Shinta's Chronicles

Shinta

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Shinta's Customs

Youton
#1 (Yoton: Maguma Yari) Lava release: Magma Spears
#3 (Yoton: Baisuu Yougan Joushi) - Lava Release: Multiple Lava Arms
#4 (Yoton: Yougan Ude) - Lava Release: Lava Arm


Raiton
#2 (Raiton: Denkou Kabe) Lightning Release: Lightning Wall
#5 (Raiton: Denki Kando Jutsu) Lightning Release: Electrical Sensitivity Technique
#6 (Raiton: Undo Jutsu) Lightning Release: Movement Technique
#8 (Raiton: Raitoninguāmu) Lightning Release: Lightning Arm


Suiton
#15 (Suiton: Mizu Kokyū Jutsu) Water Release: Water Breathing Technique

Katon
#7 (Katon: Moesashi no Ame) Fire Release: Rain of Embers
#11 Katon: Honō no tanken (Fire Release: Flame Daggers)


Doton
#9 (Doton: Yottsu chō shizen ken no jutsu) Earth Release: Four Supernatural Fists Technique

Tailed Beast Skills
#25 Bijutsu: Bubun Kōgeki Sōkō - Tailed Beast Skill: Partial Attack Armour
#26 Bijutsu: Rinpen Chūnyū - Tailed Beast Skill: Scales Injection
#27 Hakai-teki no Koromo - Destructive Shroud


[URL2=[URL]https://narutobase.net/forums/showthread.php?t=317987&p=10224815&viewfull=1#post10224815]Iryō[/URL] Ninjutsu[/URL2]
Poison The Hunters Choice

[URL2=[URL]https://narutobase.net/forums/showthread.php?t=317987&p=10224815&viewfull=1#post10224815]Fūton[/URL2[/URL]]
#22 Fūton: Kiatsu no Henka - (Wind Release: Pressure Change)

[URL2=[URL]https://narutobase.net/forums/showthread.php?t=317987&p=10224815&viewfull=1#post10224815]Dokuton[/URL2[/URL]]
#16 (Dokuton: Doku Rendan no Jutsu) - Poison Release: Breath of the Hydra
#17 (Dokuton: Poizunburetto) - Poison Ninjutsu: Poison Bullet
#18 (Dokuton: Atsuryoku no Shita) - Poison Release: Under Pressure
#19 (Dokuton: Doku no ki, Kalaipahoa) - Poison Ninjutsu: Kalaipahoa, the Tree of Poison
#20 (Dokuton: Kōgo no Yogore) - Poison Ninjutsu: Colloquial Cloak of Contamination
#21 (Dokuton: Dorakonikkuburesu) Poison Release: Tibsy's Draconic Breath
#23 ( Dokuton: Yūdokuna ito ) - Poison Release: Toxic Threads

[URL2=[URL]http://narutobase.net/forums/showthread.php?t=317987&p=10224818&viewfull=1#post10224818]Taijutsu[/URL2[/URL]]
#10 (Kyatchi to Kikku) Catch and Kick


Fūinjutsu
#13 Hebi ketsugō Shīru - Snake Binding Seal
#24 Sealing Arts: Cyborg disrupting seal - Fūinjutsu: Saibōgu hōkai shīru

[URL2=[URL]http://narutobase.net/forums/showthread.php?t=317987&p=10224818&viewfull=1#post10224818]Kenjutsu[/URL2[/URL]]
#12 Tsuinfurasshusutoraiki (Twin Flash Strike)
#14 Zantetsu - Iron Slicer


Custom Weapons and Technology
#1 Sukautā - Scouter

#1 Fūjin no sensu - (Folding Fan of the Wind God)


[URL2=[URL]http://narutobase.net/forums/showthread.php?t=317987&p=10224818&viewfull=1#post10224818]Village[/URL] Customs[/URL2]
Amegakure
Mirāju ame : Rain Mirage
(Genjutsu: Nagato no Kioku) - Illusion Technique: Nagato's Remembrance
Ame Kussetsu no Jutsu (Rain Refraction Technique)
(Suiton: Mizu Meiden) Water release: Water Maiden


[URL2=[URL]http://narutobase.net/forums/showthread.php?t=317987&p=10224831&viewfull=1#post10224831]Summons[/URL2[/URL]]
Kingfisher Contract
#1
(Kuchiyose: Mizu no Kawasemi Jade) Summoning: The Water Kingfisher Jade
#2 (Kuchiyose: Waraikawasemi no Leach) Summoning: The Kookaburra Leach
#3 (Kuchiyose: Ikatteiru Tori no Moeru) Summoning: Burning Angry Birds
#4 (Kawasemi Kuchiyose: Augustine Shōnetsu no tori) Kingfisher Summoning: Augustine the Fiery Bird
#5 Kuchiyose: Raikou no Kawasemi Torotoro - Summoning: The Lightning Kingfisher Torotoro

[URL2=[URL]http://narutobase.net/forums/showthread.php?t=317987&p=10224831&viewfull=1#post10224831]Custom[/URL] Elements[/URL2]
#1 Waraugasuton - Laughing Gas


Jutsu Taught to Me by Others
Kamizuru
(Hachi torappu) - Bee Trap
(Hachi no tatsumaki )-Tornado of Bees
(Hachi no Hakai) Bee's Destruction

Custom Weapons
(Youton: Youton Katan)Youton: Lava sword
(Youton:Youton Yaiba)Youton: Lava blade
(Pawāringu) Power Ring

Youton
Lava Style: Lava Streams (Youton: Yōgan-ryū)

Lightning
(Raiton: Jishinkaminarikajioyaji Kumo Ame Borito) Lightning Style: Thunder Cloud Raining Bolts
(Raiton: Rikujōkōrō) - Lightning Style: Six-Staff Lightning Prison
[Raiton : Gurandoraitoningufenikkusu ] - Lightning Release : Grand Lightning Phoenix
(Raiton: Kakusan Yūdō Kikoha) Lightning Release: Super Scatter Shot
(Raiton: raikou myaku) Lightning Release: Lightning pulse

Wind
Fuuton: Uindo Riba-su (Wind style: Wind Reverse Wall)
(Futon: Tenran) - Wind Release: Orchid Sky
(Fūton: Seikaku Bakufū) Wind Release: Pinpoint Shock-wave
(Fuuton: Gekihen no sunappu) - Wind Release: Upheaval Snap
(Fuuton: Hokuryū no kiba) - Wind Release: Fangs Of The North Dragon
Fuuton: Surīpingukobura - Wind Style: Sleeping Cobra

Genjutsu
Genjutsu: Kuchiyose | Illusionary Technique: Summoning Technique
(Genjutsu: Nise Gaikō)-Illusionary Arts: False Diplomacy

Earth
(Doton: Doro Rappu) - Earth Style: Mud Wrap

Water
(Suiton: Sutikkī denpun same ) - Water Style: Sticky starch Shark

Ninjutsu
(Ninjutsu: Kunai Boudai) - Ninja Style: Kunai Expansion
(Ninjutsu: Buttai Hensa) - Ninja Arts: Projectile Deflection
Ninja art: Chakra Cannon (Seishou kyanon)

Fire
(Katon: Gekaokakyō no Jutsu) Fire Release: Raging Blue Fireball Technique
(Katon: Saiha) Fire Release: Blazing Blade
(Katon: Hagetaka Kaen) Fire Release: Condor Blaze
(Katon: Reiji no Shakunetsu) - Fire Release: Scorching Rage
(Katon Kenjutsu: Shakunetsu no u~ēbu) -Fire Release Sword technique: Scorching Wave
(Katon: Bāsākā Shakunetsu) - Fire Release: Scorching Berserker
(Katon: Shakunetsu no Akuma) - Fire Release: Scorching Demoniac
(Katon: Hōka) | Fire Release: Pyromania

Snake Summoning and Ninjutsu]
(Kuchiyose: Akumu) ~ Summoning: Nightmare
(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
(Hebiātsu: Sukēru Kakuchō Yoroi) - Snake Arts: Scale Expanding Armor
Sunēkuātsu: Sunēku no Sapōto) Snake Arts: Snake Support
(Hebi Fūinjutsu: Sunēkuhaipu) – Snake Sealing Art: Snake Hype

Sage Arts
(Senpo: Derauea Sumasshu) - Sage Arts: Delaware Smash
(Hebiātsu: Mede~yūsa no Gifuto) - Snake Arts: Medusa's Gift
(Hebi Senpo: Sukēru Bakudan) - Snake Sage Arts: Scale Bomb
(Hebi Senpo: SMede~yūsa) - Snake Sage Arts: Medusa

Kenjutsu
Desusutorōku no Sutoraiku | Strike of Deathstroke
(Kumo-Ryū Nenshou Raishuu)- Cloud Style Burning Attack
(Raiton/Kenjutsu: Inperiaru Sutoraiku) - Lightning/Sword Arts: Imperial Strike

Fire/Wind Combination
(Katon/Futon - Sukueasākuru) - Fire/Wind Release - The Squared Circle

Taijutsu
(Sutoradoru bunkatsu panchi) - Straddle Split Punch

Poison
(Dokuton: Watashi wa Okoritai) - Poison Ninjutsu: Stick a Needle in Your Eye
(Dokuton: Setsudan-go) - Poison Release: Viscous Mockery
(Dokuton: Toripuru pointo) - Poison Release: Triple Point

Bijuutsu
(Bijuutsu : Soutsui Sei) Tailed Beast Technique: Duality
(Bijuu Fuinjutsu: Akuma no mado shīru) - Tailed Beast Sealing Technique: Demon's Window Seal
(Bijuutsu: Tōka-ritsu) - Tailed Beast Technique: Transmittance

[URL2=[URL]http://narutobase.net/forums/showthread.php?t=317987&p=10760653&viewfull=1#post10760653[/URL]]
Custom Fighting Styles[/URL2]
Jeet Kune Do
(Ame Odori) Rain Dance
(Shintai Hitoshii Mizu) Movement Of Water
(Jeet Kune Do: Ichi Inchi Panchi Gikou) Jeet Kune Do: One Inch Punch Technique
(Raiton: Koudo Setsuju Hirate) Lightning Release: Advanced Intercepting Palm
(Doton: Sono Monogatari Karejiko) Earth Release: The Legend Himself

[URL2=[URL]http://narutobase.net/forums/showthread.php?t=317987&p=10760653&viewfull=1#post10760653[/URL]]
Custom Clan Jutsu[/URL2]
Valentine Clan
Chaos (Ranmyaku)
Valentine’s Cursed Seal (Tanabata Juinjutsu)
Death Gigas (Kyoujin Ojou)
(Galian bīsuto) Galian Beast
(Nanatsunotaizai) Seven Deadly Sins







Contained within this thread are the customs created by myself, Shinta, and a numbered list for each jutsu of the people that I have taught them to. The contents of this thread are the intellectual property of myself and therefore anyone caught using them without first being taught by myself will be dealt with accordingly.
 
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Shinta

Active member
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Lava-Youton

Lava-Youton

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#1

(Yoton: Maguma Yari) Lava release: Magma Spears
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user first performs the Rabbit → Ox hand seals while channelling lava chakra into their hands which they then slam onto the ground converting the ground in front of them into a small pool of lava. The user is then able to mould up to three spears of lava, three meters in length to send at the enemy by utilising shape manipulation. The spears are launched directly out of the pool of lava and a sent by focusing the users chakra through the pool of lava to propel the spears. During flight the rush of air hardens them into solid and very sharp weapons that are capable of impaling the enemy.
Notes:
- can only be used by a lava user bio
- can only be taught by Shinta
- the pool of magma is used up in creating and firing the spears
- the spears cannot be further manipulated once they have been fired
- if the target is within short range the spears are just a thin streams of lava that will damage them as normal lava would.
- Can only be used 4 times per battle




~People that I have taught this to~

1.
2.
3.
4.


#3

(Yoton: Baisuu Yougan Joushi) - Lava Release: Multiple Lava Arms
Type: Defensive/Offensive
Rank: S
Range: Short - Mid Range
Chakra: 40
Damage: 80
Description: By first performing the Dragon → Bird → Horse → Snake hand seals while gathering a large amount of lava chakra, the user will send it into the ground around them through their feet forming a circle, with a diameter wider than that of the user with outstretched arms, of lava around them. From this circle of lava seven arms of lava rise up 2 meters into the air that continually swirl around the user within the circle of lava. When the user is attacked these arms will move to defend the user at the cost of the arms. The arms can also be used to attack an opponent at the cost of two arms. The arms are controlled by the user at all times to keep the lava flowing and the arms moving properly. When arms are sacrificed to attack the rank of the remaining arms decreases by one.
Notes:
- The user can not move from the where they performed the jutsu until it is cancelled or has run its course.
- No other Lava jutsu for the rest of the turn and no other Lava jutsu over B-rank on the next (other than this one if used to attack). No Fire or Earth jutsu on the turn after use.
- Only two jutsus can be used while this jutsu is active.
- The Jutsu lasts three turns.
- If the arms are used to attack the jutsu must be posted again taking up one of the two remaining spots and can only be done once.
- Being pure lava the arms can block any taijutsu that the user can visually track.
- Can only be taught by Shinta.



People Taught:
1.
2.


#4

(Yoton: Yougan Ude) - Lava Release: Lava Arm
Type: Offensive
Rank: A
Range: Mid Range
Chakra: 30
Damage: 60
Description: After gathering one's lava chakra and then stomping on the ground thus injecting their chakra into it, the user will then perform the Tiger hand seal causing an arm of lava to suddenly burst out of the ground at short range from the opponent and attempt to grab them thus covering them in lava. The arm of lava is roughly a meter in diameter and is forced out of the ground after the user performs the hand seal. Due to the speed the the arm erupts from the ground it can not be manipulated after it is fired.
Notes:
- Can only be taught by Shinta.
- Must be on the ground in order to use.
- Can only be used four times a battle.
- No other lava techniques of A-rank or greater can be used in the same turn.




~People that I have taught this to~

1.
2.
3.

Taught by Others
Custom Weapon
(Youton: Youton Katan)Youton: Lava sword
Rank: A
Type: Offence/Defence
Range:Short
Chakra cost:30
Damage Points: /
Dectription: This is a sword which has a special affinity to the lava chakra and, its made of 2 parts, the 1st part is made out of lava stones, and the other is made of a metal that gets lava qualities when infused with youton chakra which burns everything it touches. To make full the 2nd part of the sword the user has to chanel some lava chakra in the sword to makes the blade liquid lava, alltough the liquid lava can be hardened if needed.

Notes:
~Can only be only used by sisko
~The Hard part of the sword can only be weaked by high concentrated lightning jutsus and the liquid lava part only by very strong water.
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(Youton:Youton Yaiba)Youton: Lava blade
Rank: A
Type: Offence/Defence
Range:Short-Long
Chakra cost:30
Damage Points: 60
Descrition: The user chanels a big amount of lava chakra in the Lava Swords Liquid part, and then he rapidly moves the sword to release a big lava blade which moves towards the opponents direcrtion at high speed and with huge power. After the user fieres the blade from the sword he can't fill the liquid part of the sword for the next 2 turns.
Notes:
~Can only be used by sisko
~You have to have the lava sword to use this jutsu
~Usable 4 times per battle
Taught by

Lava Style: Lava Streams (Youton: Yōgan-ryū)
Type: Offensive
Rank: A
Range: Mid
Chakra Cost: 30
Damage: 60
Description: this is a technique that was invented by kurotsuchi after seeing darui perform laser circus at the 5 kage summit .the user gathers a large amount of dense lava style chakra into a ball the floats in front of him (the lava can be gathered from any lava source) the user can then manipulate it so that any number of dense, sharp lava streams (the number can range from 1 to 15) can burst out of the orb these will then shoot out toward a desired target these can then be used to burn, restrain, distract or cut the enemy
Note: can only be used 4 times a battle
Note: must have lava source
Taught by
 
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Shinta

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Lighting-Raiton

Lighting-Raiton

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#2

(Raiton: Denkou Kabe ) Lightning Release: Lightning Wall
(Raiton Fūinjutsu: Denkou Kabe ) Lightning Sealing Jutsu: Lightning Wall
Type:
Defensive
Rank: A
Range: Short
Chakra: 30 (+5 to activate)
Damage: 60 (if opponent touches it)
Description: This jutsu is designed to work as a trap or to aid in zoning an opponent within a narrowed space such as a corridor, cave, tunnel etc or even between close groupings of tree or boulders, so long as the two make-shift walls are within short-range of each other. The user will place three paper tags with the kanji for Thunder "雷" or tagged kunai with the same seal, on both opposite sides of the narrowed location (six kunai in total). These kunai are charged with raiton chakra and when activated will create a web of focused lightning chakra, after the user performs the Seal of Confrontation or if a chakra that is not the users comes too close. If an opponent comes into contact with the lightning, they will take electrical damage similar to if they were hit by any other A-ranked lightning jutsu. This technique can also be used to block incoming jutsu as per strengths and weaknesses of lightning, however if one of the kunai is knocked out of place, the entire trap fails.
Note:
- The maximum height and width of the wall is short range in each direction.
- Must be set up properly at least the turn before it is used.
- The kunais only maintain enough charge to be interact with jutsu or people once per use and as such will have to be set up and used again as per the description.
- Can be used three times per battle.
- The seals can remain hidden until activated by the user or until activated by proximity to another person.
- This justu must be posted when activated, taking one jutsu slot on the turn of activation.
- Can only be taught by Shinta.

Type: Defensive Rank: A Range: Short Chakra: 30 Damage: 60 (if opponent touches it) Description: The user will begin by first using (Doton No Jutsu) - Earth Release Technique to summon two pillars of earth, no further than three meters apart and five meters high. The user will then place five kunai charged with raiton chakra in one of the pillars, one at the bottom, one at the max height you want the wall (must state where so the height of the wall can be know) and the rest evenly dispersed in between. Five kunai must be placed at corresponding spots on a nearby pillar with the top and bottom kunai at approximately the same height that are also charged with raiton chakra. To activate the wall the user will make the monkey → boar hand seals which will release the lightning chakra causing them to emit a weave of lightning between the corresponding points thus making the wall of lightning. The jutsu works by embedding negatively charged raiton into one set of kunai and positively charged raiton into the other set of kunai. Note: - The max height of the wall is five meters and the max width between the two pillars is three meters, - Must be set up properly at least the turn before it is used, - The kunais only maintain enough charge to block one attack and as such the jutsu will have to be set up and used again as per the description, - The wall is designed to stop either; One A-rank ranged earth jutsu or one similarly weak to lightning, one c-rank wind jutsu or one similarly strong againt lightning, and one b-rank of any other elemental jutsu, - This wall can also block any taijutsu of a-rank or lower, - Kunais remained charged for three turns before they must be activated or else the charge is lost, nullifying the jutsu, - After the jutsu is used the earth pillars are destroyed from the effects of the lightning wall, - Can be used twice per battle, - Can only be taught by Shinta.

~People that I have taught this to~








#5
(Raiton: Denki Kando Jutsu) Lightning Release: Electrical Sensitivity Technique
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will emit a constant electric field from their entire body, invisible to the naked eye and not strong enough to have any physical effect on the surroundings. This electric field is designed to bounce off of objects and people rebounding back to the user, in this way the user has learned to 'feel' the world around them for a limited distance and has developed a sixth sense about them. This field is especially sensitive to metals and other objects that conduct/emit electricity (such as water) allowing the user to operate blind if necessary. The user also becomes able to sense the electrical energy of living beings, such as small animals and larger, via the discharges of their nervous system: to the extent that the user is able to determine the exact movement of their target, even if the user is blinded. This can be used to sense ambushes and when combined with the Chakra Sensing Technique makes for an unrivalled ability to 'feel' the enemies presence
Notes:
- Can only be taught by Shinta,
- Remains active for five turns,
- Can be used two times per battle.
- User is vulnerable to water release, slightly shocking them on contact while this is active.
Type: Supplementary Rank: B Range: Short-Mid Chakra: 20 Damage: N/A Description: The user will emit a constant electric field from their entire body, too small to be seen without or have any physical effect on the surroundings. This electric field is designed to bounce off of objects and people rebounding back to the user, in this way the user has learned to “feel” the world around them for a limited distance and has developed a sixth sense about them. This field is especially sensitive to metals and other objects that conduct or emit electricity (water, animals, humans) allowing them to operate blind if necessary. This can be used to sense ambushes and when combined with the Chakra Sensing Technique makes for an unsurpassable ability to “feel” the enemies presence Notes: - Can only be taught by Shinta, - Remains active for five turns, - Can be used two times per battle. - User is vulnerable to water release, slightly shocking him on contact while this is active

~People that I have taught this to~





#6
(Raiton: Undo Jutsu) Lightning Release: Movement Technique
Type: Supplementary
Rank: B
Range: Short (effects only the user)
Chakra: 20 (+5 per turn sustained)
Damage: N/A (5/turn to the user)
Description:
By converting the users lightning chakra into electricity and infusing their bodies with small amounts of it, they are able to overcome paralysis or crippling injuries by forcibly moving themselves through commanding their own nerves and muscles with impulses caused by chakra. Dislocated limbs and numbing poisons mean nothing to someone who has mastered this allowing them to fight until their bodies are over damaged.
Notes:
- Can only be taught by Shinta,
- Can not be used if the users chakra network is blocked,
- No wind jutsu while this jutsu is active,
- Can be maintained for three turn successively,
- Can be used two times per match with one turn gap in between each use.

People that I have taught this to...




#8

(Raiton: Raitoninguāmu) Lightning Release: Lightning Arm
Type: Offensive
Rank: B
Range: Short-Mid Range
Chakra: 20
Damage: 40
Description: While performing the Seal of Confrontation, the user channels their lightning chakra into their arm, to create a dense bolt of lightning that they will direct to shoot out at the opponent. The user then creates five fingers so that the leading front of the lightning, takes on the shape of a hand which can be use to grab the opponent or other objects where they will be burned by the lightning and receive a strong shock. The user can branch off up to two extra arms from the original lightning bolt that can grab other nearby objects or opponents, this ability can be used to great effect if the opponent manages to doge the initial arm where by the user will shoot off a new arm from the original bolt to attempt to grab them a second time. The lightning arm is a bolt similar in size to the 'leash' of between the user and hound in the Lightning Beast Running Technique that will form a hand large enough to wrap around a human sized torso. The secondary arms can only be broken off the original arm and are both similar in size and can only reach targets within the mid-range radius of the user.
Notes:
- Can only be taught by Shinta.
- The original arm and subsequent secondary arms will only be able to reach targets within mid-range of the user no matter where the secondary arms break off they can still only reach targets within mid-range of the user.
- Must hold the Seal of Confrontation in order to keep the jutsu active while continuing to channel the lightning bolt through their free arm. If the user breaks the Seal of Confrontation or cancels the flow of lighting through their free arm, the jutsu will no longer operate.
- Can be used six times per battle.

People I have taught this to:



Taught by Others

(Raiton: Jishinkaminarikajioyaji Kumo Ame Borito) Lightning Style: Thunder Cloud Raining Bolts
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user sends chakra into the sky and then causes the sky to rain, sending loads of lightning bolts crashing down at the enemy. Even if the enemy dodges the technique it will go into the ground and weaken all the surrounding earth around them.

*can only be used three times a battle*
*up to six lightning bolts can be directed and shot*
*can only be taught or used by Kiritsugu*


(Raiton: Rikujōkōrō) - Lightning Style: Six-Staff Lightning Prison
Type: Supplementary
Rank: A-Rank
Range: Mid-Range
Chakra Cost: 30
Damage Points: n/a
Description:The user performs a sequence of five hand seals, then begins to point their index finger towards the target. A large blinding light begins to emit from the users index finger which can result as a distraction towards the enemy. The user shoots six triangular beams of lightning that emerge from their index finger. The beams of lightning then begin to head towards the opponent. The six triangular beams surround the target in a hexagonal formation. Soon after surrounding the target, the six beams of lightning slam into the target's midsection, holding them in place, and doing minor physical damage. Soon after the beams come into contact with the target, they release electricity making the enemy paralyzed, much like Nagashi, hindering the target's movement, and speed.

- Paralyzation last for ten seconds
- Can be used two times per match
- No lightning techniques in the same turn
- Can only be taught by Toshiro

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(Raiton : Gurandoraitoningufenikkusu) - Lightning Release : Grand Lightning Phoenix
Type: Attack
Rank: S
Range: Mid- Long
Chakra Cost: 40
Damage Points: 80
Description: Just like Korra's Grand Water Phoenix Jutsu but with lightning the user will focus all their raiton chakra into the sky. When they have enough chakra in the sky they start to create a giant phoenix that is the half the size of Gamabunta made of lightning. When the phoenix is form it will explode into a large barrage of mini phoenixes, the user upon the explosion can perform one of two hand seals, each creating its own uniqueness for the mini-phoenix. When performing the dragon hand seal, these phoenix's will have the innate ability to turn into unfocused electricity and conduct through solid material/liquid substances. This can mean they can easily phase through earth armors and obstacles to have a clear attack against the opponent, a sort of bypass against the material. This leaves the material channeled through relatively undamaged, making it a unique attack tailor made against the opponent. On contact the phoenix can easily paralyze, burn, and completely numb the opponents body. When performing the Tiger hand seal, the mini-phoenix's become slightly more condensed, and instead of conducting through material, on contact, the material will implode along with the static electricity of the phoenix's (the energy would vapor away after the mini-implosion). This makes the terrain a mine-field against the opponent, and the after math of the jutsu can leave countless tiny craters of static implosions. This will also work on liquid material, and substances relatively small (such as dust). Collectively the mini-phoenix's are S-Ranks, but individually they are the equivalent of regular bolts that are comparable to a static electricity, the more contact the opponent has, the larger the damage. The radius covered upon exploding into mini-phoenix's can reach up to mid range at most, but condensed shorter for the users purpose. Realize however, this can also be detrimental to the user if they are caught within the vicinity of the phoenix's fall.

Note: Has to be taught by Korra
Note: Can only be used twice
Note: One turn cool down before re-use
Note: No lightning S-Rank and above next turn


(Raiton: Kakusan Yūdō Kikoha) Lightning Release: Super Scatter Shot
Type: Offense
Rank:A
Range:Short-Long
Chakra:30
Damage:60
Description: The user charges up lightning chakra, and fires several energy spheres randomly in the opponent's direction. Disregarding accuracy and with no intent on actually hitting the enemy. With efficient chakra control, the multiple energy spheres are suspended in the air, completely surrounding them. Finally, the user causes them to rapidly spin around the opponent and inevitably rain down on them, filling the sky with a blinding light and inflicting a massive amount of damage.

-Restrictions-

-Can only be taught by PB-
-Can only be used twice per battle-
-No lightning jutsu in the same turn-

Pic of Jutsu
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(Raiton: raikou myaku) Lightning Release: Lightning pulse
Type: Attack
Rank: S Rank - Forbidden Rank
Range: Short-Long
Chakra Cost: 40 ( 50 If charges for 2 moves)
Damage Points: 80 (90 If charged for 2 moves)
Description: The user will make one handseal charging their raiton chakra and then forms another handseal which then releases a massive amount of electricity from their body. The amount of electricity that's released is based on how much raiton chakra they have charged. For instance, if the user charges it using enough chakra for two moves then the user can only use one more jutsu for that turn. But, will gain an extra rank in power. If Charged with enough chakra for two moves, this jutsu will release a massive amount of non focused electricity from the users body into the air and ground capable of destroying everything on the field and leaving a small crater in the ground around the user. The amount of chakra doesn't take more than a few seconds to charge since it's almost forced from the users body. If only charged for one move then it will release non focused electricity into the air and ground around around the user and opponent and will reach out to mid range.

Notes:

-No Raiton for the next turn if charged for Forbidden Rank.
-No A rank Raiton for the next turn if charged for only S rank.
-If charged for forbidden rank the user takes 20 damage due to the strain on the users body.
-No ninjutsu on the next turn just elemental jutsu.
-The electricity has enough amps and current to kill.
-Charging of 1 move = S rank rank.
-Charging of 2 moves = Forbidden Rank.
 
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Shinta

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Suiton|Fūinjutsu

Water-Suiton

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#15

(Suiton: Mizu Kokyū Jutsu) Water Release: Water Breathing Technique
Type:
Supplementary
Rank: C
Range: Short
Chakra: 15 (+5 per turn)
Damage: N/A
Description: Using precise chakra control, the user establishes a layer of water chakra in the back of their throat. This chakra liner filters out the oxygen from the water before it reaches the lungs, enabling them to literally breath water as long as they sustain the technique. This eliminates the need to surface from the water for air, and also allows the user to remain submerged for extended periods.
Notes:
- Can only be taught by Shinta.
- Can be used for four turns successively.
- Can be used two times per battle.


Taught by Others

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

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





Sealing Arts - Fūinjutsu

#13

Hebi ketsugō Shīru - Snake Binding Seal
Type: Offensive
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: Similar to Hidden Shadow Snake Hands, the user manifest two snakes to shoot out from their sleeve towards the target, however instead of biting they immediately begin to coil there way around the them. While coiling the snakes will merge with the target, turning into snake-looking fuuinjutsu seals that continue to coil around the targets arms or legs with the open mouths of the snake coming to rest either side of the neck. The seals prevent the opponent from summoning toads and using toad related ninjutsu, including Frog Kata for the duration of the seal.
Notes:
- Lasts four turns or until removed by another fuuinjutsu.
- Can only be used three times per match.
- No Snake ninjutsu/summoning or fuuinjutsu on the turn after this jutsu is used.
- Must know the snake summoning and snake ninjutsu to be able to use.
- Can only be taught by Shinta

People I have taught this to:
  • Howard ~>Here<~



#24

Sealing Arts: Cyborg disrupting seal - Fūinjutsu: Saibōgu hōkai shīru
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: N/A
Description: Using one's knowledge of advanced fuuinjutsu and medical arts, the user channel chakra into their preferred hand whilst touching a Cyborg target. From this site of contact, the Kanji "阻む" (meaning Disturb) will stream out in repetition all over the Cyborg's body, wrapping around them until covering all limbs. This seal prevents the cyborg access to their cybernetic components, meaning it will have varying effects depending on how modified the target is. This prevents access to any SNT embedded into the Cyborg's body and preventing use of any artificial limbs/attachments/implants/Custsom-Tech they may have for the next four turns.
Notes:
-No A-rank or higher Fuuin in the same turn or next.
-Must make physical contact in order to place this seal
-Can only be used three times and have a five turn cool-down between uses.
-Can only be taught by Shinta
-Requires Advanced Fuuinjutsu





Basic Information

Name:
Nickname: Tomboy | Fū of the Nanabi | Fū of the White Lotus
Gender:
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Age: 25
Clan: None
Looks:


Fū wears an orange clip in her short, spiky mint green hair that matches her eye colour, which is also orange. Her ninja outfit consisted of a short-sleeveless white midriff shirt with fishnet armour underneath, long white armlets, and fishnet shorts with a short white apron skirt over it. Fū's forehead protector is worn on her right arm. Fū also carried a cylindrical object in red wrapping on her back, the purpose of which is unknown.

Personality:

Fū outwardly appears to despise humanity due to her being neglected and hated by her village as a result of being a jinchūriki. However, when She is with the other jinchūriki and tailed beasts, Fū becomes rather cheerful with a happy go-lucky and somewhat carefree individual; smiling as she recalled Son Gokū and Rōshi's final moments before being sealed. She also uses 'ssu' (っす) at the end of her sentences — which is more commonly used by boys giving her somewhat of a tomboyish demeanour.





Village Info

Land of Birth
:
Takinomori
WSE Clan:

Rank//Chakra Info

Ninja Rank
:
Sannin
Chakra: 1400 +700 from Chomei = 2100
Specialty: Wind | Taijutsu | Medjutsu | Bijū Techniques | Fūinjutsu
Elements:


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Fuu's Ninjutsu:


Ninjutsu​
Genjutsu​
Kenjutsu​
Taijutsu​
Advanced Fūinjutsu​
Iryō Ninjutsu​
Laughing Gas​
Kingfisher Summoning​


Background Info
Warring States History:


Fū (フウ, Fū) is a young kunoichi from the eastern area of Takinomori, living in a settlement along the edge of a lake, boasting a large Tree at its centre and spilling over a cliff to create a spectacular waterfall. At an unknown point in the settlements history, if came upon the Seven Tails Chakra-Beast, which would be sealed into Fū when she was a mere infant. Growing up in Takinomori, Fū had no memory of life before having the Seven-Tails sealed within her, growing up with Him being the Fū's only friend. Being shunned from the settlement She spent much of her time wandering the Mountainous Terrain of West-Takinomori, returning to her birth-settlement in the East once every few years, though never revealing her face or making any associates.


Continuing on like this for many years, Fū would develop a strong bond with the Seven Tails, initially out of necessity but in time it grew to actual comradeship. Throughout her teenage years, She would practice ninjutsu that the Seven-Tails would mentor her in, mainly wind-style ninjutsu but Fū would come to learn the basics of the other elements as well. By the time She was sixteen, her relationship the Seven-tails had grown to the point where He would reveal his name with Fū; Chōmei.


Around the time of her Eighteenth, Fū had become a notable Shinobi in her own right, protecting merchants through her home-land as a mercenary, though acting without revealing who she was or revealing her face. It was on one of these mission Fū would come across a powerful Shinobi whom she could not outright beat, only managing to push the fight until the pair would collapse from exhaustion. They would meet on several occasions and, much like she had done with Chōmei, the pair would exchange names and build a friendship with each other. This person, the Snake-summoner Korra, would go on the teach Fū Medical Ninjutsu in exchange for being taught what Fū knew about fūinjutsu; though at this stage Korra did not show any promise for learning advanced seals to incorporate into Medjutsu, as Fū herself had.


For the next seven years, the pair would act as vagabonds throughout Takinomi, referring to themselves as "The White Lotus" as they fought off those whom sought to bring harm to their homeland. Occasionally doing good deeds such as healing, but more often than not, charging as much as they could for their services.
History:

Fū (フウ, Fū) was a kunoichi from Takigakure and the jinchūriki of Chōmei, the Seven-Tails. At some point, Fū became the jinchūriki of the Seven-Tails, Chōmei. Growing up in Takigakure as the village's jinchūriki, the village leader Shibuki took great care in keeping Fū protected. He also taught Fū the importance of friendship and loyalty. Fū, wanting to make friends and tired of living a secluded lifestyle, signed up for the joint Chūnin Exams being held in Konohagakure and Sunagakure.


When Shibuki was informed she had signed up, he was against the idea and feared people could learn about Fū's jinchūriki status. He ultimately gave in, hoping to use this event as an opportunity to help restore Takigakure's former glory. While Fū was delighted at this, Shibuki assigned Kegon and Yōrō to protect Fū by posing as her genin team-mates. Upon entering the Chūnin Exams, Fū and her team-mates are randomly into different rooms, with Fū being placed in room two. After settling in, Shikamaru Nara, explained that everyone only answer a question each, but their team's combined score must equal exactly 100 points to pass. During this time, Fū uses a technique to communicate with her team-mates, allowing them to tell each other which question they were going to pick. After time is up, Shikamaru revealed a bonus question that asked if a situation called for it, what team member you would leave to be a decoy, noting that while the answer had to unanimous, the person picked would be disqualified. She, like her team-mates, did not answer, and ultimately her team passed the first round. However, a preliminary round was issued which involved a race to Sunagakure, where only the first 30 teams to arrive at the destination to qualify for second phase to lessen the participants.


