standing about 2 meters tall and around several feet in length.
  • Fuji is capable of performing Fire release techniques up to the users rank.
  • She is capable of concentrating fire chakra into her scales to enhance their hardness and to cause the ability to burn with physical contact. These scales will glow bright red offering an S rank defensive power. Fuji is capable of controlling it so if the user is riding her, the scales where they are sat wont burn them.
  • A unique ability of hers, is her S rank fire charge ability, it takes on the quilin's graceful ability of moving without disturbing an area to the next level. She will release fire around her entire body as she sprints forwards at 2x kage ranked speed releasing fire from her feet to boost herself forwards head first using her horns to impale or smash through a target as the fire is strong enough the vaporize anything she comes into contact with (following the s/w of fire release). Due to the fire being released from her hooves she would even be able to run through the air to do this.
  • Fuji due to her bodies enhanced physical defence from the scales and tough skin she is capable of tanking all C rank and below taijutsu techniques and weapon techniques. She is also capable of dealing damage to opponents through use of her large horns, biting, stomping and kicking, as well as using her weight to ram and toss opponents into the air over several feet in distance.
Note: Can only be summoned once per battle, lasting for 4 turns.
Note: Each ability used counts of one of the users 3 moves per turn.
Note: Can only use the defensive scales once, lasting two turns.
Note: Can only use the charge ability twice.

2. (Kuchiyose no Jutsu: Varnir ) - Summoning Technique: King of Wisdom and Thunder
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Vanir is a very regal looking Quilin, who's entire body is a mixture of white, yellow and blue shades and tones. Like all Quilin his head has the physical features much like a Chinese dragon and he has Long white and pale yellow flowing mane that gracefully flows the length of his back. When charged with lightning chakra the mane stands up straight and takes strong shapes. He has eye lashes and whiskers extend outwards in a total length of 2 meters. From the forehead he has a long, pointed, sharp edged horn with razor sharp edges much like the sharpened edge of a true katana. From the side of His face he has two equally long horns that stretch out past the tip of his face and are about 3/4 a meter in length with the same sharp edges as the horn, and made of indestructible bone. Like with other Quilin he has a strong and tough armoured hide, adorned with pale white and yellow scaled Armor plates, with blue and golden gems. From his shoulders extends even more long fur that flows wildly out of control. He has legs much like a stallion and adorning the bottom is the purest white sleeves of fur and hair that flows freely. There are also distinctive blue veins of colour that extend from the shoulders and the hips of the legs down to the hooves. He stands about 2 meters tall and several feet long. His tail is thin but strong acting like a whip with the tip adorned with a lustrous white plume made of razor sharp hairs.
  • Varnir has a lightning release affinity, being able to use all the lightning Jutsu (up to S-rank) the user knows, all counting as one of the users three moves per turn.
  • He has a few unique abilities of his own. As passive effect of his is one known as "silent lightning". All Quilin have the passive trait of the silent homicide technique due to their gracefulness, Varnir adapted this to his lightning, using his chakra to mask the crackling of his lightning technique to muffle their sound to create silent lightning.
  • Another unique trait of his is at the cost of one of the users three moves per turn, once per turn he can release his chakra into his horns, acting as a conductor that draws in a lightning release technique up to S rank in power, absorbing it through his horns. He can then release this back as a blast or wave or even release the lightning around and through his body for a defence, holding the same power of what was absorbed.
  • Due to his bodies enhanced physical defence from the scales and tough skin she is capable of tanking all C rank and below taijutsu techniques and weapon techniques. She is also capable of dealing damage to opponents through use of her large horns, biting, stomping and kicking, as well as using her weight to ram and toss opponents into the air over several feet in distance.
Note: Can only be summoned once per battle, lasts 4 turns, no summons for two turns after he disperse.
Note: Charge and absorbing counts as one of the users three moves per turn.

3. (Kuchiyose no Jutsu: Watasumi ) - Summoning Technique: Dragon God King of the Ocean
Type: Supplementary
Rank: S
Range: Short
Chakra cost:
Damage points: N/A
Description: Watasumi is a gentle natured Quilin who when angered has a furious wrath. His entire body is an array of deep and light coloured blue tones. Like all Quilin his head has the physical features much like a Chinese dragon and he has Long azure coloured mane with platted hair like sea grass that flows effortlessly through the air, almost as if submerged by water which flows down the length of his back. He has eye lashes and whiskers extend outwards in a total length of 2 meters from the underneath of his chin. Extending from the side of his head are two horn shaped antlers made of a hard coral with razor sharp edges that extend outwards a meter long. Like with other Quilin he has a strong and tough armoured hide, adorned with pale and dark blue tones of scaled armour places, with sapphire and Green gem stones. Along the length of his back coral spines rise up evenly spread out. More hair also runs the length of his back, and up the flanks of his legs. His tail is a single long whip with three spines the shape of a trident protruding from the end. Like the rest of the Quilin he stands about 2 meters tall and several feet long.
  • Watasumi has a few unique traits of his own. First of all, he can use all water release techniques (up to S-rank) that the user knows without a source of water.
  • Having developed a unique skill, much like the cannon "wind return technique", Watasumi can release his chakra into oncoming water jutsu up and including S rank, forcing it to split down the middle, passing on either side of him as he take control of the water and redirects it at a target of his choosing. This can only be used once per battle taking up one of the users three moves per turn.
  • Another unique trait, much like other quilin, is his charge ability. Coating himself in a strong moving torrent of water, he will propel himself forwards, using the water as like a thruster, pushing him at twice a jounin ranks speed, to smash into and attack anything in a linear manor, even able to move through the air with this. This is S rank and can be used once per battle counting as one of the users three moves per turn.
  • Due to her bodies enhanced physical defence from the scales and tough skin she is capable of tanking all C rank and below taijutsu techniques and weapon techniques. She is also capable of dealing damage to opponents through use of her large horns, biting, stomping and kicking, as well as using her weight to ram and toss opponents into the air over several feet in distance.
Note: Can only summoned once, lasting four turns, no summons in the turn he disperses.
Note: All techniques he uses counts as one of the users three moves per turn

4. (Kuchiyose no Jutsu: Shanshen ) - Summoning Technique: The God of the Mountains
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Shanshen is a stocky and robust Quilin, with various shades of brown and sandy coloured patterns. He has a brown shaggy mane. Like all Quilin his head has the physical features much like a Chinese dragon but he has more plated Armor around his face than the other Quilin. Also unlike the other Quilin he does have a pair of horns, but the ends appear broken and rounded off like large stumps the size of mallets, which are strong, durable and heavy. Along his back shaggy brown hair covers its entirety with stumped spines running down his backbone. The body is covered in plated brown armour adorned by amber and onyx gem stones. His tail is fairly stocky with sharp spikes running down the length of the tail and a single massive club of rock and metal ore. His legs are also covered in a shaggy fur and his hooves clad in metal ore spikes. He is larger than the other Quilin at nearly 3 meters tall and about several feet long.
  • Being the earth Quilin he able to use all earth release techniques (up to S-rank) that the user knows counting towards the three jutsu per turn.
  • Being the earth Quilin he has a couple of unique skills of his own, the first being that of hardening his scales by releasing earth chakra through him, granting him a solid S rank earth defence. This will follow the s/w of earth release, so weaker to lightning to jutsu but allow him to tank near on any water jutsu (taking damage calculation into account). This lasts for up to 2 turns and can be used once per battle. He is known as being head strong due to the way he is known for smashing through jutsu.
  • Taking on the principles of the hiding like a mole technique that weakens earth, he releases chakra around his body that does the same thing, softening the earth as he uses his scaled body to smash through earth jutsu. This is S rank and can be used once per battle counting as a move. It will work on stuff up to 15m in size due to the force of impact he creates or on large things he can create a smaller hole for him to pass through.
  • Due to his bodies enhanced physical defence from the scales and tough skin she is capable of tanking all C rank and below taijutsu techniques and weapon techniques. She is also capable of dealing damage to opponents through use of her large horns, biting, stomping and kicking, as well as using her weight to ram and toss opponents into the air over several feet in distance.
Note: Can be summoned once per battle, lasting 4 turns, no summons in the following turn.
Note: All his techniques count as one of the users three moves per turn.

5. (Kuchiyose no Jutsu: Fengshen ) - Summoning Technique: Goddess of the Eastern Wind
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Fengshen is a Quilin that effortlessly moves around with a lot of grace and virtue. She has pale green complexion, with streaks of darker shades throughout her body. Like all Quilin his head has the physical features much like a Chinese dragon, her eyebrows flow like the wind, along with a set of red and gold whiskers that extend of the side of her face. She has the biggest set of horns than any of the other Quilin, extending from her head, two horns run down the length of her face whilst two larger ones extend out directly from her head and curve backwards creating crescents which are as sharp as the finest crafted blade. Their colour the purest jade green. The mane is a mixture of light and summer toned greens that wave through the air and down the length of her back. She has socks of hair along her legs that are braided with red bone tubes. Her hole body covered in slated armour plates, adorned with rubies and topaz gem stones. The tai extends 2 meters in length with a single tuft of fur extending out hiding a Long and sharp spine. Like the rest of the Quilin he stands about 2 meters tall and several feet long.
  • Being the wind quilin he is capable of using all wind release techniques the user knows counting towards the users three moves per turn. Being the most graceful of the quilin,
  • She uses wind release to enhance to the species unique ability to walk on grass without disturbing it, releasing wind around his body to allow him to walk or run through the air. He can move through the air passively but at a cost of a move per turn he can release wind streams from his body to move at twice a Jounin ranks speed for a quick dash to close a gap or a fast get away. The wind around his body will muffle the sound of his movements.
  • Taking this ability to the next level, Fengshen can release a powerful S rank torrent of sharp winds around his body expanding 5m around him as he propels through the air slicing all his path (following the s/w weaknesses of wind release.
  • Due to her bodies enhanced physical defence from the scales and tough skin she is capable of tanking all C rank and below taijutsu techniques and weapon techniques. She is also capable of dealing damage to opponents through use of her large horns, biting, stomping and kicking, as well as using her weight to ram and toss opponents into the air over several feet in distance.
Note: Can only be summoned once per battle, lasting four turns, no summons in the following turn.
Note: All his techniques count as one of the users three moves per turn.



Summons tied to Cannon contracts:
(Hebi Kuchiyose: Milotic) - Snake Summoning: Milotic
Rank: S rank
Type: Offensive/Defense
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Once the user bites their thumb and smears it on his tattoo and slams their hand on the ground they will summon Milotic a snake that is slightly smaller than Aoda. Milotic is a personal snake of Blake Belladonna and is able to use to use Water Ninjutsu up to S rank (counting towards the users move count). Milotic is the fastest snake in the water able to swim at great speeds ,which are just a bit slower then Lee without weights, while in the water and is also able to go into great depth of any ocean. On land Milotic can move just as fast as a normal giant snake summoning. Milotic is able to take no damage from B rank jutsus and below.
Note: Has to be taught by Blake Belladonna
Note: She stays for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract

( Kuchiyose: Nagini ) - Summoning: Nagini
Type: Offensive/Supplementary
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: Nagini is a large, green snake, roughly twelve feet long and as thick as a man's thigh. Nagini is completely loyal to Lord Voldemort. While she remained aloof, if not malevolent, to most others, she obeyed Voldemort completely. She is also shown to be very intelligent and was able to understand the concept of strategies and plans, and seemed to have understood how humans behaved. Nagini possess the same, average strength as most snakes as well as having a deadly bite. What is unique about Nagini, however is the fact that nothing is actually unique about her. Possessing no abilities of her own, Nagini is only able to use the very basic abilities generic summonings are capable of performing. What marks her from the basic summoning is essentially her connection to her master, Voldemort. If the only snake the user uses, Nagini is capable of being on the field for the entirety of an event given that she mirrors a basic snake greatly.
 
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Sinthorus

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My Custom Technology:
( Teoimeteoroi ) - Theoi Meteoroi
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 10-40 chakra per use )
Damage: N/A
Description: This is a unique generator fitted to the users chest the size of a small golf ball. From this, several wires are wrapped around the users body, two going over his shoulders joining at his back, one down each of his arms and one down each of they legs, attached to their body. This generator was specifically designed as a method to draw in, absorb, and store lightning to use it as a source for a later use. In a similar method to the absorption arm, but on a weaker scale, the user will activate the device in an instant as a lightning technique is released towards them. As it is, this lightning will be drawn into the wires and channeled through into the generator on the users chest that will glow blue. This generator has a maximum capacity of storing S rank lightning or jutsu that equilateral to S rank lightning (A rank + A rank). Once stored the user can then activate the generator, releasing the lightning from it, releasing the lightning through the wires with his chakra control to use it as his own weapon now. It can be channeled around their entire body through the wires for a quick defense or to a specific point like one of their legs, to be released with a kick or stomp, or even be released to add to another jutsu such as a water jutsu. To release the lightning it will cost 10 chakra points and count as one of the users 3 moves per turn, releasing the power that had previously been absorbed which can be done in the same timeframe as another technique. This can be done in the same timeframe as being absorbed, where the lightning passes through the generator being redistributed.

Note: Can only absorb once per turn, storing up to a maximum of S rank power. It costs a move per turn to absorb a technique using the same amount of chakra to absorb as the jutsu it's absorbing.
Note: Releasing the lightning costs of the users 3 moves per turn and holds the same power that had previously been absorbed.
Note: If the generator is damaged, it will release the lightning in an uncontrolled burst around it, shocking all within short range, equal to the rank of the lightning that had been previously absorbed.
(Boreas)
Type: Tool
Rank: A
Range: Short - Mid
Chakra: 30 chakra per use
Damage: 60
Description: This technology is a special pair of gauntlets that were designed to work with Theoi Meteoroi. They can be connected to Theoi Meteoroi through the wires that are spread over the users body. They are made of a material that grows or shrinks should the users body change shape or side, like Akimichi style techniques for example. At the centre of the gloves, around the users palm is a small generator that's light blue in colour. These can be used as a medium to draw in lightning really for the abilities of Theoi Meteoroi, drawing the lightning in through the gloves and channelling it through the wires into the generator simply being used as a medium. These gloves have their own unique trait. Through either chakra being released into them or by using the energy stored within Theoi Meteoroi from a previous use, or chakra absorbed through the Absorption arm, the user can release a burst or stream of energy form their gloves, in the form of a pushing force. This pushing force is created by the centre of the generator rotating at rapid speeds pushing outwards and the user directing it, much like the leaf dragon god technique, instead of the user having to spin to create the momentum, the workings of the technology does it for them. This can can released in mid scale linear blasts that reach up to mid range, playing on equal terms with elements. The other method of this is the user can release it as a sustained focussed stream of pushing force that they can maintain, acting like a mini wind turbine within the gloves. These abilities can be released in one of two ways. Firstly through using chakra absorbed into Theoi Meteoroi, the user can then use that to fuel the power of the gloves to save their own chakra, but only being able to release blasts or streams up to to amount of chakra they had absorbed. This can be done within the same time frame as the lightning being absorbed as its instantly channelled through the technology to create the blast. The second use is through the users chakra to power the gloves, create the rotation within the centre piece and release the wave. If this technology is powered by chakra absorbed through the Absorption Arm or the Theoi Meteoroi technology, it can be used along side other jutsu as it wont require the users chakra.

