Shinkoku Trastrium

Daemon

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General







Elemental








Custom Elements



CFS






Summons



My CJ
CW. (Ningen Seirigaku)- The Human Physiology
1. (Taijutsu:Kujiku Inpakuto)-Taijutsu: Crushing Impact
2. (Konmoui|Nentenkei)- Soul Menace|Twisting Punishment
3. (Chakra Gigei|Assai Yajuu|Mikon Buta Onjun Za Raion!)- Chakra Arts|Crushing Beast|Wild Boar Tames the Lion!
4. (Taijutsu|Kankoui|Fukyuu Itami)-Fighting Technique|First Act|Opening Scene
5. (Taijutsu|Kankoui|Kyuukei)-Fighting Technique|First Act| Intermission
6. (Taijutsu|Kankoui|Kishou Zecchou)-Fighting Technique|First Act|Rising Climax
7. (Taijutsu|Kankoui|Doramatikku Shuukyoku)-Fighting Technique|First Act|Dramatic Finale
8. (Nousatsu Kenjutsu|Vorutekkusu)- Enchanted Sword Technique|Vortex
9. (Nousatsu Kenjutsu|Bāsaku)- Enchanted Sword Technique|Berserk
10. (Nousatsu Kenjutsu|Rasuto Arukanamu)- Enchanted Sword Technique|Last Arcanum
11. (Genjutsu:Yon-Saido Fuu Shiyou)-Illusion Technique: Four Sided Sealing Method
12.(Raiton|Suwan Gyosha )-Lightning Release|Swan Driver
13. (Soudai Sanda-ba-do Mo-Do )-Majestic Thunderbird Mode
14. (Raiton|Bouhatei Tekishutsu)- Lightning Release|Mole Extraction
15.(Yuukai Hi Kobushi) Intertwined Flame Fist
16. (Fenikkusu Handou ) - Phoenix Kick
17. Earth Release Mud Valley
18. (Nendo Tama)-Clay Bullets
19. (Ichi Chakra Ken Kata:Butou Ken Gengetsu)-One Chakra Sword Style: Dancing Blades of the Crescent Moon
20.(Oni-Ken Gigei|Keiri Setsudanki)- Demonic Sword Art|Executioner's Guillotine
21.(Satsugigei|Nai Inpakuto)-Butcher Arts: Deadly Impact
22. (Shakuton: Sekandosan) - Scorch Release: Second Sun
23. (Shakuton: Horusu kōka) - Scorch Release: The Horus Effect
24. (Vorudo) – Voldo
25. Bang Sasori dropped
26. (Akahigi: Chika Kindachi) – Red Secret: Underground Kings
27.(Chakura no Ito: Encho ) – Chakra Threads: Extension Became Canon
The Dark Soul (Dākusouru)
28. « Suiton: Phorcys Touji † - Water Release: Phorcys' Reign † »
29. (Shisuta Friede) - Sister Friede
30. (Raiton :purazuma Bōru: Konekuto) - Lightning Release: Plasma Ball: Connect
31. (Serīnu) - Saryn
32. (Kuvira, Dai yunitto) - Kuvira, The Great Uniter
33. (Jikohozon) - Self-Preservation
34.(Keiro) - Path
35. Darui Sasori dropped Arcane Bond - (Higi no Kizuna)

34/35

36. (Senpo: Majo no fukusō) - Sage Art: Witch's Garb
37. (Yoton: Pāpuru Heizu Disutōshon )Yang Release: Purple Haze Distortion
38. (Yoton: Ueta shushi) - Yang Release: Starved Seed
39.
40.


3/5

From Christmas Challenge Day 3:
41.
42,


0/2

Total: 35/42

Volcanic Ash
1. (Kazanhai|Kurai Kumo)- Volcanic Ash|Dark Cloud
2.(Kazan Hai:Napa-mu Tekidan)- Volcanic Ash: Napalm Grenades
3. (Kazanhai Hai: Senpuku)- Volcanic Ash: Pyroclastic Ambush
4. (Kazan Hai: Inferuno Doragon)- Volcanic Ash: Infernal/Inferno Dragon
5. (Kazan hai: Hai-Funsha) Volcanic Ash: Ash Wave
6.(Kazan hai:Ippan Hai Souran ) Volcanic Ash: Universal Ash Control
7. (Kazan Hai: Hametsu Ponpei )- Volcanic Ash: Bane of Pompeii
8. « Kazan Hai: Yougu No Hepaisutosu † - Volcanic Ash: Tools of Hephaestus † »
9.(Kazan Hai: Seigi no kokoro)- Volcanic Ash: Righteous Minds
10. (Kazan Hai: Yoru no jigoku) - Volcanic Ash: Hell of a Night


Cloud Release
1.(Kumoton:Sekiran'un Inpakuto)-Cumulonimbus Impact
2. (Kumoton:Raibou)- Cloud Release: Lightning Rod
3.( Kumoton : Hekiranpu ) Cloud Release : False Light
4.(Kumoton: Kumogakure no Jutsu)- Cloud Release: Hidden in Clouds Technique
5.(Kumoton: Gamijin)- Cloud Release: Graceful Charity
6.(Kumoton: Sounn Rippou ) – Cloud Release: Stratus Cube


Hellstone
1. (Tourmarin: Babiron no Shōfu) - ₪ Hellstone: ***** of Babylon ₪
2. (Tourmarin: Babiron no Shōfu) - ₪ Hellstone Release: Ninth Circle ₪
 
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Daemon

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Shinkoku Trastium

Ninjutsu
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CW. (Ningen Seirigaku)- The Human Physiology
Type: Weapon
Rank: S
Range N/A
Chakra Cost: N/A
Damage Points:N/A
Description: The Human Physiology is a custom weapon made by Akasuna no Sasori. The Human Physiology is a sentient core that replaces Sasori's current core. The core is the same size as Sasori's current core but instead of it being exposed like normal the core is covered with a durable material. The durable material can only be destroyed by A rank and above techniques. This means that widespread techniques won't do the job of destroying it properly. The Human Physiology has unique traits that Sasori can only access. The cores aim is to purge any foreign chakra that is present within Sasori's body. Being a puppet, Sasori is not able to feel pain because he lacks a central nervous system but yet he still finds a way to control his body and that is through his core. As long as chakra remains in Sasori's body he can manipulate it as he pleases. The core works by allowing Sasori to feel pain when foreign chakra enters his body and at that point the core will act as its own to purge it. When under the effects of a genjutsu, The Human Physiology will inflict pain onto Sasori that is enough to release him from the genjutsu. After the genjutsu is released, the core will remain dormant again until it is needed again. Once the genjutsu is released, Sasori will again feel nothing and once again become a puppet without emotion. For that brief moment, Sasori gains somatosensory senses before it fades away. However The Human Physiology can only release S rank or lower genjutsu. The core can release Sasori out of genjutsu once per turn. Much like his common core, Sasori can switch this core into other puppets instantly to swap out bodies. Since this is Sasori's Weapon made for Sasori it can only be used by Sasori bios.

Note: This can only be used by Daemon


[Kuuki shissou] ♦ Air dash ♦
Rank: B
Range: All
Type: Supplementary
Chakra Cost: 25
Damage: N/A
Description: Air dash is a special move that allows a ninja to jump once, and while they are still going upward, push off of air to jump again in a different direction. It does not allow them to go upward again, only allowing them to dash forward in mid-air, backwards, down, left, or right. How this works is that while a ninja is jumping, they will force chakra out of their feel, forming a purple seal underneath them that look like a circle with 6 points like a star beneath them. From there they will have a split second to dash in any direction with the exception of up. This can be used once per jump from the ground and the dash is fast enough to dodge some attacks.
~Usable only twice.
~Faust can only teach this.

(Tetsujō) Razor Wire
Rank: S
Type: Armor
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: Tetsujō is a sentient, tight-fitting bodysuit that encases the wielder's upper body like a second layer of skin. Similar to Samehada in terms of function, Tetsujō shares a semi-symbiotic bond with its wielder, constantly absorbing his/her chakra, be it normal or abnormal, in order to remain sentient and functional. The main characteristic of Tetsujō is its ability to change the chakra signature of everything it absorbs. Through miniscule vibrations and fluctuations, the suit changes the signature of all the chakra it absorbs and injects it back into the user’s chakra pathway system in almost constant bursts. Normally, foreign chakra would disturb and disrupt the chakra pathways, but through the symbiotic bond the armor and its wielder shares, Tetsujō is able to function as a purifier of sorts, guiding the wielder's body through an almost instant process of adaption, though still altering its wielder's chakra flow. With its incredible ability to evolve, Tetsujō is also able to perform this process on unusual types of chakra. This constant process of change and evolution also serves to gradually, but continuously, change the wielder's chakra signature on a fundamental level. Generally, Tetsujō will render illusionists unable to use dual-layered illusions on its wielder. Furthermore, Tetsujō makes the user’s constantly changing chakra impossible to mimic. Through its continuous changing of the user’s chakra signature, Tetsujō also decreases the rank of all Genjutsu Techniques cast on its wielder by one rank. Finally, Tetsujō is able to harshly constrict itself around its wielder’s body for a short amount of time.
If anyone but the wielder touches Tetsujō, the suit releases a harmful burst of chakra into the perpetrators chakra pathway system, ruining his/her balance and equilibrium for a short amount of time.
With the ability to absorb its wielder's chakra, Tetsujō is able to repair itself, making it very hard to remove from the user's body.
-Tetsujō cannot decrease the rank of a Mangekyō Sharingan Genjutsu.
-Because of the fluctuations Tetsujō constantly causes, all Genjutsu techniques used by the wielder loses one rank in terms of strength.



19.(Nendo Tama)-Clay Bullets
Type:Attack
Rank:A
RangeShort-Long
Chakra Cost:30
Damage Points:60
Description:The user Shoots small clay bullets.The bullets are set off by a handsign.
Note:this justu can be used to cover the enemy in explosive clay by shooting it at the opponent.
*this justu can only be used by Minato1*

Odin Yari (Spear of Odin)
Type:Attack
Rank: S
Range:Mid to long
Chakra cost:40
Damage Points:80
Description:The user focuses chakra in one hand and makes a spear using shape manipulation.This spear is then launched at the target.It explodes upon contact causing a blast of 2 yards' radius
Note:Can be used 3 times.
Created by Chan.

Odin Hishu (Odin dagger)
Type:Attack
Rank: S
Range: short to mid
Chakra cost: 40
Damage Points: 80 + one range push back (not counted as a finisher)
Description: Using shape manipulation,a chakra ball of 2 feet in dimension appears at the index finger tip and it is shot at the target.If hit,the victim is sent flying one range back.It can break through smaller projetile shots of up to non-elemental S rank.But only the ones it meets during its travel meaning other senbon from the opponent can still come at the user.(eg,the jutsu below-Odin Fists)
Note:Usable only 2 times.Takes one turn to use again.Must have completed the chakra control training session from a sensei.
Created by Chan.

Odin Genkotsu (Odin Fists)
Type:Attack/defence
Rank: S
Range: short + one range knock back
Chakra cost: 40
Damage Points: 80
Description: The user gather chakra into his fists.The fists start to shine and from each fist,shoots out multiple pellets.A few advantages it has is that the shots are wide spread, which makes it highly effective against quick or invisible opponents.The target will be send flying back to Mid range.
Note:usable only 2 times.
Created by Chan.

(Ninjutsu: Itami shinkeigasurudoi) Ninja Art: Pains Of Sensitivity

Type: Supplamentary
Rank:A
Range:Short
Chakra:30
Damage: N/a (+20 Damage to physical attacks (i.e. Earth, Water, Lava, etc ))
Description: This is a very unique style of ninja art, developed by the interrogate squad. The user will do 2 handseals (Ox-Ram) While touching the opponents body (or themselves) forcing the chakra inside of their body to react causing the chakra to resonate violently inside their body making it sore without notice. This will make their body extremely sore to the touch (similar to the after effects of guy from using his 7th gate) This will cause the opponent when hit to take double damage, while being extremely sensitive to any type of pain. A kunai stab to the hand would feel like you smashed your whole hand. Doing monstrous damage.

Note: Last 3 turns
Note: Can use a max of 2 times
Note: Cant use this technique for 3 turns after the affects wear off.
learned

(Mizu Beara) Water Bearers

Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: These Water Bearers was created by Izumo/Aqualad to have a unique water weapon in battle. He made two hilts that are called Bearers. The Bearers are made of a material so the user can channel their chakra and manipulate water sources or even the moister in the air for varies objects such as weapons, shields on top of them. These two hilts are the perfect weapon for a weapon user and water user. The user channels their chakra and absorbs some water or moister in the air. The highest the rank of the object that is made of water is A rank or lower.
-Only used when the air has enough moister to make the weapon of chose of the user or a some type of water source is in the area of short range of the user to use to use to make the weapon of chose of the user and must have the user chakra in it or no chakra at all.
-The weapons made from the water still go by the elemental advantages and disadvantages
-The weapons also feel like the real weapon when used
-The user has to use a jutsu slot every time the user uses the weapon no matter if it is to attacking or defending, the change of the shape depends on the attack or defense like for an example. The user going against a fireball and the user has the bearers shaped into katanas but the user needs to defend. The user would change the katanas into a rectangular shield to defend against the attack.
-Water users like Tobirama, Gyojin clan members, and Mei who all can in their own unique way generate/create water from thin air, can create the water this way.


(Ninpo: Tan'ya) - Ninja Art: Metalsmith
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra cost: 20 (+5 each reformation)
Damage points: N/A
Description: The user simply needs to make physical contact for this technique to function. By touching a weapon, the user is able to insert chakra into the object. By doing so, the user is freely able to manipulate the weapon’s size. This can be used on both held weapons (such as katanas, kunai, staffs, etc.) and thrown weapons (kunai, shuriken, senbon, etc.) The user is able to change the shape of any weapon-type object up to any size, following logic and reasoning. A small weapon such as a shuriken can be increased to the size of a windmill shuriken, or reduced to the size of a single marble. If thrown, the user is continually able to freely change the object’s size, expending another 5 chakra, but cannot alter its path or anything of the like. This technique is based upon the less advanced version, "Ninja Art: Giant Shuriken Technique." After this technique ends, any altered objects will revert back to their original size at their current location.
- Usable four times per battle
- Effects last two turns

Learned:
 
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Daemon

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Re: Daemon's Customs

Taijutsu/Kenjutsu
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2.(Taijutsu:Kujiku Inpakuto)-Taijutsu: Crushing Impact
Type:Attack
Rank:S
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description:The user grabs the opponent and body slams him or her into the ground. Then the user jumps 10 meters into the air and elbow drops the person laying on the ground. before the user reaches the 5 meter mark when he/she is falling down the user adds a massive amount of lightning chakra all around their body making them fall faster and have a harder impact when they land on their opponent.
Restrictions:
-Can only Be used 3 times per battle
-May only be used by ~Minato~
Taught to Mugen Ryukyu-
Taught to Afro/Red-
Taught to Broly -

3. (Konmoui|Nentenkei)- Soul Menace|Twisting Punishment
Type:Attack
Rank:A
Range:Short
Chakra Cost:30
Damage Points:60
Description: the user focuses lightning chakra into their palms then the user slams his/her on the opponents chest. When it connects the user turns there palm to the right in a 90 degree angle when the opponent turns their hand it will release the massive wave of chakra into the opponent sending them flying backward.
(Can only be used twice per battle)
(Can only be taught by Daemon)

taught to zero kelvin-
Taught to Mugen Ryuku-
Taught to House -
taught to broly -
taught to - Madara Uchiha
taught to Mudo -

4. (Chakra Gigei|Assai Yajuu|Mikon Buta Onjun Za Raion!)- Chakra Arts|Crushing Beast|Wild Boar Tames the Lion!
Type: Attack
Rank:S
Range:Short-Mid
Chakra Cost: 40
Damage Points:85
Description: the user focuses a massive amount of chakra into their palms. the user then strikes the opponent multiple times in the chest area delivering heavy impact blows taking the breath out of the opponent. He/She then hits then opponent in the chest and twists their palm releasing all the chakra that is stored up in their palms sending them flying forward. The user follows up with a strong round house kick to the opponent's gut sending them spiraling into the air.
(Can only be used once per battle)
(No Taijustu next 2 turns)
(Can only be taught by Daemon)

5. (Taijutsu|Kankoui|Fukyuu Itami)-Fighting Technique|First Act|Opening Scene
Type:Attack
Rank:A
Range:Short
Chakra Cost:N/A
Damage Points:60
Description: The user upper cuts the opponent lifting him some inches into the air. Then follows up with a round house kick to the chest knocking the air out of the victim. He or She then grabs the foes legs as they fly back and slam them back and forth on the ground. Once the opponent hits the ground for the last time, the performer kicks them in the chest causing them to slide across the ground and crash into a wall.
(Can only be taught by Daemon)

Taught to- Zero Kelvin-
Taught to Mugen Ryukyu-
Taught to Kerrah -
Taught to House -
taught to madara uchiha

6. (Taijutsu|Kankoui|Kyuukei)-Fighting Technique|First Act| Intermission
Type:Attack
Rank:B
Range:Short
Chakra Cost:20
Damage Points:40
Description: The user focuses chakra into their legs and starts charging at the opponent. The performer grabs the arm of the opponent and uses their right knee to slam into the elbow breaking the arm of the unlucky sparring partner. Then the user uses his/her right hand to slam the face of the opponent in the ground.
(Can only be taught by Daemon)

Taught to Zero Kelvin -
Taught to Mugen Ryukyu-
Taught to Kerrah-
Taught to House -http://narutobase.net/forums/showthread.php?t=467357&p=14055955#post14055955http://narutobase.net/forums/showthread.php?t=421357&p=14387571#post14387571
Taught to madara uchiha

7. (Taijutsu|Kankoui|Kishou Zecchou)-Fighting Technique|First Act|Rising Climax
Type:Attack
Rank:S
Range:Short
Chakra Cost:40
Damage Points:80
Description: After the intermission is performed, the user grabs the opponent by the collar and tosses him or her into the air. He pivots his foot and charges chakra into his elbow. As the opponent falls, He/She lands directly on the users elbow breaking in their rib cage and puncturing the lungs. He quickly turns and grabs the opponent in the neck and drives them into the ground cracking the surface of the terrain. As he holds on to the neck, he begins to run which in return dragging the opponent through the ground then slamming them into a wall.
(Can only be taught by Daemon)
(can only be used after Fighting Technique|First Act| Intermission is performed.)
(Can only be used once per battle).

8. (Taijutsu|Kankoui|Doramatikku Shuukyoku)-Fighting Technique|First Act|Dramatic Finale
Type:Attack
Rank:S
Range:Short
Chakra Cost:40
Damage Points:80
Description: After the climax is performed, He then clenches his fingers giving him a firm grip of the opponents body. He lifts the opponent off their feet and throws them in the air. He jumps after them and puts the opponent in a full nelson and crashing him into the ground face first. Maintaining the full nelson. He lifts him up again and throws him forward. Chakra then surges through the body of the user increasing his speed for this move only(he moves about as fast as Gai without his weights.) He then catches up to the opponent and punches them in the face hitting them into the side of a wall. He then begins to charge full speed and ram his shoulder into the mid section of the enemy killing them on impact.
(Can only be taught by Daemon)
(can only be used after Fighting Technique|First Act|Rising Climax is performed.)
(Can only be used once per battle).

9. (Nousatsu Kenjutsu|Vorutekkusu)- Enchanted Sword Technique|Vortex
Type:Attack
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description: The user focuses chakra into the tip of their blade(s). The user the begins to spin in a counterclockwise direction and they hold their sword(s) outward. The user then releases the chakra sending a burst from the tip of the sword capable of slicing clean through a boulder.
(Can only be used three times per battle)
(Can only be taught by Daemon)

Taught to mugen Ryukyu-
taught to ishiro-
taught to AJ:
Taught to Mudo:
10. (Nousatsu Kenjutsu|Bāsaku)- Enchanted Sword Technique|Berserk
Type:Supplementary
Rank:S
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description: the user focuses a very massive chakra into their blade(s) then release a 9 hit combo on the opponent that comprises of a series of slices focusing on the torso and rib cage. This move can be done without adding chakra to the blades but the chakra gives it more effective damage
(Can only be used three times per battle)
(Can only be taught by Daemon)
Taught to Zero Kelvin-
taught to AJ:

Taught to Mudo:

11. (Nousatsu Kenjutsu|Rasuto Arukanamu)- Enchanted Sword Technique|Last Arcanum
Type:Attack
Rank:B
Range:Short-Mid
Chakra Cost:20
Damage Points:40
Description: The focuses a massive amount of chakra into their blades then they deliver A series off three slashes to the opponents body. The strikes cannot cause any instant death injuries but it can leave deep cuts in the opponents skin. (series of Strikes: 1 Horizontally across the waste,1 Diagonally across the chest,and 1 Vertically down the chest.)
(Can only be used three times per battle)
(Can only be taught by Daemon)
taught to AJ:

taught to Mudo:

16.(Yuukai Hi Kobushi) Intertwined Flame Fist
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points:80
Description: The user focuses fire chakra into his/her hand and builds is up over time. The user then breathes in deeply while winding back his/her fist. A strong punch is delivered into the air in front of them. Using precise timing the user releases 2 large streams of fire. Using their chakra control. They manipulate the fire stream to spiral around each other and once they are about to hit the enemy both of the streams of fire conjoin into only large blast in the shape of a first that completely incinerates the enemy. After this taijutsu technique is complete, the user's first is left steaming and smoking from its power and thus cannot use they hand for the rest of the turn.
Restrictions:
- can be taught by Daemon
- can only be used 2 times per battle.
- No fire elemental taijutsu can be used in the same turn.
- Look of the technique:
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Taught to
Madara Uchiha-
Mugen Ryukyu-
Priest -
Kerrah -

The Adrenaline Rush (Kōfun Jōtai)
Rank: S
Type: Supplementary
Range: Self
Chakra cost: 40 (20 every turn)
Damage points: N/A
Description: To activate this technique, the user must focus chakra into the disaster centers in the brain, to forcefully activate the state known as adrenaline rush. The disaster centers in the users brain will react to the chakra as if it was a real disaster situation, the centers will therefore immediately jumpstart the user’s body. The disaster center sends a message to the glands just above the user’s kidneys, to release a great amount of adrenaline into the user’s body. The adrenaline will boost the user’s heart rate and his blood flow. The adrenaline also signals the user’s liver to flood the body with glucose blood sugar for fuel. But what really makes the users body reach its limit is instant energy, which is released along with the glucose and the adrenaline. Instant energy, (ATP or Adenosine triphosphate) is energy stored in all muscles, which is released in a crisis situation to boost the user’s body. All these biochemical reactions happen extremely fast, it takes less than a second for the users body to fully unleash the effects of the technique. These reactions causes the users body to peak and reach it’s absolute limit for a short amount of time, but since the effects are chakra caused, and since the user during this technique continuously floods his veins with chakra, the effects lasts longer. The effects are:
Heightened senses: Stronger sense of smell, hearing and thought processing.
Pain reduction: All feelings of pain and numbness are almost nullified.
Faster reaction time: This doesn’t make the user faster generally.
Superhuman strength: Adrenaline rush causes the body to peak in performance, a big adrenaline rush can give a regular mother the strength to lift a car easily, it is estimated that a full adrenaline rush gives a boost of strength which equals 400%
Notes:
• Lasts for 5 turns.
• The user cannot use any elemental ninjutsu while this is active.
• The user cannot use any Genjutsu or clones of any kind when this is active.
• Because of the energy burn the user cannot use A-ranked or above technique for 1 turn after this technique ends, and he cannot use any S-ranked or above for 2 turns after this technique ends.
• Because of the strain this technique puts on the user, he cannot use any Genjutsu for next 5 turns.
• No summoning while this is active.
• Can only be used Once per match.




Tatsumaki Zankuukyaku|Hurricane Scythe Kick
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user jumps and, while in the air, rotates his or her legs, causing himself to spin in circles, kicking the opponent 3 times with rapid succession. The power behind the strikes increase with each spin, due to the user's momentum increasing. This attack can also be used against a standing target or while already in the air.

Hyakkishu Hyakki Gojin|Hundred Devil Attacks
Type: Offensive
Rank: B
Range: Short
Chakra Cost: N/A
Damage Cost: 40
Description: The user jumps, and at the peak of his jump, suddenly extends his leg out, kicking the enemy in the face with great force, sending them flying backwards. The user can also use this attack to strike the enemy's legs/feet, knocking them off balance and causing them to crash into the ground.

17. (Fenikkusu Handou ) - Phoenix Kick
Rank: A
Type:Attack
Range:Short
Chakra Cost:30
Damage Points:60
Description: The user focuses chakra into their leg. The goes for a low kick towards the opponent. But instead of going for a hit, they let their foot hit the ground. The shockwave of the kick hitting the ground is transferred into the ground by the chakra. The user then releases the chakra into the ground underneath the user. Suddenly the chakra shoots up out the ground as a vortex that hit the opponent violently causing severe damage.
- Can only be taught by Daemon
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taught to scaze: , Lili Chwan, Loki

20. (Ichi Chakra Ken Kata:Butou Ken Gengetsu)-One Chakra Sword Style: Dancing Blades of the Crescent Moon
Type:attack
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description: the user takes out his blade(s) and focuses chakra into it. The chakra put into the sword increases the reach and damage of the sword. He/She then dashes towards the opponent and delivers a 8 slash strike to the opponents torso going right through their chest.
(Only Daemon can use this technique)
(can only be used twice per battle)

21.(Oni-Ken Gigei|Keiri Setsudanki)- Demonic Sword Art|Executioner's Guillotine
Type: Attack
Rank:A
Range:Short-Mid
Chakra Cost: 30
Damage Points:60
Description: The user focuses wind chakra into their sword. The the user throws their sword so i can move like a buzzsaw through the air. He/She then makes a hand sign releasing the wind chakra out of it while its spinning to create a wind/sword buzzsaw like attack.
(Can only be used three times per battle)
(Can only be taught by Daemon)

22.(Satsugigei|Nai Inpakuto)-Butcher Arts: Deadly Impact Type:Attack Rank:S Range:Short-Mid Chakra Cost:40 Damage Points:80 Description: The user delivers 7 slashes to the opponents body: One horizontal Slash to the torso, one Diagonal Slash(Right Shoulder to left thigh),Another Diagonal Slash(Left shoulder to right thigh),A vertical Slash (top to bottom),Another Vertical Slash(Bottom to Top), A Sword Thrust(to the gut). then the user focuses chakra into the blade making it denser and heavier so i can deliver a big impact. Finally theu user delivers a horizontal slash with the back of their blade to send the opponent flying back. (Must have Zabuza's Sword) (Usable only 2 times per battle) (Can only be taught by Daemon)

23.(Satsugigei|Fuu No Za Satsu )-Butcher Arts: Way of the Butcher
Type:Attack
Rank:B
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description: The user focuses a large amount of chakra into their blade. then then user delivers a horizontal slsh to the opponents gut cutting right through the opponent and spliting Him/her in half.
(Usable only 2 times per battle)
(Must have Zabuza's Sword)
(Can only be taught by Daemon)

Hakke Magenken: Primera no Kata | Eight Trigrams Demonic Illusion Fist: First Form

Hakke Magenken: Primera no Kata | Eight Trigrams Demonic Illusion Fist: First Form
Rank: A
Type: Offensive
Range: Short/Mid
Chakra cost: 30
Damage points: 60
Description: The user forms a circle with one of his hands, which will place the target in a Genjutsu where time will seem to slow down as the hand moves, to finally stop completely when the circle is complete. As time seems to become slower and slower, the target will gradually become unable to move his body, to finally become totally paralyzed as the circle becomes complete. It's important to notice that the opponent as the time to react accordingly as he notice the effect taking place. As the target gets captured in the Genjutsu, the user will appear in front of the target and place his hand in front of the targets eyes, which will place him in another Genjutsu where the target feels the users presence behind him. As the target gets captured in the second Genjutsu, the user gathers chakra in two fingers and thrusts them into the targets eyes with great force.
-Both illusions are C-ranked in strength.
-Can only be used 2 times per battle.
-Can only be taught by Zero Kelvin


Hakke Magenken: Segunda no Kata | Eight Trigrams Demonic Illusion Fist: Second Form

Hakke Magenken: Segunda no Kata | Eight Trigrams Demonic Illusion Fist: Second Form
Rank: A
Type: Offensive
Range: Short/Mid
Chakra cost: 30
Damage points: 60
Description: The user focuses wind chakra into his hands or weapon and gestures towards the target. The gesture places the target in a Genjutsu, where the target sees the user dashing towards him while performing several slashing motions with his hands or weapon, which causes several small blades of wind to seemingly shoot out from his hands or weapons and race towards the target. In reality, the user simply focuses chakra into their feet and vanishes in a blur of speed, after which he appears right in front of the target and stabs his weapon or hand into the targets abdomen. The stab is usually aimed at vital organs.
-The illusion is C-ranked in strength.
-Can only be used 2 times per battle.
-Can only be taught by Zero Kelvin

1:12 – 1:22


Hakke Magenken: Tercera no Kata | Eight Trigrams Demonic Illusion Fist: Third Form

Hakke Magenken: Tercera no Kata | Eight Trigrams Demonic Illusion Fist: Third Form
Rank: A
Type: Offensive
Range: Short/Mid
Chakra cost: 30
Damage points: 60
Description: The user performs a simple hand gesture, which immediately places the target in a Genjutsu, where he will feel nothing but absolute terror, fear and dread. First, the target will see the users hand begin to glow ominously, after which, the users body will disappear into a complete darkness and only his two hands will remain visible. The users two hands will immediately seem to form a box with the thumb, index and middle finger of each hand and as soon as the box is complete a glowing red eye will appear in the middle of the box and quickly begin to multiply. The target will feel as if thousands of glowing red eyes are racing past him with high speed. The only feelings the target will be able to feel is fear, paranoia, sadness and hopelessness. In reality, the user simply focuses chakra into his feet and earth chakra into his hands. The user will then disappears in a blur of speed; he quickly reappears behind the enemy and delivers a devastating dual palm thrust to his spine.
-The illusion is B-ranked.
-Can only be used 3 times per match.
-No S-ranked or above illusionary techniques during the next turn.
-Can only be taught by Zero Kelvin.

2:21 – 2:34


Hakke Magenken: Cuatro no Kata | Eight Trigrams Demonic Illusion Fist: Fourth Form

Hakke Magenken: Cuatro no Kata | Eight Trigrams Demonic Illusion Fist: Fourth Form
Rank: A
Type: Offensive
Range: Short/Mid
Chakra cost: 30
Damage points: 60
Description: The user focuses wind chakra into his hands or into a weapon, this will causes the wind chakra to extend itself from the chosen object and thereby increase its range. The extended wind chakra is invisible to the naked eye. As the user focuses wind chakra, he performs a simple gesture with his hand or holds eye contact with the target, either one of these will cause the opponent to be trapped in a Genjutsu. Inside the Genjutsu, the target will see the user disappear in a blur of speed and feel his presence behind him a moment later, the feeling of having the user behind him will be extremely realistic and include both the smell, the sense of danger, etc. The second the target becomes captured in the Genjutsu, the user will dash towards him with incredible speed and perform two incredibly fast slashes with his weapon or hands. This technique is based on Asuma Sarutobi’s Hien (Flying Swallow)
-The illusion is C-ranked.
-Can only be used 3 times per battle.
-Can only be taught by Zero Kelvin

5:40 – 5:47

Hakke Magenken: Quinto no Kata | Eight Trigrams Demonic Illusion Fist: Fifth Form

Hakke Magenken: Quinto no Kata | Eight Trigrams Demonic Illusion Fist: Fifth Form
Rank: S
Type: Offensive
Range: Short/Mid
Chakra cost: 40
Damage points: 80
Description: The user gathers a large amount of earth chakra in his hands and forms a pair of thick gloves made of very compressed and extremely durable minerals. The user gains eye contact with the target or performs a gesture; either method works and places the target in a Genjutsu. Inside the Genjutsu, the target will see the user jump into the air, where he lifts his arms above his head and uses the momentum he gains from his fall to deliver a devastating punch. The illusion will feel completely real, so if the punch makes contact, the target will feel the massive power of the punch as he will feel his bones break, but he will receive no actual damage from the illusion. In reality, the user simply disappears in a blur of speed and reappears close to the target, where the user will deliver an uncountable number of incredibly fast punches. The user will increase the speed of his punches, by using his long experience with Taijutsu and knowledge of his own body, to release the ATP stored in the users’ muscles and to release a dose of adrenaline from the glands just above the kidneys.
-The illusion is B-ranked.
-Can only be used 2 times per battle.
-No A-rank or above illusionary techniques during the next two turns.
-No S-rank Taijutsu during the next turn.
-Can only be taught by Zero Kelvin

0:47 – 1:03

Atsui-Appu: Warm-up
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A
Damage: (Taijutsu +10)(Ninjutsu +5)
Description: The user jogs in place while punching the air, causing their blood to pump faster making them a little faster and stronger. Because of this early warm-up, the user is also more focused causing their reflexes to sharpen. With this blood pumping sensation, chakra also flows easier and faster, letting the user use jutsus faster.
Note: Can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: must be done at beginning of battle


Kyōkiken | Madness Fist
Rank: B
Type: Offensive/Supplementary/Defensive
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: Kyōkiken is a Taijutsu style, based loosely on the principles of Drunken Fist. To enter the Kyōkiken-state, the user must either be insane, or have many experiences with insane beings to draw upon for guidance. Where Drunken Fist revolves around relaxed and fluid movements, the Kyōkiken is the exact opposite. While in the Kyōkiken-state, the user will constantly tense up and seemingly spasm uncontrollably, but like the Drunken Fist, every movement in the Kyōkiken has a purpose. The seemingly heaving and rattling breaths of the user will make it easier for him/her to find a rhythm and flow in their attack and defense. The constant tensions and incoherent rambling of the user will serve to distract the target. Seemingly harmless and slow movements will change their trajectory and speed up considerably. Generally, the user will seem slow and menacing to the target, but the slow and rigid movements can turn into deadly and decapitating strikes with a single, convulsive motion.


Tekken | Iron Fist
Rank: A
Type: Supplementary
Range: Self
Chakra cost: 40
Damage points: +10 to Taijutsu that involves using ones hands
Description: After spending years training in Taijutsu, the user has developed a way to push his fists to their maximum capability. By continuously having exposed his hands to extreme environments, (like training punches in hot coals and practicing hand movement in ice water) the users has made his hands incredibly strong. The user focuses chakra into his fists and uses it to amplify the effects of his training, with this the users hands will be close to indestructible, no amount of force or temperature will affect the user’s hands, only extreme amounts of continuously applied incredible damage will damage them. This technique doesn’t make the user stronger in general; it just allows him to deal with attacks more freely since he won’t have to think about his hands.

(Su-pa Handou)- Super Kick
Type: Offensive
Rank: B rank
Range: Short
Chakra: N/A
Damage: 40
Description: The user will stand next to his opponent and extend his dominate leg up at the targets chin. He will kick the target right under the chin targeting the jaw. The force of hitting the target there will cause vibrations to go throughout his head. (try biting your teeth together really fast, you'll feel a little vibration, now imagine with a kick) When done correctly, the vibration would cause the user to suffer vibrational damage through the skull. This could lead to disorientation, causing the target to stagger a bit, leaving him slightly dizzy and stumbling backwards for a few moments.

Note: Can only be taught by Better/Gin Ichimaru
Note: Can only be used 5 times

(Kōuki Nehan Ashige) – Final Nirvana Kick
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60
Description: Initiated by an upward spin kick with either leg, the user performs the high kick forward. At which point flames are release through the foot as a large blade of fire (several meters high) that grows up to 6 feet infront of the user. The blade is thin however concentrated with flaming power, capable of cutting through a target while burning through the wound as it slashes. After initiating the attack, the user appears to be surrounded by a small ring of fire that forms around them while the main blade of fire attacks/defends (ring has no rank, simply keeps foes from approaching carelessly). It is strong enough to counter elemental techniques following Fire's strength and weakness.

- Can be used thrice per battle, two turn(s) between uses.
- No fire elemental taijutsu can be used in the same turn.


(Kumo-Ryū Nenshou Raishuu)- Cloud Style Burning Attack
Type: Offensive
Rank: A rank
Range: Short
Chakra: 30
Damage: 60
Description: The user focus chakra onto their feet and dashes towards the user with their sword in hand. Once they reach their target, the user takes their sword and slash their target multiple ways up to the user 7 times. These much stronger slices will chop up the target up to 7 pieces. Following up the user takes his other hand and focuses a ton of destructive raiton chakra into his hand and releases it at the pieces destroying the remains of their target (Like Lightning Release: Depth Charge).
Note:Number of slices depend on the user, maximum is 7.
Note: This technique can only be used 4 times.
Note: Can only taught by Better

(Kumo-Ryū Kensei Doumeihigyou) - Cloud Style Feint Attack
Type: Supplementary
Rank: A
Range: Short to Mid
Chakra: 30
Damage: N/A (-60 damage if not broken due to mental strain)
Description: The user takes his sword out and immediately a Genjutsu is casted. When the user takes his sword out of the scabbard it makes a loud screech. The sound can be long or short, depends on how fast the user takes the sword out of the scabbard. Taking out the sword initiates the Genjutsu. Inside the genjutsu, target suddenly sees the user walk right by him. The user takes his blade and its scabbard and puts the sword back inside slowly. Once the sword is fully put inside its scabbard the target is then cut through his whole body and spills blood everywhere, dying in the illusion. In reality, the target is open to being cut down as he can't see whats really going on.
- Target isn't paralyzed. Attacking the target in the illusion walking behind them ends the Gen.
- Can be only used 3 times.
- Can only be taught by Better

(Kumo-Ryū Fuuinjutsu: Niruida Kodawari) - Cloud Style Sealing Arts: Double Touble Type: Offensive Rank: A Range: Short Chakra: 30 Damage: 60 Description: The user will write a simple seal on their non dominant hand and will speed at their opponent and with their sword in the other hand. They will strike their opponent, when the opponent blocks the attack with their own blade or dodges the user releases chakra into a seal written on his palm of his free hand and summons another sword. The user then with this new sword quickly strike the occupied opponent. When using this, the sword will always be summoned to where you put your seal on your hand. Not anywhere else they like. -Requires Fuuinjutsu -Can be used 3 times per battle -Can only be taught by Better

both learned-


(Bushidō: Saisho no Seijū: Yi no Shuiro Fenikkusu) - Way of the Warrior: First Holy Beast: Vermilion Phoenix of Yi
Rank: S
Type: Supplementary, Defensive
Range: Short
Chakra: 40
Damage: N/A
Description: The Vermilion Phoenix is the first and supreme Holy Beast, said to manifest itself to worthy Samurai who have learned to harness the power of the three lesser beasts beforehand. Despite its alleged superiority, the type of role the Phoenix plays is that of a support-based one; additionally, unlike the other series of techniques, this is not initiated through any form of Iaidō or Samurai Saber technique. It is activated by exuding one's chakra along the entirety of the body, causing the Phoenix (wings, upper torso and head) to manifest itself from the back of the Samurai. Its total wingspan stretches up to three meters, granting the Samurai the ability of flight, along with increasing the damage of all other Holy Beast techniques by twenty during the turns in which this is active; it can additionally fortify the strength of all defensive-based Holy Beast techniques by one rank. The Samurai can further manipulate the Phoenix at will to shield them from simple projectile-based weapons or techniques; though it should be noted that because this technique is not created through the Samurai Saber, the Phoenix does not interact neutrally with the five basic elements, instead, it is weak to any of them similar to normal raw chakra. Staying true to the legends of the Phoenix being reborn from its "ashes", if it is prematurely destroyed, it can be reactivated on the following turn for half the initial chakra cost, although if this is done, it only remains active for that same turn before disappearing. Activation of the Phoenix costs a move slot but occurs instantaneously for time-frame purposes.
Restrictions:
Note: Can only be used once per battle.
Note: Can only be used by Samurai biographies.
Note: Lasts for three turns, after which the Samurai will be unable to use any A-rank and above Samurai-Saber based techniques for the following turn. If the Phoenix is reborn after being destroyed and ends on the same turn, this same restriction applies.

