~~|-Solomon's Will-|~~

ZandaT

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~|S. Contracts|~


  • Toad Contract (0/5)
  • Orangutan Contract (0/10)


~|Custom Elements|~


  • Sulphur (Co.C)


~|Custom Fighting Styles|~


  • Titan Expansion(Creator)
  • Misleading Sword Dance
    (Creator)



  • Duel Monsters (Practitioner)
  • Fatal Impact (Practitioner)
  • Ways of an Avenger (Practitioner)


~|Custom Weapon|~


  • Head Headgehog Armor


~|Custom Scientific Tools|~


  1. Jishin sensā | Seismic Sensor
  2. Rījentoāmā | Regent Armor

~|Customs|~

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  21. (0/6)
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ZandaT

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~|Fire Style|~

[IMG]http://i10.glitter-graphics.org/pub/1762/1762660puk6jdw2kn.gif[/IMG]
4. (Katon: Kasō) Fire Style: Cremation
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user performs 3 hand seals while kneading their fire chakra into their mouth which then turns into a superheated heated ash. The user then exhales the hot ash in between their raised hands, which is positioned in front of their chest, rapidly condensing the hot ash into a basketball sized sphere which they then fire at the opponent. The heated ash sphere on contact, or by the user clapping their hands, explodes into a 3m wide vortex that can reach up to mid.range in the sky. The heated ash can easily burn through the human skin resulting in 2nd degree burns throughout the opponents body.*
NOTES
►Can be used 3x per battle
►No fire jutsu in the next turn
►Can only be taught by Zanda
| | | |



~A Rank~
Rank: A
Type: Offensive
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user first performs a series of three hand seals Dog→Horse→Tiger and then gathers up a lot of fire chakra in their chest. Afterwards, via mouth or hand, they fire off a barrage of several [about 8-10], but small fireballs hot enough to scorch the ground at their opponent. However, instead of hitting them directly [which makes the target believed that they missed], the mass of fireballs gather all around the opponent and seemingly appear to floating. Finally, with the use of a single hand seal [like the one Deidera uses to create explosions], the user directs all the intense fireballs towards their opponent and explodes on contact & engulfs them in flames.
Note: Must be taught by Yānks.
Note: Can only use three times per battle

Learnt Here:


Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 40
Damage: N/A (+20 to Fire techniques, - 20 to wind techniques; see description for more information -5 per turn)
Description: Sending out chakra from their body, the user will perform nature transformation to change the nature of their chakra into the properties of fire, and manipulate it to mix in with the air to create a heatwave around them. The heatwave will resemble the shape of an orb and cover everything short range from the creator. This technique is used in multiple ways. Firstly, because the air is heated from the user's chakra, any fire techniques created by the user and shot out by the user, or anyone that has compatible chakra with the users like summonings will be strengthened by infusing the heatwave's heat into the fire technique. When the heatwave fuses with the fire chakra from a fire technique, it would greatly increase in temperature, and thus, become more powerful (next rank). Secondly, any wind technique coming from the user to outside of the orb and from the opponent coming inside of the orb will be weakened, due to the heat gradually weakening the wind technique as it travels within the orb and when the wind clashes with the fire chakra, it would lose power and momentum, because fire is superior to wind. Lastly, with a single handseal, you can manipulate the heat from the heatwave with shape manipulation to a more intangible form of the heatwave that can be released from all directions, counting as an A-rank and reaching up to mid range. Once the heatwave expands out, and once making contact with the target, it would cause 3rd degree, painful burns throughout the body or body parts touched by the heatwave.
Notes & Restrictions:
Note1: Useable 3x Per battle with a three turn cooldown
Note2: No fire jutsus above S-rank during this move
Note3: Teacheable by Ace. only
Note 4: This technique remains active for 3 turns, and requires five chakra per turn that it is active.

Learnt Here:

~S Rank~
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user performs several hand seals and creates a medium sized flame orb. The user then concentrates and shapes and compacts the flame orb into a heated arrow with a red-orange glow facing the opponent. The user then stretches out their left hand near the arrow and pulls back their right hand as if they were pulling back a bow. Once the stance has been performed the sides of the arrowhead will begin to spew out flames. The user then fires the arrow towards the opponent. The spewing flames then encircles around the arrow as it travels towards the opponent. Upon impact the arrow will pierce through the opponent leaving the area it pierced burned.
Note:
-Can only be taught by Kage Phoenix
-Must have Katon Mastered
-Can only be used 2x

Learned Here:



Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long (Created short range, long range movement)
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 damage when contacting with the enemy 80 for explosion)
Description: The user will release out fire chakra, and create short range of themselves, a demonic creature composed of fluid, but extremely hot flames. This being is able to stand around the same height of the user, and has a dark red color on its body, with a black hue exterior, whips free flowing out of its body, red in color. The flames are quite condensed, similar to Fire Release: Dragon flame release song technique. How the creature moves is specific to the users need, its movements are governed entirely by the user's mental commands. The beast has a special ability to turn into different fiery compositions, such as flammable gas, and flammable ash. Turning into these forms are passively done, and each ability grants different entailment. Turning into a flammable gas grants the beast an intangible nature, allowing him to phase through solid, organic matter with ease. The same can be done for ash as well, the ash can literally phase through materiel as expressed. The after-results vary, when phasing with flammable gas, it leaves behind a residue for explosion (only for non-chakra infused material), when doing so for ash, the ash literally burns the solid material and dissipates. When phasing through natural material, it will continue to retain its strength and power as before, as well as size, however when phasing through techniques of solid or, organic matter, depending on it might not be able to phase through it at all due to rank differential, however if it can overpower, the abilities turn into effect (this might weaken the beast in some obvious scenarios). He can also move through the users own techniques, however, it would likely risk destroying it due to its powerful rank and burning heat (for ash), techniques that can withstand and combine will be weakened. Flammable gas can phase through chakra infused objects, but won't leave flammable residue. Alone, these alternative releases can be used for tactical purposes, and attacks. This ability gives the creature an extreme advantage in moving as well as stealth uses. This demonic creature mainly moves on ground, in its normal form. This beast can also perform basic bodily movements, such as taijutsu, burning and skinning the opponent alive. He is also able to release from his limbs and body, specific whips that can reach up to a mid range distance, either one at a time, or multiple at a time, it can even release whips in an omnidirectional manner, only problem that happens when releasing these whips is the beast must stay in place to focus, so it is unable to move when releasing the whips at all. the whips can both slash an opponent, and constrict movements, leaving up to third degree burns, these whips count as the same damage as its regular taijutsu, this ability is B-Rank in power, and counts towards the users jutsu slot.

Note: Can only be used twice
Note: Must be taught by Noni
Note: Stays on field for four turns
Note: Follows elemental strength and weakness
Note: Requires one turn cool down before re-use
Note: Can not use fire S-rank and above on the turn this is deactivated
Note: Can not use fire above S-rank the turn the jutsu is created

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Taught Here:


Rank: S-rank
Type: Defensive
Chakra Cost: 40
Damage Points: N/A
Description: The user focuses fire chakra in one arm, then a flame appears around the users hands, the user can shoot out pure fire chakra to cancel out any fire jutsu
Note: can only be taught by Axle
Note: it only has 3 shots
Note: except Forbidden

Taught Here:
 
Last edited:

ZandaT

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~|Earth Style|~

[IMG]http://fc03.deviantart.net/fs32/f/2008/202/a/6/jirobo_vs_naruto_by_ChronoSun9.gif[/IMG]
3. (Doton: Tōki sakuhin) Earth Style: Pottery Work
Rank: B
Type: Defense/Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user does 2 hand seal while channeling their doton chakra into their mouth. They then spit out a clay enriched earthen material jet stream that is used to absorb manipulated water attacks. Once the material makes contact with water it swells into a glob of earthen clay and then does a quick glide to the ground due to its added weight. If the globs happen to touch the opponent, it will absorb that body part or ensnare it, holding the opponent in place or slowing their movement down due to the added weight on their bodies. The user can release a succession of quick jet streams if targeted by a water attack that is numerous, but those streams can only travel up to short range of the user. After performing the 2 hand seal and taking a running start, the user can release the stream towards the solid ground where they then use the slippery surface to slide around the battlefield. This is a faster means of movement other than running and the user must follow the path that they make until they stop the jet stream.
NOTES:
-Can be used 3x per battle
-This jutsu cannot work on a large bodies of water or techniques that require a large body of water no matter the rank
-With a cooldown of 1 turn
-Must be taught by ZandaT
~ | | | | | ~


~B Rank~
Type: Supplementary
Rank: B
Range: Entire arena
Chakra: 10 per turn
Attack: 5 per turn
Effect: Creates a dust storm that effects the entire arena, blocking off sound, and light, and damages opponents eyes.
Description: User uplifts large amounts of earth that is broken up into extremely small bits of rock that is combined into a dust cloud that acts like a storm. It has the same effect as hidden mist except better. The noise caused by the dust scraping against the ground drowns out all other sound, and it blocks off all light so no one can see or hear. Also the moving dust will get into peoples eyes and cause blindness even if they move out of the storm. The user can also manipulate the storm a bit so that it does not harm allies or the user.

Taught Here:

~A Rank~
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Point: 60
Description: The user spreads his doton chakra and does 2 hand seals, he then makes up to 10 earth dwarfs(1meter height) emerge from the ground. The dwarfs however can't use any jutsu but they are very fast and each of them holds a kunai which can be used to stab the opponent. The dwarfs are as fast at running as they are when digging and moving through the ground where they can hide objects or lay traps or perhaps hide themselves from prying eyes.
-useable only 3 times
-they stay on the battle field for 3 turns and unless destroyed

Taught Here:

~S Rank~
Rank: S
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user quickly concentrates his doton chakra in his hands and quickly touches the ground to release 2 panthers made out of Earth to run at the opponent at full force and take down the opponent savagely without trouble upon impact. The user can take his hands of the ground and the jutsu will still be active however to control the panthers the user must bring his hands back to the ground. If the users hands are not touching the ground, the panthers will simply attack the opponent whenever they see him/her.
Note: can only be used by RockLeeGreenBeast and those he shares this jutsu with.
Note: Can only be used 2 times.
Note: Panthers must be destroyed with an approperate jutsu.
Note: Panthers disperse after 3 turns if they are not destroyed.
Note: No S-rank Earth jutsus next turn.
Note: User can order the Panthers and tell them what to do as long as his hands are still touching the ground.