Note: One linear blast can be released per turn, counts as one of the users three moves per turn. If the user uses his chakra to fuel this, it will have the equate to the rank used (30 chakra for A rank etc).
Note: The streams can only be made up to A rank, lasting up to two turns, being used once per turn.
Custom Technology Given:

Type: Tool
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage: N/A
Description: This ninja tool was created as a means of countering other advanced ninja tools as they became more and more popular throughout the ninja world. It is a simple device, similar in size and shape to a baseball. When triggered, it will release an electromagnetic pulse from its location out to mid-range which disables any same rank or lower technological device within reason and within its sphere of influence. This means if an electrical object is within Mid range and functions via electricity, then the EMP is able to disable it. The electromagnetic pulse itself is invisible, as the human body is insensitive to it. This device will not destroy other technological items, only prevent their usage while the generator is active.
-Can be used three times per battle.
-Lasts three turns per usage.

8. (Poddo) - Pod

Type:
Tool
Rank: A
Range: N/a
Chakra: -10 per turn
Damage: N/A (60)
Description: A pod is a small mechanized support drone that accompanies the user on their travels and battles. The pod is rectangular shaped, and houses its mechanisms on the inside fueled by the users' chakra to keep it afloat as it hovers. Although unseen, the pod's inside consists of several gears and hydraulics fueled through chakra and air-intake. Furthermore, the pod consists of four small arms powered through hydraulics, two which are longer than the other and hang downward. Two of its arms are weaponized, capable of firing condensed chakra in the form of small pellets which are white in color and in rapid succession (always equates to a total of 60 damage). The other two arms are capable of grabbing onto the user and carrying them, creating a form of sustained flight. The arms are strong enough to carry the weight of three persons due to its fluid mechanics, and can be used for supplementary purposes such as lifting boulders, etc. The pod has the capability of speech, communicating with a robotic voice for comedic purposes.
-Can only be used by Cyborgs

9. (Uindorēsā X650) - Wind Racer X650
Type: Supplementary
Rank:A rank
Range: Short
Chakra Cost: 30 for activation (-10 per turn)
Damage Points: N/A
Description: Capable of extending from within the Cyborg's body, the user would bring forth two large metallics wings made of hardened aluminum. Shaped after the design and aesthetics of real eagle wings, the wings consist of sharp metallic feather like protrusions on the side. These are each sharpened like blades and can be shot towards the enemy (B rank, and can be done 4 times). In order to achieve flight, the wings are outfitted with 2 cylindrical propellers which blend into the design of the wings. These are fueled through chakra and can be caused to spin at high speeds as well as allow for sustained flight. The wings are partitioned into 3 sections, capable of turning and folding, especially when retracting back into the users’ body. Can only be used by Cyborgs and lasts up to three turns with each use. Can be used 3 times with a turn cool down in between.

10. (Kuraudojanpā GX 1060) - Cloud Jumper GX 1060
Type: Supplementary
Rank: B rank
Range: Short
Chakra Cost: 20 for activation (-10 per turn)
Damage Points: N/A (+20 damage to Leg Taijutsu)
Description: Shaped like normal heels, these shoes contain a hidden compartment within them within several machinations. Forming part of the Cyborgs body, the matte black painted heels are capable of extending their heels in a fast burst. By being equipped with a hydraulic spring as well as a compressed pump, the heels sharp extension is capable of firing the heel with great force allowing it to propel the user into the air as well as act as a method to cause some added damage in close range. Can only be used by Cyborgs and can be used up to 5 times.

11. (Orakuru RX-541) - Oracle RX-541
Type: Supplementary
Rank: A rank
Range: Short - Long range
Chakra Cost: 30 (-5 per turn)
Damage Points: N/A
Description: Four small orbs that the user can release through various parts of their body (kept within their body at all times). These small orbs are silver in color and carry very powerful mechanisms within them. Outfitted with a square shaped motherboard, a power source (500 watts), two cores, a small cylindrical fan, as well as a small interface in the shape of a smaller circle. The small orb also contains a gyroscope, and a small sonar-like monitor. The gyroscope allows the orbs to know where they are in relation to their environment as well as its height and depth. The motherboard speaks to the interface and throws out a beam, allowing it to scan the area around, feeding it back information as to the location as well as the height and depth. The two cores are easily capable of acting as the brain of the operation, processing information and relaying it back to the user telepathically through a small aerial that the user has embedded with them.

The orbs are capable of travelling up to Long Range from the user and give the user a detailed description of the environment, what is present as well as bodies in the environment even if hidden. The orbs can also be carried within the users’ body, allowing the user to be able to discern their environment when under duress or restrictions placed upon them via Genjutsu or injury. Can only be used by Cyborgs and three times per battle, lasts two turns per use.

12. (Nerozurīchi) - Nero's Reach
Type: Supplementary/Offensive/Defensive
Rank: S rank
Range: Short - Long range
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: A robotic arm, outfitted several mechanisms and gears within, powered merely with Water and Fire chakra, and steam respectively. The arm bellows steam through several pores, as it moves and is manipulated by the user. The user uses the arm as an extension or replacement of their own arm, capable of easily bringing it out for battle. The arm covers from the users’ hand all the way to their elbow and can be brought into battle, and extract itself back into the users' body through several machinations.

The arm is colored in a dark matte color, and carries all the normal specifications of an arm. Being robotic in nature, the arm is capable of spinning around 360 degrees as well as being removed. Being powered by steam through the rapid condensation caused by Water and Fire chakra, the arm can be boosted to deliver strikes at twice the users’ speed.
The arm’s fingers are outfitted with a powerful extension cables of high resistance, allowing the user to fire the fingers for use of locomotion as well as a method of fighting in close range. Through the focus of Fire chakra, the fingers can be heated to an extremely high temperature causing them to become make-shift bullets as they can be fired and retracted through the cable, and pulled back into the hand by a make-shift wheel outfitted within the bulky arm. This causes A rank Fire damage, and can be potentially dangerous in mid range.

At the center of the palm, the hand is configured with a small mechanism, in the shape of an orb. The circle sizzles and opens, unleashing heated steam (equal to A rank) after being heated within the arm for one turn at least, and usable for two turns after (then has to be done again) as well as being able to unleash streaming techniques of either Water or Fire chakra through it (within reason). Can only be used by Cyborgs and needs to be stated in biography. Can be used 5 times per fight with a cool down period in between.

Approval link: Custom Fighting Style Submission - II | Page 10 | Anime Forum (animebase.me)

Type: Supplementary/Offensive/Defensive
Rank: C rank
Range: Short
Chakra Cost: 15 (-5 per turn)
Damage Points: 30
Description: This jutsu is the base form of the Prototype fighting style where the user will turn their body to scorching steel. The user will turn their body to steel which will glow red from the heat flowing through it, without becoming molten, slightly distorting the are around the user from the heat. As the user changes their body, their skin will slowly warp as though it was mutating as their body takes on a mutated demonic form while remaining their human form (cosmetic). From here, the form will be passively maintained as the user pays 5 chakra per turn. This form allows the users body to be immune to C rank physical jutsu and below without breaking it (Following s/w of steel). Should a living being make physical contact with this form, they will receive and addition 10 damage from burning damage of the form, not counting as a boost.

Things to submit:

https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-30#post-20973109 - steel release forest

https://animebase.me/threads/custom-fighting-style-technique-submission.764490/#post-21849434 - cfs impact

https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-58#post-21308386 - Gen emotion concept

[/spoiler]

Custom tech:
New

(Zephyrus)
Type: Tool
Rank: B-S
Range: Short - Long
Chakra: (20-40)
Damage: (40-80)
Description: This technology was created to make use of jutsu absorbed through the users Absorption Arm or the Theoi Meteoroi technology. This can be be activated in two ways. Firstly the user can fuel it with their chakra. Secondly they can use the chakra of techniques absorbed through aforementioned technologies. This technology takes the form of six plates on the users back connected to their own generator. This generator will be connected to the Absorption Arm and Theoi Meteoroi through fine wires.

When this technology is activated through either method, the plates on the users back will detach themselves forming a star shape behind he user, revealing the generators within. The chakra provided powers these generators to create pure beams of energy, similar to that of chakra blade technology, but in a focussed beam form. Six beams are created which and be fired at different targets though their power will be divided equally.

Should the user use the chakra that is absorbed through other technology, the power of the beams will be proportional the chakra absorbed and/or stored. Should the Theoi Meteoroi absorb A rank, the beams from Zephyrus will be A rank in damage. The maximum damage being S rank (40 chakra). When using chakra absorbed by technology, the user can make use of Zephyrus along side other techniques.

The second method is that the user can fuel this with their own chakra to power the technology, using the chakra equal to the rank of damage they wish to put out (A rank = 30 chakra etc). Alternatively, rather than fire the beams of energy, the plates can release the energy around themselves to create a shield for a single turn, which the user can use to block jutsu. With this the shield they form is enough to make a shield the size of the user's body.

Note: This can only be used 4 times per battle with S rank only being able to be used twice, once every 2 turns.
Note: A rank can only be used once per turn.

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Mission start:

- Rebuilt your strength after a near death experience (D)


 
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Sinthorus

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Messages
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Kumi
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Bio template
[


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B a s i c / I n f o r m a t i o n

Name: Drizzt Do'Urden
Nickname: Drizzt Do'Urden
Age: 40
Gender: Male
Clan:


A p p e a r a n c e

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Drizzt Do'Urden stood about 6′4″ tall and weighed about 200 pounds being muscular with his physic His handsome features were sharp and well proportioned and, like other drow, Drizzt's skin was black and his stark white hair was long, thick, and flowing. His eyes were a lavender hue and seemed to glow fiercely when he was angry or determined this made him look different from his fellow common elf looking different and having his trademark eyes within his clan.

When it came to battle, Drizzt normally wore a forest-green cloak that was given to him by his father after they completed his ranger training within the clan when he was young alongside this he wore high black boots, and a necklace attached to a white unicorn head, the symbol of his goddess, Mielikki, the goddess of rangers. The robe covers his entire body. He has a hood on the back that can come up and cover his face, It's the type of fabric in the hood that he can see out of but stops others from seeing his facial expessions. It helps gives the element of surprise and people can't always see where his eyes are so they don't know who his next target is. He can be seen to have two elven longswords though his are shaped as scmitars (making no different in the size but just the shape of the swords and bow), which are situated on each hip, which combine to make his custom weapon his bow (submitted as a CW for the clan, he always carries this).

P e r s o n a l i t y
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Drizzt Thoughtful and sensitive to others, Drizzt held himself to the highest ideals but didn't expect the same of others. He credited Others within his home land for imparting cultural awareness and tolerance upon him, noticing his talent and voice now to carry a bit of weight around the clan. Ever alert for treachery and danger, he spoke little but was apt to be polite (if terse) in his dealings. A perfectionist who yearned to be accepted into places and groups and to make friends widely, Drizzt was haunted by the danger he brought to those he befriended, thanks to the scrutiny his other foes that he made over the years and his rivals among his clan that tried to match him;Those he met perceived him as having a grim manner.

In his later years, Drizzt's goal was perfection of the body with his blades in battle, Drizzt did not want his god to dictate his actions; he had to agree with those actions himself which he then decided to shape the world how he saw fit making it pure for everyone to live peacefully within and one with nature.

He had a particular fondness for The hunt he loved the beatuty and considering the hunt an art form he took a perfection to which made him very useful to keep his clan hidden from many ninja over the years. and though his clan was rich, wanting to have more and one day match his elven overlords of his clan and having many trophies for his house that he has in Lothlorien. One of his many goals was to fill his treasure room with many artefact's and his trophies he takes after his battle.
Village of Birth
Gondolin
V i l l a g e & C h a k r a I n f o
WSE Clan
Tsumi
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R a n k // C h a k r a ⬗ I n f o r m a t i o n

Chakra
1600
Rank
Jounin
Health
160
Specialty: Apex Handseal (Holy Fire) Single Handseal (Fire) Apex Tracking Specialist Chakra Fortification (Holy Fire) Mind's Keen Eye Apex Speed Resistance
E l e m e n t s
Water Release
Earth Release
Fire Release
Wind Release
Lightning Release
Holy Fire Release
Caramel Release
S k i l l s
Ninjutsu
Genjutsu
Taijutsu
Fuuinjutsu
Kenjutsu
Intent Sensing
Imperfect SM
C F S
N/a
S u m m o n i n g s
Toads
Monkeys


C u s t o m s
[X]
A t t r i b u t e s
Mind: 8
Body: 5
Spirit: 2
Agility: 5
Dexterity: 5
Vitality: 0
Total: 25

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"Everyone thinks of changing the world, but no one thinks of changing himself."
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History
About 40 years ago in the Land of Gondolin, the Elves had lived in peace for many years since the fall of Morgoth. During this time a young elf by the name of Drizzt, was found outside a small settlement to the far north in the Land of Fire, and it was made during what would later be known as the Second Age of the Noldor. During the Second Age, Drizzt a young and vigorous elf and rasied by his adopted father who together and trained together eventually enlisting in the rangers of the settlement learning how to further his skills for the glorious hunt. Recently Here in Greenwood his home settlement a new leader claimed his inheritance and later inherited the title of King of the Woodland Realm, King of the settlement to the north. He was very intriugued and one day wanted to meet this elf.


At the beginning of Thranduil's reign, the Woodland Realm encompassed almost the entire northern forests of the Land of Fire, but as time passed the shadow of the ninja world and those with ill intentions advanced, and the Greenwood grew dark and became known as Mirkwood to the other elves. It became infested with ninja, people and creatures with ill intentions. Soon Thranduil was forced to retreat and leave Mirkwood behind following the settlements rangers Drizzt, traveling south to the home of the elves, Lothlorien. During his first time in Lothlorien, Drizzt kept to himself he only went outside his house deep within Lothlorien forest.

After so 8 years of serving in the rangers Drizzt became bored in missions and retreated into his forest which was north he kept no contact with his clan at all keeping him self isolation from everyone training himself into mastering all the basic elements and ninjustu becoming a master in kenjustu and his archery. In this forest he met a cougar that was severely injured as it was hunted using traps that Drizzt deeply hated and scoffed at using on prey such as animals as it was an unholy hunt he healed its wounds the best he could caring and tending to the wounded cougar eventually making a bond with the creature and then travelling the forest with him and both becoming very territorial with eachother. Upon travelling back to his homeland 5 years later his pet was killed by a human this made Drizzt harbour a deep hatred for all humans no matter their situation unless it conflicted with his goals he true goal was to attain purity for the NW and lead the elves into being mighty again​

To be continued...