(Bushidō: Daini no Seijū: Echigo no Konpeki Tsuin Ryū) - Way of the Warrior: Second Holy Beast: Azure Twin Dragon of Echigo
Hide
Rank: S
Type: Defensive, Offensive
Range: Short - Mid
Chakra: 40
Damage: 80
Description: A maneuver which employs the concept of Zettai Tōroku, or Absolute Inscription, along with the Samurai Saber technique using short-swords. The Samurai will begin by activating the Samurai Saber technique within both weapons (if not already activated prior), before they unsheathe both of the blades using the Art of Iaidō, utilizing shape manipulation to form the chakra coursing through the blades into the shape of semi-tangible dragons, one dragon head stemming from each of the two individual blades. From here, there are two ways in which this technique can be applied; in a defensive manner, using the concept of Absolute Inscription to slash all around oneself, as the dragons violently circle the immediate vicinity all around in an effort to protect its master. Not only is this capable of defending against physical based attacks, but energy based ones as well. This is possible due to the speed in which the Samurai has unsheathed and slashed around them self with Iaidō, creating compressed waves of wind that push away at all forms of attacks (this is not wind release -- an example of the concept of using speed and strength to achieve this particular affect can be seen in the Leaf Dragon God technique). In an offensive manner, the Samurai can control the dragons completely with blade movements in order to make them bite into their target(s) or defend from attacks that aren't in their immediate short range. The dragons are individually equivalent to A-rank in strength, combining as an S rank technique only when used together to defend from attacks or when attacking simultaneously with both dragon constructs.
Restrictions:
Note: Can only be used by Samurai biographies.
Note: Can only be used twice per battle.
Note: As with all forms of Iaidō, this requires that both short-swords be sheathed prior to initiating the technique.
Note: Because the dragon constructs are formed from the Samurai Saber technique, the user is capable of sustaining its form continuously for only one turn following the initial activation of this technique as long as they fuel chakra into the blades (20 chakra for the following turn), or until the dragons have been destroyed.

(Bushidō: Dai San Seijū: Kai no Byakko) - Way of the Warrior: Third Holy Beast: White Tiger of Kai
Hide
Rank: S
Type: Offensive
Range: Mid-Long
Chakra: 40
Damage: 80
Description: Kai no Byakko combines the concept of Iai Beheading with the Samurai Saber; it is part of a series of fabled samurai techniques based on the Four Holy Beasts. The user will activate the Samurai Saber technique (if not already activated prior) while simultaneously unsheathing it using Iaidō, gripping the sword with both hands as they swing it downward, releasing a torrent of chakra that takes the form of a massive tiger (slightly smaller than the Greater Stone Golem); the speed of the release is such that the tiger travels forward in the direction of the slash at the rate of a destructive sound release technique/slightly quicker than a wind release technique. The tiger crashes down onto the ground as it reaches the target, swiping its paw in a downward motion to cleave the opponent's head open and crush them. An alternate movement involves drawing the blade with Iaidō and pointing it directly in front with both hands in a forward thrusting motion, causing the tiger to materialize on the ground and sprint forward. The former maneuver is essentially used to contest against attacks that come from the sky or to drop down on the opponent, while the latter is used against incoming attacks that travel at ground level. From here, the Samurai can control the tiger's movements through their blade; these movements consist of moving the tiger to chase after its prey or swiping and biting into them. This technique is unique in that it cannot be used if the target is short range from the Samurai due to the sheer size of the tiger construct.
Restrictions:
Note: Can only be used by Samurai biographies.
Note: Can only be used twice per battle.
Note: Because the tiger is formed from the Samurai Saber, the user is capable of sustaining its form continuously for one turn following the initial activation of this technique as long as they fuel chakra into their blade (20 chakra for the following turn), or until the tiger has been destroyed.
Note: For the alternate movement that creates the tiger at ground level; the same restriction of distance applies, meaning that it doesn't materialize into the construct until the torrent of chakra reaches five or more meters away from the Samurai.

(Bushidō: Dai Shi Seijū: Genbu no Kurogame) - Way of the Warrior: Fourth Holy Beast: Black Tortoise of Genbu
Hide
Rank: S
Type: Defensive
Range: Short
Chakra: 40
Damage: N/A
Description: The Kurogame of Genbu is another renown Samurai technique, and the fourth Holy Beast. Similar to its counterpart techniques, this utilizes the concept of the Samurai Saber and Iaidō to create a construct that provides a near absolute defense. After evoking the Samurai Saber technique (if not activated prior) the user will unsheathe their blade using Iaidō, performing a 360 degree horizontal slash while simultaneously releasing chakra, which in turn forms a construct that takes the form of a tortoise encompassing the immediate vicinity of the Samurai. The size of the tortoise doesn't exceed past short range, and varies in height such that its user can stand within it comfortably regardless of their own height. Immediately following the rotational slash, the Samurai pierces the earth below them with their blade, completing the technique. The result is a defense that completely encases the Samurai in a "dome" of chakra; the earth below is also covered by the tortoise, protecting them from attacks that may come from directly underneath. Additionally, the density of the chakra in which the tortoise is formed from causes the opponent to completely lose sight of the Samurai from within the dome, preventing any genjutsu that requires visual contact from going through; this is a double-edged sword however, since the Samurai will also be unable to see their opponent while inside. Due to the speed in which this technique is released through Iaidō, the entire construct forms at a moment's notice.
Restrictions:
Note: Can only be used twice per battle.
Note: Can only be used by Samurai biographies.
Note: The amount of damage this technique can take is equivalent to its rank.

All Way of Warrior Holy Beast techs taught -


Eight Inner Gates

(Kokuryuu no Houkou) - Roar of the Black Dragon
Rank: A
Type: Offensive
Range: Short
Chakra Cost: N/A
Damage: 60
Description: The user, having at least the 3rd gate, The Gate of Life, open, darts forward towards his opponent. The motion itself is in a leaping fashion, with the user's less dominant leg in front. As the user's in the motion of doing so, their more dominant leg trails behind, scraping across the Earth, being met with both traction and air resistance; however that is the powerhouse behind this attack. The pressure of wind is built up and contained within the users dominant leg, and it will appear as a black aura cascading the entire leg. With a simple halt in motion, the user will place their forward leg on the ground whilst, the motion causes their other leg to ''shoot'' upwards from the ground and strike into the desired area of the target, upon impact with the opponent a simple shock wave is generated which takes the form of a dragon head, crushing the opponent and sending them flying away.
~Can only be used twice per battle
~No techniques above that of S-rank in the same turn.
~Damage dealt by this technique increases with the number of gates opened, starting with 60 for 3rd gate (gaining no boost) and increasing with the boosts given by each additional gate.
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Kaguya

C-Rank

(Hone Senbon Rendan)- Bone Needle Barrage
• Rank: C
• Type: Attack
• Range: Short-Mid
• Chakra Cost: 20
• Damage Points: 30
• Description: The user shoots a large number of bone needles from there arms which are harder then steel.
• Note: This jutsu can only be used by Kaguya Clan members.


(Hone Gekido)- Bone Rage
• Rank: C
• Type: Attack
• Range: Short
• Chakra Cost: 20
• Damage Points: 30
• Description: Shoots bone spikes form all over the body in every direction.
• Note: This jutsu can only be used by Kaguya Clan members.


(Hone Yari)- Bone Spear
• Rank: C
• Type: Attack
• Range: Short
• Chakra Cost: 20
• Damage Points: 30
• Description: A massive spear of bone which can be thrown or used as a weapon.
• Note: This jutsu can only be used by Kaguya Clan members.


(Hone Yaiba)- Bone Swords
• Rank: C
• Type: Attack
• Range: Short
• Chakra Cost: 20
• Damage Points: 30
• Description: The user creates two bone swords which are harder then steel and can be thrown or used as weapons.
• Note: This jutsu can only be used by Kaguya Clan members.


(Hone Shuriken)- Bone Shuriken
• Rank: C
• Type: Attack
• Range: Short-Mid
• Chakra Cost: 15
• Damage Points: 30
• Description: This technique creates multiple shuriken out of bone that can be fired from the user’s hands. Makes 10 shuriken.
• Note: This jutsu can only be used by Kaguya Clan members.


(Hone Yoroi)- Bone Armor
• Rank: C
• Type: Defense
• Range: Short
• Chakra Cost: 20
• Damage Points: N/A
• Description: The skin is cover in a thin layer of bone which is harder then steel to protect against taijutsu and projectiles (blocks taijutsu E-C rank and ninjutsu E-D rank).
• Note: This jutsu can only be used by Kaguya Clan members.


*Note: Has an UPDATED Version*
(Hone Bunshin No Jutsu)- Bone Clone
• Rank: C
• Type: Supplementary
• Range: Short
• Chakra Cost: 20
• Damage Points: N/A
• Description: makes a bone clone which rip out of the user that can use all bone jutsus up to b rank and can explode to send bone spikes fly towards the enemy (does 10 damage if spikes hit).
• Note: This jutsu can only be used by Kaguya Clan members.

__________________________________________________ ___
B-Rank

(Hone Sousou)-Bone Burial
• Rank: B
• Type: Attack
• Range: Short-Mid
• Chakra Cost: 25
• Damage Points: 40
• Description: The user slams their hands on the ground. Bones begin to wrap around the target crushing them in an upward cork screw shaped mass of bone.


(Hone Tsubasa)- Bone Wings
• Rank: B
• Type: attack, defense, supplementary
• Range: Short-Mid
• Chakra Cost: 20
• Damage Points: 40
• Description: the user grows large bone wings from there back which can be used to fly or to defend or can be flapped to shoot out bone spikes at the enemy( they last for 3 turns)


(Hone on Tate)- Bone Shield
• Rank: B
• Type: Defense
• Range: Short-Mid
• Chakra Cost: 20
• Damage Points: N/A
• Description: The user creates a bone which is harder than steel to protect themselves.
• Note: This jutsu can only be used by Kaguya Clan members.


(Hone Heki)- Bone Wall
• Rank: B
• Type: Defense
• Range: Short-Mid
• Chakra Cost: 25
• Damage Points: N/A
• Description: This technique creates a large bone wall in front of the user the wall is harder than steel.


(Hone Shokushu)- Bone Tentacles
• Rank: B
• Type: attack/supplementary
• Range: Short-Mid
• Chakra Cost: 20
• Damage Points: 40
• Description: the user creates bone tentacles which come out of there back can be used to bind or pierce the opponent

__________________________________________________ ___________________
A-Rank

(Hone Kiba)- Bone Fangs
• Rank: A
• Type: Attack Range: Short-Mid
• Chakra Cost: 35
• Damage Points: 60
• Description: the user puts both hands on the ground and sends spikes racing towards the target to pierce them.
• Note: This jutsu can only be used by Kaguya Clan members.


(Inperiaru Hone Sousou)- Imperial Bone Burial
• Rank: A
• Type: Attack
• Range: Short-Mid
• Chakra Cost: 35
• Damage Points: 60
• Description: A bone burial on a massive scale used to crush multiple enemies. Leaves a giant upward cork screw shape mass of bone and a giant crater.
• Note: This jutsu can only be used by Kaguya Clan members.


(Hone Doragon)- Bone Dragon
• Rank: A
• Type: Attack/Supplementary
• Range: Short
• Chakra Cost: 35
• Damage Points: 60
• Description: Sends a bone dragon from the user’s body which can be used to bind opponents. Using further manipulation, bone spikes can pierce the enemy or can be shot from its mouth.
• Note: This jutsu can only be used by Kaguya Clan members.


(Hone Ya)- Bone Arrow
• Rank: A
• Type: Attack
• Range: Short-Long
• Chakra Cost: 35
• Damage Points: 60
• Description: A giant bone arrow is shot from the users arm with incredible force and can be guided by a fine flexible bone thread.
• Note: This jutsu can only be used by Kaguya Clan members.

__________________________________________________ _______________
S Rank

(Hone Kangoku)- Bone Prison
• Rank: S
• Type: Attack/Supplementary
• Range: Short-Mid
• Chakra Cost:45
• Damage Points:80
• Description: This jutsu is used to trap the target in a bone dome which can be further manipulated so that bone spikes shoot from the inside piercing the target.
• Note: This jutsu can only be used by Kaguya Clan members.


(Nibai Hone Doragon)- Double Bone Dragon
• Rank: S
• Type: Attack/Supplementary
• Range: Short
• Chakra Cost: 45
• Damage Points: 80
• Description: A double version of bone dragon which can bind the enemy and using further manipulation, bone spikes can be made to pierce the enemy or shot bone spikes from its mouth.
• Note: This jutsu can only be used by Kaguya Clan members.

(Honeton/Taijutsu: Zetsumei Renge no Mai)- Dance of Death Lotus
Rank: A
Type: Attack
Range: Short
Chakra: 30
Damage: 60 (-10 to user)
Description: After sending opponent skyward user will jump into the air to place his chest to the back of his opponent. He then erects massive bones from his torso that will wrap around his opponent to prevent escape(Similar to lee's bandages). As the pair begin their fall back to earth, User begins to spin downwards at a high rate of speed, driving himself and opponent head first into the ground.
Note
No Bone Jutsu Next turn

(Hone Tento)- Bone Tent


Type: Attack/Defense
Rank: S
Range: Short
Chakra Point: 40
Damage Points: N/A
Description: The user stomps the ground, making some of the strongest bones in his body to come out 360 degrees around him, forming a tipi made of bones. This gives the user 360 degrees protection against S Rank attacks or weaker. The tent can be used to trap the opponent, making them suffocate, however it is not as strong on the inside as on the outside. The user can cancel this tech at will. Does not give protection against attacks that come from underground.
The technique lasts for 1 round the most, because of the low oxygen supply inside of it.
And the user cannot use this more than twice per battle, and there has to be 3 round interval between the usage, because thats how long it takes for the bones he used to regenerate.

(Honeton: Hone Yoroi) - Bone Release: Bone Armour
Rank: B
Type: Defence
Range: -
Chakra Cost: 25
Damage Points: -
Description: The user encases his body in a thin and light layer of bone which is unnoticeable to the naked eye which protects the user from most taijutsu attacks ( non-elemental tai excepting the Gates and Super strength ) and can absorb great impacts, leaving the user unharmed.
~ User's speed is slowed and he cannot go to speeds above the First Gate without cracking this armour

(Kaguya Fuuinjutsu: Genshiteki Honnou no Kaguya) - Kaguya's Sealing Technique: Kaguya's Primitive Instinct
Rank: S
Type: Supplementary
Range: -
Chakra Cost: 40
Damage Points: (5 to user for each turn the jutsu is active)
Description: The user will focus a big deal of chakra on a seal, which every Kaguya has on his body and will activate it. This will cause an immediate reaction on the user's body and his personality will change, reverting to the primitive state of a Kaguya, without self control and a great desire to fight and kill everything in his way. He will turn bloodthirsty, aggressive,sadist and won't be affected by any pain the opponent may cause to him (it's just like the user turned into an animal only with the instinct of survival). A layer of bone will cover his body and multiple spikes will come out of the user's head, back, arms and legs. His strength will increase so much that his taijutsu attacks deal +10 attack. All of his chakra will convert to his Shikotsumyaku techniques wich will also do +10 damage and to one element (the element doesn't get any power ups). However, because of this he won't be able to use any summonigs, gengutsu, Kage Bunshins of any type or use any of the other elements he sealed away.
*This technique will last 4 turms
*All elements of the user will be sealed for the rest of the battle with the exception of the one he chose to maintain
*User will only be able to use Shikotsumyaku, Taijutsu and one Element for the rest of the battle
*After the jutsu wears out, the user will be left exhausted
*User takes 5 damage per turn

(Honeton: Shuukaikujo no Yuuen Gokakkei Enban) - Bone Release: Grand Pentagonal Disk of Mass Destruction
Rank: S
Type: Attack
Range: Short-Medium
Chakra Cost: 40
Damage Points: 80
Description: The user will make a big pentagonal disk made out of bone from his body. After that he will infuse the edges of the disk with fire chakra while the centre of it will be coated by a layer of lighting chakra. After that the user will send it spinning towards the opponent. On impact, it will cause a big explosion destroying everything within 3 metres radius from the spot of impact.
*Usable twice per battle
*Preparing the technique takes fifteen seconds.
*The disc travels at the speed of a shuriken, and has the average weight of ten.
*There has to be a gap of at minimum two turns between each use.

(Ruri'iro Sakikurue) Split and Deviate | Rod Bone
Type: Supplementary/Attack
Rank: B
Range: Short/Mid
Chakra: 20
Damage: - (40 if used as attack)
Description: The technique follows the concept of Sawarabi No Mai, on a much smaller scale. By stomping either foot against the ground, the Kaguya is rapidly able to grow and shoot bone rods from the ground, no larger than an arm's length. The technique has imaginable uses, such as using it as an alternative method to create a bone sword instead of having to manually remove it from their body. Otherwise using it as spikes to perforate targets from below. These can shoot from the ground at different angles, thus it can be created to the side of the user but shot at the target.
*It cannot be used in consecutive turns, with at least a 1 turn interval between uses.*
*Can be used four times per battle*

☾ Kitsune no Mai ☽ Dance of the Flying Sparrow
Type: Supplementary
Rank: B
Range: Short/Long
Chakra: 20
Damage: -
Description: The techniques of Shikotsumyaku relate to close combat. However this technique allows the user to trick the laws of their clan by manipulating their bone creations they detach them from their body much like other clan techniques, however instead of merely releasing them from their body these are fired torwards a target. Such example would be 'Dance of the Clematis Flower' where the user through this technique can fire the bone spiral spear torwards a target, with great speed and a drilling motion in order to strike long ranged targets; not being restricted to close quarters any longer. The projectile carries the strength of it's original technique, this is merely a medium to lengthen it's reach, as such this jutsu does no actual damage either itself.
The technique works only on Shikotsumyaku techniques that grow directly from the user's body. And move at fast speed, yet still trackable by any strong fist user. The bone projectile can be given a spinning motion when it is sent forth if wanted, increasing it's cutting edge.
~ Usable with one DBP technique at a time regardless of the bone size/amount.
~ Only works on DBP techniques up to A rank.
~ Can be used four times per battle.

(Mujōu Karamatsu no Mai) - Ultimate Dance of the Larch
Type: Supplementary/Defensive/Offensive
Rank: Forbidden
Range: Short (self)
Chakra: 50 (-10 per turn)
Damage: 90
Description: A forbidden technique of the Kaguya clan, only usable by those who have mastered Shikotsumyaku; Regarded as the final and most advanced form of 'Dance of the Larch'. The user will perform a row of 4 two-handed seals, followed by growing an abundant amount of bones from their body, which will attach and surround to themselves as an outer layer of the skin. Sharp bones surround the user's knees, shoulders and arms to further improve defensive and offensive capabilities, the appearance of this armor which is considered to be the final stage of Dance of the Larch, instead of being plain, is a rather decorated structure - having vines and spikes of bone run accross it, the finger of the user being cladded in sharp bone, shoulders having large protective bone vines rising etc. Mujou is an armor-like structure that the brave kaguya warrior known as Nitian developed to supress other clans in close combat, many years before the Kaguya's demise against Kirigakure.

Abilities: The bone armor is made of cartilage and such making it malliable and flexible, yet still being able to adapt steel like density due to the user's heritage. The user can freely manipulate Mujou to the degree of creating tools, vines, and other appendages out of the armor. The bone armor itself has different sub modes. The main and basic mode being the offensive, includes the ability to create swords, shields, staffs, essentially any weapon/object within the user's imagination. The defensive mode allows the armor to detach itself from the wielder only partly, extending into a strengthen form due to the cartilage and the tendons to form an extremely resistant shape, completely consisting of bones to defend against incoming jutsu. The creation mode is the last, yet most potent mode where the creation would be manifested out of the armor itself, creating a wolf silhouette body consisting of a wolf's body features. In which a wolf's mouth/head would overwhelm around the user's head, and their hands would be clad with the wolf's claws [Virtually every aspect of a wolf onto the user, consisting of bone]. Within creation mode, the user's feet which are now clad with the legs of a wolf and their hands which are clad in claws can tear skin and limbs apart with a single swipe. Should the user use an S rank technique while creation mode is active, it would shut off instantly and befall onto the ground as useless remains of bone.
Note(s):
Note: Can only be used by Kaguya bio(s).
Note: While active user can't use any techniques which are released from the body directly (Except for oral techniques, as the user's mouth is not covered by the armor). Otherwise, techniques would get stopped by the armor itself and backfire at the user.
Note: This technique grants an A-Rank defense against fire and wind elemental attacks, except for Lightning which can only be defended against if it's of B rank strength. While being an almost absolute defense against S rank water and earth techniques.
Note: The body's weapon attacks will have an A rank strength each. The power of an attack is divided through the number of objects, such as hurling 2 spears from the armor, would mean they would be B rank each.
Note: Can only be used once and last for a maximum of four turns after which the user will be left extremely exhausted (unable to perform heavy movement for 2 turns) and unable to Shikotsmyaku for the rest of the match. Neither can they use S-ranked or higher elemental techniques 2 turns afterwards.
Note: The user may only use Shikotsumyaku, earth, water, and Taijutsu techniques when using this technique.
Note: The user may only use A rank and below techniques while active.
Note: When the technique is activated, the user cannot use S rank or higher Shikotsumyaku techniques in the same turn.
Note: Can only be taught by Loki

(Animarumateriaraizēshon) Animalistic Materialization
Rank: A
Type: Offense|Defense|Supplementary
Range: Short
Chakra Cost: 30 (-5 per turn)
Damage Points: 60
Description: Animalistic Materialization is a special Kaguya technique that allows the user to create tools based on the bone structures of prehistoric dinosaurs. By channeling their chakra to any part of their skeletal structure, the user can force a cluster of bones to explode from their body as they take the shape of a specific part of a dinosaur, allowing the user to utilize a prehistoric tool during battle. The forming of the tool is swift, and the size of the tool created is no bigger than the user's own body altitude, as any bigger would be a burden to move around with. Just like many other Kaguya techniques the bone density of the tools can be manipulated allowing the user to create highly dense tools that can make for a strong offense or defense. The user can create skulls of great durability, with two sharp protusions acting as horns, a skull and neck of otherwise abnormal size that can reach up to six feet in length and two in width, or a a 4-8 foot long tail with a club the size of a perons's head at the end. These are few of the many posibilities one can form, asit includes other aspects of common animals which would prove useful (claws over the palms, the back of a hedgehog, skull plates, monkey hands as extram limbs, etc.) The tools can be wielded as weapons, created as an extension of the users limb, or created as an extra limb where the user then operates it through bone manipulation. When created and wielded as a weapon the tool lasts until destroyed, but if created as an extension of a limb or as an extra limb then the tool disintegrates after being used. If the tool is kept as for the upcoming turns, the user must pay a chakra toll each turn that bone part is in play.
NOTES
►Can be used 3x per battle
►A creation which requires chakra each turn lasts 3 turns max.
►No Shikotsumyaku techniques S rank or higher in the same turn.
►Can only be taught by Loki

(Sougikishi no Kakuho Shichiyou) Wake of the Unruly Moons
Type: Supplementary/Attack
Rank: S
Range: Short (created) - Long (reach)
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will move low and slam both hands against the surface of the ground, using the abilities to shape their bones they will raise from the underground three or less animal skeletons. Pertaining to any animal they consider useful, bear, lion, etc. The bone structures with steel-like hardness will remain still near the user (within short range). However once the user performs the seal of activation, he channels his chakra into the skeletons giving them a shroud of chakra which in return will allow the awakened beasts to move as they would in life. Each animal would specialize in it's type, a lion would have sharp claws and jaws, while a bear would have greater force than normal. The user can only control up to three animals at a time without losing focus of the battle, trying to use more than three would result in a backfire, taking 20 damage. They move at the same base speed of the user, with the exception of animals who specialize in speed such as cheetah, which would move 1/4th faster, while strength animals would have 1/4th more raw force than the user, etc. To keep them active on the field the user's chakra is drained each turn (-10). The chakra shroud is blue, however because of the bone's "aged" aspects, the colors mix and give their shroud a vibrant pink/red hue. In essense it is still raw chakra.
- Can only be used twice per match. With a three turn cooldown between use.
- Lasts three turns on the field, unless the seal of de-activation is casted.
- While active on the field, the user cannot use any Forbidden Shikotsumyaku jutsu.
- No other S rank Shikotsumyaku in the same turn.
learned:


Shikotsumyaku: Kameria no dansu - sōn | Dead Bone Pulse: Dance of the Camellia - Thorn
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user is able to create multiple spikes to emerge from an existing Kaguya bone, covering over it. The size of the spikes reach 1/5th of the existing kaguya bone. If the bone is in contact with the user then they have only to pass chakra into the bones having the spikes emerge. If the user is not in contact with a bone created by themselves then they can press their hands against the ground passing chakra through & allowing spikes to emerge from the bone .
- Can be used 3 times
- Can only be used by a Kaguya bio.
- Must be taught by Method

Shikotsumyaku: Kumo kakuchō | Dead Bone Pulse: Spider Extension
Type: Offensive
Rank: A
Range: Short
Chakra: 30 (+10 each turn)
Damage: 60
Description: Although the name suggests otherwise, the user is able to manipulate their Skeletal structure to create 6 legs of considerable length to emerge from the back of the user. The legs extend from the user's spine. They reach up to 3 meters, allowing them to carry the user & strike a target up to the given distance.The legs are slender in shape & are each built up by 3 joints, allowing for more flexibility. The user is also able to use the top two limbs to strike targets or defend against certain attacks (Projectiles, weapons & certain jutsu following advantage & size), while the other 4 limbs sustain the user's balance (they can also be used the same way as the top two limbs, but causes the user to be left unbalanced if more than 2 legs are off the ground). The legs are attached to the user for a given amount of time (paying an additional chakra cost of +10 each turn) & can break off from the spine at any desired time (unless done so by the opponent). Due to a Kaguya's KG, the legs are as strong as steel.
- This jutsu lasts 2 turns
- Can be used 3 times
- Can not use use A Rank or above Kaguya techniques in the same turn
- Taught by Method

Shikotsumyaku: Kozo shifuto |Dead Bone Pulse: Structure Shift
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 each turn)
Damage: -
Description: This technique allows the user to alter their skeletal structure, this is done by mixing both calcium & chakra throughout the bone & around the joints of each one to increase the amount of bone tissue produced within the layers, helping to expand in either width or length. This follows a similar process as to when regenerating bone but without having to build upon any damaged bone or rely on cells to remove any unnecessary tissue, instead continues to layer on around the base.
Length Form: The user, by continuously layering bone tissue over their joints, extends the length of their limbs by 50cm(0.5m). The user takes on a taller & slender form to their original build, having the advantage of reaching further due to the extended length of their arms & traveling distances at a somewhat quicker pace due to the length extended around the user's legs. Having a slender build & Lengthening their structure allows the user's combat ability to rise in speed (striking the opponent at a faster speed & being able to react to a noticed attack with quick succession due to the user having a more agile, flexible form). However due to taking on a "thinner" form, the user's own strength declines (Taijutsu -5).
Width Form: By layering bone tissue around the whole of the user's bones they take on a much broader build, with their chest & shoulders slightly widening but arms & legs having a more significant change. The user's strength increases dramatically (Taijutsu +15), but while in this form the user moves at a much slower pace than average, being able to mainly react to attacks from a frontal assault & having to stay purely focused on their surroundings to attempt to react from behind(if noticed). Expanding the width of limbs & manipulating the density of the bone allows normal weapons to have no affect against the bones.
Depending on which form the user takes on, a majority of Kaguya techniques also follow the same principles also growing the same size as the newly formed limbs.
Length Form: Kaguya techniques that create swords, whips, spears or emerge from the user's body take on a much longer form(o.5m added) while having a thinner shape to them, this causes the used Kaguya jutsu to suffer in damage (Kaguya Technique -5) but compliments the speed & reach of the user in this form.
Width Form: Kaguya techniques that create swords, whips, spears or emerge from the user's body take on a much wider form, mainly being effected in width while staying the same in length, Kaguya techniques suffer in speed(having to provide more strength/effort to maneuver the bone),but gain a boost in damage (Kaguya Technique +10). This jutsu does not perform as a chakra surge so cannot be used to release one from a Genjutsu.
-Having a vast amount of chakra spread throughout the body, the user, while in either form, may only use jutsu B Rank & below.
-The user is able to shift from one form to another but must post this jutsu to do so, counting as 1 of 3 moves. Though this does not increase the amount of turns active, still only lasting 3 turns.
- Only usable once
- lasts 3 turns
- After 3 turns the user is unable to use A-S Rank jutsu for 2 turns.
- Only usable by Kaguya bios.
- Only teachable by Method

Shikotsumyaku: Hone Hakai | Dead Bone Pulse: Bone Breakdown
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user after having performed a previous Kaguya technique & stabbing their target with it, is able to manipulate the bone still in contact with him. The bone begins to break apart into tiny shards that travel across & spread throughout the entire body, able to enter the opponents blood stream. While the shards travel, due to jagged edges they are able to create cuts along their pathways. The cuts are miniscule & do not effect the opponent right after, but during a period of time the opponent begins to suffer the effects as number of shards spread across are able to create larger number of cuts. By the second turn after successfully performing this jutsu the opponent begins to feel the effects as they become light headed, woozy, fatigued & unable to focus. Due to these effects the opponent is unable to manipulate chakra properly, having them only able to perform A rank & below Jutsu. After 3 full turns after the techniques deployment, the target dies unless he has a way to remove or destroy the shards inside him. This jutsu cannot be used in conjunction with Kaguya techniques that are not in contact with the user or leave contact of the user.
- Can be used twice per battle
- Unable to perform Kaguya jutsu A Rank or above following turn
- Taught by Method

Shikotsumyaku: Shi sutorōku |Dead Bone Pulse: Death Stroke
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user manipulates their phalanges bones in both or either hand, having a spike-like bone emerge through the user's fingertips, extending up to a length of 15cm. They form up by two joints allowing for more flexibility, are sharply tipped & so finely shaped that the entire claw itself is able to cut into objects, used when swiping them across a target rather than piercing through. Being of the kaguya clan the claws are of a steel like density, allowing them to hold well against bladed weapons. Due to the slender shape & size of the claws, they are not suited against blunt melee weapons of equal density, namely hammers. This technique can also enhance the effects of "Ten Finger Drilling Bullets" by using the entire claw(s) rather than the tip as normal. The claws travel at the same speed as the original technique & as they travel they rapidly rotate, creating a drilling like effect on impact. The user must post said technique while this one is active. The damage of the enhanced "Ten Finger Drilling Bullets" would be that of a B Rank (totaling all the claws together). Being used as projectiles, the claws can reach a distance of up to long range.
- Can be used 3 times
- Taught by Method

Shikotsumyaku: Seichō rūto | Dead Bone Pulse: Growing Root
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique allows the user to create offshoots from an existing Kaguya techinque, the offshoots follow a same pattern & flow as roots or branches from a tree. After successfully impaling the opponent with a Kaguya technique the user channels their chakra across the bone, manipulating it to create branches that spread out & trail in a disorderly path, covering a radius of up to 45cm. Depending on where the opponent is stabbed, this technique leaves a high chance of piercing through vital organs, causing severe damage on impact & thereafter if the opponent attempts to pull away. Furthermore, the user is able to channel chakra (an additional 10 chakra) to stretch the branches to either further pierce through the opponent or cross over each other or even organs, making it near impossible for the opponent to relieve themselves from the technique without causing further damage. The technique can only be performed on Kaguya techniques which stay in contact of the user.
- Can be used 3 times
- Taught by Method

all learned

Bone Fishnet Crushing (Hone Sakananetto Kujiku)
Rank: A
Type: Supplementary/Defense/Attack
Range: Close
Chakra Cost: 30
Damage: 60
Description: The user stretches out his arms and a large bone net instantaneously rips from his rip-cage, creating a very thick net capable of trapping an enemy inside of it. The net, which is around roughly the size of half a car, is made from the bones in the rip cage. The net upon touching something, quickly closes up, similar to a Venus Fly Trap, trying to crush the object within the net. This jutsu is perfect at capturing enemies without having to do heavy battle as the net is created from the densest Kaguya bones, making it near unbreakable (those with strength of the first gate and higher will be able to break free or those who use focused elemental techniques of S rank and above on it ). This jutsu can also defend against Earth jutsus up to A-rank, as it can wrap around them and crush them.
-Can only be used twice.
-After using the user cannot use any Kaguya jutsus the following turn.
-After using, the user must wait at least 2 turns before using again.


Bone Animal Instincts (Hone Ikimono Insutinkuto)
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: The user manipulates his calcium within his bones to change the skeletal structure of his body to mimic the structure of any animal with a backbone, such as an wolf, monkey, tiger, etc. The user gains a increase in either strength, speed, or agility depending on the animal he “becomes.” While having the skeletal structure of an animal, the user can only use taijutsu. Lasts at most three turns. Can only be used twice a battle. The user can revert his skeleton back to human structure whenever he needs to but most re-perform the jutsu to turn his skeletal structure back into an animal
Note: The only animals the user can “turn” into are primates, felines, wolves/foxes/dog/other animal such as those two, and bears.
When the skeletal structure is of those animals, the user gains a small increase in regards to the animals: primates-increased flexibility and agility; felines-increased speed; canines- + 5 to all taijutsu and small increase in speed; bears- + 15 to all taijutsu attacks.

Limitless Drill of bone| Museigen Doriru no Hone
Rank:C
Type:Attack
Range:Short-Mid
Chakra Cost:20
Damage Points:30
Description: Derived from Teshi Sendan, the user focuses chakra into this phalanges of his foot and fire them off quickly. As the bones fly through the air, they will rotate and drill into their target once they make contact. Because of the Kaguya Clan's fast regenerative abilities, the rate of fire from and supply of bones can become limitless. Due to being from the foot, they have the advantage of being a great sneak attack as the enemy would not expect the attack to come, opening up a range of possible attacks afterward.