Taught Here:


Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: A fissure opens up under the enemy, causing them to fall in. The user then does a handseal that will sends wave after wave of spikes that puncture enemies.
(Usable 3 Times)
(No Earth Next Turn)

Taught Here:


Type: Offensive | Supplementary
Rank: S
Range: Long (Created at short, has a Long range reach)
Chakra: 40
Damage: 80
Description: Through a single hand seal, the user will send earth-based chakra on an area within short-range, manipulating it to have it erupt upwards to resemble a small volcano head. It has a diameter of about 3 meters, and the height of five meters. Immediately after creation, massive amounts of mud, similar to that found in (Doton: Yomi Numa) - Earth Style: Swamp of the Underworld, is spewed out from the structure created, flowing out with great speed and momentum taking the form of large ten meter waves. It would easily push away anyone within the area of effect. The user can have the mud released outwardly, expanding outwards from the source with a 360 degree scope, or aiming it at a specific area in order to have a stronger effect. An example of the second would be creating the volcano-head and manipulating the mud to spew out towards the opposite side of the battlefield, keeping you safe from harm while attacking the enemy. Alternatively, the user can maintain the handseal and continuously manipulate the movement of the mud to manipulate it to the direction they want to, which would allow them to do a multitude of things like preventing their own technique from harming the user by manipulating the mud away. However, a drawback would be the inability to perform other techniques unless the user is able to use Yin-Yang. Lastly, the damage from this comes from the massive waves of dense mud that would surely crush, as well as suffocate the enemy if left undefended. The technique results in the area targeted to be covered with up to ten meters of mud.
Notes & Restrictions:
Note: Usable twice per battle with a three turn cooldown before each usage.
Note: Cannot use any A-rank or higher Doton techniques for the turn used, and the next turn.
Note: Can only be taught by Draigo

Taught Here:


 
Last edited:

ZandaT

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~|Wind Style|~

[IMG]http://fc08.deviantart.net/fs51/f/2009/256/5/d/Sage_Naruto_Rasenshuriken_by_ChronoSun9.gif[/IMG]
9. (Fuuton: Haha shikyū) Wind Style: Mother's Womb
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user focuses their wind chakra on the floor underneath their opponent as they perform 2 hand seal before stomping down on the ground causing a strong, but harmless, torrent of wind to shoot up from underneath the opponent. The user will then manipulate the torrent of wind in order to create a concentrated orb of wind that encloses around their opponent trapping them in a small circular space. The space inside the orb is tight, leaving them in a sitting position before it gradually shrinks until the opponent is forced to take a fetal position like the times when they were in their mothers womb. The wind orb consists of many racing wind currents that rapidly circulate around the opponent, creating a near solid concentrated wind orb inside and out, while making it difficult for the opponent to breath as outside air cannot penetrate the orb leaving them with the little amount of air that was captured when the orb first formed. The orb is strong enough to withstand most elemental and raw chakra attacks, following the strengths and weaknesses, and once inside if the user does not counter correctly their attack may end up backfiring, but if they do not escape in time then the user will faint due to lack of air.
NOTES
►Can be used once per battle
►No wind over A rank next turn
►If the opponent does not escape the orb by next turn they will faint due to lack of oxygen
►Can only be taught by Zanda

~ | | | | | ~

12.(Fuuton: Taifū no me) Wind Style: Eye of the Storm
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Taifū no me is a simple technique that revolves around the user manipulating a small area of the air of around them by focusing on a single point. The user uses their wind chakra to cause a swift build up of air currents that forms a mini 4 inch horizontal tornado. What makes this technique dangerous is the properties and destruction this horizontal projectile caries. The user creating this technique by focusing on an area within the air, the forming of the projectile is rather quick taking less than a few seconds to form before it shoots forwards at a swift pace that is quite similar to the pace of an extending chidori spear. Upon contact the horizontal mini tornado drills into the target, reaching a depth of 4 inches affecting a 2 inch diameter, delivering numerous rapid slashes within the diameter of penetration before the concentrated air currents releases their bond separating in various directions causing even more damage as the tornado explodes outwards as a cluster of sharp air currents that expands 6 and a half feet (2m) from the epicenter of the technique. The jutsu will drill into its target, ripping up the skin, underlying tissue, muscle, etc., before amplifying the damage done upon the jutsu by exploding. Multiple mini tornadoes can be created back to back, adding up to a total of 6 tornadoes all amounting to A rank, but their exploding diameter is reduced to 1.6 feet (0.5m) field. Like most wind techniques Eye of the Storm tornadoes are intangible and translucent with a slight greenish hue making them very hard to catch with normal eyes. This is considered an assassin type technique due to the fact that the signs of this jutsu is very easy to miss and it travels at a swift speed. When this technique travels it makes a whistling sound that can only be heard within 13 feet (4m) of their target, and the technique needs to be made at least 16.4 feet (5m) away from the target in order to allow the jutsu to build enough rotation speed in order for its effects to take place.
NOTES
►Can be used 4x per battle
►Jutsu has a 1 turn cooldown
►Can only be taught by ZandaT

~ | | | | | ~


~B Rank~
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (+20 damage to anything which moves through the portal)
Description: The user will perform the Rat Handseal before focusing their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid/liquid objects, constructs or techniques passing through it will have their cutting capabilities greatly amplified, as the disc of wind provides them with a green coating of sharp wind chakra much like the one produced in Wind Release: Vacuum Blade. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. The layer of wind will amplify a construct's cutting properties to the extent, a thrown rock will become as destructive as a bullet, making this technique a very formidable weapon despite its non-offensive nature. This technique will only amplify the cutting capabilities of solid or liquid constructs e.g. rocks, kunai, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the cutting enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques e.g. Wind/Earth or Wind/Water.

Note: Lasts for two turns
Note: Can only be Taught by Negative Knight
Note: Can only be used four times per battle
Note: Cool down time of two turns in between uses
Note: Does not enhance speed of projectiles/techniques
Note: Only amplifies cutting capabilities of solid or liquid constructs
Note: Does not affect Fire or Wind-based techniques
Note: Portal of wind can be created a maximum of ten meters away from the user

Taught Here:

Type: Supplementary/Offensive
Rank: B-Rank
Range: Mid-Long
Chakra: 20
Damage: N/A (30 from the disk of wind)
Description: The user gathers wind chakra below their feet which is then manipulated into becoming a jet of wind that lifts the user slightly above the surface they're standing on, whether it's ground or a water source (20 centimeters above surface). The jet of wind is large enough for the user to stand on. This jet of wind is then controlled by the user to travel in an arc manner trajectory towards a target while they themselves are standing on it, allowing themselves to travel that same trajectory aswell. Its speed is faster than a running shinobi yet the user and the jet of wind can clearly be seen and tracked with the naked eye. Traveling in an arc manner with such speed would allow the user to evade mid-ranged-sized attacks within reasoning (for example: incoming projectile-type or stream-type techniques) while at the same time approaching their opponent. Once they evade the incoming attack, the user does a side back flip, leaving the jet of wind while manipulating it to compress itself into a disk made out of wind that travels in mid-air straight towards the opponent at greater speed since the user "pushes" it with the motion of their back flipping with their feet (still trackable with naked eye). The jet can be seen/noticeable because of the impact it does on the surface it is moving on. The jet has a somewhat grey-ish color but still has some transparency to it aswell. The disk of wind will still have that grey-ish color (more noticeable by sight since it's compressed) but cannot be heard when it's noisy in the battlefield, unless someone has enhanced hearing abilities. The slicing damage it does would be as large and similar to that of a normal katana enhanced with C-Rank wind chakra. When doing the side back flip, the user lands back to the ground/water source. Wind Release: Sneaky Jet of Wind can also be used while airborne, but instead of approaching horizontally, the user will be approaching diagonally downwards since they're simultaneously manipulating the jet to approach the opponent in an arc manner while also "falling" because of gravity.
Note: Usable 3 times per battle
Note: Cannot be used in consecutive turns
Note: Must be mid/long range away from opponent to use

Taught Here:


Type: Supplementary
Rank: B rank
Range: Short – Mid range
Chakra: 20
Damage: N/A
Description: The user start by manipulating his Wind based chakra into the area surrounding the opponent (short range). By manipulating it with great precision, the user will form extremely small but dense shards of wind that vibrate at an extreme speed. These shards are about the size of an average ring and are about 30 in number, they can only be seen by a white glance it gives off.They vibrate at a stationary point and cause an eerie and somewhat deafening screech, due to the friction caused against the air itself. This causes the opponent to be distracted, and allow the user ample moments to attack.
Restrictions:
-Can only be used 4 times a fight
-Can only be taught by –L-

Taught Here:


Type: Offensive
Rank: B rank
Range: Mid range
Chakra: 20
Damage: 40
Description: By performing two handseals, Rat -> Snake, the user will create a ball of dense Wind in the air above the opponent which is barely visible to the naked eye, but can be felt due to the energy of the Wind chakra it is gathering. Then by using shape manipulation, the user is able to form the ball of Wind into thin wires that spread out from the central point of the ball outwards into a dome of sharp, thin Wind-based projections that look like a bird cage around the opponent. Then by a snap of the user's fingers, the dome of sharp Wind projections would close in on the opponent with great speed, cutting him up within it.

Taught Here:

~A Rank~
Type: Supplementary/Offensive
Rank: A
Range: Mid-long
Chakra cost: 30
Damage: 60
Description: The user initiates this technique by first holding the Snake hand seal, this will allow him to focus his Fūton chakra in and around his body, the chakra will emanate from him starting at short range and then grow to mid ranged using the air as a medium. Following this the chakra will then compress the air that is present within short ranged of the user to form a flattened, circular, 2-D disk of having only a height and diameter of 2x2m. It can be formed either in front, behind, above, below, or beside the user, given it has the necessary space to do so and appears to be a small barrier of the sort complete with elaborate green glowing patterns, all formed by shaping the air to produce these cosmetic effects. Once the disk is formed the user will then place an object into the 'gate' and watch as his chakra that had spread to mid ranged prior form an identical gate of the same 2-D dimensions (2x2m) open up on the battlefield, however, when using it to attack/affect an enemy the user can only form this second gate five meters from the opponent in any direction (above, beside, below, etc) given it has the space to do so. This second gate will reproduce exactly the same object that was placed into the previous gate in the form of B ranked, compressed wind shaped by Fūton with added speed on exit, similar to a firing mechanism. This means, if the user placed a kunai in the first gate the second gate will open and release a pure Fūton replica of the kunai. The technique is very specific and only relies on the exact instructions given to the first gate, if the user only places half a kunai inside gate #1 gate #2 will only release half a kunai and similarly, if the user inserts a full kunai the second gate will emit a full kunai. Objects placed in the first gate remain unaffected whatsoever as they aren't physically altered in any way, instead the object will just pass through the gate to end up on the other side like shining light through a glass. This means even body parts can be placed in the gate to create pure Fūton replicas elsewhere up to mid ranged. Once the second gate releases its Fūton replica it then closes as it can only replicate one object each time it is used, after this one object is replicated the first gate will also close as its job is now done. However, only physical objects can be sent through this gate, energy based objects and attacks such as fire, lightning, or even raw chakra will simply disrupt the delicate balance of chakra that composes it. Only the first gate is capable of copying objects and the second is the only one capable of replicating said objects. The Fūton replica that would be created by the second gate is green in hue with a slight visibility, it is perfectly shaped wind that houses tangibility and can interact with solid objects as well as intangible attacks such as Raiton and Katon.
Note(s):
- Can only be used three times per battle
- Only one object can replicated at at time and only once per use
- Requires a 2 turn cool down

Taught Here:


Type: Offensive
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: The user form three hand seals and focuses his Wind based chakra before himself, to create a clone which forms from thin wires of Wind, into a copy of the user. A slight shine is given off by the clone, which differentiates the clone from the user. However, this clone is much different from a usual elemental variation. Due to being made of thin wires of Wind, rather than just unfocused Wind, this clone is capable of forming his hands into thin wires that can extend towards the opponent (up to Mid range), and can inflict cutting damage, due to the sharpness of the wires. The clone is also capable of grabbing onto opponent with said wires, and constricting their movement, and cutting them. With another hand seal, the clone is capable of exploding into the thin wires that creates an omni-directional blast, releasing said wires in all directions around. This explosion spans up to Short range around the area where the clone is. The power of the explosion is also B rank in power. The clone is capable of using all of the wind techniques the user knows and non-elemental abilities such as Nin, Gen, Tai, Ken, etc.

Illustration of how string clone forms:

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Notes:
-Can only be taught by Detective L.
-Can only make 2 clones per fight, though not at the same time.