Other
Weapons/technology

Kyohaku Kasai | Star Fire

Type: Offensive/Supplementary/Defensive

Rank: S (C-S)

Range: Short-Long

Chakra: (15-40)

Damage: (30-80)

Description: The Noldor, also know as the Elves, have always loved to live within their ancient forest which they felt at one with. Over the years bows were developed but always forged using the holy fire to infuse them with their chakra. They were now made of chakra steel, so as to not drain all the trees of their power. But a few unique traits were added:


Blades: The bow is made out of two, one handed swords that link together to form the bow. They were forged first with the holy fire purifying the steel, and make them so they are more adaptable to the elves element. Each blade is a foot and a half long that curves as it gets towards the point to create the shape need to form the bow. Much like the bow itself, these blades can be infused with the Silmarilis (holy fire) which cause them to glow with bright flames as they are covered in the element. The strength of this light is dependent on the amount of chakra put into the blades. To put chakra into the blades it counts as one of the three moves per turn. This chakra can be released in a wave like the samurai techniques, going in a straight line up to long range. Releasing the wave counts as a move per turn, and will causes the swords to no longer be infused with the silmarilis as all the chakra would have been released from them.


Bow: The swords can be on either side of the waste, or on the users back in an X shape or already locked in their bow form ready to use. This bow has no string but is formed from the users energy when they hold it, flowing out of their body to create the string. This making it useless to all that are not part of the clan. The arrows for the bow are made up of the Silmarilis (holy fire) in a focused form to create an arrow. The more chakra the user puts into the arrow the stronger it will be and the more devastating the impact. The arrows pierce, and hit their targets, then explode outwards into a burst of light, which can leave craters from the release of energy. The user can fire up to 3 arrows at once to hit different targets, but each arrow counts as a move per turn consuming chakra. Can only make one arrow A rank and above per turn.


Note: Can only be held by clan members as the weapon will burn the skin of others

Note: The weapon takes S rank to destroy and if one sword is destroyed the bow can't be formed.

Note: The power behind the abilities corelatates to the chakra. So for a C rank arrow, it costs 15 chakra and does 30 damage. And will be treated as so. Same for covering the swords in chakra and releasing the waves. S rank versions of the abilities can be used 3 times with two turns between each use, this total is for all S rank, both sword and bow.

Note: Combining the swords to make the bow or detaching them counts as a move per turn

Note: Waves and arrows B rank and below can only reach mid range


(Zenyatta Kyutai) Zenyatta Orbs
Type: Tool
Rank: S
Range: Short-Long
Chakra Cost: N/A
Damage points: N/A
Description: Special drone Orbs created by a Monk named Zenyatta. These Orbs are created out of an unknown chakra metal and filled with Zenyatta's chakra. The user will have six orbs that hover near the user or that can be warn like a large necklace. The user can freely manipulate these orbs through an attached transceiver connected behind the users ears. They supply their own power source within them via batteries. Depending on the type of orb used, they will create a link to a target glowing yellow for Harmony or purple for Discord. This link will supply a different effect to a target depending on the type of orb used.
Orb of Discord: Amplifies any amount damage the target takes by 30 additional damage. This doesn't cause damage, only increases the amount of damage a target receives.
Orb of Harmony: Slowly restores 15 health to the target per turn when wounded, or reduces the amount of damage they take by 30. Only one effect can be in place at a time.
These orbs can be directed to a target within a mid-ranged area. Once within short range of the target they will connect to the target and remain attached, even if a target moves to long range. They can be countered with B-rank lightning or A-rank technique, causing them to return to their owner. A-rank lightning or S-rank technique can destroy the orbs indefinitely.
Note:
-Discord Orbs last 3 turns per use, require a two turn cool down and can only be used three times per battle/event
-Harmony Orbs last 3 turns per use, require a two turn cool down and can only be used three times per battle/event
-A target can only be targeted with a single orb at a time.
-Can only be taught by Serpent


(Kaihou Kasugai) Automated Clamps
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent




( Abusōbu Ude ) - Absorption Arm
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 40 chakra per use )
Damage: N/A
Description: A cyborg attachment to the user's body, the user has a robotic limb that allows for him to create spheres of energy that are capable of absorbing chakra up to S rank level. These spheres are capable of dealing brute force on impact as well, growing to large heights, up to 4 meters in radius. Starting at roughly rasengan size, these spheres grow proportionally to the size of the technique absorbed. Normal Ninja are able to make use of one of these devices via specialized gloves that allow them to absorb 1 Ninjutsu per turn up to S rank while Cyborgs have these attachments and are able to absorb up to Forbidden powered attacks and 1 from each arm per turn.
Note: Can be used a max of 3 times for Ninja and 6 for Cyborgs.
Note: Cyborg can have up to 2 Absorption Arms.


( Mikagami Dorōn ) - Mirror Drone

Type: Tool
Rank: A
Range: Short - Long
Chakra: 30 Initial Cost (-10 per turn)
Damage: N/A
Description: This Scientific Ninja Tool is a disk-shaped drone that can be controlled remotely with chakra to fly and attack. The user can have up to four drones which he can use to fire Jutsu Bullets from that are strong enough to render a target unconscious and move at comparable speed to Lightning jutsu. These drones are able to be used up to long range, or one landamark adjacent to the user's location.
Note: User can only have 2 max. Cyborg bios can have up to 4, either counting as 1 slot.
Note: Once deployed, Mirror Drones last up to 8 turns before their battery dies, requiring a break of the same amount of time before they can be used. Cyborg bios have double the using time for half the charging time ( only 4 turns to recharge battery).

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Workshop stuff:
(Koton: Ken-gyakujou ) - Steel release: Blade frenzy
Type:Attack/Defense
Rank: A
Range:Short-Long (made short)
Chakra:30
Damage:60
Description: once the user has turned his body to steel he can use this jutsu. The user will capable of releasing a storm of razor blades from his body in any direction or all directions. It can be head on or all around him or jutst a steam of razor blades from his hand all made of steel. This can be for attack or defensive purposes, but the total power of it is A rank no matter the number made. But the main part of this jutsu is a variation of a steel clone. The user will become one of the steel blades that is shot out leaving a steel clone of himself in his place, almost like a replacement jutsu while he travels as one of the razor blades that is shot at the speed of an arrow. At any point the razor blade will grow at a rapid rate taking the form of the real user once more with a steel body. The user can choose to shoot the blades without being one of them.

Note: Usable thrice per battle
Note: Only fire, earth and steel can be used in the turn this is used
Note: Body must be turned to steel to be able to use the clone replacement part.


Updating to:

(Koton: Ken-gyakujou ) - Steel release: Blade frenzy
Type:Attack/Defense
Rank: A
Range: Short-Long (made short)
Chakra:30
Damage:60
Description: The user can turn their body to steel or when the user has turned their body to steel he can use this jutsu. Through this technique the user will capable of releasing a storm of razor blades from his body in any direction or all directions. It can be head on or all around him or just a steam of razor blades from his hand all made of steel. This can be for attack or defensive purposes, but the total power of it is A rank no matter the number made. These blades can be released as a burst from the user's entire body or through body movements.

But the main part of this jutsu is a variation of a steel clone. When the user releases a stream of of blade's from their body, the user will become one of the steel blades that is shot out leaving a steel clone of himself in his place, almost like a replacement jutsu while he travels as one of the razor blades that is shot at the speed of an arrow. At any point the razor blade will grow at a rapid rate taking the form of the real user once more with a steel body. The user can choose to shoot the blades without being one of them. The steel clone will remain until destroyed being capable of using steel release techniques A rank and below and taijutsu.

Note: Usable Four times per battle. The steel clone version can be used once per battle.
Note: Only fire, earth and steel can be used in the turn this is used

Rank: B-S
Type: Supplementary/Attack/Defence
Range: Short - Mid
Chakra Cost: 20-40
Damage Points: 40-80 (+20 to taijutsu)
Description: This jutsu is based of the basic steel release jutsu, where the user will release more chakra from their body to create steel constructs. But instead of creating the pillars and such, this creates more steel surrounding the users body parts giving the impression that that body part has grown. For example, if the user uses this on their arm, it would look like their arm had grown to a desired size made of steel, similar to akimichi jutsu but through steel creations. This maximum size of this is to reach up to mid range (15m) and be to scale in all other aspects. The user can choose to use this on a single body part or multiple, like both his legs ect, or one arm and one leg or just his chest. The user will need to describe this when using this jutsu and must follow logic. Though the size is increased the user is able to manipulate this as though it was still his own arm due to his chakra being in the construct surrounding his body part. This also acts a an armor of sorts being a solid form of A rank steel surrounding the user.

Note: Useable 4 times

[Coming from Here]

Custom element Japanese name:

Custom element English name:
Arkenstone

The element is based on: Earth+Fire+Yang

Facts that prove the element to be possible (in the manga context):

Arkenstone is made up of the user combining their earth and fire release to combine and compress all minerals and metals within the earth to create this unique compound. With each metal and mineral reflecting light differently, this mental's appearance seems to resemble the image of a galaxy. This element is possible in a similar manor to steel release how it can draw on carbon and iron within the earth to forge steel through the use of fire and earth release.

How it works:

Due to the various minerals infused into the metal, when the surface of Arkenstone reflects light, it gives off a look that resembles a galaxy where the surface is dark with various light shining from it (though not enough to blind). This unique element can be made from the ground or the users chakra much like with other elements and due to Yang aspect, will cost more chakra to perform the techniques though have higher damage than jutsu of the same rank. This element in its use will act a lot like the cannon steel release in that it is a solid metal the user can create from the groud, their body or even their chakra.

What makes this element unique is the way Yang influences it. First of all, the metal will be semi sentient where it's negative effects will only target those who are enemies to the user. With this semi sentience it will be able to lock onto its target making avoiding it nearly impossible.

The true power of Arkenstone is the Yang energy that resonates from it constantly. This works in the same manner as how radiation is constantly released from elements such as Uranium (though this element is not radioactive). This resonating wave pulses around the metal disrupting Yin chakra signatures. What this means is, on contact this aura will prevent any Yin tethers and similar abilities from attaching to the user's chakra. Should Arkenstone be formed within short range of the user or their allies, it can disrupt spiritual chakra signatures of the same chakra level and below. This would include techniques such as Genjutsu or Yamanaka techniques.

The true power comes from making contact with enemy foreign chakras. Upon contact with an enemy, the Arkenstone would drain the target's vitality. In this RP this would be similar to "Yang Release: White Tiger". It would drain the target's chakra and cause them to use more chakra to perform techniques for up to 2 turns (Levels to be based on rank used in the customs), as well as reducing their speed as their physical prowess is drained by the stone.


Jutsu Usage Examples:

Conditions to be able to use it:
Must have Yang, Earth and Fire release.

Is weak to: Neutral to all

Is strong against: Neutral to all

Co-creator:

Students I passed this custom element on too: ? & ?






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B a s i c / I n f o r m a t i o n

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Name: Azriel

Nickname:

Age: Unknown

Gender: Male

C
lan: Hyuuga/Steel

A p p e a r a n c e

Azriel is a young individual, looking to be in his early 20's though his age is unknown. Standing 6 feet tall with a slim, toned build, Azriel seems to have the perfect athletic build. His hair is one of his defining traits as it has a silver white tone to it, which seems to flow with his outfit, and his piercing white eyes, a signature of a member of the Hyūga clan. For clothing he is mostly seen in his white robes and cloak, fashioned with tradition samurai armaments, with gold chains holding his cloak in place. On his waist is a traditional katana with minimalistic details, though its blade is often stained with blood. Across his back is his tradition staff, the relic of his father's steel clan, though not much is known of it.


P e r s o n a l i t y

Azriel is a curious individual as he doesn't remain in one location for extended periods of time, avoiding personal attachments as they only lead to suffering. When people he does interact with others, he's a calm calculated individual who takes his time in assessing situations for the most efficient outcome. Though, on occasions he's been noted to lose all sense of who he is and succumb to his rage, though these occasions are few and far between. For the most part, Azriel enjoys relaxing, drinking, and honing his skills with his blade and staff. To maintain his drinking funds, he took to being a blacksmith using his steel release for profit.


Village of Birth
Unknown
V i l l a g e & C h a k r a I n f o
WSE Clan
Historia
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R a n k // C h a k r a ⬗ I n f o r m a t i o n

Chakra
2600
Rank
Jounin
Health
160

Specialty: Apex Handseal (Steel) Sustainment Specialist Advanced Tracking Specialist Yang Mind's Keen Eye Staff of Asclepius

E l e m e n t s
Water Release
Earth Release
Fire Release
Wind Release
Lightning Release
Steel Release
Gun Powder
Liquid Indium
Polystyrene
S k i l l s
Ninjutsu
Genjutsu
Taijutsu
Fuuinjutsu
Kenjutsu
Byakugan
Gentle Fist
Yang
C F S
Staff of Asclepius
Prototype
Machinery
Kazeshini


S u m m o n i n g s
Thorny Dragons
A t t r i b u t e s
Mind: 6
Body: 5
Spirit: 5
Agility: 5
Dexterity: 4 (+1)
Vitality: 0


Total: 25

S p e c i a l i t i e s


Apex handseal
You can perform techniques of the skill you chose to specialize in without the usage of handseals, though you must still perform complimentary and logical body movements related to the technique. This applies even if said jutsu does not have specific movements detailed in its description.(steel)


Sustainment Specialist
You can sustain creations and Jutsu of a field without limiting yourself, such as the use of S rank Earth Golem and allowing it to exist without sustaining it via chakra per turn. This is done by adding 1 handseal to the necessary total. This can be applied towards Elemental Jutsu, Adavnced Ninjutsu, as well as other fields one can specialize in where logical.



Advanced tracking specialist
Your tracking capabilities become more advanced, allowing you to have x2 tracking speeds. This allows him to physically track faster movement without chakra sensory.

Yang Specialist
Users will gain heightened vitality translating to 1000 chakra increase to their natural reserves. As well, they are immune to recoil damage from techniques that cause it like Forbidden, though they still succumb to the jutsu's other subscribed affects.

Mind's keen eye
Genjutsu of any type, other than MS-level or those cast by Kunino, appear 'flawed.' This means that regardless of the caster's expertise or perfection, there will be some kind of tell within the illusion that is very obvious; such as a visual illusion appearing like static on a television, a smell being off, or a sound not making sense.

Staff of Asclepius
Through years of training, those who specialise this style would have mastered their chakra control needed in using gentle fist techniques through a medium such as a staff with such precision. Due to this level of mastery, those who specialise in this style would gain a +1 rank (20 damage) bonus to their Gentle Fist techniques that are not used through a medium, as they would use the same level of enhanced control but without the need of exerting it through the staff.



History

Azriel was born to the Hyūga clan several years ago but to one of the branch families that not many knew of, though he never knew his father. He left the clan's home before he had quite mastered his clan's abilities and decided to go traveling around the world. There was something he was missing that was out there for him and he wasn't going to find it being sat in the village hidden in the leaves. When he went to leave his sister who was a year older than him asked him to to take her with him as she wanted a chance to see the world. After much deliberation he decided to take her, it would be nice to have the company in the long run. And so one evening they sneaked out of the village and headed out on their adventure to see the great ninja world.