Her team was the first to dash off into the race, ultimately arriving at the destination first. Later that night, Fū's bodyguards locked her in her room in fear of her reckless actions drawing too much attention. Despite this, Fū broke out and met the other fellow genin who were in a brawl. Displaying her hyperactive personality, it settled everyone down, leading them to dismiss to their rooms as dinner was ruined, much to her dismay. Later, when she found out that Team Asuma were being attacked by a giant scorpion outside, Fū quickly ran to see it for herself. While wanting to have fun with it, Fū quickly took down the beast, to save the captured genin. The following day, the second exam began, where each team would be given one of two scrolls. The objective of the exam was to survive in the Demon Desert for three days and take the opposite scroll from an enemy team, and then the team had to make it to the desert area's main building. Some time into the second phase, Fū wonders off, quickly discovering Gaara's Third Eye, but thought nothing of it once it disappeared. Her team-mates soon found her, calling her back.


Later, despite gaining both needed scrolls, Fū was determined to not end this exam before making some friends. She was convinced however to complete the exam when reminded she was taking the exams for Shibuki's sake. Soon afterwards, a massive sandstorm rampaged the area. Hearing people shouting for help, Fū quickly rushed out to find them. After saving a Suna-nin genin team, Fū was approached by Gaara himself. When asked why she saved an enemy team, Fū simply said she was doing as she was taught to make friends with people. After the genin team awoke, Fū offered them her scroll, saying she didn't need it any more. They respectfully however declined, saying that Gaara, who stayed out of sight, taught them to persevere through their struggles. Accepting this, Fū left.


Later, while initially regrouping with her team-mates/bodyguards, Fū sensed the distress of Gaara, realising that he was a jinchūriki as well and his tailed beast was being extracted. She quickly rushed off again to help him. Once arriving, Gaara told her to retreat, but Fū insisted that she understand his pain and wanted to help. She attempted to remove the fūinjutsu chain, only to be repelled by it. The caster, Hōichi, decided to test his fūinjutsu on two jinchūriki at once and began extracting Chōmei from Fū.

Desperate to stop the extraction, Fū used her Cocoon to slow down the process. While Gaara found this pointless as many people like Hōichi would prefer for Gaara to die, Fū insisted that he can keep making friends. Ultimately, Team Guy and Fū's team-mates arrived. Together, they were able to distract Hōichi while Neji Hyūga got close to the jinchūriki. Using his Gentle Fist, he was able to block the chakra points in their body from where the extraction was taking place. This forced the chakra chains to be removed, which became Hōichi's undoing as they turned on the Suna-nin and bound him. With the crisis averted, Fū quickly approached Neji and asked him to be her friend, to which a flustered Neji agreed if she would let go of him.

Ultimately, the Chūnin Exams were ended early before starting the finals due to controversy happening in the second exam. Sometime later, Akatsuki members Kakuzu and Hidan tracked the team down to capture Fū. Fū was excited to befriend a fellow Taki shinobi, despite knowing the rogue shinobi's history. However, the rogue Kakuzu states their motives aren't to become friends with her...

Other

Jinchūriki:

The Seven-Tails (七尾, Nanabi) is a tailed beast sealed within Fū from Takigakure. It is the only tailed beast that wasn't in the possession of one of the Five Great Shinobi Villages. The Seven-Tails resembles a blue, armoured kabutomushi, with six of its seven tails resembling green insect wings, along with the seventh tail, all growing from the end of its abdomen. The stem of the tail is green but the wings are orange. Its eyes seem to be covered by a helmet-like skull, from inside of which, an orange glow can be seen. It also has spike protrusions on its shoulders and a row of slits on each shoulder, and six legs — three on each side. The legs are also covered by the blue armour, however the last segment on each leg is not covered and therefore green. The Nanabi seems to have a happy, go-lucky persona — which it seemingly shares with its jinchuuriki as shown when it introduced itself to Naruto, referring to itself as "Lucky Seven Chomei" (ラッキーセブン重明, Rakkī sebun Chōmei) which might be an allusion to the fact that it has seven tails and the number seven having long been seen as a lucky as well as happy number. Its real name is just Chomei (重明, Chōmei).








Nanabi's Abilities:

Not much is known about Chomei, but since it is a tailed beast, it is able to use the Tailed Beast Ball and has huge chakra reserves. However it's certain that it has a lot of insect-based attacks like for instance exhaling a large amount of fine scales that shine extremely bright, blinding the opponent, actually biting like a bug, generating high screams or using the tails as bug wings to fly in both the human as in the Tailed Beast forms. It's the only one of all the Tailed Beasts that has the ability to fly and is very agile in the sky.



  • Creating the Chakra Cloak.
  • Transforming into the incomplete Seven-Tails.
  • Transforming into the complete Seven-Tails.
  • Complete mastery of the Wind element with no hand seals as well as the use of Scale Powder (a fine powder that shines so brightly that it can temporarily blind multiple targets within its area of effect) without the use of any handseals and +30 damage to all wind jutsu up to S rank
  • Bug-like abilities including biting like a bug, releasing a high-pitched scream and growing bug wings both in human and tailed beast forms. The Nanabi is the only tailed beast that has the ability to fly and as a result is extremely difficult to catch or hit.
  • Can perform the Tailed Beast Bomb in the complete form.
  • Immunity to Genjutsu.

Fūinjutsu seals:

Having been taught the Generic Sealing Technique, Fū has placed a number of seals on her body:
- On the inside of her left palm, the Kanji "" which is the symbol for Katana. Using this seal, a Katana will be summoned in her hand.

- In Her Ninja pouch, she has four pieces of paper with the Kanji "", the first character of Shuriken. Each one will summon two giant shuriken to the battle field. Also in his ninja pouch, is a piece of paper with the Kanji for Fan, "団", of which a giant fan will be summoned to battle.


( Han'you Fūin ) - Generic Sealing Technique

Rank: B
Type: Supplementary , Defensive

Range: Short

Chakra cost: 20

Damage points: N/A

Description: This technique is a standard ninja skill which allows a ninja to summon an assortment of items or weapons that have been stored using Fūinjutsu,typically they are stored within scrolls. When needed, the owner will activate the seals releasing their item or weapon of choice. Scrolls can also be used as ammunition for other weapons. The items themselves are unaffected by time. This Technique allows the user to seal any weapons they wish being their own or opponents.

Note: Cannot seal opponent's custom weapons, or the special weapons of a particular character ( example: Samehada or Kubikiribocho ).

Note: Can only seal corpses, and not injured people regardless of the extent of their injury.


Placed on her upper back is the Reverse Four Symbols Sealing Technique.


( Ura Shishō Fūinjutsu ) - Reverse Four Symbols Sealing Technique

Rank: S-Rank
Type: Offensive

Range: Short – Mid

Chakra cost: 40

Damage points: 80

Description: This is a sealing jutsu that is placed upon the users body, setting it to activate on the users death. It seals everything within a large, nearby, spherical into the users body.

Note: Can only be activated upon the users death.

Note: The placement of this seal must be stated on the user's biography.


Fū also carries pre-prepared scrolls for various Fuuinjutsu techniques, always at the ready when needed the most. However, she also has ample supplies to be able to write out any number of Seals at a moments notice.

Picture:
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Theme Song and Background Music:





Battles

Won: Lost Count
Lost: Lost Count


Updating
 
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Earth-Doton

Earth-Doton

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#9

(Doton: Yottsu chō shizen ken no jutsu) Earth Release: Four Supernatural Fists Technique
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Charging their Doton chakra into their back, the user will use their chakra to 'grow' two extra arms from their shoulder blades. These arms are slightly longer than the users original arms in such a way that all four wrists are in line when holding each of their arms out in front of them. These arms can be used in a multitude of ways as they are controlled by the user as if they were their normal arms, they also become incorporated into the users chakra network, using them to support Kenjutsu, Taijutsu and even Ninjutsu. These arms can be used to perform hand seals for elemental jutsu as well. These arms give; a +10 damage boost to all kenjutsu attacks if they are used to support the hands in the swing or action with the sword; they also give a +10 damage boost to all taijutsu punches by adding an extra fist to each hit; and finally these arms can create rasengan and remove the need for shadow clones when using (Tsuin Rasengan) – Twin Spiralling Sphere by using the arms to add the necessary rotation to the rasengan.
Notes:
- Can only be taught by Shinta,
- Can only be used four times,
- The arms remain for three turns or until the user cancels the jutsu,
- As the earth chakra is only requires to initially create the arms, incorporating them temporarily into the users chakra network, the user is able to perform all jutsu as per normal with the exceptions of full body lightning jutsu.

People I have taught this to:


Taught by Others

(Doton: Doro Rappu) - Earth Release: Mud Wrap
Type: Supplementary
Rank: A
Range: Short ( of mud )
Chakra: 30
Damage: NA (+20 to mud-based techniques)
Description: The user channels additional earth chakra into a mud-based technique or takes hold of earth chakra infused mud already in play. Due to the earth chakra already found in the mud, it can be slightly manipulated further to surround the opponent. The mud basically blasts out and around the opponent covering their body in mud or slashes and tears at their skin with small blade-like creations formed from the mud giving it an additional sharpness. This makes moving harder as well as restricts breathing placing excessive weight on the opponent tripling their weight and cutting their movement speed in half for as long as the mud remains on them. This is due to the earth chakra infused mud that covers the opponent. It has the same effect as Swamp of the Underworld in a more refined and specific way as it makes movement harder. The mud can possibly asphyxiate the opponent if it successfully covers the opponent completely. The mud can be controlled slightly and forced to surround the opponent's head making its way into their nose, mouth, and eyes. However to use this technique the user must have used a mud-based earth release technique.
The additional chakra can also strengthen the mud making it a sort of pseudo-combination allowing for the addition of more damage. Through this additional earth chakra the mud can be proliferated, thus making the original technique both larger and stronger one-rank boost up to A-rank and +20 damage, it can alternatively be used upon S and Forbidden rank mud-based techniques adding +10 damage and giving the intuitive control over the substance mentioned above. This can be used alongside another mud-based technique in the same timeframe to alter or augment the way the user attacks or can be used later on to control mud that is still just lying around.

Note: Can only be used three times per battle with a two-turn cooldown.
Note: The strengthening ability can only be used twice and only once per turn


~>Updated Here<~




Tailed Beast Skills

#25

Bijutsu: Bubun Kōgeki Sōkō - Tailed Beast Skill: Partial Attack Armour
Type: Offensive/Supplementary
Rank: A-rank
Range: Short(self)
Chakra: 30
Damage: 60
Description: Channelling Chomei's chakra in a similar way to that of a transformation, Fū is able to form hard-durable scales of the same blue colouration of Chomei's scales, over her arms and legs; stopping about halfway up the biceps and quadriceps. These plated scales still allow Fū the same dexterity and mobility she would normally have through her ankles, knees, wrists and elbows; though she is unable to utilise finer control of her fingers and thus unable to form hand seals but is able to perform broad actions such as required by taijutsu and holding weapons. These scales grant her punches and kicks a +20 damage up to A-rank and +10 for S-rank taijutsu, whilst adding a +15 damage to free-form. The plate-armour on each limb can safely withstand up to C-rank elemental Ninjutsu and elemental Taijutsu, while protecting against damage up to B-rank standard taijutsu; which will cause the armour on the affected limb to disperse.
Notes:
-Can only be used by Fū
-Can be sustained for three turns or until dispersed
-Can be used four times per battle with a two turn cool-down.


#26

Bijutsu: Rinpen Chūnyū - Tailed Beast Skill: Scales Injection
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: N/A (+20 to technique)
Damage: N/A
Description: Utilising her ability to produce a reflective Scale Powder, Fū is able to combine them with her Wind Release jutsu to grant them the same blinding effects of the Scale Camouflage technique. Fū is also able to grant this infusion to the other basic elements, by infusing the scales within the jutsu itself. When infused within a jutsu, the scales will not be visible until the containing jutsu's destruction which would release the scales and blind anyone looking at it in a similar way to looking directly at a flash bomb, essentially turning her attacks into flash bombs themselves. If the infused jutsu clashes with a technique it is equal in strength with, strikes its target or strikes any other obstacle that would cause the jutsu to normally disperse, the scales will disperse in a short-range radius from the point of impact releasing a temporarily blinding light. If the infused jutsu is over-powered by a countered jutsu, the infused scales will be harmlessly consumed by the stronger jutsu, thus not producing the flash-bomb-like effect.
Notes
-Only usable by Fū
-Usable four times per battle
-Cannot use Secret Technique: Scale Camouflage in the same turn
-This technique can be done in the same Time Frame as the jutsu it is being infused with.


#27

Hakai-teki no Koromo - Destructive Shroud
Type: Supplementary
Rank: S-rank
Range: Short (self)
Chakra: 40
Damage: 10 on contact
Description: In a similar manner to how they would gather Positive and Negative Chakra for a Bijuudama, in a ratio of 8:2, the Jinchuuriki and Bijuu will incorporate this and mould it into their Chakra Shroud. This would darken the normally translucent appearance of the standard Chakra Shroud as the density of the chakra is drastically increased, having the same density as a Bijuudama, drastically strengthening the offensive and defensive capabilities of the shroud. Being a much more dense chakra, the defensive capabilities rise significantly to the point where it can defend against S-rank taijutsu or A-ranked Ninjutsu and below, while dealing 10 damage on contact with a target. Offensively, this Shroud grants and extra +10 damage to offensive Tailed Beast Skills and a +15 boost to taijutsu with the option to forgo these boosts in favour of an explosive/concussive effect instead by detonating on contact with the target if they so choose. This explosive effect will boost the power of the Chakra Shroud based tailed beast skill or taijutsu by 1 rank up to S-rank, giving S-ranks and greater a +10 damage boost, as well as violently knocking the opponent short-range away. When the detonation is used in conjunction with Taijutsu, the Jinchuuriki will not have the shroud covering the limb/area that was detonated for one turn while it reforms, passively costing an additional activation chakra to do so.
Notes:
-Counts as a use of the Chakra Shroud.
-Can only be used once and lasts for a maximum of four turns.

~>Approved Here<~
Taught to Vegeta ~>Here<~


Taught by others

(Bijuutsu : Soutsui Sei) Tailed Beast Technique: Duality
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: N/A (+20 Per Technique)
Damage Points: N/A
Description: A unique technique that utilizes the chakra of which a Bijuu is capable of transferring into it's Jinchuriki. This chakra is commonly refered in two different types, negative white chakra and positive black chakra as seen when a Jinchuriki/Bijuu is stabilizing the ratio within a Bijuudama. However this is infusion technique in which allows the Jinchurki to separately infuse one of the mentioned chakra forms above in order to achieve unique effects, while also recreating the ratio balance within i.e elemental ninjutsu.

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

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

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


(Bijuu Fuinjutsu: Akuma no mado shīru) - Tailed Beast Sealing Technique: Demon's Window Seal
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (for activation)
Damage: N/A
Description: This seal was created specifically for Jinchuriki as a way of giving their Bijuu a more active role in battle. The Demon's Window Seal is placed on a Jinchuriki's body and gives their Bijuu a window into the outside world, appearing as a "screen" of sorts inside their inner sanctum. This allows them to see in the direction that the seal is facing, with a standard field of view. A common location for the seal is the nape of the Jinchuriki's neck which allows the Bijuu to watch their host's back, though more offensively minded Jinchuriki may place the seal elsewhere. This viewing window is active at all times as a passive function for the seal.Beyond being able to see through the seal, the Bijuu and host are able to activate it to create a temporary gateway into the real world, appearing as an enlarged version of the seal in the air at the desired location. While not large enough for the Bijuu to escape through, it does allow the passage of a limb or tail, or even a technique. Whether it is the Bijuu or the Host activating the seal, the gateway must be created within eye sight. Should the Tailed Beast attack through the gateway with a limb or tail, the strength of the attack is A rank. They are able to use techniques of the fields they can use during its full transformation (e.g. Wind and Sand for Shukaku, or Wind and Taijutsu for Chomei), but with half the added power bonus and excluding any technique that is exclusive to their full transformation. The gateway can only be used for one action per usage, after which it closes.
-Must be stated in the biography, along with location on the body.
-Can only be activated four times per battle.
-Physical attacks count as A-rank in strength, but do not count as a move in the user's turn.
-Activation of the seal counts as a move in the user's turn, as does any technique released through the gateway.


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






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Basic Information

Name
:

Nickname: Tomboy | Fū of the Nanabi | Super-Kami-Fūkage-sama-dono-senpai-kun | Fūkage
Gender:
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Age: 21
Clan: None

Looks:


Fū wears an orange clip in her short, spiky mint green hair that matches her eye colour, which is also orange. Her ninja outfit consisted of a short-sleeveless white midriff shirt with fishnet armour underneath, long white armlets, and fishnet shorts with a short white apron skirt over it. Fū's forehead protector is worn on her right arm. Fū also carried a cylindrical object in red wrapping on her back, the purpose of which is unknown.

Personality:

Fū outwardly appears to despise humanity due to her being neglected and hated by her village as a result of being a jinchūriki. However, when She is with the other jinchūriki and tailed beasts, Fū becomes rather cheerful with a happy go-lucky and somewhat carefree individual; smiling as she recalled Son Gokū and Rōshi's final moments before being sealed. She also uses 'ssu' (っす) at the end of her sentences — which is more commonly used by boys giving her somewhat of a tomboyish demeanour.

Village Info

Village of Birth
:
Takigakure -
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Village of Alliance: Amegakure -
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Rank//Chakra Info

Ninja Rank
:
Kage
Specialty: Wind | Taijutsu | Bijū Techniques | Jeet Kune Do
Elements:


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Fuu's Ninjutsu:

Ninjutsu | Genjutsu | Kenjutsu | Taijutsu | Fūinjutsu | Iryō Ninjutsu | Iryō Fūinjutsu | Dokuton


Nanabi's Jutsu:

(Chakra Tensõ no Jutsu) Chakra Transfer Technique
Type: Supplementary

Rank: N/A

Range: Short

Chakra: N/A

Damage: N/A

Description:

This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by 80 points per turn. Bijuus can use this technique on their host to restore their chakra reserves or boost their stamina by giving them 200 chakra points directly with each use. This advanced ability is the core method through which Bijuus and Jinchuriki use their techniques, as chakra cloaks and complete/incomplete transformations are advanced uses of Chakra Transfer, where the bijuu transfers his or her chakra onto his or her host.

Note: Only usable by bios with great chakra control, such as Medical ninjas, Hyuuga bios or Fuuinjutsu masters

Note: Cannot be used to power the users own techniques.

Note: All Jinchuriki can use this technique.

Note: Usable 3 times per battle.


(Bijutsu: Hikō mushi no jutsu) - Tailed Beast Skill: Flying Bug Technique

Rank: C

Type: Supplementary

Range: Short - Long

Chakra cost: 15

Damage points: N/A

Description: Fū manifests two beast tails that come out from her lower back in the form of a pair of wings that allow her to fly. She has been shown to be very nimble whilst in flight, being capable of outmanoeuvring several of Killer B's attacks using Samehada and his other swords.

(This technique lasts for a maximum of 3 turns and if chosing to dodge through flight it counts towards the users 3 per turn useage however large scale techniques cannot simply be dodged through this method)

Note: Can only be used by Fū.


(Bijutsu: Mushiku) - Tailed Beast Skill: Bug Bite

Rank: C

Type: Offensive

Range: Short

Chakra cost: 15

Damage points: 30

Description: While in her initial transformation mode, Fū attacks the enemy, seemingly biting them. This technique can also be performed in the full transformation mode and due to being a stronger state the power of the technique is equivilant to an A rank technique.

Note: Can only be performed by Fū in either of her transformation modes.


(Bijutsu: Kiwa no Chakra) - Tailed Beast Skill: Edge of Chakra

Rank: C

Type: Offensive

Range: Short

Chakra cost: 15

Damage points: 30

Description: Whilst in incomplete transformation form the jinchuuriki can grind their chakra claws together to release a powerful shock wave that staggers the opponent.

Note: Can only be used by jinchuuriki in incomplete form.


( Bijutsu: Suiryoku no Otosu ) - Tailed Beast Skill: Dropping Thrust

Rank: C

Type: Offensive

Range: Short

Chakra cost: 15

Damage points: 30

Description: Whilst in their incomplete chakra cloak form, the jinchuuriki jump into the air and then point their tails downwards at the opponent and begin spinning around really fast drilling down into the opponent.

Note: Can only be used by Jinchuuriki whilst in their incomplete form.


(Bijutsu: Chakra Ude) - Tailed Beast Skill: Chakra Arm

Rank: B

Type: Offensive

Range: Short - Long

Chakra cost: 20

Damage points: 40

Description: This is one of the basic abilities of every jinchuuriki when they are shrouded by chakra. The user will shape their chakra into up to 3 arms of bijuu chakra that they can extend to attack the enemy or even to help him perform techniques or do handseals.

Note: Cannot be used in complete forms

Note: Can be used by Pseudo Jinchuuriki's in their Pseudo Transformations

Note: Naruto can use it in both 9 Tails Chakra Mode and Bijuu Mode

Note: Can be used in Chakra Shroud and in Initial Transformations for all other Jinchuurikis


(Bijutsu: Biju Rendan) - Tailed Beast Skill: Tailed Beast Barrage

Rank: B

Type: Offensive

Range: Short

Chakra cost: 20

Damage points: 40

Description: In their incomplete jinchuuriki form, the user slashes the opponent with their chakra arm and then strikes them down into the ground.

Note: Can only be used in incomplete form.


(Chiratsuki Kaihi/Undō) Flicker Evasion/Movement

Type: Defensive

Rank: B-Rank

Range: Short-Long

Chakra: N/A

Damage: N/A

Description:

Using the power of their bijuu to boost their physical abilities, the Jinchuriki is able to dash and move at incredible speeds. While doing so, the user will move and run on all fours (if applicable) and display a movement much more in tune to the animal traits his bijuu possesses. The speed at which one can move is relative to the transformation used. The basic Red Chakra Cloak doubles the users speed while the Incomplete Transformation triples his speed. The movement one can produce can be both intricate or simple, depending on the users intention.

Note: this version can only be used by Bijuus with Chakra Cloak or Incomplete Transformation active


(Bijutsu: Uwachoushi Himei) - Tailed Beast Skill: High Pitched Scream

Rank: B

Type: Supplementary

Range: Short - Long

Chakra cost: 20

Damage points: N/A

Description: Whilst in Full Transformation Fu will release a loud high pitched scream which disorients an opponent making him dizzy.

Note: Can only be used by Fu in the Full Transformation mode.


(Hijutsu: Rinpen Kakure) - Secret Technique: Scale Camouflage

Rank: A

Type: Supplementary

Range: Short - Mid

Chakra cost: 30

Damage points: N/A

Description: This technique allows Fū to release a sparkling substance from her mouth that shines bright blinding her enemies and allowing her allies or herself to attack unnoticed.

Note: Can only be used by Fū


(Nanabi Fukanzen Hengi no Jutsu) - Seven Tailed Initial Transformation Technique

Rank: A

Type: Supplementary

Chakra cost: 30

Damage points: (+40 from chakra burst) (+25 to Wind, +15 to Taijutsu)

Description: When the incomplete form is activated, Fu roars releasing a dark green chakra burst up to short range and sending a coloumn of chakra into the sky. She is then enveloped in a dark green chakra shroud with Seven tails and a forked horn which can be used for ramming targets. It also has sharp claws. By Spinning her tails around very fast to enable her to fly extremely fast equivilant to the 1st gate. She also gains a hard exoskeleton all over her body can defend against all techniques of B rank and below. Whilst in this transformation Fu gets a power boost in Wind Elemental techniques and taijutsu techniques.

Note: The Transformation lasts a maximum of 4 turns.


(Chakra no Koromo) Chakra Shroud

Type: Supplementary

Rank: A-Rank

Range: Short

Chakra: 30 (-10 per turn)

Damage: +10 to Taijutsu, +5 to Ninjutsu

Description:

The jinchūriki accesses his Bijuu's chakra and releases a portion of it into his body, triggering this initial transformation. By doing this, red chakra oozes from his skin, engulfing him in a chakra shroud that resembles a miniature, translucid version of his Bijuu (although with little detail), with a variable number of tails (depends on which Bijuu it is) and certain unique traits like the Kyuubis ears or Hachibi's horns. The jinchūriki gains a drastic increase in speed, being capable of fighting on par with almost any ninja and gets his Taijutsu damage boosted not only by the increased strength behind his chakra shroud but also by the chakra shroud itself, which damages enemies to the touch. In certain situations, the jinchūriki can also gain more animalistic abilities, such as running tremendously fast on all fours or viciously clawing on his enemies. The chakra shroud protects the jinchūriki from damage and grants him a high resistance to all C-Rank and bellow techniques and B-rank and below Taijutsu.

Note: Can only be used 3 times and lasts for a maximum of 5 turns.


(Bijutsu: Biju Jinsoku Rendan) - Tailed Beast Skill: Tailed Beast Rapid Combo

Rank: A

Type: Offensive

Range: Short

Chakra cost: 30

Damage points: 60

Description: While in the incomplete jinchuuriki form the user will blow the opponent up with a roar and slashes them constantly with their chakra claws.

Note: Can only be used whilst in incomplete form.


( Bijutsu: Gekitō Yōkaku ) - Tailed Beast Art: Spear Attack Shining Horn

Type: Offensive

Rank: A

Range: Short

Chakra: 30

Damage: 60

Description: Using its foremost horn, Chōmei attacks its opponent. Sending the reeling with such force that the victim is left incapacitated by the wind force, unable to react to either protect or defend themselves.

Note: Can only be used in Complete Transformation form.


(Bijutsu: Biju Tatsumaki) - Tailed Beast Skill: Tailed Beast Twister

Rank: A

Type: Offensive

Range: Short - Mid

Chakra cost: 30

Damage points: 60

Description: The user while in complete jinchuuriki form will swipe their claws to whip up a tornado of wind that can deal devastating power to the target.

Note: Can only be used by Jinchuuriki in complete forms.


(Bijutsu: Bijudama) - Tailed Beast Skill: Tailed Beast Menacing Ball

Rank: S

Type: Offensive

Range: Short - Long

Chakra cost: 70

Damage points: 120

Description: The Tailed Beast Menacing Ball is the ultimate attack of the tailed beasts. To use the attack they gather positive black chakra and negative white chakra and shape it into a ball and compress it in their mouth and then release it.

Note: Can only be used 3 times and must be in complete form.

Note: If 2 or more Jinchuriki's colaborate in the creation of a Bijudama, the power of it multiplies by the number of Jinchuriki's.


(Bijutsu: Renzoku Bijudama) - Tailed Beast Skill: Continuous Tailed Beast Menacing Ball

Rank: S

Type: Offensive

Range: Short - Long

Chakra cost: 70

Damage points: 60 per Ball

Description: The Continuous Tailed Beast Menacing Ball is a barrage of multiple consecutive Bijudamas shot at the enemy. Unlike normal Bijudamas, these are less compressed due to the faster rate as which they are created, allowing the user to release them all in the time he would otherwise require to release a normal Bijudama. They can overcome the power weakness in sheer number and speed. Each of these projectiles is equivalent to A-Rank and the user can shoot up to 5 in a consecutive, wide or narrow, spread attack.

Note: Can only be used one time and must be in complete form.


(Bijutsu: Biju Gekido) - Tailed Beast Skill: Tailed Beast Berserk

Rank: S

Type: Offensive

Range: Short

Chakra cost: 40

Damage points: 80

Description: While in his incomplete biju form will performs a sequence of slashes with his claws and finishes the attack with a red chakra aura explosion.

Note: Can only be used once ending the biju form.


(Nanabi Chon Hengi no Jutsu) - Seven Tailed Final Transformation Technique

Rank: S

Type: Supplementary

Range: Short

Chakra cost: 40

Damage points: N/A (+40 to Wind Techniques, +25 to Taijutsu Techniques)

Description: Fu Raises both her hands into the air and then begins releasing large amount of dark green chakra that then envelops her body completely and takes the form of the Nanabi. It resembles a blue, armoured kabutomushi, with six of its seven tails resembling green insect wings, along with the seventh tail, all growing from the end of its abdomen. The stem of the tail is green but the wings are orange. Its eyes seem to be covered by a knight helmet like skull, it also has spike protrusions on its shoulders, and six legs, three on each side. The Nanabi can fly at speeds rivalling the Third Gate, and its exoskeleton defends against all attacks of A rank and below. Whilst in this Transformation the user can only use wind elemental techniques and taijutsu techniques aswell as any Tailed beast skills related to the Nanabi.

Note: The Transformation lasts a maximum of 3 turns.

Background Info
History
:


Fū (フウ, Fū) was a kunoichi from Takigakure and the jinchūriki of Chōmei, the Seven-Tails. Accodring to Akatsuki member Deidara, it's indicated that Fū possibly despised humanity due to being neglected and hated by her village as a result of her status as a jinchūriki, however, when seen with the other jinchūriki and tailed beasts, she appeared to be rather cheerful with a happy go-lucky and somewhat carefree individual.

Other

Jinchūriki:

The Seven-Tails (七尾, Nanabi) is a tailed beast sealed within Fū from Takigakure. It is the only tailed beast that wasn't in the possession of one of the 5 great shinobi villages. The Seven-Tails resembles a blue, armoured kabutomushi, with six of its seven tails resembling green insect wings, along with the seventh tail, all growing from the end of its abdomen. The stem of the tail is green but the wings are orange. Its eyes seem to be covered by a helmet-like skull, from inside of which, an orange glow can be seen. It also has spike protrusions on its shoulders and a row of slits on each shoulder, and six legs — three on each side. The legs are also covered by the blue armour, however the last segment on each leg is not covered and therefore green. The Nanabi seems to have a happy, go-lucky persona — which it seemingly shares with its jinchuuriki as shown when it introduced itself to Naruto, referring to itself as "Lucky Seven Chomei" (ラッキーセブン重明, Rakkī sebun Chōmei) which might be an allusion to the fact that it has seven tails and the number seven having long been seen as a lucky as well as happy number. Its real name is just Chomei (重明, Chōmei).






Nanabi's Abilities:

Not much is known about Chomei, but since it is a tailed beast, it is able to use the Tailed Beast Ball and has huge chakra reserves. However it's certain that it has a lot of insect-based attacks like for instance exhaling a large amount of fine scales that shine extremely bright, blinding the opponent, actually biting like a bug, generating high screams or using the tails as bug wings to fly in both the human as in the Tailed Beast forms. It's the only one of all the Tailed Beasts that has the ability to fly and is very agile in the sky.



  • Creating the Chakra Cloak.
  • Transforming into the incomplete Seven-Tails.
  • Transforming into the complete Seven-Tails.
  • Complete mastery of the Wind element, both in human form and tailed beast forms, without the use of any handseals and +5 damage to all wind jutsu's.
  • Bug-like abilities including exhaling light-reflecting bug scales, biting like a bug, releasing a high-pitched scream and growing bug wings both in human and tailed beast forms. The Nanabi is the only tailed beast that has the ability to fly and as a result is extremely difficult to catch or hit.
  • Can preform the Tailed Beast Bomb in the complete form.
  • Immunity to Genjutsu.
Jeet Kune Do:

Fū has trained extensively in the art of Jeet Kune Do, a philosophy/fighting style in which the user tries to out smart the opponent using their own strength against them. She is able to move her body in short bursts moving her limbs in the blink of an eye and is also able to perceive and react to attacks 3 times her own speed.


Fūinjutsu seals:

Having been taught the Generic Sealing Technique, Fū has placed a number of seals on her body:
- On the back of both Fū's hands, are the Kanji "" which is the symbol for the first character for Gauntlet. By activating these seals (two in total) Fū can summon a pair of leather gauntlets around her wrists.

- On the inside of her left palm, the Kanji "" which is the symbol for Katana. Using this seal, a Katana will be summoned in her hand.

- On the inside of her right palm, the Kanji "", the symbol for Umbrella which she keeps an Amegakure Umbrella within (specs below).

- In Her Ninja pouch, she has four pieces of paper with the Kanji "", the first character of Shuriken. Each one will summon two giant shuriken to the battle field. Also in his ninja pouch, is a piece of paper with the Kanji for Fan, "団", of which a giant fan will be summoned to battle.


( Han'you Fūin ) - Generic Sealing Technique

Rank: B
Type: Supplementary , Defensive

Range: Short

Chakra cost: 20

Damage points: N/A

Description: This technique is a standard ninja skill which allows a ninja to summon an assortment of items or weapons that have been stored using Fūinjutsu,typically they are stored within scrolls. When needed, the owner will activate the seals releasing their item or weapon of choice. Scrolls can also be used as ammunition for other weapons. The items themselves are unaffected by time. This Technique allows the user to seal any weapons they wish being their own or opponents.

Note: Cannot seal opponent's custom weapons, or the special weapons of a particular character ( example: Samehada or Kubikiribocho ).

Note: Can only seal corpses, and not injured people regardless of the extent of their injury.


Placed on her upper back is the Reverse Four Symbols Sealing Technique.


( Ura Shishō Fūinjutsu ) - Reverse Four Symbols Sealing Technique

Rank: S-Rank
Type: Offensive

Range: Short – Mid

Chakra cost: 40

Damage points: 80

Description: This is a sealing jutsu that is placed upon the users body, setting it to activate on the users death. It seals everything within a large, nearby, spherical into the users body.

Note: Can only be activated upon the users death.

Note: The placement of this seal must be stated on the user's biography.


Fū also carries pre-prepared scrolls for various Fuuinjutsu techniques, always at the ready when needed the most. However, she also has ample supplies to be able to write out any number of Seals at a moment notice.

Amegakure Umbrella:

Fū has sealed in her right palm an Amegakure Umbrella, an special ninja tool that can only be operated by a member of Amegkare.
Senbon Shower: releases a hailing "shower" of senbon. It cannot be dodged by moving away since the needles cover a wide area in all directions, controlled by chakra. Although the needles are said to be able to pierce a five millimetre thick steel sheet, they can still be blocked by a powerful enough shield. Medical ninja can dip their senbon with poison to increase their lethality.

(Jouro Senbon) - Sprinkling Needles
Rank: C

Type: Attack

Range: Short-Mid

Chakra Cost: 15

Damage Points: 30

Description: After hurling their umbrella into the air, the user will unleash a torrent of needles. Using their chakra they can guide these needles towards their opponent.


Shield: The cover of the umbrella is made up of metallic threads, capable of defending against weak physical attacks and projectiles.


Added Modification: Wires, the rib-cage of the umbrella could be modified to shoot out wires from the end. This could be used to bind targets.


Gauntlets:

These leather Gauntlets are sealed on the back of Fū's left and right hand, needing to release two seals to summon both of them:

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Theme Song and Background Music:





Battles

Won: One
Lost: Four


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Fire-Katon

Fire-Katon

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#7
(Katon: Moesashi no Ame) Fire Release: Rain of Embers
Type: Offensive
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: the user expels a very large cloud of flame in to the air, however this is merely a distraction, the fire does not disperse but rather condenses into countless tiny embers which very slowly fall to the ground in the target area. When the user performs the Tiger hand seal these embers burst in to flame again, the result is covering the target area an explosion that covers short range from the epicentre of the explosion. This technique also causes large black clouds to form, mimicking the clouds used for Kirin however no lightning is present.
Notes:
- Can only be taught by Shinta,
- Can at most cause three areas of embers to explode although the ember rain covers the entire field,
- The embers do no significant harm until they are detonated,
- Can be used four times per battle,
- The embers can continue raining for up to two turns, after which they become useless. On the turn of detonation, this jutsu must be posted again. The repost does not count as one of the four uses but still counts towards one of the three jutsu for that turn,
- The large black clouds remain on the field for four turns but again serve no purpose for kirin.