Taught Here:

~S Rank~
Type: Offence/Defence
Rank:S
Range:short
Chakra:40
Damage:80
Description: The user concentrates fuuton chakra into his hands creating a vortex of wind around his hands.This vortex of wind is as sharp as a blade.Now the user can attack his opponent only head on and he can use his hands to defend,even against lighning justsu's of rank S and below.And it can also be used to deflect kunai's and shurikens
♦Can only be taught by Igneel
♦No hand seals required
♦Cannot use any wind jutsu of A rank and above for 2 turns
♦Can only be used three times

Taught Here:


Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user concentrates wind chakra, and focuses upon an already existing tornado, dust storm, hurricane, gust, etc. Using his chakra, the user first figures out the main direction that the winds are blowing in this type of jutsu, before quickly producing an equal and opposite force of wind to combat and cancel out the existing one. For example if the user has an A rank wind tornado, the user can use this jutsu to reverse the tornado by creating winds which rotate in the opposite dorection near the tornado. This equalizes and cancels out the tornado's original force, and causes the area to clear. This jutsu is mainly used in order to combat the opponent's vortexes, and such by creating an equal and opposite force. This can be used even if the opponent produces multiple wind vortexes or tornadoes. If the user makes two tornadoes of B rank, instead of one tornado of A rank, this jutsu can still be used to disrupt them both. Although, if the collective power of the tornadoes is greater than S rank, then this jutsu will not work.
Note: Can only be taught by Vex
Note: Only usable thrice per battle
Note: Must wait at least one turn before using again
Note: Works on same rank Wind ninjutsu and below

Taught Here:

Type: supplementary
Rank: S rank
Range: Short-Long (Made Short-Range of the user but can travel up to long-range)
Chakra: 40
Damage: 80
Description: The user performs the hand seals boar>>Ram>>Horse then clapping his hands together the user creates two large-sized hands having a maximum size of 5 metres in length and 3 metres in breadth, but the user can vary the size of the hands, with the minimum size being that of a normal hand. The hands can manifest solid-like properties, being able to deal physical damage (all within reason), it can also manifest a blunt wind force as strong as a powerful wind storm, however the user cannot manifest both, further more, the wind hands is not attached to the user but is created above the user, within short range. While the jutsu is active, the users hands has to remain together and cannot use another technique. The speed of the hands is as fast as a generic wind jutsu, finally the hands can be used for different purposes, only limited to the users imagination (also within reason, the hands cannot perform handseals for a jutsu for example), and also each hand can perform entirely different task, depending on the user, but the hands cannot be more than 10 meters apart.

Note: The user cannot use wind for the turn after technique is used.
Note: User cannot mold chakra above A rank a turn after technique is used
Note: Can be used twice, with a three move interval.
Note: Can only be taught by elmage

Taught Here:


Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: After Performing the dragon, handseal the user takes in a deep breath, as they bring about the ideals of most wind exhaling jutsu into play. And as they inhale a large amount of air into there lungs thus concentrating his/her fuuton chakra into the inhaled air and the lungs the user will quickly form the dragon handseal and releases a roar made out of wind and direct it at the opponent in a "V" pattern making it extremely difficult to avoid, due to the growing range of the attack. It will take a swirling wind/vortex form with small wind blades in it rotating at high speed, cutting anything that comes close to it. It can cut deep into the opponents, flesh and even through steel. It can also be used on multiple opponents. [Example]

♦ Note: This jutsu can only be taught by Lucifer.
♦ Note: This jutsu can only be used three times per battle.
♦ Note: The user must be Kage rank or above to use this technique due to the scale of this attack.

Taught Here:
~F Rank~
Type: Attack
Rank: Forbidden
Range: Short-long
Chakra Cost: 50
Damage Points: 90 (-15 to the user)
Description:
This technique is a simple yet powerful wind technique which focuses purely on destructive power. The user draws blood from his and like a summoning technique then weaves together three hand seals (Tiger - Dragon - Snake) whilst gather a massive amount of chakra directly in the center of his chest. When the three hand seals are finished the user moves his hands from out of the path of his chest and releases from the chest a condensed circular beam of glowing wind chakra. The beam begins as a circular, 3 foot in radius beam until it reaches five meters away from the user. Once it leaves close range the chakra can no longer be controlled and it suddenly expands outwards into a large half dome like explosion that moves outwards 30m in every direction except back at the user. The concentrated wind expanding so quickly leaves everything in its path cut up on a small scale, so being hit with it is Certain death. The aftermath of the attack is very identical to that of the mini tbb that the 4tails naruto did when fighting Orochimaru, though due to so much powerful wind chakra being blasted from the users chest, it leaves his chest cut up with 1inch deep cuts that leaves him bleeding moderately.

- Usable one time
- No wind techniques in the same or next turn
- The user can't use A-rank or lower Tai for 3 turns due to the body being worn out
- Cannot use techniques above S-Rank for 2 turns afterwards

Taught Here:

 
Last edited:

ZandaT

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~|Lightning Style|~

[IMG]http://www.fe-online.co.uk/gallery/albums/userpics/10457/FINAL_KAKASHI.gif[/IMG]
N/A


~A Rank~
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-
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Taught Here:


]Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: -
Description: While not truly related to sharks or an eye, this ninjutsu is a method of perception that mimics a shark's ability to sense electric fields. Because air is a much poorer medium to conduct electricity, the effectiveness is greatly less than a shark's natural sensory abilities. The practitioner is able to pinpoint organisms that produce bio-electricity (essentially any animal) within a twenty foot radius. The technique does not yield any descriptive information about the organism, simply its location. Strong electric fields, such as other electric ninjutsu ( even those used by the user ), are capable of rendering this technique temporarily useless. Additionally, the user must channel chakra to maintain this sensory enhancement. Unless their chakra control is precise, it is best used deliberately as opposed to a constant passive activation. By focusing lightning chakra in a controlled state into the cornea the user is able to see these small electrical fields being produced by a organism.
(Last 3 turns)
(Usable 2 times)

Taught Here:


Type: Supplementary
Rank: A-rank
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will start off by concentrating Raiton chakra through his body and through the air and then perform a short row of 4 hand seals. Doing this, will allow him to make all his lightning attacks glow in a blinding light, making the opponent hard to see through them. The lightning would be so bright that the opponent will barely be able to see through them. Yet, any Doujutsu can see through the light up easily. The lightning will blind anyone in short range from the lightning, but won't affect them past that distance.
Note: Lasts for 2 turns.
Note: Once per battle.
Note: Every wind jutsu that the user uses will be weakened with 1 rank (meaning if the user uses S rank wind – it will become A ranked)
Note: No S or above Lightning for 1 turns after this jutsu is over.

Taught Here:


Type: Supplementary/Offense/Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30 (+10 for every shape created)
Damage Points: N/A (Depends on the shape)
Description: An elemental lightning technique based around shape manipulation. The basic concept is, the user will erect a chain, or spear of lightning, out of a users own preexisting lightning technique (not including Chidori). Lightning techniques such as Thunder Dragon Tornado and Lightning Beast Running Technique (and other humanoids) will be able to compliment this technique well, having spear(s) or chain(s) come out the body, for various tasks. This technique is meant to compliment lightning techniques that are focused, or self-sustaining techniques. Some form of lightning combined with other elements (dual elemental technique) can also work with this technique in logical forms. The spear and/or chain are different actually. The spear more lethal, and meant to pierce and deliver serious damage to the opponent (similar to False Darkness Spear), and the chain can actually bind and shock the opponent, paralyzing them in place. Each can reach up to mid range in distance. The user can decide where to raise, and aim the artillery. The user can also decide to control them and continuously move them around the body of the technique (through mental command). A drawback is the user can never perform both a chain and a spear on the same technique, as well as if they decide to erect more of the same shape on a technique, they would have to drain more chakra. The power of this technique is equally divided between the number of created chains/spears.

Note: Can only be used three times
Note: Can only be taught by Noni
Note: A shape can last up to two turns max
Note: A shape can only be used on one technique at a time, if the user wants to change the shape, they would have to re-perform the technique
Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control

Taught Here:



Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on the jutsu)
Description: The user will perform one hand seal and release their chakra towards pre-existing lightning, specifically lightning that is either "focused" (lightning that retains a shape, or has powerful piercing ability, such as a Spear or Animal) or "unfocused" (lightning that does not retain a shape, and destructive, such as the nagashi). Using a concept that has been shown from various lightning jutsus (specifically with the Chidori variants), the user will take a hold of their lightning chakra, and forcefully turn that chakra into the opposite composition it is retaining at that moment. Essentially the user at will, will be able to turn focused lightning, by willfully dispelling its shape, turning it into a unfocused lightning source. When turning it into an unfocused lightning source, it becomes heavily similar to the Nagashi, having numbness and destructive capability of against solid matter. Unfocused lightning also has a unique property of conducting and combining with other material and elements, when doing that it would add a 20+ damage. The same is for unfocused lightning, where the user will inject their chakra and turn the unfocused lightning source, and turn it into a specific shape, the unfocused lightning would come together to create the shape of lightning spear (Similar to the Lightning Release: False Darkness Spear). To allow for unfocused lightning to turn into a spear, the user will perform this technique first, and then the inject itself into a unfocused lightning source/technique that will either be dormant (read further) or created right after through a technique. From their the user will be able to control the unfocused lightning source to allow for the manipulation to occur. A similar process as streaming techniques, after the spear is created, the user doesn't need to focus on it no longer for that scenario. The spear will have a clean piercing power and a certain amount of tangibility. Note the size, rank, and damage capabilities depend on the initial current of the first lightning (i.e. a B-Rank will inflict 40 damage). That rule only applies to unfocused techniques made focused. Focused techniques transformed into an unfocused surge will have no damage capabilities but they will be capable of paralyzing the opponent in the same way as Chidori Nagashi. The larger the initial technique was will dictate the size of the reformed technique. When a focused technique is turned into an unfocused surge of lightning, the lightning will spread out in such a way that it encompasses short-range around the area the jutsu originally encompassed. This jutsu can fully be used on lightning that is combined with other materials or conducted on other constructs (such as water, metal, earth, etc). By simply turning the surface of the lightning into focused or unfocused lightning, however this comes with a drawback, where the initial elemental combo will no longer be in effect for that material it is conducting, destroying it and rendering it useless. This jutsu can be used on dormant lightning, for there is evidence of lightning remaining dormant, things like holding the nagashi on a sword, or lightning currents in water sources/techniques (the user would still need to inject this technique into that lightning source to take control and manipulate it). Evidence of this kind of advance shape manipulation and reformation is present by taking evidence of the various chidori variants, and how they can turn into different shapes or perform different attacks/tasks. This is simply an advance offset of that mechanism in lightning. Another note is, when the user manipulates the lightning's form, they can re-aim the lightning (like a projectile), or remain focus and stream the lightning.

Note: Can only be taught by Noni
Note: Can only be used three times per battle
Note: Cannot be used on an opponent's technique
Note: This jutsu can only be used once per technique, so when the form of lightning is changed, it can not be reversed
Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control

Taught Here:

~S Rank~
Type: Attack/Defense
Rank: S
Range: short-long
Chakra Cost: 40 (- 15 for each turn its in use)
Damage Points: 80
Description: By charging the user's lightning chakra, he shall focus it in an blade like huge dragon shaped lightning from his hand (like a dragon chidori spear) but it can be moved like huge link to so that its flixable if the user want to, and can make huge damages to the opponent, and perfect against others earth jutsus.
~ Can only be user once times in a battle.
~ Can't stay more than two turns.
~ -10 for each time its in use for the user's health for it injures his hand.