For years they travelled, seeing distance lands and villages, experiencing new foods, it was brilliant, even more than they expected. After much of this they decided maybe they should head home to see their parents and that's when it all started to go wrong. They ended up in the land of grass on their way home, which was the home to the Noldor, but little did they know that there was a group called the Rebels who were trying to take control. They set up their camp one night on the borders to the forest, in the middle of the night, Azriel woke to hear something in the distance, with his sister fast asleep, he got up and went to investigate, she would be safe the out of the way. After half an hour of searching he heard a scream, his sister! He rushed back as fast as he could and when he got there, he broke down, his sister lay with a blade protruding from her stomach, he screamed out here name begging her to stay with him and just before she passed, she said one word, "Zerra".

He screamed out in agony at the loss of his sister, blaming himself when the Rebels appeared before him. He asked them through gritted teeth, spear in hand, who was "Zerra"? The told him, Zerra was a rogue ninja who they were hunting, and it was him that had killed Azriel's sister. It was then that Azriel joined the Rebels and swore to kill Zerra. The hunt was on. They hunted Zerra to edge of land of wind and when they got there, he was with one called Niathria. The fighting began and Azriel didn't hold back, it was when he was about to kill Zerra from behind while he was distracted by the Rebels that Niathria caught his spear stopping his attack asking him why he was doing this. Azriel screamed about it being revenge for his sister and that Zerra would die for what he did. It was then that Niathria told him that Zerra was trying to save his sister and it was he that gave her life for him telling him to run. Then they were set on by the Rebels that betrayed them. In that moment Azriel's true power came forwards as he slaughtered all the Rebels as they tried to run. After the fight he tried to say sorry to Zerra but he just shrugged it off like he didn't care that Azriel had just tried to kill him. It was at the moment that Azriel decided to join them on their travels.


Azriel Arrives on the Island
Having wondered the world for a few years, Azriel sought out his own answers from his past, sailing around brought him to the water archipelago. Upon his arrival the island seemed strange, a heavy mist lay upon it giving it a gloomy look. As he ventured onto the island, he soon encountered several wild beasts that saw him as their name meal, driven mad by the mist they attacked him. Thanks to Azriel's all-seeing white eye, he was able to easily evade and defend himself without taking a single scratch from the beasts. From here he looked around and could see there was life on the island, making his way to it, he found an old mining facility. It would seem as though this was where the population of the island resided, this would also be where his next adventure would begin.

Azriel and Kaizen form an alliance
Upon venturing down into the mines two strange individuals seemed to catch Azriel's eyes and that of another. In the corner a monk was watching the two men also. Azriel made his way to the man who would reveal himself as Kaizen, a monk from the fire temple, he believed the two men were responsible for its destruction. From here they tried to gather more information from the pair, but it would soon erupt into a fight in such a closed space. After a short exchange, the two men tried to bring the roof down on the people along with Azriel and Kaizen. Azriel acted using his unique skills in steel release to protect the people, holding out until all the civilians had escaped, upon the last person leaving he passed out of exhaustion. It would be in this moment that a new ally would reveal themselves. Kaizen through his own unique skills managed to finish what Azriel started, holding up the roof and saving Azriel's life. From here the two would form a new alliance of sorts.

Gathering Information
After a short talk, Azriel and Kaizen agreed to pursue the two men to try and reveal the answers to their questions. With it they would find a small camp outside the mines with a few sentries guarding it. They made a plan, setting traps and Kaizen would act as the distraction to draw out most the guards while Azriel made a quick entry, gathering what information he could and escaping to rendezvous with Kaizen. Looking through the information it would seem as though there was a large operation going on the island and the mist was these bandits doing. It was all a way to keep the people subjugated and under their control. They would have to do something about this.

Taking the fight to them
Having put their plans in place, Azriel and Kaizen headed to the location they found to be the main base of the group of bandits. From here they began their attack. Kaizen would start with his aerial assault with the help of his Giant hawk while Azriel took his steel titan form and attacked directly aiming to strike down the very base itself. The fighting was intense. Kaizen would go on to find one of the bandits who had mentioned the fire temple but that was indeed a dead end, he was only boasting to try and gain credit for their group. Kaizen would put an end to his mouth of lies once and for all, in the process meeting a new ally, a treasure hunter called Nate who prove a valuable ally in the fight. From here Azriel would encounter the leader of the group, in a tremendous fight, which, with his planning, he managed to overcome his foe. Just when it would seem they had won, it would seem that a new foe appeared, one stronger than they had ever imagined. Sephiroth arrived, ended the bandits' lives explaining how he had no use for them before fading into nothing. Gone as quick as he'd come.

A Clan Is Born: Historia
After the fighting was done, Azriel's work wasn't. He decided to change the lives of the people within the mines. Using his remaining strength he would change the shape of the island, bringing the mines to the surface while creating a wall around them and sealing the mist, creating a new village for the people of the island, creating a new start. From here he would proceed to explain everything to them and ask for their forgiveness for the trouble they had caused. The people forgave them without a second thought thanking them for everything and welcoming them as part of the village. This would be the home to Historia.
A World Shaking
Aziel had lived 2 in peace, hidden within the world avoiding attention. This was working well until the world shook to the very core, throughout the entire lands. He tried to seek answers in though it came with risks. He found himself in lethal danger. Having spied on a group of outlaws, he found himself hunted, having to kill those who hunted him, burying them in the sands. He travelled east through the poppy fields trying to move past it all, though was attacked by an unknown assailant. He had to fake his own death to escape though it was by pure luck he survived. The workers of the fields found his near lifeless body and helped him return to full health. From here he headed to the eastern world searching out the great smith.

Other


Weapons

Staff of Fëanor
Type: Weapon
Range: Short
Rank: S
Chakra: +10 to steel jutsu
Damage: N/a
Description: The staff was forged by a smith from long ago, Fëanor, one of the first known steel users. Being such a gifted user of steel he made an excellent smith as he could find the perfect ratio of iron to carbon to create the strongest tempered steel. This weapon was personal to him, and so he forged it infusing it with his own blood, using the iron within to create the steel to have his chakra within it. The staff draws on the user, causing them to use an addition 10 chakra for their steel jutsu, but due to this the user's steel techniques gain a +20 damage bonus/+1 defensive rank if a technique without a damage value.

The staff being made of steel allows the user to use it as a source for steel jutsu. The staff can be passively manipulated by a steel users to alter its shape to form unique weapons. They can change the end into a blade for the use of kenjutsu attacks or even reshape it into a fan or spear. This costs 5 chakra to reshape.

A unique ability of the staff is known as "Gothmog". With this it will seem as though blades of steel are peeling away from the staff itself, fuelled by the users chakra (40). With this the user creates a swarm of thousands of steel blades that they control through movements of their staff. These blades can be used for attack or defence being S rank in strength (80 damage). The user can create anything from swarms of slicing blades to even line the blades together to create shields or platforms as long as they remain in contact with the staff to do the motions. This lasts up to 3 turns max. Controlling the blades after the first turn counts as one of the user's three moves per turn. It costs 40 chakra to activate Gothmog and then drains 10 chakra per turn to maintain the control of the blades.


(Kamikorosu: Katana) – God Slayer: Sword
Type: God-Slaying Artifact
Rank: C-Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: A curved blade of extreme quality, the Katana is a favoured weapon of the inhabitants of the Iron Peninsula, now forged as a God-Slaying Tool. Being roughly 2.5ft in length from tip to guard, it is a deadly instrument of precision, especially in the hands of a master. This weapon was forged for Azriel; because it is a product of certain Atavistic techniques it is bound to his soul, its anti-Divinity properties are able to pierce the defences afforded to Divine enemies in the Ninja World. This does not confer a God-Slaying Tool the ability to defeat properties of Anutu or its sub-components; it is specifically targeted against Divine enemies in the Ninja World and the Divinity that they possess. With proper focusing and enhancements perhaps this weapon can become even stronger.

Defender: The bulk of a team's defence, acting in tangent with medics to provide maximum protection for their team.

Guardian of Humanity (Passive): Defender Specialists reduce all damage taken by 30 points. This mitigation can be stacked with one other source of damage mitigation.

Sentinel (Passive): Defender specialists share the damage reduction provided by Guardian of Humanity to all allies within short-range of their position.

Entrenched (Active): Defenders can entrench their position, erecting a barrier from their God-Slaying Tool up to 10 meters around their position. The barrier can absorb 220 points worth of damage from all sources that directly pass through the barrier. However, techniques that do not interact with the barrier can still penetrate it.



Technology

( Teoimeteoroi ) - Theoi Meteoroi
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 10-40 chakra per use )
Damage: N/A
Description: This is a unique generator fitted to the users chest the size of a small golf ball. From this, several wires are wrapped around the users body, two going over his shoulders joining at his back, one down each of his arms and one down each of they legs, attached to their body. This generator was specifically designed as a method to draw in, absorb, and store lightning to use it as a source for a later use. In a similar method to the absorption arm, but on a weaker scale, the user will activate the device in an instant as a lightning technique is released towards them. As it is, this lightning will be drawn into the wires and channeled through into the generator on the users chest that will glow blue. This generator has a maximum capacity of storing S rank lightning or jutsu that equilateral to S rank lightning (A rank + A rank). Once stored the user can then activate the generator, releasing the lightning from it, releasing the lightning through the wires with his chakra control to use it as his own weapon now. It can be channeled around their entire body through the wires for a quick defense or to a specific point like one of their legs, to be released with a kick or stomp, or even be released to add to another jutsu such as a water jutsu. To release the lightning it will cost 10 chakra points and count as one of the users 3 moves per turn, releasing the power that had previously been absorbed which can be done in the same timeframe as another technique. This can be done in the same timeframe as being absorbed, where the lightning passes through the generator being redistributed.

Note: Can only absorb once per turn, storing up to a maximum of S rank power. It costs a move per turn to absorb a technique using the same amount of chakra to absorb as the jutsu it's absorbing.
Note: Releasing the lightning costs of the users 3 moves per turn and holds the same power that had previously been absorbed.
Note: If the generator is damaged, it will release the lightning in an uncontrolled burst around it, shocking all within short range, equal to the rank of the lightning that had been previously absorbed.


(Boreas )
Type: Tool
Rank: A
Range: Short - Mid
Chakra: 30 chakra per use
Damage: 60
Description: This technology is a special pair of gauntlets that were designed to work with Theoi Meteoroi. They can be connected to Theoi Meteoroi through the wires that are spread over the users body. They are made of a material that grows or shrinks should the users body change shape or side, like Akimichi style techniques for example. At the centre of the gloves, around the users palm is a small generator that's light blue in colour. These can be used as a medium to draw in lightning really for the abilities of Theoi Meteoroi, drawing the lightning in through the gloves and channelling it through the wires into the generator simply being used as a medium. These gloves have their own unique trait. Through either chakra being released into them or by using the energy stored within Theoi Meteoroi from a previous use, or chakra absorbed through the Absorption arm, the user can release a burst or stream of energy form their gloves, in the form of a pushing force. This pushing force is created by the centre of the generator rotating at rapid speeds pushing outwards and the user directing it, much like the leaf dragon god technique, instead of the user having to spin to create the momentum, the workings of the technology does it for them. This can can released in mid scale linear blasts that reach up to mid range, playing on equal terms with elements. The other method of this is the user can release it as a sustained focussed stream of pushing force that they can maintain, acting like a mini wind turbine within the gloves. These abilities can be released in one of two ways. Firstly through using chakra absorbed into Theoi Meteoroi, the user can then use that to fuel the power of the gloves to save their own chakra, but only being able to release blasts or streams up to to amount of chakra they had absorbed. This can be done within the same time frame as the lightning being absorbed as its instantly channelled through the technology to create the blast. The second use is through the users chakra to power the gloves, create the rotation within the centre piece and release the wave. If this technology is powered by chakra absorbed through the Absorption Arm or the Theoi Meteoroi technology, it can be used along side other jutsu as it wont require the users chakra.

Note: One linear blast can be released per turn, counts as one of the users three moves per turn. If the user uses his chakra to fuel this, it will have the equate to the rank used (30 chakra for A rank etc).
Note: The streams can only be made up to A rank, lasting up to two turns, being used once per turn.


( Abusōbu Ude ) - Absorption Arm
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 40 chakra per use )
Damage: N/A
Description: A cyborg attachment to the user's body, the user has a robotic limb that allows for him to create spheres of energy that are capable of absorbing chakra up to S rank level. These spheres are capable of dealing brute force on impact as well, growing to large heights, up to 4 meters in radius. Starting at roughly rasengan size, these spheres grow proportionally to the size of the technique absorbed. Normal Ninja are able to make use of one of these devices via specialized gloves that allow them to absorb 1 Ninjutsu per turn up to S rank while Cyborgs have these attachments and are able to absorb up to Forbidden powered attacks and 1 from each arm per turn.
Note: Can be used a max of 3 times for Ninja and 6 for Cyborgs.
Note: Cyborg can have up to 2 Absorption Arms.


( Mikagami Dorōn ) - Mirror Drone

Type: Tool
Rank: A
Range: Short - Long
Chakra: 30 Initial Cost (-10 per turn)
Damage: N/A
Description: This Scientific Ninja Tool is a disk-shaped drone that can be controlled remotely with chakra to fly and attack. The user can have up to four drones which he can use to fire Jutsu Bullets from that are strong enough to render a target unconscious and move at comparable speed to Lightning jutsu. These drones are able to be used up to long range, or one landamark adjacent to the user's location.
Note: User can only have 2 max. Cyborg bios can have up to 4, either counting as 1 slot.
Note: Once deployed, Mirror Drones last up to 8 turns before their battery dies, requiring a break of the same amount of time before they can be used. Cyborg bios have double the using time for half the charging time ( only 4 turns to recharge battery).