Pelvic Thrust Cannon|Kotsuban Tsuppari Taihou
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user focuses his calcium into the bones of his pelvis and makes a thrusting motion at the enemy. By doing this action, he forces out the bones of that area, releasing a cannon ball shot of bones at the enemy. The force of the cannon is so great that if hit in close range, it will break the bones of the enemy and cause severe and possibly lethal internal damage to the organs and bones of the enemy. If hit in mid range, it will cause enough damage to the enemy, to slow their movements for one turn and cause much muscle pain from impact. After using, the user's leg's movement will be slowed for the rest of the turn and the turn afterwards due to the bones having to grow back.
*Can only be used by Kaguya Clan Members*
*Can only be used twice and with a waiting period in between of at least 3 turns*
*after using, the user cannot use any Shikotsumyaku jutsus that relate to the bones of the lower body for two turns*
*Can only be taught by Lord of Kaos*

One Point Bone/Lightning Bullet (Ichi Ikkaku Hone/Denkou Tama)
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 50
Damage: 90 (-20 to the user from initial explosion)
Description: The user will point his arm out towards a target. After doing so, he will then form a "gun" shape with his fingers (thumb pointing upwards with index and middle fingers pointing towards target). Using the basis of Tenshi Sendan, the user will begin to develop a fingertip from his hand that he doesn't shoot outwards but it rather 'sits' at the edge of his fingers. The user will then infuse lightning chakra around and behind the bone, making it have lightning chakra imbibed into it. The user then forcefully releases it with a loud explosion that forces the user and everything within short range backwards several feet (explosion generated from lightning). The bone then travels with great speed towards the target with a sonic wave of lightning (wave is around the size of a car as well as wide as the front of a car) behind it from the initial blast. The jutsu in its entirety takes around three seconds to form. The user can create two fingertip-bullets at once, one on his index and one on his middle finger, with both being fired at the same time. The only noticeable difference is that their are two large lightning waves coming at the enemy and the user is noticeable damaged (fingertips burned, cannot perform any other jutsus that require hand seals that turn due to this). The lightning wave reaches the enemy a few seconds after the fingertip does. The two lightning waves together are equal to power and size of a S-rank lightning blast.
-Can only be used twice.
-Must wait at least three turns before using again.
-After using, the user cannot use any lightning jutsu for two turns.
-The user cannot use any Shikotsumyaku jutsus the next turn.
-If two bullets are made at once, no lightning jutsus for three turns.
-If two bullets are made, the user cannot use any other jutsu that require hand seals with that hand.
-The blast at the beginning of the jutsu is strong enough to blast the user backwards by around 15-20 feet.
-If two bullets are made, the blast at the beginning will be strong enough to blast anything in close range backwards by around 20-30 feet.
-Can only be used by Lord of Kaos.

learned:
 
Last edited:

Daemon

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Type:Attack
Rank:S
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description:The user creates 3 shadow clones. Each of the stands as of they were in a perfect square meaning they stand at three corners of the square and the user stands and the last corner. The Opponent is trapped inside of the square.the user and the clones send out a steady flow of chakra through the ground towards the opponent. Once the users chakra makes contact with the opponent, he/she is trapped in a very high level genjutsu.The user and the clones have to stay in a sqaure formation for the it to work properly.The opponent is trapped under a genjutsu that makes the user believe that he or she is severely getting sliced by a sword. Though the physical damage doesn't happen the opponent feels the pain causing torture.
Restrictions:
-Can only Be used once per battle
-May only be used by ~Minato~
-This jutsu lasts 1 turn

Taught to: Zekken
[Approved]

[Genjutsu: Kagami Shittsui] ♦ Illusion Technique: Mirror Fall ♦
Rank: S
Type: Supplementary
Range: Short/Medium
Chakra: 40
Damage: N/A
Description: After the user forms the required hand seals, the user will suddenly disappear in a cloud of smoke. The smoke quickly disperses and in the user's place is now a mirror. In the reflection it shows the target, completely mimicked like a real mirror, however only after a second the reflection stops mimicking the target and instead has an evil grin. The reflection reaches out of the mirror and pushes the target backwards. The target will see just an endless pit of black going on and on forever, except for a tiny white light at the very bottom. This light is just to add to the realism of the genjutsu. The target will feel as if they are keep falling and falling, the light still there, though there back should be towards the light. If they look up they should see the reflection getting farther and farther away, waving with the same evil grin. In actuality the target will have only fallen backwards onto the ground, laying there.
The length of this jutsu is indefinite until canceled or another way ended.
Also this can be used on up to three people at once.
The user cannot use chakra based attacks while it's active.
~Usable once per battle.
~Faust can only teach this.
[Allowed]​

Genjutsu: Ombrophobia ( Ame Osore )
Rank: S
Range: Short-Medium
Chakra Cost: 40
Damage Points: 80
Note: Requires Rain
Description: Ombrophobia is the fear of Rain or being rainned upon. This genjutsu will make the opponent suffer the symptoms of this phobia. Being rainned uppon will start to make the opponent enter in a panic state with disabling shaking. The user will not be able to stand on his feet. The damage of this genjutsu will be caused by the feeling that the opponent has of being constantly hit by needles, wich go deeper and hurt even more as the time passes. Soon enough, the needles turn into acid, and will give the user the feeling of having is flesh desintegrated, and that they're just bone.
*this jutsu is not avoidable by chakra. The opponent must feel a great physical pain (not just stab himself or break a finger) or hurt the user*
*Can be broken by Bijuu Chakra
[Allowed]​

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Basic Information

Name: Sasori
Nickname: Sasori of the Red Sand
Gender: Male ♂
Age: 35
Clan: Unknown
Appearance

Sasori had wide brown eyes which he inherited from his mother, and short, red hair which he inherited from his father. As a child, Sasori wore dark green robes with a pale poncho around them. As a young adult, while living in Sunagakure, he wore a purplish robe with the Sunagakure forehead protector around his forehead. After leaving the village and conversing into a puppet body in the likeness of his original body, Sasori's hair became slightly more messy, and wore his Akatsuki robe along with a purple Akatsuki ring on his left thumb that bears the kanji for "jewel" or "sphere" (玉, gyoku). He also wore teal nail polish on his fingernails. Even though Sasori still possessed his Sunagakure forehead protector that was slashed out in the middle, he kept it on his person instead of wearing it.

As human puppet, his appearance has remained relatively unchanged. Sasori's puppet body consisted of a pair of spinning claws attached to his lower back, a holder for four scrolls on his back, a stinger in the empty and open stomach cavity, a compartment in his right chest, and a 'core of living flesh' (生身の核, namami no kaku) in the left which had the kanji for "scorpion" (蠍, sasori) painted on it. In his exposed state, Sasori's eyes would also be wide open in a maniacal way, as opposed to his normal calm looking eyes.
Personality

Sasori grew up in a sad and lonely environment due to the absence of parental love. When introduced to the art of puppetry by his grandmother, Chiyo, he grew a little happier. He eventually created puppets in the likeness of his parents, but when he realised that the puppets couldn't give him the actual love that he desired, he became cold and aloof. This led to his maintaining little regard for human life. Sasori even went so far as to state that he would feel nothing if Chiyo died, as he claimed that his heart had become like his puppet body: without any emotions. Despite his cruel and nihilistic nature, Sasori was also known to possess a very down-to-earth outlook on life, rarely getting worked up over obstacles that impeded his way. He rarely gave way to any strong emotions, and such instances that happened were often short-lived.

Sasori was also known for his impatience, as he repeatedly noted that he did not wish to wait or keep others waiting. Despite this, he took his time in battling Kankurō when they first met due to his interest in fighting his old creations, handed down to a puppet master of the next generation. Sasori was also willing to accept the views of others on certain topics in contrast to Deidara, who stubbornly stood by his beliefs until the end. Sasori spared Kankurō during their first confrontation after the latter made a last attempt to attack him, but he notes that Kankurō's envenomed state would eventually lead to his death.

Sasori was shown to be very sharp witted as he could tell right after meeting Deidara he was the type to die young, an assumption that was later proven correctly when he died at the age of nineteen against Sasuke.


"Since I don't like to wait or make people wait… I'll end this quickly."
Village of Birth
Sunagakure​
Village of Alliance
X​
Village Information

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Rank & Chakra Information
Ninja Rank
Unofficial Sage

Specialties
Lightning (Primary)
Wind (Secondary)
Puppetry
Satsui no Hado
Elements

火 Fire Release
風 Wind Release
雷 Lightning Release
土 Earth Release
水 Water Release
雲 Cloud Release
Elements

灰 Volcanic Ash Release
鋼 Steel Release
嵐 Storm Release
磁 Magnetism Release
— 標 Standard Version
— 鉄 Iron Sand Version
Ninjutsu

忍 Ninjutsu
幻 Genjutsu
体 Taijutsu
盗 Kaito's Tai
剣 Kenjutsu
雲 Cloud Ken
Ninjutsu

操 Puppetry
功 Kung Fu
斯 ZX Buster
擊 Fireboxing
龍 Ogame Ryu
殺 Sastui No Hado

Background Information
History
Background
When Sasori was young, his father and mother were killed by Sakumo Hatake in battle, leaving him in the care of his grandmother, Chiyo. When Chiyo attempted to cheer him up by teaching him puppetry at age five, Sasori's innate aptitude for the art became apparent, and he even began to devise masterful ways of eliminating a puppet master's weaknesses in battle. His skills even allowed him to create two puppets in the image of his parents in an attempt to discard the terrible loneliness he felt. However, as the puppets were unable to give him the real parental love that he desired, Sasori lost interest in them, and they later fell into Chiyo's possession. Sasori created many other ingenious puppets, including Kuroari, Karasu, and Sanshōuo.

During the Third Shinobi World War, the effectiveness of his puppets in spilling enemies' blood on the sand gave rise to Sasori's moniker "Sasori of the Red Sand". However, motivated by his desire to make works that last forever, Sasori began experimenting to create puppets out of people. In the anime, his only friend, Komushi, lost his right arm during his border control duty, so Sasori gave him a new puppet arm. After Komushi perished, having accidentally ingested some of Sasori's poison, Sasori proceeded to turn him into one of his first human puppets. Twenty years before his introduction in the series, Sasori left Sunagakure at age fifteen. Over ten years before his own death, Sasori secretly kidnapped the Third Kazekage and made him into one of his human puppets.

After joining the Akatsuki, he utilised his skills to create numerous spies like Yūra and Mukade from Suna as sleeper agents. Sasori was paired with Orochimaru, who shared his desire of an everlasting existence. Later, Sasori joined his group in recruiting Deidara into Akatsuki. After Orochimaru left the Akatsuki following his failed attempt to take Itachi Uchiha's body, Sasori bore a grudge towards his former partner and sent Kabuto Yakushi to be his spy in Otogakure. Nevertheless, Sasori was unaware that Kabuto was working for Orochimaru long before he posed as an Akatsuki spy, with him and the rest of the Akatsuki made to think that Kabuto joined Orochimaru's side after being dispelled of Sasori's brainwashing.

Kazekage Rescue Arc
At the start of Part II, Sasori, hidden in his puppet, Hiruko, returned to his former village, Sunagakure, with Deidara to capture the One-Tailed Shukaku's jinchūriki, and the Fifth Kazekage, Gaara. Both the Akatsuki members easily penetrated Suna's defences, as the village was betrayed by one of Sasori's own subordinates, Yūra. After Deidara captured Gaara, the Kazekage's elder brother, Kankurō, attempted to stop the Akatsuki duo from fleeing.

But Sasori confronted him so that Deidara could go on ahead unopposed and made quick work of Kankurō, poisoning and nearly killing him, and easily destroying his puppets, as he had pre-existing knowledge of their secrets. After the Akatsuki members extracted and sealed the One-Tailed Shukaku from Gaara at the Akatsuki hideout, Sasori and Deidara were left in charge by their leader of defeating the pursuing Team 7 and Sasori's grandmother, Chiyo. As Deidara led Naruto Uzumaki and Kakashi Hatake away using Gaara's dead body as bait, Sasori was left to face Sakura Haruno and his grandmother Chiyo.

Soon after the battle began, with Chiyo controlling her as a puppet, Sakura was able to destroy Sasori's puppet, Hiruko. As Sasori emerged from Hiruko's remains and revealed his true self, Chiyo and Sakura were shocked to see his youthful face, considering that he had left Sunagakure over twenty years ago. Not wasting any time, however, Sasori brought out his Third Kazekage puppet, who he revealed to be his favourite, as the Third was the hardest to kill and add to his collection. Since the Third Kazekage was a human puppet, Sasori was able use its various Iron Sand abilities to attack and overwhelm Chiyo and Sakura. To try and combat the Kazekage, Chiyo brought out the first puppets Sasori ever created Mother and Father. Although Chiyo had since equipped them with extra weapons and defences, the Kazekage's puppet's Iron Sand quickly disabled the two puppets, and Chiyo's arm as well. Acting on her own, Sakura demolished the Kazekage puppet after picking up on its movements and using herself as bait to lower Sasori's guard.

With the loss of the Kazekage puppet, Sasori revealed the reason behind his eternal youth: his own human puppet body, which itself was fitted with numerous weapons and traps laced with poison. Sakura eventually managed to break apart his puppet body, but missed his core, allowing him to reassemble himself. Chiyo then brought out her own ten puppets in an attempt to level the playing field. Sasori used his Red Secret Technique: Performance of a Hundred Puppets, allowing him to control ten times as many puppets as Chiyo. Since Chiyo's puppets were designed to work together, a trait lacking with all of Sasori's puppets, her puppets fared far better than his, although they were eventually overwhelmed by Sasori's sheer numbers. During the battle, Chiyo attempted to seal Sasori's chakra with a special orb from one of her puppets, but missed his core — the only living part of his body and the source of his chakra — and only trapped his puppet body. As Chiyo and Sakura were distracted by his summoned puppets, Sasori was revealed to have transferred the cylindrical container housing his core, into another one of his own puppets, possessing his face's likeness, before the seal nailed his original body to a wall.


Other

Puppet Master
Trained by his powerful grandmother, Chiyo, in the art of puppetry, Sasori was an extremely powerful puppeteer and had great skill in creating and controlling his puppets. He created a number of ingenious ones including the three main puppets that Kankurō uses, which were made in Sunagakure before he fled. Sasori had 298 human puppets in his collection. His status as a puppet master offered him a tremendous advantage against other puppeteer shinobi, especially if the puppets they were using happened to be ones that he created, as seen in his battle against Kankurō. As puppets are usually installed with long-range weapons, Sasori was an expert at fighting at long distances. Sasori can also control living people as puppets, even against their will, if they are weakened enough. His usage of puppets was at such a high level that he made mere techniques appear as an artistic performance, what he called his "Red Secret Technique". Sasori showed mastery of the art of puppetry to the extent where he could manipulate a puppet's entire body and its mechanisms with one chakra string.

Human Puppetry
Sasori's puppets were unique in that they were made from the still-living bodies of humans. These human puppets were more versatile than regular puppets, since, in addition to having many dangerous devices installed within them (as is common with regular puppets), they were also able to use chakra and perform any techniques or kekkei genkai abilities that they possessed during their life. By removing the internal organs of a foe and preserving the body to prevent decomposition, as well as adding weapons and defences, Sasori can make powerful human puppets.

(Hitokugutsu) — Human Puppet
Type: Supplementary
Rank: E
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: The user creates a puppet out of a living person. The puppet can be the user and will retain all jutsus the original knew.

Note: Only Sasori can use this.
Intelligence
Repeatedly, Sasori has demonstrated to be a highly cunning ninja, able to handle situations with various traps and misdirection. He is also shown to be a highly analytical man, able to quickly determine his opponent's strengths and combat methods. Like his grandmother, Sasori has a great knowledge of the human body, as shown from his brainwashing technique and his mastery over creating different types of poisons. His unique poisons, that he laced nearly every weapon in his arsenal with, took effect instantly, and one such poison could kill the target after three days of suffering; according to Sakura, this poison is refined with heavy metals, which intrude the muscles and destroy healthy cells. This poison was so complex that Sasori himself acknowledged that no one in Sunagakure could counter it and believed its complexity made it incurable altogether. However, to his surprise, Sakura came up with a successful antidote for the poison; Sasori even noted that creating the antidote requires extreme precision, with no room for failure, something difficult even for himself.

Poison
He created a poison based on heavy metals that is extremely effective at slowly weakening his opponents. The poison is a dark, thick liquid that can be deployed by direct contact with an open wound. Once poisoned, a target will experience loss of stamina and increasing pain 3 turns after exposure. The poison itself acts in the span of 5 turns per exposure, dealing 20 damage per turn and consuming 20 extra chakra points per turn. After the 5 turns, the target may lose conscience if not healed or treated. All of Sasori's puppets and weapons are poisoned and a minor cut with one of them is enough to be poisoned.

Hiruko
Hiruko was the first puppet to be shown being used by Sasori in the series, as both a weapon and an armour, and as a means to eliminate the puppeteer's weakness of being a separate and exposed target. As Hiruko was one of his favourite puppets, Sasori adorned it in Akatsuki attire for nearly the entirety of his tenure in the organisation. Because of this, only certain members like Orochimaru, Deidara, or relatives like Chiyo knew Sasori's true face while others like Zetsu and Kabuto had no idea that Hiruko was not his actual body. While within Hiruko, Sasori speaks through his puppet in a deeper and hoarser voice.

Hiruko had a long mechanical, scorpion-like tail (an allusion to Sasori's name meaning "scorpion"), extending from the mouth of what appeared to be a demon mask on its back. Chiyo said this mask was a recent addition by Sasori to act as an extra defence to a weak point in the puppet. The tail worked as Hiruko's main offensive weapon and was laced with Sasori's speciality poison. The tail could also be used defensively by spinning around Hiruko's body at a rapid speed. Hiruko's left arm was also rigged with a projectile launcher capable of firing poisoned shrapnel and needles, and its mouth could also be used to serve a similar function of firing poisoned needles. In the anime, Sasori was also capable of performing the Sand Clone technique through Hiruko. Hiruko is said to have been a human puppet in the anime from a once famous Sunagakure shinobi that Sasori converted upon death.

Third Kazekage
Sasori's favourite human puppet was the Third Kazekage, which retained its Magnet Release, which in turn grants Sasori access to the Iron Sand techniques. When mixed with Sasori's poison, the Iron Sand was given a more lethal edge. The Iron Sand could also be used to fill up the joints of other puppets, thus immobilising them. Due to the Iron Sand being derived from the Third's ability to convert chakra to magnetism, this grants Sasori immunity from metallic weapons. The Third's puppet's right arm held several poisoned blades, while the left arm could open up to reveal several summoning seals that summoned thousands of similar arms to attack the target. These arms were capable of crushing an opponent, emitting poisonous gas clouds, and releasing wires that dragged the opponent into the gas cloud. If these arms were cut off, a small buzz-saw took their place.

Not only was the Third Kazekage capable of using Iron Sand through Magnet Release, The puppet had the ability to use normal Sand. However, the puppets abilities were never to the extent of Gaara the Fifth Kazekage.

Unique Physiology — Puppet Body
Although Sasori was thirty-five years old, he maintained the appearance of a teenage boy. His unnaturally young appearance was a product of the immortalisation of his design. Aside from his core, Sasori's body was actually a puppet. In place of his intestines was a thick cable coiled around a pole, allowing him to use it as a stinger and retract it if necessary. Attached to his back was a scroll holder, containing four scrolls that stored extra armament. The first scroll allowed him to expel powerful streams of fire, and the second scroll was used to store numerous puppets for the Red Secret Technique: Performance of a Hundred Puppets. The capabilities of the third and fourth scrolls were not revealed in the manga, though in the anime, the fourth scroll was used to fire jets of water with enough force to cut through rock. Sasori also has a pair of poles attached to the back of his hips, each equipped with five large blades that could spin like a propeller, granting him both an equipage for greater speed and a monstrous close combat weapon. Sasori also had pipes on each of his palms that could spew out intense fire, hot enough to melt rock, or, in the anime, powerful water jets with such pressure that they were capable of cutting through rock. Being a fully-armed puppet himself, Sasori did not suffer the weakness of being vulnerable to close-range combat that other puppeteers suffer.

Despite being loaded with weapons, Sasori kept them (and his true form) hidden within his Akatsuki robes, which were large enough to conceal them without problem. Curiously, when using "himself", Sasori's eyes were always wide open, giving him a somewhat insane look. In contrast, prior to revealing his puppet body, Sasori's eyes were always half-closed, making him appear calmer and more aloof. Sasori has claimed that he has not used "himself" since joining Akatsuki, until his last battle with his grandmother and Sakura Haruno.

Installed in the right part of Sasori's chest was a mechanism that could spin numerous chakra threads, allowing him to exceed his previous capabilities and control well over a hundred puppets. Doing so also allows him to use his Red Secret Technique: Performance of a Hundred Puppets. With it, Sasori was given a drastic advantage over other puppeteers, having once taken down a small nation with it. The left part of Sasori's chest held the lone human part of him and thus, the only necessary part of his body capable of controlling chakra: a cylinder-shaped device containing his 'core' (核, kaku). Because Sasori's core was the only living part of his body that he still contained, his puppet body was virtually indestructible, allowing him to survive the poison mist Kankurō bombarded him with, as well as the impact from Sakura's punches. He was also able to fight for extended periods of time without hindrances that would normally affect a human's body, such as fatigue, muscle failure, loss of blood, wounds, or pain. When smashed apart, he could simply draw the pieces back together. Additionally, Sasori could transfer his core to other puppets in a split second, allowing him to abandon a body that was damaged beyond repair or incapacitated. It is suggested in the manga that Sasori created more than one puppet body in his image.
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Ninja Tools
Sasori has a plethora of ninja tools that are all coated with his poison. On his back he carries two large scrolls primarily used for the manipulated Tools technique. As well as many other small scrolls that he summons his puppets from or can be used for any jutsu that requires them.

New Core
Sasori replaced his old obsolete core with a new one that covers all his weaknesses. It is sentient and is placed within Sasori's chest. The core is extremely durable as it is covered by an extremely durable material that defends against most attacks. The covering can only be harmed by a direct attack to it and due to Sasori's defenses that makes it rather hard. Sasori's new core temporarily unlocks his somatosensory system when foreign chakra enters his body, in most cases a genjutsu. The core causes Sasori to feel pain able to release him from powerful genjutsu. After the genjutsu is dispelled, the Somatosensory system of Sasori falls dull again. This new core, this piece of genius is known as The Human Physiology.

(Ningen Seirigaku)- The Human Physiology
Type: Weapon
Rank: S
Range N/A
Chakra Cost: N/A
Damage Points:N/A
Description: The Human Physiology is a custom weapon made by Akasuna no Sasori. The Human Physiology is a sentient core that replaces Sasori's current core. The core is the same size as Sasori's current core but instead of it being exposed like normal the core is covered with a durable material. The durable material can only be destroyed by A rank and above techniques. This means that widespread techniques won't do the job of destroying it properly. The Human Physiology has unique traits that Sasori can only access. The cores aim is to purge any foreign chakra that is present within Sasori's body. Being a puppet, Sasori is not able to feel pain because he lacks a central nervous system but yet he still finds a way to control his body and that is through his core. As long as chakra remains in Sasori's body he can manipulate it as he pleases. The core works by allowing Sasori to feel pain when foreign chakra enters his body and at that point the core will act as its own to purge it. When under the effects of a genjutsu, The Human Physiology will inflict pain onto Sasori that is enough to release him from the genjutsu. After the genjutsu is released, the core will remain dormant again until it is needed again. Once the genjutsu is released, Sasori will again feel nothing and once again become a puppet without emotion. For that brief moment, Sasori gains somatosensory senses before it fades away. However The Human Physiology can only release S rank or lower genjutsu. The core can release Sasori out of genjutsu once per turn. Much like his common core, Sasori can switch this core into other puppets instantly to swap out bodies. Since this is Sasori's Weapon made for Sasori it can only be used by Sasori bios.

Note: This can only be used by Daemon


Special Techniques
Sasori
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40 (If Summoning)
Damage: N/A
Description: Sasori, after leaving the village, made himself into a puppet, his most powerful one. Sasori, has many compartments on himself that hold scrolls inside of him that allow him to summon other puppets. In its right arm, there is a large retractable scythe. In place of his stomach, there is a compartment with a long, thick cable wrapped around a pole that can be used as a singer, able to be retracted and lengthened at will. On the back of Sasori’s hips is a pair of poles, which are equipped with five large blades each that can spin like a propeller, allowing a great defense from behind, as well as a deadly maneuver for any opponent trying a surprise attack. There are pipes on the palm of each of Sasori’s hand that can spew out powerful fire like a flamethrower or water jets (both equal to A rank). In the right part of his chest, there is a compartment filled with 100 chakra strings. In the left part of Sasori is his heart container, though this is not there, of course, when used by Kankurou. Sasori is immune from being hurt in anywhere but his heart, which would take a very direct attack. When hit anywhere else, he can simply retract the broken area back together, even able to withstand powerful poison. His entire body, besides his heart, is a puppet, and so he cannot feel anything anywhere other than his heart. Within a split second, the heart container in Sasori is able to be transferred from one puppet to another.

Note: Only usable by a Sasori or Kankurou bio.



Sandaime Kazekage
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Sandaime Kazekage is Sasori’s favorite human puppet, as well as the most powerful, besides Sasori himself. The Kazekage had been kidnapped by Sasori over ten years ago, killed, and then turned into a puppet. The puppet, however, maintained the ability to manipulate sand and iron sand, just as the Kazekage did, due to it being a human puppet. This puppet, also, has many other abilities, such as the Thousand Hands Manipulation. The puppet also is able to release iron sand from its mouth, allowing it to use iron sand jutsu with that as a source. There is also a magnetic apparatus in its left chest compartment.

Note: Only usable by a Sasori bio.



Bang
Type: Human Puppet
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: Bang was a young adult man with spiky swift back, slightly long brown hair, and amber eyes. He has a long, X-shaped scar across his face. He wears a dark green modified ninja outfit with a big red scarf, black finger-less gloves, dark green hakama pants that expose his thighs. Then on his arms and legs respectively, he has gauntlets that covers his forearms and full leg armor which he forged with steel during his tenure as a blacksmith in Iwagakure. Bang is a human puppet that is drenched in poison. Bang has a couple of modifications to his entire body. Around the torso of it's body,covered by cloth a shell is present just like the shell that is present of Hiruko representing the face of an oni, a demon. With the formation of a handseal, the mouth of the oni mask opens and shoots out a gaseous form of Sasori's poison. The mist reaches up to Mid range from the puppet at the time and spans in the same distance in width as it moves through the air. Damaging the opponent 20 damage points per turn. Releasing the mist counts as a move.

Sasori's Poison for Reference:

He created a poison based on heavy metals that is extremely effective at slowly weakening his opponents. The poison is a dark, thick liquid that can be deployed by direct contact with an open wound. Once poisoned, a target will experience loss of stamina and increasing pain 3 turns after exposure. The poison itself acts in the span of 5 turns per exposure, dealing 20 damage per turn and consuming 20 extra chakra points per turn. After the 5 turns, the target may lose conscience if not healed or treated. All of Sasori's puppets and weapons are poisoned and a minor cut with one of them is enough to be poisoned.​

The oni mask itself is made out of the same durable material that is put on the Hiruko puppet giving him the same defense properties of that puppet. This means that it provides a defense of A rank and below for that puppet or for physical attacks someone with strength parallel to Sakura, Tsunade or the Raikage. Bang used to be a user of the Kekkei Genkai of Steel Release. This human puppet can form all the steel techniques that Bang knew when he was alive as well as the basic 5 elements (Rules for Human Puppets — [X]). Across Bang's back, a large nail is tied with cloth. When in close range combat, the large can be used as a medium to attack the enemies with. The nail is 2 meters in length and a one meter in width at the base. The tip of the nail comes to a point so easy thrusting. At the base of the nail there is a hilt. This allows for the nail to be maneuvered like a jousting lance to pierce the enemy or defenses. The nail functions as a regular ninja tool meaning it lacks rank and does not count towards the allotted 3 jutsu per turn.

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(Chakura no Ito: Encho ) — Chakra Threads: Extension
Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15
Damage Points: N/A
Description: Extension is a technique to increase the range of physical attacks the puppet preforms. Chakra threads in this case are used like wires placed on the joint of the puppet. With puppets like Crow who can disconnect their limbs, the user can apply chakra strings into that joint to keep the parts connected at a distance, so with one hand seal the arm/leg etc can be drawn back into that joint from extremely long distances. This uses the chakra threads ability to latch on to things like a spiders web and as a result can be used as a real string or wire as seen when Chiyo brought her arm back to her during her fight with Sasori.

Note: Can only be taught by Daemon.
Note: Can only be used 4 times a battle.



(Akahigi: Chika Kindachi) — Red Secret: Underground Kings
Type: Puppets
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: The Underground Kings are a series of 7 puppets owned by Sasori of the Red Sand. These puppets are a collection of grey puppets that all have gold crowns on their head and each of them have unique weaponry and techniques. Each puppet is draped in an akatsuki cloak with inverted colors (red Cloak with black clouds). Each of the puppets have a name: Rei - Ichi - Ni - San - Shi - Go - Roku. These puppets belong to the 298 puppet collection Sasori has accumulated and only uses them in dire times.

Rei
Rei is a puppet the size of a average human in height (176 cm). It is a slender puppet modeled after a female body. It has long Red synthetic hair with dark blue pupils. Rei's arms are covered in what seems to be "dragon scales" with a single command, Sasori is able to open up the compartment in a similar fashion to the chakra shield technique but in reverse direction. "Zero" is written on the flaps of the openings. Through the users chakra, She is able to release a burst of raw unfocused chakra. This blast is A rank in strength, reaches up to Mid Range and counts toward the allotted moves per turn. Further into her weaponry, with one command the palm of Rei opens and releases a sharp blade that is the length of a katana at great speeds jutting out out like it was compressed by a spring.

Ichi
Ichi is a short puppet standing at 132.62 cm. Because of the puppet's small stature, it can be maneuvered quickly, moving twice as fast as any normal puppet would. Ichi is a young boy with short red hair and covered in an inverted akatsuki cloak. Ichi's arms can extend to mid range and have a flexibility towards them allowed them to be wrapped around enemies and restrain them. With the formation of one handseal, Ichi opens his mouth and reveals a pipe from his mouth with a diameter twice as wide as the pipes Sasori contains in his palms. This pipe can release a large compressed sphere of wind that can reach up to long range and deal A-Rank damage (This counts as one move). Much like normal puppets, his head just snaps on and can be rotated on its axis, 360 degrees.

Ni and San
Ni and San are twin puppets that function as one entity. Witnessing the kekkei genkai, souma no Kou, these puppets are summoned together under one body that can be separated into two. With the motion of a handseal the user can detach this two from each other by disconnecting their joints from each other and using his chakra strings to control these parts and form then into individual puppets. This counts as a move. These puppets, however can be summoned separated meaning if one wants to put them together it would require a move. While separated, Ni and San are rather large puppets with the bulky bodies. Their hands are plated with a thick piece of metal to increase their impact with physical hits. By focusing lightning chakra throughout the puppets, their fists become electrically charged due to the metal in their hands retaining that lightning. When the lightning chakra is focused into them, their hands give off a distinctive blue,erratic hue. These two puppets are meant to be used for close quarter combat to overpower the opponent. Their punches have enough force behind them to level a large boulder(40 Damage; 60 only with lightning chakra added). Focusing lighting chakra into their fists also count as a move per turn. While combined the user cannot imbue them with lightning chakra. These puppets are large in stature standing at 193 cm.

Shi
Shi is the most unique puppet out of the Chika Kindachi. The puppet moves like a beast of burden, crawling on all its limbs much similar to Hiruko. Out of the side of the puppets body, two arms protrude from each side totaling 4 extra limbs (8 limbs in total of the whole puppet.) With the command of the puppeteer, Shi's mouth opens revealing a summoning tattoo on its mouth labeled "Explode." By channeling chakra throughout the puppet and activating that symbol, a carpet of numerous explosive tag balls are released from its mouth. All these explosive tag balls detonate at once creating a large explosion spanning up to mid range equivalent to A-Rank damage. This counts as a move. Much like a spider, daggers are placed in the middle of all its palms. This can be used for two applications:
1) As a defense measure to attack the opponent if they get to close
2) The daggers can dig into the surfaces of objects and keep the puppet still securing it to that surface like a spider​
These daggers can be shot at an opponent but it loses its ability to cling onto surfaces.

Go
Go is a tall slender puppet made out of black wood giving it a completely back appearance. Go does not have any facial features as he just has a blank face with no details on it; a clean slate. Much like Shi, Go has extra limbs but only found on his upper body. He has 4 arms, two on the front his his body and two on the back of his body much like the Tempestuous God of Valour. Each of these hands contain wire strings in them that can be shot out towards the enemy to bind them. As the wires are shot out, they are lubricated with a highly flammable oil that resides on the very edge of the exit. With the one movement of a chakra string, a compartment located within the wrist of the puppet. It reveals a small pipe that produces a small fire that is large enough to hit the wires and ignite them. This combo is of B rank damage and counts as a move. Once the wires wrap around their target, the puppet can firmly retract the wires to firmly grip and restrict the target (in some cases using the razor sharp wire to cut through flesh or other rather soft materials.)

Roku
Roku is a rather short puppet standing at 165.1 cm tall. Unlike other puppets, Roku's design is closely modeled after Sasori's even being the only puppet to contain a slot for Sasori's heart container. Roku is a puppet without any artificial hair on its head. He has 6 eyes two on the front, two in the back and one to either side of his head. After transitioning to this puppet, Sasori has two turns of blurry vision with slightly (3/4 normal) decreased tracking speed while adjusting to his new field of vision. With a flick of a chakra string, dual swords come out of his sleeves, both of them with jagged edges. A metal tail his hidden by his akatsuki cloak. It is an exact replica of the one that exists on Sasori's Hiruko puppet but the tail itself is black while the linking is gold. This tail can extend and attack the opponent from almost all ranges (Short - Mid). Focusing Earth chakra into this puppet will cause its body to harden giving it protection against B-Rank and below jutsu. This counts as a move.​

Note: Can only be taught by Daemon.
Note: Can only be used by a Sasori bio
Note: No other puppets can be active while these 7 are on the field (regardless of the chakra thread container Sasori has.)
Note: They can only be summoned once per battle.
Note: Can only use Puppetry based techniques while these puppets are active. (Taijutsu is allowed within reason)



(Jikohozon) — Self-Preservation
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (+250 chakra)
Damage Points: N/A
Description: Jikohozo is a human puppet technique focused on the self-preservation of their creator, Sasori. Jikohozo is a technique that allows Sasori to sacrifice a human puppet to replenish his own chakra reserves to that he may be able to keep on fighting. Human puppets are puppets that are made from human beings and have retained their abilities as well as their chakra. Through the use of chakra strings connecting Sasori to his human puppet at all times, he forms two handseals Bird and Dragon and the process begins. Sasori manipulates the chakra inside the puppet to trail up the chakra string and into Sasori's body. Sasori begins extracting the chakra from the human puppet into himself to replenish his own chakra reserves. Once the chakra has been taken out of the human puppet, it becomes useless and falls apart. The duration it takes to completely transfer the chakra takes only a few seconds at most. The human puppet cannot be used for the remainder of the battle. Sasori can only sacrifice two human puppets and thus this technique can only be performed twice.
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X​
Ending Notes

Updating
Credits to &
 
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[Ryuuki Fenikkusu no Jutsu] ♦ Rising Phoenix Technique ♦
Range: Short/long
Rank: A
Type: Attack/Supplementary
Chakra Cost: 30
Damage: 60
Description: The user does the necessary hand seals; draws chakra from their mouth into their chest and then immediately exhales it. They then blow a stream of fire which erupts into a large soaring phoenix of flames. The mythical bird will then swoop up and into the foe at high speed. Not only can it cause very hot burns but can give a powerful hit upon contact as well. To better manage the flames the ninja will bring their hand to their mouth to control it. After it is done, because of the impact, the phoenix explodes into a bunch of blazing ashes all over ground, but the user can explode it whenever it's needed.
~Usable twice per battle.
~Faust can only teach this.

[Allowed]​

[Nenshou Haigara Ryuuki Fenikkussu no Jutsu] ♦ Burning Ashes Rising Phoenix Technique ♦
Range: Short/long
Rank: Forbidden
Type: Attack
Chakra Cost: 50 [+30, when the user takes the second deep breath]
Damage: 90 [+20, when the user takes the second deep breath]
Description: This technique can only be used after using ♦ Rising Phoenix Technique ♦ in which it utilizes the blazing ashes left over from the jutsu. The ninja does the necessary hand seals; draws chakra from their mouth into their chest and then immediately exhales it. They then blast a streaming jet of fire into the centre of all the ashes, which then spreads out into all the blazing flames and they all ignite and burst up in a giant circular wall of fire, spinning violently the blazing glare consolidates into a rapid moving giant sphere. Once the sphere is made, it then burst out and two phoenix like wings of fire blast outwards to the sides. Finally, with another deep breath through the nostrils, the fire out put will be increase and the blazing fire will rise back up into an even larger and stronger phoenix then before and the technique is basically repeated but with greater power. To better manage the flames the ninja will bring their hand to their mouth to control it. After it is done, because of the impact, the phoenix explodes into a bunch of blazing ashes all over ground that can burn the surroundings.
~Usable once per battle.
~Only one other technique that turn, can be used before this technique. After this technique none can be used until next turn.
~No fire element for the next turn.
~No Taijutsu for next turn
~Faust can only teach this.

[Allowed]

Katon Baizou Kaji Handou | Fire Style : Double Fire Kick
Type: Attack
Rank: B
Range: Short - mid
Chakra:20
Damage:40
Description: The user begins begins to spin while jumping into air, channeling their katon chakra into their legs. Whilst in the air they do a roundhouse kick with their left leg releasing a a stream of fire, then in rapid succession they kick with their right leg releasing another stream of fire.
[Allowed]

(Katon: Kaen Bōrei Mōdo) – Fire Release: Inferno Mode
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: This is an advanced fire release technique which is unlocked after gaining mastery of the fire release, after the user gathers a huge amount of Fire chakra all over his body, basically converting most of their chakra into fire chakra inside of their body. The user undergoes a special state where he becomes covered in a fire aura, like a faint blazing red aura around his body that's resonating as long as the technique is active, this aura doesn't grant the user any defensive capabilities whatsoever, however it allows the user to power up his Fire techniques alone in rank, meaning that any Fire technique that the user uses while this technique is activated will gain an additional rank. Like A-rank fire techniques when used while this technique is active will become S-ranked, the reason for the boost in rank is that the user utilizes double the amount of chakra that the fire techniques requires, so if a technique requires an amount of 40 chakra points, the user performs it with 80 chakra points instead, similar to how Naruto does with the Rasengan by compressing and utilizing more chakra he upgraded it into the Big Ball Rasengan. Maintaining this technique is rather difficult and requires vast amount of chakra from the user, so they can only be maintained for a limited amount of time, while in this technique the user will be incapable of using any water techniques, as well as the wind techniques the user uses while in this mode will lose one rank, so if the user uses a B-rank wind technique it will become a C-rank, this technique also puts a huge strain on the user's body, decreasing their speed by half of the original amount, however they are still capable of stringing handseals just as fast as they were capable of before.

Note: Can only be used once per battle.
Note: Only up to S-rank Fire Release techniques can be boosted and S-Ranks are still S-Ranks just with +20 damage.
Note: Lasts for 4 turns.
Note: After the technique deactivates the user will be incapable of using Fire techniques for 3 turns and can't mold chakra above S-Rank for 4 turns.