Taught Here:



Type: Defense/Offense
Rank: S
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: 80
Description: The user will gather lightning chakra throughout their body, and release it on the edge of the users skin all at once. This creates a unique armor of extreme condensed electricity for the user with random electrical wires appear out of it the armor that extends up to short range radius of the user. This doesn't add to Taijutsu but gives a more unique pain and method of attack, numbing on first contact and paralyzing on prolonged contact. Metal weapons will be shredded against the armor as well. Specific usages come along with the armor as well. Defensively, when touching things of solidity, no matter the size, the electricity will be able to ravage along the body, conducting through it, and destroy it to pieces, this makes golems in contact with the opponent vulnerable, roots of wood destroyed with ease, and steel cages less of a threat (this costs a move and is A-Rank) and extends up to the size of the construct it is negating no matter the size, this ability activates whenever the material touches the armor, even when the user is unable to notice the attack. Also, the electricity will prevent earth (KG and CE as well) to be created under the user and their short range radius for the electricity will negate it before its creation/usage (passive) due to the electrical wires created with the armor discharging lightning into the ground. The user can also create electrical whips out of their limbs that are heavily condensed able to restrict the opponent, swing around areas or slice through material/flesh that extend up to mid range. The user can shape the threads to create various tools like spears, spikes, walls, spheres, etc to aid for various purposes, using a hand seal will allow the user to release these weapons as a projectiles (count as a move and is A-Rank). The user can create up to eight constructs at most (with the use of one hand seal) with the power of this technique being split accordingly. While active, the user can only use Lightning and non-elemental abilities. The user will be able to deactivate it mentally with no time wasted. Due to the stress of the electricity the user will be unable to use Taijutsu above C-Rank for three turns, only applicable when armor is active for all 4 turns.

Note: Can only be taught by Noni
Note: Last four turns and can only be used twice per battle
Note: Can not use lightning in same turn deactivated
Note: The abilities that come with this armor can only be used four times before it disperses on its own

Taught Here:


Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user focuses a large quantity of raiton chakra into his dominant palm and uses nature manipulation to form into the form of a large four pointed shuriken around their dominant hand. Due to the intensity of the lighting chakra the shuriken is visibly much darker almost black in colour. Gaining a sinister color and a crimson border, due to the raw intensity. The user then throws the lightning shuriken and once it comes into short of the target it creates a localized lightning explosion that encompasses Short-Range around, the user can also split the shuriken into multiple ones. Due to the enhanced form of lighting used to create the technique, the target may receive first degree burns around their body as a side effect, and as a result they may faint due to the high voltage. [ ]

♦ Note: This jutsu can only be taught by Lucifer.
♦ Note: This jutsu can only be used trice per battle.
♦ Note: The user cannot use any lightning techniques the following turn.


Taught Here:

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user channels their chakra across either arm, creating a surge of lightning that spreads throughout it. The lightning, after having coated the arm spreads out in a single powerful burst creating a surge that runs across the area almost instantly. Left behind are currents that cover the entire area similar to the shape of a dome. Harmless as they are separately, their main offensive purpose is judged by the user compiling the currents to a single location of their choice within the area, causing the entire field of lightning to rapidly draw in to the single point & on impact the lightning creates a powerful electrical explosion, paralysing the opponent. The lightning, on impact with the explosion, courses throughout the opponent, creating lacerations across the body followed by minuscule cuts from within. This leaves the opponent unable to effectively move due to the severity of the cuts along the muscles . The lightning is controlled by small gestures from the user (palms open to release the lightning, while creating a fist draws in the lightning) & when drawing in to a single location, the lightning travels same speeds as normal lightning jutsu.*
- Can be used 2 times
- Unable to perform other jutsu while active
- Must wait 3 turns after each use
- Taught by Method

Taught Here:
 
Last edited:

ZandaT

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~|Water Style|~

i

13. (Suiton: Ribaiasan no nigiri) - Water Style: Leviathan's Grip
Type: Attack/Supplementary
Rank: A
Range: Mid - Long
Chakra: 30 (-10 per turn afterwards)
Damage: (-15 dmg per turn)
Description: The user performs 3 hand seals while focusing their water chakra into a given location on the battlefield creating a large supply of water underground. At the end of the third hand seal the user will manipulate the water to erupt from the earth in the form of a large serpent that then proceeds to swallow the target(s) whole within its body that is composed of raging water currents. From the time the beast fully erects from the earth, a process that is rather swift, it becomes sentient with the goal of swallowing every target that is within short range of the spot it rose from. Targets that leave short range of the eruption spot can escape the serpent's bite, but while inside short range they will be honed in on. Inside the opponent will become disoriented as they combat against the raging currents that has its way with their body as they are tossed around relentlessly although at this point the jutsu doesn't deal any damage. The water serpent has a length of 4m and a width and height of 2m, and its true ability happens after the water serpent has engulfed its targets into its body. The serpent will then rapidly coil around itself forming into a large sphere of water with a 3m diameter, and inside this sphere the raging water currents continue to circulate, but this time numerous portions of the water are compressed into miniature needles creating a trap of water that shreds the target apart with continuous exposure. The technique is nicknamed the red egg due to the extensive bleeding the target undergoes which shows as the water used for the technique becomes stained red. Two turns of constant exposure will leave the target with numerous cuts and at the risk of bleeding out if not treated in time while a full four turns will leave the opponent on the verge of death as they try to move their tattered body. The technique lasts for four turns making raiton techniques the best jutsu to follow up with due to how susceptible the water element is to the currents.
NOTES
►Can be used three per battle
►Has a 4 turn cooldown between each use
►Can only be taught by ZandaT
~ | | | | | ~

21.(Suiton: Amanogawa) Water Style: Milky Way
Type: Defense/Supplementary
Rank: A
Range: Short/Long
Chakra: 30 (-10 per turn)
Damage: N/a
Description: Amanogawa is a very versatile water technique that allows the user to alter a water source within short range of them creating a compressed moving current from the source that takes the shape of a cylinder. Dependent on the size of the source, the current can be stretched throughout the battlefield taking on various path designs depending on the user, like linear, swirl, arc pathways, etc, where it will then at some point come to an end creating a stationary water circuit in mere moments. What makes this compressed cylinder shaped water circuit so special is the ability the user has with it while active. About 2m in width, these currents propel the user at nearly double their base speeds throughout its circuit allowing them fast travel while submerged within the speedy current always following route. Onlookers may find it highly difficult to completely track the user while in Amanogawa's current due to its moving speed, opaqueness due to compression, and possible wayward designs unless blessed with an advanced form of eyesight/tracking, but this does not mean it is impossible for those without these blessings to find the user, they would just have to rely more on their other senses. Still aware of their outside world the user can't mold other techniques from water while active due to the definite risk of damaging the circuit, but they are free to jump out of the water current in order to attack the opponent at any time, where they can then re-enter once again. Due to the currents overall narrowness in design, when creating from a source within range this technique's overall length will be double that of the water source's volume in control, making this move suitable in cases where the source may be small, but overall the source must be at least 4m in volume in order to use. Amanogawa can also be used defensively to overpower a foreign medium-large source of water directed at the user in order to be utilized and overall redirected with this move. Normal shinobi can use this move to overtake water jutsu of lower rank while water specialist can overtake jutsu of equal rank, and the user cannot use this move to directly attack targets in any way, likewise the circuit stays highly compressed when faced with opposing sources of chakra preventing targets from entering.
NOTES
►Can be used 3x per battle
►User can maintain circuit for 2 turns
►Has a 2 turn cool down
►Can only be taught by ZandaT
|


~E Rank~
Type: Supplementary
Rank: E
Range: Short
Chakra Cost: 5
Damage points: N/A
Description: The user will lay down in an water source and flop around like a fish. this causes small amounts of water to splash up on any nearby opponent(s). This is often used as a taunt to anger an opponent before battle.
Note:
-Requires a Water Source
-This Jutsu can only be taught by Serpent

Taught Here:
~B Rank~
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This technique, after performing the ox hand seal, allows the user to assemble water from the moister in the ground or the humidity in the air, forming of up to 5 dense spheres of water. These spheres are strong enough to support the weight of an average sized shinobi, allowing one to hop from one to the other. Though once the shinobi pushes off of the sphere, the amount of resistance the sphere has to put up with is too big and thus they collapse. The spheres are 1x1 in diameter and only 20 centimeters thick, just strong enough to hold a shinobi on top of it. The spheres stay on the field until a shinobi has been standing on top of them. And due to the shinobi being capable of controlling the spheres at will, it allows one to climb up tall edifices or across gaps with tremendous ease or escaping from the ground.
Note:
- Can be used twice per battle
- Can only be taught by Gutsy Jiraiya

Taught Here:


Type: Offensive
Rank: B
Range: Mid
Chakra Cost: 25
Damage: 40
Description: After performing the following Snake - Ox hand seals the use then gathers chakra at his mouth, the user will form the appropriate hand seals and expunge a large blast of water from their mouth. As it flies through the air, the water blast will take the shape of a Lion's head. The blast's impact has shown to be strong enough to shatter rock in multiple pieces.

Taught Here:
~A Rank~
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost: 30
Damage Points: +25
Description: After releasing a water jutsu the user will perform 2 handseals as they release there chakra into the water jutsu. In doing so, the user will increase the power and size of the water jutsu boosting any water jutsu by 25 damage points. By the increase in chakra the water gains more power as the wave of water increases in size and the power and speed of the water is increased.
Note: Can only use used on water the user or the users summon has created
Note: Can only be used once one each water jutsu creates
Note: can only be used 3 times

Taught Here:

Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Description: The user will make a single handseal forming a basic Dome of water around them that is able to block incoming techniques of the appropriate rank. The dome is able to be maintained so after blocking the attack, the user will form another handseal causing the water to explode outward forming small hair like needle of dense water in all directions. These Needles cannot penetrate targets of greater density.
Notes:
-Can only be used twice per battle
-Requires a 2 turn cool down
-Requires a water source
-If maintained, the user spends another move.
-Can only be taught by Serpent

Taught Here:
~S Rank~
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Description: The user will perform three hand seals, and then channel their suiton chakra to their feet. By stomping on the ground, the user will perform nature transformation on their chakra, changing it into water. The stomp on the ground raises a domed, hollow cylinder of water, with the user inside. The cylinder of water is very thin but does not compromise its strength, which allows the user to easily see through it. This can be used to defend against attacks. Once the domed cylinder is formed around the user, they have the option of performing another hand seal, which unwraps the cylinder starting from the back, wrapping it around to the front, forming a straight water wall. The wall will then release hundreds of marble sized bullets of water as it is unwrapping, covering the entire battlefield in front of the user. These bullets can reach up to long range.
- No water techniques above A-rank for the next turn
- Usable twice per battle

Taught Here:


Type: Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage points: 80
Description: The user will make 4 handseals, forming a whirlpool from under the opponent, this whirlpool will pull the opponent deep into the water and then form into a dome that will be spinning at high speed. because of the speed, the water is capable of shredding flesh. If the opponent is already under water, the Dome can be produced without the need of the whirlpool, allowing for a faster delivery of the attack.
Notes:
-Can only be used once per battle.
-Requires a Water Source.
-No S-ranks or above next turn.
-This Jutsu can only be taught by Serpent

Taught Here:


Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: After performing 3 handseals, the user is able to create a great bead of water, up to 1 meter diameter, anywhere within range (Up to 50 meters from the user), by condensing water from the air around. This bead will have the cohesion and adhesion levels pumped to the max, creating a very tight bubble which pins though and attaches itself to any material it comes in contact with. The user is always able to sense the position of the sphere, spatially in relation with herself, and, when it attaches with something, the user is able to determine if the substance has chakra or not (Similar to Rain Tiger at Will), and is able to pull chakra from it, a take on the water's vital and cleansing techniques. It absorbs 100% of the chakra used to create the technique ( 40 chakra ) per turn it is attached. If the user touches the bead, he can re-absorb the chakra back to him/her. Likewise, the user is able to create multiple tiny beads (up to 10), across an area of 5 meters radius. Each will only absorb up to 10% chakra per turn ( 4 chakra ).
*The user is able to move the bead(s) around through hand gestures . When the user does, except in the initial turn, it counts as a jutsu towards the jutsu limit
*When the jutsu is dropped or broken, only 50% of the chakra stored within the bead(s) returns to the user, and the bead(s) vanish in a puddle of water.
*Can only be used thrice per battle*
*Lasts a maximum of 5 turns*
*Can't use Water above S rank in the same and next 2 turns of usage*
*Requires 2 turns cool down between usages, counting after the end of the previous usage*
*Follows elemental strength and weaknesses*

Taught Here:


Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: 80
Description: The user will focus their chakra and form the Boar>Dog handseals and create a (basketball sized) orb of water that floats in the air next to them, within short range. The main purpose of this technique focuses upon the creators next use of a projectile technique or a technique that originates from them and moves towards the opponent. For when this occurs the orb of water will release a simple blast of water that is B ranked, this blast of water will combine with and accompany the technique that the creator used if it is compatible. It will continue to do this for each compatible technique that the user employs automatically, until it is destroyed or dispersed(A separate +20 chakra cost is applied for each blast.) This technique will take a small constant toll on the users chakra to replenish itself with water as it is being used. Compatible techniques are in general techniques that originate from or close by to the user and travel towards the opponent and can be used with all elements excluding fire and those based on fire if they meet these requirements. Anything which would be weakened by the water or vice versa (anything that weakens the water) are considered incompatible.

Note:
~The orb can release a maximum of 4 separate blasts
~The orb is created short range but the blasts can reach up to long range
~Lasts 3 turns before dispersing
~Can only be used 2 times
~Cannot use water techniques above A rank while this is active
~Can only be taught by xHoudinii

Taught Here:


Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: A unique and tricky technique, requires the finesse of a water affinity to be completed perfectly due to its complexity and range. The technique begins with two hand seals (Ram➡Boar) where the user will begin an uppercut motion with his dominant arm, as he does this a thin film of water flat and round spanning 5m in diameter and mere centimeters in height would condense from the air above him. As he punches, his hand passes through this film sending splashes of water into the air above. As the splashes fly upward they grow exponentially in size gathering moisture from the atmosphere while joining together until 4 dense comets of water each the size of an adult bear come crashing down anywhere the user wills up to long ranged. The user can choose to release all comets at once for maximum splash damage or one at a time for strategic importance, however at one at a time the user has to remain focused on the technique and is unable to perform any other chakra needed techniques until the move is finished.
Note(s):
- Can only be done 2×
- Bios with Suiton primary affinity can perform this without the need for hand seals
- Requires a turn cool down

Taught Here:



Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40 (-15 for every turn kept active)
Damage Points: N/A (20 for body movement attacks)
Description: The user will release water chakra from their body and formulate a powerful humanoid creature that is composed of crystalline water. The beast stands slightly taller then the users original body, crystal blue, darker blue on its face, and spider-like marking on its chest/body. It moves by the user's mental commands. The beast has a special ability to turn into different watery compositions: mist and syrup water. Turning into these forms are passively done, and each ability grants different entailment. The mist has a unique chakra absorbing property allowing him to drain the strength of organic matter. This chakra absorption is especially great in close range fighting, being able to weaken CQC techniques that revolve chakra, accordingly to its rank it can absorb chakra of techniques up to its rank. It can absorb up to S-Rank pure chakra (A-Rank if it has a shape), and A-Rank elemental chakra that water is neutral with, B-Rank that water is weak with, and S-Rank with elements water is strong with. Metallic weapons with elemental chakra/regular chakra will be negated and absorbed as well. Its misty body can harm vision making it tough to see for an opponent and some dojutsu, and if contact is made with the opponent, it will absorb chakra of the opponent, up to 50 points a turn. Absorbing costs one move. Intangibility allowing physical attacks to phase through its body, avoiding them. With its light nature, he float above ground at speeds slightly slower then a regular ninja. Its sticky version has more blunt force damage when striking the opponent and leaving him drenched in sticky water restricting his/her movement. Attacking the beast with weapons, or physical movements would risk getting stuck. Another unique feature (which costs a move) is the beast can release "web" like threads out of his limbs to be used to swing around the terrain, grab a hold of material and reel them in, things of that nature. The web can extend up to mid range, and doesn't contain any damage to it, but can restrict people if caught. Lastly, its crystalline body, its base body, is quite slow. Able, to deliver bone crushing damage, and combat against even the most toughest of matter. It can pick up large rocks, and if wanted literally blast through them. The syrup and crystal form can move on land, while all forms can be able to go under water (crystal body much slower underwater even more so than on earth).
Note: Can only be Taught by Noni
Note: Can only be used twice per battle stays on field for four turns
Note: Can not use water above S-rank the turn the jutsu is created
Note: Can not used water S-Rank and above the turn the jutsu is dispelled
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Taught Here:

~F Rank~
Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 80
Damage: (15 damage per turn )
Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15
Note: can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: after this technique is done the user can't user any A-rank and above water jutsus for 3 turns
Note: can be used as a water source

Taught Here:


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

Taught Here:


Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage points: 100
Description: After the user catches their opponent in "Water Style: Water Prison" the user will make a single handseal with their free hand. this causes the pressure of the water to build as if going deep into water, this causes the trapped opponent ear drums to burst. the pressure will continue to build until the opponent is completely crushed by the Jutsu, however because the user's hand is withing the water, their hand will be crushed as well.
Note:
-Can only be used after "Water Style: Water Prison"
-Can only be used once per battle
-This Jutsu can only be taught by Serpent

Taught Here:
Type: Supplementary/Attack/Defence
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage points: 90
Description: Before or After making contact with an opponent the user will drawl water from there own body and form small thin yet dense spikes as thin as needles stick out throughout there body or designated area of the user. This will form a defensive lair of countless needles that can easily pierce into an opponent. When these needles stab into an opponent they take old keeping the opponent stuck in the connected area almost like glue, although this is causes by small barbs located at the ends of each spike. Upon the users will they can release the water outwards in a large blast that will blast back the opponent causing extreme crushing power and force sending them flying backwards. Because of the use of the users own water within his body this Jutsu causes extreme dehydration. This makes the user feel drained and dizzy as well as blurs his vision stunting his ability to see well. This will also cause the user to look slightly "aged" after use of this Jutsu.
Note:
-Can only be used one time per battle
-Dehydration last for two turns
-This Jutsu can only be taught by Serpent

Taught Here:

 
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~|Elemental Combos|~

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8. (Doton/Katon: Mitsubachi no su) Earth/Fire Style: Bees Nest
Type: Offensive
Rank: Forbidden
Range: Short/Mid-Long
Chakra: 50
Damage: 90(-15 to user)
Description: The user will channel their doton chakra into the ground as they perform 2 hand seals creating three earth made ancient chinese bees nest, filled with numerous highly condensed earth arrows, to rise from the earth at any three locations within short range of the user pointing in any direction they desire. The user will then perform 1 hand seal as they infuse their fire chakra in every arrow creating numerous molten earth like arrows before clapping their hands as they create a fire explosion at the bottom of each bees nest that causes them to launch all the arrows at once as the fire explosion propels them like swift moving missiles. There are enough arrows in just one bees nest that it can rain down in one area and hit everything within short range, covering a 5m diameter if launched in linear fashions, and if all 3 were aimed in one direction then the sky would be filled with a blanket of arrows that hit multiple ranges in the vicinity they are facing. As the numerous molten earth arrows rain down on an area they explode on contact releasing multiple shrapnel of highly heated dense earth while setting the ground ablaze. The elemental combination, the amount of chakra used for only one person, and the widespread destruction caused by this technique is the reason why its forbidden.
NOTES
►User cannot use Fire or Earth jutsu above A rank next turn
►This jutsu takes two of the users three jutsu spots per turn
►User feels fatigued by the chakra drain this jutsu brings and their body also receives some damage due to the strain put on it
►Can only be used once per battle
►Can only be taught by Zanda
| | | |



~S Rank~
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After 4 handseals, the user spits out a large structure of fire in the shape of a flaming stag, which can be sent towards the opponent at great speed. The stag will have the consciousness of a normal clone, but will not have any ability to make jutsus, just to move like an above average stag in terms of power, strength, speed and size. With 1 handseal though, the user can apply water into the fire, which will create a coat of vapor across it, honing it to make it thicker and more tangible. The usage of water and chakra enhances and heavily induces a phenomenon called the Leidenfrost effect, where the water vapor coating the fire will force every and all liquid, water especially, to hover over it, allowing the stag to dive into water and water jutsus, piercing through them without them actually touching the fire, while just overall increasing the tangibility of the fire.

*The stag remains in play for 2 turns before the fire consumes itself*
*This jutsu can only be used once every 3 turns*
*The user is unable to preform Fire or Water jutsus higher than S rank in the next turn*
*Can only be used thrice per battle*
*The user can apply the water effect to a different fire jutsu by the cost of 30 chakra, increasing the damage of the fire jutsu +10 and making it impervious to water jutsus of the same rank. It counts as a jutsu towards the jutsu count and can only be used 4 times per battle*
*A strong enough water can push through the vapor coat, streams or masses of water of the same rank as fire being coated by the vapor, or a pressurized stream of water of a rank bellow will block the protection*

Taught Here:
 
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~|Ninjutsu & Adv. Ninjutsu|~

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29. Moeru Kemuri: Shinjitsu no sōsei-ki | Blazing Smoke: Truth Genesis
Type: Offensive | Supplementary
Rank: A
Range: Mid.-Long
Chakra: 30
Damage: 40 (+20 to Subsequent Smoke Jutsu)
Description: Blazing Smoke is a special ninjutsu art honed by few, that combines fire and smoke style ninjutsu together for devastating attacks. Initiated with 2 hand seals the user breathes in deep and then release a large 5m intangible fireball at high speeds on any linear direction. Leaving a light, transparent trail of smoke behind as it traverses to its destination, the fireball carries physical properties and explodes outwards on contact delivering B ranked fire damage on contact as it consumes everything within its grasp while releasing a thick, black smoke outwards from the explosion spot generated from the flames, with an additional hand seal, that spreads onto the field shrouding everything within its opaque grasp. The thick, dark smoke spreads rapidly as it encompasses an additional 10m outwards from the impact spot while carrying steamy, solid, burning particles within its realm that causes massive irritation to eyes, mouth, and the nose as long as one stays exposed within the deadly empowered smoke. The smoke factor stays on the field for an additional turn at B ranked strength, and can be used as a source for additional smoke techniques which becomes fire/smoke in nature due to the great heat productivity from the burning particles within the shroud.
NOTES
►Can be used 3x per battle
►Has a 2 turn cool-down after Completion or Disruption


~B Rank~
Rank: B
Type: Offense
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description:
Hyapporankan is primarily used to disable. The user focuses their raw chakra and generates a blue-white glowing rod of chakra in his or her hand and throws it at the intended target. It then duplicates itself into a thirty more rods which rain down on the target, pinning him or her against a solid surface and completely immobilizing them. This technique is hard to dodge in a small area.