Picture
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Background

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Dropping/updating: https://animebase.me/threads/azriel.782367/post-22115993
Yang Purchase: https://animebase.me/threads/kumi-exchange-center-2-0.780607/post-22118674
Added new CW​

A t t r i b u t e s
▸Mind: 7
▸Body: 5
▸Spirit: 5
▸Agility: 6
▸Dexterity: 6
▸Vitality: 3

Specialty:
Apex Handseal - Wood
Yang
Apex Tracking Specialist
Mind's Keen Eye
Sage Mode Mastery (Passive SM)
Speed resistance

Speed: 12
Tracking: 14 x (2.5 + 4) = 91
 
Last edited:

Sinthorus

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Joined
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Kumi
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( Biju Kontorōru ) - Tailed Beast Control
Type: Skill
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The One-Tailed Tanuki known as Shukaku was once part of an entity called the Ten Tails but now resides within a sealing formula marked on a vessel. This seal, known as the Imperial Desert Seal, can allow the Jinchuriki to gain the abilities of the Tailed Beast in varying levels, depending on his own mastery and connection with the beast. As more experience and control is gained, new skills awaken, each maintained under a specific threshold. These are divided into Passive Effects, Bijuu States and Bijuu Skills. The first of the three contains two different passive effects, one shared between Bijuu known as Overwhelming Presence. This can only be triggered when the Bijuu itself is activated in regardless of mastery. The second, unique to Shukaku, is known as Fortified Sandstorm. Both can be found as their own technique.
Bijuu States, also known as Jinchuriki Transformations, are transformations that occur when the Jinchuriki draws upon the chakra and influence of it's Tailed Beast. Depending on their level of control, only certain states can be accessed regularly. Regardless of the Jinchuriki Path chosen, there are certain abilities and techniques that are shared across each path, shown below:

Level 1
Level 1 abilities:
  • Chakra Arms - Gain the ability to use Chakra Arms via the Bijuu shroud. These are formed via sand unless the user chooses the Harmonized Jinchuriki Path, creating the red chakra arms normally seen when in the shroud. Requires Chakra Shroud access first.
  • Chakra Shroud - Borrow chakra from Shukaku, forming a red chakra shroud with one tail.
  • Chakra Shockwave - Release a massive wave of chakra that pushes forces back. Requires Chakra State to use
Level one Sand path
  • Sand Usage - Gain the ability to use Sand Ninjutsu. Cannot be the KG/AN/HA chosen when the bio is created if Dual Abilities are chosen. If other KG/AN/HA or Modes are chosen, Magnetism skills cannot be gained later.
  • Enhanced Sand - The user's sand has strengthened, gaining elemental neutrality. Requires Sand Usage skill.
  • Sand Coffin - The user can crush B rank and lower earthen techniques to turn them into sources of sand. This allows him to defend against low ranking techniques with ease by simply destroying them. Requires Sand Usage skill.
  • Sand Gourd - the user gains a gourd or object to store sand in, allowing him to always have access to it. Requires Sand Usage skill.

Level 2
Level 2 abilities
  • Chakra Transfer - Gain the ability to transfer large amounts of the Bijuu chakra to others without having to enter any state.
  • Genjutsu Immunity - Gain the ability to be immune to none Doujutsu or higher level Genjutsu by having your Bijuu passively break you from it.
  • Incomplete Tailed Beast Bomb - Gain the ability to fire a weaker variant of the Tailed Beast Bomb when in Incomplete Mode.
  • Sand/Magnetism Usage: Depending on Path, you can gain access to one skill at the Chakra Shroud state. This allows the second skill without any of the special abilities associated with it.
  • Incomplete State: The user can transform into a larger incomplete version of Shukaku, piling more sand on to gain more strength and force.
Level Two sand path
  • Fortified Sand - The user's sand has strengthened over time, gaining a notable +30 damage boost. Requires the user to have first obtained Incomplete Transformation stage.
  • Desert's Oasis - The user can heal damage by piling sand over the wound, healing up to 60 damage. Counts as a move and can only be done three times a battle.
  • Sand Infusion - The user can infuse Sand into projectiles to create a sandstorm that masks it's short range to prevent view. Does not count as a move but can only be done once every two turns.
  • Sand of the desert - The user gains a sand armor that can protect him from up to A rank damage. It cannot be noticed nor detected until it's tanked up to 60 damage. Once this is met, it begins to crack and fall off.

Level 3
Level 3
  • Complete Transformation - The user releases Shukaku, allowing it to rampage around the field. Obtaining this skill allows the user to maintain control and power and end it at will without risk of harm. Note: This state can be forcibly triggered by the user regardless of control. If the user has not achieved the highest control, then the beast will be let free at max power and rampage for one full arc. It cannot be stolen nor sealed during this time and the user will be unable to battle and is considered KOed for an arc. The beast will then be controlled by NW Moderators to their discretion.
  • Tailed Beast Bomb - Allows the user to fire off the powerful technique of Bijuu. Requires Complete Transformation
Level Three sand path
  • Sand Landmine - The user can crush any Earth based Jutsu of A rank and lower to create Sand. This includes CE and KG that are Earth based and solids. This also ceases enemy control. Can only be done once per turn and counts as a move per turn.
  • Phoenix of the Desert - The user can regenerate from the most severe of damage, regenerating as long as a source of sand is nearby. This allows the user to regenerate from anything short of complete destruction once per battle and heal up to 150 damage twice at the cost of a move per turn. Requires Desert's Oasis.
  • Sand Puppet - The user can prevent physical movement of targets in contact with his sand by causing it to enter their bodies. This requires a move per turn and prevents physical movement as long as the user focuses. Focus ends when the user creates another jutsu and contact must be reobtained to trigger again.


My Tailed Beast Techniques:
( Yoton/Bijutsu: Biju Shōgekiha ) - Yang release/Tailed Beast Skill: Tailed Beast Shockwave
Type: Offensive/Defensive
Rank: S Rank
Range: Short - Long
Chakra: 60
Damage: 120
Description: This is a unique variation of the tailed beast shockwave where the user will release a surge of Yang based chakra through the part of their body that they are creating the shockwave with. This enhancement of Yang serves as an instant variation of the Power of the Sun technique. This surge lasts only for the movement itself, enhancing the swing of the attack in that moment to empower the shockwave created. The swing of the user's limb will be 3x their base speed with the yang chakra empowering the shockwave itself to create an even more devastating force. Much like it's namesake, this deals devastating force.

Note: Jinchuriki's can use this skill in their Initial and Complete Transformations
Note: Can only be used once every three turns. Can only be used two times per battle.
Note: No bijuu techniques S rank and above in the following two turns. No yang techniques in the following turn.
Tailed Beast Techniques given:
(Bijuutsu : Negai) Tailed Beast Technique: Wishbearer
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: N/A (+10 Per Technique)
Damage Points: N/A
Description: A unique technique that utilizes the chakra of which a Bijuu is capable of transferring into it's Jinchuriki. This chakra is commonly refered in two different types, negative white chakra and positive black chakra as seen when a Jinchuriki/Bijuu is stabilizing the ratio within a Bijuudama. However this is infusion technique in which allows the Jinchurki to separately infuse one of the mentioned chakra forms above in order to achieve unique effects, while also recreating the ratio balance within i.e elemental ninjutsu.

Positive Black Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; allowing for the selected technique to have it's nautral weakness removed and instead behave akin to Bijuu Chakra; thus being neutral to all. This process is done by tampering with the ratio of the technique, allowing for the infused jutsu to be created just as normal but with the additional chakra it would play the role of neutralizing the selected technique. The infused technique of course remains the same; having i.e fire still capable of dealing burning damage etc. One cosmetic change however is the infused techniques tend to appear more darker than normal, showing that the technique is under the effects of the infusion.

Negative White Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; will seek to become enhanced and gain far more power than before. The technique in question will gain an additional rank for A Ranks and below while S Ranks and above will gain +20. This is based on the idea of wanting to empower other techniques the Bijuu has no inherit affinity towards such as the Nibi towards Fire Release and as such cannot be applied to it. One cosmetic change however is the infused techniques tend to appear more lighter than normal, showing that the technique is under the effects of the infusion.

Each infusion can only be used twice per battle; though the technique over all may be used four times. Infusion lasts as long as the applied technique, while this technique goes on a two turn cool while no S Rank and above Bijutsu in the same and next turn.

Bijutsu - Bijūdo | Tailed Beast Skill - Tailed Beast Fury
Rank:
C
Type: Supplementary
Range: N/A
Chakra: 30
Damage: N/A
Description: This technique is a passive skill granted to Tailed Beasts, and by extension their Jinchuurikis. As the Tailed Beasts are beings made of pure chakra, they are able to maintain control and sentience through their chakra when the Jinchuuriki is using a transformation that allows the use of chakra arms or partial transformations. The Tailed Beast may independently control the body parts allowing them to act on their own with or without input from the Jinchuuriki and allowing the Tailed Beast to fight without being fully released. This allows the Tailed Beast to protect their host against threats they may not be aware of or even surmount a surprise attack when the opponent least expects it. Due to the unpredictable nature of this ability, this control can be initiated at any time not costing a move and within the same timeframe as another technique. This skill makes it hard for even a fully matured Sharingan user to track and react to the sudden movements as there are no outward signs to signify the manipulation taking place.
Note:
The jinchuuriki must have a chakra shroud or be in initial transformation to use. Naruto bios may use this technique in any of his Bijuu Modes

Bijutsu: Haraguroi Gyakumodori (Tailed Beast Skill: Malicious Reversal)
Type: Defence
Rank: A
Chakra: 30
Damage: Equal to the Opponents attack
Description: When the user uses their bijuu's chakra they use this jutsu to Reverse any A-E Rank jutsu. Earth justu are Hardened or Crumbled depending on the type, Fire and Wind Jutsu are Reversed back at the opponent, Lightning and water are either reversed or dissapated depending on te type of jutsu being used.
(only useable 4 times a battle)
(may be used without transforming into the bijuu)

Bijutsu| Bijuu Junsei Chakra Arashi - [Tailed Beast Skill| Tailed Beast Pure Chakra Storm]
Rank: A
Type: Attack
Range: Short-Long
Chakra: 30
Damage: 60
Description: Based on the same principle as the Tailed Beast Ball, the Tailed Beasts, and, by extension their jinchūriki, can create a wide range of small blasts made of chakra. Created by utilizing only positive black chakra, the user can fire a veritable storm of chakra blasts nearly covering the arena. Taking advantage of the fact that Tailed Beasts are beings of pure chakra, the Tailed Beast Chakra Storm can be fired from practically any part of the body though the mouth and tails are the most commonly shown. The blasts can be fired individually or can be collected into one large blast and then fired - only to detonate in mid-air and become another storm of blasts. This works to keep enemies off guard by hiding the larger blast within smaller ones, only to dramatically increase the storm of chakra once it explodes.
[Usable 2 Times]
[Must be in Incomplete Form or Complete Form]

(Bijuutsu: Tōka-ritsu) - Tailed Beast Technique: Transmittance
Type: Attack/Defense/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage: 40-80
Description: This technique is a basic and general one that can be used by any jinchuriki, or pseudo-jinchuriki, that is capable of achieving a chakra shroud. Using that same basic concept, the jinchuriki draws out their tailed beast chakra, but instead of allowing it to form a shroud they utilize shape manipulation to re-purpose it in a way of their choosing. This can be used to create a wide assortment of objects such as pillars, shields, waves, etc. As the chakra is released from the jinchuriki's body, these things must originate from their body and cannot "appear" elsewhere on the field. These techniques share the same translucent red-orange as the jinchuriki's chakra shroud. S Rank Version can only be used thrice per battle with a cool down of two turns between each use while no Bijutsu A rank and above in the same turn

(Yoroi no Bijuu) - Tailed Beast Armor
Rank: A/S
Type: Defensive
Range: N/A
Chakra: 30/40
Damage: N/A
Description: Tailed Beast Armor is a technique that utilizes the powerful chakra of the Tailed Beast in order to create a defense comparable to the usage of Susanoo. The user will utilize this technique in its A ranked form in Version 2 or S-rank in Complete Transformation. In version two, the user may recreate the chakra bones of the Tailed Beast which enclose the Jinchurriki fully and forming a thick layer of armor capable of negating up to 60 damage from opposing techniques. In complete transformation, the full power of the Tailed Beast has been unleashed and so they can produce a stronger variation of this technique by surrounding themselves with their tail(s). The durability of the Bijuu's tails, capable of negating up to 80 damage from opposing techniques.
Note:
Naruto bios may use this technique in Nine Tailed Chakra Mode and Tailed Beast Mode.
Usable twice per rank
 
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Sinthorus

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B a s i c / I n f o r m a t i o n

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Name: Sinthorous of the Sand

Nickname: Sin

Age: 28

Gender: Male

C
lan: N/a

A p p e a r a n c e
Sin is a young individual, looking to be in his late 20's though his age is unknown. Standing 6 feet tall with a slim, toned build, sin seems to have the perfect athletic build. His hair is one of his defining traits as it has a blonde tone to it, which seems to flow with his outfit, and his piercing blue eyes, often with clear marks of his lack of sleep. For clothing he is mostly seen in suit and his white robes and cloak, fashioned with tradition samurai armaments, with gold chains holding his cloak in place. On his waist is a traditional katana with minimalistic details, though its blade is often stained with blood. Across his back is his sand gourd, a reminder of what he lost. Across his back sits a unique blade that flows with the bijuu chakra it was crafted with. Through his travels in the world, Sin stood at the edge of life itself, from his time in capture or the constant battles for survival. The memories of these events forever etched into his body as a series of scars.
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P e r s o n a l i t y

Since the loss of his brother, Sin struggled with interacting with people. It didn't help that every night he feared his sleep will be consumed by the beast inside as he fights for control. He used to be a happy individual, training and travelling with his older brother. They were inseparable. Due to his brother's guidance, he's well educated and has good analytical skills. With the loss of his brother, he changed losing all faith in humanity as though the dark consumed him. He avoided others where possible and for a long time kept to himself. The constant attacks from those seeking the beast within only fuelled his solitude.

Over the course of his life, he'd been hunted to the ends of the earth by different groups, though through these events, he began to develop a unique relationship with the beast within. It was more of an unspoken agreement of partnership as the beast knew, if Sin died, it was over for him too. The distain the beast held slowly dwindled, though the attitude that came from it never ceased. This feeling of trust disappeared when the cataclysm hit and Sin was captured. Two years he spent cut off from the world and even the Shukaku. Beaten, tortured and lonely, he spent countless days consumed with hate at humanity. He began to miss the taunts of the beast. All he could do is wait for the day to repay his captures 100 fold.