~People that I have taught this to~


#11
Katon: Honō no tanken (Fire Release: Flame Daggers)
Type: Offensive
Rank: C
Range: Short
Chakra: 15 (+5 for a second dagger +5 per dagger per turn to sustain)
Damage: 30 (+5 for a second dagger)
Description: The user will focus katon jutsu into their hands before making a closed fist and manifesting the katon chakra into the shape of a blade roughly the length of a standard kunai (that can then be extended out to the length of a tanto) that appears to hover off the users closed fist so as to not burn them (therefore there is no physical contact between the fire and the user). The user will then further compress the fire chakra while increasing the heat of the flame as much as possible, creating an intense flame that is almost like a solid. This can be channelled so that it appears as though the user is holding the dagger(s) in a reverse grip, normal grip or manifested as if it is extending out from between the users second and third knuckles but the flames will disperse if the user opens their closed fist, effectively stopping the jutsu. A second blade can be manifested in the users other hand at the cost of addition chakra and both blades can be sustained as long as the user keeps their fists closed and continues to focus on the katon chakra.
Notes:
- Can only be taught by Shinta,
- Blades can be sustained a maximum of three turns and remain in the orientation they were manifested in (eg. Reverse grip),
- Blades are not actually in direct contact with the users hand(s), instead that appear to float just outside their closed fist, imitating the appearance of holding an actual blade,
- The daggers are only able to be maintained in the position (reverse grip, normal grip or extended from knuckles) that they where manifested in. To change grip would mean a cancellation, restart of the jutsu and thus causing the jutsu to take up another one of the three turns.



Taught by Others

(Katon: Gekaokakyō no Jutsu) Fire Release: Raging Blue Fireball Technique
Type: Offensive
Rank: A-rank
Range: Short to Mid range
Chakra: 30
Damage: 60
Description:
The user preforms the hand seals Boar → Tiger → Horse → Snake or Dog → Dragon → Monkey → Hare, and then making a ring with their thumb and index finger, the user blows through the ring which either forms into a continuous blue flamethrower or a blue sphere, both having immense destructive power that are capable of forming massive craters in the ground.
Note: Can only be used three times per battle.
Note: Can only be taught by Nathan.


(Katon: Saiha) Fire Release: Blazing Blade
Type: Attack
Rank: A rank
Range: Short
Chakra cost: 30 (-5 per turn to maintain)
Damage points: 60
Description: The user begins by gathering up a fair amount of katon chakra letting it flow into a gauntlet and then manipulating it around a single area creating a visible flame almost a jet of fire that blasts out. He then compresses the katon chakra into a long thin blade that extends out from the gauntlet. It can be extended from nearly any part of the gauntlet and has both shape and form. It can easily cut through flesh creating deep searing wounds. The blade can be extended out to about the same size as a normal sword and can be used as an extension of the person's own self giving him a longer reach.
Notes:
-Can only be used three times per battle
-Can't use S rank katon the same turn this is used
-The blade can be held for as long as the user continues manipulating Katon Chakra
-While maintaining the blade, the user is unable to mold any other chakra than Fire and can't do handseals.


(Katon: Hagetaka kaen) Fire Release: Condor Blaze
Type: Supplementary/Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user will form a row of 10 handseals, he will then disperse into 10 highly compressed katon flames that are shaped like condors. The condors will then soar through the air at great speeds at the opponent. 1 condor will be the user and will travel to the desired location that the user wants and the user will appear from that condor while the other 9 condors soar through the air and attack the opponent. The condors hit the opponent all at the same time. On impact the condors will explode in a huge fiery explosion that covers the area . Once the condors explode all surroundings within mid range will be covered with 6ft tall flames.
-If the user has signed the condor contract then this jutsu will only require 5 handseals.
-No Katon for the next 2 turns.
-Can only use this jutsu once per battle.
-Can only use 2 jutsu on the next turn.
-No Katon jutsu before this jutsu.
-The turn that this jutsu is used, the user can only use one more jutsu so this jutsu counts as 2 moves.
-If the user is caught in the explosion then he/she will die.
-Can only be taught by ~Yard~



( Katon: Reiji no shakunetsu ) - Fire Release: Scorching Rage
Type: Offensive/Defensive/Supplemental
Rank: B-Rank
Range: Self
Chakra:
20
Damage: 40
Description: The user will channel their Katon chakra thru their body, releasing the chakra as a surge which will encircle the user in a half meter radius away from the users body in a golden fiery aura of chakra which peaks a half meter above the users head protecting the user and burning anything that touches it.
~Notes~
- Lasts 3 turns


~>Updated Here<~

(Katon Kenjutsu: Shakunetsu no u~ēbu) -Fire Release Sword technique: Scorching Wave
Type: Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: N/A (Chakra used from related techniques applies)
Damage: 40-80
Description: After using Fire Release: Scorching Rage/Berserker/Demoniac the user can channel the katon chakra surrounding them onto their sword focusing the chakra onto the blade. The user can then do a simple crescent-shaped slash at the opponent along the lines of Slicing Crimson Wave but instead launches the concentrated fiery golden/golden-reddish chakra into a slicing wave of fire short range in length and solid enough to cut, able to hit targets Long range away. Can also be used to defend/attack from attacks of equal rank or lower with-in reason following S/W. The blade's fiery aura would reflect the strength of which jutsu was active when used. In addition, the fiery aura can be drawn onto a weapon upon creation instead of forming around the user allowing this to be created passively in the same time frame as the technique used to power this jutsu (projectile slash will still count as an active usage unless used when activating).
~Notes~
- Lasts for the duration of which technique was active when used, and would cost equal chakra to maintain as the jutsu active when activating this technique (Rage/Berserker/Demoniac)
-If using S ranked version, the duration before Scorching Rage could be used again is increased by 1 turn

~>Updated Here<~

(Katon: Bāsākā shakunetsu) - Fire Release: Scorching Berserker
Type: Offensive/Defensive/Supplemental
Rank: A
Range: Short/Mid
Chakra: 30 (-5 per turn)
Damage: 60
Description: After Performing Fire Release: Scorching Rage, the user will focus and maintain the fiery golden chakra surrounding him intensifying the power of the aura. The user can ram the enemy while surrounded in the chakra burning them and delivering blunt force damage as well as 4th degree burns. The user may also clap his hands together with the palms open and outward, concentrating and releasing the chakra in a stream of fire up to mid range, costing -10 chakra to refuel the technique to full strength.
~Notes~
- Lasts 4 turns unless upgraded, then he next lvl restrictions will apply
- Damage to taijutsu is increased +10 due the the flames surrounding the user
- Can be used in the same TF as Scorching Rage at an extra cost of -5 chakra
- User can only use katon elemental jutsu while this is active, but can perform physical taijutsu/kenjutsu and basic ninjutsu attacks


~>Updated Here<~
[/SPOILER]

(Katon: Shakunetsu no Akuma) - Fire Release: Scorching Demoniac
Type: Supplemental/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The brother jutsu to Scorching Rage and Scorching Berserker. By farther manipulating the chakra while also molding more katon into the aura, it can be made to shine brightly outwards along the same lines as Fire Release: Fire Whisp as the golden fiery chakra aura grows outwards and upwards 2 more meters, surrounding the user to 2 1/2 meters around/above, it's heat and strength increases from A to S rank in terms of raw damage to the touch. This can also slightly blind the enemy like looking momentarily into the sun just nowhere near as intense, and will hinder their vision for one turn. In addition to this, the golden katon aura will also take on a more reddish hue mixed in with the aura, creating a gold/red fusion of roaring flames surrounding the user. The user can perform punching type motions, firing up to 4 bright 1 meter diameter fireballs at the opponent (also along similar lines of the Fire Whisp technique, strength divided depending on how many are fired off), or the user can make a mad run for the enemy attempting to ram them or use taijutsu/kenjutsu strikes against them. Finally, they can focus the aura around them to a single area, clapping their hands together palms facing outwards, streaming the golden fiery chakra from around themselves siphoning it off them like done in Scorching Berserker, however the strength of the stream would be S ranked and would be able to strike opponents long ranged (as opposed to mid ranged in Scorching Berserker) and would be 3 meters in diameters, this can also be done by pointing a single hand open palmed facing a target as well and would fire off like the Stream version. Using either the Stream or Fireball attacks would cost 20 chakra to refuel the aura back to full strength, otherwise the technique will end.
~Notes~
- Lasts 4 turns
- Can only be used 3 times per battle
- Scorching Rage can not be used again for 2 turns after this ends
- Can be activated in the same time frame as Scorching Berserker passively, however doing so will increase the time till Scorching Rage can be used by 1 turn
- Damage to taijutsu is increased +5 to the +10 from Scorching Berserker for a total of +15 from the intensity of the heat.
- User is bound by the same restrictions as Scorching Berserker in terms of maneuverability and can only use katon elemental jutsu/taijutsu/kenjutsu and basic ninjutsu attacks while active.

~>Updated Here<~

(Katon: Hōka) | Fire Release: Pyromania
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: (x2 to the desired technique)
Damage Points: N/A
Description: A variant of ‘Phoenix Feather’d Muffler’, Pyromania is a passive technique that allows the user to infuse extra chakra into a Fire based technique upon creation. The infusion will apply an effect similar to ‘Phoenix Feather’d Muffler’ to the technique, whereby aligning the chakra of the technique to an entity the user will be capable of preventing said substance from being burned, or negatively affected by the heat of the technique. Essentially, Pyromania allows the user to produce a fire technique that does not burn indiscriminately, but rather selectively, as it is capable of filtering out the user, and other desired items from its innately destructive effects. This is highly effective as it not only allows the user to become immune to that particular technique, but unlike the original it also allows them to safeguard allies and other entities from harm upon contact with the flame. Furthermore, just as is the case for ‘Phoenix Feather’d Muffler’, those safeguarded will become capable of interacting with the Fire technique as if it were a gas, liquid, or solid, and thus freely moving around within it without risk of asphyxiation or other adverse effects. This effect is applicable to Fire, and Fire based KG/CE, such as Lava and Scorch.

 
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Shinta

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Fūton|Iryō|Dokuton

Iryō Ninjutsu


Name Of Poison The Hunters Choice
Creator: Shinta
Type: Haemolytic, Cardiotoxic, Neurotoxic, Vesicant

Ingredients and Background:

The Hunters Choice utilises a mixture of toxins used by hunters and refined to a potent state with the use of Shinta's medical knowledge. The resulting mixture takes on a metallic, smoke-green colour that has a higher viscosity than water, being comparable to a light oil and is also capable of being used in a gaseous state; being a light gas that has a dark-green hue. The gaseous state smells of a mix between vinegar and Ammonia, being rather distinct and easily noticeable. In both liquid and gaseous forms, the poison has no scent but does posses a foul and almost vile after-taste on the tongue. The viscosity of the liquid form allows the poison to stick better to weapons while also resisting water readily washing it away; however still being able to readily be absorbed through the skin. The Hunters Choice is comprised of Diamphotoxin, Batrachotoxin and Cantharidin that rapidly spread through the area of contact while entering the bloodstream to continually spread throughout the target.
Being the creator of this toxin and knowing the exact composition, Shinta has inoculated himself against the effects of this poison through prolonged exposure over many years via repeated ingestion/injection of gradual, increasing dosages. Shinta has applied this poison to all his weapons and carries samples in sealed jars on his person and sealed within medical scrolls.

Description of Effects:

The Poison progresses from an initially mild and easy to ignore state before rapidly progressing and worsening with the following effects; breaking down of red blood cells to cause a release of haemoglobin, blocking of the sodium channels in the nerves that prevent the neuron from communicating with the muscles and finally it begins to break down the cell-to-cell bonds (Desmosomal plaques) which leads to surface blistering of the skin. A further breakdown of the effects if as follows:
Liquid Form: In this state, the poison is able to be absorbed via direct skin or through an open wound as small as a cut.

Rate of Effects Depending on Exposure​
  • Small scratch or contact with liquid
    • First Turn: Point of contact will become paralysed; in the case of hands, target won't be able to perform hand seals. This paralysis will continue for four turns unless poison is removed.
    • Second Turn: Blisters will begin to begin to form over the afflicted area. The toxin begins to spread through the blood stream, destroying red-blood cells that causes a mild increase to blood pressure and shortness of breath.
    • Third Turn: Blisters will begin to rupture, causing great pain and physical damage (-10 per turn). More and more red blood cells are damaged, compiled with blood loss from the blisters, leads rapid breathing, high blood pressure and mental confusion (-2 ranks to reaction time). Paralysis now affects the entire limb originally affected by the poison (poison entered through the left hip, the entire left leg is now immobile).
    • Fourth Turn: Blisters spread over the entire affected limb, rupturing and continuing to bleed as they progress over the body. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing.
    • Fifth Turn: Entire body is covered in blisters, afflicted is paralysed from the neck down and all previous symptoms worsen. Two more turns until the target dies from paralysis of the heart muscles.
  • Stab wound, contact with the liquid via an open wound or contact with Mucosa
    • First Turn: Point of contact will become paralysed and feeling will be lost in extremities (hand and feet) that in the case of hands will prevent use of hand seals. This paralysis will continue for four turns unless poison is removed, worsening each turn. Blisters immediately begin to form over the point of contact (hindering vision or breathing if contact with the eyes or nose if made).
    • Second Turn: Paralysis worsens, preventing quick motions with arms or legs (Base Speed reduced by 1 rank). Blisters begin to rupture and bleed heavily, causing -10 damage per turn. Destruction of red blood cells combined with the blood loss causes; blood pressure to quickly rise, rapid breathing, high blood pressure and mental confusion (-2 ranks to reaction time). Blisters have now spread to cover the limb where the poison made contact.
    • Third Turn: Blisters have now spread over 90% of the body, radiating out from point of contact and continue to bleed heavily. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing, with a further reduction of base speed (-1 base speed rank).
    • Fourth Turn: Entire body is covered in blisters, afflicted is paralysed from the neck down and all previous symptoms worsen.
    • Fifth Turn: The target dies at the end of this turn, after the poison reaches the heart and paralyses the muscles. The target is delirious, unable to move and suffering from severe blood loss at during this turn.
  • Ingestion of liquid poison, inhalation of gas or direct intravenous/intramuscular injection
    • First turn: Target will immediately loose fine motor control, preventing the use of hand seals and accuracy when throwing shuriken/kunai. Blisters will form in the immediate area of exposure/contact that will begin to heavily bleed (-20 damage per turn) that, in the case of ingestion or inhalation, will cause the target to vomit or cough up blood with the blisters forming inside the stomach or lungs.
    • Second Turn: Blisters will rapidly spread to over 90% of the body, radiating out from point of contact and continue to bleed heavily. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing, with a further reduction of base speed (-1 base speed rank). The target also become delirious and confused, reducing reaction time by -2 levels.
    • Third Turn: The afflicted becomes completely paralysed and the bleeding blisters cover the entirety of the body, all previous symptoms also worsen.
    • Fourth Turn: The target dies during this turn from paralysis of the heart muscles.


Notes:
- Can only be used by Shinta or those he gives samples to.
- Only Shinta is immune to the effects of this poison.




Dokuton

#16
(Dokuton: Doku Rendan no Jutsu) - Poison Release: Breath of the Hydra
Rank: S
Type: Offensive/Defensive
Range: Short - Long
Chakra Cost: 40 ( -20 next turn to use again )
Damage Points: 80 ( -5 to user )
Description: Based heavily on (Dokuton: Doku Hebi Rendan no Jutsu) - Poison Release: Poison Hydra Barrage Technique the user will make two small nicks on their thumbs allowing blood to pool in their palms. Using this blood as a template they create either a generic poison similar to that created by the Hydra Barrage Technique having the same effects (which will cause increasingly severe muscular pain, sensory numbness and damage if absorbed through the skin (30 damage per turn, effects last 5 turns after exposure, death if the poison is vaporised and inhaled) or a custom poison. What they do with this poison is release it in either one massive wave of liquid poison by bringing their hands together and releasing the poison all together, or two smaller waves by separating their hands and releasing the poison in two moderately sized torrents of liquid poison.
These torrents can be directed in two different directions allowing the user to attack multiple things.
Notes:
- Can be used three times per battle
- Requires two turn cooldown between activation



Taught to:



#17
(Dokuton: Poizunburetto) - Poison Ninjutsu: Poison Bullet
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user begins by creating a small amount of liquid poison, pooling the sticky liquid in their mouth and chewing it like bubblegum while kneading into it. dense amounts of chakra to perfect the consistency. When complete the user exhales the poison, blowing it outward like a bubble, creating a thick film of liquid poison. They fill this liquid film of dense sticky tar-like poison with gaseous poison inflating it. After the bubble gets to a reasonable size, decided upon by the user as small as a normal bubble or as large as their own body they release it, where it will travel at the same speed as a Lightning Release Technique travelling through the air at a fast pace. The poison bubble only takes a moment to form and release. When released the poison travels towards an opponent or a technique, when it clashes with something the liquid erupts outward exploding with a decent amount of force while also creating a wave of liquid poison followed by a dense gust of gaseous poison. By performing the seal of confrontation the user can create multiple poison bullets each consisting of a liquid shell filled with gaseous poison. The poison created can be Med Toxin, or a custom poison. Poison created through this technique will additionally cause cell necrosis to any skin touched causing symptoms that mimic third degree burns with skin melting and bubbling up and reduce the poisoned individual's reactions and speed by three ninja ranks when it makes contact. The poison also makes it more difficult to breathe, forcing the effected person to wheeze and cough.
Notes:
- Can be used three times per battle and the user is immune to any poison created
- Can not be used in successive turns, and the effects last for four turns or until cured



Taught to:



#18
(Dokuton: Atsuryoku no Shita) - Poison Release: Under Pressure
Type: Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The poison user concentrates poison chakra below their skin pooling a fair amount of the chakra in a specific spot before releasing it from their pores. This is similar to what they would naturally do with something like (Ninpou: Dokugiri) - Ninja Art: Poison Mist but instead of releasing the created poison from the mouth they do so from the pores of the body. When released from the pores it creates an intense burst of poison gas or liquid with the ability to negate an incoming technique or to dull or even completely negate momentum from things such as taijutsu or weapon ninjutsu. It does this by creating the poison in a very pressurised way creating a forceful burst of it that can be released from any part of the body and directed outward in a direction up to mid range knocking objects, or people back up to fifteen meters. Multiple bursts can be created but obviously the more there are the less strength each singular burst has needing to be aimed collectively to be as useful as a single burst. The bursts follow the natural strengths and weaknesses of the form of poison used. This technique can be used with Med Toxin or a custom poison.

Alternatively the poison chakra can be pooled all throughout the body just below the skin to create a forceful burst from all of the pores on the body creating a pressurised gust of gaseous poison or a wave of liquid poison with similar potential but in a multi-directional manner. This burst obviously has less stopping power as it is spread throughout the body releasing a concentrated burst that can knock opponents, creatures or objects back up to five meters. This has enough force to move even large summoning creatures. This variation creates an ethereal mist of poison that completely engulfs short range around it's user and it hangs heavily in the air until blown away with similarly ranked wind.
Note:
Can be used three times per battle with a two-turn cooldown.
No Dokuton in the turn after above A-rank.



Taught to:



#19
(Dokuton: Doku no ki, Kalaipahoa) - Poison Ninjutsu: Kalaipahoa, the Tree of Poison
Type: Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 ( when used to attack )
Description: A poison user concentrates poison chakra all throughout their body or into a specific part of their body and by using this poison chakra they can turn portions of their body into poison. If a technique or an attack strikes this form with the potential to strike them directly depending on it's strengths and weaknesses some techniques can be completely negated while others can be partially negated. This is because not only does the user literally turn their body to poison they proliferate this poison creating an additional buffer of poison allowing the "body of poison" to take on far more damage than the users natural body. This costs a move and the user can temporarily become poison for at maximum three turns before reverting to normal. This ability can only be used once every other turn and if used to negate damage the user reverts to normal upon taking enough damage to take out the poison. Due to this the user can defend against something that would naturally harm them negating the damage of an attack with the strength of an A rank or below for things neutral to the form of poison the body is converted into. Alternatively it can negate an S rank technique of something that form of poison is strong to.
The whole body can be converted to poison but to do so the user must perform a single hand seal. If instead they only turn a portion of their body to poison they are able to do so without a seal. Whole limbs, or portions of the body such as the head, neck, shoulders, stomach, fingers or chest can be converted to poison relatively easily. However as mentioned above the form of the poison dictates it's strengths and weaknesses. While this technique is primarily a defensive technique it can be used offensively by for example turning an arm to poison and grappling an opponent. Limbs converted to poison can be extended up to mid range away and can be destroyed without harming the user because as mentioned above it is not their natural body but instead poison proliferated from the poison they converted their body into.
Notes:
- Can be used three times per battle with transformations lasting for three turns at max
- Can be used once per turn with a two turn cool down








#20
(Dokuton: Kōgo no Yogore) - Poison Ninjutsu: Colloquial Cloak of Contamination
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( +10 per turn to maintain ) ( +20 to rebuild )
Damage: 80
Description: The user begins by releasing poison chakra from their skin materialising it into a shroud of dense liquid or gas cloaking their body in the substance creating a form of pseudo-clothing from pure poison. This allows for a rather decent defence against things that form of poison is strong to for example a liquid shroud will allow for the defence of even Forbidden rank fire release as the liquid vaporises into it's gaseous state while also being able to take on two S rank fire techniques. Alternatively if a gaseous shroud is created it can defend from even Forbidden rank lightning or take on two S rank lightning techniques. Anything that form of poison is neutral to plays on equal terms with the cloak obviously. Additionally by performing a hand seal and spending a move slot by releasing more poison into the cloak it can be rebuilt and strengthened temporarily allowing it to survive through damage that would normally destroy it. However this can only be done once per usage.
The cloak can additionally be used to attack an opponent by using it as an S rank construct with it being able to travel up to mid range from them in any direction creating tentacles and hands that whip out and strike at their opponents and just requires the user to manipulate the cloak to attack. It can be done passively upon creation but if used after the turn of creation it will cost a move slot. The gaseous form is able to grant flight, and create wings on the back allowing the user to fly at their base running speed the wings themselves are more cosmetic than anything else as the gaseous cloak is what allows the flight. This is because it has enough substance to pick up and move the user and by being manipulated it can carry the user throughout a battlefield allowing them to hover or glide. The basic poison itself only has the effects of Med Toxin, where the really useful part comes in is when the user uses their own custom poison to create the cloak imparting upon it those effects. The cloak can support A rank and below poison techniques allowing it to be used as a source for things such as Poison Creation or other similar poison techniques.
Note:
Can be used twice per battle lasting three turns per use
Can only be used to attack as an S rank construct once per turn and costs a moveslot after the turn of creation
Twice per battle, once per turn and passively per cloak creation the user can use the gaseous cloak to avoid incoming techniques.







#21
(Dokuton: Dorakonikkuburesu) Poison Release: Tibsy's Draconic Breath
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( +10 to make it semi-solid again )
Damage points: 60 ( +10 to another poison technique )
Description: The user moulds poison chakra to create poison (from his body), or manipulates an already existing source of poison. If creating the source, he must perform the boar hand seal allowing him to form the source of poison into projectiles, nets, waves, tools or weapons. If he's manipulating an already existing source he is able to merely use slight motions of the hands to form sources into the above mentioned items. By doing this the user can control poison already in play forcing it to move towards the opponent at a rapid pace through the air or across the ground. This poison is usually the residual leftovers of a clash but can even be just inert poison that is on the battlefield. Inert poison refers to poison on the battlefield created by the user that no longer retains chakra. An example, poison created by something like Poison Creation that is left on the battlefield from before. This is similar to Earth Release or Water Release ie, mud left from previously used Earth Techniques or Water left from previously used water techniques. These substances would be inert, just chakra-less substances but would be usable by forcing chakra into them such as the B rank (Suiton: Bakusui Shōha) - Water Release: Exploding Water Colliding Wave technique. For a more specific example for poison release itself Poison Creation or this technique itself could be used to create a source of poison by manipulating the users own custom source creating a large amount of liquid poison leaving behind a massive amount of inert poison. It becomes inert because it's no longer being manipulated so it's just there on the field. This would obviously need the user to create poison beforehand as there wouldn't just be poison lying around on the ground like natural water that can be found for water release.
As he manipulates the poison he coats it in chakra giving it shape and making it retain a form until the user decides to release the chakra coating at that point the liquid poison loses it's solid properties covering the opponent in a viscous, almost tar-like, purple poison that can impede movement making the opponent slowed due to the excess weight of the poison as well as it's sticky properties. The poison reduces the poisoned individual's reactions and speed by three ninja ranks and causes a numbness upon any skin touched. This numbness radiates throughout the body ending in complete paralysis on turn five. During this time the numbness is accompanied by excessive pain and burning as the poison eats away at the first and second layer of skin causing moderate first to second degree burns all over the body. The user can also manipulate the poison to constrict the opponent hardening it to a point that it can hold a person in place indefinitely unless defended adequately. This is done by calling upon the chakra inside the poison causing it to increase the viscosity of the substance to the point where it's a semi-solid allowing for the temporary capture of opponents. The aforementioned process is the same one that keeps the poison solid until impact.
In the same time frame as another poison technique the user can also pump more chakra into it through this technique increasing it's rank by one rank up to S rank where it merely gains an additional ten damage. This is done by performing an extra hand seal alongside another poison technique thus making it larger, stronger and more deadly imparting the aforementioned effects onto another poison.
Notes:
- Poison creation/manipulation can be used 4 times, with a one turn cool down.
- The strengthening ability can be used once per turn with a one turn cool down (three times total)
- This can be used with a custom poison but requires it to be a liquid






#23
( Dokuton: Yūdokuna ito ) - Poison Release: Toxic Threads
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (15 to maintain)
Damage: N/A (or 80)
Description: The user concentrates dokuton chakra into the tips of their fingers extending from each of their fingers a long spindle like thread of dense liquid poison. The user is able to choose how many threads for whatever scenario but the number cannot exceed ten (one thread per finger). Then they can weave these threads throughout the battlefield to attack or around the target, somewhat similar to those used by puppet users or the threads created by (Iryō Ninjutsu: Chakra No Ito) - Medical Technique: Chakra Threads.

The threads can be funnelled into the ground to travel to the opponent's position to attack from several angles allowing for a very deceptive use. The threads can then embed themselves into the target and pierce into the opponents chakra circulatory system as well as their vascular system. Through this connection the user can pump poison directly into the opponent's body or can directly pollute their chakra with dokuton chakra causing the chakra circulatory system to decay and erode from the damage. Individuals who have had their chakra circulatory system polluted will have to mould an additional twenty chakra alongside their techniques and if the threads are connected for more than four turns the opponent will lose the ability to mould chakra until they are healed. This also causes additional damage as long as the threads are attached to the opponent and even once removed the opponent will remain poisoned until cured as per the usual requirements of poison. If dokuton chakra has been applied to their chakra circulatory system a full body purge has to be performed to removed the polluted chakra otherwise it remains in the body circulating through the body.

Alternatively if the user wishes to use the threads defensively or in a different offensive manner they can lift their hands into the air causing the threads to spiral around their body in a rapid manner. These threads begin to whip around the user at a fast pace with the potential to either create a defensive dome of fast moving threads or they can be directed to whip at the opponent to attack directly with slashing and piercing motions. Additionally the user can connect these threads to a technique they've used pumping dokuton chakra or poison directly into the technique empowering it. This has the potential to raise the rank of a technique by one up to S-rank where it merely grants an additional ten damage. Though this has to be a technique that the threads can attach to liquids

Note: Can only be used twice per battle with a two turn cool down
Note: Can only use poison techniques while this technique is being maintained






Taught by Others
(Dokuton: Watashi wa Okoritai) - Poison Ninjutsu: Stick a Needle in Your Eye
Type: Supplementary/Offensive
Rank: B
Range: Short - Long
Chakra: 20 ( +5 to continue producing the poison after activation )
Damage: 20x ( x being number of turns effected )
Description: This technique is based heavily on a range of psychoactive drugs used in an effort to obtain information from subjects who are unable or unwilling to provide it otherwise. The user is able to produce a very potent cocktail of substances that can be administered one of two ways; through a gaseous cloud released from an orifice such as the mouth or nose of the user or created within Short - Mid range of the user with a short range radius or through a liquid that is produced from the skin of the user and injected into the opponent through wounds, cuts or finger-jabs.
To create the gas cloud outside of short range the user must perform the seal of confrontation otherwise they can release it from their body or create it in short range of their self without a seal. Next follows the ingredients of the poison and their subsequent symptoms. First, Midazolam; is a medication used for anesthesia, procedural sedation, trouble sleeping, and severe agitation. It works by inducing sleepiness, decreasing anxiety, and causing a loss of ability to create new memories it also has the effect of putting the poisoned individual into a calm, compliant state. Side effects can include a decrease in efforts to breathe, low blood pressure, and sleepiness causing the poisoned individual to show a visible decrease in their speed and reactions. Next, Sodium thiopental; is an ultra-short-acting barbiturate and has been used commonly in the induction phase of general anesthesia. Thiopental (Pentothal) is used in some places as a truth serum to weaken the resolve of a subject and make them more compliant to pressure as is Midazolam. The barbiturates as a class decrease higher cortical brain functioning. Because lying is more complex than telling the truth, suppression of the higher cortical functions leads to the uncovering of the truth. The drug makes a poisoned individual loquacious and cooperative with interrogators or even their opponent losing the ability to lie and gaining an uncontrollable urge to answer any question asked of them. This can not be used to make them perform actions, only answer questions that they know the answers to.

The neurological effects of the poison are instantaneous making the poisoned individual unable to lie, and they will respond to any question they are asked becoming compliant. They however can still fight and act against whatever they say but are stuck answering questions. This technique is very good for use on captured individuals but is also useful in battles as it can force an opponent to explain their tactics, their elements, their ninjutsu and even things as in depth as their own personality and history as well as what they know about their allies or others. The lowered heart rate, and blood pressure also decreases their speed, and rationality reducing both their running speed and their reaction speed (by three speed levels). This technique works in a similar way as does ( Dokushinjutsu ) - Mind Reading Technique with the questions being asked and answered almost subconsciously. Asking the right question can allow the user to understand what the opponents next move will be and provide them with a better capability of countering and defending against them as well as having them know the positions of their allies, their strategies or various other important information with it being taken directly without consent from the poisoned individual.
Note: Can only be used twice per battle, war, or conflict.
Note: Due to being created through the use of chakra the user is immune to their own variation of Truth Serum, but will not be immune to other users Truth Serum except Howard he's immune to all poisons created from this technique. Snakes or summoning creatures who can produce venom can create this with their own chakra just as a human can.
Note: Effects last until cured of the poison, however if injected the limb involved can be amputated quickly to negate the effects if breathed in, or injected into a non-superficial limb this point is moot.

(Dokuton: Setsudan-go) - Poison Release: Viscous Mockery
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Vicious Mockery is the name given to special tags and metal canisters that can replace the users basic explosive tags and smoke bombs. Made by someone with an innate curiosity of poison release the tags or canisters can have different substances inside of them if they so choose needing specific skills to acquire these. The first is the basic Med Toxin, this variation requires the user to be a Medical Ninja, it's effects are the exact same as the Med Toxin. The second is their own custom poison this requires the user to be a Medical Ninja with access to a custom poison that they have created. Finally the third is a special poison created specifically for these tags and canisters for anyone with poison release to use. This poison is called Tasha's Hideous Laughter and has specific effects that include uncontrollable laughter on turn one accompanied by auditory hallucinations where people will mock and insult the poisoned individual, blurred vision, twitching and numbness on turn two reducing the poisoned individual's reactions by one fourth, partial paralysis on turn three making hand seals impossible and reducing the effected persons speed by three ranks and finally complete paralysis on turn four. This third variation can be used by anyone who knows poison release.
Note: These need to be mentioned in the bio or in the first post of the fight alongside the variation the user carries
Note: The user is immune to every poison this technique produces except custom ones created by others



(Dokuton: Toripuru pointo) - Poison Release: Triple Point
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20 to poison techniques )
Description: In chemistry and physics, the triple point is the temperature and pressure at which solid, liquid, and vapor phases of a particular substance coexist in equilibrium. It is a specific case of thermodynamic phase equilibrium. By forcing more chakra than usual into a poison technique while also coating it with a dense layer of chakra and forcing it to pressurize by forcing an immense pressure on it the user is able to raise or lower the temperature and pressure of the poisonous substance in unison. This causes any poison to reach it's natural triple point thus the poison can shift quickly through the three basic states of matter gas, liquid, and solid allowing them to coexist as one creating a superfluid or a supersolid.
By then slowing down and manipulating this process in a very precise and deliberate way the user is able to immediately and in the same timeframe as another poison technique change it's state of matter or change the state of matter of an already used technique. For example they are able to turn a liquid poison technique into gas or a gas one into a liquid; meaning they are able to vaporize or condense the poison without losing any of it's strength instead gaining strength from it. Also a third state of poison can be created one that is different and new this being a solid variation. Solid poison is strong to water while being weak to lightning. This solid form isn't dust-like in nature like what can be done with Poison Creation and instead is a real solid like solid rock or earth with the potential to poison things that touch it. Changing the state of poison is done by basically forcing more poison chakra into a technique and pressurizing it thus making it naturally stronger via giving it a one-rank boost (+20 damage). This is done by pressurizing the poison with that chakra making it denser allowing it to deal more blunt damage when colliding with something. This works up to A-rank (S-rank too, but without the damage boost) allowing the user to alter many forms of poison including another technique or just ambient inert poison on the field. The user can preemptively use this on a technique at the cost of a move to allow for the change of state once in the next two turns whenever he chooses without the use of a move later as he has activated the poison's triple point where it will be in a superposition of all three states. It can happen in the same timeframe as another poison technique but it still costs a move to use.
Note: Can be used four times per battle with a two-turn cooldown.





Wind-Fūton

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#21
Fūton: Kiatsu no Henka - (Wind Release: Pressure Change)
Type: Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: With an understanding of atmospheric pressures effects on the strength of wind, the user is able to drastically lower the air pressure along the path of a wind jutsu to strengthen the force of the wind jutsu. Wind travels from High to Low pressure and is strengthened by a larger difference between the two pressures, using this knowledge the user is able to apply their wind chakra along the path of a wind jutsu, increasing the pressure around themselves and lowering the pressure along the path to their target to either boost the damage of the wind by 20 points or raise the rank of the wind jutsu by one rank up to S-rank. This can be done in the same time-frame as the one of the users wind jutsu, though only works on non-streaming, projectile attacks. Alternatively, the user can increase the pressure along the path of an opponents wind jutsu, reducing its damage by 20 points or 1 rank, but no lower than B-rank.
Notes:
- Can be used three times per match
- Can not be used in successive turns
- Can only be taught by Shinta



Taught to:

Howard ~>Here<~

Taught by Others

Fuuton: Uindo Riba-su (Wind style: Wind Reverse Wall)
Rank: S-Rank
Range: Short (front of user)
Chakra: 40
Damage: 80
Description: The user creates a wall out of wind that is blowing backwards. Any fire jutsu that hits this wall will be strengthened and sent back at the opponent because when the fire jutsu hits the wall, the user will then reverse the polarity at which the wind is blowing, causing the wind to blow forward, making the fire jutsu change directions.
*can only be taught or used by Kiritsugu*


(Futon: Tenran) - Wind Release: Orchid Sky
Type: Supplementary
Rank: A - Rank
Range: Short
Chakra: 30
Damage: 60
Description: The practitioner of the jutsu begins to spin their sword clockwise while concentrating wind chakra into it before stopping the blade. Releasing one last burst of chakra into it while holding the sword upside down in their hand, a widening tornado-like blast that only allows the opponent to see the silhouette of the user, which is fired forward toward the target.If no sword is available for the user, they can use their hand but need to make the Snake → Rat → Sheep hand seals.