Taught here:


Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Based on the principle of friction and microscopic texture. While some materials may seem smooth to the naked eye, in the nano-scale, they're comprised of multiple irregularities and rough textures. When two materials drag on eachother, the inherited friction increases exponentially, superior than it would happen case the materials were virtually smooth. Applying the teachings of the basic Tree/Water Walking techniques, the user is able to create a thin layer of chakra across any surface of his/her own body. The chakra is thus able to cover or enhance the microscopic irregularities, thus increasing or decreasing the friction to extremes.

( Kato Enten ) Smooth Tadpole- The thin layer will get rid of the irregularities in one's body surface, allowing a nearly zero-friction surface. Given the natural flexibility and curvature of the user's own body, and allying it with well-timed motions, the user is able to become impervious to any physical attack, allowing it to slip off the side. The selective aspect of the jutsu allows one to retain some un-covered areas, permitting usages such as whole-body "armor" with naked soles for walking, left covered-sole and right naked sole for fast gliding, covered arm for evasion and naked fist for attack, etc.

( Gama Ranbou ) Rough Toad - The thin layer will accentuate the irregularities in one's body surface, increasing the friction. It allows one to have a much better grip on objects, almost sticking to them in a microscopic scale. Likewise, it allows one to mimic the Lotus Effect, becoming a superhydrophobic surface. This, among other things, would turn the user impervious to pathogenic agents like bacteria, fungi or algae growth, reducing or eliminating the area of contact with the water particles in which these pathogens dwell and proliferate.

-Effective against Earth and Water based elements, to a certain extend, as one can be affected through the sheer size of the tangible object. There is a protection against physical blades, but not intangible blades, such as those created with Wind or Energy based elements. -While it does cover oneself with chakra, the low ammount of chakra deployed is minimal, and thus, outside the described effects, it is useless as a chakra armor, when in direct confrontation with chakra-based attacks. It does not protect against Genjutsu or Yamanaka techniques.
-The user is able to passively change between the Smooth, Rough and Normal aspect as long as the technique is active, though, except in the turn of usage, swapping between the Rough and Smooth will count once towards the jutsu count. The user is able to selectively cover oneself with chakra, allowing the rest of the surface to be normal, and alter the degree of irregularity, but the whole affected surface must have the same degree, thus preventing part of the body to have the Rough variation and other part the Smooth.
-Lasts 5 turns, max, per usage.
-Requires 1 turn cool down.
-Can only be used 5 times.
-Allows the cover to spread through body/clothes and any surface in contact with the user up to 1 meter all around (thus allowing other people to suffer the same effects).
-Doesn't negate usage rank and strength and thus can only be used against physical Jutsu A-Rank and below and is completely useless against energy based elements while neutral to wind based ones.

Taught here:

 
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~|Genjutsu|~

.
11.(Hiniku furasshu) Irony Flash
Rank: A
Type: Offensive
Range: Short to Mid
Chakra Cost: 30
Damage Points: 60(mental stress)
Description: Irony Flash is a genjutsu that uses bright flashes as a medium for being triggered. Once a flash of bright light touches the eye, caused by flash bombs, explosions, techniques, etc., the user can trigger this genjutsu upon their opponent. It's a natural movement to flinch or cover your eyes when faced with blinding light, and as the opponent recovers they will notice their legs from the ankle down being tightly binded by vines as two more pop out of the ground before tightly binding their hands. As the opponent is being binded they will face a massive wave of ninja tool projectiles that approaches them from every frontward angle possible. The wave of ninja tools will cover the skies as they cascade upon the opponent, their body feeling the effects of every projectile piercing their body, as the massive onslaught continues. In reality the opponent is immobilized as they suffer from the effects of the genjutsu until broken, and if they die in the genjutsu then they faint in real life as their body tries to cope with the mental stress.
NOTES
►Can be used 4x per battle
►Can only be triggered after the opponent is exposed to a bright light
►Can only be taught by Zanda
~ | | | | | ~

16.(Genjutsu: Ekitai no shintō) Illusionary Arts: Liquid Penetration
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: (60 mental stress)
Description: Liquid Penetration is a high skilled illusion that can only be triggered once the opponent is submerged in a liquid preferably, but not limited to, water. Triggered by waving 4 hand seals as the opponent is moving within the water, they will notice their own movements becoming increasingly laggish as the water pressure around them seemingly increases ultimately prohibiting their movement as well as making them surcumb to the sensation of an immensely growing pressure pressing against their body also holding them in place. The rising pressure can be compared to the feeling of being buried by numerous rocks that continually pile on the target, but in the genjutsu the growing pain will be felt nonstop on all sides of the body until it is replaced by a greater sensation of pain caused by the next step of the illusion. The surrounding liquid will then forcefully and swiftly penetrate every hole within the target's body ranging from pores, mouth, nose, etc., filling their inner body cavity with water damaging skin, muscles, and organs within the genjutsu, the target feeling every aspect of internal damage in detail as the illusion makes them simulate near death pain. As this happens the target's body responds to the penetration by swelling up as if they were an Akimichi clan member growing to a very large boulder like size as the illusion simultaneously takes the target's eyesight replacing it with a white realm in which their most cherishable past memories flashes before them, and before they know it they reach the apex of their body enlargement where they then seemingly explode. Their consciousness drifting into a vast nothingness lost for all eternity. In reality the target is unable to move while they are submerged in the water which can lead to expiration of oxygen and ultimately drowning as they fall victim to the illusion's effects. Users who fall victim to the genjutsu will be broken out after a large amount of water has entered their bodies, they too being subjected to dazed and sluggish movements.
NOTES
►Can be used 2x per battle
►No genjutsu above A rank in the next turn
►This jutsu has a 2 turn cooldown afterwards
►Can only be taught by ZandaT
| Ian



~B Rank~
Type: Supplementary
Rank: B
Range: Mid
Chakra: 20
Damage: N/A
Description: After making a hand gesture towards the opponent, the user will trap said opponent into a genjutsu. While trapped in the genjutsu the opponent will see themselves as an elderly man aged between 80-90 years old. Along with the opponent seeing themselves as an elderly man, they will also feel as how they look. Meaning that they will become an older man at mind. Knowing their limitations as an older man, any movement becomes difficult and their overall speed decreases one rank as well as slightly slowed handseal speed. This is describing the generic 80-90 old person, and not the extremities. Temperature change will cause them to feel uncomfortable and change in air pressure will make them feel short of breath. In reality however, they will be fine, with no issues.
-Can only be used/taught by Sir Hoshigaki
-Can only be used 3 times per battle

Taught Here:

~A Rank~
Type: Offensive.
Rank: A ranked.
Range: Short-Mid
Chakra: 30.
Damage: N/a.
Description: The user will preform a string of 5 handseals. And send their chakra into their opponents chakra flow. Causing his opponent to see himself appear in the middle of nowhere with no signs of life around him. He will then hear a loud echoing voice repeating the phrase "return the slab or suffer my curse" over and over again. The sound of the phrase will cause the target to suffer severe trauma to the head leaving him unable to move in the real world while under the effects of this genjustu.

-Cannot use Genjustu for the next 3 turns following this justu.
-Can be used Twice per battle.
-Must be taught by Ciberr.

Taught here:


]Rank: A
Type: Supplementary
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user does a three handseals and spreads his chakra through the air. Anybody in the area will then be affected by a genjutsu that causes them to see things either sped up or slowed down to a extreme. This drastically hampers the user ability to react and target the user or jutsu techniques aimed at them, as techniques will seemed to be launched at them in blinding speed or slowed to a halt so while the user sends techniques at the opponent they are launched slowly, when in actuality the user may have finished his technique and gone onto the next one thus harming the opponent.
(Last 2 turns)

Taught Here:
~S Rank~
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage Points: N/A
Description: This ability is based upon the ability of a shinobi to recall past experiences to aid him in battle. Commonly mistaken with the ability of the brain to seemingly slow down time when in a stressful or frightening experience, the Illusionary Experience Layering Technique calls upon the past experiences, which doesn’t slow time, but produces the same effect. When pressured by an attack or technique of the opponent, the shinobi will forcefully induce this state of the brain. The brain will almost instantly begin to layer thousands upon thousands of similar memories onto the shinobi from past experiences. This application of multiple memories allow the user to select parts and pieces of different memories, and then combine the fragmented parts into a single, complete, and almost duplicate memory of the current situation. By doing this, it produces a false slowed-time effect on the shinobi's mind, as the shinobi feels he has encountered the incoming technique many times before. In reality, time is not slowed, but the combination of previous, fragmented memories into a whole memory fools the body into a continuous, advanced muscle memory state. This ability allows the shinobi to display an overwhelmingly increased speed, agility, and reflexes when he counters/evades/blocks a physical attack performed by the opponent.
*Note: Can only be taught by Selendrile
*Note: Once this jutsu is used, the user must wait three turns in order for the memory layering to take affect (bonuses are not added until those three turns are over); Lasts for 5 turns
*Note: This mode allows the user a 1.5x reflex/speed boost as well as reflexes able to counter/dodge/block someone of Lee's speed without weights

Taught Here:
 
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17. (Ryōshi doraibu) Quantum Drive
Type: Offense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: Quantum Drive is a nintaijutsu attack that uses the water molecules in the air to attack in unison with the user. Once the target is within range the user will begin to repeatedly punch them as they release their water chakra into the air manipulating the area 4m above, behind, and to the sides of the opponent. With every punch the user throws they will also manipulate a wave of miniature needles that impact the target's body penetrating it dealing damage internally. The back to back punches and waves of needles will continually impact and penetrate the opponent leaving their mangled at the hands of their user as they suffer from blunt and penetrating damage. The opponent would be caught in the onslaught with no place to run as the user holds them in place with their rapid back to back punches. If the opponent managed to survive this technique due to some sort of defense or physical healing, they would still suffer from the symptoms of "Overhydration" which would leave the target with a massive headache as they stand disoriented and confused. The ailment would last for two turns afterwards.
NOTES
►Can be used 2x per battle
►Has a two turn cooldown
►No water S rank and above afterwards
►The move can be affected by water and tai boosts
►Can only be taught by Zanda
| | | | |




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

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



Taught Here:

~S Rank~
Type: Offensive/Defense
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user clenches his fist into a three-fingered claw hand strike (very similar to the ones used in Chinese martial arts) virtually representing a Dragon's claw. It can then be infused if wanted with Doton natured chakra. By itself it can cause shortness of breath or muscle numbness/crambs depending on the inflicted area; however when focused with doton chakra it will give the user a great increase in crushing power, capabable of hardening the three-fingered claw to the point it allows the user to shatter regular swords/weapons and pierce through armors/shields (rankless ones) given the claw is hardened to high levels. It's hardness is such, that it can be used to counter up to B ranked earth techniques. The Doton's Dragon Claw allows the user to land a heavy bone breaking strike, while doing minimal damage to the internal organs it is capable of fracturing bones with relative ease. Taijutsu masters can use a double handed Dragon's Claw, in which case the Doton chakra would be split into A rank strength per hand.
• Can only be used thrice per battle.
• After using, the user cannot use any Taijutsu above B rank the next turn.