With his escape from captivity, Sin felt shaken to his core. He didn't know the world around him with all fall of the heavens seeming to reshape the world. He needed answers and needed to be free of his cursed past. In this, he left to the west where he found what he didn't know he was looking for. It was here his heart was lifted by creature unlike he'd ever seen. He never knew it's name, but he knew the innocence within its heart that lifted Sin's spirits.
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Village of Birth
Unknown
V i l l a g e & C h a k r a I n f o
WSE Clan
Historia

R a n k // C h a k r a ⬗ I n f o r m a t i o n

Chakra
3000
Rank
Sage of the Forge
Health
240
-------------------------------Mind-------Body-------Spirit-------Agility--------Dexterity--------Vitality
----------------------------------8----------------5--------------(5--------------64---------------------5------------------------1

B i o g r a p h y A b i l i t i e s
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S p e c i a l i t y

Apex Handseal | Apex Tracking | Yang | Mind's Keen Eye
Peak Elementalist | Chakra fortification
S k i l l s
Ninjutsu | Genjutsu | Taijutsu | Fuuinjutsu
Bukijutsu | Kenjutsu | Bijuu
Sand | Magnetism | Yang | Yin

E l e m e n t s
Water | Earth | Fire| Wind | Lightning
Gun Powder | Liquid Indium
F i g h t i n g S t y l e s
Kazeshini
S u m m o n i n g s
Quillin | Thorny Dragons
S p e c i a l i t i e s
Apex Handseal: Jinchuriki are Single Handseal Specialists and Apex Handseal Specialists, both in human form and tailed beast forms, able to use Sand and Wind without the use of any handseals. This includes a dynamic shield of sand that protects the host automatically. Gaara bios gain a passive +20 to his Sand jutsu due to his Magnetism Release ability
Peak Elementalist: The user’s Elemental prowess is considered elite, amongst the best of the others. This causes one of his base elemental releases to gain elemental neutrality to all other base elements, including its weakness, while maintaining its strength. (Wind)
Apex Tracking Specialist: With more heightened senses, the user is capable of gaining a now increased x2.5 tracking. This allows him to physically track faster movement without chakra sensory
Yang Specialist: Users will gain heightened vitality translating to 1000 chakra increase to their natural reserves. As well, they are immune to recoil damage from techniques that cause it like Forbidden, though they still succumb to the jutsu's other subscribed affects.
Mind's Keen Eye: Genjutsu of any type, other than MS-level or those cast by Kunino, appear 'flawed.' This means that regardless of the caster's expertise or perfection, there will be some kind of tell within the illusion that is very obvious; such as a visual illusion appearing like static on a television, a smell being off, or a sound not making sense.
Chakra Fortification: The user can add an additional effective 10 Chakra to an element or skill they specialize in, though not at any increased cost or strain to the user. This simply allows their techniques to have 10 more chakra infused into them.


History
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Sin was born in the land of wind many years ago. He was cursed from a young age with having the Shukaku sealed within him. His mother died when he was born, his father was consumed by his grief and he relied on his older brother to help raise him. The problem was, Sin constantly struggled with his sleep as the demon within him haunted his dreams every night. He'd wake in terror screaming, where his brother would come to comfort him. This lasted for years as he just got used to being tired and being eternally thankful for the existence of coffee. As he got older, he and his brother began working in a forge, and during their breaks, his brother would train with him.

Eventually they left their town together and sought out new work and adventures. Though this was not easy as people knew him as the cursed one due to the calamity within him. Sin feared the beast would consume him, always pushing it away, trying to block out its voice. There were times when people tried to attack them but the sand that he carried always protected him. It was all going well until the night his brother died. The beast consumed Sin's mind in his sleep, taking control of him, going on a rampage. His brother died trying to wake him.

Confrontation [x]: A couple of years had passed since the lost of his dear brother, Leon where Sin found himself avoiding people where possible. He could feel their eyes watching him where ever he went due to the beast within him. Hidden away in the Razorfens, he tried to rest though even then he couldn't catch a break. He found himself trapped within himself, in the blood stained world of the Shukaku, confronting him for the first time since the loss of his brother. The beast tried to torture him during his every moment asleep, this was different though, Sin felt it. He took the opportunity to make a deal with the beast to find a way to free it from within him so they could both go about their lives.

Experimenting [x]: Now, Sin wasn't a powerful shinobi by any means. He got by with some skills his elder brother had taught him over the years though. Though there was a power with him that he wanted to learn how to use, the power of the beast. Now this wasn't going to be as easy as he hoped, with the beast mocking him at ever conjecture, though he slowly learned to harness the chakra within to empower himself. He travelled the Land of Wind as he learned to harness these skills, even becoming able to master the user of sand. His sand was unique as it came to his aid against attacks he knew nothing on. He just assumed this was the beast with him protecting his own interests.

Confrontation [x]: Though he tried to stay hidden from the world, never staying in one place long, trouble always seemed to catch up with him. He was assaulted in Fenchuch by men who had apparently been hunting him for a while, and by the way they attacked, they seemed to know the weakness of his abilities. As he fought them, they attacked him with water, making his sand to heavy and slow to defend him or to attack his assailants. He was losing hope when the beast within him mocked him, giving him an idea to overcome the weaknesses of his sand. Compacting the sand, he squeezed the moisture out of it allowing him to defend himself and put and end to the attack.

The Mines [x]: Trying to hid from the world, hoping to avoid confrontation within the depths. This was short lived as he rested regaining his strength. When he decided to explore the mines, he was attacked by a group of men that seemed to be in league with his previous attackers. The blast caught him off guard as the trap was sprung and his was assault over and over. After a fierce struggle, he managed to slay his assailants though collapsing in the process, being left at the mercy of those who found him. He awoke to find himself within a care facility, confused of how he'd gotten there, though he knew he couldn't stay. As he made his way from the care facility, he heard a group of men questioning about his care. They had found him once more. He escaped out of the back, heading to the exit of the mines though one stood between him and his escape. Without hesitation, Sin ended the man's life in an instant. He couldn't afford to leave any loose ends.

Capture [x]: Thinking he was finally free from the group that came after him in the mines, he headed to the Thousand Needles, finding shelter under the great rock formations that shot to the skies to protect himself from the sun as he finally rested. He rested against the rock gaining much needed rest, though this was short lived. He found himself waking with a blade to his throat, more of the men from the same group, it was never ending. Forged to go with them, he was being escorted back to the mines by the three men, mounted on large scorpions. He was ready to give up if not for the taunts of the Shukaku within. With the power of the beast he let out a deathly roar that sent a shockwave pulsing around him, knocking out his capturers, allowing him to escape. He knew that he couldn't run forever.

Assault [x]: Sin traversed the ninja world, looking for clues or information on those who had been hunting him. After a few days he found an encampment surrounded by wooden fortifications. Trying to gain more information, he used his sand eye technique to search the base, though revealing himself in the process. From here he found himself assaulting the keep coming face to face with a small army. Advancing he was barraged with projectiles, though his sand always protecting him. He used his wind and sand to kill the defenders on the walls breaking through the gates coming face to face with a small armoured force which began their attack. He was able to defend but it was quite overwhelming. In the end he resorted to using his true power, unleashing the sand upon them all, crushing them within their own armour. He went to apprehend the man leading the force though he escaped as Sin was drained from the attack.

Cataclysm: Having sourced the information to find those responsible for the events of his life, Sin found himself in a church, face to face with an elderly man. The conversation revealed the truth he wished he'd never heard. Though there was no going back. Before he could force the information out of the man, the world would change in a way that no one could ever had predicted. That day would become known as the Cataclysm as the heavens themselves reigned down. The gods taking hold in the world with angels and demons alike now flooding the know world. For the next two years, Sin did what he could to survive as new powers arose around the world. Where his loyalty lied was yet to be decided, though the life he once knew was long gone. In the chaos that unfolded, Sin would find himself the prisoner of an organisation that bound him for nearly 2 years. He was held captive deep underground, cut off from the beast with in. He was treated less that human, constantly tortured, abused and mocked. His life was hell on earth.

Escape: He'd lost track of the days. It was hard to keep track of anything being a prisoner trapped within the depths of the earth. His bindings scarred his skin. His body weak, yet they wouldn't let him die. He didn't know what he had done to be cursed to live a life like this. Each day praying for a miracle until one came in the form of dirt off the shoe off one of the soldier's shoes. He couldn't believe his luck. From here, it was a blood bath. He freed himself from the bindings before the beast within took control slaughtering all that got in the way of their escape. Sin wasn't sure what truly happened, but he was finally free.

Hunted: He'd left the lands of his captors leaving a path of blood in his wake. It had been thanks to the beast within that he was able to finally free himself from the constant torture in the depths. His body remained weak as he travelled seeking refuge from any that might hunt him. In a cave within the mountains, he rested, trying to regain some of the much strength he'd lost. His reconnection with the Shukaku helped him recover at a rate faster than normal but 2 years of torture and bindings didn't wash away over night. He though he'd be safe until he'd been tracked to the cave. With his minimal strength, he'd managed to distract his pursuer long enough to break the stone to sand to bind and crush them. He knew he wouldn't be safe in these lands heading west to find a new life.

Dawnport: A city of pure marvel for both its structure and those that dwelled within it. Sin couldn't help but be captivated by all he saw in this great city. It would of been the perfect new start had he not cast his gaze too long on the new beings to this world. He'd tried to escape confrontation, his post traumatic stress causing him severe anxiety as he tried to avoid conflict. He couldn't go back, he wouldn't go back. After being pursued by many arali, he found a monk who spoke of a sanctuary to seek answers. Feeling lost in the world, Sin headed out to find his place in the world.

Sanctuary: After a long journey through a mysterious land, Sin found himself at the Sanctuary. Seeking answers he left his clone there to see it could find out about this land and the current world while his real body left to follow his curiosity. His clone would search the Sanctuary meeting a boy. This boy wasn't like any he'd met before. The elegance in the way they spoke was more than he could have expected of someone twice their age. The boy was name Eandro, a monk-in-training. He went on to explain much of the world and the way of the monks along with who the Grandmaster was. It was a lot to take in after being in captivity for 2 years. He couldn't believe how long these monks had been here and the history this place held.

Cedar Forest: Meanwhile, out in the Great Cedar Forest, Sin had sought out the great being he'd seen in passing as he rushed to the Sanctuary. The form of this beast was like nothing he'd ever seen. It was almost enough to strike fear into the heart of lesser people. Though Sin felt something, he wasn't afraid, instead he felt a connection to the beast as his whole life, he'd been treated like one. What happened next he couldn't imagine in a thousand years of living. He found himself in his inner world seeking council from the Shukaku when this being found them within. How it had gotten there he would never knew, though it wasn't out of malicious intent. It was the mind of a child seeking to play. This was a true innocence in a chaotic, toxic world. Sin couldn't help but to indulge this feeling playing hide and seek with this great being. This interaction left him feeling something he'd not felt in a long time, hope. They parted with gifts, a crown of flowers given to Sin, a ring of silver for the great being....

To be continued.....


Bijuu Abilities
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Bijuu abilities Level 1:
  • Chakra Shroud - Borrow chakra from Shukaku, forming a red chakra shroud with one tail.
  • Chakra Arms - Gain the ability to use Chakra Arms via the Bijuu shroud. These are formed via sand unless the user chooses the Harmonized Jinchuriki Path, creating the red chakra arms normally seen when in the shroud. Requires Chakra Shroud access first.
  • Chakra Shockwave - Release a massive wave of chakra that pushes forces back. Requires Chakra State to use.
Bijuu abilities Level 2:
  • Incomplete State: The user can transform into a larger incomplete version of Shukaku, piling more sand on to gain more strength and force.
  • Genjutsu Immunity - Gain the ability to be immune to none Doujutsu or higher level Genjutsu by having your Bijuu passively break you from it.
  • Sand/Magnetism Usage: Depending on Path, you can gain access to one skill at the Chakra Shroud state. This allows the second skill without any of the special abilities associated with it.
  • Incomplete Tailed Beast Bomb - Gain the ability to fire a weaker variant of the Tailed Beast Bomb when in Incomplete Mode.
Sand Path Level 1:
  • Sand Usage - Gain the ability to use Sand Ninjutsu. Cannot be the KG/AN/HA chosen when the bio is created if Dual Abilities are chosen. If other KG/AN/HA or Modes are chosen, Magnetism skills cannot be gained later.
  • Enhanced Sand - The user's sand has strengthened, gaining elemental neutrality. Requires Sand Usage skill.
  • Sand Coffin - The user can crush B rank and lower earthen techniques to turn them into sources of sand. This allows him to defend against low ranking techniques with ease by simply destroying them. Requires Sand Usage skill.
  • Sand Gourd - the user gains a gourd or object to store sand in, allowing him to always have access to it. Requires Sand Usage skill.
Sand Path Level 2:
  • Fortified Sand - The user's sand has strengthened over time, gaining a notable +30 damage boost. Requires the user to have first obtained Incomplete Transformation stage.
  • Desert's Oasis - The user can heal damage by piling sand over the wound, healing up to 60 damage. Counts as a move and can only be done three times a battle.
  • Sand of the desert - The user gains a sand armor that can protect him from up to A rank damage. It cannot be noticed nor detected until it's tanked up to 60 damage. Once this is met, it begins to crack and fall off.
  • Sand Infusion - The user can infuse Sand into projectiles to create a sandstorm that masks it's short range to prevent view. Does not count as a move but can only be done once every two turns.

Other
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Technology

(Maahes' Divine Blade)
Type: Weapon
Rank: S
Range: N/a
Chakra Cost: (-15 per wind jutsu)
Damage Points: N/a (30)
Description: Maahes's Divine Blade is a unique sword passed down through the ages to the host of the One Tailed Beast. The blade was originally infused with the chakra of the beast along with Yang Release, to create a unique sentient weapon. The sword is shaped like a khopesh, with a golden handle and intricate carvings decorating the blade of ancient symbols. The sentient blade has a unique eye made of sand imbued into it that can see from both sides of the blade, relaying the information mentally to the user. The blade being linked to the One Tailed Beast has an affinity for wind release, drawing on the Bijuu's chakra to enhance all wind techniques increasing the chakra value of the wind by 10 and the damage and defensive capabilities of wind release techniques by +20. The one tailed jinchuuriki has a natural affinity for wind release techniques being capable of using them with gestures. This blade becomes the medium for all of the uses wind techniques, where the user will replace hand gestures with movements of the blade to initiate wind release techniques. Being a sentient weapon, the weapon comes with a cost. With the one tailed beast in mind, the blade drains the moisture around the user, weakening all the user's water release techniques by 20 damage. The blade as a unique ability known as "The Eye of Horus". With this the user will hold the blade in front of him with both hands as currents of wind will form around him taking the shape of a large eye. This wind is infused with the users sand that rapidly rotates (making a wind/sand jutsu), shredding anything that comes into contact with it. Due to the sentience of the blade, this would cause the wind/sand to pass around those the user sees as an ally. Being infused with Yang, this can protect the user and allies that are nearby. This technique requires 60 chakra and deals 120 damage. This does not benefit from the damage increase from the sword though any sand enhancements may apply. This can be used twice per battle, lasting up to two turns. The user cannot use any other techniques while maintaining this effect. Two turns between uses. Should the user use The Eye of Horus, he will be unable to use yin or yang techniques in this and the following turn, with no wind jutsu above A rank in the following turn.


( Teoimeteoroi ) - Theoi Meteoroi
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 10-40 chakra per use )
Damage: N/A
Description: This is a unique generator fitted to the users chest the size of a small golf ball. From this, several wires are wrapped around the users body, two going over his shoulders joining at his back, one down each of his arms and one down each of they legs, attached to their body. This generator was specifically designed as a method to draw in, absorb, and store lightning to use it as a source for a later use. In a similar method to the absorption arm, but on a weaker scale, the user will activate the device in an instant as a lightning technique is released towards them. As it is, this lightning will be drawn into the wires and channelled through into the generator on the users chest that will glow blue. This generator has a maximum capacity of storing S rank lightning or jutsu that equilateral to S rank lightning (A rank + A rank). Once stored the user can then activate the generator, releasing the lightning from it, releasing the lightning through the wires with his chakra control to use it as his own weapon now. It can be channelled around their entire body through the wires for a quick defence or to a specific point like one of their legs, to be released with a kick or stomp, or even be released to add to another jutsu such as a water jutsu. To release the lightning it will cost 10 chakra points and count as one of the users 3 moves per turn, releasing the power that had previously been absorbed which can be done in the same timeframe as another technique. This can be done in the same timeframe as being absorbed, where the lightning passes through the generator being redistributed.