Note:
- Can only be used three times per battle
- Can only be taught by Ouacus

Picture:
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(Fūton: Seikaku Bakufū) Wind Release: Pinpoint Shock-wave
Type: Offensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description:
The user will perform the seals Dog → Rat → Monkey, then the user gathers a small, but intense amount of wind chakra in their fingertips, usually the index and middle finger. Then, the user gives their target a single tap. Upon contact, the wind chakra is released all at once and slams into the target, causing impact damage and sending them flying back. The user can jab their finger deeper to cause even more damage than normal and can use two hands to double the effects.


Fuuton: Hokuryū no kiba) - Wind Release: Fangs Of The North Dragon
(Fuuton: Hokuryū no kiba) - Wind Release: Fangs Of The North Dragon
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Based on his unique techniques for the Kusunagi sword, Orochimaru found a way to replicate the effect and make it accessible to anyone. This variant can be used either with weaponry or bare handed strikes. By focusing wind chakra in to their weapon or fists the moment before impact the user is able to generate bursts of sharp condensed wind that take the form of large snakes bareing their fangs to strike the opponent, from both the momentum point and the impact point to enhance firstly the speed and secondly the damage. This can be used in conjunction with kenjutsu or taijutsu freeform or ranked attacks. However if used with ranked attacks it will count as a +20 boost to the techniques in question, if used with freeform it will be considered to have 40 damage as a B rank. In both instances the speed of the attack is increased by two ranks in regards to the users speed chart reference. Due to the nature of wind even formerly blunt attacks such as taijutsu strikes will become sharpened thanks to the wind release capable of puncturing through flesh in a similar way to the Chidori strike however less potent due to the lower rank. Requiring considerable force to run someone through entirely.

Note: Requires a two turn cooldown between uses.
Note: May only be taught by Jhin
Note: No fire in the same turn. Usable once every two turns



(Fuuton: Gekihen no sunappu) - Wind Release: Upheaval Snap
Type: Offense/Defense/Supplemental
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: A very basic yet very effective wind technique performed without handseals due to the ease of the ability. However it's simple nature hides an incredibly diverse range of applications, performed with a snap of the fingers this technique will cause a small localized vortex to appear as an updraft style wind surge from the ground. Best used against other jutsu that are formed on the ground and no longer being used this vortex can be angled to essentially fire projectiles against enemies or to throw them off the ground. When used on an opponent the damage is usually negligible but it can be very useful on dangerous terrain, such as throwing someone in to a swamp who had previously avoided it however it can only push enemies in horizontal directions. Never upward, or firing the earth spikes you used a few turns ago at an enemy from behind. It's also useful for separating an enemy from contact with the floor which is required to perform a multitude of jutsu. However it should be noted this technique can not cause direct harm if used on an opponent by itself. The 40 damage is merely to represent the maximum damage that can be caused by flinging the terrain resulting in the terrain striking the enemy and this is only applicable for solid terrain or terrain with an innate damaging effect such as firing kunai at an opponent that previously hit the ground or flinging earth that's on fire. Merely throwing mud or water won't cause any real harm though it can drench and impede an opponent.

Note: May be used four times per battle.
Note: May only affect terrain and surroundings of B rank and below if innactive, like old spikes. On active jutsu infused with chakra it will only work on C ranks and below due to the force needed to break them and then throw them.
Note: May only be taught by Jhin


Fuuton: Surīpingukobura - Wind Style: Sleeping Cobra
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40(-20 to repair)
Damage: N/A
Description: The user would create two large snakes make of wind that curl up around his body and disperses into thin air. Their dispersion does not mean they are gone, they actually remain dormant around the body of the user in chakra form and would remain on the user's person until foreign chakra tries to touch the user. The wind snakes would manifest once a foreign entity nears the user(2 meters), wrap themselves around the entity and crush it before it can harm the user. Should the object they destroy be inferior to them in terms of power/rank, once they are done, the snake retreat back into the dormant form while leeching the user's chakra to repair themselves and make them back to their former strength. The snakes are able to reform 3 times. They would be destroyed or undone though if they happen to defend the user from something same rank as theirs following elemental strength and weakness.
NOTE: Usable 2x per battle
NOTE: No S-rank Fuuton the same turn this jutsu is used
NOTE: Purely defensive, thus can not be used to attack the opponent directly except they are attacking the user and the snakes would defend anyway.
NOTE: User can only use elements related to the wind
element and other non elemental techniques while the
snakes are active

(Fūton: Henkō Sa Remasu) - Wind: Will Change
Rank: B
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per use)
Damage Points: N/A
Description: A Wind technique created to make use of other-wise wasted chakra, this Wind technique is set to work with any and every defensive Wind jutsu, as long as certain requirements are met. When jutsus which empower other jutsus are used, they tend to add damage to offensive jutsus, whilst having zero, to no affect on supplementary and defensive technique. However, with the activation of this jutsu, when damage using jutsus are used alongside defensive techniques, the chakra added (has to be able to add at least +10 damage points), is converted and used to empower the defensive jutsu, allowing it to counter techniques one rank higher than their usual capabilities, whilst still adhering to the strengths and weaknesses of Wind. .
~ Can only be taught by Erzo. It can be twiceper battle, lasting a maximum of three turns if not deactivated early. Once used, must wait 2 turns before using again. This jutsu is activated instantly, allowing the user to use it alongside defensive jutsus in the same time-frame.
~>Taught Here<~



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Shinta

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Taijutsu|Kenjutsu|Ninjutsu|Genjutsu|Village Customs

Taijutsu
体術

#10
(Kyatchi to Kikku) Catch and Kick
Type: Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Using their honed reflex's, the user intercepts an opponents punch or kick by ducking to the inside of the kick or punch, and grabbing the opponents ankle or wrist using one hand. The user then delivers a powerful round-house kick using the opposite leg to the arm that caught the opponent, kicking them with such force in the side of the opponents head that it sends them flying back sidewards to mid-range.
Notes:
- Can only be taught by Shinta,
- Can only be used to intercept taijutsu without full-body elemental enhancements such as lightning armour,
- Can only be used four times a match.

~People that I have taught this to~
  • Howard


Taught by Others
(Sutoradoru bunkatsu panchi) - Straddle Split punch
Type: Defensive/Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A very fast, defensive maneuver meant for counter-striking against high attacks (chest and above). The user while being attacked high will spread both legs outwards doing a straddle split, quickly lowering their position while striking with a punch to the lower regain of the body (lower abdomen and below).

~Notes~
-Must be taught by -Vegeta
-Attack happens as fast as the user is capable of moving at the time of use
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Kenjutsu
剣術

#12
Tsuinfurasshusutoraiki (Twin Flash Strike)
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The Flash Strike is a kenjutsu attack the exemplifies the wielder's mastery over their sword, using it as an extension of their body instead of just a weapon. This strike involves performing a two handed slash, then as soon as the first slash has hit its mark the user will push use their body weight to quickly and sharply slice back down the path of the original strike to deal a massive wound that resembles more of a gouge then a precision cut. The key is using one's chakra to boost their muscles' reflex and strength, particularly in their core and upper body, in order to deliver two extremely fast and consecutive cuts. The two slashes are so fast that it is difficult to perceive the second slash with the naked eye.
Notes:
- Can only be taught by Shinta,
- Due to strain on muscles, no Kenjutsu or Taijutsu may be used after this attack (during the same turn) or the next,
- Can only be used three times,
- The power behind the Flash Strike is strong enough to slice through Kayugya bone of B-rank or lower.

~People I have taught this to~


#14
Zantetsu - Iron Slicer
Type: Supplementary
Rank: B-rank
Range: Short (Self)
Chakra: 20
Damage: N/A
Description: Zantetsu refers to the skill of a swordsman in there ability to cut through object that are equally as hard as, or stronger than their own sword. By adding more chakra to their strikes and adding emphasis to the core technique of their swordsmanship, honed through years of training; the user is able to boost the rank of their Kenjutsu strike by one rank in order to overcome the strength of any opponents steel/earth/bone/crystal based jutsu. This jutsu must be applied during the kenjutsu strike, applicable to anything listed as non-elemental kenjutsu, and costs an additional jutsu slot on the turn of use. The defining purpose of this jutsu it to allow the user to continue using their sword(s) even against such users as Kaguya's, Steel Users, Crystal users etc, for their abilities are generally stronger than a standard kenjutsu strike can take on.
Notes:
- This technique is applicable only on non-elemental based kenjutsu, meaning any elemental chakra channelled into the sword itself to deal damage.
- This applies to all swords the user is holding/using during the attack and ends the moment the strike has been completed.
- Takes up one of the three jutsu slots each time it is used, meaning that when used (with an appropriate kenjutsu technique) the user has only one jutsu slot remaining and thus by default, can only be used once per turn.
- Can only be used five times per match.
- Is only able to be applied to techniques up to and including A-rank, non-elemental Kenjutsu.
- Can only be taught by Shinta.



Taught to:

Taught by Others

Desusutorōku no Sutoraiku | Strike of Deathstroke
Type: Offensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description: The user will start of by striking the opponent with a diagonal downwards cut with a sword then do an upwards diagonal strike the same way throwing the sword into the air. The user will then throw 4 kunai at the opponent hitting him in the chest. The user will then do a back flip into the air kicking the sword at the opponent which then will strike them. The user will the release a barrage of ninja tools (shurikens, kunais, senbons) at the opponent.
Note: Can only be taught by Korra
Note: Usable 4 times a match


(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

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(Raiton/Kenjutsu: Inperiaru Sutoraiku) - Lightning/Sword Arts: Imperial Strike
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user swings his Katana in any manner (horizontally, vertically or diagonally) and releases a seemingly thin line of lightning chakra, which seems to be a simple blade which heads towards the opponent, however, upon the users will and with the addition of chakra, the simple blade suddenly extends multiple other thin yet extremely sharp and lethal blades of lightning which bolt towards the opponent, hitting him/her from multiple angles, easily being able to hit the opponents front and both sides, making this a perfect surprise attack.
Note: Can only be used 3 times.
Note: Can only be taught by Erzo
Note: No Lightning higher than S-rank, next turn or same turn.

Ninjutsu
忍術

Taught by Others

(Ninjutsu: Kunai Boudai) - Ninja Style: Kunai Expansion
Type: Supplementary
Rank: B
Range: Short-long
Chakra Cost: 20
Damage Points: N/A
Description: After throwing kunai, user makes "Ram" handseal, expanding the size of the kunai to 2m in length.
Note: -Can only be used on maximum of 2 kunais at a time.
-Can only be taught by Enzup.


(Ninjutsu: Buttai Hensa) - Ninja Arts: Projectile Deflection
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: After throwing a chakra infused kunai, shuriken etc. or any other projectile upto C-Rank which is imbued with user's chakra, user focuses on that projectile's chakra which is of his own, and by hand gestures he can control/change the direction of that projectile in mid-air.
Note: -Can only be used on 4 projectiles at max in one usage.
-Can only be taught by Enzup


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


Genjutsu
幻術

Taught by Others

Genjutsu: Kuchiyose | Illusionary Technique: Summoning Technique
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will perform a series of five hand seals and then slam their hand on the ground. Instantly putting the opponent under a genjutsu where they will see an illusion of a summon to appear before the user. The summon will actually be any summoning animal within their summoning contract. It could be any of the contracts they have signed [two within the rp]. Once the illusion is set, the opponent will see that animal just like a summon. As the hand seals and the slaming of the ground is mimicing the act of actually summoning their animal. The summon however will be able to perform any of the actual summoning animals abilities though it will have no effect on the opponent. However, they can create an illusion that they use their actual abilities. The summoning animal is intangible and will not take any physical harm. The only way to get rid of them are to break the genjutsu.

Note: May be able to use three times per battle
Note: Last the turns of their summon animal within the contract [No more than 5]
Note: The abilities of the animals will not have an effect on the opponent.
Note: The summoning animal will be intangible and can not be harmed in anyway
Note: Must have a signed summoning contract to able to use this technique
Note: Must be taught my Vision


(Genjutsu: Nise Gaikō)-Illusionary Arts: False Diplomacy
Type: Supplementary
Rank: C Rank
Range: Short
Chakra: 15
Damage: N/A
Description: The user casts their target in a genjutsu by making a hand gesture at the target while in a short range. This gesture can be changed to fit the user's need. Upon doing so, the target will see the user performing a friendly action, such as offering them a handshake. In reality, the user does not actually offer this gesture, and is free to move and act as they please, so long as they stay within a short range of the target. Additionally, the user is able to use this technique in response to the friendly gesture of another. For example, if a target were to offer the user a handshake, the user would be able to cast this on the target, making them believe that they accepted the handshake, though they did not in reality. The gesture is not limited to a handshake, however. If the user desires, it can vary anywhere between something informal like the wave of a hand to something as intimate as a kiss. While maintaining this genjutsu, the user is unable to use any other jutsu. Should the user touch the target while this jutsu is active, the genjutsu will be broken, as the unaccounted touch would contrast heavily with what they were seeing. The user is able to incorporate speech into this illusion if they so desire. As eye contact is the trigger, this jutsu can obviously only be used on one person at a time. The purpose of this technique is for deception and precaution when dealing with diplomacy within RP sections like the Ninja World. It has no practical applications in battle, as it only works for friendly gestures.
Note: Can only be used thrice per battle.


Village Customs


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




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




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




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

 
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Summoning Contracts and Ninjutsu

Summoning Contracts and Ninjutsu

Kingfisher

Scroll Owner: Shinta
Other Users who have signed contract: ,
Summoning Boss if existing: Will be added later
Other Summoning Animals tied to contract: , ,
Description and Background:
As with the Toads in the Narutoverse, The Kingfishers will greatly vary in size. Some will be their normal real-world size and others will be large enough to carry up to three people on their backs and off course some sizes in between.
Some of the Kingfishers will have an affinity for an element and each have there own specialised attacks. They will also be able to communicate using human language and have developed an intricate social structure back in there homeland forest.
Being known to have particularly good, binocular eyesight, with their eyesight, their tracking and thus reaction abilities are on par with a Taijutsu Master.

As well as signing the contract, a Tattoo will be placed on the Bio as proof that they have signed the contract. The tattoo is able to be used by those with fuuinjutsu, to instantly summon any of the Animals tied to the contract.
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Scroll Owner: Other Users who have signed contract: , , , and . Summoning Boss if existing: Augustine the Fiery Bird Other Summoning Animals tied to contract: The Water Kingfisher Jade, The Kookaburra Leach, Burning Angry Birds and The Lightning Kingfisher Torotoro. Description and Background: As with the Toads in the Narutoverse, The Kingfishers will greatly vary in size. Some will be their normal real-world size and others will be large enough to carry one person on their backs and off course some sizes in between. Some of the Kingfishers will have an affinity for an element and each have there own specialised attacks. They will also be able to communicate using human language and have developed an intricate social structure back in there homeland forest. As well as signing the contract, a Tattoo will be placed on the Bio as proof that they have signed the contract.
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Approved Summoning Jutsu

#1 (Kuchiyose: Mizu no Kawasemi Jade) Summoning: The Water Kingfisher Jade
Type: Supplementary
Rank: B
Range: Short Range
Chakra: 20
Damage: 40
Description: After making a blood sacrifice and performing the Snake → Bird hand seals, the summoner will place their hand on the ground or other flat surface, while applying ample pressure and chakra in order to summon Jade. Jade is a moderately large Water Kingfisher with a 1.5 meter wingspan who can not carry humans on her back. She has a short tail and long bill and is coloured oily green above, with white markings on the wings and tail, with a white collar around the neck. Being a Water Kingfisher, Jade has a natural affinity to the water element and is able to perform several water jutsus up to B-rank without hand seals (if any) as listed below. Only the following can be used by Jade as they can be/are released from the users mouth.
Water jutsu usable by Jade:
- Hidding in Mist Jutsu,
- Water Style: Starch Syrup Capture Field,
- Water Release: Water Bullet,
- Water Release: Water Gun,
- Water Release: Water Horn,
- Water Release: Exploding Water Colliding Wave.
Notes:
- Jade remains on the field for 6 turns,
- Jade can only be summoned if the users has signed the Kingfisher contract and has the tattoo as proof of signing,
- Jade can not carry anyone on her back,
- Each jutsu Jade uses counts towards one of the three usable per turn,
- Jade can be summoned three times per battle with two turns cool down in between each of her summons.

[

#2 (Kuchiyose: Waraikawasemi no Leach) Summoning: The Kookaburra Leach
Type: Supplementary
Rank: A
Range: Short Range
Chakra: 30
Damage: 60
Description: After making a blood sacrifice and performing the Snake → Ram → Bird hand seals, the summoner will place their hand on the ground or other flat surface, while applying ample pressure and chakra in order to summon Leach. Leach is a Blue-winged Kookaburra who has cream-coloured upper and underparts barred with brownish markings. He has blue wings, brown shoulders and blue rump with a blue tail. Leach is considerably larger than most Kingfishers with a 3 meter wingspan and the capability to carry one human on his back. Leach has an affinity for the Wind element and can perform up to A-rank wind jutsu without hand seals. Leach performs wind jutsu via releasing from his mouth or by flapping his wings, also being able to substitute his wings in place of a fan for jutsu that require one. Leach can also use the Genjutsu Temple of Nirvana Technique, releasing actual feathers alongside the illusionary feathers of the genjutsu.
Notes:
- Leach remains on the field for up to 4 turns,
- Leach can carry only one human on his back,
- Leach can only be summoned if the users has signed the Kingfisher contract and has the tattoo as proof of signing,
- Each jutsu Leach uses counts towards one of the three usable per turn,
- Can only be summoned once per battle.




#3 (Kuchiyose: Ikatteiru Tori no Moeru) Summoning: Burning Angry Birds
Type: Offensive
Rank: A
Range: Short-Long Range
Chakra: 30
Damage: 60
Description: The user will first pull out a small scroll with the Kingfisher symbol on it, while also unravelling it and smearing a line of blood across the paper. The user will then inject there chakra into the paper and create three summoning spots on the page of which three Red-backed Kingfishers will simultaneously fly out from. These kingfishers will then coat their beaks in fire, as they have an affinity for fire chakra, which as they fly would create a flame shroud over their bodies. The three Kingfishers will then fly straight at an an opponent to stab them with their flaming beaks, dispersing on impact with the target. The Red-backed Kingfishers that are summoned will never be the same three as summoned before, they are just summoned from the same large collective back in their home bushland. The birds can either attack one target each, making three hits in total or they can focus their attack onto a single point of attack. If they attack one target each there attack would be equivalent to a B-rank fire attack. If they are instructed to attack the one point they will fly in an arrow formation making there attack equivalent to that of an A-rank fire attack.
Notes:
- Must have signed the Kingfisher Contract.
- Can only be summoned three times per battle.
- When Summoned the Kingfishers will fly in a straight line towards their target, with the exception of banking around natural obstacles in their path.
- The summoner must have a line of sight on order to summon and direct the birds properly.
- No other Kingfisher summons during this turn.




#4 (Kawasemi Kuchiyose: Augustine Shōnetsu no tori) Kingfisher Summoning: Augustine the Fiery Bird
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: After making a blood sacrifice and performing a sequence of five hand seals, the user will place the hand on the ground or facing the ground below them and release there chakra to create the summoning seal. This will summon Augustine the largest of the Kingfishers and he can be considered as the boss of all the other Kingfishers. Augustine has a large crest and finely spotted white on black upper-parts with a chestnut breast band and otherwise white underparts with dark flank barring. He is large enough to carry four people on his back being about two times larger than Sasuke's Hawk summon and has a the ability to speak with his summoner. Augustine has the ability to perform all Fire jutsu without hand seals by releasing them from his mouth or using his wings where the jutsu may state using an arm swing (all within reason as its clear that he will not be able to use ALL fire techniques). Twice per battle Augustine can coat his beak with fire chakra and dive at a target inflicting them with damage equivalent to that of an S-rank fire jutsu.
Notes:
- Must have signed the Kingfisher Contract,
- His Flame Diving attack can only be used twice per battle with three turns in between each use and S-ranked,
- Can be summoned once per battle
- Remains on the field for up to four turns per summon,
- The only exceptions to the fire jutsus usable by Augustine are the Flame Rasengan and ones that require ninja tools or scrolls to perform.




#5 Kuchiyose: Raikou no Kawasemi Torotoro - Summoning: The Lightning Kingfisher Torotoro
Type: supplementary
Rank: S
Chakra: 40
Damage points: 80
Description: After making a blood sacrifice and performing the Ox → Ram → Snake → Tiger hand seals, the user will place the hand on the ground or facing the ground below them and release there chakra to create the summoning seal, summoning Torotoro. Torotoro is a moderately sized Tree Kingfisher with a 2 meter wingspan that can carry a human on her back. She has a black crown patch, has an orange head and neck with a black nape patch and white throat. Her upper mantle is olive green on the back, blue-green on rump and with a blue tail and her upper wings are dull green-blue with dark olive-black flight feathers. Torotoro has a natural affinity to the Lightning element and is able to perform Lightning jutsu up to S-rank without hand seals by either releasing it from Her mouth, feet or body. She also has an immunity to all B-rank and lower Lightning jutsu which she can extend to Her rider while they are riding on Her back. And during this time, twice per battle, Torotoro is able to boost the rank of any lightning jutsu used by her summoner, by one rank up to S-rank. This will remove the lightning immunity for the next turn and prevent Torotoro from using lightning jutsu on the same turn.
Notes:
- Torotoro remains on the battlefield for four turns,
- Torotoro can only be summoned if the users has signed the Kingfisher contract and has the tattoo as proof of signing,
- Torotoro can be summoned once
- Torotoro can carry only one human on her back, extending the lightning Immunity to the rider,
- While riding on Torotoro, the rider cannot use earth or wind jutsu as they would interfere with the lightning immunity,
- Each jutsu Torotoro uses counts towards one of the three usable per turn.





Snake Summoning/Ninjutsu/Arts

Taught by Others

(Kuchiyose: Akumu) ~ Summoning: Nightmare
Rank: S
Type:Offence/Defence
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: Once the user bites his thumb and smears it on his tattoo and slams their hand on the ground they will summon Nightmare a snake thats big as Manda and is black with blue stripes. Nightmare is a personal snake of Johninto and is able to use to use Lightning up to S rank (counting towards the users move count).
Note: Has to be taught by ~Johninto~
Note: She may stay for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract
Looks like
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(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Type: Offensive
Rank: E Rank
Range: Short
Chakra: 5
Damage: 10
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.
Note: Must post this in the user bios to be able to use them
Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect.
What they look like
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Snake Sage Arts

(Senpo: Derauea Sumasshu) - Sage Arts: Delaware Smash
Type: Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will concentrate a massive amount of natural energy into one of their index fingers extending their respective arm out while bending the finger back with their thumb to a painful degree. The user continues to force immense amounts of natural energy into their finger as their arm and hand begin to glow slightly with their veins being outlined in a glowing aura before finally releasing the finger flicking it out towards an opponent. As they do this they release all of the built up natural energy creating a dense torrent of natural energy that picks up the wind around the users fingers creating an intense gust of wind accompanied by a dense, destructive and forceful burst of natural energy that collides with anything in it's path. Due to the sheer amount of stress placed on the finger it is broken by the release of so much energy.
This torrent of natural energy is strong enough to pierce through the human body and it has a three inch radius being up to long range in length from where the user releases it. It is also strong enough to deal with any elemental nature on par with it nullifying anything S rank or below, continuing on if what it nullified was weaker than S rank. This torrent acts like a percussive shockwave when it comes in contact with a solid object traveling through it while also causing a fair amount of damage to it with it radiating out throughout the medium. It will crush and crumble earth, bend and break steel as well as other solid objects or elemental releases or blast away liquids like water or poison etc. If it comes into contact with an energy based object the shockwave with blow fire away and destabilize lightning while also breaking down wind or elements of a gaseous nature due to the colliding shockwave-like aspects. This applies to things weaker to, or neutral to it. Things that are stronger will be partially weakened in the ways specified but not completely nullified or destroyed. If it strikes a person at full strength it can pierce through them creating a six inch hole through their body while also radiating through the body like it would any solid medium breaking and snapping bones, bruising and tearing muscle and organ tissue as well as bursting and rupturing nerve endings causing excruciating pain all throughout the body. If it strikes a person after being weakened it has enough force to create the rippling effect breaking bones, tearing and bruising muscles and organs as well as rupturing nerve endings but cannot create the piercing effect which is the most substantial damaging aspect.
Note: No other Sage Arts can be used in the same turn or the turn directly after
Note: It breaks the finger involved and can only be used twice per battle once per index finger


(Hebiātsu: Mede~yūsa no Gifuto) - Snake Arts: Medusa's Gift
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will summon 4 snakes from their sleeves and have them shoot out and go after the opponent. These are special snakes since when they bite down onto the opponent they forcibly inject senchakra into the opponent slowly turning them into stone. Right away the spot they bite on turn into stone with each turn have the process of turning into the stone progresses. By the time 1 turn pass where the snakes bite onto the place has no physical changes and only has the chakra injected into the opponent . After 2 turns the area that was bitten completely turns into stone. While after 3 turns the process starts to spreads more turning more areas into stone. After 4 turns and not being countered the opponent turns into complete stone.
Note: Usable 2 times a match
Note: Must know snakes and Snake Sage Mode
Note: Cannot use snake jutsu while they snakes are out
Note: Must be taught by Korra.
Note: must know Snake Sage Mode to use this


(Hebi Senpo: Sukēru Bakudan) - Snake Sage Arts: Scale Bomb
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user does the snake sign and starts gathering their senchakra into their hands. In their hands the user creates a ball of snake acid/venom infused with senchakra. Than the user will have the ball of venom be in cased with snake scales giving it some protection and adding some blunt force if the opponent gets hit by it. The user will than grow it to the size of Chō Ōdama Rasengan. The user will than either throw it or slam it against the opponent. When the opponent gets hits with it the scale first burst out and cut the opponent all over the body. The acid/venom will that hit the opponent burning their skin and getting into their cuts. The venom will than get into the opponents body through the cuts and start to cause paralysis to the opponent after being expose to it for 2 turns.

Note: Usable 2 times a battle
Note: Must know Snake Sage Mode
Note: Cant use any other SM jutsus the same or next turn


(Hebi Senpo: SMede~yūsa) - Snake Sage Arts: Medusa
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will do the Ram than Snake sign and than channel their senchakra into the ground. Combining the aspects of the Inorganic Reincarnation Jutsu and Snake Summons, the user will form from the ground a Medusa looking creature that has actual snake summons coming out of her hair. The creature is made up of earth and any other non life substance from the ground manipulated by the Inorganic Reincarnation Jutsu, Snake scales and snakes. Medusa is 15m high. Medusa can use the snakes (15 meters) from her hairs to attack opponents. Medusa can also form snakes from any where on its body. Medusa can manipulate her body to change like her hands into objects like swords, hammers, etc. The user can also use the snakes attached to Medusa to attack and bite down onto opponents and channel earth/senchakra into opponents to petrify them and turn them into stone if they are bitten down for at least 2 turns. Medusa is immune to A ranks and below and can take up to one S rank jutsu. The user can summon up to one snake from her body and only have one snake on the field at the same time as this. This effect is passive as an addition form of summoning much like using a summoning tattoo as a medium
Note: Must know Snake Sage Mode
Note: Must be taught by Korra
Note: Usable 2 times a battle
Note: While in use the user can only use 2 other jutsus in a move due to having to keep focus on Medusa
Note: Reduces sage mode by two turns
Note: The user can only use earth release while controlling this
Note: Each use last for 3 turns


Snake Summoning Arts/Ninjutsu
(Hebiātsu: Sukēru Kakuchō Yoroi) - Snake Arts: Scale Expanding Armor
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This jutsu is an expansion of using snake scales in snake ninjutsu. The user will channel their chakra onto a projectile jutsu they just used and cover the jutsu in scales from Manda. The scales will be able to give the jutsu its used on a layer of defense. The scales can take up to 1 jutsu up to S rank. Once the scales with the jutsu collide with an upcoming jutsu they will shed and allow the jutsu they are covering to continuing on towards to intended target. This jutsu can only be attached to projectile like jutsus. This can only be used on phyiscal elements like Earth, Water, Sand, Bones, Steel, etc. Cannot be used on enegry elements as the scales would be destroyed before they could cover the jutsu. This can only be used upon the release of a jutsu that is released from the user as they will summon the scales onto the jutsu in the process.
Note: Must know snake jutsu
Note: Must be taught by Korra
Note: Usable 2 times a match with a 1 turn cool down between uses
Note: Cannot have Manda on the field while using this.


(Sunēkuātsu: Sunēku no Sapōto) Snake Arts: Snake Support
Type: Offensive/Defensive/Supplementary
Rank: C-A
Range: Short
Chakra: 15-30
Damage: 30-60
Description: When the user is in close combat/hand to hand with the opponent the user will channel their chakra to a region of their body. Using the same principle as Hidden Snake and Hidden Multiple Snakes hand the user will have a snake or snake emerge from their body (while staying connected to their body) to attack the opponent or defend the user from taijutsu attacks. The snakes are connected to the users body and can emerge from any location of it like the back, shoulder, chest, etc. Depending on how much chakra the user channel more snakes can emerge at once. If the user channel enough for a C rank than only 1 snake can emerge. If enough for a B rank than two snakes and if enough for an A rank than 3 snakes can form from the user body. The snakes has venom that mess with the opponents nervous system the longer they are exposed/untreated. After 1 turn they will feel numb and after 3 they will have their electrical signals cut off and will become partially paralyzed. After 5 turns the venom blocks motor neuron pathways to skeletal (voluntary) muscles, causing full paralysis.
Note: Must know Snake Summoning
Note: Must be taught by Korra.
Note: Usable 3 times per battle with a 2 turn cool down of snake ninjutsu


(Hebi Fūinjutsu: Sunēkuhaipu) – Snake Sealing Art: Snake Hype
Type: Supplementary , Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will do hand seals and draw blood and summon a special white snake the size of the one Sasuke used to protect him self against Deidara's clay. The snake will then open its mouth and releases four strings of sealing formula that looks like smaller snakes that wrap around the opponent and binds their movement. The snake will than have the formula starts retracting back till it gets into the snake's mouth. The snake will the eat and opponent and complete the seal causing the opponent to be completely sealed inside its stomach unless overpowered. The user could also use this to seal dead corpses to store and use this to store weapons inside the snake the the user can not hold. When unsealing the snake will just spit out the body or weapon with the formula wrapped around it still till its completely outside its body and then retracts the formula only.
Note: Usable 1 times a match
Note: Must know Snake Summoning
Note: If the opponent destroys the formula strings before they are binded than they can prevent this.
Note: Lasts a maximum of 4 turns on the field.









Custom Elements

Waraugasuton

Custom element Japanese name: Waraugasuton

Custom element English name: Laughing Gas

The element is based on: Wind Release + Medical Ninjutsu

Facts that prove the element to be possible (in the manga context): Nitrous oxide is naturally present in the atmosphere as part of the Earth's nitrogen cycle, and has a variety of natural sources. The largest natural source of nitrous oxide is from soils under natural vegetation. This produces 60% of natural emissions. Uncultivated soils make up the majority of the Earth's land surface. So the nitrous oxide produced by microbes that break down nitrogen in these soils are considered natural sources. Concentrations of nitrous oxide in the atmosphere rarely exceeded 280 ppb but this can be increased by the user creating the substance through chakra usage.

How it works: Commonly known as laughing gas or nitrous, Nitrous oxide is a chemical compound, an oxide of nitrogen. At room temperature, it is a colourless, odourless, non-flammable gas, with a slightly sweet taste. At elevated temperatures, nitrous oxide is a powerful oxidiser and can allow excess oxygen to be forced into a fire technique laced with Nitrous oxide empowering it further or even relighting dying techniques but only works when being used alongside the users own chakra nature. Nitrous oxide can be created by binding two molecules of nitrogen to one molecule of oxygen through the application of Medical chakra along with Wind Release to create and manipulate the substance. To be able to do this the user must be skilled in medical ninjutsu to be able to force this process and is similar in usage to (Iryō Ninjutsu: Masui Sejutsu) Medical Technique: Secret Anaesthesia Technique allowing the creator to use his chakra to bind and create the substance from nothing but chakra. The creator can also pull nitrous oxide directly from the environment by manipulating the surrounding atmosphere.

Nitrous oxide is a dissociative anaesthetic, dissociative anaesthesia is a form of anaesthesia characterised by catalepsy, catatonia, analgesia, and amnesia. It does not necessarily involve loss of consciousness and thus does not always imply a state of general anaesthesia. Dissociative aesthetics produce this state by interfering with the transmission of incoming sensory signals to the cerebral cortex and by interfering with communication between different parts of the central nervous system. Exposure to nitrous oxide in large or medium sized doses causes a short-term decrease in mental performance, audiovisual ability, and manual dexterity. Nitrous oxide affects quite a few ion channels, its aesthetic, hallucinogenic, and euphoria effects are likely caused predominantly or fully via inhibition of NMDA receptor-mediated currents. Euphoria is a common side effect of nitrous oxide, it can also cause a forced laughter not directly controlled by the affected person hence the name laughing gas. This is as part of the wider emotional changes that can occur when nitrous oxide is breathed or consumed. For example, some people instead of laughing become scared or in other cases extremely aggressive towards those nearby. The emotional excitement may result in depressive or manic behaviour even to the point of psychosis and hallucinations dependent on the technique used and certain techniques can be a medium for genjutsu. Specific techniques can even lead to asphyxiation if the opponent continuously breathes the nitrous oxide instead of regular air. Supplementary jutsu that do not deal damage can be colourless and odourless signified only by chakra and taste, offensive or defensive jutsu have a purple hue and are visible no matter if stated in the technique or not.