Taught Here:


Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user begins by lowering his head while tucking his arms in a boxing stance and starts a swaying movement pattern, weaving his torso back and forth and using the torque to add power to a barrage of left and right hooks as he sways. Each hook follows from a diferent angle than the previous one. The Rolling Thunder is comprised of five rolling punches - If the final rolling punch connects the user follows with an uppercut directly to the chin. This sends the foe hurled through the air and sprawling across the field. Because the technique is based on the user's swaying dexterity, if used while in Drunken Fist, the attack's overall efficiency increases, gaining +10 damage.
~ Usable twice per battle.

Taught Here:
 
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Partial Expansion

26. Ningen no taisō | Human Gymnastics
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: While partial expansion is activated this technique allows the user to expand their arms and/or legs while performing acrobatic flips, cartwheels, and somersaults for a wider range and swift, versatile movements during battle. Like any other forms of expansion the act is quite swift, minimizing the chances of leaving the limb open for attack, while expanding outwards or shrinking inwards to the norm.. The user's total limit of reach while expanding their limbs is 5m, but while performing a sequence of flips, cartwheels, somersaults, etc., the user can cover greater distances.
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1. (Nikudan Gyorai) Human Torpedo
Type: Offensive-Supplementary
Rank: B
Range: Short-Mid.
Chakra: 20
Damage: 40
Description: Crouching downwards as they lean forwards the user places both hands on the ground for stability as they take aim towards their opponent, shifting their weight backwards over their bent legs, before using partial expansion to suddenly increase the size and power of their hands and feet in order to thrust their entire body forwards at high speeds. Their limbs shrinking upon launching, the user soars through the air head first towards the enemy with their arms held lateral to their body and bent 90 degrees fists pointing forwards while their legs remaining bent, knee caps facing the ground as aim to reach atleast within 6m of the opponent. Once within range the user when desired can thrust both fists forwards towards the enemy while using partial expansion once again in order to increase the size, length, and power of their entire arms in order to deliver a devastating blow as both fists impact the target simultaneously. The diameter of the surface of a single fist is 2m, and the arms can extend upto 6m from the body where all forwards momentum will then cease as contact is made with a surface. This attack can rival earth/water techniques of the same rank and lower yet the user is still prone to surface damage with the abrasion on contact with certain tangible jutsu.
NOTES
►Can be used 4x per battle
►Partial Expansion must be activated
►1 turn cooldown
►Must be taught by ZandaT
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24. (Batorusaikoro) Battle Scythe
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: While partial expansion is activated the user will take a widened stance with their legs spaced horizontally on the ground at a slight angle with one leg positioned behind the torso while the arms stay in front of their chest bent at a 90 degree angle with their fists clenched and held at a slight diagonal, horizontal position as well. Once the target is within range the user hikes up the one leg positioned behind the torso as they use the leg in front to pivot on, and thus rotate their body, as they perform a side kick while expanding the size, strength, and length of their hiked leg thus boosting the power of their kick. The user's leg can extend up to 5m from their body, the foot being 2m in width, in order to deliver this powerful, swift attack to the opponent which has enough power and speed to send them tumbling off in the same direction of the heavy blow. Like many other Akimichi expansion techniques this act of expansion and shrinking happens so fast that by the time the user completes 1 revolution the size of the expanded leg will be back to normal and ready to be used again.
NOTES
►Can be used 4x per battle
►Must be taught by ZandaT
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2. (Gigantikku no pisutoru) Gigantic Pistol
Rank: A
Type: Offensive
Range: Short-Mid.
Chakra Cost: 30
Damage Points: 60
Description: The user spreads his legs apart in order to maintain balance as he throws a punch, while adding Super Partial-Expansion to their whole arm in order to rapidly change its fist size and arm length, resulting in the opponent getting hit by a heavy and powerful 4m tall, 5m wide close range punch. Super Partial-Expansion allows the user's arm to grow longer, as it expands, allowing them to have the total reach of close range plus 5ms. Being hit by the punch's force and power would feel the same as getting hit by a large boulder thus resulting in great blunt damage to the opponents body while also sending them into mid.range scraping along the ground. The use of Super Partial-Expansion in this technique also gives the user the ability to destroy earth/solid, structured water techniques of B rank and below.
NOTES:
►Can be used 3x
►Partial Expansion must be activated
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Expansion

24. (Rōringudanputorakku) Rolling Dump Truck
Type: Offensive/Supplementary
Rank: B
Range: Short-Mid.
Chakra: 20
Damage: 40
Description: Rolling Dump truck is a simple move used after the user expands their abdominal/torso area entering their Human Boulder form while the Multi-Size technique is active. Once in that form the user begins rotating in a single spot in order to swiftly build up speed, taking only a brief moment, before taking off at full speed towards their target area. Fully aware of the outside world while rotating, the user can use this technique to avoid certain jutsu of valid reasoning as they move on the field at increased speeds unrestricted by direction as a small fowl tail of dust follows behind them when used on certain surfaces. A special factor of the Rolling Dump Truck is the user's bounciness in this form and by quickly shifting their weight, first in the opposite direction to build energy before directing it towards the surface creating a form of bounce force, the user can effectively bounce their bodies off of solid surfaces towards any linear direction away from that same surface further utilizing their increased mobility during this move. Still heavy, the increased speeds of this jutsu makes the user a force to be reckoned with when contact is made with tangible targets like earth/water jutsu with a weaker strength or enemies alike, being able to either mow down their target as they roll over them, or crush them from above if the user bounced off a surface going upwards, but ultimately the form of attack is always left up to the user's creativity while maneuvering about the terrain.
NOTES
►Has a 1 turn cooldown, and a 5x usage limit
►Can be utilized after taking on a Human Boulder form, whether it be Super or Multi size form
►Owned by ZandaT
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28. Panda katto | Panda Cut
Type: Offensive | Supplementary
Rank: A
Range: Short(Mid.)
Chakra: 30
Damage: 60
Description: An quite deadly Akimichi technique unique in the fact that it is able to even cause adverse affects when carried out successfully. Taking on a widened, lower stance with one leg forwards and the other extended behind the user, they will then suddenly expand to their limit of 5ms at blinding speeds becoming a giant with the same stance position but at a wider area of affect in the aftermath. During this rapid expansion the user focuses on striking the user with a lateral thrust primarily aimed for the abdominal area with his hand that increases in size and weight causing a breath taking stunning pain to settle in as the target is hoisted high into the air matching the top level of the user. Not letting up the user would then rise from their lowered stance with an uppercut, using their opposite hand that was used for the thrust , sending the target an additional 5ms upwards above the user's max height. After having taken full damage from this technique the target suffers from a body hampering, mind clouding affliction pain from the blunt trauma that restricts them from using techniques above A rank in their next turn.
NOTES
►Can be used 3x per battle
►Expansion Tech Must be Active
►Has a 1 turn cool-down
►When used with Super Expansion Tech the move covers an additional 5ms in diameter, and also has an additional 1 turn cool-down
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Super Expansion



All Expansions

27. Aki san no ishi | Will of the Akimichi
Type: Supplementary
Rank: A
Range: Short
Chakra: (+5-15cp to technique being enhanced)
Damage: N/a
Description: A move only accessible to Akimichi tai specialists within the clan, Will of the Akimichi is a jutsu used to empower an Akimichi technique used within any form of expansion. Similar to the "Large Open Hand Slap" jutsu in appearance, this jutsu requires the user to channel an additional amount of chakra to an akimichi technique when performing, causing cosmetic special markings to appear within the affected body area, as the additional added chakra increases the volume while hardening the fat within the desired area of affect boosting its overall thickness by 2ms. This added weight when put behind attacks boosts the output of damage caused while even protecting the user to a degree as the large chakra mass within the area of affect becomes visible and enshrouds the affected area in a chakra coating that follows s&w.
►Usable 3x per battle
►Requires a Tai specialty
►No akimichi techs A rank and above next turn due to strain

N/A
 
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N/A



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

Taught here:

 
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4. (Fūinjutsu: Rokettohōmingu) Sealing Arts: Homing Rocket
Type: Offense
Rank: A
Range: Short-Mid.
Chakra: 30
Damage: 60
Description: This is a special Fūinjutsu formula made by Zanda. It consists of three kanji on a sealing tag that is then placed around a kunai. The kanji stand for "Fuel", "Homing", and "Detonation" listed in that order starting from the base of the kunai to where the blade begins. The process begins when the user inserts fire chakra into the "Fuel" kanji before throwing it towards the opponent. The "Homing" kanji then activates once the kunai reaches into short range of a chakra source that doesn't match up with the chakra inserted into the "Fuel" kanji. The "Homing" kanji then uses the fire chakra from the "Fuel" kanji to release a quick burst of fire chakra from the kunai in which it is used to passively change direction and propel the kunai towards the largest source of foreign chakra. The kunai has enough fuel to change directions 3 times in order to dodge, within reason, any lower amounts of foreign chakra in its way. Once the kunai is 1m away from the target the "Detonation" kanji activates and the kunai explodes releasing a multitude of small heated shrapnel that can pierce into the targets body. If the sealing tag becomes wet, the kunai is unable to reach the target within its 3 bursts, or the kunai gets stuck into a something before it reaches into 1m of the opponent then the technique stops.
NOTES:
-Can used it only 3 times, throwing one kunai at a time
-Can only be taught by ZandaT
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5. (Fūinjutsu: Gogyou Shuriken) Sealing Arts: Elemental Shuriken
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long.
Chakra Cost: 30
Damage Points: 60
Description: The base of this move relies on a fuma shuriken that has the inscribed Kanji's for "Store" and "Form Release" that sit next to each other on 2 of the four blades mirroring its placement on the opposite side.(A total of 4 kanji, 1 of each on both sides of the fuma shuriken.) The user then performs 2 hand seals and channels a specific elemental chakra into the "Store" kanji on the blade before throwing it at the opponent. The user will then perform 1 hand seal activating the kanji for "Form Release" which allows the large amount of elemental chakra to be release and manipulated from the shuriken creating different element attacks depending on which chakra the user channeled into the shuriken. All techniques have a power equal to A rank and immediately ends once the Fuma shuriken spins into long range.
Abilities
Fire
Once the fire chakra is released from the blades they will engulf each blade creating a 3m long, 2m wide flexible fire column that spins at a speed that would allow two hand seals to be done in between the interval of the next column. The four fire columns curve as they spin making the jutsu resemble a big flaming spiral. The column do not spin in unison with the Fuma Shuriken, but it does move with the shuriken as its center, so once the shuriken reaches into long range the jutsu immediately stops. The columns may touch long range before the shuriken but the technique does not end until the shuriken reaches long range.

Water
Once the water chakra is released it transforms into an upwards and downwards water torrent from the fuma shuriken creating a 6m tall, 2m wide, vertical moving torrent of water. The bottom torrent releases multiple small waves that spread to the sides of the geyser, reaching up to mid.range, as it moves, while the top water torrent spews out small waves that crash into the ground beneath the torrent.

Earth
Once the earth chakra is released from the fuma shuriken the chakra manifests into 4 sharp high density spikes that extend 2m from each blade of the fuma shuriken. The spikes are so sharp they resemble high density earth swords and can cut through a human, or a shape manipulated Earth technique same rank or lower, with ease. The spikes, being an extension of the fuma shuriken, rotates at the same speed as the shuriken resulting in a fast spinning earth spike attack.

Lightning
Once the lightning chakra is released from the fuma shuriken 8 sporadic lightning bolts will extend from the fuma shuriken, 4 from the top and 4 from the bottom, as it spins. The bolts spread out from the fuma shuriken and can reach up to 3m covering a circular diameter from where it was released, ripping through the air and ground as the shuriken spins.