Note: Can only absorb once per turn, storing up to a maximum of S rank power. It costs a move per turn to absorb a technique using the same amount of chakra to absorb as the jutsu it's absorbing.
Note: Releasing the lightning costs of the users 3 moves per turn and holds the same power that had previously been absorbed.
Note: If the generator is damaged, it will release the lightning in an uncontrolled burst around it, shocking all within short range, equal to the rank of the lightning that had been previously absorbed.


(Boreas )
Type: Tool
Rank: A
Range: Short - Mid
Chakra: 30 chakra per use
Damage: 60
Description: This technology is a special pair of gauntlets that were designed to work with Theoi Meteoroi. They can be connected to Theoi Meteoroi through the wires that are spread over the users body. They are made of a material that grows or shrinks should the users body change shape or side, like Akimichi style techniques for example. At the centre of the gloves, around the users palm is a small generator that's light blue in colour. These can be used as a medium to draw in lightning really for the abilities of Theoi Meteoroi, drawing the lightning in through the gloves and channelling it through the wires into the generator simply being used as a medium. These gloves have their own unique trait. Through either chakra being released into them or by using the energy stored within Theoi Meteoroi from a previous use, or chakra absorbed through the Absorption arm, the user can release a burst or stream of energy form their gloves, in the form of a pushing force. This pushing force is created by the centre of the generator rotating at rapid speeds pushing outwards and the user directing it, much like the leaf dragon god technique, instead of the user having to spin to create the momentum, the workings of the technology does it for them. This can can released in mid scale linear blasts that reach up to mid range, playing on equal terms with elements. The other method of this is the user can release it as a sustained focussed stream of pushing force that they can maintain, acting like a mini wind turbine within the gloves. These abilities can be released in one of two ways. Firstly through using chakra absorbed into Theoi Meteoroi, the user can then use that to fuel the power of the gloves to save their own chakra, but only being able to release blasts or streams up to to amount of chakra they had absorbed. This can be done within the same time frame as the lightning being absorbed as its instantly channelled through the technology to create the blast. The second use is through the users chakra to power the gloves, create the rotation within the centre piece and release the wave. If this technology is powered by chakra absorbed through the Absorption Arm or the Theoi Meteoroi technology, it can be used along side other jutsu as it wont require the users chakra.

Note: One linear blast can be released per turn, counts as one of the users three moves per turn. If the user uses his chakra to fuel this, it will have the equate to the rank used (30 chakra for A rank etc).
Note: The streams can only be made up to A rank, lasting up to two turns, being used once per turn.


( Abusōbu Ude ) - Absorption Arm
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 40 chakra per use )
Damage: N/A
Description: A cyborg attachment to the user's body, the user has a robotic limb that allows for him to create spheres of energy that are capable of absorbing chakra up to S rank level. These spheres are capable of dealing brute force on impact as well, growing to large heights, up to 4 meters in radius. Starting at roughly rasengan size, these spheres grow proportionally to the size of the technique absorbed. Normal Ninja are able to make use of one of these devices via specialized gloves that allow them to absorb 1 Ninjutsu per turn up to S rank while Cyborgs have these attachments and are able to absorb up to Forbidden powered attacks and 1 from each arm per turn.
Note: Can be used a max of 3 times for Ninja and 6 for Cyborgs.
Note: Cyborg can have up to 2 Absorption Arms.


( Mikagami Dorōn ) - Mirror Drone
Type: Tool
Rank: A
Range: Short - Long
Chakra: 30 Initial Cost (-10 per turn)
Damage: N/A
Description: This Scientific Ninja Tool is a disk-shaped drone that can be controlled remotely with chakra to fly and attack. The user can have up to four drones which he can use to fire Jutsu Bullets from that are strong enough to render a target unconscious and move at comparable speed to Lightning jutsu. These drones are able to be used up to long range, or one landmark adjacent to the user's location.
Note: User can only have 2 max. Cyborg bios can have up to 4, either counting as 1 slot.
Note: Once deployed, Mirror Drones last up to 8 turns before their battery dies, requiring a break of the same amount of time before they can be used. Cyborg bios have double the using time for half the charging time ( only 4 turns to recharge battery).



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Artefacts

(Mukō: Meisō) – Void: Meditation
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Remaining within a single landmark and meditating for three turns (or three posts separated by 45 minutes) grants the user a 75% chance to gain a single Void Infusion


(Mukō: Senmon Chūnyū) – Void: Specialized Infusion
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 35% chance to gain a single Void Infusion, occurring at most once every two turns.


(Mukō: Senmon Akushon) – Void: Specialized Activation
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact that is activated at the cost of a move but occurs instantly and within the same timeframe as the technique it is applied to. Specialized Activation costs two Void Infusions, being applied to a technique that the user’s biography is specialized in; this increases the specialized technique’s damage by 20 and by two bonus speed levels, if applicable. Alternatively, the user can activate Specialized Activation by applying a single Void Infusion obtained by Void: Specialized Infusion. When activated with a Void Infusion in this case, the damage boost is increased to 30. The applied technique also has its speed increased by 4 levels, if applicable. Can be activated three times per battle.


(Mukō: Boryoku Hoden) – Void: Violent Discharge
Type: Void Infused Artifact
Rank: S
Range: Short – Mid
Chakra: N/A
Damage: 80
Description: Whenever the user is Void Infused with at least one charge they have a 25% chance every other turn to release a Violent Discharge of energy, unleashing a single tracking bolt at an opponent within mid-range. If the user has two Void Infusions then this chance is increased to 50%. This does not consume a move and its damage cannot be boosted unless through additional Void Infusion. On a successful discharge the user can opt into infusing it with additional power, consuming their stacks of Void Infusion to increase its damage by 40. Elementally neutral and is treated as containing 40 chakra.


Picture
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Background

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Dropping/updating: Sinthorus v3
Gaara skin: [Battle Test] Sinthorus
Sage purchase: Here
Update: Added unlocked bijuu abilities and Artefacts awarded


 
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Sinthorus

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(Jishaku Ninpou Gokusei Henkanshi ) - Magnetic Ninja Art: Polar Sensory
Type: Offensive/Defensive/Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15 (-5 per turn)
Damage Points: N/a
Description: This is a passive technique where a user with magnetism will release their chakra to sense any magnetic fields in the area. This can sense anything that is magnetic or anything that gives off magnetic signals such as the human body, where the human heart and brain have their own magnetic signatures. Due to the user being able to sense anything that is magnetic or giving off a magnetic field, their sensing is increased by x2 when tracking these.

Note: Lasts 6 turns.
Note: Requires basic magnetism to use.

Idea - Place hand on the ground and polarise a place in the earth to draw all metal down to

Name
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40 (-5 per turn)
Damage Points: N/a
Description: The user will perform 3 hand seals releasing their chakra into a point within the earth to great a polar attraction using their magnetism release to create a super magnet to draw any metal based object to the ground, pinning them down. This area will remain as long as the user passively supplies it with 5 chakra per turn. This technique act on chakra vs chakra, pulling anything of the same chakra or less to the ground, dragging it to it's location like a giant magnet. This works on all metals though will not effect micro amounts of metals within the human body.

Note: This technique can only be used twice per battle.
Note: No basic magnetism jutsu while maintaining this jutsu or in the turn in which it end.

Magnetism/fuuin
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-5 per turn)
Damage Points: N/a
Description: This is a unique fuuinjutsu where the user perform 2 hand seals and will release their chakra around them (short range) to create a barrier infused with magnetism chakra. This has two unique effects. First of all, it will act as a reverse magnet, rejecting all items that are magnetic, working on a chakra vs chakra basis or rank vs rank depending if the technique contains no chakra. The secondary effect of this barrier is similar to the "Magnetic Ninja Art: Demonic Illusions " where the magnetic fields will effect the minds of anyone who enters the field/barrier (not the user). This interferes with the targets brain causing paralysis as long as they remain within short range of the user. This prevents them from moving.

Note: No fuuinjutsu within the same turn.
Note: No other basic magnetism techniques while maintaining.


Idea - Potential infusion into solids

Weapon - Deathwind/yang/bijuu/magnetism

Calamity of set - sand apocalypse, from below, around and raining down


Type: Tool
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: This tool is a metallic shield formed of chakra metal that attaches to the user's arm in it's condensed from, being slightly larger than the users forearm in this form. The user can passively activate the shield to take it's true form that is the size of a regular shield. The unique aspect of this shield is that it is derived from the technology that forms the Kote, allowing the user to store cartridges within it, to release to enhance the effectiveness of the shield, allowing for increased defensive capabilities, binding shields or releasing them for offensive purposes.


(Arkenstone: Yama no Chuushin) - Arkenstone Release: Heart of the Mountain
Type: Attack/Defense
Rank: C-S
Range: Short-Long
Chakra: 30-60
Damage: 60-120
Description: Heat of the mountain is the basic creation technique for Arkenstone. The user can create this from the ground, from their body or from forming out of their chakra. All constructs will be solid in nature while the surface will have the appearance of a galaxy as all the metals/minerals within reflect light (though not blinding). Arkenstone is flowing with yang energy that floods into enemies on contact causing "aging" or "mutations" as outlined in the custom element. The user much choose which affect applies:

Aging:
The target's body rapidly ages until the effects wear off, leaving them frail and weaker than their normal state. The stronger the Arkenstone technique, the more rapid the target is aged, the greater the effects. The bodies natural state becomes weaker as those effected go older and their vision and hearing degrades.

In RP terms, upon contact, those effected will suffer drawbacks based on the rank. Starting at B rank, the target's base speed will be lowered by 1 level, while their overall tracking and reactions will be reduced by 20%. At A rank, the target's based speed will be lowered by 2 levels, while their overall tracking and reactions will be reduced by 30%, while due to the aging effects, their jutsu will lose 5 chakra and 10 damage due to the strain on their body. At S rank, the target's base speed will be lowered by 3 levels, while their overall tracking and reactions will be reduced by 40%, while due to the aging effects, their jutsu will lose 10 chakra and 20 damage due to the withered state of their body.

Mutations:
Mutations is a alternate application of the Change into Hell technique, where, rather than create enhancements, it creates growths on the target's body, causing debilitating effects. Those hit by Arkenstone would have their outer bodies mutated to an unrecognisable state as layers of flesh form on them hindering them.

In RP terms, these hulking physiques will weigh down those affected, slowing them while restricting their movements. The side of mutations will be dependent on the rank. At B rank, the infusion can cause mutations that are on a smaller scale, such as creating layers of flesh over the target's fingers preventing hand seals as they will be not be able make hand seals, or causing them to lose their grip on a sword, only mutating parts of the targets bodies such as hands, and feet. At A rank, the user can mutate entire limbs on contact, causing layers of flesh to pile over them.

Note: All aging and mutations last until overpowered with a stronger surge of chakra containing natural energy, yin or yang chakra.
Note: B rank requires 1 handseal, A ranks require 2 handseals and can be used 4 times per battle, S ranks require 3 handseals and can be done once every 2 two turns up to 3 times per battle. If the S rank version is used, no Arkenstone techniques above B rank in the following turn.

Yang/EGF
Type: Attack/Defence/Supplementary
Rank: S
Range: Short-Long
Chakra: 360
Damage: 120
Description: X is a unique technique where the user will release a surge of chakra through their entire body, fortifying the threads their formed their body, releasing them outwards in 20m all around them like long speeds of reinforced threads. Due to the infusion of Yang chakra into these threads, not only are they fortified becoming stronger, they are also semi sentient. In this manor they will move around the user perceives as allies. This applies to summons and creations, or even the users own hearts.
 
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Sinthorus

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Void infused artefacts
Sin:
(Mukō: Kenkō Chūnyū) – Void: Healthy Infusion
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user heals themselves successfully for at least 40 health in a single turn they have a 75% chance to gain a single Void Infusion.

(Mukō: Senmon Chūnyū) – Void: Specialized Infusion
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 35% chance to gain a single Void Infusion, occurring at most once every two turns.

(Mukō: Senmon Akushon) – Void: Specialized Activation
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact that is activated at the cost of a move but occurs instantly and within the same timeframe as the technique it is applied to. Specialized Activation costs two Void Infusions, being applied to a technique that the user’s biography is specialized in; this increases the specialized technique’s damage by 20 and by two bonus speed levels, if applicable. Alternatively, the user can activate Specialized Activation by applying a single Void Infusion obtained by Void: Specialized Infusion. When activated with a Void Infusion in this case, the damage boost is increased to 30. The applied technique also has its speed increased by 4 levels, if applicable. Can be activated three times per battle.

(Mukō: Meisō) – Void: Meditation
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Remaining within a single landmark and meditating for three turns (or three posts separated by 45 minutes) grants the user a 75% chance to gain a single Void Infusion

(Mukō: Hogosha Seishin) – Void: Guardian Spirit
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Whenever the user’s familiars, defined as Elemental Familiars, Summonings (excluding unique summonings like the Gedo Mazou and Statue of Hamura), Aburame bugs, or Inuzuka Ninken suffer 50 or more damage in a single instance this Void Infused Artifact has a 50% chance of activating. Upon activation the user will gain a single Void Infusion and their familiar, as defined within this Void Infused Artifact, will be healed for 40 Health Points.

(Mukō: Kyūketsuki) – Void: Vampirism
Type: Void Infused Artifact
Rank: S
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact activated at the cost of a move and two Void Infusions. Vampirism is activated within the same timeframe as another offensive technique employed by the user, increasing its Damage by 20. The infused technique will heal the user for the damage differential between it and another technique that it counters or overpowers; for example, if the user’s Vampiric technique inflicts 100 damage and strikes a technique inflicting 80 damage, then it will heal the user for the difference.

(Mukō: Boryoku Hoden) – Void: Violent Discharge
Type: Void Infused Artifact
Rank: S
Range: Short – Mid
Chakra: N/A
Damage: 80
Description: Whenever the user is Void Infused with at least one charge they have a 25% chance every other turn to release a Violent Discharge of energy, unleashing a single tracking bolt at an opponent within mid-range. If the user has two Void Infusions then this chance is increased to 50%. This does not consume a move and its damage cannot be boosted unless through additional Void Infusion. On a successful discharge the user can opt into infusing it with additional power, consuming their stacks of Void Infusion to increase its damage by 40. Elementally neutral and is treated as containing 40 chakra.

(Mukō: Gunsen Ginō) – Void: War Fan Proficiency
Type: Void Infused Artifact
Rank: A
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description: Passively activated at the cost of at least one Void Infusion; increases the damage potency of all the user’s techniques that employ War Fans as the primary source of damage by 30% of their base value. This increase in damage lasts for the next three attacks used through War Fans. With an additional Void Infusion the user is able to further empower themselves, increasing the damage boost to 40%. Can be activated twice per battle.