Anxiolytic effect: A low dose of nitrous oxide is an effective anxiolytic, and this anti-anxiety effect is associated with enhanced activity of receptors. This allows the user to increase their reactions, perceptive ability and mental faculties through low doses of the element. Larger does negate this effect and instead instigate euphoria just as it would anyone else.​
Analgesic effect: Nitrous oxide produces a mild analgesic effect at sub-anaesthetic concentrations meaning the user is able to dull the sense of pain in their own body as well as allies bodies through an application of a small dose of the anaesthesia. This can allow the user to negate pain almost entirely through proper techniques.​
Carrier gas: Nitrous oxide is a weak general anaesthetic, and so is generally not used alone in general anaesthesia, but can be used as a carrier gas for more powerful substances. Certain techniques can carry with them an additional poison, toxin or drug from the users samples as long as they are in a gaseous form. This allows the nitrous oxide to have a compounding effect just as when used in anaesthesia. This ability will need to be specified in the techniques where applicable.​

Jutsu Usage Examples:

(Waraugasuton: Warau Hito) - Laughing Gas: The Man who Laughs
Rank: C
Type: Supplementary
Range: Short
Chakra Cost: 10
Damage Points: N/A
Description: Through a small dose of nitrous oxide the user is able to increase their reactions by negating any anxiety or fear. This can dull harmful emotions such as hate, fear, paranoia or anxiety brought on by other techniques or stressful situations. It increases the users reactions x1.5 for four turns and can only be used three times per battle as the user becomes temporarily immune to the effects after successive applications. It also can dull pain receptors allowing the user to dull the sensations of pain in the body allowing them to carry on through light damage such as C ranks and below without healing them however the bodily effects such as bleeding or bruising can only be negated through healing jutsu this effect lasts as long as the first effect.
Note: Can be used on allies giving them the same beneficial effects

(Waraugasuton: Rasuto Rafu) - Laughing Gas: Last Laugh
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: The user creates a mass of gaseous Nitrous Oxide all around their opponent covering a short - mid range radius able to cover an entire battlefield akin to the Hiding in Mist technique. The user is able to decide upon how large and how far the gas extends from the epicentre allowing him to stay outside of it's area of effect. He is also able to know where the gas is due to his chakra connection to it allowing him to stay out of its area. Due to it's colourless and odourless nature it can only be distinguished through chakra sensing or breathing it in. Once breathed in it tips the opponent off to it's presence by a very sweet taste. This causes the body to react dulling the sensation of pain meaning as long as the opponent is affected they cannot break genjutsu through pain. it also creates a euphoric state where thoughts are cloudy, accompanied by dizziness, light-headedness, and a loss of balance. This dulls the mind and body reducing reaction speed by twenty five percent and reducing speed by the same twenty five percent. If the opponent stays inside the gas for four turns they will suffocate due to lack of oxygen if they leave the area of effect their speed and reactions stay effected for three additional turns. The gas is non-flammable and has the potential to snuff out and deprive fire techniques one rank higher of oxygen and fuel extinguishing them rapidly.
Note: By spending a move slot and ten chakra the user can move the area, adjust its size and refill the area
Note: Will cause anyone affected to laugh uncontrollably

(Waraugasuton: Satsugai Jōku) - Laughing Gas: The Killing Joke
Rank: B-S
Type: Offensive/Defensive
Range: Short - Long
Chakra Cost: 20-40
Damage Points: 40-80
Description: The most basic and versatile technique for the element the user creates tools, weapons or constructs out of gaseous nitrous oxide using them to attack or defend. These constructs have a purple hue. These tools, weapons and constructs range in power dependent on how much chakra is used to create them. The user can create B rank and A rank items with no hand seals within short range of themselves or throughout the battlefield with a single hand seal, but the S rank variation will always require a hand seal. At any time these items can be released causing a cloud of nitrous oxide to form if this gas is breathed in the opponent suffers a decrease in reactions, speed and mental faculties for two turns. They will also begin to laugh for the next two turns unable to release techniques from the mouth. This effect can be applied up to three times, before the opponent becomes temporarily immune to the effects brought on by this technique for two turns.
Note: S rank variation can be used four times per battle with a one turn cd

Conditions to be able to use it: Completed Wind Release and being a Medical Shinobi

Is weak to:

Earth and structurally solid elements: The gas can be stopped by earth as it's more structurally sound.
Fire and heat based elements: It's an oxidiser at high temperatures.

Is strong against:

Lightning and lightning based elements: Like wind it's an insulator, disrupting lightning release.
Wind and Wind based elements: The gas is heavier than air and more dense allowing it to over power regular wind.

Co-creator:

Students I passed this custom element on too: &


Waraugasuton - Jutsu

#1
(Waraugasuton) - Laughing Gas
Rank: N/A
Type: N/A
Range: N/A
Chakra Cost: (10 per turn)
Damage Points: N/A
Description: This isn't a technique more so it is just the side effects and symptoms brought on merely by breathing in Laughing Gas as an anaesthetic substance. These are the same for everyone who breathes in medium to large doses of the gas unless stated in a technique that the amount in the technique is sub-anaesthetic which can be beneficial in it's usage both for healing and helping the mental faculties of the imbiber. Also by using their medical chakra the user can make their own body immune to the effects of Laughing Gas temporarily. This is similar to (Iryo Ninjutsu: Doku Teikouryoku) Medical Technique: Poison Resistance and is a passive ability only needing a move slot to initially activate. The chakra cost for this is 10 per turn.

Turn 1
-effected person loses the ability to control their own laughter.
-muscles begin to stiffen slightly as they involuntarily contract with mild pain.
-Genjutsu is unable to be broken through pain, due to numbness that radiates from their lungs outwards towards their extremities.
-afflicted has feelings of euphoria, feeling strong, happy, and confident as their inhibitions fade and cloud their thoughts.

Turn 3
-Prior symptoms worsen; unable to control their breathing due to the more noticeable and exaggerated laughter, preventing use of any jutsu that requires inhalation.
-Unable to perform more than four hand seals in succession, due to worsening muscle-stiffness and pain.
-Disorientation due from vertigo sets in as they lose feeling in there hands and feet, reducing the effected person's reaction speed lowering it by 10%.
-Additionally they are subject to numerous minor hallucinations.

Turn 5
-Fits of manic laughter and crying set in, causing the deep core muscles and lungs to burn and hurt, a pain not numbed by the effects of the gas.
-breathing and movement become difficult as the muscles required begin to lock-up.
-Hallucinations worsen as the landscape appears to twist and become distorted in colour perception, accompanied by auditory hallucinations. This, with muscle contractions, compound in the effected person's reactions being reduced by 20% and their speed being reduced by 20% of their original levels.

Turn 7
-if a target has been breathing Laughing Gas for five turns successively, without breathing in regular oxygen or having an immunity, they will die due to oxygen deprivation.
-in the WSE, this would cause fainting and unless healed would cause them to constantly be afflicted by turn 1 effects after fainting.

~>Approved Here<~

#2
(Waraugasuton: Satsugai Jōku) - Laughing Gas: The Killing Joke
Rank: B-S
Type: Offensive/Defensive/Supplementary
Range:
Short - Long
Chakra Cost: 20-40
Damage Points: 40-80
Description: The most basic and versatile technique for the element the user creates tools, weapons or constructs out of gaseous nitrous oxide using them to attack or defend. These constructs have a purple hue. These tools, weapons, and constructs range in power depending on how much chakra is used to create them. The user can create B rank with a single hand seal up to mid-range away; A rank items with the use of two hand seals up to long-range, and S rank applications through the use of three hand seals at any range. At any time these items can be released causing a cloud of nitrous oxide to form creating a cloud of laughing gas with a five-meter diameter. This cloud is considered to be the rank of the technique that was used to create it and is still infused with the chakra that fueled the intial use making dispersing it the same as a normal clash. If this gas is breathed in the opponent's body will react as per the effects of (Waraugasuton) - Laughing Gas.
Notes: S rank variation can be used three times per battle with a one turn cool down. A-rank variation can be used four times per battle

~>Approved Here<~

#3
( Waraugasuton: Hanijiumu ) - Laughing Gas: Hahnium
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: Due to the innate connection between Poison Release and Laughing Gas as mentioned in the element itself a poison technique can be laced with vast amounts of Laughing Gas and vice-versa a Laughing Gas technique can be laced with vast amounts of poison creating a compounding effect. This is done by forming an additional hand seal, spending a move slot and lacing into the Laughing Gas Technique a poisonous substance on the user's person, by doing this the user can push the lethality of the technique even further increasing its destructive potential. This can work with basically any wind or gaseous-based element but shows best in Poison and Laughing Gas combinations. This is because as directly specified in the element Laughing Gas is a carrier gas allowing it to carry with it a secondary substance or be laced into another substance creating a mixture of the two. This can be used alongside a Poison Technique or a Laughing Gas technique in the same timeframe to impart additional effects into the substance empowering whatever technique it is used with. When used on an A rank technique or below this allows a rank increase. It can alternatively be used upon S rank or Forbidden rank techniques to impart additional effects onto them but it won't gain the boost in rank, gaining only ten damage. This imparts the symptoms of the poison, onto the symptoms of the Laughing Gas or vice-versa due to the innate connection between the two substances an example of this carrier gas function in the most basic form is the mixture of oxygen and nitrous oxide which is used in anesthesia. This all plays heavily upon the carrier gas aspect of Laughing Gas and it allows them to compound the effects of the technique by making it a combination Poison/Laughing Gas Technique or a combination Wind/Laughing Gas Technique. This requires the user to be able to use Poison Ninjutsu and have a poison sample on their person for most cases. It can be done alongside another technique including Poison Ninjutsu, Laughing Gas, or another wind or gaseous-based element.
Note: Can only be used three times per battle with a two turn cooldown

~>Approved Here<~

#4
(Waraugasuton/Yoton: Warau Hito) - Laughing Gas/Yang Release: The Man who Laughs
Rank: S
Type:
Supplementary
Range: Short - Long
Chakra Cost:
40 ( +40 for Yang )
Damage Points:
N/A ( 80 damage healed )
Description: After the use of two hand seals, the user while using his chakra to create a small amount of Laughing Gas; can consume it or supply it to an ally creating an anxiolytic effect as mentioned in the element itself due to this anxiolytic effect, the reactions of the imbiber are increased x3 for three turns. However, it can only happen twice per person as the user becomes immune to the effects after successive uses. Laughing Gas in sub-anesthetic also creates an analgesic effect that dulls pain receptors, dulling the sensations of pain in the body allowing them to carry on through damage equivalent to an S rank ( 80 damage ) and below without healing them. What this means is that the user can act as if he weren't injured when injured not suffering from the effects of losing health for a limited period of time. However, the bodily effects such as bleeding, bruising, or broken bones can only be negated through healing jutsu this effect lasts as long as the first effect. This pain negation also negates the ability to break genjutsu through pain being a double-edged sword.

Dionesium: Additionally, by spending an additional forty chakra and lacing the element with Yang energy they can heal wounds up to 80 damage by applying the laughing gas and the Yang energy in tandem either directly to the wound or allowing someone to imbibe the Laughing Gas/Yang energy mixture. This is because Laughing Gas is a perfect carrier gas, as mentioned in the element itself open to accepting most chakra natures, or substances. Applying the Yang energy is a passive action. What this does is circulate around the site of the wound first dulling the sensations of pain before genuinely healing the wound itself through the application of Yang energy and anesthesia. In theory, this can heal on par with even medical ninjutsu taking the place of moderate surgery or more taxing healing techniques. If Yang energy is applied, on top of the x3 to reactions the effected person gains 2.5x to their speed for 3 turns acting as a sort of boost or bump that you'd see with a performance-enhancing drug. This is due to Yang's naturally energetic nature working both to heal the wound and overcharge the body itself both instigating the natural healing process and basically doping the body with excess energy.

Open Wide, Say HA! The user is also able to take a medicine or medicinal substance on their person and apply it through this technique using the Laughing Gas as a carrier gas. This allows them to administer or take pills in the middle of combat, or on the battlefield without pulling out the substances or the pills themselves, using the gas to carry the ingredients through the gas and into an ally or themselves. This aspect doesn't require the hand seals and is a passive action when used this way, thus not taking up another move slot along-side the pills. Pills or medicine must be referenced alongside this technique however they obviously follow the medicines usage limit. This can be done in the same timeframe as another technique.

Note: Can only be used two times per person up to a total of four uses per battle. Open Wide, Say HA! doesn't count for this
Note: Healing can only be done twice per battle once per turn and can negate up to 80 damage per usage
Note: User can't use Laughing Gas, A-rank or above for 2 turns after using Open Wide, Say HA! doesn't count for this

~>Approved Here<~
 
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Shinta

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Custom Weapons and Technology | Miscellaneous

Custom Technology

#1
Sukautā - Scouter
Sukautā - Scouter
Type:
Tools
Rank: A-rank
Range: Short-Long
Chakra: 30 activation 10 per turn thereafter
Damage: N/A
Description: A Scouter is a scanning piece of Ninja technology, contained in a unit that fits over the users left ear, with a semi-transparent coloured monocle that serves as a display, covering the preferred eye. The colours can vary depending on the users preference but it has no bearing on the usage of the Scouter. The primary function of the scouter is to Scan the Chakra level of an opponent, groups of opponents or even the levels of chakra a jutsu posses; such as in the case of a yang infusion or simply the amount of chakra used to create the jutsu; displaying this as a numerical value as well as an arrow to indicate the direction(s) of the chakra source(s), if they happened to be outside the display-screens field of view. The Scouter is able to pick up Chakra Signals at a vast range, up to a single landmark away; though if multiple Chakra Sources are in the same landmark, it is only able to show the number of individual signals, instead of each Chakra Level. The Scouter will not detect Chakra if the target is using a chakra suppressing ability.
Upon initial activation, it will only show the current level of targets within Long-range of the user, requiring an additional activation cost to scan into the next landmark. Once a targets Chakra has been scanned, it will constantly update the chakra level in real-time, as well as being able to auto-detect any new targets that become detectable within mid-range. So long as the user is able to sustain the chakra cost, they will be able to detect/track up to five targets at any time though only two can be at long-range with the closest two being shown. Any targets within an adjacent landmark, will appear as one reading with the combined chakra level displayed on the screen. The scouter is able to track any source of chakra, from projectiles, to clones, to summons and animal companions; anything with a readable chakra source present. This ability to detect targets does grant a small boost to the users tracking speed, granting an equivalent to a 2T Sharingan.
Scouter's are able to provide a direct line of communication with other Scouter's and communication devices, via implementation of a modified script from a communication scroll, however only when the Scouter is active. This communication extends up to three landmarks in any direction and can easily be heard by the wielder due to the device being ear-mounted.
Notes:
-Scouter can remain active so long as the user has the chakra reserves to do so.
-Scouter Tracking speeds do not stack with Doujutsu
-Can only be made/taught by Shinta and a max of 3 can be used per event.
-Full body lightning jutsu of B rank and higher will short-out the Scouter, making it unusable for five turns. S rank lightning will destroy the Scouter.


~>Update Approved Here<~

Taught to:
Vegeta

Custom Weapons

#1
Fūjin no sensu - (Folding Fan of the Wind God)
Fūjin no sensu - (Folding Fan of the Wind God)
Type:
Weapon
Rank: S-rank
Range: Short
Chakra: 30 (to summon)
Damage: 60
Description: This giant folding fan was created from pieces of Chomei's exoskeleton to create a fan particularly in tune with utilising wind style ninjutsu. When fully open, it bears the Kanji of the wind God Fūjin (風神) on the pale-green body of the fan itself, comprising of a mixture of Chomei's scales, with the ribs being made up of thinner pieces of Chomei's exoskeleton. The outer spokes of the fan are comprised of the hardests pieces of Chomei's exoskeleton, being the same blue colour as his armoured head. Being comprised of so much of Chomei, a Jinchuuriki of the Nanabi is able to summon/create the fan by calling upon Chomei's chakra to quickly materialise this fan in their hands; similar to the way they might form wings using the Flying Bug Technique. An extension of this is the Jinchuuriki is able to disperse the fan at will in order to prevent anyone else using it or to free up there hands. Not only can this fan serve as a medium for wind jutsu, such as those requiring giant fans or similar, but it also serves an effective weapon and shield; in both its closed and open states.
When closed, it can be used as a club or bladed weapon/sword due to the top of the outer spokes being sharpened. In its open form, it is able to completely hide the holder from head to toe and thus serving as a defence for the wielder. The defensive capabilities of this fan allow it to block one A-rank jutsu (following the strengths and weaknesses of Bijuu chakra) every other turn, up to three times before being destroyed at the cost of a move per turn; or one S-rank jutsu causing the fan to be destroyed. In either instance of the fan being destroyed, it can not be re-formed again for another three turns.
When open and being used for wind jutsu, the fan has the ability to produce a blinding flash of light in the same time frame with the released wind jutsu; producing the effects of the ( Hijutsu: Rinpen Kakure ) - Secret Technique: Scale Camoflauge, by releasing scales from the fan itself. This is accomplished by spending the same chakra and following all usage restrictions of the Scale Camoflauge Technique and counts as one of the usable moves per turn.
Notes:
- Can only by used by the Seven Tails Jinchuuriki.
- If dispersed by the user, the fan can not be summoned for 1 full turn.
- The fan can use the blinding ability only three times.

~>Approved Here<~


Miscellaneous

Kamizuru
(Hachi torappu) - Bee Trap
Rank: B
Type: Offensive/Supplementary
Range: Long
Chakra Cost: 20
Damage points: 40
Description: The user will have their bees surround the opponent in a tornado by the all the bees spinning in a different direction. Than the Bees will release honey to out their mouth while spinning in their tornado that covers the opponent's body completely in honey completely restricting their movements.
Note: Must be a Kamizuru member
Note: Must by taught by ~Korra~

Taught by

(Hachi no tatsumaki )-Tornado of Bees
Type: Attack
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will manipulate his normal sized bees (manga context) to surround the enemy in a tornado like shape. Some of the bees will go after the opponent striking them while the other bees shoot out their stingers at the enemy from different directions and angles.
Note: Usable 4 times a battle
Note: Must be taught by ~Korra~
Note: Must be a member of the Kamizuru clan

Taught by

(Hachi no Hakai) Bee's Destruction
Type: Attack
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user will call forth there bees and have them engulf the enemy inside a cloud of Bees. The bees will use their stingers to drain the opponent's chakra making them weak the longer they have the bees stinging them.
Note: Must be taught by ~Korra~
Note: Must be a member of the Kamizuru clan.
Taught by


Custom Weapon
(Pawāringu) Power Ring
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost N/A (40 for creating Tools/Weapons)
Damage Cost: N/A
Description: This Power Ring is worn by the user and glows different colors depending on the users emotion when activated. Green - Will, Indigo - Compassion, Red - Rage, Blue - Hope, Star Sapphire - Love, Yellow - Fear, Orange - Greed, while there is also two strong modes with Black - Death and White - Life. The user can switch between with each Corps/Emotion containing different abilities. To switch to a new emotion the ring deactivates and takes 1 turn completely to switch to a new emotion. Even though each emotion gives the user different abilities each emotion have some shared abilities.

Shared Abilities - By channeling their chakra into the ring, it glows the color it is on and can be used to create weapons like hammers, swords, kunai, and shields made up of pure chakra that stay connected to the ring by a chakra chain. Weapons created by the ring cause A rank damage. When creating a shield the shield can block up to B rank elemental jutsus (within reasonable size) and ninja tools. If the shield goes against an A rank jutsu, the shield will block it but be destroyed and will automatically loose to S rank jutsus. The ring can also release A rank blast that can stun opponents and have them stop moving for a turn. The ring can be programmed. It can be coded to the wearer so as to make them unusable if stolen. Commands can be stored in the ring to be executed at a later date, even if the bearer is not wearing the ring.

Green/Will – When the ring is set to Green Lantern mode they gain certain abilities and is powered by Willpower. By using the user's willpower and having the ring boosting it the user will be immune to B rank and below Gen and Mind Altering jutsu. At the cost of a jutsu per turn, the ring will raise the user's willpower to break out of Gen and other Mind altering jutsu of A rank and below.

Indigo/Compassion – Indigo is powered by Compassion. This emotion has a limited ability to to heal injuries from C rank jutsu and below. The healing is only to the extent of the small injuries and light injuries like surface wounds and slow bleeding. If the user knows Medical Ninjutsu, the ring can also use A rank and below Med Nin at half the cost of chakra.

Red/Rage – When set to Red Lantern Ring the ring is powered by Rage. Using their rage to empower them the user can create stronger constructs that are one rank high than all the other Emotions constructs S rank (offensively and defensively).

Blue/Hope – When set to Blue Lantern the ring is powered by Hope. As fear is the belief of imminent demise, hope is the belief of imminent success. The ring stores and can release up to a medium source of water that spreads into mid range. Once used it takes the ring 4 turns to gather water from the moisture in the air to collect enough water.

Star Sapphire/Love – When set on Star Sapphire Lantern the ring is powered by Love. The user can use the ring to trap the opponent in a genjutsu (B rank gen, up to Mid Range) where the opponent sees a bright violet light shine from the ring than has them see an irresistible person of the opposite *** of them in front of them. The genjutsu person will grab them and kiss them and mimic the kiss of death to the opponent keeping them paralyze in real life.

Yellow (Sinestro)/Fear - The Power Ring is unique in that its base of power is fear. The yellow mode can create holograms (like Haze Clone Technique) that are scary looking humanoid creatures that cause paralysis due to the user's killing intent. This killing intent follows the effects of the canon Killing Intent technique and the user's own rank. This would help distract the opponent and make him think that they are fighting against different people/beast and different KGs even tho their attacks would be intangible.

Orange/Greed – When set to Orange Lantern the ring is powered by greed. The Orange rings have the unique ability to absorb the chakra from opponents or summons by creating a construct chain and has it wrap around them. Another ability is being capable of creating chakra avatar Orange Lanterns of the beings the user kills, literally stealing their identity postmortem. This avatar is avarice corrupted version of its former self, possessing no thought pattern besides the insatiable greed. In all other circumstances they act as individual but collective soldiers to the user, as they are an extension of his power. The avatars are able to use taijutsu and up to B rank ninjutsu. They can take up to B rank jutsus. They can also create powerful blasts of concussive force that knock out opponents.

Black/Death – When the ring is set to Black Lantern the ring is powered by Death and is one of the strongest mode. The user can also create chakra copies of the ring and have them attach to opponents. Once attach the user has the chakra copies slowly send pulses of electricity into the opponent constantly. After 1 turn the opponent will just feel a weird shock. After 2 turns the opponent will start feeling numb. After 3 turns the opponent will become paralysis and unable to move. After 4 turns the opponent will become unconscious and after 5 turns the shock becomes lethally enough to kill the opponent. (The Chakra rings can be destroyed with an A rank jutsu and up)

White/Life – When set to White Lantern the ring is powered by life and is the strongest mode. The user of a white ring can generate any color of the emotional spectrum and use the powers of each color (can only use 1 of the other corps abilities once a turn and cannot use two different corps/emotions abilities in the same turn and at max can only use each corp ability at most 3 times). A white lantern can render him/her/itself invisible by willing themselves to bend light waves around his/her/its form.

Note: Have to be taught how to use the ring by Korra
Note: When creating weapons and shields it counts as a move.
Note: When using any Emotion/Corps ability it counts as a move and at most can be used 5 times a match expect for Red which can only be used 4 times a match. The Shared Abilities do not have a limit usage.
Note: If the ring comes off the user it deactivates and the user must wait 3 turns so it can charge.
Note: The user has to state in the beginning of the battle which emotion they start off with. If they don’t they have to state later in the battle what emotion they want to use and then have to wait 1 turn for it change into the emotion.
Note: The user cannot start in White or Black Lantern mode. The user has to wait 4 turns in a battle before switching into White or Black Lantern. Once in White or Black Lantern Mode the user is stuck into that mode and cannot switch into any other Emotion/Corps for the rest of the fight.
How the ring looks like.
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Example of using shields and weapons
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Multi-Elements
(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

 
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Shinta

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Custom Fighting Styles|Amegakure Village Custom Jutsu

Custom Fighting Styles


Jeet Kune Do


Way of the Intercepting Fist - Jeet Kune Do
Type: Supplementary/offense/defense
Rank: S Rank
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Jeet Kun Do is a hybrid martial arts system and life philosophy founded by martial artist Bruce Lee with direct, non classical and straightforward movements. Due to the way his style works they believe in minimal movement with maximum effect and extreme speed. The system works on the use of different 'tools' for different situations. These situations are broken down into ranges (Kicking, Punching, Trapping and Grappling), with techniques flowing smoothly between them. It is referred to as a "style without style". Unlike more traditional martial arts, Jeet Kune Do is not fixed or patterned, and is a philosophy with guiding thoughts. It was named for the concept of interception, or attacking your opponent while he is about to attack. He believed that combat was spontaneous, and that a martial artist cannot predict it, only react to it, and that a good martial artist should "Be like water" and move fluidly without hesitation. Water is infinitely flexible. It can be seen through, and yet at other times it can obscure things from sight. It can split and go around things, rejoining on the other side, or it can crash through things. It can erode the hardest rocks by gently lapping away at them or it can flow past the tiniest pebble. The user needs to calm his mind completely, focus and wait for the opponent to strike. They will then use the opponents attacking force against them as the user moves in a relaxed state with fluid motion to take advantage of the opponents openings as the opponent attacks. Someone who masters Jeet Kun Do would have great reaction time, triple of what they had before being able to react instantly to normal taijutsu users. In close range a Jeet Kun Do master (like Bruce) can move a limb in the blink of an eye with great force, quickly catching the opponent off guard. Jeet Kune Do seeks to waste no time or movement, teaching that the simplest things work best. Economy of motion is the principle by which Jeet Kun Do practitioners achieve:

Efficiency: An attack which reaches its target in the least amount of time, with maximum force.

Directness: Doing what comes naturally in a disciplined way.

Simplicity: Thinking in an uncomplicated manner; without ornamentation.

This is meant to help a practitioner conserve both energy and time; two crucial components in a physical confrontation. Maximized force seeks to end the battle quickly due to the amount of damage inflicted upon the opponent. Rapidity aims to reach the target before the opponent can react, which is half-beat faster timing, learned in Wing Chun and Western boxing.
"When the distance is wide, the attacking opponent requires some sort of preparation. Therefore, attack him on his preparation of attack." "To reach me, you must move to me. Your attack offers me an opportunity to intercept you."This means intercepting an opponent's attack with an attack of your own instead of a simple block. It is for this concept Jeet Kune Do is named. JKD practitioners believe that this is the most difficult defensive skill to develop. This strategy is a feature of some traditional Chinese martial arts, as well as an essential component of European épée fencing. Stop hits & kicks utilize the principle of economy of motion by combining attack and defense into one movement thus minimizing the "time" element.

Simultaneous parrying & punching
When confronting an incoming attack, the attack is parried or deflected and a counter attack is delivered at the same time. Not as advanced as a stop hit but more effective than blocking and counter attacking in sequence. This is practiced by some Chinese martial arts. Simultaneous parrying & punching utilizes the principle of economy of motion by combining attack and defense into one movement thus minimizing the "time" element and maximizing the "energy" element. Efficiency is gained by utilizing a parry rather than a block. By definition a "block" stops an attack whereas a parry merely re-directs an attack. Redirection has two advantages: It requires less energy to execute; it utilizes the opponents energy against them by creating an imbalance. Efficiency is gained in that the opponent has less time to react to the nullification of their attack while having to worry about defending an incoming attack.

Low kicks
JKD practitioners believe they should target their kicks to their opponent's shins, knees, thighs, and mid section. These targets are the closest to the foot, provide more stability and are more difficult to defend against. However, as with all other JKD principles nothing is "written in stone". If a target of opportunity presents itself, even a target above the waist, one could take advantage of the situation without feeling hampered by this principle. Maintaining low kicks utilizes the principle of economy of motion by reducing the distance a kick must travel thus minimizing the "time" element.

Five ways of attack
* Simple Angular Attack (SAA) / Simple Direct Attack (SDA). Is a simple motion (punch or kick) which moves with no effort to conceal it, directly to the target on the most economical route. It can be indirect, beginning on one line and ending on another. Such as a punch that starts to the stomach (mid line) and ends on the chin (high line). SAA is an attack that is launched from an unanticipated angle that is achieved by moving in such a way as to create an open line into which to strike.
* Attack By Combinations (ABC). This is using multiple rapid attacks, with volume of attack as a means of overcoming the opponent.
* Progressive Indirect Attack (PIA). Simulating an attack to one part of the opponent's body, followed by attacking another part, as a means of creating an opening.
* Hand Immobilization Attack (HIA) and its counterpart Foot Immobilization * attack, which make use of trapping/parrying to limit the opponent's function with that appendage.
Attack By Drawing (ABD). The goal when using attack by draw is to "draw" the opponent into a committed attack by baiting him into what looks like an exposed target, then intercepting his motion. One can execute a motion that invites a counter, then counter attack them as he takes the bait


- Can only be taught to S-class and above who have learned basic taijutsu.
- To master the user must learn the style of fighting, all of it's techniques and spar with the creator in a Taijutsu only match.
- Can only be taught by ~Yard~

1. (Ame Odori) Rain Dance
Type: Attack/Supplementary
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: After using a technique that causes rain to fall from the sky, the user will then push chakra to their feet and will be able to push off of the drops of water with their feet, tho they must be quick when doing so. This jutsu derives from a ninja's ability to walk on water no matter how thin or small the water source is so it does not require suiton chakra to perform, this is just a more intense version the requires fast reflexes and movement to accomplish.

Notes:
- The user can move freely on the water drops.
- Must know my "Jeet Kun Do" in order to perform this as it allows you to move a limb in the blink of an eye.

2. (Shintai Hitoshii Mizu) Movement Of Water
Type: Attack/Supplementary
Rank: A
Range: Short
Chakra Cost: 30 on Activation (-10 per turn)
Damage Points: N/A
Description: The user after mastering "Jeet Kune Do" will add chakra to their movements, reinforcing every blow and every step they make. This making their impact of strikes match their speed. This also has a bonus effect on run speed with the user being able to move a single limb in the blink of an eye while being able to move their body in a fluid, relaxed like motion. This is basically the user adding chakra to the Jeet Kune Do style, increasing speed and force of impact on strikes to make the true abilities of the Jeet Kune Do style stand out. This gives the user the speed of Lee without weights in short range if the user has mastered Jeet Kun Do and Basic Taijutsu. This method is the heart of Jeet Kune Do and is what allows it to help create successful combo's.

Notes:
- Must know Jeet Kun Do
- Must know basic Taijutsu
- Must be of Sannin Rank
- Lasts 4 turns
- No A rank or above Taijutsu for 2 turns after.
- Users movement is still trackable through normal eyesight.
- Can only be used once per battle.

3. (Jeet Kune Do: Ichi Inchi Panchi Gikou) Jeet Kune Do: One Inch Punch Technique
Type: Attack
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: The one inch punch is a skill which uses explosive power to generate tremendous amounts of impact force at extremely close distances. When performing this one inch punch the practitioner stands with his fist very close to the target, A quick movement of the wrist produces the force needed, the wrist is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the bottom two knuckles.

Note: Must know Jeet Kun Do.
Note: Each punch counts as one of the users moves per turn.
Note: Must have mastered Jeet Kune Do.

4. (Raiton: Koudo Setsuju Hirate) Lightning Release: Advanced Intercepting Palm
Type: Defensive/Offensive
Rank: B
Range: Short
Chakra Cost: 20
Damage: 40
Description: This is an advanced form of The intercepting fist. The user will run electricity through their hands and When the user is being punched or kicked the user with fast reactions as well as fast movements that "Jeet Kune Do" provides, will quickly react by taking palm and swiping the punch or kick away. The user can either hit the opponents Fist/hand/foot directly or hit their wrist, mid forearm, ankle or mid leg section to swipe away the attack. but will send a shock through the opponents limb, paralyzing it, making them unable move it for one turn. The user can then strike the opponent. This technique wastes no movement and charging of the chakra will take two seconds. The movement of the user himself is limited to his own skill of what he has learned wether he is a specialist in Taijutsu or a Taijutsu master and Jeet Kune Do's abilities which is being able to move limbs in a fast pace, the speed they can intercept would have to be a little slower than the users speed. It cannot intercept swift users, EIG users, Sage Mode users or any other speed enhancing modes/techniques that would grant the opponent those levels of speed or speed that's above the user. Due to the boost that Jeet Kune Do training provides, the user tries to be faster as well as to move like water to get around opponents attacks as they were taught to. So it is by this the user can only intercept Non Enhanced Taijutsu. The movement speed of the user is only slightly above that of a normal Strong Fist user. However, coupled with the increased reaction time it makes the user capable of defending against most moves of Strong Fist with ease.
Note: Can be used 3x per match
Note: This can still only swipe away Taijutsu up to B rank.

5. (Doton: Sono Monogatari Karejiko) Earth Release: The Legend Himself
Type: Defensive/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A +10 To Taijutsu
Description: The user will make 3 handseals and will make a body of earth rise from the ground similar to the Earth Clone technique. However, the earth appears to not look like the user, but another man. This figure carries the resemblance of Bruce Lee, he can perform Jeet Kune Do Style Taijutsu along with Basic Taijutsu. What makes this so special is that him being made of earth release, he can use Jeet Kune Do in a more stronger advanced style, using the earth release chakra for making strong yet quick strikes that can easily break bones due to the force of impact and his rock like structure. He can reform instantly when struck so long as he is standing on an earth source unless the earth chakra is negated which would cancel the technique.
Note: Can create 1
Note: Can only be used once per battle.
Note: Counts as a Shadow clone technique.
Note: He stays on the field for 4 turns.
Note: He must stay within mid range of the User.
Note: Despite being made of earth/earth chakra, he cannot perform earth release.
Note: Must be a Jeet Kune Do Master to use this
Note: Can Reform 2 times unless his earth chakra is negated or he is destroyed with a lightning attack of one rank lower or higher.
Note: Must know Jeet Kune Do.


Custom Clan Jutsu

Valentine Clan

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

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

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

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

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

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

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

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

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


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

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

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

Notes and Restrictions:

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



[URL2=http://narutobase.net/forums/showthread.php?t=317987&p=10224270#top]~Top~[/URL2]​

Basic Information

Name : Shura Kirigakure
Nickname : Demon Child | Shura of the Nanabi
Gender :
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Age : 25

Looks :

Shura has long hot pink hair with yellow ends that resemble flames which she keeps up in a high ponytail, pink coloured eyes that turn green under Chomei's influence and full lips. She has a curvaceous figure with large breasts and a marking on her chest and abdomen which acts as the Jinchuuriki Seal. She is usually seen wearing a very revealing bikini top, along with shorts and sometimes with stockings as the bottom part of her outfit which she swaps out on occasion for long-black pants or also wearing a denim jacket. She also wears a standard pouch for her ninja tools and medicines, a pouch on her right thigh for her kunais and often carries a standard Katanna on her left hip.​





Personality :

Upon initially meeting Shura, she appears to be very quiet and socially-withdrawn, preferring to spend time conversing inwardly with Chomei instead while also being difficult to get along and work with; often refusing to help others. However, once accustomed to the people she is with they are able to gleam her true persona.

Shura has a rather laid-back personality and uses slang; such as using yer instead of your, you're, or you. She is also noted to be rather blunt, speaking freely about sensitive topics, as well as not being hesitant in pointing out others' flaws. This behaviour is exacerbated in the presence of Authority or those who claim it, even if they are indeed her superiors, she is not afraid to challenge them; which on a few occasions has resulted in a physical conflict.​

Village Info

Country of Birth : Land of Frost

Rank//Chakra Info

Ninja Rank :
Chakra : 1000 +700 from Chomei = 1700
Speciality : Wind | Taijutsu| Medjutsu - Self Empowerment
Elements :

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Shura's Ninjutsu :

Ninjutsu | Genjutsu | Kenjutsu | Taijutsu | Fūinjutsu | Iryō Ninjutsu | Iryō Fūinjutsu |


Background Info
History :

Shura has been the host of the Nanabi from a young age. Initially not compatible with the Bijuu, this lead to several years of her youth being spent alone as she was seen as a Demon Child for the way Chomei's chakra negatively influenced her behaviour and personality. However with time and the help of an Elder from her clan, Shura was able to take control of the impulses of the Nanabi and in later years befriend it. The elder started her on the path of learning Ninjutsu, a task greatly sped up with the influence of input of the Nanabi; of who had now began to work well with Shura to the point of sharing his name with her.
Aged 18, Shura left the Frost Country and roamed the chaos that was the Ninja World to further her Ninjutsu training and eventually learning healing techniques: something that she would often have to use on herself due to regularly getting into seemingly small fights, that rabidly would escalate into much larger conflicts. From time to time, Shura would also utilise these skills to help those oppressed by bandits, defeating the bandits and healing those they had forced to work for them.
During her time in the Rain Country, Shura has come across a group of shinobi whom she would often run into, both in the Rain Country and in other areas of the Ninja World. She could almost consider them friends and would often look for them during return trips to the Rain Country, in the hopes of maybe joining up with them in the future on a more permanent basis.​

Other

Jinchūriki :

The Seven-Tails (七尾, Nanabi) is a tailed beast sealed within Shura. The Seven-Tails resembles a blue, armoured kabutomushi, with six of its seven tails resembling green insect wings, along with the seventh tail, all growing from the end of its abdomen. The stem of the tail is green but the wings are orange. Its eyes seem to be covered by a helmet-like skull, from inside of which, an orange glow can be seen. It also has spike protrusions on its shoulders and a row of slits on each shoulder, and six legs — three on each side. The legs are also covered by the blue armour, however the last segment on each leg is not covered and therefore green. The Nanabi seems to have a happy, go-lucky persona, referring to himself as "Lucky Seven Chomei" (ラッキーセブン重明, Rakkī sebun Chōmei) which might be an allusion to the fact that it has seven tails and the number seven having long been seen as a lucky as well as happy number. Its real name is just Chomei (重明, Chōmei).