[ ]​

(Kasai Ha Suto-Mu) Fire Leaf Storm
Rank:A
Chakra:30
Damage:60
Range:Short-Mid
Type:Attack
Description: The user builds up their katon chakra in their mouth and blows out a storm of embers that are sent spiraling towards the opponent at high speeds.Each ember is shaped like a leaf and thus that is where the justu gets its name.The leaf shaped flames are incredibly sharps they have serrated like edges and can easily cut through trees and rocks leaving cinders where it was sliced,the embers cover a large area both vertically and horizontally and thus can be difficult to avoid.
~Can only be used 3x
~Can only be used by -Scaze- and those who he allows
~No forbidden rank water justus that turn
[Allowed]​
 
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(Fuuton: shippu taifuu nagareboshi) - Wind Style: Compressed Typhoon Meteor
Rank: A
Type: Attack
Range: Mid-Long
Chackra Cost: 30
Damage: 60
Description: The user controls the wind in the air to create a largly compressed sphere in shape of a meteor to attack the enemy, which on impact onto the ground, creates a large typhoon
(Note: only one meteor can be shot when using this move)

[Allowed]​

(Fuuton: Koujin Doragon) Wind Release: Dust Dragon
Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user creates a dragon from highly compressed cutting wind chakra, and mixes it with a little earth, to give it a firm head, and a body filled with dust, the dragon is controlled by the user, as any other elemental dragons. Its firm head gives it protection against fire jutsu up to rank A.
Note:Lasts for 3 rounds.
Note: Only 2 times per battle.
Note:Can only be taught by Namikaze Naruto
[Allowed]​

(Fuuton: Kaze Kyodan)-Wind Style: Wind Missles
Type: Attack
Rank: S
Range: Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: This jutsu sends highly long ranged, fast-paced wind missiles at the target. The user will send out five bursts of wind highly concentrated to a point. These are extremely sharp, fast paced, piercing blasts capable of piecing various defences, including thick stone or wood [ up to A rank ] and even if they are dodged or blocked the shock wave they create will throw a weak [ Chuunin and below ] opponent off balance. They are extremely hard to avoid because of their speed, although the speed is about one tenth of the First Gate.
*Note: Usable twice per battle.
*Note: Up to five missiles may be created per use. The missiles travel only in a straight line.
*Note: Due to the large amount of chakra required for this technique, it cannot be used if any clones of the user are present. Furthermore, the user can also definitely not use clone techniques or Genjutsu for the next two turns.
*Note: If the wind is blocked, there might be cases that the opponent is thrown off balance cause of the great wind blast, if they are Chuunin and below.
*Note: Faust can only teach this.
[Allowed]​

(Sukai doragon no hōkō)Roar of the Sky Dragon
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:The user will perform the Dragon Seal,then they will begin inhaling the air around them,while manipulating the chakra into there mouth,the user will then exhale will actually roaring it outwards,a razor sharp twister of wind destroying everything within range.The twister travels only in a straight path.This jutsu can also serve as a medium to gather natural wind and revert it into the users chakra flow.
~Can only be taught by -Ian-~
~Can only be used 3 times per battle~
[ ]​

(Fuuton: tora no Kamikaze) Wind Release: Tigers of the Divine Winds
Type: Offensive
Rank: S
Range:Short-Mid-Long
Chakra Cost: 40
Damage Points:80
Description: After a series of four handseals, the user will release his chakra on the atmosphere, shaping the wind from his surroundings into 4 tigers. The tigers then will run at high speeds towards the opponent (at approximately the same speed of a living healthy tiger). The user predetermines where and how the tigers will run towards the opponent, then after releasing the tigers, the user is unable to alter their curse, as they go auto. When the tigers (or the closest tiger) come(s) into short range of the opponent, he/they launch himself/themselves like a torpedo, rotating at high speeds slashing and hitting the target.
-Can only be used twice per battle
-No other wind related techniques on the same turn and the following
-Can only be taught by Gin-San

[Allowed]​

(Futon: boushi bu-meran suraashu no jutsu)-wind style: spinning boomerang slash jutsu
Type:Attack
Rank:B
Range:short-medium
Chakra Cost:25
Damage Points:40
Description:The user would make a boomerang shaped gathering of wind in each hand and throw them at their opponent and then the user would be able to control where it goes because of the flow of their chakra being in the boomerang. The user could then manipulate the chakra from a distant and adjust the height the boomerang is at and add more chakra to certain parts to make it turn in a certain direction.
*you can only make it move or curve through the air once.
*this jutsu can only be used by Kid Ace2392 or Lord of Kaos and people they teach it to.
[Allowed]​

(Futon: kyokudo bu-meran bakuha no jutsu)-wind style: extreme boomerang blast jutsu
Type:Attack
Rank:B
Range:short-medium
Chakra Cost:25
Damage Points:40
Description:The user would make several (up to 5)wind boomerangs and throws them at the opponent. As they get closer to the opponent, the user makes a hand seal(tiger), and the chakra spinning inside the boomerangs expand and explode.
*This jutsu can only be used twice in battle
*this jutsu can only be used by Kid Ace2392 and Lord of Kaos and people they teach it to.
[Allowed]​

(Fuuton: Bakuretsu Ookami ) Wind Style: Buster Wolf
Rank: A
Type: Attack
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user concentrates wind chakra into both fists. He/She then punches the opponent causing the chakra to implode
on the opponents body, followed up with the second fist which has the same effect.
[Allowed]​

(Fuuton: Enenra) Wind Style: Smoke Yōkai
Type:Attack
Rank: A
Range:Short-Long
Chakra Cost:30
Damage Points:60
Description: When the foe is inside smoke or mist, the user then manipulates the wind around it to form a Smoke demon which is used to attack the enemy throughout there body and consistantly attacks the enemy within the range of the smoke.
Note - Can only be used in conjunction with smoke and/or mist

[Allowed]​

(Fuuton: Yurushi no burēdo) - Wind Release: Blades of Forgiveness
Rank: S-ranked
Type: Offense / Supplementary
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: The user will channel Fuuton chakra into the earth, channeling it underneath the ground, and with one handseal, blades of fuuton will errupt from the ground, puncturing him from underneath.
Note:
-Can be used up to 1 times in a battle.
-You can't use any other Fuuton jutsus in the same turn, hence it will take up all your Fuuton chakra.
-In the next turn, you can't use any higher then a B-ranked Fuuton justu
-Can be taugh only by Dr. House
[ ]​

[Fuuton: Mizu Debaida] Wind Release: Water Divider
Type: Defence
Rank: S
Range: Short- Long
Chakra cost: 40
Damage Points: N/A
Description: The user performs one handseal, after that, he releases a wave of wind which parts any technique consisting of water eg.waves.
Note: Can only be used three times per battle
Note: Can only part S Rank and lower water techniques.
[ ]​

[Fuuton: Torune-do Rasen] Wind Release: Tornado Spiral
Type: Supplementary
Rank: A
Range: Short- Long
Chakra Cost: 25
Damage Points: N/A
Description: The user, focuses their wind chakra, creating rapid rotations around the lower section of the body, this rotation forms a spiralling tornado shaped gust of wind which is used to quickly transport the user [it races across the ground/air]The wind only rotates around the body, it does not partially transform the lower section. This technique can also be released if preferred by forming a hand gesture, the tornado will continue towards the opponent. If not, the user can also perform the hand gesture to stop the jutsu, the decision must be posted in the move.
Note: Can only be taught by ~Drizzy~
Note: Can only be created around the user
Note: Usable only three times per battle
Note: Needs to have Wind Mastered
[ ]​

[Fuuton: Za Hyoujin Kaze] ♦ Wind Style: The Sharp Wind ♦
Rank: S
Type: Attack
Range: Short/Long
Chakra: 40
Damage: 80
Description: The user will gather wind into their hand and condense it with chakra. creating long and thin projectiles in their hand. Then the user can aim these projectiles, launching them at a target. The projectiles do not deal a very much damage, though they are made for precision instead. for if aimed at a very vital, or severe pressure point, the user can cause their target to be unable to battle. Though this is quite hard to do and requires a great amount of focus and accuracy. They are really sharp and fast and could pierce through steel.
~Usable only one times per battle.
~Their as fast as Rock Lee without weights
~Five projectiles are made from the users fingers.
~No wind techniques the next turn.
~Faust can only teach this.

[Allowed]​

 
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Type:Attack
Rank:B
Range:Short
Chakra Cost:20
Damage Points:40
Description:The user focuses Raiton chakra into around their legs. an electrical curent begins crackle around the leg. The electrical current begins to spin rapidly around the users leg creating a chain saw like blade made of electrical current around the leg. the electrical current is rapid enough to cut through a boulder or dent a samurais chest plate armor.
(Usable only 2 times per battle)
(Can only be taught by Daemon)
(this jutsu needs no handseals)

Taught to: , Mugen Ryukyu
[Approved]


Type:Attack
Rank:Forbidden
Range:Short
Chakra Cost:50
Damage Points:N/A(-50 to the user)
Description: the user unlocks all the lighting chakra they have. The lightining chakra is pushed to every point in the body creating like armor made out of pure lightning chakra. The chakra wraps around their head and is then molded to form the shape of a head of a thunderbird. Near their feet the chakra envelops them and forms into the shape of talons. A structure forms out of the back of the user as the shape of large thunderbird wings that are made of pure lightning chakra but they do not grant the user flight of any kind. This mode creates a large yellow aura around the user in the shape of a large bird. The user is able to move at the speed of which their movements seem like a blur to the opponent yet can still be traceable by the naked eye. While in this Mode the user can only use lightning jutsu, taijutsu, ninjutsu and genjutsu. All lightining jutsu get +15 strength. After this jutsu is deactivated the user is extremely exhausted and they cannot use any lightning jutsu for 3 turns. Also after this mode is deactivated the user can only use A-rank and below jutsu for 2 turns due to the exhaustion and lack of chakra. Also the user is very vulnerable to wind jutsu. Water jutsu won't effect the user in terms of electrocution, for example the person can swim in water completely fine without the fear of getting electrocuted.
(Usable only 1 times per battle)
(lasts 4 turns)
(Can only be taught by Daemon)

Taught to:Dante, Kirabi, Mugen Ryukyu, Better, Teno, Loki

[Approved]


Type:Attack
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description: the user focuses a large amount of lightning chakra into their palms. they then slam their hands on the ground sending a shock wave of lightning through the ground. This charges the ground with an electrical charge. Anything that is underground will be paralyzed for one turn.
(Can only be used twice per battle)
(Can only be taught by Daemon)

Taught to:Lili Chwan

[Approved]

(Raiton: Mankai Houden)-Lightning Style: Full Bloom Discharge
Rank:S
Type:Attack
Range:Short-Long
Chakra cost:40
Damage Points:80
Description: The user generates a huge lotus-like flower from his/her hand, using this, the bud of the flower gets shot towards the enemy whereas the petals disperse around the desired area.
[Allowed]​

(Raiton Bu-meran Ashinami) Boomerang Lightning Step
Type:Attack
Rank:S
Range: Short-Long
Chakra Cost:40
Damage Points:80
Description: By doing a simple kick the user shoots out two powerful beams of lightning at great speeds being able to slice through solid objects or cut down attacks. As soon as the beam is launched and makes contact with anything it will come back towards the user like a boomerang and disperse.

♦ Can only be used 3 times per battle.
♦ Must have mastered lightning.
♦ No lightning techniques of S-Rank or above for one turn after the use of this technique.
♦ Can only be taught by Mathias

[Allowed]​

Lightning: Nerve Destroying Needle(Raiton: Nervo Zarato hari)

Rank:S
Range:Long-short
Type: Attack
Chakra Cost:40
Damage:80
Description: The user creates a needle out of his raiton chakra this needle is small but is made from highly concentrated chakra and when hits the enemy the raiton chakra gives the nervel system a high surge of electricity stunning the enemy's left or right hand for 2 turns.
*Can only be taught by Rain of Hell
*Can only be used 2 times
*the user cant use raiton jutsu for 3 turns

[Allowed]​

Raiton: Cho Biburato Raiton (Lightning style: Super Vibrating Lightning)
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: (+50 to any Raiton or object Charged with this)
Description: The user must be a Master Raiton User. With this the user can increase the frequency of his Lightning Chakra and with it, make an object that has more penetrative force then that of a Fuuton technique. Killer Bee's lightning prowess is so great, he can even charge weak but sharp pencil-point to pierce straight through a large tree trunk. As stated by Kisame, Killer Bee is able to do this by increasing the vibration frequency of his lightning chakra to surpass the standard penetrative force of wind-chakra.
(Last 5 turns)
(No lightning 2 turns afterwards)


[ ]​

(Ninpou: Kumogakure no Jutsu)- Ninja Art: Hidden Cloud Technique
Type: Supplementary
Rank: C
Range: Long
Chakra Cost: 15
Damage: N/A
Description: Usable by most members of the Hidden Cloud village, this technique creates a very thick group of ground-level clouds that covers the battlefield. The clouds are many times thicker than mist from the Hidden Mist counterpart jutsu and thus makes it harder to see and even more difficult to breathe in the clouds. Cloud ninja have no trouble breathing as they reside at such high altitudes that they have grown used to the atmospheric pressure, but against regular shinobi unfamiliar with life in the Hidden Cloud Village, they could potentially suffocate if the clouds are not dispersed within 5 turns. Like the Hidden Mist counterpart, the clouds are made up of the users chakra, making it impossible for Sharingan users to effectively use their sharingan in the Hidden Clouds.
Note: Can only be used two times a battle

[Allowed]​

(Raiton: Ryuusandan Haratsu Ami) Lightning Release: Shrapnel Explosion Net
Rank: B
Type: Attack
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user charges a large amount of raiton chakra into a single kunai/shurikan and throws it at the opponent. The user then may preform a single hand seal and cause the raiton built up within the kunai to explode outwards causing the object to explode into multiple, metal shards covered in raiton that are connected to each other by a multiple electrical currents, creating a net effect that will easily subdue an opponent.
[Allowed]​

Raiton: Raiya Houchou (Lightning Release: Lightning Arrow Step)
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra: 30
Damage: (60 if used to attack)
Description: By harnessing the earth's electrical fields to generate electricity, this works as long as the user's legs are connected to the earth. When in use, this allows the user to nearly instantly to close short distances and strike within the same motion. Usable at distances of several feet or less, this allows one to deliver an electrically charged palm thrust should it connect. If no contact is made between the ground and the user's legs, this is unusable. There is a downside as the user cannot change directions once the technique is initiated, thus allowing a more skilled opponent to dodge if they see it coming.
[Allowed]​

(Raiton: Hiraishin no Jintai) -Lightning Release: Human Lightning Rod
Rank: A
Type: Supplementary/Defensive
Range: Short-Mid
Chakra: 30
Damage: 60 (if opponent is within the field)
Description:The user emits a powerful field of electrical energy; anyone caught within it gains a negative charge. The user positively charges the air around him, meaning that if the opponent is within the field he/she is constantly shocked by lightning. Although, raiton jutsu are almost impossible to dodge while within the field, the field only extends 10 meters from the user. This jutsu also does a great job of disrupting electrical jutsu aimed at the user.
(Last 3 Turns)
(Usable only once)
[Allowed]​

Raiton: Chidori Zenkai - (Lightning Release: One Thousand Birds Perfect Form)
Rank: Forbidden
Range: Short-Long
Type: Attack
Chakra: 50
Damage: 80 (-25 to user)
Description: The User will create a Chidori within the palm of his clenched fist. As he unclenches his hands, the Chidori will burst into 1 thousand birds of lightning, controllable by the user. Upon being released, a highly blinding light is released, making it impossible to see the user and likewise blinds sensors momentarily (until the birds are fully released). The birds themselves hold combustive properties, causing a localized explosion as they collide into their target, causing multiple explosion capable of affecting everything within mid range of the target. The user is also able to release the birds and later have them split into two separate groups, dropping the power of the them slightly. If done in this way each group of birds create a smaller explosion that spans short range of their location and carries S rank strength, but this allows the second half of the birds to maintain the same power as those birds, S ranked strength. If used this way, the user can only use one other jutsu that turn. This is noted as the Chidori's most powerful form after Kirin.
Note: Can only be used once
Note: After using, the user cannot use any lightning based jutsu for 2 turns.
Note: From the high concentration of lightning in his hands, the user is unable to use hand based taijutsu of A rank and higher for 1 turn and hand seal speed is slightly lower for one turn.
Note: If released as two sep
Note: Byakugan users are not blinded by the initial release of lightning.
[Allowed]​

Raiton: Raiden Yori Naraku (Lightning Release: Thunder Lightning from Hell)

Rank: Forbidden (OP)
Range: Short/Mid/Long
Type: Attack
Chakra: 60
Damage: 130
Description: Raiden Yori Naraku is the ultimate Lightning jutsu, developed by the Raikage of Kumogakure, and passed down from current Raikage to next Raikage. The technique requires the user to send a huge amount of chakra into the ground, channeling it either through a foot on the ground, or placing the hands on the ground and sending it through the palms. After sending a huge amount of chakra, which takes short amount of time, because only the person who has mastered lightning completely can use it. The underground is filled with lightning chakra and electricity, and starts spewing out chakra from the ground immediately, thunder strikes going from the ground and up into the sky, like a reverse lightning strike. The lightning strikes that the ground shoots up are strong enough to burn the insides of the person(s) caught in it. The ground will continue shooting lightning up into the sky for two whole turns, covering the whole battlefield, the user concentrates lightning chakra inside his body, making himself immune to the lightning that the ground shoots up. After the two turns are over, on the third turn all the lightning that is gathered in the sky will shoot down, destroying everything in front of the user, friends and foe alike, the user has no control over the lightning that shoots down on the third turn.
Usable once per battle
Only the current Raikage of Kumogakure, in the NB village system can use this jutsu.
[Allowed]​


Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30 ( -10 per turn)
Damage points: N/A (60 on contact)
Description: Derived the from Plasma Ball technique, the user generates a plasma barrier around themselves to primarily defend from incoming attacks. The plasma the user produces is a more compact and compressed form of energy giving it higher offensive and defensive properties. However unlike Plasma Ball the barrier does not span to the entirety of short range. This technique keep the barrier formed closer to their body almost fitting around their body like armor. While providing a defense against A rank techniques, with the exception of Wind release, it also restricts the user as well. Connect forces the user to only be able to use lightning release techniques as well as physical techniques such as taijutsu and kenjutsu. On the offensive side the shield can be used offensively like the parent technique by ramming into the opponent with the shield active. On contact, the shield does 60 damage. The shield can also be used offensively by using up the energy generated by the shield to fire a wave of lightning in one direction which would result in the shield dissipating.
- This technique lasts a total of 3 turns
- Can be used 2 times per battle with a 2 turn cool down between usage.
- Can not be used in combination with any chakra mantel/shrouds or such (raikage armor, etc included)

Taught to:
[Approved]

(Raiton: Sono Ikazuchi Tentei Kusari) - Lightning Release: The Chains of lightning God
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: During the battle user channels its lightning chakra as a long stream of thick chakra threads in the ground below him/her through his/her feet. These threads tear the ground, coming out as lightning chains and wrapping both legs of the opponent to shock them or restrict their motion. An additional chain could be manipulated to stab the opponent when he/she is fully tied up.
Note:
~ Can be used twice per battle.
~ No S-Rank or above Lightening jutsu in the next turn.
~ Can only be taught by -Blizzard-

[ ]​

(Raiton: Pachipachi Ninja no Kutsu)- Crackling Ninja Shoes
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage Points: N/A
Description: The user channels ration chakra to his feet, which then travels into the ground, 5 feet in any direction around the user. This jutsu lays dormant, until it is activated when any doton jutsu is used within its vicinity. The chakra reacts to doton, and as such will release a pulse of electricity, destroying any doton jutsu before it can be started.
*Note: Can only be taught/used by Selendrile
*Note: Only works when the doton jutsu emerges from the 5ft. area around the user
*Note: Usable twice per battle
*Note: Once used, the jutsu remains active until it is used once

[ ]​

(kaminari no Yoroi ) - Black lightning armour
Type: Attack/defence
Rank: S rank
Range: close
Chakra Cost: 40
Damage Points: 80
Description: This armour is very simalar to the 4 raikages lightning armour seen at the kage summit. Darui will wrap his entire body in black lightning by doing this he can electrically stimulate his nervous system and speed up his neural synapses to react faster to danger and push his physical prowess to the absolute limit, allowing him to gain tremendous raw speed and monstrous power. Though he is not as fast or as strong as the raikage. He was tought the key to doing this by the 4th raikage due to being his right hand man. With the armour active, Darui is almost as fast as the raikage and only 3 tomoe sharingan comes close to being able to track his movements. Due to this armour, lightning attacks up A rank dont effect him, and S ranks only deal half the damage they normally would.However the user is weak against

Note: can only be used once
Note: cant use wind or water techniques in this form
Note: lasts 4 turns
Note: Cant use black lightning for 2 turns afterwards
Note: Cant use lightning for 1 turn afterwards

[ ]​


 
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(Doton: Ishi Sekkou) Earth Release: Stone Scout:
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 (+10 Per-Turn)
Damage Points: N/A
Description: The user picks up a small rock and molds it into a bird, the bird then fly's high in the sky and scout's the battle field. the user's and Stone Scouts vision's are linked.

Note:-This Jutsu can only be taught by Serpent
[Allowed]​

(Ko Kabe-Tama) Great Wall-Bullets:
Type: Attack/Defense
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: A large 25ft wall raises from the ground in front of the user, this wall is extremely dense and is able to block A-Rank attacks. The wall then brakes apart and shoots hundreds of little bullets at the opponent.
Notes:
-Can only be used twice per battle.
-This Jutsu can only be taught by Serpent
[Allowed]

(Doton: Usagi no Bibiri) Earth Release: Cowardly Hare
Type: Offensive
Rank: C
Range: Short-Long
Chakra: 15
Damage: 30
Description: The user creates 10 small hare-like earth structures, which appear from the ground at least 20 meters from the opponent, all around. Their purpose is to approach the target and once they touch it, they blast outwards, with a small explosion, just like Paper Bombs. They're as fast as normal hares, but they're also as coward. They hide underground while the opponent is looking in their direction, and only move when in the opponent's blind spot. The transition between hidden and moving is almost instantaneous, and while underground they're undistiguishable to the naked eye (Can be seen or sensed by Byakugan and Chakra Sensors)
*Can't be used twice or thrice at a time. The user can only create a new set of hares once the first one has either reached the target or blocked in the way there*
*Can only be used thrice*
[ ]

(Doton: Kachiku Kanshou ) Earth Release: Bovine Intervention
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage Points: N/A
Description: This Jutsu is based on the Earth Chakra's abilities to harden or soften any earth feature. By slamming the user's palm on the ground, or on any thrown or erupted earth structure, the user is able to harden or soften the said structure, all at once. The technique is based on the user's chakra reservations, and thus the area and volume of the feature the user wishes to change varies with it.
As described this technique has two variants:

(Buru no Ai Naguriai ) Bison's Love Fist, which allows the structure struck by the right hand to harden immediately. Basically, any soft structure, such as Sand, Gravel or Mud (Created by Earth Release (Canon Element), not Mud Release (Custom Element)) will turn into rock.

(Ushi no Nyuujou Kissu) Cow's Milky Kiss, which allows the structure struck by the left hand to soften immediately. Basically, any hard structure, such as Rock, Harden Mud or Earth will turn into sand.

Note: *Can only be used 3 times per battle*
[ ]​


Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: User creates a valley of Mud.

Note: This justu can be made as a combo with Earth Style: Double Suicide Decapitation and Earth Style: Underground Fish Protection
*This justu can be only taught by Minato1*
*This justu can only be used once Per battle*
Taught to:
[Approved]

(Doton: Kyokan Mukade)-Earth style: Giant Centipede
Type: Attack
Rank: A
Range: Short/Long
Chakra Cost: 30
Damage Points:60
Description: After preforming the required hand seals the user will pick a spot anywhere on the ground and focus chakra on it. A huge centipede made from rock will emerge from that spot and lunge at a target with its jaws open. If the target is not quick enough, the centipede will capture in its jaws and a slam it back into the ground. Once the centipede hits the ground it will crumble.

Note: Can only be used 3 times per battle.
Note: Faust can only teach this.
[Allowed]​
 
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(Mizu wa) – Water/Wind Release: Hydration
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30 (-10 every turn the jutsu is activated)
Damage Points: N/A
Description: By channeling water and wind chakra to every pores of the user's body, he will be able to keep is temperature stable and his skin humid even when facing extreme heat. This jutsu does not protect the user from any contact with fire, but from the heated air around a fire.
-Can only be used twice per match
-This jutsu last for a maximum of 3 turns
-No Forbidden Water/Wind jutsu while this jutsu is active
-Can only be used by Izuna Uchiha

Suiton : (Suichuu Puressha Bakufuu) - Underwater Pressure Blast
Type: Attack/ Defense
Rank: C
Chakra Cost : 20
Damage Points: 30
Description: User generates water pressure under the enemies feet blasting them in the air, leaving them open for water projectile attacks or air taijutsu attacks. It also can be used as a defense mechanism no stop attacks by shielding them with the upwards blast.( must be used while the enemy is on a water terrain eg river,sea etc)

(Suiton: totsunyuu sekiyu doragon) - Water Style: Rushing Oil Dragon

Rank: B
Type: Attack
Range: Mid-Long
Chackra Cost: 25
Damage: 40
Description: The user manipulates the oil on the surface to create a rushing dragon made out of oil
(note: Oil must be covering the arena)

(Suiton: Sekiyu sanketsu) - Water Style: Oil Suffocation

Rank: B
Type: Attack
Range: Short-Long
Chackra Cost: 25
Damage: 40
Description: Description: The user manipulates the oil on the surface to make the oil, The oil then clings and rises up the body of the OPpnent, when it reaches the neck, it then starts to suffocate him/her
note: Oil must be covering the arena

(Suiton: Mizu Kasuihou) - Water Style: Water Spike Cannon

Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80 (+10 for debree)
Description: the user creates a a large cannon of rotating water and shoots it at the enemy. the user then manipulates the chakra and creates spikes that protrude out of the sides and rips at the ground adding debree and rocks causing extra damage to the opponent.

Note: Must use water source to perform jutsu
Note: Can only be used 3 times per turn
Note: Only Members of Rain village can use the jutsu

(Suiton: Mizu Shinkuu)- Water Release: Water Vacuum

Rank: S
Type: Supplementary / Attack
Range: Long
Chakra cost: 40
Damage Points: 80
Description: the user releases chakra into the air creating tornado's of wind that then can be used to draw up water attacks that the opponents cast and draw the water into the sky. The user then manipulates the water with their chakra and sends the water back towards the opponent in the form of 3 spinning cannons.
Note: Can only be used two times
Note: Only works on A rank and down
Note: Can only be taught by Hazure and Uchiha Kaito
Creator: Uchiha Kaito
Co-Creator: Hazure

Suiton: Hyaku Kiriooi Soso - Water Style: 100 Mist Shroud Burial
Type: Attack
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage: 80
Description: Usable once Hidden Mist Jutsu is active, the user controls the mist to make it surround the opponent in a large mass, and then the user quickly condenses the mist into water. The water proceeds to coat the opponent in a seemingly harmless full-body cover of mist, however, the user then clenches their fist and the coat of water on the opponent transforms into 100 piercing tendrills that rip through the opponents skin and can even rip through armor because the water is so close, much like the 18th century iron maiden.
*Note:Can only be used once per battle*
*Notence used, no mist jutsus can be used next 2 turns.*
*Note:*Only shinobis from the Hidden Mist can use this jutsu and once a member leaves the group/kicked out, he or she will not be able to use this jutsu.*

Kirigakure Hijutsu: Kiri kou Mizu - Hidden Mist Secret Techniques: Mist to Water
Type:Supplementary
Rank:S
Range: Short-Long
Chakra Cost:40
Damage: N/A
Description: The user changes the mist to water. If fighting within mist, makes him so an unfinishabe font of water.
*Note:*Only shinobis from the Hidden Mist can use this jutsu and once a member leaves the group/kicked out, he or she will not be able to use this jutsu.*
*Note:This is a group jutsu.*

Kirigakure Hijutsu: Doku Kiri - Hidden Mist Secret Technique: Poison Mist
Type:Supplementary/Defence
Rank:S
Range: Short-Long
Chakra Cost:40
Damage: N/A
Description: The user concentrates. He then performs the 2 needed hanseals, and then changes the molecular stature of the mist atoms. The user manipulates the participles, and with adding chakra to them, he turns them into a poisonous mist. This is not the poison used in the anime. It's colorless. It's practically a kind of CO2.
This covers only a small area around the user, but anybody who enters, gets poisoned. This poison is not as fatal as others, but the opponent has 1 second before falling to the ground. He stays consciousness
*Note:*Only shinobis from the Hidden Mist can use this jutsu and once a member leaves the group/kicked out, he or she will not be able to use this jutsu.*
*Note:This is a group jutsu.*

Kirigakure Shuuchuu No Jutsu - Hidden Mist Focusing Technique
Type:Supplementary/Defence
Rank:A
Range:Mid-Long
Chakra Cost:30
Damage: 60
Description:The user manipulates the small parts of H2O, that are concentrated in the mist, and concentrates(focuses) them in one point. The user can make so, invisible walls, steps on the floor, and pointed objects. The enemy so trips over steps, get's stabed by sharp concentrated mist and walks directly in mist walls. The walls can defend from minor attacks too, and the pointed objects do some minor damage.This technique can only be used when the "Kirigakure no Jutsu" was already done. The jutsu leaves the victims in confusion.
*Note:*Only shinobis from the Hidden Mist can use this jutsu and once a member leaves the group/kicked out, he or she will not be able to use this jutsu.*
*Note:This is a group jutsu.*

Naibun Fuu Zonokiri - Heavy Mist
Type:Supplementary
Rank:A
Range:All
Chakra Cost:30
Damage Points:N/A
Description: By focusing his wind and water chakra on an already created mist, the user will be able to keep it stable by making it denser, heavier and fixed in place with strategic wind current. Only an S-rank wind jutsu can clear this mist.
Note: Can only be used 3 times per match
Note:The mist will stay denser and heavier for 2 turns after use of this jutsu.*Note:*Only shinobis from the Hidden Mist can use this jutsu and once a member leaves the group/kicked out, he or she will not be able to use this jutsu.*
*Note:This is a group jutsu.*

Water: Giant Hand (suiton:kyojin hando)
Type:Attack/Supplemantry
Rank:A
Range:Short-Long
Chakra Cost:30
Damage Points:60(+5 with lightning)
Description:The user creates a giant hand out of water that can be hard for a punch or sharp to act as a claw it can also be used to grab the enemy. Can be mixed with lightning techniques to make it stronger.
*Can only be used by Rain of Hell or if thought by Rain of Hell

Water:Tentecle Strike (Suiton: Shokushu Sutoraiku)
Rank:S
Range:Short-Long
Type: Supplementary
Chakra Cost:40(-5 per each turn)
Damage:0
Description: The user does the necessary hand-seals and touches any body of water. As that happens under the enemy 8 tentacles form out of water appear. The tentacles can be as large as 50m long and 1m thick or they can be as small as 1m long and 10cm thick.The once the tentacles grab the enemy its very hard to escape. The tentacles don't hurt the enemy a lot(as much as a tight rope) but they are strong enough to hold even large summons.
*There must be a large source of water for this to be used
*The jutsu can only be used by Rain of Hell and people who learned from him
*The tentacles last only 3 turns
*It can only be used 2 times per battle
*The user cant use any water jutsu on the fallowing 2 turns
*The enemy must be standing on the water the user touched

Water Chakra Distubance(Suiton:chakra disuta-bu)
Rank:C
Type: Supplemantry
Range: Long
Chakra Cost:20
Damage:0
Description:The user sends his chakra through water and the part of the water where the users enemy is standing gets filled with chakra and breaks the enemys chakra which he uses to stand on water. Shortly:the users opponant cant stand on water and falls in the water.
*Can only be used by Rain of Hell or if thought by Rain of Hell
*Can only be used 3 times
*Can only be used if both the user and the enemy are standing on water

Water: Bullet Orb (Suiton:kyuutai Teppoudama)
Rank:S
Range:Short
Type: Supplementary
Chakra Cost:40(-5 per each turn)
Damage:0
Description: The user creates a 1m diameter orb out of water the orb can shoot small bullets from inside of it and each bullet is as strong as Suiton: Teppoudama) - Water Style: Water Bullet and 5 bullets can be shot per turn.
*It lasts for 3 turns unless taken out by a powerful jutsu
*The jutsu can only be used by Rain of Hell and people who learned from him
*Can only be used 3 times per battle

(Suiton: atomikku shin'en) Water Style: Atomic Abyss
Type: Offensive
Rank: A
Range: Close –Mid (most effective up close)
Chakra: 30
Damage: 60
Description: The user creates 5 quickly condensed orbs of water from a nearby source of water. The orbs then begin to quickly orbit the user like an atomic nucleus, carving the earth as it touches the ground. The water orbs are then shot at the enemy in rapid succession with speeds like bullets.
*entitled to any elemental variations of this jutsu*
- Learned

Poseidon's Tsunami|Poseidon's Tidal Wave
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (N/A in long range) (-20 to user from chakra strain)
Description: The user channels water chakra into his sword and swings it in the manner of a arc, in any direction (from the ground up; From up to down, left to right, etc.). While swinging the sword and forming the arc, the user will release the water through means of the sword, releasing a blast in water in the form of either a compressed crescent of water, or a large wave of water which will be released in the pathway of the swing of the user's sword. The crescent is strong enough to put out any flame projectile and continue through it (with the power of an A-rank water jutsu) and can cut through large boulders with relative ease (earth up to A-rank) The wave of water would have enough force behind it to crush small and medium sized buildings and uproot trees ( at short range). The further it goes, the less damage and wider the damage will be so by the time it reaches long range, the only thing that would happen to the target is they would get soaked and pushed back a few feet.
*Can only be used by Lord of Kaos*
*Can only be used once per battle*
*After using, no Water jutsus can be used for two turns*
*If used, no other sword related jutsus can be used that same turn*
- Learned

(Water Style: Atomic Abyss: Poseidon's Aquatic Destruction) ♆ Suiton: Atomikku Shin'en: Poseidon's Suijou Metsubou
Type: Offensive
Rank: Forbidden
Range: Close-Long
Chakra: 50
Damage: 90 (+40 to user if hit)
Description: The user starts by making several (up to 5 in short range, 10 mid range and 15 in long range, basically five in each range) condensed large balls of water with great pressure compressing them to the size of basketballs but the solidarity of ice (still water, just tightly compacted). The user then causes the orbs to sink into the water source he and his opponent are standing on, creating an mine-field in the ocean of sorts. If the user choices to, he can also create said orbs in the water itself, preventing the opponent a chance to detect them (doujutsu and chakra sensing abilities aside, of course). The orbs are then spread in a pentagonal shape, surrounding the user and opponent, with 3 pentagons in total: one surrounding the enemy in short range, one in mid range and the last in long range. The five orbs in each range are in relation to the target, i.e. one pentagon that reaches out to the borders of short range around the enemy, another reaching the boundaries of mid range from the enemy's start point, and the same with long range. If the opponent moves around underwater, he will cause a chain reaction, causing all of the water orbs to forcibly explode, causing great damage to anything caught underwater, with enough force to break bones on contact and cause severe internal damage to and rupture organs and even remove limbs. If both the user and enemy are standing on the water surface, and they move, it will cause the orbs near the surface to explode firstly, still causing a chain-reaction. The explosions, if above water, have the force and power to blow holes in metal.
*Can only be used once*
*after using, neither the user nor the opponent can move for 3 turns. After the three turns, the orbs loose the pressure within said orbs and the user and opponent will have no threats presented when moving*
*If the user is on the water when detonated, he will take the same damage the enemy would take*
*After using, the user cannot use water jutsus for three turns*
*The user is able to control the orbs released nearby him when he moves but doing so takes a great deal of chakra from him and thus, he can only use 1 jutsu per turn if he does this (must be stated). The user is only able to take control of up to 3 orbs with each one coming from a different range, i.e. one from short, one from mid and one from long range. Once the explosions start, however, he will no longer be able to control them*
*If hit by orbs, the user's bones will be broken and damaged and he will be unable to move*
*Can only be used by Lord of Kaos*
- Learned

Nami Hijutsu: Gekirin - Wave Secret Arts: Imperial wrath
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description: From underneath the foe, tendrils of water shoot out on a mass scale, whirling around the opponent and creating a catastrophic whirlpool
Note: Can only be used by members of the Wave village

Nami Hijutsu: Nami Pulse (Wave Secret Arts: Wave Pulse)
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After performing the needed hand-seals the user places there palm on the ground, releasing a large amount of water Chakra into the earth. A Sudden shake occurs and multiple tentacle like vines made of water appear all around the opponent. They will then attack the opponent and constrict. These tentacles can be as long as the user wants having them stretch to incredibly lengths.
Note: Useable Twice per battle.
Note: Only members from Namigakure can use this jutsu

29.
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: While underwater, the user picks a focal point where he will focus his chakra upon. While focusing his chakra on to the area, the water pressure begins to increase drastically. This can be detected by bubbles being formed and rising to the surface of the water source. In the second stage of the jutsu, the user adds in shape manipulation causing a miniature whirlpool to form with the addition of more chakra. This causes the whirlpool to finally collapse on itself crushing the target under the pressure of the water. This jutsu, however, has a small area of effect despite its range, being only able to effect a 5m radius around the targeted area. This allows the opponent to avoid the jutsu rather easily if they can notice the jutsu forming before the second stage of the technique is initiated. This jutsu is great for underwater swarming jutsu such as 5 shark feeding frenzy. The jutsu can also be used on targets that reside on the surface, adding a secondary usage of the technique. While the user underwater again, the user focuses chakra beneath the target forming a whirlpool with the ability to suck targets down into it. The whirlpool then functions the same as in its initial use. The whirlpool collapses in on itself crushing the target.
Note: Can only be done three times per battle; 2 turn cooldown between usages.
Note: Cannot use Water above S rank next turn.
Note: Can only be taught by Daemon.
Note: Must be underwater
Taught to:

Suiton: Joi Toisu - Water Style: Joy Toys
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user after 3 handseals, will spit a large volume of spiralling water ball at immense speed towards the opponent then at the snap of his finger the big ball vanishes into thousands bullets sized water spheres with smiley faces. The now smaller water balls now gains more speed, x2 of the original speed of the large ball and they gain a wider range of impact. However instead of a piercing effect, each of the smileys explodes/violently burst outwards upon impact with each causing an explosion equivalent to a generic paper bomb.
-Usable 3x per battle
-No suiton above S-rank next turn
-A turn cool down inbetween usage
-Must be taught by Priest
Learned From Priest:
 
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Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 (+10 Chakra to jutsu applied to)
Damage Points: N/A (+10 or +20 to Volcanic Ash techniques with this jutsu applied on to it)
Description: One of the things that makes volcanic ash so deadly is its grain size. The naturally small grain size allows the ash to slip into small spaces and makes it easier for the target to inhale the ash. Bane of Pompeii allows the user to change the grain size of the ash. However, the user can only increase the size of the grain. This can be used in two fashions:

Medium Sized grain: The medium size grain of volcanic ash is about about 4 mm or .15 of an inch. (+10 Damage)
Large Sized Grain: The large sized grain of volcanic ash is 8mm or .3 of an inch. (+20 damage)

By adding more chakra into an already formed volcanic ash technique, the user can change the grain size of the ash increasing its damage. A side effect of increasing the grain size is the overall speed of the traveling volcanic ash technique. A volcanic ash jutsu equipped with Bane of Pompeii's speed is reduced to the speed to the speed of a common fire jutsu. If a large sized grain is used, speed is reduced to the speed of movement of a water jutsu technique. The way how this jutsu actually empowers Volcanic Ash techniques depends on the grain size for the explosion effect that volcanic ash jutsu hold. The larger the grain the more powerful the explosion.