(Mukō: Kūsho Kami no Noroi) – Void: Void God’s Curse
Type: Void Infused Artifact
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Activated at the cost of a move and three Void Infusions but occurring within the same timeframe as a technique that it is applied to. The user will trigger Void God’s Curse by applying it to a technique they are using it, transferring the curse through either contact with another opponent’s technique that uses Chakra or through direct contact. This cannot be applied to Genjutsu. The curse applies a 100 Health Absorption modifier; Health Absorption is defined as a status where the target is unable to heal themselves until they heal the Health Absorption modifier’s health requirement. Can be activated twice per battle.

(Mukō: Chōten Azamuku) – Void: Apex Deception
Type: Void Infused Artifact
Rank: S
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description: This Void Infused Artifact is activated at the cost of a move and two Void Infusions, though it occurs instantly and can be done simultaneously with other techniques. Alternatively, if the user applies a Void Infusion acquired from Void: Spiritual Riposte, then the cost is reduced to only a single Void Infusion. Upon activation it will cause the user’s next three Genjutsu cast to require no hand seals and have the Chakra in them increased by an additional 10. Can be used three times per battle.

Azriel:
(Mukō: Honshitsu Kotai) – Void: Essence Transfer
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Activated passively and consumes three Void Infusions; allows the user’s techniques, through their clashes with an opponent or their own techniques, to strip their opponent of an active mode and deactivate it. Can only be used once per battle.

(Mukō: Chikara Chūnyū) – Void: Power Infusion
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique with a damage value greater than 100 they have a 20% chance to gain a single Void Infusion; this can occur a maximum of once every two turns.

273
5 bijuu missions

1. Find someone, learn how to give them chakra
2. Defend them and learn sand infusions
3. Bijuu bomb 1
4. empathise with Arali outcast based on bijuu past
5. Put your life on the line, bijuu crap
 
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Sinthorus

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Jutsu:
Cw blood/rot – Weapon bound to the user through their blood.
AOE – like the smoke burst
Yang/rot mode
rot yang dragon with some effect

Blood rot infusion (damage/chakra buff)

Rot rain

Contagion – costs a jutsu but slowly spreads

Rot/blood cfs?

1)
Frostmourne
Type: Weapon
Rank: S
Range: Short-Long
Chakra: -5 per turn
Damage: +20 (Blood/Rot)
Description: Frostmourne is a unique sentient weapon that is bound to the user through the runes etched into the blade. Within these runes is the user's blood, binding it to the one that wields it. Frost Mourne is a 2 foot long blade with an intricate hilt decorated with skills and runes carved into it. The blade is broad with a series of runes running through the middle of it. The blade is extremely sharp, made for slicing through flesh with ease. Frostmourne is a sentient blade with a mind of it's own. By offering this blood to the blade, the connection is forged with the user. With this only that person can wield the blade. Should another try to hold it, spikes will shoot out of the handle dealing 40 damage. This blade resonates chakra into the user empowering their Blood Release abilities and their use of the Scarlet Rot techniques. These fields have their jutsu infused with an additional 10 chakra, improving their damage by 20.

Death Strike: The unique ability of Frostmourne is an ability called "Death strike". The user will swing Frostmourne releasing waves of semi sentient blood infused with the curse of the Scarlet rot. The user can release thin slashes or large waves that reach up to long range. Should these waves come near an ally of the user, the corrupted blood will part, passing over them leaving them completely unharmed. Should an enemy be hit by these waves, they would not only be inflicted by the Curse of Rot, but inflicted with an ability called blood boil. The blood in the wave will seep into their skin, boiling their blood causing 10 damage per turn on top of the damage dealt by the Curse of rot.

Note: Death strike can be used up to 4 times per battle with 1 turn between uses. It is S rank (60 chakra/120 damage). If used, the user is unable to use blood/Scarlet jutsu above A rank in the following turn and no yang techniques above A rank in the following turn.


Blessing of Nurgle, Abomination
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description: This is a technique to create beasts made of Scarlet Rot, much like the Rot Clone Technique. The user can make one creature or multiple with a single use of this technique though the power will be divided equally. The user can create any animal or creature they can imagine, from a swarm of scarabs to a large dragon formed of Scarlet Rot. The largest a creation can be is 20m tall. The user can sustain these creations passively at the cost of 10 chakra per turn for a maximum of three turns. At any point the user can perform an addition handseal causing these creatures to erupt into a storm of Scarlet Rot, where the Scarlet Rot spins rapidly covering anything it comes into contact with spanning up to mid range for one turn, though passing over the user harmlessly. This can be done in the same timeframe as creating the beast/beasts. The creations can be released from the user's body or a source of Scarlet Rot on the field. These creations cannot be made within short range of an opponent. These beasts carry the Curse of Rot with them, applying it on contact or if someone comes into contact with the storm they create.

Note: S rank creations require three hand seals, A rank requires two hand seals and B rank requires one hand seal.
Note: Can only be used 4 times per battle or 6 times per event. When the S rank version is used, the technique can't be used for 2 turns after and no sand jutsu A rank and above in the following turn.
Note: The Storm of Rot damage is dependant on the rank of the creation.

- Blessing of Nurgle, Death and Decay
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +20
Description: This is a technique used passively as the user releases a blood technique from their body. As they release their blood for the technique, the scarlet rot from their body will be infused into the blood, having the sand like substance running through it. This will increase the chakra within the blood technique by 10 while increasing the damage by 20. Due to the Scarlet Rot being infused into the blood, this will carry the curse of rot within the blood technique. Through the user's chakra control in the technique, it will prevent the rot from decaying the blood making up the jutsu.

Note: Can only be used once per turn up to 5 times per battle/event.

Blessing of Nurgle, Unholy Ground
Type: Weapon
Rank: S
Range: Short-Long
Chakra: 60
Damage: 120
Description: Unholy Ground combines the Scarlet Rot with Yang release to create a semi sentient blast of rot up to 30 meters around the user. The user will start by releasing a surge of Yang infused chakra through their body as they unleash a mass wave of Scarlet Rot from every point in their body, spreading out to cover a large range around them, destroying everything organic in the process. With the rot being made sentient, it will part, passing over the allies of the user, preventing them from being cursed by the rot. The true aspect of yang release is carried in a similar way to the White Tiger technique. Not only will the target be inflicted with the curse of rot on contact, the

Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (+10)
Damage: +20
Description: A technique drawing on the users curse of the Scarlet Rot, when performing a Earth based technique, the user will infused the Scarlet Rot into the technique causing the Earth to take on a red colouration. Additionally the Earth technique will be strengthened, gaining increased damage while also containing the Curse of the Scarlet Rot. When the original technique has finished being cast/used, the Earth source will additionally be a source of Scarlet Rot causing damage to all enemies that touch it.
Notes:
-Can only be used 4 times
-Requires a turn cool down before use again

Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (+10)
Damage: +20
Description: A technique drawing on the users curse of the Scarlet Rot, when performing a Wind based technique, the user will infused the Scarlet Rot into the technique causing the Wind to take on a red colouration. Additionally the Wind technique will be strengthened, gaining increased damage while also containing the Curse of the Scarlet Rot. Due to the infusion of rot, the wind based technique will be harder to see through. When the original technique has finished being cast/used, the Scarlet Rot within will additionally be a source of Scarlet Rot causing damage to all enemies that touch it.
Notes:
-Can only be used 4 times
-Requires a turn cool down before use again


Rot/ken infusion


Custom Ninjutsu:

Heart of the Dying Star
Type: Attack/Defense/Supplementary
Rank: C-S
Range: Short-Long
Chakra:
Damage:
Description: Heart of the Dying star was a advanced element developed by Sinthorus, Sage of the Forge. After learning of the Mysterios Peacock Method he thought he could use this knowledge to develop a new flame for powering his crafting skills. Having spent years studying astronomy and the workings of the skies, he found a way to draw on the remaining flames that linger within the heart of a dying star. These flames were incredibly unique which he is able to draw from a unique seal formed on his body. This allows him to summon these flames from any part of his body or through portals (That must be made 5m away from the opponent). These flames are not only incredibly hot, they are also dark, chaotic and destructive when not harnessed by those who learn to summon them.
  • Can't be sealed due to their erratic nature. Due to the chaos or some shit, fucks with sanity to comprehend
  • As the sage of the forge, the user is able to sense any mineral up to one landmark away. This means any solid element including those that make up the human body. All minerals for crafting. Due to his dedication and hard work in his crafting, the user refined their chakra control, increasing all their damage by +20.
Prototype:


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"I live every day of my life like there's no tomorrow,
so that when my number's up, I can check out with no regrets!"

Basic Information
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Name: Mirko Hyūga
Nickname: N/a
Age: 23
Gender:
Female
Clan: Hyūga
Affiliation: Chaotic-Good


Appearance & Personality
Mirko has long white hair, her eyes are just as you would expect, they are a clouded looking white, typical to the Hyuuga clan, she has a toned physique, proof of the sheer training she has undertaken in both the gentle fist and other styles of combat. Mirko has a rather fiery personality, she is playful and prefers the heat of combat, her bravery knows no bounds and will not hesitate to step into harms way in order to help those closer to her, Mirko is the opposite of modesty, preferring to show off her toned body which took years of effort rather than allow it to be hidden.

Believe It!
Having the Believe It Nindo means the bravery your character has knows no limits, daring to charge into battle with little regard for their safety. will to save and defend his friends and the downtrotten allows him to enter fights at any point during the battle to assist them in battle, allowing the attempt to be done after the first 3 turns of battle. This also extends to up to 1 ally of the user’s, allowing one person to assist the user during any fight if logical.
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Village Information

Land of Birth: Unknown
Affiliation: N/A



Rank & Chakra Information

---------------------------------Mind-------Body-------Spirit-------Agility--------Dexterity--------Vitality
------------------------------------4----------88------------2------------8---------------4----------------0

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Health & Chakra
160 | 1600
Speed & Tracking
14 | 20
Universal Abilities
Ninjutsu | Genjutsu | Taijutsu | Kenjutsu
Bukijutsu | Fuuinjutsu | Dokkodo

Elements
Earth | Water | Fire | Wind | Lightning
Gunpowder

Specialities
Apex Speed Resistance | Advanced Tracking | Chakra Fortification
Mind's Keen Eye | Apex Kenjutsu | Staff of Asclepius

Fighting Styles
Staff of Asclepius
Summons
Monkeys

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History
Mirko, much like many young Hyuuga clan members, was trained rigorously to master her clans arts, she was put through intense training mastering many of the clans art, as well as extra which she had picked up along the way, Mirko's father, Meng Hao, was a high level member of the head of the clan, his skills were second only to the Clan leader, her father specialised in medical ninjutsu in conjunction with his Byakugan arts, however he left for another land on a mission whiles Mirko was still only an early teen, Mirko endeavoured to find her father, she left the clan to journey at the age of 20, she was a strong individual in her own right at this time, she scoured the lands searching, eventually she came across the great desert, out here there was a city by the name of Thousand Needles, little did she know that she would meet her best friend here.. and this is where her real journey and story would begin..
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Other Information


Specialities
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Apex Speed Resistance: You can perform techniques of the skill you chose to specialize in without the usage of handseals, though you must still perform complimentary and logical body movements related to the technique. This applies even if said jutsu does not have specific movements detailed in its description. (Wind Release)
Chakra Fortification: The user can add an additional effective 10 Chakra or Siris to an element or skill they specialize in, though not at any increased cost or strain to the user. This simply allows their techniques to have 10 more chakra infused into them. (Kenjutsu)
Advanced Tracking Specialist: Your tracking capabilities become more advanced, allowing you to have x2 tracking speeds. This allows him to physically track faster movement without chakra sensory.
Mind’s Keen Eye: Genjutsu of any type, other than MS-level or those cast by Kunino, appear 'flawed.' This means that regardless of the caster's expertise or perfection, there will be some kind of tell within the illusion that is very obvious; such as a visual illusion appearing like static on a television, a smell being off, or a sound not making sense.
Apex Kenjutsu Specialist: The user has the ability to use two sword based CW in one fight.
Staff of Asclepius: Through years of training, those who specialise this style would have mastered their chakra control needed in using gentle fist techniques through a medium such as a staff with such precision. Due to this level of mastery, those who specialise in this style would gain a +1 rank (20 damage) bonus to their Gentle Fist techniques that are not used through a medium, as they would use the same level of enhanced control but without the need of exerting it through the staff.
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Weapons / Technology





Background Music

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Sinthorus

Elite
Joined
Jul 7, 2011
Messages
9,179
Kin
3,644💸
Kumi
23,771💴
Trait Points
0⚔️

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果心居士 Kashin Koji
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Name:
Kashin Koji
Nickname: The Pervy Sage,
Gender: Male
Age: Unknown

Nindo: Having the Yellow Flash Nindo means analyzing and strategizing are important to you. There is much to gain in planning your assault instead of rushing in senselessly. Having this Nindo means that after observing your opponent utilize their Core Skills ( HA/AE/KG/CC ) more than 4 times, the user becomes capable of beating these techniques with 10 less damage needed, having observed their weaknesses.

Appearance // Personality
As a clone of Jiraiya, Koji's likeness is identical to the Sannin, albeit he is physically in his prime compared to his template, having no wrinkles and his hair is straight unlike Jiraiya's spiky hair. Koji is a tall man with shoulder-length white hair that he keeps the top of in a topknot, leaving the rest to flow freely. He also sports trimmed beard along his jawline and black markings on the corner of his eyes, extending downward and ending to his cheeks which resemble the Roman numeral "Ⅱ". He also has a small wart on left side of his nose. He also noticeably wears a mask which conceals the top-half of his face, along with the black hooded robe with maroon lining that seems standard of Kara.

An enigmatic man, Koji has a very stoic and straightforward nature that follows a no-nonsense view. Arrogant as he may appear, he has consistently shown himself to be a very rational and perceptive man. He is very calculating and methodical in his approach, able to immediately determine the truth of the situation before him and likewise able to determine how things will most likely play out. He is also known to very persuasive, able to convince the very stubborn to follow his lead. He views this goal as siding with humanity. Koji is shown to be rather proud of being a shinobi himself, stating outright he is fine work working as a tool as that is part of being a shinobi.

Atributes
---------Mind-------Body-------Spirit-------Agility--------Dexterity--------Vitality
-------8--------------7--------------2---------------8-------------------5--------------------0
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Universal Abilities
Ninjutsu
Genjutsu
Taijutsu (Adv)
Bukijutsu
Fuuinjutsu (Adv)
Kinjutsu |
Medjutsu
Sage mode | Toad Arts
Yin/Yang

Fighting styles
Bisento Arts
Barrier arts
Sealing fist
Elements
Earth
Wind
Fire
Water
Lightning
Carbon
Caramel
Breakdown
Shining Water

Summons
Toads
Dragons
Hawks
 
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