Nanabi's Abilities:

Not much is known about Chomei, but since it is a tailed beast, it is able to use the Tailed Beast Ball and has huge chakra reserves. However it's certain that it has a lot of insect-based attacks like for instance exhaling a large amount of fine scales that shine extremely bright, blinding the opponent, actually biting like a bug, generating high screams or using the tails as bug wings to fly in both the human as in the Tailed Beast forms. It's the only one of all the Tailed Beasts that has the ability to fly and is very agile in the sky.
  • Creating a Chakra Cloak and transforming into both Initial and Complete forms
  • Mastery of the Wind element with no hand seals as well as the use of Scale Powder (a fine powder that shines bright enough to temporarily blind multiple targets including any doujutsu user within its area of effect) without the use of any hand seals and +30 damage to all wind jutsu up to S rank.
  • Exhaling light-reflecting bug scales, biting like a bug, releasing a high-pitched scream that disorients and paralyses and growing bug wings both in human and tailed beast forms. The Nanabi is the only tailed beast that has the ability to fly and as a result is extremely difficult to catch or hit, moving at +4 speed levels when flying.
  • Immunity to Genjutsu.

Explosive Tags:

In place of standard explosive tags, Shura was given and uses a special set of explosive tags by the Sage of Snakes:

(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Type: Offensive
Rank: E Rank
Range: Short
Chakra: 5
Damage: 10
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.
Note: Must post this in the user bios to be able to use them
Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect.
What they look like:
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Picture :

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Theme Song and Background Music :





Battles

Won :
Lost :


Updating and Skinning

Most of these turned out to be too big to use T__T










Basic Information

Name : Shura Kirigakure
Nickname : Demon Child | Shura of the Nanabi
Gender :
You must be registered for see images

Age : 25

Looks :

Shura has long hot pink hair with yellow ends that resemble flames which she keeps up in a high ponytail, pink coloured eyes that turn green under Chomei's influence and full lips. She has a curvaceous figure with large breasts and a marking on her chest and abdomen which acts as the Jinchuuriki Seal. She is usually seen wearing a very revealing bikini top, along with shorts and sometimes with stockings as the bottom part of her outfit which she swaps out on occasion for long-black pants or also wearing a denim jacket. She also wears a standard pouch for her ninja tools and medicines, a pouch on her right thigh for her kunais and often carries a standard Katanna on her left hip.​





Personality :

Upon initially meeting Shura, she appears to be very quiet and socially-withdrawn, preferring to spend time conversing inwardly with Chomei instead while also being difficult to get along and work with; often refusing to help others. However, once accustomed to the people she is with they are able to gleam her true persona.

Shura has a rather laid-back personality and uses slang; such as using yer instead of your, you're, or you. She is also noted to be rather blunt, speaking freely about sensitive topics, as well as not being hesitant in pointing out others' flaws. This behaviour is exacerbated in the presence of Authority or those who claim it, even if they are indeed her superiors, she is not afraid to challenge them; which on a few occasions has resulted in a physical conflict.​

Village Info

Country of Birth : Land of Frost

Rank//Chakra Info

Ninja Rank :
Chakra : 1000 +700 from Chomei = 1700
Speciality : Wind | Taijutsu| Medjutsu - Self Empowerment
Elements :

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|
You must be registered for see images
|
You must be registered for see images
|
You must be registered for see images
|
You must be registered for see images

Shura's Ninjutsu :

Ninjutsu | Genjutsu | Kenjutsu | Taijutsu | Fūinjutsu | Iryō Ninjutsu | Iryō Fūinjutsu |


Background Info
History :

Shura has been the host of the Nanabi from a young age, having been sealed via a rather crude Sealing Formula that is visible on her Chest and Abdomen. Initially not compatible with the Bijuu, this lead to several years of her youth being spent alone as she was seen as a Demon Child for the way Chomei's chakra negatively influenced her behaviour and personality. However with time and the help of an Elder from her clan, Shura was able to take control of the impulses of the Nanabi and in later years befriend it. The elder started her on the path of learning Ninjutsu, a task greatly sped up with the influence of input of the Nanabi; of who had now began to work well with Shura to the point of sharing his name with her.
Aged 18, Shura left the Frost Country and roamed the chaos that was the Ninja World to further her Ninjutsu training and eventually learning healing techniques: something that she would often have to use on herself due to regularly getting into seemingly small fights, that rabidly would escalate into much larger conflicts. From time to time, Shura would also utilise these skills to help those oppressed by bandits, defeating the bandits and healing those they had forced to work for them.​

Other

Jinchūriki :

The Seven-Tails (七尾, Nanabi) is a tailed beast sealed within Shura. The Seven-Tails resembles a blue, armoured kabutomushi, with six of its seven tails resembling green insect wings, along with the seventh tail, all growing from the end of its abdomen. The stem of the tail is green but the wings are orange. Its eyes seem to be covered by a helmet-like skull, from inside of which, an orange glow can be seen. It also has spike protrusions on its shoulders and a row of slits on each shoulder, and six legs — three on each side. The legs are also covered by the blue armour, however the last segment on each leg is not covered and therefore green. The Nanabi seems to have a happy, go-lucky persona, referring to himself as "Lucky Seven Chomei" (ラッキーセブン重明, Rakkī sebun Chōmei) which might be an allusion to the fact that it has seven tails and the number seven having long been seen as a lucky as well as happy number. Its real name is just Chomei (重明, Chōmei).

Nanabi's Abilities:

Not much is known about Chomei, but since it is a tailed beast, it is able to use the Tailed Beast Ball and has huge chakra reserves. However it's certain that it has a lot of insect-based attacks like for instance exhaling a large amount of fine scales that shine extremely bright, blinding the opponent, actually biting like a bug, generating high screams or using the tails as bug wings to fly in both the human as in the Tailed Beast forms. It's the only one of all the Tailed Beasts that has the ability to fly and is very agile in the sky.
  • Creating a Chakra Cloak and transforming into both Initial and Complete forms
  • Mastery of the Wind element with no hand seals as well as the use of Scale Powder (a fine powder that shines bright enough to temporarily blind multiple targets including any doujutsu user within its area of effect) without the use of any hand seals and +30 damage to all wind jutsu up to S rank.
  • Exhaling light-reflecting bug scales, biting like a bug, releasing a high-pitched scream that disorients and paralyses and growing bug wings both in human and tailed beast forms. The Nanabi is the only tailed beast that has the ability to fly and as a result is extremely difficult to catch or hit, moving at +4 speed levels when flying.
  • Immunity to Genjutsu.

Explosive Tags:

In place of standard explosive tags, Shura was given and uses a special set of explosive tags by the Sage of Snakes:

(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Type: Offensive
Rank: E Rank
Range: Short
Chakra: 5
Damage: 10
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.
Note: Must post this in the user bios to be able to use them
Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect.
What they look like:
You must be registered for see images


Picture :

You must be registered for see images

Theme Song and Background Music :





Battles

Won :
Lost :


Updating and Skinning
 
Last edited:

Shinta

Active member
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Bio Index

Bios Index

Below are the codes I use for my bios, and will also serve as permanent links to my Training Threads.​

Normal Bio:
Elements:
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Your Ninjutsu:
Completed
Completed
Completed
Completed

Completed (Including Advanced)
Completed

Sharingan Bio:
Your ninjutsu:

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Completed
Contract Owner

I made the following... hands off >_>

Need Basic Info
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Need to fix this one @__@
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and this one... may make an Info title >_>
Need Other
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[/FONT]

Yahiko


Basic Information
Name: Yahiko 'Valentine' Myōjin 明神 弥彦
Nickname: Catcher of a thousand blades
Sandaime Amekage​
Gender: Male
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Age: 93
Clan: Valentine









Looks
Yahiko's appearance is that of a young man in his mid-twenties despite his actual age, boasting of the defiant demeanour within with his rebellious "cat-like" eyes and shock of spiky unkempt black hair. He usually wears a green haori patterned along the collar with several sets of short, twin parallel lines and a white undershirt, as well as a dark, or sometimes white, hakama and standard white tabi and zori. Yahiko also wears his sword tied across his back for easy access. He also wears dark blue wristbands. On the back of his haori's collar he has the kanji character aku (悪), which means "evil" in English. While this is an unorthodox look for a Shinobi, Yahiko prefers this attire as he can conceal his ninja tools inside his haori.

He is 170cm tall and has black, neck length, spiky hair. Yahiko also has dark coloured eye that vary between hazel and dark brown. Yahiko is also a very lean person, although his muscles are well toned.


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Even when he was the tender age of ten, Yahiko was a short-tempered, violent, bad-mannered and foul-mouthed young man. But, above all else, he is proud - proud of his Valentine lineage. Taught cynicism and rebelliousness by the mean streets of Amegakure and schooled in thievery by the crime syndicates after his parents' deaths, Yahiko is nonetheless driven by his pride and to avoid taking actions that would bring shame to his family name and reviles his days as a lowly pickpocket.

Angrily rejecting the pity and charity of others, Yahiko strives to fix his problems with his own hands and suffers greatly when it appears that his strength is not great enough to protect his ideals. As such, he quickly becomes infatuated with ninjutsu and kenjutsu, training diligently to become strong enough that he needn't rely on anyone else's power. As he grows stronger and stronger under the guidance of his Nindo, to discover his true inner-power, Yahiko becomes driven to take arms for the protection of the precious people around him. He frequently puts his own life in jeopardy to protect others and prove to himself that he is becoming stronger. When his friends have been wronged, he rushes headlong into the fray to enact revenge and see justice done.

Despite his rude countenance and admitted limited intelligence, Yahiko is also quite astute, being able to see inconsistencies and incongruities in the words and actions of other people and point them out bluntly. As time passed Yahiko managed to grow into a level-headed, contemplative, and caring young man, although his rude tendencies tend to emerge now and then. Despite all this, a tendency for laziness emerged some-time during his twenties, neglecting important duties until the very last moment. Throughout his long life though, Yahiko had come to master this hidden Sloth nature of his via means of his Clan's teachings and long life managing to incorporates this rather negative trait into something to work for him.




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Village of Birth: Amekagure
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Village of Alliance: Amegakure
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Ninja Rank: Kage

Speciality: Lightning | Taijutsu | Jeet Kune Do | Valentine Clan Abilities

Elements:
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Your ninjutsu:

Completed
Completed
Completed
Completed
Completed
Completed



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History:
Valentine Yahiko, as he was first called, was born in Amegakure many years ago, in the early days of village system where he was initially separated from his Clan and Village, during one of the many bloody battles to take part within the Land of Rain, being taken in as an orphan by a Konoha Shinobi. Right from an early age, Yahiko proved to be a difficult child to control and showed great strength due to the innate abilities of his clan, allowing him to quickly rise through the ranks of the Konoha Shinobi, after being set on the right path during a pick-pocket incident gone horribly wrong. However, before he was even fifteen years old, he had defected from Konoha, seeking new something else out of this world, seeking his heritage. Since Yahiko was never told where he was found and his adoptive family had perished by before he was ten years old, Yahiko took it upon himself to explore the vast world, seeking others with similar abilities to himself in an attempt to find his original home. Eventually, Yahiko found himself living in Kumogakure, learning lightning from those most know for using it to a high calibre.

After leaving Kumogakure, Yahiko wondered the world for many years, reaching the age of thirty before coming across Amegakure no Sato, where he soon made his home and sought to perfect his ninjutsu. During one of his explorations through the sub-levels of Amegakure, Yahiko stumbled onto a substantially older sector of the city, long since forgotten by the rest of the city. There he discovered his true origins, that he was part of the Valentine Clan, a Clan with a strong tie to the history and happenings of Amegakure. There he met the Clan head and Founder, Vincent Valentine, who taught him all he could learn about the Village of Amegakure and most importantly; about his clan.

Many years had passed since Yahiko discovered his true identity, yet somehow he still looked as if he where but a young-man; an attribute granted to him by the innate abilities of the clan, vastly extending his life expectancy to the point where, despite being Seventy years old, he appeared to be in his early twenties. Finally emerging from the sub levels of Amegakure, after many years of training granting him the the title of Dark Crusader among his clan, Yahiko ventured out into Amegakure to re-integrate into society and attempt reconnect the Valentine's with Amegakure once more.

Over the next several years, Yahiko would come to master many ninjutsu, including specialised fields such as Fuuinjutsu and Snake summonings. All the while making a place for himself in the hierarchy of Amegakure no Sato, such to the point where he was eventually appointed the title of Sandaime Amegakure. This was a significant moment in Amegakure's history, signifying a point where it was in direct control of the Valentine clan, instead of the Clan having to work in the shadows as it had done for so many years prior.

In his few short years being the Sandaime Amekage, Yahiko has the pleasure of meeting new members of his clan and welcoming others like himself, once lost with no knowledge of their clan, back into the ranks of the Valentine's. Yahiko has also worked hard and saw the fruits of such work, seeing Amegakure grow to the point where it could stand it's own against the villages whom once used the Rain Country, as a mere stage for their petty wars to be staged.

Other

Lightning Mastery:
Yahiko has gained such great confidence and prowess with the lightning element that he can perform all Raiton jutsu with only a single hand seal and execute the jutsu with great speed.​

Taijutsu Specialist:
Honing his taijutsu abilities through years of practice, Yahiko has gained a greater understanding of taijutsu, incorporating it more and more into his fighting style to the point where it has given him a slight boost in his speed.​

Kenjutsu:
Wearing his Katana at almost all times, Yahiko tends to rely on it and kenjutsu, preferring to use Kenjutsu over taijutsu and close-ranged ninjutsu. He has no special abilities when it coms to Kenjtusu, only a passion that and instinct that allows him to rely on his blade when it matters the most.​

Valentine:
Being a member of the Valentine Clan, Yahiko has; improved transformation abilities, ability to passively absorb senjutsu (although only sufficient to source the chakra for the modes used for the Clan Techniques), physical strength and durability increase due to the senjutsu chakra regulating around the user at all times (+15 damage to all taijutsu, +10 damage to all ninjutsu), and due to training with natural energy Yahiko has the ability to detect living things through their life force also gaining a naturally high resistance to toxins and pathogenic matter, as well as a longer lifespan.
Yahiko has progressed through the clan and holds the rank of Dark Crusader:
The inner circle of the clan. They have attained near mastery of the clans abilities and have access to all the clans techniques. Due to their mastery of the arts of the clan, these individuals can live for hundreds of years. Their transformations last 1 turn longer than normal.

Yahiko is also branded with the Valentine Cursed Seal, worn on the back of his neck, worn below the height of his collar so as to not be noticeable by others.:

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

Jeet Kune Do: Yahiko has trained in the art of Jeet Kune Do which, is basically a style without style, a philosophy/fighting style in which the user tries to out smart the opponent using their own strength against them. He is able to move his body in short bursts moving limbs in the blink of an eye as well as perceive and react to attacks three times his own speed.

Will of Rain:
Yahiko has a really strong willpower and carries a strong will to protect Amegakure and prove himself as a competent shinobi of Valentine lineage. Having such strong will means that in a fight, small injuries are not enough to stop him.​

Kingfisher Summoning:
Yahiko is the current owner of the Kingfisher summoning contract and as such has a tattoo on his right should to signify his pact with the Kingfishers. Yahiko also carries a scroll with the Kingfisher tattoo on it that he uses for one of the special summons.

Kingfisher

Scroll Owner:
Other Users who have signed contract: Kuroh, FeeLPain, Roger23, elmage
Summoning Boss if existing: Augustine
Other Summoning Animals tied to contract: The Water Kingfisher Jade, The Kookaburra Leach, Burning Angry Birds, and The Lightning Kingfisher Torotoro
Description and Background:
As with the Toads in the Narutoverse, The Kingfishers will greatly vary in size. Some will be their normal real-world size and others will be large enough to carry one person on their backs and off course some sizes in between.
Some of the Kingfishers will have an affinity for an element and each have there own specialised attacks. They will also be able to communicate using human language and have developed an intricate social structure back in there homeland forest.

The tattoo signifying that Yahiko has signed the contract:
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Weapons:
Yahiko carries with him a katana sized Bōken, which he wears on his back. He alternated this with a Sakabatō which he wears on his left hip, which since acquiring it, he favours more than the Bōken. His choice of weapons is a statement the he does not wish to kill his opponents, as he believes that would only worsen the name of Amegakure and brand himself as a killer.

Yahiko also stores in the sleeves of his haori several kunai and shuriken in specially designed pouches for quick access. He also has a pouch on his back where he keeps more tools and weapons such as flash and smoke bombs, explosive tags, ninja wire and many scrolls.

Yahiko will also wear leather gauntlets that he has grown to find helpful in the many Sword encounters in his time.
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Snake Summoning Contract:
Having signed a pact with the Snakes, Yahiko wears a Tattoo on his left forearm as well as carrying a summoning scroll as a back-up.

Snake Summoning Tattoo:
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Amegakure Armoury:
As a member of Amegakure, Yahiko has access to its armoury and to a number of weapons contained within...​

Umbrella Yahiko will occasionally a battle enhanced Umbrella that can only be operated by a member of Amegakure that he will wear on his back with the Umbrella's handle over his right shoulder:

Senbon Shower: releases a hailing "shower" of senbon. It cannot be dodged by moving away since the needles cover a wide area in all directions, controlled by chakra. Although the needles are said to be able to pierce a five millimetre thick steel sheet, they can still be blocked by a powerful enough shield. Medical ninja can dip their senbon with poison to increase their lethality.

(Jouro Senbon) - Sprinkling Needles
Rank: C
Type: Attack
Range: Short-Mid
Chakra Cost: 15
Damage Points: 30
Description: After hurling their umbrella into the air, the user will unleash a torrent of needles. Using their chakra they can guide these needles towards their opponent.

Shield: The cover of the umbrella is made up of metallic threads, capable of defending against weak physical attacks and projectiles.

Added Modification: Wires, the rib-cage of the umbrella could be modified to shoot out wires from the end. This could be used to bind targets.​


Fūinjutsu seals:
Having been taught the Generic Sealing Technique, Yahiko has placed a number of seals on his body:
- On the back of both Yahiko's hands, are the Kanji "" which is the symbol for the first character for Gauntlet. By activating these seals (two in total) Yahiko can summon his both his leather gauntlets as described above, already on his wrists.
- On the inside of his left palm, the Kanji "" which is the symbol for Katana. Using this seal, a spare Katana will be summoned in his hand.
- On the inside of his right palm, the Kanji "", the symbol for Umbrella which he keeps a spare Amegakure Umbrella within (Same specs as above).
- In his Ninja pouch, he has four pieces of paper with the Kanji "", the first character of Shuriken. Each one will summon two giant shuriken to the battle field. Also in his ninja pouch, is a piece of paper with the Kanji for Fan, "", of which a giant fan will be summoned to battle.
- Yahiko also carries five pre-drawn scrolls with the Kanji for Lightning, Wind, Fire, Water and Earth on them as well as a blank scroll for use in certain Fuuinjutsu.​


Rank: B
Type: Supplementary , Defensive
Range: Short
Chakra cost: 20
Damage points: N/A
Description: This technique is a standard ninja skill which allows a ninja to summon an assortment of items or weapons that have been stored using Fūinjutsu,typically they are stored within scrolls. When needed, the owner will activate the seals releasing their item or weapon of choice. Scrolls can also be used as ammunition for other weapons. The items themselves are unaffected by time. This Technique allows the user to seal any weapons they wish being their own or opponents.
Note: Cannot seal opponent's custom weapons, or the special weapons of a particular character ( example: Samehada or Kubikiribocho ).
Note: Can only seal corpses, and not injured people regardless of the extent of their injury.






Picture:
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Theme Song and Background Music:






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Won: Five
Lost: Five


All the pictures were coloured by me!




Basic Information
Name: Yahiko Myōjin 明神 弥彦
Nickname: Catcher of a thousand blades
Gender: Male
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Age: 21
Clan: Uchiha
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Looks
Yahiko's appearance boasts of the defiant demeanour within with his rebellious "cat-like" eyes and shock of spiky unkempt black hair. He usually wears a green haori patterned along the collar with several sets of short, twin parallel lines and a white undershirt, as well as a dark, or sometimes white, hakama and standard white tabi and zori. Yahiko also wears his sword tied across his back for easy access. He also wears dark blue wristbands. On the back of his haori's collar he has the kanji character aku (悪), which means "evil" in English. While this is an unorthodox look for a Shinobi, Yahiko prefers this attire as he can conceal his ninja tools inside his haori. Another reason for his lack of Shinobi attire is his belief that it will draw less attention to the fact that he is a shinobi and he would thus be less likely to be identified as an Uchiha.

He is 170cm tall and has black, neck length, spiky hair. Yahiko also has dark coloured eye that vary between hazel and dark brown. Yahiko is also a very lean person, although his muscles are well toned.


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Even when he was the tender age of ten, Yahiko was a short-tempered, violent, bad-mannered and foul-mouthed young man. But, above all else, he is proud - proud of his Uchiha lineage. Taught cynicism and rebelliousness by the mean streets of Amegakure and schooled in thievery by the crime syndicates after his parents' deaths, Yahiko is nonetheless driven by his pride (since the discovery of his Uchiha lineage) and to avoid taking actions that would bring shame to his family name and reviles his days as a lowly pickpocket.

Angrily rejecting the pity and charity of others, Yahiko strives to fix his problems with his own hands and suffers greatly when it appears that his strength is not great enough to protect his ideals. As such, he quickly becomes infatuated with ninjutsu and kenjutsu, training diligently to become strong enough that he needn't rely on anyone else's power. As he grows stronger and stronger under the guidance of his Nindo, to re-establish the noble name of the Uchiha, Yahiko becomes driven to take arms for the protection of the precious people around him. He frequently puts his own life in jeopardy to protect others and prove to himself that he is becoming stronger. When his friends have been wronged, he rushes headlong into the fray to enact revenge and see justice done.

Despite his rude countenance and admittedly limited intelligence, Yahiko is also quite astute, being able to see inconsistencies and incongruities in the words and actions of other people and point them out bluntly. As time passed Yahiko managed to grow into a level-headed, contemplative, and caring young man, although his rude tendencies tend to emerge now and then.




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Village of Birth:
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Village of Alliance: ||||
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Ninja Rank: Kage

Speciality: Fire | Lightning

Elements:
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Your ninjutsu:

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Completed
Completed
Completed
Completed
Contract Owner

Fuuinjutsu (Needs Training)





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History:
Uchiha Yahiko, as he was first called, was born in Konohagakure five years before the attack of the Nine-Tailed Fox. His parents were low ranked officers in the Konoha Police force, a force composed entirely of Uchiha. However, Yahiko would never know his father, as he was killed during a tactical mission in another land, seven months before his birth. As a result, Yahiko was raised by his mother, who relocated the two to Amegakure in order to avoid the scrutiny brought upon the Uchiha after Kurama's attack on the Village. But she, too, died after contracting syphilis, leaving Yahiko an orphan at the age of two, not yet able to retain full memories of his lineage. Facing starvation on the streets, Yahiko was taken in by crime syndicate and schooled rather thoroughly in the ways of pick pocketing so as to repay his new caregivers, the Myōjin family (thus his new family name), for taking care of him. However, between the shame of becoming a common criminal and the abuse he suffered at the hands of low life thugs, Yahiko quickly soured on his life as a thief.

Ten years later, during a failed pick pocket attempt, Yahiko was nearly beaten to death where he was then saved by an Akatsuki member who noted his possession of a 1 Tomoe Sharingan, awakened by his brutal beating. The Akastuki member was named Akiza who taught Yahiko about his clan, and the fate they suffered a few years prior. After this encounter Yahiko makes up his mind to sever ties with the Myōjin family and the crime syndicate they where associated with. However, Yahiko kept the Myōjin family name as he was aware of the unwanted attention being an Uchiha would bring him. Now bitter about the contradiction of being unable to defend himself whilst being one of a few survivors from such a proud clan, Yahiko decided to leave Amegakure to become a strong Shinobi worthy of the Uchiha name. During his travels he managed to receive training in Fire release, initially from Dante.. and then finished my a man dressed in a fine suit, McRazor. Yahiko also received training in Lightning (later finished by the man in the suit) and Earth release from a man known as Darui...

Now at the age of 20, Yahiko, still holding the name Myōjin - returned to Amegakure under the rule of -Minato- where he has been receiving training from another Akatsuki member Gobi Gobletsson in Genjutsu. Upon returning to Amegakure, Yahiko has made many friends, some who where only there for a short time and left shortly after like his old friend Mathias, and those who seem more permanent such as ~Korra~ and blaise12 whom he met during a brief stint in the Hidden Shadow Village, Mr. Kitty and Howard. Deciding to now stay in Amegakure, Yahiko still searches for training to become as strong as he can so that he can return the good name of the Uchiha to the many few left whom posses it. Since returning to Amegakure, Yahiko has begun training with Vision teaching him wind, -Yard- teaching him water and Kryptiic who started to finish off Yahiko's earth training.

After some time, still looking to finish his training, a Shinobi not seen in the world for some time had returned from his travels. For reasons still unknown, this man taught Yahiko Ninjutsu and finished of the basic elements needed to become a competent shinobi. Seeing promise in Yahiko's future, the sensei Kiritsugu, who had already done so much for him decided to teach Yahiko the ways of Kenjutsu and eventually Taijutsu. Kiritsugu eventually bestowed a great honour upon Yahiko, asking him to help teach students the basics elements that all Shinobi wish to learn by becoming a senpai.

With all the good that was starting to follow in Yahiko's life, inducing the awakening of his second tomoe sharingan though the assistance of a fellow villager Leaf, some not so great times where to follow with some of his friends leaving the village, such as Sindy, and some making themselves scarce such as Sublime and -Yard-. Looking to the future, Yahiko continues to work on his skills so that one day, he can prove himself a strong shinobi, worthy of the the Uchiha name in order to protect his friends so they don't feel the need to leave his family of Amegakure. Stepping further into this role of looking after his Family, Yahiko stepped into the role of Amegakure's Jounin Commander, becoming the Sub-officer of the Peace General and in charge of Squad organisation and dispatching in the absence of Howard, the Peace General. Shortly after this, Yahiko seems to have fallen into the group known as Taka. Though not feeling strong enough to be apart of Taka, Yahiko still tries to prove himself, constantly training to improve his skills and become stronger. Through this need to improve, Yahiko found himself the winner of the Amegakure Village Tournament, winning the chance to learn Fuuinjutsu from a Sensei he has yet to find.

After constant training in an effort to improve his abilities, Yahiko had proved himself to the Akatsuki member Nagato.. who agreed to assist him in completing his Sharingan, finally being able to unlock his Thrid Tomoe, Yahiko gained a sense of completion. This sense of completion stemmed from the thought that he had fully unlocked the power of his clan's KG, little did he know that there was so much more to it. As time passed, he continued his training with his Sensei, Kiritsugu who despite being as busy as he was, stilled took the time to train a great deal of people. Through Yahko's training with his sensei, he was able to say that he has completed his training in the Five Basic elements and the Four Basic skills of a Shinobi. It was at this time Yahiko started to learn the Snake Summoning, one of the last few steps for Yahiko to take before becoming a well known Shinobi.

Other

Fire Mastery:
Being an Uchiha, Yahiko has gained such great confidence and prowess with the fire element that he can perform all katon jutsu with only a single hand seal and with great speed.​

Lightning Proficiency:
Being the first element Yahiko sought teaching in, it was discovered that his inclination towards lightning was not purely coincidence. Yahiko has proved himself to be very proficient with all Raiton jutsu and as such can perform the required hand seals with great speed.​

Sharingan:
Yahiko has finally awakened his Third and Final Tomoe in his sharingan allowing him to perceive motions, copy the motions perceived, and predict motions of his opponents. Using his newly unlocked Third Tomoe, Yahiko can copy the jutsu used by others, so long as he is physically able to perform them (Using the technique below). Though still needing to consciously activate his Sharingan (post the jutsu) he has now gained the ability to see through and release B-rank visual genjutsu placed upon him by others.

(Doujutsu: Kopī no Jutsu) - Eye Technique: Copy Technique
Rank: E-S
Type: Supplementary
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: After gaining the 3 Tomoe Sharingan, the user gains the ability to copy the technique the enemy is using and use it as his own. The user will first need to witness the technique completely to memorize all aspects of it, including the opponents chakra flow and focus upon using it as well as the hand seals. A limitation of the technique is the inability to mimic and copy KG techniques, fuuinjutsu, kinjutsu, genjutsu, medical ninjutsu or hidden clan/bio techniques.
Note: User needs to have 3 Tomoe active
Note: Can only be done 2 times per battle on techniques that have hand seals
Note: Copied technique can only be used in the match its witnessed and only once
Note: User needs to be capable of performing the technique himself, meaning he needs to have the correct chakra natures, rank, abilities, etc to use the technique. This is also valid for elemental specialties, where the user might be unable to copy a technique by only one handseal unless he has the same specialty as the enemy.
Note: Can only be used on techniques up to S-Rank

Will of Rain and Uchiha:
Yahiko has a really strong willpower and carries a strong will to protect Amegakure and prove himself as a competent shinobi of Uchiha lineage. Having such strong will means that in a fight, small injuries are not enough to stop him.​

Kingfisher Summoning:
Yahiko is the current owner of the Kingfisher summoning contract and as such has a tattoo on his right should to signify his pact with the Kingfishers. Yahiko also carries a scroll with the Kingfisher tattoo on it that he uses for one of the special summons.

Kingfisher

Scroll Owner:
Other Users who have signed contract: None so far
Summoning Boss if existing: Will be added later
Other Summoning Animals tied to contract: Will be added later
Description and Background:
As with the Toads in the Narutoverse, The Kingfishers will greatly vary in size. Some will be their normal real-world size and others will be large enough to carry one person on their backs and off course some sizes in between.
Some of the Kingfishers will have an affinity for an element and each have there own specialised attacks. They will also be able to communicate using human language and have developed an intricate social structure back in there homeland forest.

The tattoo signifying that Yahiko has signed the contract:
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Weapons:
Yahiko carries with him a katana sized Bōken, which he wears on his back. He alternated this with a Sakabatō which he wears on his left hip, which since acquiring it, he favours more than the Bōken. His choice of weapons is a statement the he does not wish to kill his opponents, as he believes that would only worsen the name of the Uchiha and brand himself as a killer.

Yahiko also stores in the sleeves of his haori several kunai and shuriken in specially designed pouches for quick access. He also has a pouch on his back where he keeps more tools and weapons such as flash and smoke bombs, explosive tags, ninja wire and many scrolls.

Yahiko will also wear leather gauntlets that he has grown found helpful in the many Sword encounters in his time.
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Amegakure Armoury:
As a member of Amegakure, Yahiko has access to its armoury and to a number of weapons contained within...​

Umbrella Yahiko will occasionally a battle enhanced Umbrella that can only be operated by a member of Amegakure that he will wear on his back with the Umbrella's handle over his right shoulder:

Senbon Shower: releases a hailing "shower" of senbon. It cannot be dodged by moving away since the needles cover a wide area in all directions, controlled by chakra. Although the needles are said to be able to pierce a five millimetre thick steel sheet, they can still be blocked by a powerful enough shield. Medical ninja can dip their senbon with poison to increase their lethality.

(Jouro Senbon) - Sprinkling Needles
Rank: C
Type: Attack
Range: Short-Mid
Chakra Cost: 15
Damage Points: 30
Description: After hurling their umbrella into the air, the user will unleash a torrent of needles. Using their chakra they can guide these needles towards their opponent.

Shield: The cover of the umbrella is made up of metallic threads, capable of defending against weak physical attacks and projectiles.

Added Modification: Wires, the rib-cage of the umbrella could be modified to shoot out wires from the end. This could be used to bind targets.​




Picture:
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Theme Song and Background Music:






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Won: Five
Lost: Four




All the pictures were coloured by me!




Won permission for Fuunijutsu in the Amegakure Village Tournament




- Added an extra History Paragraph which includes; winning Amegakure Village Tournament and the Fuuinjutsu permission as a prize,
- Added paragraph about Unlocking Third Tomoe Sharingan,
- Completed Kenjutsu,
- Completed Taijutsu
- Third Tomoe Sharingan added,
- Updating CJ thread Link,
- Added Snake Summoning


Seta

I know of two men who were walking down the same path at the same point in the past and it took that long for them to reach opposite truths. So, I was thinking I might be able to find my own truth if I spend ten years wandering.

Basic Information


Name: Sōjirō Seta
Nickname: Tenken 天剣
Gender: Male
Age: 17
Clan: Mandalorian

Looks: Sōjirōs appearance conveys his calm demeanour within, with his calm but piercing blue eyes and well kept black hair. He usually wears a blue haori with a white collared undershirt and a darker blue hakama and standard white tabi and zori. Sōjirō also wears his sword tied his left hip. He also wears plain white wrist bracer's and shin guards on the odd occasion.

He is 163cm tall and has black, neck length, flat hair. Sōjirō also has deep blue coloured eyes. Sea is also a very lean person, although his muscles are well toned, something not normally seen in someone so who looks so young.


Personality: Sōjirō is normally seen smiling, with seemingly no emotion. In actuality, he hides his emotions, making him hard to read in combat. This ruse can be broken when put under immense pressure when facing a tough opponent. His true emotions make him appear unnerved, almost insane. However, after many year of practice, he appears to have calmed down somewhat, showing his true emotions more often in familiar surroundings.

Village Info.

Village of Birth:
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- Kusagakure
Village of Alliance: ||||

Rank//Chakra Info.

Ninja Rank: Kage

Speciality: Lightning | Wind | Kenjutsu

Elements:
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Your Ninjutsu:
Completed
Completed
B-rank
Completed

Background Info.

History:

As a child, Sōjirō was abused and beaten by his family, and he would smile instead of cry to make them stop temporarily. He ran into a Mandalorian Clan member one night, when he sliced a bounty target in half. Instead of killing him, the Mandalorian took shelter in a shed and Sōjirō would bring him food and other supplies. He gave Sōjirō a wakizashi to protect himself by killing his family, but he thought being killed by a sword would hurt too much so he hid it under the porch. When his "family" found out Sōjirō was harbouring a wanted criminal, they planned to kill the boy and turn Mandalorian in. Sōjirō ended up slaughtering the five adults with great speed and strength, the result of believing what Mandalorian told him; "the strong live and the weak die". Afterwards when he stood in the rain, he seemed to be smiling about it, but he was actually crying. He decided to go with the Mandalorian and learn the ways of the clan.

For many years he trained in the ways of the Mandalorian's , keeping his emotions locked away inside of him, being unable to show his feelings or empathise with others pain became a great help in battles. When he reached the age of 17, having learnt all he could from the clan, Sōjirō decided to travel the rest of the World since he knew little about it. Eventually he settled down in a village that seemed to rain non-stop, Amegakure it was called, a place that Sōjirō found had a very calming atmosphere about it. Feeling at ease and at peace with his emotions, Sōjirō decided to make this his new home where he would get to meet and even become friends with many of the villagers whom he conversed with in the local Tavern. During his time in Amegakure, a place he now called home, Sōjirō managed to learn many skills essential for the survival of a shinobi and to bring him greater strength on the battlefield. Sōjirō continues to practice his skills in the hopes of one day being able to serve as the right hand man of the Mandalorian Clan leader, and prove him self worthy.