This technique can only be used 4 times per battle. This jutsu can't be used consecutively in the same move. It usage must be coupled with the use of a target Volcanic Ash technique, costing essentially 2 moves (the original technique and this ability) of the users though done in the same time frame as a single one.


This technique can only be used 4 times per battle. This jutsu can't be used consecutively in the same move. It usage must be coupled with the use of a target Volcanic Ash technique, costing essentially 2 moves (the original technique and this ability) of the users though done in the same time frame as a single one.

Taught to:
[Approved]

Rank: A
Type: Supplementary/Defense/Offensive
Range: Short (Long on weapon reach)
Chakra Cost: 30(-10 per turn)
Damage Points: N/A(60 when used for an attack)
Description: The user excretes chakra from each other pores and it manifests as pure volcanic ash. This ash flows around the user and as like a cloud surrounding them where ever they go. For this specific technique, the ash manipulated with this technique can be used for an offensive or defensive use. For offense, the user can shoot volcanic ash weapons make of condensed and hardened ash at high speeds. The weapons include, Kunai/ Shuriken and various other ninja tools. Also Volcanic Ash jutsus can be formed out of this. For defenses, A wall of Volcanic ash can be formed that can protect from A-rank jutsu and below and counts as a jutsu for the turn. The defense follows the strength and weaknesses that come with Volcanic ash. Shooting projectiles of volcanic ash require great concentration. If that concentration is tampered with it the projectiles cannot be launched. Each projectile fired from this technique count as a move for the turn.
-Lasts 4 turns
- can be used 2 times per battle
- can only be taught by Daemon
Taught to:
[Approved]

Rank: A
Type: Offensive
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: The user holds out their hand towards the direction of the target. Streams of volcanic ash are shot out and form a large plume of grey ash. The grey ash covers the target and with a handseal the pyroclastic flow is compacted together tightly on the form of the object, petrifying it. This pretrification is achieved by the volcanic ash hardening forming a cast around the target, leaving the inside locked in. This forms a cast of Volcanic ash that can be detonated into a large explosion. However, the ash can only cover things of small to medium size such as the trunk of a tree and a decent sized boulder but cannot cover targets/objects the size of large summons such as gamabunta or manda.
Usable 3 times per battle.
Taught to:
[Approved]


Rank: S
Type: Offensive
Range: Short - Medium
Chakra cost: 40(-10 per turn)
Damage points: 80
Description: Tools of Hephaestus is a jutsu that uses volcanic ash in its offensive form. The user forms volcanic ash from a selected part of their body. The grains of ash clusters in this formation of ash are, by comparison, larger than the run of the mill volcanic ash jutsu. Making them hardened and reinforced allowing them steel like quality. This is achieved by compacting and compiling the ash on top of each other forming layers to give it a strong and sturdy composure. . By manipulating the shape of the ash, the user can create 3 blades of volcanic ash. These blades are the length of average broadsword( about 3 feet). These swords can be launched towards the opponent at high speeds causing explosions on impact with a handseal performed by the user. For close range applications, these swords can be held on to by the user to be used as a makeshift sword to overcome a for within close range. To constantly supply the swords of ash, the user has to be within direct contact with the swords at all times. This allows me to supply chakra over a duration and manipulate that chakra to keep the structure of the sword strong. These swords can be created 3 times per battle but require a two turn cool down between each use stopping it from being used within quick succession.
Taught to:
[Approved]


Type: Defense/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60 (+10 if used with Taijutsu)
Description: The user stomps or punches the ground and super heated Ash shoots up all around him. this can be used to defend ageist Taijutsu attack's and will burn an opponents flesh clean off. In contrast to punching the ground, the user is capable of augmenting their taijutsu. While striking the opponent with your fist or legs, the user can use this jutsu push out volcanic ash from the pores releasing the same wave of ash to cause direct damage towards the opponent.

Note:
-Can only be used four per battle
-Can only be used by Daemon
Taught to:
[Approved]


Type: Offensive
Rank: A
Range: Short - Long
Damage: 60
Chakra Cost: 30
Description: The user spews volcanic ash out of his/her mouth. the user then molds the shape of the volcanic ash cloud into a dragon. the dragon then races towards the opponent and rape itself around user bombarding them in volcanic ash. The user makes a handseal igniting the dragon setting of an explosion
-Can Only be used/taught by Daemon
-No other Volcanic ash jutsu can be used in the same turn as this one.
Taught to:
[Approved]


Type: Attack/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra Cost:100
Damage Points:90
Description: the user sums up a massive amount of fire chakra into their lungs. they then convert it into highly heated ash(volcanic ash) which is released in a large amount of the users mouth. once the opponent is hit in this gargantuan flow of ash they will be covered in super heated ash. Due to the heat produced by the ash it will cause the opponent severe burns. The user then clicks their teeth igniting the ash around the user setting of a large explosion. this jutsu can be avoided by the user traveling underground. If the user is caught in this jutsu the effect will be the same as if it was done on the opponent
(Can only be used once per battle)
(No volcanic ash for the rest of the battle)
(Can only be taught by Daemon)

Taught to:
[Approved]


Type: Offensive
Rank: A
Damage: 60
Chakra Cost: 30
Description: the User musters up volcanic ash chakra into their hand. Once the ash builds up and compacts into the shape of a baseball, the user throws the ball of ash at the user. The user performs a handseal causing the ball of flammable and combustible ash to explode on the opponent sending them flying back and leaving them with 2nd degree burns.
-Can Only be used/taught by Daemon
Taught to:
[Approved]



Type:Supplementary/Offensive/Defensive
Rank: A
Range:Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses volcanic ash chakra into their lungs or into the pores of their body and releases it, spewing out a cloud of hot ash in all directions.The hot ash travels quickly into the surrounding area and moves away from the user. As the ash passes over obstacles it burns them, scorching the earth and anyone who stands in the way of the expanding cloud. The ash's heat is incredibly strong as it is in other volcanic ash jutsu. The heat of the ash is enough to evaporate up to B rank and below water jutsu. When in contact with a human, the ash not only burns their skin but solidifies on the opponent. The ash would pile on and petrify the target(s). Because this jutsu is omnidirectional, it can be used on many targets such as the shadow clone jutsu technique. As the cloud of volcanic ash begins to spread out, it functions like Hidden mist jutsu would. The ash is an extension of the user's chakra therefore Sharingan nor Rinnegan would not be able to see through it but Byakugan would. Because of the user's concealed position, it is easy to conceal a secondary jutsu behind the expanding cloud of ash. This jutsu can only be used 4 times per battle but must have a 1 turn cool down between usages.
Taught to:
[Approved]



Type: Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: One of the few volcanic ash jutsu that initially spawn from the ground. Hell of a Night is performed by either slamming your hands on the ground or stomping you feet on the ground. The volcanic ash chakra charged in your hand/leg transfers into the ground in between the opponent and the user. The ground begins to shake and heat up immensely (being hot enough to melt the soles of the enemies shoes). Immediately, the ash rises from beneath the ground as an outgoing wave of ash. The ash within the wave is compacted and nearly hardened. The wave of ash spans high into the air about 10 meters in height and 5 meters in width. The wave of volcanic ash looms over the opponent blocking out the sun above them much like real world Volcanic Ash. The darkness simulates night time. As the wave of ash swallows the opponent whole, the user can detonate the ash resulting in a large explosion. Any wind jutsu used within the range of the plume of volcanic ash would just feed the embers and cause the ash to spread outward growing in size width wise by another 2 meters.
Can be used 3 times per battle.
Taught to:
[Approved]
 
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1.(Kumoton:Sekiran'un Inpakuto)-Cumulonimbus Impact
Type:Attack
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:80
Description: The user focuses their chakra into the clouds to create a cumulonimbus cloud. Since cumulonimbus clouds are thunder clouds lightning begins to form with inthe cloud. The cloud forms over the opponent head. when the user forms a specific handsign the cumulonimbus cloud will crash down on the opponent electrocuting them. Since clouds are made out of water the cloud amplifies the lightning's conductivity. The cloud swirls around the opponent at 50mph. But this jutsu can be blown away by a S-rank to forbidden rank Wind jutsu
~ This can only be used one time in battle.


2. (Kumoton:Raibou)- Cloud Release: Lightning Rod
Type: Defense/Supplementary
Rank:A
Range: Short - Long
Chakra Cost:30
Damage Points: N/A
The user creates a swarm of clouds that cover the sky of the battlefield. The water particles in these clouds rub against each other at high speeds, producing a strong positive charge. This attracts all Lightning Techniques performed by the opponent towards it, preventing it from hitting the user.
-Lasts for 3 turns
-Can be used only once


3.( Kumoton : Hekiranpu ) Cloud Release : False Light
Type: Supplemetary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: N/A
An unholy light erupts from clouds in the sky, created by the user, ( the light is a mixture of the user's chakra and the natural light dispersion a cloud possesses ) and covers the whole battlefield.
Anyone except the user, who looks at the light ( either directly at the cloud, or as the light is streaming down toward the ground ) is trapped in a genjutsu.
The genjutsu makes the opponent believe that their body is chained completely, by writhing cloud tentacles, and a huge weight is pressing on them, preventing them from moving any portion of their body.
~ Can only be used once per battle
~ Lasts for 3 turns
~ Costs 20 chakra per turn
~ Does 15 damage to user


4.(Kumoton: Kumogakure no Jutsu)- Cloud Release: Hidden in Clouds Technique
Type: Defense/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
The user creates a thick cover, like Hidden Mist technique, but made with clouds. This is much thicker, and since it is double elemental, cannot be blown away.
The Sharingan will not be able to function even in the slightest in this technique, but the Byakugan will be able to see through it.
The fact that the cloud cover itself is made of chakra will confuse anyone using any chakra detection ability. However, the user will be able to sense where the opponent is within the clouds.
-Costs 10 chakra per turn to stay active.
-Can only be used twice per battle.

5. (Kumoton: Gamijin)- Cloud Release: Graceful Charity
Type: Offensive/Defensive
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: 40 (+20 if poison mist is added)
Description: Graceful Charity is a cloud technique that takes advantage of Kumoton's ability to make Ammonia based clouds. Ammonia based clouds are extremely corrosive and can irritate the opponent's skin causing the opponent's skin to peel and rash. The user starts off by forming one handseal or clasping their hands together to spew out this thick corrosive white cloud. The cloud gives off a very pungent odor and stings the nose upon inhaling it. The cloud makes its way to the opponent and wraps around him/her allowing the corrosion and irritation to take place. In conjunction with its corrosive properties, the user can add in poison bombs into the technique to give it a damage boost. The poison mist/bombs can be added using ninja tools. The corrosive cloud is large enough to entrap a number of targets with one usage of the technique(max 3).
Usable 5 times per battle.

6. (Kumoton: Sounn Rippou ) – Cloud Release: Stratus Cube
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60 (+20 if poison mist is added)
Description: The user will bring their hands together but holding them about 4 inches apart. The user the forms a cloud between their hands and manipulates the shape of it into a cube. The user condenses the water particles within the cloud making the cloud denser. The user then makes the cloud cube to spin rapidly inside causing a sort of slicing pattern in the cube. The user then throws the cube at the opponent. Once contact is made the cube bursts into a torrent of slicing clouds that expands in all directions slicing through anything. Once the cloud cube hits the opponent it expands to about 7 meters in width and height. The cloud used with this technique is a sulfur dioxide based cloud. This sulfur dioxide based cloud forces the opponent to go through a simulated asthma attack when it is wrapped around them. However due to the relatively narrow shape of this cloud it would be rather easy to avoid if the opponent acts fast enough. Like other cloud techniques a poison mist bomb could be added to the cloud as it entraps the target increasing the overall effectiveness of the technique
Usable 3 times per battle

Both approved:
 
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Rank: B
Type: Offensive
Range: Short
Chakra: 20
Damage: 40
Description: ZX Buster is a style that uses chakra manipulation as a secondary factor in its art. Using the chakra metal gloves(or in cases of being used by a master, their bear hands), the user is able to manipulate "leaked" chakra, which is the basis of ZX buster, in a various weapons to augment close quarter combat. Out of this "leaked" chakra, the user is able to create a series of weapons to aid them in battle. These weapons can range from Tonfa to a staff to twin daggers, a sword etc. However, only one weapon can be created at a time and would need the already created weapon to disperse before creating new ones. The weapons are created by molding this "leaked" chakra into the form they desire then compressing that chakra into a solid form to be used in battle. Due to the solid construction of the weapons, they can clash with solid objects.

Note: Can be used 4 times per battle.
Note: Each weapon created lasts 2 turns before dispersing.
Note: Can only be taught to ZX buster users

Taught to:
[Approved]

(ZX Basutā: Hienkyaku) ZX Buster: Flying Swallow Feet
Rank: B
Type: Supplementary
Range: Short to Mid
Chakra Cost: 20
Damage: N/A
Description: A movement based technique, Flying Swallow Feet works by focusing chakra into the soles of the user’s feet, super-charging the chakra-metal present in their shoes. Since there is less of the chakra pathway focused in the user’s feet than other locations on the body, this helps the chakra metal amplify any chakra passed through it that’s used for the ZX Buster style. More specifically, Flying Swallow Feet allows bursts of chakra to be fired from the user’s feet that can be used to accelerate short distances (known as “dashing”). Dashing can be done either in the air or on the ground and helps as it allows the user to put more momentum behind their strikes. When dashing, a visible burst of chakra is seen from the user’s feet, and they tend to have an “afterimage”; this comes about simply a trick of the eye, and is nothing special. As the chakra metal will retain its “super-charge,” and once activated, this technique does not deactivate. The user, although moving in a fast pace/burst of speed is still trackable by normal eyesight.
[ ]​
 
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Kung Fu

updating, reason: in its current state it does nothing.
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Kung Fu | Chinese Martial Arts
Type: Taijutsu
Background: Kung Fu being the first styles of martial and also reformed as the deadly was made a long long time ago. It was from a man who had trained in the way of fighting from a very young age. His way of fighting was unorthodoxed, taking bits and pieces of many different styles and using them all in one fight. It was revered as a legend in the fighting world and on his death they asked him what his styles were called and with his last breath he slowly uttered the words "Kung Fu" and then past.

Description on the Abilities and Inner Workings of the Style: kung fu are a number of fighting styles that have developed over the centuries in China. These fighting styles are often classified according to common traits, identified as "families" , "sects" or "schools" of martial arts. Examples of such traits include physical exercises involving animal mimicry, or training methods inspired by Chinese philosophies, religions and legends. Styles which focus on qi manipulation are labeled as internal (内家拳, nèijiāquán), while others concentrate on improving muscle and cardiovascular fitness and are labeled external (外家拳, wàijiāquán). Geographical association, as in northern and southern , is another popular method of categorization.The genesis of Chinese martial arts has been attributed to the need for self-defense, hunting techniques and military training in ancient China. Hand-to-hand combat and weapons practice were important in training. There are many different styles of Kung Fu but three main ones that grant innate abilities such as :


Kung Fu Style: Chángquán - 长拳長拳 - The forms of the Long Fist style emphasize fully extended kicks and striking techniques, and by appearance would be considered a long-range fighting system. In some Long Fist styles the motto is that "the best defense is a strong offense," in which case the practitioner launches a preemptive attack so aggressive that the opponent doesn't have the opportunity to attack. Others emphasize defense over offense, noting that nearly all techniques in Long Fist forms are counters to attacks. Long Fist uses large, extended, circular movements to improve overall body mobility in the muscles, tendons, and joints. Advanced Long Fist techniques include qin na joint-locking techniques and shuai jiao throws and takedowns.
The Long Fist style is considered to contain a good balance of hand and foot techniques, but in particular it is renowned for its impressive acrobatic kicks.In demonstration events, Long Fist techniques are most popular and memorable for their whirling, running, leaping, and acrobatics. Contemporary changquan moves are difficult to perform, requiring great flexibility and athleticism comparable to that of gymnastics.
Long Fist's arsenal of kicks covers everything from a basic front toe-kick to a jumping back-kick, from a low sweep to a tornado-kick. The learning of this style grants the user quick agile motions and of course being extremely flexible, almost comparable to that of gentle fist. The defensive capabilities of this style revolves around the looking at the opponent joints before they strike so you can tell what attack the opponent is preparing. Looking at the way the knee bends and turns you can tell what type of kick the opponent is preparing to launch and same with the elbows in the knee. This knowledge grants the users increased reaction time comparable to that of 2t sharingan.

Previously approved example techniques for this style proving the effects of training:

(Chángquán: Kagehandō) - Long Fist Style: Shadowless Kick Technique
Rank: S
Type: Attack
Range: Mid - short
Chakra cost: 40
Damage points: 80
Description: The user from mid-range(or short) Quickly dashes in front of the opponent, to the opponent to his surprise and assumes the crane stance where he then jumps and kicks the opponent in the chin with the upper most top part of his foot. The opponents head will be forced upwards and thats when the user quickly dashes around the opponent, ending up behind him. Where he then delivers a strong kick to the opponents side, connecting his shin to opponents rib cage. The user then dashes around the opponent again, back to front and kicks them dead in the chest with a chakra infused foot. Quickly incapacitating the opponent or among certain situations brings upon death.
Note: This can only be attempted twice per battle.
Note: Can only be landed once.
Note: Since the user uses all of his speed, he is exhausted and can only preform two jutsus in the next turn.

(Chángquán Style: Heavenly Wind Kicks)
Rank: A
Type: Attack
Range: short -mid
Chakra cost: 30
Damage points: 60 (plus 10 every kick)
Description: The user begins by doing cartwheel into a high spinning corkscrew kick which he uses to jump over the opponent, ending up behind them. After the user successful lands behind them he begins backflipping into the opponent. The users puts his hands on the ground and flips backwards, successfully driving their feet into the opponents head. The user will do approximately 5-8 kicks and the last part ends with the user quickly flipping over the opponent again and placing one hand on the ground and kicks the opponent dead in their chin sending them backwards. With each kick the opponent gets pushed back, and with the last kick ends up in mid-range.
Note:The user can do however many kicks he likes with the maximum of 8.
* After the technique has been executed, the user is in pain from the strain it put on his legs and back. Slowing his movements down.

Kung Fu style: Eagle Claw - 鷹爪派 - The forms of Eagle Claw style mostly emphasizes defensive techniques, blocks, catching techniques and intercepting techniques, and by appearance this would be seen as an all defensive style to practitioners. The legendary "Jeet Kune Do" or "Way of The Intercepting Fist" actually took pieces and guidelines of this fighting style. This style was meant to work in tandem with Chángquan switching up the guidelines and using a training method known as joint watching. The training method fully gives way to the defensive capabilities of this style revolves around the looking at the opponent joints before they strike so you can tell what attack the opponent is preparing. Looking at the way the knee bends and turns you can tell what type of kick the opponent is preparing to launch and same with the elbows in the knee. This knowledge grants the users increased reaction time to incoming taijutsu comparable to that of 2t sharingan.

Previously approved example Techniques for this style that proving the effects of training:
(Washitsume: biribirigotai) - Eagle Claw Style: Ripping limbs
Rank: A
Type: Defense/Offense.
Range: Short
Chakra cost: 30
Damage points: 60
Description: Once the target physically attempts to kick or punch you, you will use your upper body strength, and speed to grab the opponents limb. Once you've got ahold of the limb, you will harshly twist it untill the bone is completely broken or out of place.


Kung Fu style: Wing Chun - 永春 - The forms of Wing Chun style mostly emphasizes destructive and powerful techniques used to quickly and effective incapacitate the opponent or kill them. Although Wing Chun does not sacrifice speed for power, using chakra imbued fist to deliver powerful blows without sacrificing speed. One of the most basic principles is to not pull back the arm when punching because it'll give away your course attack. It is the opposite of the Changquan style and is an extremely close quarters, with landing a successful punch the user steps in closer to the opponent, stunning them with power and overwhelming with a succession of punches. One of the guidelines to this style is as followed " The opponents body is the nail, and your fist is the hammer" following this guideline the training for Wing Chun is one of the most difficult usually requiring weeks of healing before being able to continue. The training revolves around making your hands as strong as hammers, by punching hot sand and coals, or punching hard walls of earth until they break, and punching walls covered in sharp objects. By the end of the training the users hands become numb to any kind of pain, making his hands in destructible. Coupled with chakra imbued strikes makes the user able to punch through doton in certain situations.
Previously Approved Example techniques proving the effects of training:

(Wing Chun: Bakushindou) - Eternal Springtime Style: Explosive impact
Rank: S
Type: Attack
Range: Short
Chakra cost: 40
Damage points: 80
Description: In a close range battle, or during hand to hand combat, the user will pull both of his/her arm's back while squatting as if he were pulling back a samurai sword. While this is happening the user is focusing massive amounts of chakra within each arm. In a split second the user will thrust his/her arm's forward with great force with the bottom of the wrists together and the hands open (second knuckle's bent down). When you're hands make impact with the target the concentrated chakra is released at the same time, this causes a fierce impact that could even level Doton.
Note: Can only be used once per battle.
Note: Cannot use your hands for anything in the next two turns, including handseals.

(Wing Chun style: Deadly 3 hit combo)
Rank: S
Type: Offensive.
Range: Short.
Chakra cost: 40.
Damage points: 80.
Description: When the user has a perfect opening, he will punch the opponents face downward diagnally with jaw crushing power. The user will do this at an angle, to where the opponents face will go in the desired location, and that location is headed for the knee, once the opponents face gets low enough the user will bring up his knee with great force making impact with the the targets face sending it back upward. Quickly after the knee in the face the user completely spins around while infusing his leg with chakra, you will see the chakra surrounding the users leg, this is how much power is put in to the final blow. The user kicks the opponents torso in the desired location with sheer force. This will knock the life out of any opponent an send the flying, and may even go through a weak enough opponent.
*Can only be attempted twice in one battle.
*Can only be landed once.
*The user is exhausted after this move, can only use two jutsu in the next turn.

Additional effects and Restrictions:
*Only Mugen Ryukyu can teach this
*Must have a Mastery over Taijutsu
* Additional effects are listed within each of the styles
*In order to gain the additional effects one must go through the training listed.

Since it already approved and this is just an update with not much changed...

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

Mugen Ryukyu, our loyal member, gave on the 20th of December, 2013 a request for a Patent on custom fighting style Kung Fu | Chinese Martial Arts. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Kung Fu | Chinese Martial Arts
Powered by Madāra Uchiha
Copyright 2012, Mugen Ryukyu, NarutoBase.net

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Techniques

(Eagle Claw style: Ripping limbs)
Rank: A
Type: Defense/Offense.
Range: Short.
Chakra cost: 30
Damage points: 60
Description: Once the target physically attempts to kick or punch you, you will use your upper body strength, andspeed to grab the opponents limb. Once you've got ahold of the limb, you will harshly twist it untill the bone is completely broken or out of place.

(Wing Chun: Bakushindou) - Eternal Springtime Style: Explosive impact
Rank: S
Type: Attack
Range: Short
Chakra cost: 40
Damage points: 80
Description: In a close range battle, or during hand to hand combat, the user will pull both of his/her arm's back while squatting as if he were pulling back a samurai sword. While this is happening the user is focusing massive amounts of chakra within each arm. In a split second the user will thrust his/her arm's forward with great force with the bottom of the wrists together and the hands open (second knuckle's bent down). When you're hands make impact with the target the concentrated chakra is released at the same time, this causes a fierce impact that could even level Doton.
Note: Can only be used once per battle.
Note: Cannot use your hands for anything in the next two turns, including handseals.

Wing Chun style: Deadly 3 hit combo)
Rank: S
Type: Offensive.
Range: Short.
Chakra cost: 40.
Damage points: 80.
Description: When the user has a perfect opening, he will punch the opponents face downward diagnally with jaw crushing power. The user will do this at an angle, to where the opponents face will go in the desired location, and that location is headed for the knee, once the opponents face gets low enough the user will bring up his knee with great force making impact with the the targets face sending it back upward. Quickly after the knee in the face the user completely spins around while infusing his leg with chakra, you will see the chakra surrounding the users leg, this is how much power is put in to the final blow. The user kicks the opponents torso in the desired location with sheer force. This will knock the life out of any opponent an send the flying, and may even go through a weak enough opponent.
*Can only be attempted twice in one battle.
*Can only be landed once.
*The user is exhausted after this move, can only use two jutsu in the next turn.

(Chángquán: Kagehandō) - Long Fist Style: Shadowless Kick Technique
Rank: S
Type: Attack
Range: Mid - short
Chakra cost: 40
Damage points: 80
Description: The user from mid-range(or short) Quickly dashes in front of the opponent, to the opponent to his surprise and assumes the crane stance where he then jumps and kicks the opponent in the chin with the upper most top part of his foot. The opponents head will be forced upwards and thats when the user quickly dashes around the opponent, ending up behind him. Where he then delivers a strong kick to the opponents side, connecting his shin to opponents rib cage. The user then dashes around the opponent again, back to front and kicks them dead in the chest with a chakra infused foot. Quickly incapacitating the opponent or among certain situations brings upon death.
Note: This can only be attempted twice per battle.
Note: Can only be landed once.
Note: Since the user uses all of his speed, he is exhausted and can only preform two jutsus in the next turn.

(Chángquán Style: Heavenly Wind Kicks)
Rank: A
Type: Attack
Range: short -mid
Chakra cost: 30
Damage points: 60 (plus 10 every kick)
Description: The user begins by doing cartwheel into a high spinning corkscrew kick which he uses to jump over the opponent, ending up behind them. After the user successful lands behind them he begins backflipping into the opponent. The users puts his hands on the ground and flips backwards, successfully driving their feet into the opponents head. The user will do approximately 5-8 kicks and the last part ends with the user quickly flipping over the opponent again and placing one hand on the ground and kicks the opponent dead in their chin sending them backwards. With each kick the opponent gets pushed back, and with the last kick ends up in mid-range.
Note:The user can do however many kicks he likes with the maximum of 8.
* After the technique has been executed, the user is in pain from the strain it put on his legs and back. Slowing his movements down.
 
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Ogame Ryu

Giant Tortoise Style (Ogame Ryu)

Type: Kenjutsu/Nin-kenjutsu

Background: The Giant Tortoise Style was created in the Land of Iron by a swordsman who had observed a large shinobi battle. During the battle he made note of the different elements the ninja used and how those elements acted. After returning to the land of iron he began experimenting with both movements in order to recreate the nature of the elements he saw. Over the next decade he developed the Giant Tortoise Style as well as the Ogame Dojo, where it would be taught.

Description on the Abilities and Inner Workings of the Style: This style revolved around five main forms, each representing a different element. The different forms have their own strengths and weaknesses and usually a person trained in this school will have certain styles which fit their persona. After several samurai in the Land of Iron learned to unlock their elemental chakra for short periods of time, some of these techniques were combined with their actual elements to increase their strength.

Ikazuchi Kata: The first form is Ikazuchi Kata (Form of the Thunder and Lightning God) in which the user relies on fast and direct movements to attack the opponent.

Example:
Form of Thunder and Lightning God | Purple Lightning Flash
(Ikazuchi Kata: Shidensen)
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30 (+5)
Damage: 60 (+5)
Description: The form of thunder and lightning God is a style of the Ogame school which focuses on raw speed to attack the target. In this technique the swordsman will stand sideways and crouch down with their right shoulder tilted down. They will hold their sword with both hands vertically in front of the back shoulder and behind the head. They will then release their strength and throw their body towards the ground, appearing to fall. The hard fall will create speed which is then shot forward by using all of their strength to push off their back foot to create acceleration. This sudden burst of speed catches the opponent off guard as they're not expecting a lazy fall to turn into an extremely fast movement. The swordsman then finishes with and upward slash across the target's torso. If the swordsman is capable, they can add a lightning aspect to this attack by imbuing their blade with lightning, increasing its cutting ability slightly.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used thrice per battle.
~Can only be tracked by two tomoe sharingan and above.

Kagatsuchi Kata: The second form is Kagutsuchi Kata (Form of the Fire God) in which the swordsman utilizes their entire bodies to produce powerful attacks capable of breaking through steel.

Example:
Form of the Fire God | Pillar of Fire
(Kagatsuchi Kata: Hibashira)
Type: Attack
Rank: B/A
Range: Short
Chakra Cost: 20/30
Damage: 40/60
Description: The form of the fire god is a stance of the Ogame school in which the swordsman focuses on raw power for their attacks. In this technique the swordsman holds the sword over their head in their right hand with the tip pointed down so the blade is vertical and splitting their face. Their left hand is held horizonatally over their head with the fist bisecting the right elbow. They then flick the sword up while at the same time flicking their left hand up so both the sword and their left hand are now pointing up, and then they will bring the sword down in a whipping motion putting the full force of the attack in the tip of the blade. They use their entire body by dropping to the ground and bringing the left arm down as well to create as much power as possible. This makes their attacks capable of breaking through standard weapons such as kunai, shuriken, and even other standard swords. This technique can be upgraded through the addition of fire chakra causing the blade to glow red and sear through its target.
-Can only be used by a person trained in the Ogame school of kenjutsu.
-Can only be used twice per battle.

Oboro Kata: The third form is Oboro Kata (Form of the Moon God; Form of the Void) where the swordsman uses specific body movements to simultaneously dodge an attack while also closing distance.

Example:
Form of the Void | Shadow Stitch
(Oboro Kata: Kagenui)
Type: Defense/Supplementary
Rank: B
Range: Short
Chakra Cost: N/A
Damage: N/A
Description: The form of the void is a style of the Ogame school in which the swordsman makes quick movements to simultaneously dodge an attack and close the distance on their target. With this technique the swordsman rotates their body to narrowly avoid an incoming attack while simultaneously stepping forward to close the distance to their opponent. By doing this they move into extremely close range while the opponent over extends themselves, creating an opening for attack while the opponent is incapable of defending themselves. This can only be used to avoid certain techniques such as other kenjutsu or taijutsu, or even narrow elemental techniques. Larger techniques such as large fireballs would be too large to avoid.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice per battle.

Mizuchi Kata: The fourth form is Mizuchi Kata (Form of the Water God) where the user performs fluid movements by changing their grip mid attack. This causes the attacks to suddenly and fluidly change their course allowing them to slip past the defense of an enemy.

Example:
Form of the Water Dragon | Imperial Wrath
(Mizuchi Kata: Gekirin)
Type: Attack
Rank: B
Range: Short
Chakra Cost: N/A
Damage: 40
Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. In this technique the swordsman stands with their left foot forward and knees slightly bent. They hold their sword over their right shoulder with their left forearm horizontal across their chest and their right forearm vertical at their side and their hands gripped on the sword just at their shoulder. The swordsman then steps forward and begins to swing the sword in a straight vertical motion. The obvious defense to this is to meet the sword high as it comes down. But as the swordsman swings down they quickly switch their hand position so the blade deviates to the left before continuing downward, creating an S-shaped attack. The quick movement allows the swordsman to move their blade around the target's defense and hit them.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used four times per battle.

Dokou Kata: The fifth form is the Dokou Kata (Form of the Earth God) where the user focuses on stout and powerful defenses to deflect, disarm or destroy an opponent's weapon while opening their defenses to attack.

Example:
(Dokou Kata: Igari) | Form of the Earth God: Boulder Eater
Type: Defense
Rank: B
Range: Short
Chakra Cost: 20 (+5 for earth chakra)
Damage: N/A
Description: This technique is used to both block an incoming attack and open an enemy's defenses. When faced with an incoming attack the user will position their blade to completely stop the attack. Rather than deflecting it, its positioned so the blades/weapons reach a stalemate and become locked. At this point the user takes a step forward while twisting their blade, pushing their opponent off balance and to the ground while also disarming them of their weapon. This leaves them wide open to a follow up attack. The user, if capable, can channel earth chakra through their blade to increase its defensive capabilities. This technique is only useful against other physical attacks such as kenjutsu or taijutsu. Elemental techniques such as fire, lightning or wind would be un-blockable through this method, though earth and water techniques can be split in half.
-Can only be used by a person trained in the Ogame school of kenjutsu.
-Can be used three times per battle.
-Can defend against B-rank and below attacks physical attacks (A-rank if used with earth chakra).