Other

Lightning Mastery:

Sōjirō has gained such great confidence and prowess with the lightning element that he can perform all Raiton jutsu with only a single hand seal and with great speed.

Fire Proficiency:

Having spent many years practising in the art of Katon. Sōjirō has proved himself to be very proficient with all Katon jutsu and as such can perform the required hand seals with great speed.

Will of Rain:

Sōjirō has a really strong willpower and carries a strong will to protect Amegakure and prove himself as a competent Samurai. Having such strong will means that in a fight, small injuries are not enough to stop him.

Weapons and Armour:

Sōjirō carries on his left hip, a standard length Katana that he has carried since the beginning of his travels through the world. It has a black handle covered in white rope for decorations and grip and a beige coloured sheath. He also caries a small black handled Wakizashi in a similarly black sheath which he wears next to his Katana on his left hip.

Sōjirō also has a full suit of Mandolarian armour that he dons for most battles that he feels are challenging enough to wear. The Armour has a Voice activated Jet-pack and also includes a communication system in the helmet.

Will of Mandalore:

Being a member of the Mandalorian Clan, Sōjirō has a heightened love of battle. With this come many years of experience in battle, honing his skills in combat and as such, has become jaded to the act of killing. Sōjirō is able to kill without mercy and does not flinch when faced with the task of assassination someone or watching someone being killed.

Kingfisher Summoning:

Sōjirō is the current owner of the Kingfisher summoning contract and as such has a tattoo on his right should to signify his pact with the Kingfishers. Sōjirō also carries a scroll with the Kingfisher tattoo on it that he uses for one of the special summons.

Kingfisher

Scroll Owner:
Other Users who have signed contract: None so far
Summoning Boss if existing: Will be added later
Other Summoning Animals tied to contract: Will be added later
Description and Background:
As with the Toads in the Narutoverse, The Kingfishers will greatly vary in size. Some will be their normal real-world size and others will be large enough to carry one person on their backs and off course some sizes in between.
Some of the Kingfishers will have an affinity for an element and each have there own specialised attacks. They will also be able to communicate using human language and have developed an intricate social structure back in there homeland forest.

The tattoo signifying that Sōjirō has signed the contract, worn on the back of his neck:
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Picture:

Sōjirō's Katana and Wakizashi:
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Mandalorian Armour:
Without the sabers coming from the gauntlets and the gun in the holster.
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Theme Song and Background Music:







Battles

Won: None
Lost: None


In the end, only the fittest survive in this world. If you're strong you live, if you're weak you die.




Updating
  • Made him Madalorian from Samurai
  • Added all the elements and ninjutsu
  • Altered History to include Mandalorian references rather than Samurai


I know of two men who were walking down the same path at the same point in the past and it took that long for them to reach opposite truths. So, I was thinking I might be able to find my own truth if I spend ten years wandering.

Basic Information


Name: Sōjirō Seta
Nickname: Tenken 天剣 | Sandaime Amekage
Gender: Male
Age: 22
Clan: Nekura

Looks: Sōjirōs appearance conveys his calm demeanour within, with his calm but piercing blue eyes and well kept black hair. He usually wears a blue haori with a white collared undershirt and a darker blue hakama and standard white tabi and zori. Sōjirō also wears his sword tied his left hip. He also wears plain white wrist bracer's and shin guards on the odd occasion.

He is 163cm tall and has black, neck length, flat hair. Sōjirō also has deep blue coloured eyes. Sea is also a very lean person, although his muscles are well toned, something not normally seen in someone so who looks so young.


Personality: Sōjirō is normally seen smiling, with seemingly no emotion. In actuality, he hides his emotions, making him hard to read in combat. This ruse can be broken when put under immense pressure when facing a tough opponent. His true emotions make him appear unnerved, almost insane. However, after many year of practice, he appears to have calmed down somewhat, showing his true emotions more often in familiar surroundings.

Village Info.

Village of Birth:
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Village of Alliance:
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Rank//Chakra Info.

Ninja Rank: Sage

Speciality: Lightning| Taijutsu| Jeet Kune Do

Elements:
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Your Ninjutsu:
Completed
Completed
Completed
Completed
Completed Non-Medical
Basic Summons

Background Info.

History:

As a child, Sōjirō was abused and beaten by his adoptive family, and he would smile instead of cry to make them stop temporarily. He ran into a Rogue-Samurai member one night, shortly after the man sliced an innocent man in half. Instead of killing him, the Samurai took shelter in a shed and Sōjirō would bring him food and other supplies. He gave Sōjirō a Wakizashi to protect himself by killing his adoptive-family, but he thought being killed by a sword would hurt too much so he hid it under the porch. When his "family" found out Sōjirō was harbouring a wanted criminal, they planned to kill the boy and turn Samurai in. Sōjirō ended up slaughtering the five adults, doing so with great speed and strength, the result of believing what Rogue-Samurai told him; "the strong live and the weak die". Afterwards when he stood in the rain, he seemed to be smiling about it, the rain hiding his tears. He decided to go with the Samurai who would go on to train him in Kenjutsu and Taijutsu.

For many years he trained in the ways of the sword, keeping his emotions locked away inside of him all the while as a result of his emotional scarring; as such being unable to show his feelings or empathise with others pain became a great help in battles. When he reached the age of 17, having learnt all he could from the Samurai, Sōjirō decided to travel the rest of the World since he knew little about it. Eventually he settled down in a village that seemed to rain non-stop, Amegakure it was called, a place that Sōjirō found had a very calming atmosphere about it. Feeling at ease and at peace with his emotions, Sōjirō decided to make this his new home where he would get to meet and even become friends with many of the villagers whom he conversed with in the local Tavern. During his time in Amegakure, a place he now called home, Sōjirō managed to learn many skills essential for the survival of a shinobi and to bring him greater strength on the battlefield. After some time in the Village, Sōjirō rose through the village ranks, eventually becoming the Sandaime Amekage of his true home.

Other

Lightning Proficiency:

Sōjirō has gained such great confidence and prowess with the lightning element that he can perform all Raiton jutsu with a single hand seal, forming the needed hand seal with great speed.

Taijutsu Specialty:

Having spent many years practising in the art of the sword: Kenjutsu, Sōjirō found that he was not satisfied with his movement speed and as such, began in intense training in the art of taijutsu. Since completing his training Sōjirō has managed to increase the speed which he is able to move.

Will of Rain:

Sōjirō has a really strong willpower and carries a strong will to protect Amegakure as it's Sandaime. Having such strong will means that in a fight, small injuries are not enough to stop him.

Weapons:

Sōjirō carries on his left hip, a standard length Katana that he has carried since the beginning of his travels through the world. It has a black handle covered in white rope for decorations and grip and a beige coloured sheath. He also caries a small black handled Wakizashi in a similarly black sheath which he wears next to his Katana on his left hip.


Lack of Emotions:

Having such a traumatic up-brining at the hands of his adoptive-parents, Sōjirō grew up naturally suppressing his emotions. As such, his intentions are particularly hard to read as they are hidden by his ever-present smile.

Jeet Kune Do:

Sōjirō has trained in the art of Jeet Kune Do which, is basically a style without style, a philosophy/fighting style in which the user tries to out smart the opponent using their own strength against them. He is able to move his body in short bursts moving limbs in the blink of an eye as well as perceive and react to attacks three times his own speed.

Keigoku:

The abilities of the Nekura center on the summoning and control of this foul chakra of the Juubi's, that the clan calls "Keigoku".
The chakra is warped from the moon by a clansman opening the dimensional portal, through which the chakra enters the battlefield. This is much like a Summoning jutsu, which brings objects from a different place through dimensions. The portals can be opened anywhere on the battlefield. However, note that they cannot be used for transporting the user, opponent etc. over dimensions. Only Keigoku can transport itself through the portals. The portals are silent and do not actually count as a jutsu, however the release of a Keigoku technique from them is a jutsu; furthermore, it's not as if the portals possess any use outside of transporting Keigoku anyway.
The power of the Keigoku, however, is not to directly affect physical objects. The Keigoku is so corrupted, that it causes searing pain to an opponent's mind if they have been touched with the energy. Much like how prolonged exposure to a fire can cause extreme burns, prolonged exposure to high-rank Keigoku techniques can cause a complete shattering of the mind and possibly a vegetative state. This also lets the Keigoku pass through physical substances without minds, such as earth, water or trees to reach a target behind it, since it loses none of its powers on the non-sentient object. Should the Keigoku touch a Summoning, it will turn them against its master.
Skilled users of Keigoku have been rumoured to shift its focus from merely shattering minds to bending them or manipulating them with even direct eye contact initiating a transfer of Keigoku between people. However, this can only be done by extremely high-level Nekura and requires special training from the Clan Head.

Kingfisher Summoning:

Sōjirō is the current owner of the Kingfisher summoning contract and as such has a tattoo on his right should to signify his pact with the Kingfishers. Sōjirō also carries a scroll with the Kingfisher tattoo on it that he uses for one of the special summons.

Kingfisher

Scroll Owner:
Other Users who have signed contract: Pain, Kuroh, Roger23, elmage
Summoning Boss if existing: Will be added later
Other Summoning Animals tied to contract: Will be added later
Description and Background:
As with the Toads in the Narutoverse, The Kingfishers will greatly vary in size. Some will be their normal real-world size and others will be large enough to carry one person on their backs and off course some sizes in between.
Some of the Kingfishers will have an affinity for an element and each have there own specialised attacks. They will also be able to communicate using human language and have developed an intricate social structure back in there homeland forest.

The tattoo signifying that Sōjirō has signed the contract, worn on the back of his neck:
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Snake Summoning:

Having signed a pact with the Snakes, Sōjirō wears a Tattoo on his left forearm as well as carrying a summoning scroll as a back-up.
Snake Summoning Tattoo:
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Fūinjutsu seals:

Having been taught the Generic Sealing Technique, Sōjirō has placed a number of seals on his body:
- On the back of both Sōjirō's hands, are the Kanji "" which is the symbol for the first character for Gauntlet. By activating these seals (two in total) Sōjirō can summon his both his gauntlets as described above, already on his wrists.
- On the inside of his left palm, the Kanji "" which is the symbol for Katana. Using this seal, a spare Katana will be summoned in his hand.
- On the inside of his right palm, the Kanji "", the symbol for Umbrella which he keeps a spare Amegakure Umbrella within (See below).
- In his Ninja pouch, he has four pieces of paper with the Kanji "", the first character of Shuriken. Each one will summon two giant shuriken to the battle field. Also in his ninja pouch, is a piece of paper with the Kanji for Fan, "", of which a giant fan will be summoned to battle.​


Rank: B
Type: Supplementary , Defensive
Range: Short
Chakra cost: 20
Damage points: N/A
Description: This technique is a standard ninja skill which allows a ninja to summon an assortment of items or weapons that have been stored using Fūinjutsu,typically they are stored within scrolls. When needed, the owner will activate the seals releasing their item or weapon of choice. Scrolls can also be used as ammunition for other weapons. The items themselves are unaffected by time. This Technique allows the user to seal any weapons they wish being their own or opponents.
Note: Cannot seal opponent's custom weapons, or the special weapons of a particular character ( example: Samehada or Kubikiribocho ).
Note: Can only seal corpses, and not injured people regardless of the extent of their injury.



Sōjirō will occasionally utilise a battle enhanced Umbrella that can only be operated by a member of Amegakure that he carries in a sealing tattoo:

Senbon Shower: releases a hailing "shower" of senbon. It cannot be dodged by moving away since the needles cover a wide area in all directions, controlled by chakra. Although the needles are said to be able to pierce a five millimetre thick steel sheet, they can still be blocked by a powerful enough shield. Medical ninja can dip their senbon with poison to increase their lethality.

(Jouro Senbon) - Sprinkling Needles
Rank: C
Type: Attack
Range: Short-Mid
Chakra Cost: 15
Damage Points: 30
Description: After hurling their umbrella into the air, the user will unleash a torrent of needles. Using their chakra they can guide these needles towards their opponent.

Shield: The cover of the umbrella is made up of metallic threads, capable of defending against weak physical attacks and projectiles.

Added Modification: Wires, the rib-cage of the umbrella could be modified to shoot out wires from the end. This could be used to bind targets.​



Picture:

Sōjirō's Katana and Wakizashi:
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Theme Song and Background Music:







Battles

Won: None
Lost: None


In the end, only the fittest survive in this world. If you're strong you live, if you're weak you die.




Dropping



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Basic Information

Name:
Nickname: Tomboy | Fū of the Nanabi | Super-Kami-Fūkage-sama-dono-senpai-kun | Fūkage
Gender:
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Age: 21
Clan: None

Looks:

Fū wears an orange clip in her short, spiky mint green hair that matches her eye colour, which is also orange. Her ninja outfit consisted of a short-sleeveless white midriff shirt with fishnet armour underneath, long white armlets, and fishnet shorts with a short white apron skirt over it. Fū's forehead protector is worn on her right arm. Fū also carried a cylindrical object in red wrapping on her back, the purpose of which is unknown.​

Personality:

Fū outwardly appears to despise humanity due to her being neglected and hated by her village as a result of being a jinchūriki. However, when She is with the other jinchūriki and tailed beasts, Fū becomes rather cheerful with a happy go-lucky and somewhat carefree individual; smiling as she recalled Son Gokū and Rōshi's final moments before being sealed. She also uses 'ssu' (っす) at the end of her sentences — which is more commonly used by boys giving her somewhat of a tomboyish demeanour.​

Village Info

Village of Birth: Takigakure -
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Village of Alliance: Amegakure -
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Rank//Chakra Info

Ninja Rank: Kage
Specialty: Wind | Taijutsu | Bijū Techniques | Jeet Kune Do
Elements:

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Your ninjutsu:

Ninjutsu | Genjutsu | Kenjutsu | Taijutsu | Fūinjutsu

Nanabi's Jutsu:
(Chakra Tensõ no Jutsu) Chakra Transfer Technique
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description:
This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by 80 points per turn. Bijuus can use this technique on their host to restore their chakra reserves or boost their stamina by giving them 200 chakra points directly with each use. This advanced ability is the core method through which Bijuus and Jinchuriki use their techniques, as chakra cloaks and complete/incomplete transformations are advanced uses of Chakra Transfer, where the bijuu transfers his or her chakra onto his or her host.
Note: Only usable by bios with great chakra control, such as Medical ninjas, Hyuuga bios or Fuuinjutsu masters
Note: Cannot be used to power the users own techniques.
Note: All Jinchuriki can use this technique.
Note: Usable 3 times per battle.

(Bijutsu: Hikō mushi no jutsu) - Tailed Beast Skill: Flying Bug Technique
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 15
Damage points: N/A
Description: Fū manifests two beast tails that come out from her lower back in the form of a pair of wings that allow her to fly. She has been shown to be very nimble whilst in flight, being capable of outmanoeuvring several of Killer B's attacks using Samehada and his other swords.
(This technique lasts for a maximum of 3 turns and if chosing to dodge through flight it counts towards the users 3 per turn useage however large scale techniques cannot simply be dodged through this method)
Note: Can only be used by Fū.

(Bijutsu: Mushiku) - Tailed Beast Skill: Bug Bite
Rank: C
Type: Offensive
Range: Short
Chakra cost: 15
Damage points: 30
Description: While in her initial transformation mode, Fū attacks the enemy, seemingly biting them. This technique can also be performed in the full transformation mode and due to being a stronger state the power of the technique is equivilant to an A rank technique.
Note: Can only be performed by Fū in either of her transformation modes.

(Bijutsu: Kiwa no Chakra) - Tailed Beast Skill: Edge of Chakra
Rank: C
Type: Offensive
Range: Short
Chakra cost: 15
Damage points: 30
Description: Whilst in incomplete transformation form the jinchuuriki can grind their chakra claws together to release a powerful shock wave that staggers the opponent.
Note: Can only be used by jinchuuriki in incomplete form.

( Bijutsu: Suiryoku no Otosu ) - Tailed Beast Skill: Dropping Thrust
Rank: C
Type: Offensive
Range: Short
Chakra cost: 15
Damage points: 30
Description: Whilst in their incomplete chakra cloak form, the jinchuuriki jump into the air and then point their tails downwards at the opponent and begin spinning around really fast drilling down into the opponent.
Note: Can only be used by Jinchuuriki whilst in their incomplete form.

(Bijutsu: Chakra Ude) - Tailed Beast Skill: Chakra Arm
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: This is one of the basic abilities of every jinchuuriki when they are shrouded by chakra. The user will shape their chakra into up to 3 arms of bijuu chakra that they can extend to attack the enemy or even to help him perform techniques or do handseals.
Note: Cannot be used in complete forms
Note: Can be used by Pseudo Jinchuuriki's in their Pseudo Transformations
Note: Naruto can use it in both 9 Tails Chakra Mode and Bijuu Mode
Note: Can be used in Chakra Shroud and in Initial Transformations for all other Jinchuurikis

(Bijutsu: Biju Rendan) - Tailed Beast Skill: Tailed Beast Barrage
Rank: B
Type: Offensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: In their incomplete jinchuuriki form, the user slashes the opponent with their chakra arm and then strikes them down into the ground.
Note: Can only be used in incomplete form.

(Chiratsuki Kaihi/Undō) Flicker Evasion/Movement
Type: Defensive
Rank: B-Rank
Range: Short-Long
Chakra: N/A
Damage: N/A
Description:
Using the power of their bijuu to boost their physical abilities, the Jinchuriki is able to dash and move at incredible speeds. While doing so, the user will move and run on all fours (if applicable) and display a movement much more in tune to the animal traits his bijuu possesses. The speed at which one can move is relative to the transformation used. The basic Red Chakra Cloak doubles the users speed while the Incomplete Transformation triples his speed. The movement one can produce can be both intricate or simple, depending on the users intention.
Note: this version can only be used by Bijuus with Chakra Cloak or Incomplete Transformation active

(Bijutsu: Uwachoushi Himei) - Tailed Beast Skill: High Pitched Scream
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: Whilst in Full Transformation Fu will release a loud high pitched scream which disorients an opponent making him dizzy.
Note: Can only be used by Fu in the Full Transformation mode.

(Hijutsu: Rinpen Kakure) - Secret Technique: Scale Camoflauge
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: This technique allows Fū to release a sparkling substance from her mouth that shines bright blinding her enemies and allowing her allies or herself to attack unnoticed.
Note: Can only be used by Fū

(Nanabi Fukanzen Hengi no Jutsu) - Seven Tailed Initial Transformation Technique
Rank: A
Type: Supplementary
Chakra cost: 30
Damage points: (+40 from chakra burst) (+25 to Wind, +15 to Taijutsu)
Description: When the incomplete form is activated, Fu roars releasing a dark green chakra burst up to short range and sending a coloumn of chakra into the sky. She is then enveloped in a dark green chakra shroud with Seven tails and a forked horn which can be used for ramming targets. It also has sharp claws. By Spinning her tails around very fast to enable her to fly extremely fast equivilant to the 1st gate. She also gains a hard exoskeleton all over her body can defend against all techniques of B rank and below. Whilst in this transformation Fu gets a power boost in Wind Elemental techniques and taijutsu techniques.
Note: The Transformation lasts a maximum of 4 turns.

(Chakra no Koromo) Chakra Shroud
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30 (-10 per turn)
Damage: +10 to Taijutsu, +5 to Ninjutsu
Description:
The jinchūriki accesses his Bijuu's chakra and releases a portion of it into his body, triggering this initial transformation. By doing this, red chakra oozes from his skin, engulfing him in a chakra shroud that resembles a miniature, translucid version of his Bijuu (although with little detail), with a variable number of tails (depends on which Bijuu it is) and certain unique traits like the Kyuubis ears or Hachibi's horns. The jinchūriki gains a drastic increase in speed, being capable of fighting on par with almost any ninja and gets his Taijutsu damage boosted not only by the increased strength behind his chakra shroud but also by the chakra shroud itself, which damages enemies to the touch. In certain situations, the jinchūriki can also gain more animalistic abilities, such as running tremendously fast on all fours or viciously clawing on his enemies. The chakra shroud protects the jinchūriki from damage and grants him a high resistance to all C-Rank and bellow techniques and B-rank and below Taijutsu.
Note: Can only be used 3 times and lasts for a maximum of 5 turns.

(Bijutsu: Biju Jinsoku Rendan) - Tailed Beast Skill: Tailed Beast Rapid Combo
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: While in the incomplete jinchuuriki form the user will blow the opponent up with a roar and slashes them constantly with their chakra claws.
Note: Can only be used whilst in incomplete form.

(Bijutsu: Biju Tatsumaki) - Tailed Beast Skill: Tailed Beast Twister
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user while in complete jinchuuriki form will swipe their claws to whip up a tornado of wind that can deal devastating power to the target.
Note: Can only be used by Jinchuuriki in complete forms.

(Bijutsu: Bijudama) - Tailed Beast Skill: Tailed Beast Menacing Ball
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 70
Damage points: 120
Description: The Tailed Beast Menacing Ball is the ultimate attack of the tailed beasts. To use the attack they gather positive black chakra and negative white chakra and shape it into a ball and compress it in their mouth and then release it.
Note: Can only be used 3 times and must be in complete form.
Note: If 2 or more Jinchuriki's colaborate in the creation of a Bijudama, the power of it multiplies by the number of Jinchuriki's.

(Bijutsu: Renzoku Bijudama) - Tailed Beast Skill: Continuous Tailed Beast Menacing Ball
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 70
Damage points: 60 per Ball
Description: The Continuous Tailed Beast Menacing Ball is a barrage of multiple consecutive Bijudamas shot at the enemy. Unlike normal Bijudamas, these are less compressed due to the faster rate as which they are created, allowing the user to release them all in the time he would otherwise require to release a normal Bijudama. They can overcome the power weakness in sheer number and speed. Each of these projectiles is equivalent to A-Rank and the user can shoot up to 5 in a consecutive, wide or narrow, spread attack.
Note: Can only be used one time and must be in complete form.

(Bijutsu: Biju Gekido) - Tailed Beast Skill: Tailed Beast Berserk
Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: While in his incomplete biju form will performs a sequence of slashes with his claws and finishes the attack with a red chakra aura explosion.
Note: Can only be used once ending the biju form.

(Nanabi Chon Hengi no Jutsu) - Seven Tailed Final Transformation Technique
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A (+40 to Wind Techniques, +25 to Taijutsu Techniques)
Description: Fu Raises both her hands into the air and then begins releasing large amount of dark green chakra that then envelops her body completely and takes the form of the Nanabi. It resembles a blue, armoured kabutomushi, with six of its seven tails resembling green insect wings, along with the seventh tail, all growing from the end of its abdomen. The stem of the tail is green but the wings are orange. Its eyes seem to be covered by a knight helmet like skull, it also has spike protrusions on its shoulders, and six legs, three on each side. The Nanabi can fly at speeds rivalling the Third Gate, and its exoskeleton defends against all attacks of A rank and below. Whilst in this Transformation the user can only use wind elemental techniques and taijutsu techniques aswell as any Tailed beast skills related to the Nanabi.
Note: The Transformation lasts a maximum of 3 turns.

Background Info
History:

Fū's history is quite reminiscent of other Jinchūriki - shunned from the earliest time she can remember, from Her standpoint without cause. She preferred to spend Her time outside of Takigakure, playing in the forests surrounding the village she reluctantly called home. While suffering constant bullying during Her youth, Fū from a young age, discovered she had larger than normal chakra reserves compared to her peers in Shinobi training.
One day after being brutally assaulted by Jounin of her own village, Fū inadvertently used the power of the Nanabi, killing the group of Jounin with ease. Fearing the power had awakened, Fū left the village in haste, ever since trying to work out the power that she soon held within. After some time, Fū came to realise the hidden power inside of here was a tailed beast, the Nanabi who, she later learned was called Chōmei. Soon after realising what She was, Fū worked hard to deepen her bond with Chōmei, eventually mastering it's abilities.​

Other

Jinchūriki:

The Seven-Tails (七尾, Nanabi) is a tailed beast sealed within Fū from Takigakure. It is the only tailed beast that wasn't in the possession of one of the 5 great shinobi villages. The Seven-Tails resembles a blue, armoured kabutomushi, with six of its seven tails resembling green insect wings, along with the seventh tail, all growing from the end of its abdomen. The stem of the tail is green but the wings are orange. Its eyes seem to be covered by a helmet-like skull, from inside of which, an orange glow can be seen. It also has spike protrusions on its shoulders and a row of slits on each shoulder, and six legs — three on each side. The legs are also covered by the blue armour, however the last segment on each leg is not covered and therefore green. The Nanabi seems to have a happy, go-lucky persona — which it seemingly shares with its jinchuuriki as shown when it introduced itself to Naruto, referring to itself as "Lucky Seven Chomei" (ラッキーセブン重明, Rakkī sebun Chōmei) which might be an allusion to the fact that it has seven tails and the number seven having long been seen as a lucky as well as happy number. Its real name is just Chomei (重明, Chōmei).


Jinchūriki Abilities:

Not much is known about Chomei, but since it is a tailed beast, it is able to use the Tailed Beast Ball and has huge chakra reserves. However it's certain that it has a lot of insect-based attacks like for instance exhaling a large amount of fine scales that shine extremely bright, blinding the opponent, actually biting like a bug, generating high screams or using the tails as bug wings to fly in both the human as in the Tailed Beast forms. It's the only one of all the Tailed Beasts that has the ability to fly and is very agile in the sky.

  • Creating the Green Chakra Cloak.
  • Transforming into the incomplete Seven-Tails.
  • Transforming into the complete Seven-Tails.
  • Complete mastery of the Wind element, both in human form and tailed beast forms, without the use of any handseals and +5 damage to all wind jutsu's.
  • Bug-like abilities including exhaling light-reflecting bug scales, biting like a bug, releasing a high-pitched scream and growing bug wings both in human and tailed beast forms. The Nanabi is the only tailed beast that has the ability to fly and as a result is extremely difficult to catch or hit.
  • Can preform the Tailed Beast Bomb in the complete form.
  • Immunity to Genjutsu.

Jeet Kune Do:

Fū has trained extensively in the art of Jeet Kune Do, a philosophy/fighting style in which the user tries to out smart the opponent using their own strength against them. She is able to move her body in short bursts moving her limbs in the blink of an eye and is also able to perceive and react to attacks 3 times her own speed.​


Fūinjutsu seals:

Having been taught the Generic Sealing Technique, Fū has placed a number of seals on her body:
- On the back of both Fū's hands, are the Kanji "" which is the symbol for the first character for Gauntlet. By activating these seals (two in total) Fū can summon a pair of leather gauntlets around her wrists.
- On the inside of her left palm, the Kanji "" which is the symbol for Katana. Using this seal, a Katana will be summoned in her hand.
- On the inside of her right palm, the Kanji "", the symbol for Umbrella which she keeps an Amegakure Umbrella within (specs below).
- In Her Ninja pouch, she has four pieces of paper with the Kanji "", the first character of Shuriken. Each one will summon two giant shuriken to the battle field. Also in his ninja pouch, is a piece of paper with the Kanji for Fan, "団", of which a giant fan will be summoned to battle.​


Rank: B
Type: Supplementary , Defensive
Range: Short
Chakra cost: 20
Damage points: N/A
Description: This technique is a standard ninja skill which allows a ninja to summon an assortment of items or weapons that have been stored using Fūinjutsu,typically they are stored within scrolls. When needed, the owner will activate the seals releasing their item or weapon of choice. Scrolls can also be used as ammunition for other weapons. The items themselves are unaffected by time. This Technique allows the user to seal any weapons they wish being their own or opponents.
Note: Cannot seal opponent's custom weapons, or the special weapons of a particular character ( example: Samehada or Kubikiribocho ).
Note: Can only seal corpses, and not injured people regardless of the extent of their injury.


Amegakure Umbrella:
Fū has sealed in her right palm an Amegakure Umbrella, an special ninja tool that can only be operated by a member of Amegkare.
Senbon Shower: releases a hailing "shower" of senbon. It cannot be dodged by moving away since the needles cover a wide area in all directions, controlled by chakra. Although the needles are said to be able to pierce a five millimetre thick steel sheet, they can still be blocked by a powerful enough shield. Medical ninja can dip their senbon with poison to increase their lethality.
(Jouro Senbon) - Sprinkling Needles
Rank: C
Type: Attack
Range: Short-Mid
Chakra Cost: 15
Damage Points: 30
Description: After hurling their umbrella into the air, the user will unleash a torrent of needles. Using their chakra they can guide these needles towards their opponent.

Shield: The cover of the umbrella is made up of metallic threads, capable of defending against weak physical attacks and projectiles.

Added Modification: Wires, the rib-cage of the umbrella could be modified to shoot out wires from the end. This could be used to bind targets.​

Gauntlets:
These leather Gauntlets are sealed on the back of Fū's left and right hand, needing to release two seals to summon both of them:
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Picture:
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Theme Song and Background Music:





Battles

Won: None
Lost: None


Updating


Kenshin Valentine

Anyone can die. It's living that takes courage.

Basic Information

Name: Kenshin Himura
Nickname: Shinta, Sandaime Amekage, Hitokiri Battōsai (Previously)
Gender: Male
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Age: 28
Clan: Valentine

Looks:
Kenshin is of small, slender build with a youthful, feminine visage. His youthful appearance along with his small build belies his twenty-eight years of age, making him look roughly ten years younger. Kenshin is easily recognised by his unique features including his mid-back length red hair tied in a thick ponytail as well a cross-shaped scar on his left cheek, given to him in his youth. Kenshin's cross-shaped scar actually consists of two separate scars - a long one running diagonally down his face from just below the outer corner of his left eye to just above his chin and a slightly shorter scar running diagonally across it in the other direction from just to the left of the bridge of his nose to his left jawbone.

Kenshin's hair is thick and abundant, with all of the shorter frontal hairs falling across his face as bangs rather than being in the ponytail at the nape of his neck. During his youth outside of Amegakure, Kenshin wore his ponytail higher than he does today. Kenshin's eyes, too, have an unusually coloured iris, being a deep violet. With his clan's abilities to sage-morph, his eye do occasionally shift from violet to gold, to signal a change to a more serious and violent personality. Strangely enough, the rapid healing and latent sage-morphing abilities of his clan, were not enough to heal his scar. Upon being inducted into the main branch of the clan, it was deduced that the scars would almost never heal so long as Kenshin carries the emotional stress that he associates with the scars.

Kenshin dresses simply, wearing a plain men's kimono of cheap, worn cloth with a white umanori hakama, zori and white tabi. Kenshin changes his kimono between four colours; a soft red like burgundy, a bolder red, a purple and a deep blue. His Katana is worn under his obi at his left hip in a black, steel saya.

Personality:
Soft-spoken, serene and humble, Kenshin's usual demeanour suits his effeminate appearance perfectly. Always willing to put others before himself, both in terms of well-being and social standing, Kenshin usually refers to others with the noble honorific of "-dono" while nearly always speaking of himself in a particularly humble manner. He carries himself with an air of amicable temperance, politely conversing with the people he encounters and freely giving his meagre services to those who need a hand. Kenshin doesn't hesitate to put himself in the path of harm to shield those around him and often attempts to diffuse contentious situations with soft, calming words and a somewhat clownish personality involving feigned clumsiness and his trademark interjection "oro". These traits lead those unfamiliar with Kenshin to view him as ineffectual or easily exploitable, but more perceptive people become aware in short order that his gift for placatory eloquence and veiled redirection of disagreeable situations suggest a deep wisdom belied by his youthful, unassuming visage.

Tormented by his past as a Hitokiri, Kenshin has developed an acute appreciation for life and has taken a vow in his heart to never again kill another person and to do everything within his power to protect people from being killed. This vow is the defining characteristic of Kenshin's personality and the primary motivation for his transition into the higher ranks of his clan and a Leading role in his Amegakure. Despite this, however, he holds his own existence cheap and carries in his heart a grievous guilt that prevents him from becoming emotionally close to the people around him and compels him to a life of humble service and selfless personal sacrifice. Even with his prodigious skill as a prolific swordsman, Kenshin refrains from wielding his great combat strength for his own sake, drawing his sword only for the well-being of others when words fail to appease. Though unwilling to simply be killed by unrelated attackers, Kenshin freely accepts that any grudges against his past self are well-deserved; he remembers the face of every person he has wronged as the Hitokiri Battōsai and will face their hatred or judgement without complaint, believing that he does not deserve the same happiness as others. Spending much of his alone time in quiet contemplation of his past misdeeds and future retribution, Kenshin often ponders what the right path toward redemption is and laments each life lost due to his weakness. As such, he has a tendency toward trying to solve problems all by himself and alienating his would-be allies with secrecy so as to keep them from becoming involved in his risky endeavors. Having lived his own life carrying heavy regrets, Kenshin is reluctant to judge others for their personal actions, beliefs or mistakes and always offers hopeful encouragement so that those who have stumbled onto the wrong path might redeem themselves in the future. However, when forced to draw his sword against those who abuse their power and undervalue the lives of others, Kenshin's calm temperament gives way to a marked intensity capable of intimidating even other skilled Shinobi and can go so far as to become a powerful fury, despite his compulsion toward diplomacy.

During times when his strength to rely on the peaceful teachings of his Clan is insufficient to defend against a particularly threatening foe, Kenshin's restraint falters and his personality reverts to that of his days as the Hitokiri Battōsai. He immediately abandons his serene humility, dropping the humble tones from his speech in favour of a harsh and direct tone. Kenshin's normally warm nature becomes cold and distant, allowing him to contemplate taking the life of his opponent and even make vicious, bloodthirsty threats. This side of his personality is one that Kenshin struggles to suppress despite the fact that it keeps emerging when he is under great stress and in need of extra strength. His greatest fear is that, one day, he will return to his former self and become a Hitokiri once more. As such, he has come to rely on his close friends and allies in order to keep him in check and to seek their assistance in times of need, despite still being quite reluctant to do so.

Village Info
Village of Birth: Hidden Frost Village
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Village of Alliance: Amegakure ||||

Rank//Chakra Info

Ninja Rank: Kage
Speciality: Lightning | Wind | Valentine Clan Jutsu | Jeet Kune Do
Elements:
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Your Ninjutsu:
Completed
Completed
Completed
Completed

Completed (Non-Medical)
Completed

The scar of my past will determine my future!.

Background Info

History:
Kenshin was born into a small-branch of the Valentine Clan that chose to live their lives as simple humans, away from the teachings of the clan and Shinobi in general, originally named "Shinta". After losing both his parents during a raid on their village, he is sold into slavery. The slave-traders' caravan is attacked by bandits who kill all of the peasants except for Shinta, who is saved by a skilled shinobi. Seeing him clutching a blade, attempting to save some of the other slaves the Shinobi delivers Shinta to a village in the Snow Country, renaming him "Kenshin", as the name 'Ken' (sword) and 'Shin' (heart) were more fitting for a swordsman-to be.

After a few years under learning Kenjutsu, the shinobi of Kenshin's village noticed he displayed an aptitude in chakra control which they then decided to teach him Ninjutsu. The traits of his clan began to show through and the villaged noticed his great strength as well as his wish to protect the people with his skills. This results in a shadow ANBU of the Snow Country, alluring Kenshin to join their organisation as an assassin, under the guise that he would build a stronger Snow Country; a folly to keep Kenshin voluntarily working for them. Within the first six months of his career, he killed over 100 people, and eventually becomes known as the "Hitokiri Battōsai". It is during this time he receives one half of the scar on his cheek, the long scar running diagonally down his face from just below the outer corner of his left eye to just above his chin.