Additional effects and Restrictions: This style involves an incredible knowledge and control over one's own body movements. Mastery of different forms give the swordsman advantages over others. A practitioner in this style is capable of mastering up to two of the five forms and gain the bonuses from those, the two forms they master must be stated in their biography (though they're still capable of using all five). This style is also usable by both Samurai and Shinobi, though Samurai are only able to take advantage of the elemental additions to the techniques if they possess the means to use elemental chakra (Zen's Harmony technique).
  • Fire: Increased Strength
  • Lightning: Increased Speed
  • Void: Increased Reaction Time
  • Water: Able to string attacks together quicker
  • Earth: Increased Durability
(Understood, in regards to the second part about not being able to decline other forms of Ken/Ninkenjutsu)
____________________
P a t e n t C e r t i f i c a t e

Typon, our loyal member, gave on the a request for a Patent on custom fighting style Giant Tortoise Style (Ogame Ryu). I, Riku.. of the Custom Fighting Style Bureau, by the power invested in me by Nexus, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Giant Tortoise Style (Ogame Ryu)
Powered by Riku..
Copyright 2012, Typhon, NarutoBase.net

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Techniques

(Kagatsuchi Kata: Hibashira) - Form of the Fire God: Pillar of Fire
Type: Attack
Rank: B/A
Range: Short
Chakra Cost: 20/30
Damage: 40/60
Description: The form of the fire god is a stance of the Ogame school in which the swordsman focuses on raw power for their attacks. In this technique the swordsman holds the sword over their head in their right hand with the tip pointed down so the blade is vertical and splitting their face. Their left hand is held horizonatally over their head with the fist bisecting the right elbow. They then flick the sword up while at the same time flicking their left hand up so both the sword and their left hand are now pointing up, and then they will bring the sword down in a whipping motion putting the full force of the attack in the tip of the blade. They use their entire body by dropping to the ground and bringing the left arm down as well to create as much power as possible. This makes their attacks capable of breaking through standard weapons such as kunai, shuriken, and even other standard swords. This technique can be upgraded through the addition of fire chakra causing the blade to glow red and sear through its target.
-Can only be used by a person trained in the Ogame school of kenjutsu.
-Can only be used twice per battle.
-Can be seen here if the description isn't clear enough:

(Kagatsuchi Kata: Gurensen) - Form of the Fire God: Spinning Crimson Lotus
Type: Attack
Rank: B/A
Range: Short-Mid
Chakra Cost: 20/30
Damage: 40/60
Description: The form of the fire god is a style of the Ogame school in which the swordsman focuses on raw power for their attacks. In this technique the user stands with their right arm across their body bent at the elbow so their form is vertical and the wrist is in front of the left eye. The left arm is held perpendicular to the base of the right forearm across the chest and sword in the left hand with the blade extending back behind the swordsman. They will then drive their right elbow back and up while swiping the sword in the left hand horizontally across their body. This creates a circular attack that can strike multiple enemies with tremendous power capable of slicing through standard weapons within short range. This can be upgraded by adding fire chakra causing the blade to release a wave of fire to mid-range when swung.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice per battle.
~Can be seen here if the description isn't clear enough:

(Oboro Kata: Kagenui) - Form of the Void: Shadow Stitch
Type: Defense/Supplementary
Rank: B
Range: Short
Chakra Cost: N/A
Damage: N/A
Description: The form of the void is a style of the Ogame school in which the swordsman makes quick movements to simultaneously dodge an attack and close the distance on their target. With this technique the swordsman rotates their body to narrowly avoid an incoming attack while simultaneously stepping forward to close the distance to their opponent. By doing this they move into extremely close range while the opponent over extends themselves, creating an opening for attack while the opponent is incapable of defending themselves. This can only be used to avoid certain techniques such as other kenjutsu or taijutsu, or even narrow elemental techniques. Larger techniques such as large fireballs would be too large to avoid.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice per battle.
~Can be seen here if the description isn't clear enough:

(Mizuchi Kata: Gekirin) - Form of the Water Dragon: Imperial Wrath
Type: Attack
Rank: B
Range: Short
Chakra Cost: N/A
Damage: 40
Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. In this technique the swordsman stands with their left foot forward and knees slightly bent. They hold their sword over their right shoulder with their left forearm horizontal across their chest and their right forearm vertical at their side and their hands gripped on the sword just at their shoulder. The swordsman then steps forward and begins to swing the sword in a straight vertical motion. The obvious defense to this is to meet the sword high as it comes down. But as the swordsman swings down they quickly switch their hand position so the blade deviates to the left before continuing downward, creating an S-shaped attack. The quick movement allows the swordsman to move their blade around the target's defense and hit them.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used four times per battle.
~Can be seen here if the description isn't clear enough:

(Mizuchi Kata: Tanryuu Hibaku) - Form of the Water Dragon: Rushing Rapids, Cascading Waterfall
Type: Attack
Rank: A
Range: Short
Chakra Cost: N/A
Damage: 60
Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. In this technique the swordsman holds the sword with both hands, one hand holding just under the hand guard and the other one gripping the bottom of the hilt. They then preform a vertical downward slash. As they swing down they release the sword with their forward hand and push forward with their hand holding the bottom of the hilt. This turns the downward slash into a forward thrust that extends the range of the attack. They then twist their arm holding the sword and continue the slash downward.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used three times per battle.
~Can be seen here if the description isn't clear enough:

(Mizuchi Kata: Renkaiten) - Form of the Water Dragon: Ripples that Change the World
Type: Attack
Rank: S
Range: Short
Chakra Cost: N/A
Damage: 80
Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. With this technique the swordsman begins by holding the sword straight outward towards the target. They will then circle the sword around to their right and back above and behind their head ending with the sword being held horizontally back over the left shoulder so that the blade is completely hidden to the opponent. Then in a quick acceleration they swing the sword vertically downward with only the left hand on the grip. As the sword is moving down they then grab the hand guard with their right hand and push across turning the vertical strike into a horizontal strike while accelerating it even further. The combination of changing the direction of the slash while accelerating it at the same time makes it almost impossible to defend against.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice times per battle.
~Can only be reacted to by someone with enhanced reflexes (through doujutsu or a technique like the sixth sense).
~Can be seen here if the description isn't clear enough:

(Dokou Kata: Igari) | Form of the Earth God: Boulder Eater
Type: Defense
Rank: B
Range: Short
Chakra Cost: 20 (+5 for earth chakra)
Damage: N/A
Description: This technique is used to both block an incoming attack and open an enemy's defenses. When faced with an incoming attack the user will position their blade to completely stop the attack. Rather than deflecting it, its positioned so the blades/weapons reach a stalemate and become locked. At this point the user takes a step forward while twisting their blade, pushing their opponent off balance and to the ground while also disarming them of their weapon. This leaves them wide open to a follow up attack. The user, if capable, can channel earth chakra through their blade to increase its defensive capabilities. This technique is only useful against other physical attacks such as kenjutsu or taijutsu. Elemental techniques such as fire, lightning or wind would be un-blockable through this method, though earth and water techniques can be split in half.
-Can only be used by a person trained in the Ogame school of kenjutsu.
-Can be used three times per battle.
-Can defend against B-rank and below attacks physical attacks (A-rank if used with earth chakra).
(Can be seen here: )
Approved:

(Dokou Kata: Ganjoubachi) - Form of the Earth God: Stout Retribution
Type: Attack/Defense
Rank: A
Range: Short
Chakra Cost: 30 (+5)
Damage: 60
Description: The User will hold the hilt of their sheathed sword in one hand and the opposite end of their sheath in the other. When an opponent moves to attack with kenjutsu or taijutsu the user will block the incoming attack by holding their sheathed sword perpendicular to the incoming attack. With the attack blocked they will unsheathe their sword while pushing the blocked item out of the way with the sheath, creating an opening. In the same motion they will slash the opponent with their sword. Someone capable of using elemental chakra can increase the defensive strength of this technique by channeling earth chakra through the sheath. This doesn't do much, but it helps resist A-rank or below attacks designed for breaking through weapons.
-Can defend against A rank and below attacks physical attacks.
-Can only be used three time per battle.
Approved:


(Ikazuchi Kata: Shidensen) - Form of Thunder and Lightning God: Purple Lightning Flash
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30 (+5)
Damage: 60 (+5)
Description: The form of thunder and lightning God is a style of the Ogame school which focuses on raw speed to attack the target. In this technique the swordsman will stand sideways and crouch down with their right shoulder tilted down. They will hold their sword with both hands vertically in front of the back shoulder and behind the head. They will then release their strength and throw their body towards the ground, appearing to fall. The hard fall will create speed which is then shot forward by using all of their strength to push off their back foot to create acceleration. This sudden burst of speed catches the opponent off guard as they're not expecting a lazy fall to turn into an extremely fast movement. The swordsman then finishes with and upward slash across the target's torso. If the swordsman is capable, they can add a lightning aspect to this attack by imbuing their blade with lightning, increasing its cutting ability slightly.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used thrice per battle.
~Can only be tracked by two tomoe sharingan and above.
~Can be seen here if the description isn't clear enough:
Approved:


Form of Thunder and Lightning God | Rumbling God
(Ikazuchi Kata: Narukami)
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40 (+5)
Damage: 80 (+5)
Description: The form of thunder and lightning God is a style of the Ogame school which focuses on raw speed to attack the target. In this technique the swordsman will stand sideways and crouch down with their right shoulder tilted down. They will hold their sword with both hands vertically in front of the back shoulder and behind the head. They will then release their strength and throw their body to the down, appearing to fall. The hard fall will create speed which is then shot forward by using all of their strength to push off their back foot to create acceleration that sends them diagonally towards the opponent. As they approach the enemy they cross their legs creating an unbalance stance causing them to fall sideways. As they fall sideways they then push off their outside foot creating an instantaneous movement across the front of the target which is almost impossible to follow. Once across the front of the target the swordsman finishes with a diagonal slash across their torso. If the swordsman is capable, they can add a lightning aspect to this attack by imbuing their blade with lightning, increasing its cutting ability slightly.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice per battle.
~Can only be tracked by three tomoe sharingan and above.
~Can be seen here if the description isn't clear enough:
Approved:
 
Last edited:

Daemon

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Shark Contract
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Summoning Animal: Sharks
Scroll Owner: Kisame Hoshigaki
Other Users who have signed contract:
Summoning Boss if existing:

( Kuchiyose: Aegeon ) ♆ Summoning: Aegeon
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Aegeon sharks are closely related to Blue sharks, with Wind affinity. They have a long blade-like snout that is sharp and ideal for piercing and are able to grow to sizes of 6 meters. It is a chakra focal point, thus achieving great piercing power and sharpness. While able to reach great dimensions, Aegeon Sharks are usually smaller than average, yet liner and faster. An Aegeon Shark displays countershading, by having a yellowish to greenish-gray or brown color above and white to yellow below. The coloration makes it difficult for prey to spot the shark because it breaks up the shark's outline when seen from the side. From above, the darker shade blends with the sea and from below it exposes a minimal silhouette against the sunlight. As with all sharks, Aegeon Sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They have the passive ability of swimming through air as well as through sea, and use that to rain down one their prey and impale them through the water. Using their wind chakra to keep them afloat as they travel, they cannot go 2 full turns without water contact in some form, having to at least have the gills submerged in water. Aegean Sharks are also able to use their wind affinity to create a whirlwind that pulls objects towards the shark's center with great force, cutting them, as the shark propels itself forward to pierce the foe with greater momentum, causing the opponent to bleed profusely as they are left with major internal juries, equating to an S ranked attack. Aegean Sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks.

The user is also able to summon Baby Aegean Sharks, each around the size of 2 meters. These baby sharks are capable of biting through C ranked attacks as well being able to use up to C ranked Wind jutsu. These sharks also have an unique ability that their adult counterparts do not have, having lost their way from the school, becoming more independent. These sharks are able to attack as a school of sharks, creating a sharp blade of wind as they form the shape of a Blue shark, enhancing the shape of the snout with Wind chakra so when they strike a foe, the wind chakra can slice inwards and deliver injuring wounds from the intense slashing and deep cuts that causes profuse bleeding. This is equal to an A ranked jutsu.
Note: Last 4 turns
Note: Can only be summoned once per battle; baby Aegean sharks are able to be summoned twice. But if baby Aegean sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon baby Aegean sharks more than once.
Note: They are able to use up to S rank wind (baby Aegean Sharks are able to use up to C rank).
Note: Usage of wind counts as a move per turn, as well the ability to break through Earth and the ability to turn into a massive wind shark/Whirling effect.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire

( Kuchiyose: Ceto ) ♆ Summoning: Ceto
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Able to grow to lengths of 6 meters, Ceto sharks are a genus of sharks closely related to Hammerhead sharks, with Earth affinity. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Ceto sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. The positioning of the eyes, mounted on the sides of the shark's distinctive hammer head give the shark good 360-degree vision in the vertical plane, meaning they can see above and below them at all times. They possess the characteristic elongated head, which is a chakra focal point, thus much more resistant and strong. Rather than biting, they usually slam their heads on their prey, beating them to submission. Capable of driving it's hammer like head into the opponent to deliver bone crushing blows, Ceto sharks are capable of breaking through B ranked defenses of solid based elements. With their chakra, they gain a passive ability of swimming through earth as well as through sea, though their speed in water is faster than when they travel through the earth. Moving at half their speed, Sharks are able to move through earth at the speed of the average ninja.

Should the user choose to attempt to summon a full Shark but fails, he is able to Summon a baby variant of Ceto sharks, spanning from 2-3 meters long and having the ability to bite through C ranked defenses and swimming at half the speed of the a full grown Ceto shark. Should a baby Ceto shark collide into a foe, he is able to cause bone bruising and cracking impacts, dispersing on contact. While only one full grown shark can be made from this summoning, up to 5 baby sharks are able to be summoned. These baby Ceto are also able to utilize an unique ability lost when they become fully grown as they move away from the school of sharks. As baby Ceto, they are able to swim under the user and and burst up from under the water (or earth) at max speeds, crashing into the opponent and causing bullet like impacts. As they collide into the user, they bite each limb with a fierce grip, causing damage as the last shark bits the skull of the opponent, before dispersing, causing A ranked damage. These baby Ceto are only able to attack and defend as a school of sharks.
Note: Lasts 4 turns at max
Note: Can only be summoned once per battle; baby Ceto sharks are able to be summoned twice. But if Baby Ceto sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Earth up to S Rank (up to C rank for baby Ceto sharks).
Note: Using Ceto sharks ability to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using earth jutsu.

( Kuchiyose: Phorcys ) Summoning: Phorcys
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: Phorcys sharks are a genus of sharks closely related to Bull sharks, with Water affinity capable of reaching lengths of 4 meters long and stockier than most Sharks. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Phorcys sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They're excellent swimmers and can exert great strength though their jaws, with a bite force of up to 600 kilograms (1,300 lb), dealing S ranked damage. These sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks. They have the passive ability to swim through any type of water source, allowing them to leave the sea and "swim" through mist, making them deadly in the misty environment of Kirigakure. This is acheived through the use of employing water chakra to keep them afloat through mist and atop rain drops by causing the water to become denser under them as they swim, keeping them elevated. However, with the case of rain, there will never be enough rain to contain the density of these sharks so they inevitably fall back into the ocean by the end of that turn they are summoned, being able to be summoned up to 10 meters above the short range field of the user and able to be directed towards an opponent in order to allow the sharks to bull-dive direct into the opponent, biting them as it does so, with force of an A rank attack. These sharks, by nature, are able to use up to S rank water.


Phorcys sharks are also able to be summoned in their younger form, summoning Baby Phrocys sharks, each with the size of 1 meter. These Baby Phorcys sharks are remarkably similar to their adult counterparts, able to bite through C ranked jutsus and swim through mist at a faster rate, slightly faster than the average ninja runs. As they are smaller than than full grown Phorcys sharks, they are able to last twice as long in the air before inevitably falling back into a water source. A special trait that baby Phorcys Sharks are able to perform that their Adult counterparts are unable to, having become more solitary and hunting alone, is the ability to swarm a target. If in a water source, the user can call these baby sharks up and direct them 20 meters into the air where they are multiplied into 10 shark-clones, all around the opponent. They then swarm inwards attacking him with all different angles inflicting damage equal to an A ranked attack. These 10 baby Phorcys Shark-clones are only able to attack and defend collectively, no one individual shark can be utilized by itself and their power is divided among them, being that more sharks, equals smaller and weaker individual clones. The clones last only until the attack ends.
Note: Only Last 4 turns at the most.
Note: Can only be summoned once per battle; baby Phorcys sharks are able to be summoned twice. But if Baby Phorcys sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Water up to S Rank (up to C rank for baby Phorcys).
Note: Using Phorcys to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using water jutsu and the swarming of baby sharks.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire.

☼ Kuchiyose: Hydros - Summoning: Hydros ☼
Rank: Forbidden
Type: Offensive/Defensive
Range: Short ( with Long range reach )
Chakra Cost: 50
Damage Points: N/A ( -20 to the user )
Description: At roughly around the same size of Manda, Hydros is a wide shark, closely related to the ancient shark, Megalodon. Hydros displays countershading, by having a white underside and a grey dorsal area (sometimes in a brown or blue shade) that gives an overall mottled appearance. The coloration makes it difficult for prey to spot the shark because it breaks up the shark's outline when seen from the side. From above, the darker shade blends with the sea and from below it exposes a minimal silhouette against the sunlight. As with all sharks, Achelous sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. Sharks are known to have an enhanced denticle but Hydros takes this to a higher level, having a bite force estimated to be around also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through A ranked jutsus. Despite having a natural Water affinity, Hydros shares a great resistance against it and other elements, allowing her to take damage of A rank jutsus unaffected, and up to one S rank technique. Her method of hunting is to emerge beneath her opponents, creating a gargantuan vortex of Suiton chakra before swallowing them whole. This vortex is of such power that it is able to crush anything that passes through it, essentially grinding and compressing things until they disappear, an S ranked ability of Hydros. This vortex can also be used against underwater attacks and objects on the surface of the water, crushing them as it pulls them down with a powerful pull. In addition to this Vortex, Hydros is able to "summon" other sharks from within him, his massive size allowing this, similar to Kidomaru's boss summoning. By channeling the required chakra, Hydros is able to expel a massive burst of water (same as the quantity in Great Exploding Water Colliding Wave) while releasing a summoning within this water. This counts as a move per turn of the user and can only be used to summon one grown shark at max or two groups of baby sharks. This shark can swim at the base speed of a Sage Rank shinobi.

Note: Can only be used by a shark signer.
Note: Can only be summoned 1 time a battle
Note: Lasts up to three turns
Note: Can use Water up to and including S-Rank,
Note: S rank vortex ability counts towards the user's jutsu per turn.
Note: After dispersing, the user cannot summon sharks for 2 turns afterwards.

2. ( Kuchiyose: Achelous ) ♆ Summoning: Achelous
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Able to grow to lengths of 10 meters, Achelous sharks are a genus of sharks closely related to Great White Sharks with a Lightning affinity. Achelous sharks displays countershading, by having a white underside and a grey dorsal area (sometimes in a brown or blue shade) that gives an overall mottled appearance. The coloration makes it difficult for prey to spot the shark because it breaks up the shark's outline when seen from the side. From above, the darker shade blends with the sea and from below it exposes a minimal silhouette against the sunlight. As with all sharks, Achelous sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. Like their real life counterpart, Achelous sharks have an extra sense given by the Ampullae of Lorenzini which enables them to detect the electromagnetic field emitted by the movement of living animals. Every time a living creature moves, it generates an electrical field and great whites are so sensitive they can detect half a billionth of a volt. Even heart beats emit a very faint electrical pulse. If it is close enough (within short range), the shark can detect even that faint electrical pulse. Due to this sense, Achelous sharks are able to detect lightning jutsus when they are being performed when they are summoned. Upon being summoned in a water source, they create a thick mist to form atop the water and around it, allowing them to sense lightning chakra being created in or near the mist ( 3 meters ) and able to use the Ampullae of Lorenzini to absorb lightning jutsus passively up to S rank, making them essentially immune to the element. This works well with their ability to use Lightning jutsus up to S rank without electrocuting themselves, something that is much needed as sharks live within water. Achelous sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked solid, matter based jutsus like most sharks.

Inversely, the user is able to summon baby Achelous Sharks (each roughly a meter long) in place of a fully grown one with benefits and drawbacks of their own; Still having the Ampullae of Lorenzini, baby Achelous Sharks are able to detect lightning jutsus but unlike their adult counterparts, they can only absorb up to B rank lightning jutsu and use up to C ranked lightning. They are also able to bite through up to C ranked jutsus. As up to 10 baby Achelous sharks can be summoned at a time, collectively they are able to attack in the shape of a giant white shark, channeling A ranked chakra as they rush at high speeds, speeds of the average ninja, exploding in an electric shockwave that encompasses the entire short range before they disperse. While only one Achelous shark can be summoned alone, up to 10 baby sharks can be summoned, their powers only working when they collectively attacking/defending. These baby sharks are unable to affect singularly, instead attacking and defending as a collective school of sharks.
Note: Lasts 4 turns at max.
Note: Can only be summoned once per battle; baby Achelous sharks are able to be summoned twice. But if baby Achelous sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon baby Achelous sharks more than once.
Note: They are able to use up to S rank lightning (Baby Achelous sharks are able to use up to C rank).
Note: Usage of lightning counts as a move per turn and the ability to turn into a massive Lightning white shark.

3. ( Kuchiyose: Amphitrite ) ♆ Summoning: Amphitrite
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Amphitrite sharks are genus of sharks closely related to Tiger sharks with Fire affinity, capable of reaching lengths of 5 meters long. blue to light green with a white or light-yellow underbelly, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Phorcys sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. These sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through solid based A ranked jutsus like most sharks. Due to their unique ability to use Fire chakra, a rarity amongst sharks, Amphitrite sharks skins are naturally adapted to great heat and are able to survive extremely high temperatures, allowing them to passively swim through Fire based attacks of high temperatures unharmed and attacks with otherwise deadly temperatures, excluding Lightning for obvious reasons. This works by the sharks approaching the incoming attack and superheating their own body to match temperatures rivaling the attack, allowing them to overcome these attacks easily. This however can only be done outside of water, a special ability of these sharks allowing them to survive in arid temperatures for no more than a turn at a time, requiring them to submerge at least their gills in water in order to stay summoned. This passive ability of superheating their own body allows them to superheat water sources nearby them as well without evaporating them as that would cause the sharks to poof out of the field. In addition to their fiery nature, Amphitrite sharks use their speed to their advantage, moving at high speeds while a target has been detected. Once the shark has come close, a speed burst allows it to reach the intended prey before it can escape, moving at twice it's natural speed in an attempt to ram into the opponent with a heated body, capable of causing 3rd degree burns on contact, making it an S ranked attack. These sharks, by nature, are able to use up to S rank Fire.

Amphitrite sharks are also able to be summoned in their younger form, summoning Baby Amphitrite sharks, each the size of 2 meters. These sharks are remarkably similar to their adult counterparts, and are able to bite through C ranked jutsus swim through fire jutsus at a faster rate, moving at speeds similar to when grown Amphitrite sharks rush a foe with heated bodies. A special trait that baby Amphitrite Sharks are able to perform that their Adult counterparts are unable to, having become more solitary and hunting alone, is the ability to swarm a target. Creating up to 10 baby sharks, these sharks are able to superheat the water around them, forming a large shark shape of supercritical water that is able to use an altered form of Ash Pile Burning, gathering said ash within the inside of the tiger shark shape. As it collides at a foe at high speeds, the sharks are able to release the ash as a burst of explosive ash that the user is able to detonate remotely. If the sharks collide with the target, this is considered an A rank ability, however if they release the explosive ash and strike the target, the ensuing explosion causes this to be considered an S ranked attack. Igniting the ash can only be done the same turn it was released, however it can be used as a source for future ash jutsu but it cannot be used to detonate in this case. These 10 baby Amphitrite Sharks are only able to attack and defend collectively, no one individual shark can be utilized by itself.
Note: Only Last 4 turns at the most.
Note: Can only be summoned once per battle; baby Amphitrite sharks are able to be summoned twice. But if Baby Phorcys sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Fire up to S Rank (up to B rank for baby Amphitrites).
Note: Using Amphitrite sharks to collide with the opponent counts as a move of the user and deals S ranked damage.




ninjutsu

(Same: Tisu ) – Shark: Teeth
Rank: B
Type: Offensive
Range: Short - Long
Chakra Cost: 20
Damage Points: 40
Description: Using his access to the shark contract, Kisame is able to generate the teeth of shark. However, the teeth can only be made short range from him as this jutsu is bound by the rules of summoning techniques. The user generates the teeth by physically summoning them to the field. These teeth are formed in short range of the user and can travel up to long range. If created with 20 chakra and 40 damage, the length of the tooth is equivalent to the width of their torso. The user can shoot as many teeth as he wishes at one time but they must all add up to B rank. These teeth can be used in two ways 1) They can be thrown or shot out at the opponent by shooting these teeth from the body. 2) The teeth can be summoned above the opponent making them crashing down upon him/her.
Note: Can only be used by a shark signer.
Note: Can be used 4 times per battle.

(Suiton/Same Ninjutsu: Kamohoali'i Saigen) – Water Release/Shark Ninjutsu: Kamohoali'i Return
Type: Offensive
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: After forming 4 handseals, The user holds out one of their arms in front of their body. By focusing water chakra into their shark tattoo, a torrent of small sharks are formed out of the tattoo taking the form of a wave. As the sharks emerge from the tattoo a wave of water is released with them. This is to prevent the sharks from dying from lack of water before reaching the opponent. The hundreds of sharks swim in this wave before crashing into the opponent. As the wave of sharks make a collision with the opponent, the sharks swarm and devour the opponent whole. After the sharks devour the opponent the wave of water releases creating a small lake of water that spans the battlefield. The size of the wave spans mid-range (15 meters) in height and in width meaning as it travels the water washes over all things within that range. The massive height of the wave of water makes it difficult for the opponent to do aerial escapes.

Note: Can only be used 2 times per battle
Note: No S-Rank or above Water and/or Shark techniques in the user's next turn

Approved:

(Same Ninjutsu: Palaemon Fureru) – Shark Ninjutsu: Palaemon's Touch
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The signer of the shark contract, uses the ability to summon sharks to his or her advantage. Primarily for close range use, the user generates a shark head from any point in his body to attack his enemy or defend against a close range jutsu such as taijutsu attacks or any jutsu that fits the circumstance. The user is able to generate sharks from their body like how snake users are able to generate snakes from their body. By adding water chakra to the shark and using shape manipulation, a water drill forms around the shark drilling into the opponent. The sharks or portion of shark summoned are generated from generic sharks. The user can summon entire sharks or a portion of a shark such as its fin to augment their close range capabilities. For example within extreme close range combat, it would be beneficial to summon the fin of a shark and strike the opponent with it instead of tryng to generate an entire shark from ones body.The shark is generated from the user's shark tattoo on their body if applicable(Kisame bios have no tattoo present.)
Can only be used 3 times per battle

Approved:

( Suiton: Achelous' Hakai Atorantisu-gō ) - Achelous' Destruction of Atlantis
Rank: Forbidden
Type: Attack
Range: Short – Long
Chakra cost: 50
Damage points: 90 ( +20 if jutsu is absorbed )
Description: Based on Great Shark Missile Technique, the user forms a lone seal whilst gathering copious amounts of Suiton chakra. Infusing the water nearby with said chakra, the user creates a gigantic shark around him, encompassing a radius of 10 meters. What differs from this shark and the normal one is that in conjunction with the forming of the shark, the user creates the water in a way that it causes a massive outwards explosion of up to mid range on contact with things stronger than it or of equal rank, spreading the water outwards. However, attacks of 40 chakra and below are able to be absorbed into the shark, with it taking on properties of said release, if logical. This means fire chakra will superheat the water, lightning will send an electrical current through it, Wind will make the shark's teeth and nose sharper, capable of slicing through a foe easier and Water will add to the mass. Interestingly, Earth chakra doesn't affect the shark like this, instead it slows it down but causes a more powerful hit on contact.
Note: Can only be used once per battle.
Note: Can only be performed with a water source.
Note: Can absorb up to 40 chakra with notable exceptions in the cases of fire and earth. With Earth, it can only absorb up to A rank, and with fire it can absorb Forbidden ranked jutsu.
Note: After using, the user cannot use Water above A rank for two turns or Shark based jutsu for the same amount of turns.
learned:

Same/Suiton: Same ya Pengin no Kyōtei ▽ Shark/Water Release: Pact of the Shark and Penguin
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Same/Suiton: Same ya Pengin no Kyōtei - Shark/Water Release: Pact of the Shark and Penguin is a very simple yet innovative jutsu that Ashitaka Emishi created shortly after Lancer, the Mizukage, taught Ashitaka the shark summoning contract. The user would first draw blood from themselves, then wipe the blood over their summoning tattoo as they release a surge of chakra that will activate a very unique summoning ability for future occurrences. This certain ability is to be able to summon a layer of countless, tiny sharks with wider heads that coat water release techniques produced by the user. When water jutsu produced by the user that are coated by these miniature sharks come in contact with opposing jutsu, the sharks would begin to do two simultaneous actions to decrease the opposing jutsu's strength (by one rank). The first action the sharks perform is to begin detaching themselves from the water jutsu they coat, taking the brunt of the opposing jutsu head on, using their durable bodies as a pseudo meat shield. While this is occurring, the wide headed sharks use their tremendous jaw strength and superb enamel to eat tiny parts of the jutsu away before they would become de-summoned. In turn, the rest of the incoming jutsu would de-summon the wide headed sharks, returning the sharks back to where they were summoned from. The reason this jutsu is instant is because there would be blood already smeared on the tattoo and chakra being passively released for summoning "basic" sharks. However, if someone Ashitaka Emishi taught this jutsu to that did not have a shark summoning tattoo, they would have to perform the basic summoning ritual instead and it would not have an instantaneous affect.

▽ Lasts four turns but can be deactivated at any time
▽ Must wait three turns before using again
▽ No shark ninjutsu techniques for two turns after this technique ends
▽ Must have signed the shark contract and have mastered water release
▽ Can't be used in conjunction with forbidden ranked water techniques
▽ This technique cannot be used in conjunction with other infusions
▽ Must have a shark summoning tattoo on the bio for instantaneous activation
▽ Can only be taught by Penguin
learned:
 
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Dog

Summons

Kuchiyose|Nemui Inu - (Summoning|Sleepy Dog)
Type:Summon
Rank:A
Range:N/A
Chakra Cost:30
Damage Points:N/A
Description: Nemui Inu, or Sleepy is a very lazy and sleepy dog. He is always sleeping and eating, but is very smart. He is the laziest of all ninja dogs. He stands about 5 feet tall weighing about 215 pound, because of his overactive eating, and no working out. Nemui is Warui's best friend, even though Warui doesn't show it. Nemui was a very pampered puppy, getting everything he wanted, but mostly food. His fur is Dark brown, coated with orange stripes, like a tiger. He loves the earth and all of her food, so he is a natural at earth based techniques, allowing him to use up to A-Rank Earth Techniques. 3 times a summon, he can stomp on the ground, causing earth spikes to erupt under the opponent, these spikes are equal to B-Rank Earth.
(Lasts 4 turns)
(Usable 1 time)

Kuchiyose|Haipa Inu - (Summoning|Hyper Dog)
Type:Summon
Rank:A
Range:N/A
Chakra Cost:30
Damage Points:N/A
Description: Haipa Inu, or Hyper is a very playful and energetic dog. He is always playing and is very fast, faster than all the other ninja dogs. He is about 5 feet tall, weighing 160 pounds, because he is skinny and very fast. He loves to play and make friends. Haipa's best friend is Ikasu, the Cool dog. Haipa was abandoned when he was small, because his family wasn't rich and had no money. He was found by Ikasu, lying on the side of the road, dying. He had been struck by lightning, leaving zig-zags along his entire body, that are black. He has dark yellow fur, with multiple zig-zags. Because of this Haipa is a natural at lightning based techniques, allowing him to use up to A-Rank Lightning Techniques. 3 times a summon, he can raise his paw up, releasing a lightning bolt from the skies. The lightning bolt is equal to a B-Rank Lightning Technique.
(Lasts 4 turns)
(Usable 1 time)

Kuchiyoso|Ikasu Inu - (Summoning|Cool Dog)
Type:Summon
Rank:A
Range: N/A
Chakra Cost: 30
Damage Points:N/A
Description: Ikasu Inu, or Cool is a very laid back and cool looking dog. He doesn't show much emotion, and is always calm. He is the smartest and oldest of all the ninja dogs. He is about 5 feet tall, weighing around 170 pounds. Ikasu likes to thing of himself as a loner dog, even though his best friend is Haipa. He left his family a long time ago, to pursue his dream of becoming a ninja dog. On his way, he a found a pup on the side of a road dying, Haipa. He loved water and enjoyed his free time overseeing the ocean. He has Dark Blue fur, with black spots all over him. He has a very shaggy face, which gives him the cool look. Because of this Ikasu is a natural at water based techniques, allowing him to use up to A-rank Water Techniques. 3 times a summon, he can roar, releasing a torrent of water for his mouth. This Torrent is equal to a B-Rank Water Technique
(Lasts 4 turns)
(Usable 1 time)

Kuchiyose| Warui Inu - (Summoning|Bad Dog)
Rank: A
Type: Summon
Range: N/A
Chakra: 30
Description: Warui Inu, or just Inu is one mean ass dog. He is very aggressive, belligerent, mean and disobedient. However for all these negative qualities he is damn powerful. Standing nearly five feet tall and weighing 175 pounds of muscle is can be very intimidating but it is for good reason. Inu fought his whole life against stronger and meaner dogs who were also tossed aside. His appearance is of that warrior who has survived. He has black fur that is very rich, and branded on his body are flames that have formed in his actual fur. So to compliment his black fur is red patches in the shapes on flames around his neck, paws, tail, back and a few places in between. He is grizzled and mean but he is a survivor. He would have it no other way. Because of this he is a natural at fire-based techniques allowing him to use up to A-Rank Fire techniques, he is also able to spew out multiple speedy fireballs (max of three) at one time at the opponent equal to a B-Rank Katon.

Kuchiyose| Doton| Akumutsuken Rendan - Summoning Technique| Earth Release| Hellish Dog Barrage
Rank: S
Type: Attack
Range: Short - Long
Chakra: 40
Damage: 80
Descrription: Much like the (Kuchiyose: Doton Tsuiga no Jutsu) - Summoning Technique: Earth Release: Tracking Fang Technique. The user first pulls out a scroll and marks his blood with it, this scroll though is rather large and must be reversed summoned or carried by the user into battle. Then, after the user slams the end onto the ground a paw-print is stamped into the ground and the scroll disappears. A few moments later, Cerberus the boss summon of the Nin-dogs of Mount Fang, appears below the opponent, thus chomping down and crushing anything in its path, before he disappears.
[Usable Once and no S rank earth techniques the following turn]

Shikon Mo-Do (Fang Mode)
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra: N/A
Damage: +15 to Ninjutsu, +10 to Taijutsu
Description: Shikon Mo-do was developed by the elder nin-dogs/wolves who once lived on Mount Fang. Much like the toad's Sage Mode, Fang Mode, is a unique and powerful mode only usable by those who have either the Dog or the Wolf Contract, and show a great determination and loyalty. Being granted this Elder Chakra, it functions much like Nature Chakra, and therefore this makes using this technique while on the move impossible, taking nearly 20 whole seconds for the chakra to be distrbuted in the user's body, but when the user enters the mode, he will nearly triple his amount of chakra from his surroundings, and his Ninjutsu would change drastically, becoming more powerful plus added strength although not as great as Sage Mode, the user can still break concrete with a poke of the finger, and more speed and agility that only MS can track. The elder chakra also allows for the a form of taijutsu called Claw Katas, that when trying to physically strike an opponent, if the attack is out of reach or is missed the user still hits the opponents causing deep claw mark gashes to the opponent. There are some differences between Sage Mode and Fang Mode though, instead of the user being able to sense where the opponent is by chakra, this mode focuses on the user's senses allowing the ability to be able to sniff/hear them out no matter where they are and refine his search so that he smells/hears only the opponent, preventing an attack on his olfactory/auditory system. The user also gains a unique ability that's very much similar to how a canine can detect a storm before it arrives. Using a off-shoot of this ability the user is granted the ability to sense a chakra type before it's even released giving an extremely great reaction time to the opponent's ninjutsu. Lastly, the users vocal chords grow much stronger a simple "Bark/Howl" can send an opponent flying backwards.
(Must Have Dog/Wolf Summoning Contract)
(Usable Once)
(Last 4 turns)
(User becomes extremely exhausted after usage)

Ninja Inu Kuchiyose: Cerberus (Ninja Dog Summoning: Cerberus )
Rank: S
Type: Supplementary/Attack
Range: Short
Chakra: 40
Damage: N/A
Description: The 'official' boss summon of Ninja Dogs in Mount Fang, Cerberus is roughly the size of Gamabunta and also possess 2-extra heads giving him mastery of two elements: Fire, Lightning. Despite his size he is very agile and able to move quickly from one place to another.
(Must have contract with Dogs)
(Last 4 Turns)
(Usable 1 Times)

Kuchiyose|Yuusou Inu - (Summoning|Majestic Dog)
Type:Summon
Rank:S
Range:N/A
Chakra Cost:40
Damage Points:N/A
Description: Yuusou Inu, or Majestic is a very loyal and majestic Dog. She is very nice, always obedient, and is very powerful. She is a man's best friend. She stands over 6 feet, with white, glossy fur. She is very lanky and fast. Yuusou is Cerberus' first lady of Mount Fang. She has been treated like a queen for her entire life, but she fights like a warrior goddess. Her fur is very clean, glossy, and white. She has shapes of flowing wind all around her fur, giving the resemblance of a majestic, yet swift one. Because of this she is natural at wind based techniques allowing her to use up to S-Rank Wind Techniques. 3 times a summon, she can roar releasing a wind technique equal to an A-Rank wind.
(Lasts 4 turns)
(Usable 1 time)

Grand Elder Dog Zexis (Kuchiyose: Yuuen Senpai Inu Zexis)
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 50
Damage Points: N/A
Description: Zexis is one of the oldest Nin dogs that are not yet past their time he has the ability to use any lightning jutsu that the summoner can use he also has sharp teeth and claws his jaws can break human bones and his claws can tear through human flesh with ease he can move at speeds comparable to Rock Lee without weights. This summon has spent a lot of time with it's master learning each and every lightning jutsu the summoner knows making this summon and the summoner very close they can almost tell what the other will do in a fight. It can also speak the language of the summoner. He is the size of full grown Akamaru
*Can only be summoned for 4 turns*
*Can only use lightning S rank and below*
*Can move as fast as Lee without weights*
*Can only be summoned once per battle*
 
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Puppetry:
29.
Rank: A
Type: Puppet
Range: N/A
Chakra Cost: 30 (if summoning)
Damage Points: N/A
Description: Sister Friede is a puppet designed by Sasori of the Red Sand to accompany him into battle and be able to switch into the puppet in the blink of an eye. Sister Friede is a female puppet, standing around the same height as Sasori himself. She is draped with a nun's outfit with a burn scar on the right side of her face. Sister Friede comes equipped with a scythe that is drenched in Sasori's trademark poison. If the scythe cannot inflict the poison through a wound, Sister Friede's scythe can release a cloud of poison from itself that can encompass mid range. This scythe is capable of reaching into mid range with a swing and is attached to the puppet through a condensed Chakra String that isn't visible to the naked eye. This gives Sister Friede complete control over her scythe allowing her to change its direction on a dime and retract the scythe to her at any time. Unlike most puppets, Sister Friede has a compartment within her arms that contains Sasori's blood. Sister Friede's special ability allows her to join bodies with Sasori (or other puppets). By disconnecting her joints, Sister Friede can attach to Sasori increasing his lethality, giving him another set of arms as well as her scythe, a second head etc. This fusion costs a move if not fused before battle, however, the user and Sister Friede can unfuse passively. Like all of Sasori's puppets, Sister Friede has a heart container slot which Sasori can switch into at any given time when not fused. Sister Friede's entire body (including her Scythe) is made up of a similar material to Hiruko's shield but slightly stronger, allowing her to defend against B rank and below techniques with no damage to her body. When fused with Sasori, at the cost of a move, Sasori can reorganize Friede's body to act as a shield to defend against techniques of B rank and below or an A rank technique, in which the puppet would be sacrificed. Sister Friede can enter battles (either fused or unfused) with Sasori already summoned if state in the user's bio or before a match.


31.
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (if summoning)
Damage Points: N/A
Description: Saryn is a puppet that acts as the perfect conduit for Sasori's Poison as well as his Poison Ninjutsu. Saryn is a rather tall puppet, standing at 6ft 4 inches. She is humanoid in her appearance. Her body is mainly white and purple with golden accents around her bosom as well as around her head. On summon, Saryn passively exudes a mist of poison from her body that leaks from her neck area , the her knee joints and elbow joints, filling her immediate vicinity with poison. This leaking poisonous gas persists as long as he isn't destroyed. Saryn's main ability stems from her generation of poisonous "spores". In reality these spores are just miniature poison smoke bombs that can be released from any section of Saryn's body. These miniature poison smoke bombs have a velcro/sticky-like feature that allows them to latch on to virtually any surface including the opponent's clothing and throughout the terrain. The poison spores are so light they can travel on air currents and can glide through the air similar to dandelion seeds. These spores can also be found within the poisonous gas that leaks from within Saryn's body. This ability is known as "Spores" can be used passively without the cost of chakra by increasing the force of the leaked poisonous gas from Saryn's body on Sasori's command. The gas released from this usage can permeate into mid-range if not stopped. The Saryn's second ability, "Miasma", focuses on the usage of these spores in an offensive manner. On Sasori's command, Saryn can detonate these spores releasing toxic poison into the air. The detonation of these spores are so violent that they do a baseline of 60 damage to the opponent they are attached to. Naturally, Saryn, through Sasori's command, can choose not to detonate the spores within range of any allies. Once detonated, the opponent can become exposed to whatever poison was within those spores leading to further effects depending on the poison. The detonation of these spores costs a move, has a short-range blast radius, and requires 30 chakra to do so. Due to Saryn being connected through Sasori through chakra threads, Sasori can interject his Chakra throughout Saryn's entire body allowing him to use her to perform Poison Release/Ninjutsu techniques. However, this costs a move and the chakra cost is dependent on the technique used through Saryn. As a bonus, Sasori can mix these detonating spores with his Poison Ninjutsu through the use of Saryn and using Miasma in conjunction with the technique. If Sasori decides to do this, the Poison technique would gain a +20 damage boost and detonating the spores will occupy the same timeframe as the Poison Technique. However, empowering a technique can only be done twice in a battle. As a trade off of for Saryn's offensive abilities, Saryn can easily be destroyed by techniques of B rank or higher making her one of Sasori's weaker puppets. Like all of his Puppets, Sasori has a heart container slot in which he can switch into this puppet at any time. The user can choose to have this puppet replace his main body and if doing so, must be stated on the user's biography or posted before a battle.

Note: The poison associated with "Spores" and "Miasma" is to be stated either in the bio or prior to battle.
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Taught to Souji:

26.
Rank: S
Type: Human Puppet
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: Bang was a young adult man with spiky swift back, slightly long brown hair, and amber eyes. He has a long, X-shaped scar across his face. He wears a dark green modified ninja outfit with a big red scarf, black finger-less gloves, dark green hakama pants that expose his thighs. Then on his arms and legs respectively, he has gauntlets that covers his forearms and full leg armor which he forged with steel during his tenure as a blacksmith in Iwagakure. Bang is a human puppet that is drenched in poison. Bang has a couple of modifications to his entire body. Around the torso of it's body,covered by cloth a shell is present just like the shell that is present of Hiruko representing the face of an oni, a demon. With the formation of a handseal, the mouth of the oni mask opens and shoots out a gaseous form of Sasori's poison. The mist reaches up to Mid range from the puppet at the time and spans in the same distance in width as it moves through the air. Damaging the opponent 20 damage points per turn. Releasing the mist counts as a move.