At one point, Kenshin comes face to face with a woman named Yuki clan, who initially wanted to avenge the death of her fiancé whom Kenshin had killed, but falls in love with him instead and starts a romantic relationship. After a crisis that saw the end of the Snow Country's ANBU Root, both Kenshin and Tomoe act as a married couple to keep anyone from finding out Kenshin's true identity as an assassin and flee to a remote village in the Frost Country.

Sometime later, Kenshin's wife meets with the leader of the group that took down the Snow Country's ANBU Root, that had formulated a plan to assassinate Kenshin in order to fully remove any trace of the fallen Root Organisation. She realises that all along they had actually used her to create Kenshin's weakness, playing on her original grief at the death of her previous fiancé. Meanwhile, Kenshin runs off to find his wife, but is ambushed by the new Snow ANBU and is severely wounded, left deprived of his physical senses including his sight due to the effects of poison they used against him. He manages to defeat them and eventually finds Tomoe with the leader of the Snow ANBU. In a desperate attempt to defeat the leader, Kenshin blindly swings his sword, killing both his assailant and his wife, who jumps in at the last minute to save Kenshin from a fatal attack. His wife's knife flies into the air and coincidentally slashes Kenshin's already scarred cheek, creating the famous X-shaped scar across his left cheek. Before dying, her last words come to reveal the dark tragedy that ultimately leaves Kenshin forever changed.

After these events Kenshin vowed never to kill again and began to roam the ninja world, doing good in any small village he could whilst being careful to avoid the major Countries for fear of being noticed. Eventually he found himself in the Hidden Rain village, finding the bustle of the large village and the constant rainfall and calming place to reflect on his previous life as a killer. It is in the village he first began to make lasting friendships and learn Medical Ninjutsu as a way of helping people, while using the resources of the village to grow his strength to be able to better protect those he holds dear. Eventually Kenshin began to take an interest in the village affairs and quickly moved up through the ranks, becoming the assistant to the Peace General. It was around this time it was discovered that Kenshin was a descendant of the Valentine Clan, which explained his great strength. He was then fully inducted and taught the clan's secrets and abilities, while continuing to rise through both the village ranks and clan ranks, eventually becoming Sandaime Amekage and also a Dark Crusader, the highest rank other than Clan-Leader among the Valentines.

You can use whatever technique you like, but now that I've said I'll kill you... Your death tonight has been assured.

Other

Lightning Mastery:
Kenshin has gained such great confidence and prowess with the lightning element that he can perform all Raiton jutsu with only a single hand seal and execute the jutsu with great speed.

Wind Specialist:
Honing his Wind jutsu through years of practice, Kenshin has gained a greater understanding of Wind, incorporating it more and more into his fighting style to the point where he can perform all wind jutsu seals quicker than the average Shinobi.

Kenjutsu:
Wearing his Katana at almost all times, Kenshin tends to rely on it and kenjutsu, preferring to use Kenjutsu over taijutsu and close-ranged ninjutsu. He has no special abilities when it coms to Kenjutsu, only a passion that and instinct that allows him to rely on his blade when it matters the most.

Valentine:
Being a member of the Valentine Clan, Kenshin has; improved transformation abilities, ability to passively absorb senjutsu (although only sufficient to source the chakra for the modes used for the Clan Techniques), physical strength and durability increase due to the senjutsu chakra regulating around the user at all times (+15 damage to all taijutsu, +10 damage to all ninjutsu), and due to training with natural energy Kenshin has the ability to detect living things through their life force also gaining a naturally high resistance to toxins and pathogenic matter, as well as a longer lifespan.
Kenshin has progressed through the clan and holds the rank of Dark Crusader:
The inner circle of the clan. They have attained near mastery of the clans abilities and have access to all the clans techniques. Due to their mastery of the arts of the clan, these individuals can live for hundreds of years. Their transformations last 1 turn longer than normal.

Kenshin is also branded with the Valentine Cursed Seal, worn on the back of his neck, worn below the height of his collar so as to not be noticeable by others.:

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

Jeet Kune Do: Kenshin has trained in the art of Jeet Kune Do which, is basically a style without style, a philosophy/fighting style in which the user tries to out smart the opponent using their own strength against them. He is able to move his body in short bursts moving limbs in the blink of an eye as well as perceive and react to attacks three times his own speed.

Will of Rain:
Kenshin has a really strong willpower and carries a strong will to protect Amegakure and prove himself as a competent shinobi of Valentine lineage. Having such strong will means that in a fight, small injuries are not enough to stop him.

Kingfisher Summoning:
Kenshin is the current owner of the Kingfisher summoning contract and as such has a tattoo on his right should to signify his pact with the Kingfishers. Kenshin also carries a scroll with the Kingfisher tattoo on it that he uses for one of the special summons.

Kingfisher

Scroll Owner:
Other Users who have signed contract: Kuroh, FeeLPain, Roger23, elmage
Summoning Boss if existing: Augustine
Other Summoning Animals tied to contract: The Water Kingfisher Jade, The Kookaburra Leach, Burning Angry Birds, and The Lightning Kingfisher Torotoro
Description and Background:
As with the Toads in the Narutoverse, The Kingfishers will greatly vary in size. Some will be their normal real-world size and others will be large enough to carry one person on their backs and off course some sizes in between.
Some of the Kingfishers will have an affinity for an element and each have there own specialised attacks. They will also be able to communicate using human language and have developed an intricate social structure back in there homeland forest.

The tattoo signifying that Kenshin has signed the contract:
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Weapons:
Kenshin generally carries a standard Katana, though He alternates this with a Sakabatō, both of which he would wear on his left hip. The Katana is only worn during times where Kenshin believes the lives of his villagers are at stake and no other option but to fight exists. He wears the Sakabatō during the day-to-day happenings of Amegakure and any diplomatic missions so as to keep the good name of Amegakure and to distance himself from the brand of a killer.

Kenshin also stores in the sleeves of his haori several kunai and shuriken in specially designed pouches for quick access. He also has a pouch on his back where he keeps more tools and weapons such as flash and smoke bombs, explosive tags, ninja wire and many scrolls.

Kenshin will also wear leather gauntlets that he has grown to find helpful in the many Sword encounters in his time.
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Snake Summoning Contract:
Having signed a pact with the Snakes, Kenshin wears a Tattoo on his left forearm as well as carrying a summoning scroll as a back-up.

Snake Summoning Tattoo:
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Amegakure Armoury:
As a member of Amegakure, Kenshin has access to its armoury and to a number of weapons contained within...

Umbrella Kenshin will occasionally a battle enhanced Umbrella that can only be operated by a member of Amegakure that he will wear on his back with the Umbrella's handle over his right shoulder:

Senbon Shower: releases a hailing "shower" of senbon. It cannot be dodged by moving away since the needles cover a wide area in all directions, controlled by chakra. Although the needles are said to be able to pierce a five millimetre thick steel sheet, they can still be blocked by a powerful enough shield. Medical ninja can dip their senbon with poison to increase their lethality.

(Jouro Senbon) - Sprinkling Needles
Rank: C
Type: Attack
Range: Short-Mid
Chakra Cost: 15
Damage Points: 30
Description: After hurling their umbrella into the air, the user will unleash a torrent of needles. Using their chakra they can guide these needles towards their opponent.

Shield: The cover of the umbrella is made up of metallic threads, capable of defending against weak physical attacks and projectiles.

Added Modification: Wires, the rib-cage of the umbrella could be modified to shoot out wires from the end. This could be used to bind targets.


Fūinjutsu seals:
Having been taught the Generic Sealing Technique, Kenshin has placed a number of seals on his body:
- On the back of both Kenshin's hands, are the Kanji "" which is the symbol for the first character for Gauntlet. By activating these seals (two in total) Kenshin can summon his both his leather gauntlets as described above, already on his wrists.
- On the inside of his left palm, the Kanji "" which is the symbol for Katana. Using this seal, a spare Katana will be summoned in his hand.
- On the inside of his right palm, the Kanji "", the symbol for Umbrella which he keeps a spare Amegakure Umbrella within (Same specs as above).
- In his Ninja pouch, he has four pieces of paper with the Kanji "", the first character of Shuriken. Each one will summon two giant shuriken to the battle field. Also in his ninja pouch, is a piece of paper with the Kanji for Fan, "", of which a giant fan will be summoned to battle.
- Kenshin also carries five pre-drawn scrolls with the Kanji for Lightning, Wind, Fire, Water and Earth on them as well as a blank scroll for use in certain Fuuinjutsu.


Rank: B
Type: Supplementary , Defensive
Range: Short
Chakra cost: 20
Damage points: N/A
Description: This technique is a standard ninja skill which allows a ninja to summon an assortment of items or weapons that have been stored using Fūinjutsu,typically they are stored within scrolls. When needed, the owner will activate the seals releasing their item or weapon of choice. Scrolls can also be used as ammunition for other weapons. The items themselves are unaffected by time. This Technique allows the user to seal any weapons they wish being their own or opponents.
Note: Cannot seal opponent's custom weapons, or the special weapons of a particular character ( example: Samehada or Kubikiribocho ).
Note: Can only seal corpses, and not injured people regardless of the extent of their injury.



If fighting could provide us with the truth, nobody would make any mistakes in their lives. A person's life is not that easy. The truth you must learn from yourself, from how you live your life.


Picture:

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Theme Song and Background Music:







Battles

Won: Few
Lost: Many

Perhaps the distant part of the sky always seems clearest, so that we will always strive to reach it.



[URL2=http://narutobase.net/forums/showthread.php?t=317987&p=10224270#top]~Top~[/URL2]​
 
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Shinta

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Shinta's Chronicles | Customs Index


Shinta's Customs Index

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Hakai-teki no Koromo - Destructive Shroud

Won 2 extra CJ slots in the 2018 Advent Calendar Day Day 3

Summons
#1
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#3
#4
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Iryō Ninjutsu
Custom Poison:

Custom Elements
#1

Custom Technology
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Sukautā - Scouter

Custom Weapons
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Fūjin no sensu - (Folding Fan of the Wind God)

Basic Information


Name:


Nickname:

Tomboy | Fū of the Nanabi | Fū of the White Lotus

Gender:

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Age:

25

Height:

160 cm

Weight:

47.4 kg

Looks:

Fū wears an orange clip in her short, spiky, mint-green hair that matches her eye colour, which is also orange. Her ninja outfit consisted of a short-sleeveless white midriff shirt with fishnet armour underneath, long white armlets, and fishnet shorts with a short white apron skirt over it. Fū's forehead protector is worn on her right arm. Fū also carried a cylindrical object in red wrapping on her back, the purpose of which is unknown.

Personality:

Fū outwardly appears to despise humanity due to her being neglected and hated by her village as a result of being a Jinchūriki. However, when She is with the other Jinchūriki and tailed beasts, Fū becomes rather cheerful with a happy go-lucky and somewhat carefree individual; smiling as she recalled Son Gokū and Rōshi. She also uses 'ssu' (っす) at the end of her sentences — which is more commonly used by boys giving her somewhat of a tomboyish demeanour.

Village Info

Land of Birth:

WSE Clan:

Takinomori




Rank//Chakra Info


Ninja Rank:

Sannin

Chakra:

2100

Specialty:

Wind | Taijutsu | Medjutsu | Bijū Techniques | Fūinjutsu

Elements:

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Fuu's Ninjutsu:

Ninjutsu

Taijutsu

Genjutsu

Kenjutsu


Advanced Fūinjutsu

Iryō Ninjutsu


Kingfisher Summoning

Background Info

Warring States History:

Fū (フウ, Fū) is a young kunoichi from the eastern area of Takinomori, living in a settlement along the edge of a lake, boasting a large Tree at its centre and spilling over a cliff to create a spectacular waterfall. At an unknown point in the settlements history, if came upon the Seven Tails Chakra-Beast, which would be sealed into Fū when she was a mere infant. Growing up in Takinomori, Fū had no memory of life before having the Seven-Tails sealed within her, growing up with Him being the Fū's only friend. Being shunned from the settlement She spent much of her time wandering the Mountainous Terrain of West-Takinomori, returning to her birth-settlement in the East once every few years, though never revealing her face or making any associates.

Continuing on like this for many years, Fū would develop a strong bond with the Seven Tails, initially out of necessity but in time it grew to actual comradeship. Throughout her teenage years, She would practice ninjutsu that the Seven-Tails would mentor her in, mainly wind-style ninjutsu but Fū would come to learn the basics of the other elements as well. By the time She was sixteen, her relationship the Seven-tails had grown to the point where He would reveal his name with Fū; Chōmei.

Around the time of her Eighteenth, Fū had become a notable Shinobi in her own right, protecting merchants through her home-land as a mercenary, though acting without revealing who she was or revealing her face. It was on one of these mission Fū would come across a powerful Shinobi whom she could not outright beat, only managing to push the fight until the pair would collapse from exhaustion. They would meet on several occasions and, much like she had done with Chōmei, the pair would exchange names and build a friendship with each other. This person, the Snake-summoner Korra, would go on the teach Fū Medical Ninjutsu in exchange for being taught what Fū knew about fūinjutsu; though at this stage Korra did not show any promise for learning advanced seals to incorporate into Medjutsu, as Fū herself had.
For the next seven years, the pair would act as vagabonds throughout Takinomi, referring to themselves as "The White Lotus" as they fought off those whom sought to bring harm to their homeland. Occasionally doing good deeds such as healing, but more often than not, charging as much as they could for their services. Eventually a third member would join The White Lotus, helping to set-up a base of operations within Takinomori; Kilik, now the youngest of the clan whom Korra and Fū have high hopes for.

After settling their clan base within a cavern, excavated with the help of Korra's personal summon, the White Lotus began allow villagers of nearby settlements to populate the concealed and secured base; provided a sense of security, not only for the villagers, but The White Lotus themselves. Not long after setting a permanent base, The White Lotus would travel to a nearby landmark that would eventually lead to meeting with a representative of a nearby clan, The Golden Sabbath. Fū spearheaded much of the negotiations, despite her more than awkward first-impression that She portrayed, creating a line of communication via a Fūinjutsu Communication scroll. The Golden Sabbath's representative was Sado, whom unfortunately was not well versed in Fūinjutsu and so would have to pass off the scroll to Vegeta; a member of Sado's clan that was not able to be present at the meeting.


History:

Fū (フウ, Fū) was a kunoichi from Takigakure and the jinchūriki of Chōmei, the Seven-Tails. At some point, Fū became the jinchūriki of the Seven-Tails, Chōmei. Growing up in Takigakure as the village's jinchūriki, the village leader Shibuki took great care in keeping Fū protected. He also taught Fū the importance of friendship and loyalty. Fū, wanting to make friends and tired of living a secluded lifestyle, signed up for the joint Chūnin Exams being held in Konohagakure and Sunagakure.

When Shibuki was informed she had signed up, he was against the idea and feared people could learn about Fū's jinchūriki status. He ultimately gave in, hoping to use this event as an opportunity to help restore Takigakure's former glory. While Fū was delighted at this, Shibuki assigned Kegon and Yōrō to protect Fū by posing as her genin team-mates. Upon entering the Chūnin Exams, Fū and her team-mates are randomly into different rooms, with Fū being placed in room two. After settling in, Shikamaru Nara, explained that everyone only answer a question each, but their team's combined score must equal exactly 100 points to pass. During this time, Fū uses a technique to communicate with her team-mates, allowing them to tell each other which question they were going to pick. After time is up, Shikamaru revealed a bonus question that asked if a situation called for it, what team member you would leave to be a decoy, noting that while the answer had to unanimous, the person picked would be disqualified. She, like her team-mates, did not answer, and ultimately her team passed the first round. However, a preliminary round was issued which involved a race to Sunagakure, where only the first 30 teams to arrive at the destination to qualify for second phase to lessen the participants.

Her team was the first to dash off into the race, ultimately arriving at the destination first. Later that night, Fū's bodyguards locked her in her room in fear of her reckless actions drawing too much attention. Despite this, Fū broke out and met the other fellow genin who were in a brawl. Displaying her hyperactive personality, it settled everyone down, leading them to dismiss to their rooms as dinner was ruined, much to her dismay. Later, when she found out that Team Asuma were being attacked by a giant scorpion outside, Fū quickly ran to see it for herself. While wanting to have fun with it, Fū quickly took down the beast, to save the captured genin. The following day, the second exam began, where each team would be given one of two scrolls. The objective of the exam was to survive in the Demon Desert for three days and take the opposite scroll from an enemy team, and then the team had to make it to the desert area's main building. Some time into the second phase, Fū wonders off, quickly discovering Gaara's Third Eye, but thought nothing of it once it disappeared. Her team-mates soon found her, calling her back.

Later, despite gaining both needed scrolls, Fū was determined to not end this exam before making some friends. She was convinced however to complete the exam when reminded she was taking the exams for Shibuki's sake. Soon afterwards, a massive sandstorm rampaged the area. Hearing people shouting for help, Fū quickly rushed out to find them. After saving a Suna-nin genin team, Fū was approached by Gaara himself. When asked why she saved an enemy team, Fū simply said she was doing as she was taught to make friends with people. After the genin team awoke, Fū offered them her scroll, saying she didn't need it any more. They respectfully however declined, saying that Gaara, who stayed out of sight, taught them to persevere through their struggles. Accepting this, Fū left.

Later, while initially regrouping with her team-mates/bodyguards, Fū sensed the distress of Gaara, realising that he was a jinchūriki as well and his tailed beast was being extracted. She quickly rushed off again to help him. Once arriving, Gaara told her to retreat, but Fū insisted that she understand his pain and wanted to help. She attempted to remove the fūinjutsu chain, only to be repelled by it. The caster, Hōichi, decided to test his fūinjutsu on two jinchūriki at once and began extracting Chōmei from Fū.
Desperate to stop the extraction, Fū used her Cocoon to slow down the process. While Gaara found this pointless as many people like Hōichi would prefer for Gaara to die, Fū insisted that he can keep making friends. Ultimately, Team Guy and Fū's team-mates arrived. Together, they were able to distract Hōichi while Neji Hyūga got close to the jinchūriki. Using his Gentle Fist, he was able to block the chakra points in their body from where the extraction was taking place. This forced the chakra chains to be removed, which became Hōichi's undoing as they turned on the Suna-nin and bound him. With the crisis averted, Fū quickly approached Neji and asked him to be her friend, to which a flustered Neji agreed if she would let go of him.
Ultimately, the Chūnin Exams were ended early before starting the finals due to controversy happening in the second exam. Sometime later, Akatsuki members Kakuzu and Hidan tracked the team down to capture Fū. Fū was excited to befriend a fellow Taki shinobi, despite knowing the rogue shinobi's history. However, the rogue Kakuzu states their motives aren't to become friends with her...



Other


Jinchūriki:

The Seven-Tails (七尾, Nanabi) is a tailed beast sealed within Fū from Takigakure. It is the only tailed beast that wasn't in the possession of one of the Five Great Shinobi Villages. The Seven-Tails resembles a blue, armoured kabutomushi, with six of its seven tails resembling green insect wings, along with the seventh tail, all growing from the end of its abdomen. The stem of the tail is green but the wings are orange. Its eyes seem to be covered by a helmet-like skull, from inside of which, an orange glow can be seen. It also has spike protrusions on its shoulders and a row of slits on each shoulder, and six legs — three on each side. The legs are also covered by the blue armour, however the last segment on each leg is not covered and therefore green. The Nanabi seems to have a happy, go-lucky persona — which it seemingly shares with its jinchuuriki as shown when it introduced itself to Naruto, referring to itself as "Lucky Seven Chomei" (ラッキーセブン重明, Rakkī sebun Chōmei) which might be an allusion to the fact that it has seven tails and the number seven having long been seen as a lucky as well as happy number. Its real name is just Chomei (重明, Chōmei).




Nanabi's Abilities:

Not much is known about Chomei, but since it is a tailed beast, it is able to use the Tailed Beast Ball and has huge chakra reserves. However it's certain that it has a lot of insect-based attacks like for instance exhaling a large amount of fine scales that shine extremely bright, blinding the opponent, actually biting like a bug, generating high screams or using the tails as bug wings to fly in both the human as in the Tailed Beast forms. It's the only one of all the Tailed Beasts that has the ability to fly and is very agile in the sky.

  • Creating the Chakra Cloak.
  • Transforming into the incomplete Seven-Tails.
  • Transforming into the complete Seven-Tails.
  • Complete mastery of the Wind element with no hand seals as well as the use of Scale Powder (a fine powder that shines so brightly that it can temporarily blind multiple targets within its area of effect) without the use of any handseals and +30 damage to all wind jutsu up to S rank
  • Bug-like abilities including biting like a bug, releasing a high-pitched scream and growing bug wings both in human and tailed beast forms. The Nanabi is the only tailed beast that has the ability to fly and as a result is extremely difficult to catch or hit.
  • Can perform the Tailed Beast Bomb in the complete form.
  • Immunity to Genjutsu.






Fūinjutsu seals:

Having been taught the Generic Sealing Technique, Fū has placed a number of seals on her body:
- On the inside of her left palm, the Kanji "" which is the symbol for Katana. Using this seal, a Katana will be summoned in her hand.
- In Her Ninja pouch, she has four pieces of paper with the Kanji "", the first character of Shuriken. Each one will summon two giant shuriken to the battle field. Also in his ninja pouch, is a piece of paper with the Kanji for Fan, "団", of which a giant fan will be summoned to battle.
- Placed on her upper back, between the shoulder blades is the Reverse Four Symbols Sealing Technique.
- Placed on the Nape of her neck, is the Tailed Beast Sealing Technique: Demon's Window Seal, a seal taught to her by another Jinchuuriki
- Placed on her left shoulder is a tattoo for her Kingfisher Summoning Contract, that she can use to instantly summon any of the Kingfishers in place of the usual summoning ritual.
- Fū also carries pre-prepared scrolls for various Fūinjutsu techniques, always at the ready when needed the most. However, she also has ample supplies to be able to write out any number of Seals at a moments notice.

( Han'you Fūin ) - Generic Sealing Technique
Rank: B
Type: Supplementary , Defensive
Range: Short
Chakra cost: 20
Damage points: N/A
Description: This technique is a standard ninja skill which allows a ninja to summon an assortment of items or weapons that have been stored using Fūinjutsu,typically they are stored within scrolls. When needed, the owner will activate the seals releasing their item or weapon of choice. Scrolls can also be used as ammunition for other weapons. The items themselves are unaffected by time. This Technique allows the user to seal any weapons they wish being their own or opponents.
Note: Cannot seal opponent's custom weapons, or the special weapons of a particular character ( example: Samehada or Kubikiribocho ).
Note: Can only seal corpses, and not injured people regardless of the extent of their injury.

( Ura Shishō Fūinjutsu ) - Reverse Four Symbols Sealing Technique
Rank: S-Rank
Type: Offensive
Range: Short – Mid
Chakra cost: 40
Damage points: 80
Description: This is a sealing jutsu that is placed upon the users body, setting it to activate on the users death. It seals everything within a large, nearby, spherical into the users body.
Note: Can only be activated upon the users death.
Note: The placement of this seal must be stated on the user's biography.


Scroll Owner:
Shinta
Other Users who have signed contract: ,
Summoning Boss if existing: Will be added later
Other Summoning Animals tied to contract: , ,
Description and Background:
As with the Toads in the Narutoverse, The Kingfishers will greatly vary in size. Some will be their normal real-world size and others will be large enough to carry up to three people on their backs and off course some sizes in between.
Some of the Kingfishers will have an affinity for an element and each have there own specialised attacks. They will also be able to communicate using human language and have developed an intricate social structure back in there homeland forest.
Being known to have particularly good, binocular eyesight, with their eyesight, their tracking and thus reaction abilities are on par with a Taijutsu Master.

As well as signing the contract, a Tattoo will be placed on the Bio as proof that they have signed the contract. The tattoo is able to be used by those with fuuinjutsu, to instantly summon any of the Animals tied to the contract.
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Scientific Tools:
Fū carries a custom piece of scanning technology that she herself created, called a Scouter. It is worn on her left ear, with a rectangular, transparent-green eye-piece that covers her left eye. It lends itself to Fū by providing greater tracking of opponents both near and far, while even providing information such as a targets chakra level in a numeric readout.
Sukautā - Scouter
Type:
Tools
Rank: A-rank
Range: Short-Long
Chakra: 30 activation 10 per turn thereafter
Damage: N/A
Description: A Scouter is a scanning piece of Ninja technology, contained in a unit that fits over the users left ear, with a semi-transparent coloured monocle that serves as a display, covering the left eye. The colours can vary depending on the users preference but it has no bearing on the usage of the Scouter. The primary function of the scouter is to Scan the Chakra level of an opponent or groups of opponents, displaying a numerical value as well as an arrow to indicate the direction of the chakra source, if they happened to be outside the display-screens field of view. The Scouter is able to pick up Chakra Signals at a vast range, up to a single landmark away; though if multiple Chakra Sources are in the same landmark, it is only able to show the number of individual signals, instead of each Chakra Level. The Scouter will not detect Chakra if the target is using a chakra suppressing ability.
Upon initial activation, it will only show the current level of targets within Long-range of the user, requiring an additional activation cost to scan into the next landmark. Once a targets Chakra has been scanned, it will not constantly update the chakra level as it depletes, instead requiring another activation cost (30 chakra) to update the reading to the targets new chakra level. So long as the user spends the chakra, they are able to constantly track up to five targets at all times, so long as they remain or enter mid-range, unless they use a chakra suppressing ability. The scouter can only track up to two targets if they are long-range away from the wielder, and any targets within an adjacent landmark, will appear as one reading with their combined chakra level displayed on the screen. The scouter is able to track any source of chakra, from projectiles, to clones, to summons and animal companions; anything with a readable chakra source present. This ability to detect targets does grant a small boost to the users tracking speed, granting an equivalent to a 2T Sharingan.
Scouter's are able to provide a direct line of communication with other Scouter's and communication devices, via implementation of a modified script from a communication scroll, however only when the Scouter is active. This communication extends up to three landmarks in any direction and can easily be heard by the wielder due to the device being ear-mounted.
Notes:
-Scouter can remain active so long as the user has the chakra reserves to do so.
-Scouter Tracking speeds do not stack with Doujutsu
-Can only be made/taught by Shinta and a max of 3 can be used.
-Full body lightning jutsu of B rank and higher will short-out the Scouter, making it unusable for five turns. S rank lightning will destroy the Scouter.
Artifacts:

Picture:


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Theme Song and Background Music:






Battles



Won:

Few

Lost:

Many


Updating
 
Last edited:

Shinta

Active member
Legendary
Joined
Dec 11, 2010
Messages
19,097
Kin
1,184💸
Kumi
9,485💴
Trait Points
0⚔️
The Kumi Exchange


Shinta's Kumi Accounting

Transaction Log






Previous Kumi

[+/- amount, denoting profit/loss]

[Day/Month/Year]

[Type]

Running Total





0

+1,000

07/04/2018

Initial Kumi

1000





1000

+225

14/04/2018



1225





1225

+450

18/04/2018



1675





1675

+550

20/04/2018



2225





2225

+250

27/04/2018



2475





2475

+400

30/04/2018



2875





2875

+2500

06/05/2018



5375





5375

+100

12/05/2018



5475





5475

+3000

06/07/2018



8475






8475

-8000

11/08/2018



475





475

+2000

17/12/2018

Advent Calendar Day 16

2820





4820

+2000

18/12/2018

Added by Lord of Kaos

4820

Total Kumi

4820











*Missing kumi accounting comes from forum posts
 
Last edited:

Shinta

Active member
Legendary
Joined
Dec 11, 2010
Messages
19,097
Kin
1,184💸
Kumi
9,485💴
Trait Points
0⚔️
Shinta's Ryo Exchange


Shinta's Ryo Accounting

Transaction Log

Previous Ryo

[+/- amount, denoting profit/loss]

[Day/Month/Year]

[Type]

Running Total

0

+250

27/04/2018


250

250

+7000

16/07/2018

Claimed Bounty

7250

7250

-3500

24/07/2018

Trade

3750

3750

+1000 and A-rank Artefact

20/03/2020

A-rank Mission

4750

4750

+312 and D-rank Artefact | Arc 13 bonus

13/04/2020

D-rank Mission

5062
5062+1250 Ryo | Arc 13 bonus17/04/2020A-rank Mission6312
6312+1250 Ryo | Arc 13 bonus19/04/2020A-rank Mission7562
7562+450 Ryo17/05/2020C-rank Mission8012

Total Ryo

6312






(Japanese Name) - English Name:
Type: <text>
Rank: <text>
Range: <text>
Chakra: <text>
Damage: <text>
Description: <text>
E Rank: 05 Chakra / 10 Damage
D Rank: 10 Chakra / 20 Damage
C Rank: 15 Chakra / 30 Damage
B Rank: 20 Chakra / 40 Damage
A Rank: 30 Chakra / 60 Damage
S Rank: 40 Chakra / 80 Damage
Forbidden: 50 Chakra / 90 Damage
Note: In certain types of techniques, some of the fields (either Damage or Chakra) may not be required to fill, like with the damage of a defensive technique . If that is the case simply put N/A (Non-Aplicable).


Sukautā - Scouter
Type:
Tools
Rank: A-rank
Range: Short-Long
Chakra: 30 activation 10 per turn thereafter
Damage: N/A
Description: A Scouter is a scanning piece of Ninja technology, contained in a unit that fits over the users left ear, with a semi-transparent coloured monocle that serves as a display, covering the preferred eye. The colours can vary depending on the users preference but it has no bearing on the usage of the Scouter. The primary function of the scouter is to Scan the Chakra level of an opponent, groups of opponents or even the levels of chakra a jutsu posses; such as in the case of a yang infusion or simply the amount of chakra used in a jutsu; displaying this as a numerical value as well as an arrow to indicate the direction(s) of the chakra source(s), if they happened to be outside the display-screens field of view. The Scouter is able to pick up Chakra Signals at a vast range, up to a single landmark away; though if multiple Chakra Sources are in the same landmark, it is only able to show the number of individual signals, instead of each Chakra Level. The Scouter will not detect Chakra if the target is using a chakra suppressing ability.
Upon initial activation, it will only show the current level of targets within Long-range of the user, requiring an additional activation cost to scan into the next landmark. Once a targets Chakra has been scanned, it will constantly update the chakra level in real-time, as well as being able to auto-detect any new targets that become detectable within mid-range. So long as the user is able to sustain the chakra cost, they will be able to detect/track up to five targets at any time though only two can be at long-range with the closest two being shown. Any targets within an adjacent landmark, will appear as one reading with the combined chakra level displayed on the screen. The scouter is able to track any source of chakra, from projectiles, to clones, to summons and animal companions; anything with a readable chakra source present. This ability to detect targets does grant a small boost to the users tracking speed, granting an equivalent to a 2T Sharingan.
Scouter's are able to provide a direct line of communication with other Scouter's and communication devices, via implementation of a modified script from a communication scroll, however only when the Scouter is active. This communication extends up to three landmarks in any direction and can easily be heard by the wielder due to the device being ear-mounted.
Notes:
-Scouter can remain active so long as the user has the chakra reserves to do so.
-Scouter Tracking speeds do not stack with Doujutsu
-Can only be made/taught by Shinta and a max of 3 can be used.
-Full body lightning jutsu of B rank and higher will short-out the Scouter, making it unusable for five turns. S rank lightning will destroy the Scouter.

Fūjin no sensu - (Folding Fan of the Wind God)
Type:
Weapon
Rank: S-rank
Range: Short
Chakra: 30 (to summon)
Damage: 60
Description: This giant folding fan was created from pieces of Chomei's exoskeleton to create a fan particularly in tune with utilising wind style ninjutsu. When fully open, it bears the Kanji of the wind God Fūjin (風神) on the pale-green body of the fan itself, comprising of a mixture of Chomei's scales, with the ribs being made up of thinner pieces of Chomei's exoskeleton. The outer spokes of the fan are comprised of the hardests pieces of Chomei's exoskeleton, being the same blue colour as his armoured head. Being comprised of so much of Chomei, a Jinchuuriki of the Nanabi is able to summon/create the fan by calling upon Chomei's chakra to quickly materialise this fan in their hands; similar to the way they might form wings using the Flying Bug Technique. An extension of this is the Jinchuuriki is able to disperse the fan at will in order to prevent anyone else using it or to free up there hands. Not only can this fan serve as a medium for wind jutsu, such as those requiring giant fans or similar, but it also serves an effective weapon and shield; in both its closed and open states.
When closed, it can be used as a club or bladed weapon/sword due to the top of the outer spokes being sharpened. In its open form, it is able to completely hide the holder from head to toe and thus serving as a defence for the wielder. The defensive capabilities of this fan allow it to block one A-rank jutsu (following the strengths and weaknesses of Bijuu chakra) every other turn, up to three times before being destroyed at the cost of a move per turn; or one S-rank jutsu causing the fan to be destroyed. In either instance of the fan being destroyed, it can not be re-formed again for another three turns. When open and being used for wind jutsu, the fan the ability to produce a blinding flash of light in conjunction with the released wind jutsu; essentially producing the effects of the ( Hijutsu: Rinpen Kakure ) - Secret Technique: Scale Camoflauge by spending the same chakra cost and following all usage restrictions of the Scale Camoflauge Technique in the same timeframe as the utilised wind jutsu.

The fan is strong enough to block all forms of both standard and elemental taijutsu and kenjutsu up to A-rank, while blocking elemental ninjutsu up to B-rank but only once per turn. Twice per match the fan is able to block up to S-rank elemental Tai/Ken or A-rank Elemental Ninjutsu at the cost of immediately dispersing afterwards where it can not be summoned for another three turns.
Notes:
- Can only by used by the Seven Tails Jinchuuriki.
- If dispersed by the user, the fan can not be summoned for 1 full turn.
- The fan can use the blinding ability only three times

Naichingēru no Yoroi - Armour of the Nightingale
Type:
A
Rank: Supplementary
Range: Self
Chakra: N/A
Damage: N/A
Description: The , is a single piece suit that was developed over many years to provide the wearer an upper edge in the natural environment of Amegakure or any rainy environment. Through the use of a pattern embedded into the armour, the bearer is able to camouflage into the rain, making them impossible to see at long range, while making them appear as nothing but a feint silhouette at mid-rang to the naked eye. The boots are also designed in such a way as to reduce the splash sound made by the boot when running or walking on wet ground, to such a degree that only an Inazuka's Ninken would be able to hear it. The armour has such a high heat capacity, that any form of heat sensing used to track to the wearer, would be ineffective; instead appearing as the normal background heat, applicable in rainy conditions only. The same heat capacity also gives the wearer an immunity to C-rank Fire and C-rank Ice jutsu.
Built into each suit or armour is a unique fuuinjutsu seal that only the current Kage and/or First Officer of Amegakure has knowledge of. This seal allows for the Kage or FO (So long as they know Fuuinjutsu) to accurately pinpoint the locations of the Amegakure shinobi within the confines of the Land of Rain. This ability will also work in other countries, so long as the suit being pinpointed and the Kage/FO are in the same Country. The armour also features; protection from standard, kunai and shuriken, as well as a built in radio for which the suit wearer's can communicate through. The suit features multiple ninja tool/equipment pouches akin to the standard pouches, that are concealed with the armours special material as described above, while also having an optional covering for a standard katana's sheath and handle made of the same material.
Notes:
- Can only be worn by a member of Amegakure
 
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