Sasori's Poison for Reference:

He created a poison based on heavy metals that is extremely effective at slowly weakening his opponents. The poison is a dark, thick liquid that can be deployed by direct contact with an open wound. Once poisoned, a target will experience loss of stamina and increasing pain 3 turns after exposure. The poison itself acts in the span of 5 turns per exposure, dealing 20 damage per turn and consuming 20 extra chakra points per turn. After the 5 turns, the target may lose conscience if not healed or treated. All of Sasori's puppets and weapons are poisoned and a minor cut with one of them is enough to be poisoned.

The oni mask itself is made out of the same durable material that is put on the Hiruko puppet giving him the same defense properties of that puppet. This means that it provides a defense of A rank and below for that puppet or for physical attacks someone with strength parallel to Sakura, Tsunade or the Raikage. Bang used to be a user of the Kekkei Genkai of Steel Release. This human puppet can form all the steel techniques that Bang knew when he was alive as well as the basic 5 elements(Rules for Human puppets:
). Across Bang's back, a large nail is tied with cloth. When in close range combat, the large can be used as a medium to attack the enemies with. The nail is 2 meters in length and a one meter in width at the base. The tip of the nail comes to a point so easy thrusting. At the base of the nail there is a hilt. This allows for the nail to be maneuvered like a jousting lance to pierce the enemy or defenses. The nail functions as a regular ninja tool meaning it lacks rank and does not count towards the allotted 3 jutsu per turn.
Link to Battle:
Link to Biography:

Izanagi-no-Okami
Type: Puppet
Rank: A-rank
Range: N/A
Chakra: 30 (-10 chakra per turn to keep active)
Damage: N/A
Description:Yu Narukami, while training in the standard shinobi arts, wanted to create something that would distinguish himself. After watching a puppet show in Suna, he was struck with inspiration. Taking it upon himself to understand the Art of Puppetry, Yu spent his time doing research and under the mentorship of a travelling puppeteer.
While his initial experiments and projects were fruitful, Yu wanted something that would better suit his desired style of fighting. Plus, he didn't want his puppet to just be another run-of-the-mill piece, either. He then remembered something from his training, in which his senseis would give him a piece of chakra paper to channel his elemental affinities through. It was at that moment, where Yu was struck with inspiration. Paper was made of wood... and wood could be used to make puppets.
And thus, after months of hard work and trials, his magnum opus was complete, affectionately named after the Japanese God, Izanagi-no-Okami.


Izanagi-no-Okami is like any standard puppet, but because of its unique composition (being the same material used to make chakra paper), it holds very distinct properties. By channeling his own elemental chakra through the chakra strings, Yu was able to imbue his puppet with certain interchangeable "elemental modes", and enhance his own ninjutsu. The link they share as puppet and puppeteer strengthens, and Yu finally has a reflection of his own work; his Persona.
"Fire Mode"
- In this mode, Izanagi-no-Okami and the user gain the strength of fire. This means that fire ninjutsu used in conjunction with the puppet will increase in strength, more specifically, +10 damage. This also grants the user immunity to any Fire technique B-rank and below However, as a tradeoff, the user will take +20 damage from any water ninjutsu, its natural weakness.
"Water Mode"
- Casted water ninjutsu with the puppet does +10 damage; immunity to B-rank and below Water. Earth jutsus from the opponent do +20 damage to the user.
"Earth Mode"
- Casted Earth Jutsu with the puppet does +10 damage; immunity to B-rank and below Earth. Lightning jutsu from the opponent does +20 damage to the user.
"Lightning Mode"
- Casted Lightning Jutsu with the puppet does +10 damage; immunity to B-rank and below Lightning. Wind jutsu from the opponent does +20 damage to the user.
"Wind Mode"
- Casted Wind Jutsu with the puppet does double damage; immunity to B-rank and below Wind. Fire jutsu from the opponent does +20 damage to the user.
The puppet also has a basic spear with a circular hilt/guard that can be used for basic attacks such as swings and slashes (B-rank strength attacks).
Notes:
- Can only be taught by Souji
- Only ONE "mode" can be active at a time; switching "modes" uses up a move. Switching between modes is near instantaneous; the time it takes for the puppeteer to channel his elemental chakra through the puppet
- Being in a certain "mode" restricts the user to using only that element until he switches "modes", or if he deactivates a "mode". So, if he is in "Water Mode", he can only use Water. However, non-elemental nin, tai, and gen are still usable.
- The Puppet is A-rank, so therefore, only elemental jutsu of ranks up to and including A can apply the damage modifier. However, strength and weakness relationships are unaffected; only damage levels
- Range: Only jutsu with short/mid ranges can apply a damage modifier. So, for example, if the user uses an A ranked jutsu with a long range, even if it fits the criteria for rank, it cannot apply the damage modifier because of its range
- Defensive: Anything stronger than Izanagi-no-Okami's defenses will be unaffected; for example, in "Fire Mode", A-rank Fire jutsus and above will still do standard damage and effects to the user
- Weaknesses: If the opponent uses a Jutsu that is strong against the current mode, It will do +20 damage to the user of the puppet, regardless of rank
- Resistances: If the opponent uses a jutsu that is weak against the current mode, standard elemental relationships apply; no changes
- This puppet DOES NOT defend against Tai, Gen, non-elemental Nin, KG, CE, or anything outside the Basic 5. They all do their standard damage and effects

Learned:

27.
Rank: S
Type: Puppets
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: The Underground Kings are a series of 7 puppets owned by Sasori of the Red Sand. These puppets are a collection of grey puppets that all have gold crowns on their head and each of them have unique weaponry and techniques. Each puppet is draped in an akatsuki cloak with inverted colors(red Cloak with black clouds). Each of the puppets have a name: Rei, Ichi, Ni, San, Shi, Go and Roku. These puppets belong to the 298 puppet collection Sasori has accumulated and only uses them in dire times.

Rei: Rei is a puppet the size of a average human in height (176 cm). It is a slender puppet modeled after a female body. It has long Red synthetic hair with dark blue pupils. Rei's arms are covered in what seems to be "dragon scales" with a single command, Sasori is able to open up the compartment in a similar fashion to the chakra shield technique but in reverse direction. "Zero" is written on the flaps of the openings. Through the users chakra, She is able to release a burst of raw unfocused chakra. This blast is A rank in strength, reaches up to Mid range and counts toward the allotted moves per turn. Further into her weaponry, with one command the palm of Rei opens and releases a sharp blade that is the length of a katana at great speeds jutting out out like it was compressed by a spring.

Ichi: Ichi is a short puppet standing at 132.62 cm. Because of the puppet's small stature, it can be maneuvered quickly, moving twice as fast as any normal puppet would. Ichi is a young boy with short red hair and covered in an inverted akatsuki cloak. Ichi's arms can extend to mid range and have a flexibility towards them allowed them to be wrapped around enemies and restrain them. With the formation of one handseal, Ichi opens his mouth and reveals a pipe from his mouth with a diameter twice as wide as the pipes Sasori contains in his palms. This pipe can release a large compressed sphere of wind that can reach up to long range and deal A rank damage (This counts as one move). Much like normal puppets, his head just snaps on and can be rotated on its axis, 360 degrees.

Ni and San: Ni and San are twin puppets that function as one entity. Witnessing the kekkei genkai, souma no Kou, these puppets are summoned together under one body that can be separated into two. With the motion of a handseal the user can detach this two from each other by disconnecting their joints from each other and using his chakra strings to control these parts and form then into individual puppets. This counts as a move. These puppets,however can be summoned separated meaning if one wants to put them together it would require a move. While separated, Ni and San are rather large puppets with the bulky bodies. Their hands are plated with a thick piece of metal to increase their impact with physical hits. By focusing lightning chakra throughout the puppets, their fists become electrically charged due to the metal in their hands retaining that lightning. When the lightning chakra is focused into them, their hands give off a distinctive blue,erratic hue. These two puppets are meant to be used for close quarter combat to overpower the opponent. Their punches have enough force behind them to level a large boulder(40 damage; 60 only with lightning chakra added). Focusing lighting chakra into their fists also count as a move per turn. While combined the user cannot imbue them with lightning chakra. These puppets are large in stature standing at 193 cm.

Shi: Shi is the most unique puppet out of the Chika Kindachi. The puppet moves like a beast of burden, crawling on all its limbs much similar to Hiruko. Out of the side of the puppets body, two arms protrude from each side totaling 4 extra limbs(8 limbs in total of the whole puppet.) With the command of the puppeteer, Shi's mouth opens revealing a summoning tattoo on its mouth labeled "Explode." By channeling chakra throughout the puppet and activating that symbol, a carpet of numerous explosive tag balls are released from its mouth. All these explosive tag balls detonate at once creating a large explosion spanning up to mid range equivalent to A rank damage. This counts as a move. Much like a spider, daggers are placed in the middle of all its palms. This can be used for two applications: 1) as a defense measure to attack the opponent if they get to close. 2) The daggers can dig into the surfaces of objects and keep the puppet still securing it to that surface like a spider. These daggers can be shot at an opponent but it loses its ability to cling onto surfaces.

Go: Go is a tall slender puppet made out of black wood giving it a completely back appearance. Go does not have any facial features as he just has a blank face with no details on it; a clean slate. Much like Shi, Go has extra limbs but only found on his upper body. He has 4 arms, two on the front his his body and two on the back of his body much like the Tempestuous God of Valour. Each of these hands contain wire strings in them that can be shot out towards the enemy to bind them. As the wires are shot out, they are lubricated with a highly flammable oil that resides on the very edge of the exit. With the one movement of a chakra string, a compartment located within the wrist of the puppet. It reveals a small pipe that produces a small fire that is large enough to hit the wires and ignite them. This combo is of B rank damage and counts as a move. Once the wires wrap around their target, the puppet can firmly retract the wires to firmly grip and restrict the target(in some cases using the razor sharp wire to cut through flesh or other rather soft materials.)

Roku: Roku is a rather short puppet standing at 165.1 cm tall. Unlike other puppets, Roku's design is closely modeled after Sasori's even being the only puppet to contain a slot for Sasori's heart container. Roku is a puppet without any artificial hair on its head. He has 6 eyes two on the front, two in the back and one to either side of his head. After transitioning to this puppet, Sasori has two turns of blurry vision with slightly (3/4 normal) decreased tracking speed while adjusting to his new field of vision. With a flick of a chakra string, dual swords come out of his sleeves, both of them with jagged edges. A metal tail his hidden by his akatsuki cloak. It is an exact replica of the one that exists on Sasori's Hiruko puppet but the tail itself is black while the linking is gold. This tail can extend and attack the opponent from almost all ranges(Short-Mid). Focusing Earth chakra into this puppet will cause its body to harden giving it protection against B-Rank and below jutsu. This counts as a move.

Can only be taught by Daemon.
Can only be used by a Sasori bio
The user can summon 1 specific puppet from the set (Similar to the Sasori's Parent's jutsu). When summoning an individual puppet, the user is allowed to have another puppet in use as well as having full access to one's arsenal. While all 7 are on the battlefield at one time, no other puppets can be controlled as well as being limited to Puppetry techniques and taijutsu.

Taught to Souji

28.
Rank: C
Type: Supplementary
Range: Short - Long
Chakra Cost: 15
Damage Points: N/A
Description: Extension is a technique to increase the range of physical attacks the puppet preforms. Chakra threads in this case are used like wires placed on the joint of the puppet. With puppets like Crow who can disconnect their limbs, the user can apply chakra strings into that joint to keep the parts connected at a distance, so with one hand seal the arm/leg etc can be drawn back into that joint from extremely long distances. This uses the chakra threads ability to latch on to things like a spiders web and as a result can be used as a real string or wire as seen when Chiyo brought her arm back to her during her fight with Sasori.
-Can only be taught by Daemon.
-Can only be used 4 times a battle.

Taught To Souji:

33.
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (+250 chakra)
Damage: N/A
Description: Jikohozo is a human puppet technique focused on the self-preservation of their creator, Sasori. Jikohozo is a technique that allows Sasori to sacrifice a human puppet to replenish his own chakra reserves to that he may be able to keep on fighting. Human puppets are puppets that are made from human beings and have retained their abilities as well as their chakra. Through the use of chakra strings connecting Sasori to his human puppet at all times, he forms two handseals Bird and Dragon and the process begins. Sasori manipulates the chakra inside the puppet to trail up the chakra string and into Sasori's body. Sasori begins extracting the chakra from the human puppet into himself to replenish his own chakra reserves. Once the chakra has been taken out of the human puppet, it becomes useless and falls apart. The duration it takes to completely transfer the chakra takes only a few seconds at most. The human puppet cannot be used for the remainder of the battle. Sasori can only sacrifice two human puppets and thus this technique can only be performed twice.

35.
Type: Human Puppet
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: Darui is a fairly tall, dark-skinned man with a slightly bulbous nose, a lazy look in his eyes and shaggy, white hair which covers his left eye. He wears a high-collared, sleeveless uniform with loose fitting pants, bandages on his wrists and the one-strap-over-one-shoulder Flak Jacket of a Kumogakure shinobi. Darui also has stylised characters for water (水) and lightning (雷) tattooed on his right and left shoulders respectively, denoting his chakra's nature affinities, Water Release and Lightning Release, as well as the fact that he has a kekkei genkai, the Storm Release. The tattoo on his left arm also signifies that he has inherited the Third Raikage's black lightning. He carries a broad, foldable, cleaver-like sword, strapped to his back, when outside the village. The Darui puppet is a strong one resembling the resilience of Kumogakure. Darui as the Fifth Raikage adds to Sasori's collection of Raikage puppets. Darui is capable of using all 5 basic elements as well as his unique black lightning and his kekkei genkai, Storm Release. Darui fashions a large cleaver sword that is soaked in poison. Now for the body modifications, Darui can detach any limb on his body and reveal it is connected by a spiked chain(the chain is retractable). This increases the range of his attacks as well as allowing him to grapple things in long range, restraining targets etc. Like Sasori's stomach cable its direction can be changed on whim. Similar to the Sasori puppet, on the palms of Darui's hands he can eject a tube or nozzle that spews out a beam of storm release. The storm release released from his palms are equivalent to A rank in power. The initial blast is like a wave of Storm Release but his hand can be twisted like nobs to narrow the stream to slice through objects or for just pinpoint accurate attacks. The streams ,like Sasori's, can reach up to Long range. Darui's body is durable capable of withstanding punches from Sakura and relatively high ranked jutsu( A rank and below). Like most of Sasori's other puppets, Darui has a compartment for Sasori to switch into.
Link to Battle:
Link to Biography:

Jishaku Ninpou: Jiki Kanchiki) - Magnetic ninja art: magnetism sensor

Rank: A
Type: supplementary
Range: Long
Chakra cost: 30
Damage points: N/A
Description: The user creates a magnetic field which expands over a 10 meter radius and covers underground by 5 meters. This magnetic field can pick up the slightest magnetic charges coming from any enemy that happens to be within the magnetic field and relays the postion to the user.

Note: can only be used by 3rd Kazekage bio or sasori bio
Note: can only be used 3 times per battle
Note: can only be taught by Uchiha Kaito

(Jishaku Ninpou: Denjiki) - Magnetic Ninja Art: Electromagnetism

Rank: S
Type: Supplementary
Range: Mid
Chakra cost: 40
Damage points: N/A
Description: The user carefully controls their chakra and creates a pulse of chakra shooting out of their hand. this pulse creates a electromagnetic field and attracts protons and neutrons in lightning based attacks and draws them into the centre of the electromagnetic field and discharges the collected energy into the ground. ( takes a toll on the user so they cant use magnetic ninja art the following turn)

Note: can only be used by 3rd Kazekage bio or sasori bio
Note: can only be used 3 times
Note: can only be taught by Uchiha Kaito

Satetsu: Kouu Ikusen Tetsu Katana- Iron Sand: Rain of thousand iron blades

Rank A
Type: Attack
Range: Long
Chakra Cost: 30
Damage: 60
Description: the user summons a mass of iron from the earth and creates 1000 small blades of iron which shoot out of the ground and rain upon the enemy.

Note: Can only be used 3 times per battle
Note: Can only be used by 3rd Kazekage or sasori bio

Satetsu: Tetsu Ryuu Taihou - Iron Sand: Iron Dragon Cannon

Rank A
Type: Attack
Range: Mid/Long
Chakra Cost: 30
Damage: 60
Description: the user creates a vortex of spinning iron sand with a hollow centre which shoots in a straight line at a high velocity and tears away the ground leaving nothing but destruction.

Note: can only be used by 3rd Kazekage or sasori bio
Note: can only be used 3 times per turn

atetsu: tetsu zuhan koutai (iron sand: iron plate shift)

Rank S
Type: Attack/Supplementary
Range: Mid/Long
Chakra Cost: 40
Damage: 80
Description: The user forms a Giant plate of iron underneath the ground below the enemy and then makes it break in two creating a shockwave that then creates a fissure in the earth and making it break away causing the enemy to fall into a fissure of falling rocks and falling debree.

Note: can only be used once per turn
Note: can only be used by 3rd Kazekage or someone with Sasori bio with the 3rd Kazekage puppet.


Learned the 3 below:
Name: ( Ningyō Chakurau~ebu) Puppet Arts: Chakra Web
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The will first make a horn sign with one of their hands, and then begin to generate chakra in their index and pinky finger. The chakra being generated in their finger tips is similar to the chakra thread technique. Once chakra has been kneaded in their fingertips the user will then aim their hand towards a specific object and launch the chakra threads from their fingertips. The chakra threads will attach themselves to an object by using the sticky properties of the threads, and then begin to drag the user in that direction allowing for the user to dodge attacks or easily get around. The chakra threads were shown to have the ability to pull objects when they are attached to a puppet or when holding a puppet in the air. The process of being dragged happens pretty quickly giving the user swift movements. It is also possible for this technique to work in reverse, which just mean that it is possible to bring objects closer towards the user or even swing them to attack the enemy. The user can also use the threads in order to drag objects closer since it was shown when using a puppet the puppeteer was capable of maneuvering the puppet in any direction that they chose. When using to dodge it is unable evade large scale jutsu, and must still be within reason.
Note: Can be used four times
Note: Can only be taught by Sasori
Note: Must know puppetry
Note: loses control of puppets while using this
Approved Here:

Name: (Chakura- ito burasuto hogo) Chakra Threads: Blast Protection
Type: Supplementary
Rank: D-S
Range: Self/Short
Chakra: 10-40
Damage: N/A
Description: This is a technique Sasori created in order to stay on balance from shock waves or powerful blasts. Also, it was created in order to stand up against powerful waves which would normally blow people away. With this jutsu it will keep the user on balance as well as the ground they are standing on protected, but everything surrounding it will be destroyed if the opposing jutsu caused destruction.There are different forms of this technique each used depending on the situation. Each form of the jutsu is based on the usage of chakra threads in order to help protect the user. This jutsu helps keep the user balance, but it does not protect the user from the damage of the actual technique.

D-C Rank Blasts: For blast of these ranks the user is capable of generating chakra threads from within their toes. Once the chakra has been gathered from the user’s feet the chakra threads will go and dig themselves underground. By doing this the user will give themselves a firm grip on the ground allowing for them to maintain their balance from attacks of that given rank. Also, it will enable the user the ability to not be blown away from blast of this rank, but also dealing damage to the user if not blocked.

B-A Rank Blasts: For blasts of these ranks the user will get on the ground on all four, and then begin to generate chakra threads from their hands and their feet. Once the chakra threads have been formed they will then bury themselves underground from where the user was. This form of the technique keeps the user on balance from shock waves and, keeps the user standing from blasts of these ranks. The ground that the user is standing on will also be unaffected by the blast, which goes to say that the surrounding land is capable of being blown away while the platform where the user is will remain the same.

S-Rank Blasts: This is a special case which Sasori will only use in dire situations. He will open his chest compartments revealing his 100 chakra strings. He then will launch them into the ground providing the strongest form of this technique. This technique keeps the user on balance as well as allowing them survive blasts up to S-rank. It will prevent his body from blowing away, and will also protect the surrounding land which it would be attached to but will also have to deal with the actual damage of the attack.
Note: Can only be taught by Sasori
Note: No turn limit for D-C rank version.
Note: B-A can only be used four times and requires a turn cool down after each usage.
Note: S-rank can only be used twice with a turn interval between each usage.
Note: After using the A-rank version no puppetry above A-rank next turn.
Note: After using S-rank version no A-rank or higher jutsu next turn.
Note: Does not protect the user from the actual damage of the attack.
Note: Ordinary Puppetry users can still use this, but only up to A-rank version.
Note: Each mode only lasts one turn.


Name: (Ningyō no geijutsu: Chakura no sureddo setsuzoku) Puppet Arts: Chakra Thread Attachment
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: The user starts off by making contact with a physical object, and connect a chakra thread to the object. This technique can also be done to elemental techniques such as Earth or steel, but has to be tangible. Basically the user attaches a chakra thread to an object and will either attack directly or throw a projectile at the target. If the attached object with a chakra thread makes contact with the enemy, the chakra threads will move on to enemy’s body restricting their body movement. Chakra threads can be attached to any object such as: Kunai, Shuriken or even the user’s body parts. An example of this technique is when Chiyo launched a Kunai with chakra threads attached at Hiruko’s tail which resulted in Hiruko being unable to move its tail anymore. If the chakra thread makes contact with the opponent it will restrict that body part with B-rank strength. When the chakra thread collides with a weapon the thread will move on to the enemy’s weapon, and further up on to their arm binding it as well as that part of their body. The threads work by coiling around that part of the enemy’s body when contact has been made, and bind their movement. It is also possible for the user to stealthily perform this jutsu if they have their chakra threads already attached to an object such as a puppet. Also, the chakra thread is near invisible as the user has suppressed their chakra enough so it wouldn't be visible unless said object has been brought to an abrupt stop or if the opponent is a chakra sensor or has a doujutsu. Once a chakra thread has been attached to an enemy they will not know that it has attached itself to themselves until the moment they try to move that body part again which could end up being deadly if the enemy needs that body part at a certain moment. If using in combination with a taijutsu or kenjutsu strike it can be done in the same time frame as the attack by generating the chakra thread in that part of their body or through an object as they are attacking.
Notes: Can only be taught by Sasori
Notes: Only one chakra thread can be attached to an object.
Notes: User must first make contact with object.
Notes: Can only be used five times.
Notes: While binding costs one of the users moves per turn.

Name[/B]:
突然変異拳 | Totsuzenhen'i ken| Mutation Fist​

Type:
FuinPuppetry​

Background:
This is a unique style of fighting that Sasori developed shortly after becoming a puppet himself. His inhuman body allowed for him to become an expert at close range battle as well long range with the help of his hidden mechanisms. Along with his inhuman body he was capable of surpassing normal human abilities. Sasori noticed how in certain aspects that he was able to do things with his body that he would inordinately do such as placing sealing tags on his body. Not having to worry about internal organs or anything of the sort it allowed for him to freely place seals on his puppet body without having to worry about them harming his body considering he was simply an inanimate weapon. All the seals were scattered throughout his body except for his Heart because it was his one weak spot. Sasori realized that with the help of seals on his body he could greatly increase his puppet and taijutsu prowess. Located inside of the tags along his body are puppet parts such as arms,legs, and heads as well other puppet entity that can appear in any location and number of the user's will. Along with his control over the limbs it enables him the ability to freely control the parts for puppetry attacks/techniques or even simply to wield them as additions to his body for that turn or longer. Sasori also made sure to add a dangerous side to tags by including a variety of weapon such as: swords, knives, and other creations . There is also another application of this style Sasori developed that involves replacing bodily limbs or adding them. It is possible for the user on one of their limbs such as their arms to replace it with an entity such as a sword or tentacle or other unique and creative puppet parts that are up to the user to decide. He included this in his style in order to overwhelm enemies with a variety of attacks while also creating unique strategies of attacks by using said puppet replacement which can be done in just the nick of time. With this version of Mutation Fist it enabled Sasori the ability to change up his style of fighting adding his own sort of uniqueness to it that can also give him lithe movements as well as unique abilities depending on what it was. It is also possible for the user to focus chakra or an elemental chakra through specific entities sort of how Sasori could use a scroll to generate fire and water streams or even to use basic puppetry if applicable . Sasori also is capable of using a variety of puppet entity up to his imagination such as snake like puppets for attacks.​

Description and Inner Workings of the Style:
Mutation Fist is a style of fighting that involves the usage of sealing and unsealing objects in order to hold or release puppet material. With the tags the user could control them in order to release attacks and weapons in a larger number and in places then where they would not normally come from. Mutation Fist allows for the user to overwhelm ordinary Humans with a barrage of attacks in places that would not be normally possible. Also, in a way it works by throwing feint attacks only to surprise the enemy with the strike in a different location. Not only is the puppet material capable emerging from the user's body it is also possible for the user Sasori with his mastery of puppetry to wield the limbs and if possible control them to use puppetry attacks. Since the protrusions are physically connected to the user's body it is possible for Sasori to control them as a sort of add on like a ordinary part of his body. With this style of fighting it is also possible for the user to control the quantity of weapons/parts that come from the scrolls depending what they want. With the part of this style that involves replacing bodily limbs in order to emerge just about any puppet based entity from their body it is possible for them to change multiple limbs and can also be sustained for longer periods of times while it can also be just for that instant in time. This style which was mainly created in order to give the user unique abilities that ordinary humans couldn't fathom to gain on their own opened up a new window of a new style of fighting. In most cases the user will reseal one of their said limbs such as their arms in order to summon an arm entity swiftly that has a sword already imbedded in its hand. Mutation Fist also gives the enemy a lack of time to react making it a style that serves the purpose of attacking the enemy in ways that would be difficult to avoid. The seals are usually activated by the use of chakra.​

Example Techniques:
(Kakusareta himitsu) Hidden Secrets
Type: Offensive
Rank: D
Range: Short
Chakra: 10
Damage: 20
Description: The user starts off by throwing a punch directly at the enemy aimed at their face. As the punch is closing in the user will swiftly and fluidly raise their closed fist so that their arm has their forearm aimed at them inches from them. The punch turns out to be a feint attack while the user will then activate a sealing tag in their forearm causing for a wooden arm to protrude from it and punch the target in the face.

(Senju no bōei) Thousand Hand Defense
Type: Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This is a form of Mutation fist that involves controlling the quantity of puppet material to come forth as well as controlling it in order to perform basic puppetry functions. To start the user will activate a seal across their body causing for a variety of puppet arms to protrude all over the user's body and let it be noted they are all in even pairs. Due to all of the arms being connected to the user they will then control the puppet parts to have their arms open up into four different parts enabling the user of the basic puppetry move known as the chakra shield. With the arms all throughout their body it provides the user with a decent protection from all angles and due to the sheer quantity of them all it allows for the user to take up to the same amount of damage equal to the rank of the technique.

(Shivu~a no ikari) Shiva’s Wrath
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Here we have a mutation fist technique that involves overwhelming the enemy with sheer numbers as well as manipulating the puppet parts in larger number than normally. This technique is actually based off of one seen in the anime by the Third Kazekage puppet. The jutsu is based off of the Kazekage's ability to open a compartment on its body to release a wide array of arms. In the same way the user opens releases a tag somewhere on their body releasing a wide array of extendable puppet arms that can be directionally controlled in order to attack the enemy. With this it is used to crush the enemy with overwhelming force and it can also be used to release the basic puppetry move known as the Poison smoke screen in order to spread smoke through the area.

(Kenshi no himitsu) Swordsman’s Secrets
Type: Offensive
Rank: D
Range: Short
Chakra: 10
Damage: 20
Description: The user starts off by throwing a punch directly at the enemy aimed at their face. As the punch is closing in the user will swiftly and fluidly activate a seal on their arm that resummons their arm and instantly replacing it with a sword that already has a hand in it so if done correctly could give the enemy less time to react.​

Note: Can only be taught by Sasori[/FONT]
Note: Can only be used by a Human Puppet
Note: Must have started Fuinjutsu and Puppetry training.


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

Sasori, our loyal member, gave on the 14th of October 2016, a request for a Patent on the Custom Fighting Style GTotsuzenhen'i ken| Mutation Fist. I, Vex, of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Totsuzenhen'i ken| Mutation Fist
Powered by Vex
Copyright 2017, Sasori, NarutoBase.net

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1) (Senju no bōei) Barricade of The Huntress
Type: Defense
Rank: A
Range: Short
Chakra: 30
Damage: NA
Description: This is a form of Mutation fist that involves controlling the quantity of puppet material to come forth as well as controlling it in order to perform basic puppetry functions. To start the user will activate a seal across their body causing for a multitude of puppet arms to protrude all over the user's body. Due to all of the arms being connected to the use; they will then control the puppet parts to have their arms open up into four different parts enabling the user of the basic puppetry move known as the chakra shield. With the arms all throughout their body it provides the user with a decent protection from all angles and due to the sheer quantity of them all it allows for the user to tank up to any damage of any A-rank attacked.
Note: Can only be used three times, with a cool down of one turn between usages.

2) (Kigen) Genesis
Type: Offensive/Defensive/Supplementary
Rank: D-A
Range: Short-Mid
Chakra: 10-30
Damage: 20-60
Description: A Mutation Fist technique that incorporates a basic and advanced application into the style. This technique is essentially another basic application that allows the user to adjust their body as they see fit. By simply sending chakra into seals across their body up to four at max the user is able to resummon a limb if wanted and replace it with an appendage to further suit their needs or just summon an appendage from anywhere on their body. The capabilities of this technique is near limitless, but the attachments must still be logical. At most the attachments can deal up to A-rank damage however, if the user has more than one limb then the rank will be split between said limbs. If desired the user can choose to coat said limb into any elemental nature they know with the help of sealing tags that the style is composed of. The user is also able to create attachments that can act as a shield or other supplementary tasks. An example of this technique in action would be the user using it to replace one of their arms with a snake entity that can be protracted up to a foot in length and replace their other arm with one that has a sword in it; the snake can be used to restrain or grapple on to opponents depending on its rank. Like what Mutation Fist is based on it essentially allows the user to direct attacks at the enemy giving them little time to counter. Let it be noted, that these replacements will essentially become physically modified onto the user’s body and can be permanent. However, the user can always choose to passively return their body back to its original state if wanted, but if choosing to keep their modified body the user can always choose between wielding their body as freeform tools or by spending a move they can apply the damage of the rank of the technique they originally used. The user can also send chakra in up to four tags located on their limbs and resummon them, but can only last one turn and can't be used on the user's heart itself, and if doing so then the usage is equal to D-rank and five additionally chakra point are required for each limb resummoned. There is also another version of the D-rank ability that allows for the user to resummon their limbs. Instead of resummoning the limbs themselves, the user can choose to adjust the sealing tag with Fuinjutsu and with their skills in Mutation Fist and adjust the seal so that it activates on its own. The user will set the seal to activate whenever the user is faced with an opponent or attack that is moving faster than they can track and in response to this the seal will resummon the limbs that are in the way of the attack, but the user must is still only able to resummon up to four limbs. Without input from the user, the seal will have the limbs resummoned for up to one turn, but they will/can be resummoned back sooner if the threat that activate it vanishes. This version of the technique, must be posted in the user's biography as a seal and if the user decides to use this version then they are unable to resummon limbs on their own anymore. This version also takes chakra equivalent to the original version. If wanted, the user can choose to passively start a battle with certain attachments as long as it is stated in the user's biography or beginning of a battle. There is also a passive function of this technique that enables the user to produce limbs such as hands or legs in order to perform hand seals or jutsu requirements. For example, if the user's hands are preoccupied they can use this to passively produce hands in order to perform the hand seals requires for the jutsu to be activated. In no way can this be used in order to use another jutsu at the same time as the user is currently performing one. This will only allow the user to more conveniently perform the requirements for certain techniques and the process of summoning the hands and performing the jutsu requirements happens pretty smoothly. With this version the user can also create passive attachments equivalent to free form, but the attachments must still follow the rules stated above.

Note: A-rank version can only be used four times with a turn cool down between usages.
.

3) (Maraudā no tsubasa) Wings of The Marauder
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15 (-10 per turn)
Damage Points: NA
Description: By activating a sealing tag on the user’s back they cause for a pair of eloquently crafted wooden wings that possess a metallic base to appear from it. Located along the surface of each wing are an abundance of flaps located along its exterior. The main purpose of the wings are to allow to the user a method of flight via pumping chakra into the wings allowing the user to sustain a mode of flight. Of course the puppet must be connected to a source of chakra in order for it to initiate its flight. If desired the user can choose to attack an opponent of Short-Range away by extending the wings in order to lash out at them with C-rank strength, but this costs a move. In the same time frame as this technique is activated it is possible for the user to also use it in order to initiate flight. By spending a move, and ten chakra points the user can release a surge of chakra into the wings in order to propel the user in a specific direction up to Mid-range allowing them to potentially avoid incoming attacks.

4) (Aigisushīrudo) Aegis Shield
Type: Offensive/Defensive
Rank: S
Range: Short (Short-Mid)
Chakra: 40
Damage: NA (80)
Description: A form of Mutation Fist that involves controlling the quantity of puppet material protruding from the user’s body. By infusing chakra into just about all of the sealing tags located along the user’s body a multitude/abundance of puppets including things such as: arms, heads, and legs will continuously be expelled from their body. In a matter of seconds, the user and everything short-range of them (besides the opponent(s)) if wanted will find themselves encased inside of a thick and dense wall of puppet material from all angles. Each puppet limb by itself is fragile, but when amassed together alongside each other it provides a decent/dense meat shield. This puppet defense works by sheer numbers in order to slow down attacks; due to the large quantity of puppet material present on the field its serve as a decent shield to slow down the impact of nearly any incoming attack due to the material present. Essentially, this defense allows for the user to tank up to any damage of any S-ranked attack. On the other hand, there is another method of utilizing this technique that does involves an offensive attack. This version of the techniques follows the same principle of releasing an abundance of puppet material, but instead of having it form around the user, a large abundance of puppets limbs will be expelled from the user’s body at an incredible pace, and it is due to the sheer quantity/force of material present here that it will hit a target with the blunt force of a S-rank attack. Let it be noted that this offensive attack covers a wide range making it difficult to out run. If wanted the user can choose to release the basic puppetry move known as Poison Smoke screen, while the attack is in progress but it will cost one of the users three moves even though it occurs in the same time frame.

Note: Can only be used twice regardless of usage.
Note: No A-rank or above Mutation Fist after any usage.

5) (The revu~iatan no tenpesuto) Tempest of The Leviathan
Type: Offensive/Supplementary/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90
Description: Here we have one of the most powerful techniques offered in the entire arsenal of Mutation Fist. It is due to the sheer quantity/size and chakra required to summon forth and control the puppet protrusions involved that this is considered a F-rank attack. By first activating every seal on their body with a large surge of chakra it causes for the user’s body to glow a white light momentarily as in a matter of seconds their entire body is submerged inside of massive protrusions expelled from the user’s body. Once the seals have been activated, the user's body will be engulfed inside of massive serpentine/hydra creations that are expelled from the user body from multiple angles. Each serpent/hydra are released in an omnidirectional manner with the user in control of all of their movement. These extensions of the user possess a metal surface with a wooden core allowing for them to easily bombard and tear right through any targets in the way. Due to the scale that this technique effects it is nearly impossible to out run, and because of the sheer size of each serpent an opponent is easily dwarfed by the hydras due to how they each outsize ordinary humans beings and familiars easily. The main offensive portion of this technique comes from how the user manipulates each entity to slam/pulverize a target with numbers and force. It is also possible for any of the hydra to utilize any basic puppet techniques such as endless rain of senbon or the Poison Smoke screen from any one of the hydras but will cost one of the users three move slots. Alternatively, there is another method that the user can choose to release and utilize this technique which involves them summoning forth the massive hydra entities from all angles around them engulfing themselves and anything short range of them inside of a barricade of puppets. This version of the technique involves the user utilizing hydra entities as protrusions of their body that span up to long range in the air and short range across. Instead of using this technique as a one time move the user can choose to control the hydras at the cost of twenty chakra points each turn for a max of three turns. By spending a move the user can choose to propel a hydra up to long range towards a target in order to deal to them the blunt force of an S-rank attack. Even while alone each individual hydra still dwarfs a human easily. Let it be noted that the user can choose to release two or all of the hydras at once in order to deal damage equivalent to F-rank, but will end the user's control over the prolonged usage of the technique. Let it be known that the user can adjust the protrusions when first summoning to avoid bombarding with anything nearby them such as teammates or anything of the like.

Note: Technique can only be used once against an enemy regardless of usage.
Note: No Mutation Fist for two turns after first usage and after using the second method
Note: No Jutsu S-rank or above next two turns after usage.


6) (Nasushī) Nascency
Type: Offensive/Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: 60
Description: A form of Mutation Fist that takes advantage of the user’s innate ability to summon forth protrusions such as extra puppet limbs and utilize them in order to release elemental blasts. By activating any sealing tag scattered across their body they will summon forth a head protrusion depending on where the seal was summoned from. Upon summoning a head the user must specify which elemental tag is located inside of it ranging from: A fire, water, earth, lightning, or wind tag or any KG/CE the user possesses. When activating the sealing tag the user is able to release a streamed elemental blast ranging from Short-Mid range.The user also has some leeway with the direction of the blast, meaning they can adjust its trajectory within reason. Every time the elemental blast is activated one must spend a move, but upon spending a move to summon forth the head, the user is able to release the elemental blast upon its protrusion in one move if wanted. While the head is not in action, the user can choose to manipulate the heads to release basic puppetry techniques or act as simple attachments of the user, that can act alongside the user at the same time as themselves or disperse them. At the most two heads can be summoned at once, but costs two moves if doing so. Let it be noted, that if using two heads at once they cannot be of different elemental natures, simply meaning it could only be used with two wind heads for exampleor if its a KG/CE then the user can use that specific element as well as an element that the Custom Element is based on.

Note: Can only be summoned four times.
Note: Only two heads can be present on the user at one time.
Note: Heads/limbs disperse after they release a singluar elemental blast/use a single puppetry technique.

7) (Karon no fukushū) Vengeance of Charon
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: NA (80)
Description: By first sending chakra into a seal located on their back the user summons forth a massive mechanical doll that will burst forth hunched over the user's body. This mechanical doll rises at least five meters across and above the user. Due to how large and hunched over the puppet is, it provides an excellent defense from aerial attacks. The main purpose of this technique is to act as a sort of extension of the user simply meaning that once that once the puppet is on the field the user can use it to lash out its limbs to do blunt damage at a target who is at max ten meters away. At most the user can have this extension on the field for a maximum of three turns, but can be destroyed by an S-rank or higher attack. By spending a move the user can manipulate the puppets massive fist to deal the blunt damage of S-rank damage which will be divided upon the two fist so each one individually will be A-rank. Along with simply crushing a target, it is possible for the user to utilize the puppets hands in order to restrict a target/object by gripping it with the puppets hands. When gripping onto an object the user will be able to grab hold of objects around the size of a large boulder. Let it be noted that the user is able to utilize this mechanical doll to release basic puppetry moves such as Endless Rain of Senbon or the Poison Smoke screen as long as a they spend a move to do so. Lastly, when using the puppets arms it is possible for the user to place both arms side by side in order to create a frontal shield of anything five meters in width. Any of its actions cost a move.

Note: Can only be used once.
Note: If using for prolonged usage, No A-rank or above Mutation Fist the following turn.

8) (Hentai) Metamorphosis
Type: Offensive/Supplementary/Defensive
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Here we have one of the more unique techniques available in Mutation Fist that invokes the user's ability to produce puppet protrusions shaped after different animals. By sending a surge of chakra through seals located on their body the user will instantly replace just about every one of their puppet limbs which will mainly be aimed at the major appendages such as arms. Legs, head etc. The user’s entire body will essentially undergo a full body Mutation as they are transformed into that of a obsidian colored serpentine dragon around fifteen meters long. This dragon dragon is covered in several layers of metallic plates and wooden puppet material. If wanted the user can simply submerge their puppet body inside of the dragon. Essentially, the user will have transformed their puppet body into that of a dragon instantly. Located along the surface of the dragon are a pair of wings that have flaps located along their surface. By pumping chakra into the wings it allows for the user to initiate a mode of flight allowing the user to easily traverse the field, by simply willing themselves in a certain direction. The flight is activated instantly as the user has transformed.

This Mutation Fist technique is mainly utilized in order to give the user additional maneuverability and for navigation. While mutated, the user is gifted the passive ability of flight, but due to how the user does not possess any hands it makes it difficult to perform any techniques that require hand seals; however the user can find ways around that such as relying on other Mutation Fist techniques or emerging their body from the dragon if it was submerged. Due to how the dragon is constantly flying around it makes it difficult in a way to hit it with a pinpoint strike. If wanted the user can choose to spend a move and ten chakra points to release a concentrated blast of chakra from the dragon's body allowing for the user to thrust themselves into a specific area up to ten meters ahead. Offensive wise, it is possible for the user to utilize sealing tags located across their body or more specifically, if wanted, their mouth area and choose to release a concentrated blast of an elemental nature the user knows into a certain direction. These elemental natures are equal to S-rank/long range and the user must spend a move each time that they are utilizing an elemental nature. If wanted the user can choose to release the blast as a stream or in a wide scale manner similar to simply breathing it out. If desired the user can carry a multitude people on their back.

Note: Can only transform once
Note: Can last up to three turns .
Note: If simply submerging their body inside of a dragon, the user can choose to emerge their puppet body from any place on the dragon.
Note: If the user's body is submerged inside then the dragon is capable of being destroyed by an S-rank attack, but if the user's body itself has been mutated, then any attack could harm them.

9) (Mokushiroku) Apocalypse
Type: Offensive/Supplementary/Defense
Rank: Forbidden
Range: Self
Chakra: 50 (-10 per turn)
Damage: NA
Description: One of the more advanced techniques available in the Style of Mutation fist. This technique calls for the need to manipulate a plethora of puppet material and intensive control when utilizing them which is why this technique is considered Forbidden rank. First off, in order to initiate this technique, the user will focus chakra throughout just about every seal located across their body, therefore, causing a lot of puppet parts to be released from their body. In a matter of seconds, their body will be submerged inside of a multitude of puppet materials until their body resembles that of a grotesque humanoid monster. While this technique is active the user's core body will essentially be concealed inside of a thick layer of wooden and metallic based puppets. Once the technique has been completed the user's semblance can be noted to have a wide variety of several types of limbs and tendrils as well as just about anything the user can fathom as long as it is feasible can be modeled on to their body.

One of the most basic abilities made available while this mode is active is the user's innate ability to regenerate and regrow any missing appendages. This just goes to say that while concealed inside of Apocalypse if the user's arm were to be severed it would be possible for them to use the available material to instantly and passively replace the limb. Due to how Sasori's puppet body functions there is no exact limit to how much damage it can regenerate against. Essentially, Sasori's only weakness will be his core as always. Of course it is still possible for the armor to be offensively overpowered simply meaning that it is possible for an S-ranked attack directed towards any part of the user’s body can penetrate and reach the user’s core through the armor; however the user is free to regenerate from an S-rank if for example it only damages something such as an arm or leg, but regardless, if doing so costs forty chakra points. However, the user is left immune to any damage of any A-rank and below attack due to them not possessing the necessary strength to plow through the armor in one go without its regenerative properties coming into place, but still require chakra equivalent to the attack used. As a last resort, the user can expel a bundle of puppet material into an area Mid-ranged away which manifests itself into a rudimentary humanoid puppet. While expelling the material the user's heart contained will be contained inside of it and allows the user to escape potentially dangerous attacks.

On to Armageddon's offensive abilities, due to the puppet material able to be called forth while in this mode it is possible for the user to release wide scale or concentrated stream of puppets with simple hand gestures alone or by simply releasing the material from the desired location such as their back.The type of attacks the user can release is entirely up to the user as long as it is reasonable. The attacks, however, will never exceed that of S-rank and up to Long range and will always cost a move. Depending on what's needed the user can simply create and manifest puppets to suit the situation such as wooden tendrils in order to grapple onto objects. For example, by swaying one of their arms from left to right the user can release a wide scale array of wooden arms that cover a wide range and race after its target aiming to trample them. Or the user could point their arms towards and release a concentrated bundle of tendrils that can easily pierce or grapple into a target. It is also possible for the user to make use of the Fūinjutsu tags involved in Mutation Fist in order to passively coat one of its attacks in a layer of a specified elemental nature. Lastly, Armageddon holds the ability to create puppet protrusions which will mainly be designed after animals, off of its body such as snakes or other puppet-oriented creations, when doing so they can never exceed being two meters in length and width; the purpose of this can be to passively protract protrusions up to mid range in order to attack with free-form damage. It's main purpose, however, will be to utilize sealing tags located in the puppet's mouth in order to release concentrated elemental blasts at the opponent and is S-rank and extends up to Long range.

Note: Can only last Five turns at most
Note: No jutsu above A-rank next two turns after Jutsu ends.

10 ) (Shīringu/ iryō geijutsu) Gluttonous Manifestation
Type: Supplementary
Rank: D
Range: N/A
Chakra: N/A (+5 each time activate)
Damage: N/A
Description: A Mutation fist technique that involves the user summoning forth puppet limbs and things of that nature. This technique, however, involves basic puppetry and Fuinjutsu, something that the style is based on. Sasori created this technique to allow him to manipulate his puppets with greater control and precision without the need of chakra threads and without having to worry about another individual such as his puppets. Gluttonous Manifestation is a technique that involves the user sealing up to three puppets of their own inside of a sealing tag that will be placed on their body like any other Mutation seal. The thing so special about this seal is that the user will be able to passively spend five chakra points to activate up to three seals on their body and release one of the sealed puppet’s limbs. For example, if the user were to seal the Hiruko puppet inside of their seals, the user would be able to passively spend five chakra points to activate the seal and release from it one of Hiruko’s body parts like his tail. While the seal may be passively activated it still requires for the user to spend a move in order to actually utilize one of the sealed puppets abilities or limbs. The puppets that are sealed by this technique cannot be used by any other means so they cannot be summoned to the field and also the user must post this technique in their biography with the puppets that are sealed inside. Since this technique can be passively activated, up to three of the seals can be activated at once, but it would still cost a move for the user to utilize the attachments that emerge from them. Additionally, the strength and range of attachment simply depends on the puppet the user is utilizing. Essentially, this technique allows the user to become one with their puppets and fight along side them as they normally would. Since the seal is able to passively activate up to three seals it allows for them to logically release up to three puppet attachments at the same time, but if choosing to use three at the same time it would take up three moves. If choosing to release only, say, two seals passively the user could release those puppet attachments at the same time as they would be using one of their own ninjutsu attacks in the same manner as ordinary puppeteers would.

Note: Must be stated in the user’s biography as a seal

Note: Must be stated in the user’s biography as a seal

Learned Mutation Fist:
 
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Elemental Combinations​

( Suiton/Raiton: Ito no Unagi ) Water/Lightning Style: Eel's Silk
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: N/a
Description: The user focuses chakra on the tip of his finger and produces a thin thread of water, nearly invisible to the naked eye, before shooting it in any direction, at the speed of an arrow. The thread itself has the flexibility of water, and can curve and bend at wish. Once it reaches a target, it is able to pierce through clothes and skin, connecting the user's finger to the target, at which point the user releases a powerful current of lightning, which is able to paralyze the opponent completely frozen, for 2 turns. Depending on the area struck, the opponent can even loose consciousness (head) or have difficulty breathing (chest). After contact is made, through what seems like a vaccine sting, the lightning reaches up Mid-Range ( 15m ) in half a second.
Likewise, the user is able to create a net made of water strings, covering an area of 2 meters radius, anywhere short range from the user. Using the same principle as above, the user can send a current though the strings in order to shock the opponent and paralyze him for 1 turn.
*The jutsu ends once the lightning is released
*The chakra natures are divided unevenly, with the lightning part being considered as B rank, and the water part being considered as C rank
*The laid down threads last 2 turns, in case the lightning is not triggered
*No other jutsu can be done while the thread is active
*Cannot use Lightning jutsus above S rank for 2 turns
*Cannot be used again for 4 turns after it is used

Learned:

Doton/Fuuton: Semai Meimei Oberisuku | Earth/Wind Release: Small Divine Obelisk
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Long (on throwing)
Chakra: 30 (-10 each turn)
Damage: 60
Description:
User does 3 hand seals (Dog+Ox+Bird) and 1 Rock Obelisk breaks from the ground within short range of the user. This obelisk is about 4 meters high and 2 meters wide. This Obelisk is then infused with wind chakra which makes it rise from the ground and hover above ground between short to mid range around the user. The user can direct the obelisk to defend against up to S-Rank Lightning and Water, A-Rank Earth, Wind, Fire. When the Obelisk is hit by Fire above B-Rank, the rock turns into lava from the combined heat of the Wind and the Fire, but the jutsu will still be stopped. The Obelisk can also be used to attack the enemy, by throwing it against the enemy.

Note: can only be used 3 times
Note2: stays active maximum of 3 turns
Note3: can only be taught by Scorps
was given in group exchange

(Katon/Futon - Sukueasākuru) - Fire/Wind Release - The Squared Circle
Rank: S
Type: Supplementary
Range: Mid
Chakra Cost: 40 (10 per turn to maintain)
Damage Points: 80
Description: The squared circle, where men become men. This jutsu is made to keep opponents from simply running away when confronted in cqc. The user begins by performing the Dragon seal, gathering Katon chakra thru their body and releasing it 360 degree's around themselves (Does no damage till it forms) forming 3 ropes of dense fire roughly 2 inches in diameter and spaced 1ft > 3ft > 5ft off the ground in the shape of a square roughly 7 1/2 meters away from the user in the epicenter (15 meters squared). The ropes while burning anyone that touches them also are dense and elastic enough to spring someone back off of them if thrown into them hard enough. As the ropes form, the user then molds his wind chakra, releasing to the ground at the 4 corners, creating 4 posts a 1/4 meter wide to form from the ground to just above the last rope, The user dulls the chakra on the top of the pillars, making it solid enough to stand on without being cut by the user or anyone else, but the sides of the pillars from the ground up will cause slicing damage equal to B rank if touched. If an opponent attempts to run and jump out of the ring, the wind chakra in the corners can released outwards from their respective positions, setting the 3 ropes of fire ablaze sending flames shooting upwards 5 meters into the air, burning for the remainder of that turn causing a combined 90 damage, but costing an additional 20 chakra as well as a move, then ending the jutsu completely at the end of that turn.

~Notes~
-Uses 2 moves of the 3 moves allowed per turn to activate
-Can only be used once per battle, however can be maintained as long as chakra is put into it every turn by the user
-If the jutsu is ended by sending the wind pillars into the ropes, no other Katon jutsu's or any Forbidden ranked jutsu can be used that turn
-Must be taught by -Vegeta
learned -
 
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Kaji Bokushingu | Fire Boxing

Kaji Bokushingu | Fire Boxing
Rank: S
Type: Supplementary/offensive/defensive
Range: Short
Chakra: 40 (-15 per turn to sustain)
Damage: 80
Description: The user raises their fists up close to their face and begins slightly hopping from left to right in place. By using this style, they must concentrate on their opponent at all times. And it has basically became a reflex to jab and dodge, making the user moves a little faster than average. The user also is ready to block at will, since his fists are already raised to do so. In this style the user constantly shifts their feet, never staying in one place so their reaction time to oncoming taijutsu attacks is increased. After they get into stance, they begin to create reserves of fire chakra into their hands preparing themselves to use various fire type blasts. So when they punch they release fireballs from their fist.
Note: Can only be taught by Mugen Ryukyu
Note: the user must use this first before using fireboxing techs
Note: If the user molds other elements than fire after using this he needs to re-use the technique as it deactivates
Note: Can only be used 3 times
Note: The fireballs released are B-rank and take up 1/3 moves per turn
Note: While in this style only tai & elementaltai jutsu can be used​


10)Kaji Bokushingu | Fire Boxing - Bringer Of Hell
Rank: B
Type:
Offensive
Range: Short
Chakra: 20
Damage: 40
Description: The user begins by hopping in place then dashes at the opponent, once at top speed the user than leaps into the air towards the opponent and comes down on top of him releasing a small ball of fire half the size of the user from his fist blasting the enemy backwards and resulting in serious burns.
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11) Kaji Bokushingu | Fire Boxing - Shoryuken
Rank: S
Type: Offensive
Range: Short
Chakra: 40
Damage: 80
Description: The user begins by hopping on his feet then rushing the opponent with extreme speed. As he becomes within arms reach he spontaneously ducks his upper body while slightly crouching so his head is where his opponents stomach is. Then while rising gaining strength from legs he pools large amounts of fire chakra into his right fist and punches the opponent in the chin yelling "Shoryuken" releasing the fire chakra all at once, enough fire chakra is released to severely burn the opponent.
Note: Can Only Be Taught By Mugen Ryukyu
Note: Usable only once per battle

Learned Here:
 

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Satsui No Hado


Updating for clarification on some parts

Satsui no Hadō/ Dakku Hadō | Surge of Murderous Intent/ Dark Intent

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Akuma with the characteristics of the Satsui no Hadō red chakra 'flares' around him
Type: Nintaijutsu

Background:
Akuma and his brother Gouken were students of their father Goutetsu, who taught to them a nameless life-threatening martial art, which incorporates elements of Karate, Judo, and Kempo. He also taught the Shun Goku Satsu (literally Instant Hell Murder), a lethal technique which, although incredibly powerful, puts the user in considerable danger.As the brothers progressed under Goutetsu's tutelage, a dispute arose on the true nature of their fighting style and the path to master it. Gouken, unable to accept the violent nature of the fighting style, left Goutetsu to begin his own dojo, however Goutetsu did not stop his student Gouken from leaving and even allowed him build his own dojo. Akuma continued Goutetsu's teachings and vowed to use their fighting style as it was intended.

In order to learn Shun Goku Satsu, Akuma had embraced a malevolent chakra and principle of Satsui no Hadō, the "Surge of the Intent to Kill/Killing Intent". In addition, Akuma realized his limits as a martial artist could be expanded, and left Goutetsu's guidance of enlightenment to train alone to gain more power; however, due to embracing the Satsui no Hadō to his fullest extent, he developed a lust to fight to the death, unlike Goutetsu, who had been able to use the Satsui no Hadō without giving in to its dark side and did not constantly use it to its fullest extent. After coming back from his island, Akuma went back to Goutetsu, and fought and killed him with the Shun Goku Satsu. Akuma, believing that he was the true master of the Art, took the prayer beads of his dead master and placed it on his neck. When Gouken went to visit his master to see how he was doing, he only found his body lifeless and saw his brother, now no longer looking human. Gouken, shocked to see that his younger brother took the life of their master, berated Akuma, who said nothing and left for the woods.
Description on the Abilities and Inner Workings of the Style:

Description of Style

Satsui no Hadō, or Dakku Hadō is a manipulation of chakra that emanates greatly from oneself through the natural human instinct and desire to survive, to trample and impose over opposition, and on a metaphysical level, the natural occurrence and manifestation of loss, decline, and destruction. It is very hard to control. For those who do succeed in controlling it, they develop an almost cold, cynical detachment from themselves, as well as others. As such, Satsui no Hadō makes a human unbelievably powerful, increasing their strength, power and speed beyond that of a usual superhuman fighter or a supernatural being, but at the cost of one's humanity and compassion.

To tap into the Satsui no Hadō, a fighter must be so consumed with the desire to win or have an intense rage, that they are willing to actually kill their foes. As a result, only people who push themselves to be the best at all costs, can take full advantage of it. However, the untrained mind can be driven to a temporary insanity if they have not prepared for it.

Once a warrior has awoken the Satsui no Hadou within them, it can be very hard to resist. Learning Satsui no Hadou is the first step in learning the most fatal technique known to all of their martial arts - Shun Goku Satsu. If one has used it to their fullest extent for too long throughout years of their life, they will completely lose control, and will transform into a demonic being

The art of the Satsui no Hadō is not automatically activated in the warriors once they began training. It is only first unlocked under some stressful or emotional condition after which the Satsui no Hadō may be used freely. (similar to how the Sharingan is accessed).

Inner Workings of the Style

The fighting style that accompanies the Satsui no Hadō boasts a wide and extensive assortment of powerful punches, quickly spinning kicks, and deadly strikes coupled with super acrobatic skill make an extremely adept fighting style, allowing user to effectively weave continuous and powerful attacks upon adversaries and combine the power of his blows with the surging power of the Satsui no Hadō to create flawlessly fatal blows.

There are 5 methods, or main parts, or the style that are incorporated into the fighting style:
*Shoryuken:

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A sweeping uppercut that can be enhanced by the Satsui no Hadō to cause internal damage to an opponent

*Tatsumaki:

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An often quick spinning hurricane kick in the air, connecting up to 3-4 times that can be enhanced with the Satsui no Hadō.

*Hadoken:

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A physical manifestation of the Satsui no Hadō, the user releases a burst of chakra from his hands that cause damage to an opponent's chakra paths, causing them to become damaged and have a slowed chakra flow. Can also be performed while jumping.

*Shun Goku Satsu:

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One of the most powerful offensive Satsui no Hadō techniques, the user focuses the Satui no Hadō chakra that he is utilizing into his upper body, mainly his chest and arms and lashes the target, and upon contact, the Satui no Hadō chakra causes them to be momentarily paralyzed (depending on rank difference there is a certain amount of time) in which time the user releases the Satsui no Hadō in deadly punches and attacks at the target.

*Ashura Senku:

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Using the Satsui no Hadō to augment the user's speed by moving across the field, bending the exerting chakra from the satsui no Hado to project a false illusion of himself 'lagging' behind his actual body, making taijutsu hard to land while using this.

(Note: By approving the custom style, you are not approving the above part. Each of these will be submitted as their own jutsu as a part of the form, this if just for listing of them in the art.)

Skill levels of the style:

Grand Master(created the style)
^
Master (knows Shun No Goku)
^
User (someone who knows Hadoken and Ashura Senku techniques)
^
Apprentice (is learning Shoryuken, and Tatsumaki techniques)​

Additional effects and Restrictions:
*Users of this art have slightly better reflexes, increased agility and speeds, when compared to master Strong Fist user (one who has mastered Strong Fist), resulting in their overall physical speed being increased by an additional +4 levels. *

*In order for the user to be able to use the Dakku Hadō, the user has to become first enraged and angered, this anger fueling his chakra source to create a darker and denser chakra, achieved through meditation and remaining still long enough to allow his rage to overtake him and empower him, similar to how Sage Mode is entered, but on a lesser scale (meditation for an entire turn isn't needed, however to utilize the CFS, one must meditate a sufficient amount of time, essentially taking the place of a jutsu, meaning one can only use 2 jutsus that turn it is activated). However, masters and above are able to effectively channel their emotions swiftly and easily, using it to utilize the Dark Intent easily, thereby bypassing the meditation restriction, similarly to how Kabuto enters Sage Mode, and still utilize the normal amount of jutsus per turn. In order for the user to be able to meditate long enough to access a darker part of his nature, the user must be standing completely still, similar to how Naruto originally enters Sage Mode.*

*Another side-effect of this power is that when a warrior embraces the Satsui no Hadō to their fullest extent - even when the warrior can not control it - they will develop a lust to fight to the death, their eyes will turn white or red, and their beliefs in fighting become very dark and cold-blooded. The warrior's personality will also change and become very violent and dark. However, as shown in the case of Goutetsu, if one embraces it to a small degree, their eye's pupils will become blue, and they will have no willingness to destroy anything or anyone. Other users of this develop a chakra coating that is different colors, based on the user's Chakra system color. *

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

Madāra Uchiha, our loyal member, gave on the 15th of July, a request to update a Patent on custom fighting style Satsui no Hadō/ Dakku Hadō | Surge of Murderous Intent/ Dark Intent. I, Scorps of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Satsui no Hadō/ Dakku Hadō | Surge of Murderous Intent/ Dark Intent
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Copyright 2014, Madāra Uchiha, NarutoBase.net

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Ps- Edit on speed was done at my request to avoid confusions and thus why I was allowed to have a comparison with the speed chart.


Training:

Messatsu Goshoryu|Obliterating Great Rising Dragon
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: Based on the knowledge of the Ashura Senku, the user will focus his Satsui no Hado chakra around him so that it bends around him and projects an after-image behind himself that masks his actual movement as the chakra itself is constantly in flux. The user then uses some of that same chakra to coat his arms as he makes his attack. As he performs a primary Shoryuken, he then quickly pivots on his foot and spin quickly, striking and releasing a second Shoryuken. The user then uses the same tactic and his now increasing momentum to strike quickly at the foe with a third Shoryuken, releasing the Satsui no Hado chakra the entire time the blows are dealt, resulting in the chakra seeping out and latching onto the enemy with the final definitive strike. As the chakra attaches to the enemy, he causes them themselves to become enraged and lose focus momentarily, causing them to not be able to mold their chakra properly for Ninjutsu attacks of higher than A-rank in their next turn although the rage will slightly boost their overall Taijutsu aggressiveness and power.*
*Can only be used 2 per fight
*After using, it requires a wait period of at least 2 turns
*Must know Shoryuken jutsu and by extension, NB Taijutsu as it is a component of NB Tai
*Must be a Satsui no Hado student to learn

Misogi|Purification
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user charges large amounts of Satsui no Hado chakra to his arms and jumps above the opponent and charges down at them with a devastating strike to finish them off and, if he successfully lands the Misogi, he then punches his opponent into the ground, and the massive force of the impact creates several cracks in the ground. After using the user if left with low levels of fatigue and a slightly injured arm (the one that performed the jutsu).
*Cannot use any Satsui no Hado jutsu over S-rank next turn
*Can only be used 3 times a battle
*Must be a Satsui no Hado student to use

Hadoken| Surge Fist
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Cost: 60
Description: The user gathers large amounts of Satsui no Hado natured chakra to his arm and condenses and compresses it greatly to create a basketball sized orb of chakra inside his hand. The user then adds shape and chakra manipulation to the mix, adding fire chakra as he draws both his arms to his side, as if he is shielding the orb as it's being created fully. The user then thrusts forward quickly, releasing the creation as a projectile with great force behind it due to the deeply compressed chakra within it, causing it to have the momentum and strength to break through most earthen defenses of up to B-rank and given the fire properties of the Hadoken, when contact is made with a foe, they will be deeply burned and feel as if the orb itself is slamming against them with enough force to fracture bones. Masters and Grandmasters are capable of using this attack with one hand. Once released, the 'fireball' travels up to one range of the user in great speed, though a foe would still have sufficient time to counter if the are a range's length away from the target.
*Can only be used 4 times at the most*
*Must be a student of the Satsui no Hado Fighting Style*
*Must be a two turn minimal waiting period before usage*

( Ashura Senku ) - Asura Flashing Sky
Type: Defense/Supplementary
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage points: N/A (+15 if struck while Ashura Senku is active; -15 to user when Ashura Senku is active)
Description: After activating the Satsui no Hadō, the user focuses a large amount of chakra throughout his/her body, using his rage and anger to 'warp' the chakra, so to speak, causing the characteristic red chakra flares around his/her body to bend around his body, creating a coat of chakra that manifests itself as a kind of after-image when the user moves, making it harder for the enemy to strike him head-on. The increase of chakra throughout his body also increases his speed sharply, effectively doubling it during the time the jutsu is used. Once he has activated the Satsui no Hadō, the user widens his stance, and his enhanced chakra-cloak glows red. He then lifts one knee and quickly "glides" along the ground to another location with his eyes aglow. Where he glides depends on whether the user choices to move forward, backwards, or any other direction, so long as it is in a straight line from his starting position and no item (i.e. tree, giant rock, building, etc) is in his path. The glide can be used to get away from an opponent bearing down on him, to suddenly launch an attack (often from behind), or perhaps to simply psych out the opponent and keep them guessing. Due to the dark nature of the Satsui no Hadō, the red chakra around the user is imbibed with such an evil intent, that it actually hurts the user's skin and burns his skins slightly as he uses it, similar to how Naruto's skin is burned when using the 4-tailed transformation; however it works on both ends of the spectrum: as long as the Ashura Senku technique is active, the user's skin will be in intense pain but if an enemy were to strike him while it is active, they will feel the same pain, though on a greater scale when compared to the user. However, given all the perks of the jutsu, the user has much to be wary about. After using it, he speed is also dramatically decreased, causing him to severally be limited in terms of movement. Furthermore, the user is unable to use the jutsu in rapid succession. It takes a minimal of two turns in between before he is able to use the jutsu again.
Notes:
*Can only be usedfour times at a most, with a two turn waiting period in between.
*The user can only move uni-directionally, meaning he can only glide in straight lines. He also can only glide from one range to the next, meaning he can move from short range to mid range, mid range to long range and vice-versa but not short range to long range or long range to short range.
*After the technique has ended, the user's speed is severely lowered, causing him to move at half his current speed.
*Can only be used after the Satsui no Hadō has been activated.
*Must have learned Satsui no Hadō and be at least 'User' rank within the Satsui no Hadō ranking system (See CFS for details).
*Gilding isn't the same as flying or hovering. The user "kicks/jumps" into a direction so fast that he "glides" until he reaches the destination. As such, this technique can't be used in mid-air.

Tenshou Kaireki Jin|Demon Armageddon Kick
Rank:S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After first charging large amounts of the Satsui no Hado to their bodies, the user then kicks the opponent in the air with a powerful blow, disorientating the enemy upon contact. After doing so, the user then uses the Satsui no Hado and wind chakra to cause himself to spin rapidly, causing a mini whirlwind to appear around him. He then rushes at the enemy, striking several times with severe force severe times in the upper body, causing massive damage to their lungs and chest from the blows. After using, the enemy falls from high up in the sky, hitting the earth with great force, causing further damage. The user is then left with heavy fatigue and great strain on his leg after using, making taijutsu involving the legs troublesome. His speed also drops considerably after using for some time.
*Can only be used twice*
*Must know Tatsumaki in order to use*
*Speeds drops slightly for 2 turns*
*After using, the user can't use any Satsui no Hado jutsus the next turn and no wind over S-rank for two turns*

Metsu Hadoken|Destroying Surge Fist
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The Metsu Hadoken is a type of Hadoken more powerful and advanced in comparison to the normal Hadoken, an already dangerous attack in itself. The user focuses large amounts of Satsui no Hado chakra to his arms to the point where they the chakra shrouds completely hide the arm, causing it to look as if the user has to dark red pillars of chakra for limbs. The user then adds shape manipulation to the chakra, creating two enlarged Hadokens in each hand, slightly bigger than the basketball sized Hadoken. The user then combines them together by slamming his hands into one another as he draws them to the side, getting into the normal positioning that one takes before firing a Hadoken. As he slams them together, the two Hadokens merge into one, creating a larger, denser and more dangerous Hadoken. As they combine and grow larger, wisps of Satsui no Hado chakra can be seen floating around the user and sparking from the creation, making the technique look even more 'bad-ass', so to speak. As the user releases it, it travels at great speeds, closing the distance of mid range in a few short seconds. Once contact with a foe has been made, the creation hits with enough force to break bones completely and cause internal damage as the chakra sears and burns the skin greatly. The Metsu Hadoken has the strength to break through Earthen defenses of up to S-rank with relative ease, though that is not to say that it can break through Forbidden ranked earth jutsus. The pure power of the Hadoken is so great that just by holding the chakra within one's palms, the users hands start to burn and bleed, causing taijutsu to become quite difficult to perform with the hands. The act of adding such amounts of chakra also takes a toll on the user, making it impossible to use more than 2 jutsus in the same turn as this one, unless they are all Satsui no Hado jutsus, namely Satsui no Hado taijutsu. Then, the user cannot use more than 1 other S-ranked and higher Satsui no hado jutsu in the same turn, with him not being able to use any the next turn.
*Can only be used once*
*Can only be used by Masters and Grandmasters of the Satsui no Hado CFS*
*After using, the user cannot use any taijutsu for 3 turns and ninjutsu becomes harder to use, making it take twice as long with all handseals the user makes for two turns*
*Can only use 2 jutsus the turn this is used unless the user uses Satsui no Hado taijutsu based attacks.*

Satsui no Hado: Shun Goku Satsu | Surge of Murderous Intent: Instant Hell Murder
Type: Attack
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90
Description. Instant Hell Murder, also known as the Raging Demon, is the most powerful technique belonging to the Satsui no Hado fighting style. The user, using the principles behind the Ashura Senku, surges their entire body with an immense amount of Satsui no Hado chakra, channeling so much that it begins to materialize around the user as a cloak of dark chakra . he charges more and more, spreading it throughout the range and then charges towards their opponent at double his speed due to "gliding" across the ground at heightened speeds; just like the original Ashura Senku, they leave behind an after image (more accurately described as a chakra impression) of themselves that fools the opponent's sense of depth perception when looking at the user, allowing them to think he's further away than he actually is with only Doujutsu, EIG Masters and users of Enhanced Senses (sensory, hearing, smell, etc) being able to actually pinpoint the user's actual location as the chakra impression trails behind him. When near the opponent, the user attempts to grab them somewhere around the torso or head. Upon successfully grabbing the opponent, the enhanced Satsui no Hado chakra will help the user to deliver several (up to 9) taijutsu precise blows to the opponents body, all aimed at vital organs, causing internal organs to rupture and bones to break and shatter from repeated blows. Upon completion of this technique, the user's legs and arms are so strained that his speed is effectively cut down drastically (in case a reference to the speed chart is needed, the user's speed is decreased to half his base speed + additional bonuses such as being a taijutsu master, Raikage armor, EIG, etc.) and taijutsu strength is decreased as well, becoming -10 weaker.
Note: Can only be performed once per battle.
Note: Only Masters and Grandmasters of Satsui no Hado can perform this technique.
Note: After using, the user is unable to utilize Satsui no Hado chakra for the remainder of the fight.
Note: The shock the body receives from losing the enhanced speed and power granted from the Satsui no Hado causes great pain to the user, limiting his movement for two turns to a half of his current speed
Note: No taijutsu techniques above A ranked can be performed by the user for two turns and all taijutsu used during those two turns and subsequently weakened by -10 due to fatigue and physical strain.
Note: The user is unable to mold chakra for jutsu over S-rank and above the next turn as well due to the strain of generating a large amount of chakra at the beginning of this jutsu.

( Kongou Kokuretsu Zan ) - Diamond Country Splitting Cut
Type: Attack
Rank: Forbidden
Range: Short - Mid
Chakra Cost: 50
Damage Points: 90
Description: The user gathers large amounts of Satsui no Hado manipulated chakra and raises his arm towards the sky and charges all the chakra into said arm, which takes around the same amount of time it takes to throw a kunai. Then, he violently slams his fist on the ground which results in an explosion of pure energy, which first takes the form of a lightning bolt and then emanates outwards in a shock wave of energy. The resulting wave has such a large amount of Satsui no Hado chakra inside it that the wave itself becomes physically harmful, destroying the terrain as it spreads outward in a destructive manner. The wave is powerful enough to force opponents backwards from the user, with the waves hot and powerful enough to severely burn an opponent caught in the wave. The point of contact, where the user's arm strikes, becomes completely shattered and leaves a crater of 10 meters deep and 10 meters wide, with the user left standing in the middle. The sheer force and power of the strike is so great that it causes a strong earthquake to be felt around the field; spreading outwards from the user's epicenter, the earthquake is strong enough to cause an additional 40 damage to an underground opponent. The wave of Satsui no Hado chakra itselfis so great that opponents caught in it will feel great heat emanating from it, causing severe second degree burns along their body. If the opponent is struck head-on by the user, the impact will cause their body to be severely injured, the point of impact on the said enemy will have it's bones struck with enough force to shatter them completely, (similar to how Gaara's sand shattered the bones in Lee's arm when they battled during the Chuunin exams), along with causing slight paralysis, severely slowing them down so much, they move at speeds slower than half their speed, the Satsui no Hado chakra corrupting them. Broken bones, and ruptured internal organs with slowed speed awaits a downed foe once they are struck with this jutsu. However, despite all the wonders granted by this jutsu, it also has severe drawbacks. Only capable of using it once, the user is only able to use one other jutsu during the turn this is used. The user is also left with great pressure on the arm he performed the jutsu with, causing it to become severely injured and after using it, he can only use ninjutsu for the following three turns, no taijutsu nor kenjutsu with said arm. The user is only able to use one other jutsu that same turn he uses this jutsu as well.
Notes:
*No taijutsu/kenjutsu for two turns with said arm.
*Can only be used once
*After using, the user is left with high levels of fatigue and can only use ninjutsu for the following three turns, but no lightning ninjutsu during those turns
*Can only be used by learners of the Satsui no Hado


Tsuin Gou Hadoken | Twin Great Surge Fist
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Cost: 90
Description: The Tsuin Gou Hadoken is a type of Hadoken more powerful and advanced in comparison to the normal Hadoken, an already dangerous attack in itself. The user focuses large amounts of Satsui no Hado chakra to each arm, drawing them back as if in the horse stance, condensing the dark chakra into a slightly larger shape than the regular basketball sized Hadoken, creating one in each hand. As the user compresses the dark chakra, he adds elemental chakra to the Hadokens, giving them properties of any elemental affinities the user charges through them. The user, upon creating the Hadokens, can choose to only thrust one outwards, releasing just that one while continuously holding the other in his hand. However, as he does this, he will be unable to use any other ninjutsu until he releases the second. The second Hadoken still has to released by the end of the turn. The user can also chooses to fire both at the same time, with individual strength equal to a strong S-rank jutsu and a combined force of a forbidden ranked jutsu. Using them takes a great toll on the user however, and he's left unable to mold high ranking jutsus of the elemental affinities he used this jutsu with. When the user charges elemental affinities into the Hadokens, several effects appear depending on which element is focused. By channeling advanced natures into the Hadoken, effects of said advanced nature will be of similar regards to being struck with Forbidden ranked compressed chakra of that nature, in mirrored fashion as the chart below (i.e. scorch chakra would cause effects similar to Fire hadoken, rain chakra being similar to Water Hadoken, etc etc).In order to fully taunt his enemies, Akuma devised an additional name for each main "verision" made from the various elements:

¤ Zanku Hadoken|Air Slashing Surge Fist - When charging Futon chakra, the Hadoken's becomes slightly faster and causes great damage upon impact of the elemental version, causing enough damage to break bones and limit movement by the enemy while pushing him backwards with great force.
¤ Shakunetsu Hadoken|Scorching Heat Surge Fist - When charging Katon chakra, the chakra heats the Hadoken to the point that upon contact, second degree burns will occur, with third degree and fourth degree burns from prolonged contact.
¤ Gourai Hadouken|Roaring Thunder Surge Fist - When channeling Raiton chakra, lightning begins to form around the Hadoken and increases it's speed and causes it to have the effect of causing extreme paralysis of the nervous system upon direct contact, surging through the foes body and is capable of bursting through earthen defenses of up to Forbidden Rank
¤ Tenma Gouzankuu|Demon's Great Air Slash- When channeling Ototon chakra, the Hadoken begins to rotate in the hand faster, increasing speed as a shrill sound is made from the spinning. Upon striking a foe, the Hadoken releases either low or high frequency waves throughout them. If low frequency, the waves deliver severe blunt force damage as well as cause a severe blow to the equilibrium of the enemy by resonating through the liquid organs of the target, causing severe dizziness and fainting from prolonged exposure. If high frequency, the waves cause severe blunt force damage as well as causing the organ of the user to vibrate intensely, and due to this intense vibrations, the organs begin to move back and forth across one another, causing them to rupture and cause severe internal injuries.

Note: Can only be used once a fight.
Note: Both Hadoken's must be released within the same turn and no other jutsu may be used by the user until it is fully released.
Note: After using, the user is left with great strain, and unable to use whichever ( elemental affinities he used ) jutsus ranked S-rank and higher the two turns.
Note: Each different version of the Hadoken still follows basic strengths and weaknesses of each element ( i.e Fire is strong to wind but weak to water, etc ).
Note: Can only be used by Masters and Grandmasters of the Satsui no Hado CFS.
Note: The user can only use one other jutsu the same turn this was use.
 
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