Wind
Once released the wind chakra will begin to spin in unison with the fuma shuriken, expanding the range of the fuma shuriken's reach. This would result in a thin spinning wind shuriken whose reach can go up to 3m from its center, slashing through everything in its way.
NOTES:
►No Fūinjutsu next turn
►User can only have 2 special fuma shuriken per battle
►Must wait 2 turns after use to use again
►Once shuriken is used it is useless
►Can only be taught by Zanda
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6. (Fūinjutsu: Erementaru ori) Sealing Arts: Elemental Weave
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The base of this technique revolves around a special Fūin seal, made by Zanda, commonly placed on scrolls. The Fūin seal consists of two intertwined spirals and a total of three Kanji. One kanji, meaning "Store", is placed at the start of each spiral and at the end of the intertwining circle is the last Kanji for "Release". Before battle the user stores an element chakra into one spiral, and another non opposing element chakra into the other, giving themselves access to the premade scrolls during battle. Each "Store" kanji can hold up to A rank chakra of non opposing elements. The Fūin seal is activated by performing 3 hand seals and inserting chakra into the middle kanji releasing an elemental combination of the two chakras at the opponent.
Different Seal Combinations
Fire/Lightning Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of fire and lightning creating a continuous unidirectional electrical fire blast at the opponent. The blast moves fairly quickly and has 3m radius with a mid.range reach before it dissipates.

Water/Wind Seal
After activating the "Release" kanji before or after placing the scroll on the ground, the scroll releases an elemental combination of water and wind creating a tall water typhoon that stands 7m tall as it travels towards the opponent. The typhoon, being skinny at its base, starts out at 1m and widens up to 3m as it reaches the top. Unlike normal typhoons this one is self sustained and does not need a water source. It can also travel up to mid.range before dying out.

Earth/Wind Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of earth and wind creating a wave of numerous highly dense earth splinters coated with wind resulting in faster travel movement and enhanced cutting abilities. The wave has a length of 5m and starts 2m off of the floor reaching up 4m in the air. The wave has a mid.range reach before the technique ends.

Water/Lightning Seal
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of water and lightning creating a continuous unidirectional electrical water blast at the opponent. The blast moves fairly quickly and has 3m radius with a mid.range reach before it dissipates.

Earth/Fire
After activating the "Release" kanji, the user aims the scroll at the opponent releasing an elemental combination of earth and fire creating a large molten earth dragon. The dragon travels towards the opponent and wraps around them severely burning them in the process. The dragon can reach up to mid.range before falling apart and collapsing.
NOTES:
►No Fūinjutsu for the next 2 turns
►User can only have all scrolls made, but can only use 3 per battle
►User cannot use any jutsu of the two combining elements in that same turn, and 1 turn after
►Can only be taught by Zanda
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10.(Fūinjutsu: Shirizokeru) Sealing Arts: Repulse
Rank: B
Type: Defense
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: This is a special two way seal, that can be created by writing the formula on your body and then injecting either Fire or Earth chakra into it where it then lays dormant on the body, turning invisible, until activated. Once the user has been engaged within close range with an enemy that attempts to inject chakra within the users body through taijutsu the seal will activate on the users body, appearing around the initial area of contact, absorbing the injected chakra into it while injecting the opponent's body part with either Fire or Earth chakra. The user still takes the full hit of the taijutsu attack, but with one hand seal from the user, the opponent will either feel an extreme burning feeling in their joints as they attempt to move them or an extreme stiffness depending on the chakra placed in the seal. This prevents the opponent from performing any hand seals in their next turn. This seal can only absorb up to B ranked chakra at once, and only one type of chakra seal can be place on the body. The seal can activate up to three separate times throughout the battle, through 3 separate B ranked chakra injecting taijutsu moves, where the sealing formula then breaks and fades. The user will not be able to create the seal again until the battle is over.
NOTES
► Seal activates 3x before disappearing.
► User can create another seal outside of battle
► The rank of techniques will still play a role and the opponents wont be harmed if their body is cloaked with a strong enough coat of chakra.
►Can only be taught by Zanda
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14.(Fūinjutsu: Mizu no omo-sa) Sealing Arts: Water Weight
Type: Supplementary
Rank: A
Range: Short/Mid.
Chakra Cost: 30(-25 to opponent per turn)
Damage Points: N/A
Description: Mizu no omo-sa is a fūin seal consisting of kanji that takes on the formation of a small square that uses water as a medium to trap their targets. It can be triggered after placing the seal on the opponent, in conjunction with a water technique released by the user, or by placing it on top of a water source of a certain size. When placed on a target and triggered, a small water source will burst forth from the seal as it simultaneously engulfs the opponent in water that forms into the shape of a square with the opponent in its midst. In this case where it is a single target the seal releases an adequate amount of water, based on the size of the target, trapping them in a square of water that has a 2m space gap between the target and each side as they are trapped within it. The process of engulfing the opponent within the water is swift, and upon forming the water greatly increases in density, preventing the target's movement as the seal drains away their chakra. This seal can also be used in conjunction with a water jutsu created by the user, triggered with an additional 2 hand seals, forcing the water technique to capture the target after its initial effect takes place. Depending on if the water technique used takes on a definite shape or not, the seal will then cause the water to form into a square or keep its definite shape if it has. The relative size of the water square in this scenario all depends on the amount of water used with the corresponding jutsu. A larger version of the seal then appears on the surface of one of the sides of the water jutsu as its effects are triggered. With this application multiple targets can be affected by this fūinjutsu as long as they are within the waters midst once it forms into a square. The seal can also be created and placed on top of a liquid source already present on the battlefield, deprived of chakra, or utilizing the user's chakra as long as they can touch it. For example, a user made or already existing liquid source with the target in its midst, the user can then place this seal creating the square kanji on its surface activating its effects as long as the entire source is within short range. The seal gradually weakens with time hence why once activated it only lasts for 3 turns before disappearing and changing the water under effect back to its regular state, and when using this technique in conjunction with a water technique that takes on a definite shape for a certain amount of turns the seal will still last 3 turns leaving the water technique on the field by itself if it lasts longer. In the case of the water released from the seal, upon disappearing the water breaks formation and runs onto the battlefield.
NOTES
►Can be used 2x per battle
►2 turn cooldown after seal deactivation
►No fuuin in the next turn upon deactivation, and no other fuuinjutsu techniques while this one it active.
►Can only be taught by ZandaT
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15.(Fuuinjutsu: Baria-hō) Sealing Arts: Barrier Law
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/a
Description: Barrier Law is a unique fuuinjutsu technique that is similar to the Dead Demon Consuming Seal due to the technique's involvement of a spiritual being named Pànduàn, meaning judgment, which is a tall spirit with a green hue as well as pure black eyes that matches the long black robe it wears that drags along the floor. Made by an Uzumaki clan member before their village's destruction, the jutsu was based off of a game used to train aspiring Uzumaki shinobi as they tested their limits in battle while obeying a set of rules depending on the circumstances called. The game had three different ways to play, each field holding their own set of rules, and those field's became the three different laws of Baria-hō. The Law of Energy, Body, and Mind. This jutsu serves as a pact between Pànduàn, his summoner, and those within the technique's range, a pact to follow the rules established upon summoning Pànduàn who acts as a non biased referee between opposing sides using its powers to set the field as well as enforce the rules of the game. This jutsu can be activated by performing the first 4 core hand signs followed by the last which changes based on the game chosen to play, and with the waving of the fifth hand sign the user will summon Pànduàn within short range above their location. Upon being summoned Pànduàn rises at swift speeds towards long range as it erects an A ranked barrier over the battlefield with special chakra suppression and visual blocking properties that allows the summoner and their opponent to remain hidden from outside disturbances as they battle under the conditions of the game. Advance chakra sensors and dojutsu users would be able to see/sense the barrier at most, but its content within will remain hidden as the game commences, and users with normal sensory would see nothing but the terrain as if the battling shinobi were not there but the barrier can still be touched if stumbled upon seemingly acting like an invisible construct to them. This is Pànduàn's domain, and within it he monitors the game as it commences using his powers to bestow punishment on those who break the rules, rules established in the mind of both players upon the barrier's formation. The spiritual being has an A ranked durability allowing it to only be killed by an equal power that matches its intangible energy based body composition, but each unsuccessful attempt, or accidental strike, results in the loss of 25 chakra points, and due to the spiritual beings powers it is quite difficult. Being a neutral factor in the game all of Pànduàn's abilities are defensive and only able to protect him alone. Pànduàn is able to create and sustain an A ranked barrier around himself when threatened, fueled by concentrated chakra that can block jutsu of the same rank, but he is left vulnerable afterwards as he has to wait a turn in order to use it again. The law of Baria-hō established must be followed or else punishment will be bestowed.

Law of Body | Dog
While the Law of Body is in play the players are only allowed to use non chakra based techniques on the battlefield for the duration of this jutsu. Basic hand to hand combat, techniques utilizing weapons and basic skill, etc. are primarily used while active, as long as it doesn't require the user to mold or release chakra in any form. This field in Baria-hō is primarily used to show a shinobi's resolve and raw talents as they battle without chakra, yet using chakra isn't taken away from the players, but in doing so they will receive punishment. While this game is in play the punishment for using chakra related techniques is a 50% increase on chakra consumption which can be detrimental to any shinobi in the long run.

Law of Mind | Snake
The Law of Mind is quite special due to the fact that when it is activated it strips both players of any active or passive sensing they may have as the game promotes the usage of the basic 5 senses in battle. One must be true to themselves, opponent, and their surroundings while this game is in play making illusionary/sensing skills tabooed while active. While the Law of Mind is in play the players should battle straight up, with a clear perception, with no tricks or schemes whatsoever. Un top of sensing being jammed while active, players who use illusionary techniques will have their own illusion rebounded upon them the moment it would have taken effect within their opponent. This is the punishment of breaking the Law of Mind.

Law of Energy | Ram
Similar to the Law of Mind in terms of jamming a certain skill while in play, while this game is active the players will have the choice of using only two elements on top of their other basic skills while in battle. Law of Mind primarily focuses on elemental expertise as it limits the players from using all five of the basic five or any other special/KG element while in battle. Once activated both players will mentally choose their two elements of choice, mentally due to Pànduàn knowing all thoughts while in his domain, before partaking in battle with their opponent. The elements that can be chosen are subjected to the basic five alone, and while this law is active no other element other than the two chosen can be used. The punishment for trying to use an element not chosen results in the user still expending chakra points, the jutsu even starting to form on the battlefield, before it gives out without even reaching a third of its potential making it a waste of time and chakra.

NOTES
► Can only be used 1x per battle
►Jutsu lasts for 4 turns upon activation
►Custom jutsu are subjected to the rules of the Barrier Law technique
►The opponent goes first in all games since according to the rules they would have to react to this technique being used
►Techniques, like S/T jutsu and similar transportational jutsu, can be used to leave Pànduàn's domain ultimately ending the technique since it is a 2 man game
►No further fuuinjutsu can be used while active
►No jutsu can be used above S rank for two turns after activating this jutsu
►No Fuuinjutsu can be used above A rank one turn after this jutsu has ran its course
►Both the opponent and the user itself are subject to the rules of the game.
►Can only be taught by ZandaT
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18.(Fuuinjutsu: Anmoku no jikkō) Sealing Arts: Unspoken Execution
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per per turn)
Damage: N/a
Description: Anmoku no jikkō is a sealing technique created by Uzumaki's who needed a counter to foes with sensing abilities. The seal lays dormant horizontally across the neck, and is activated with the user's chakra being focused into the seal. Kanji for the seal then appears before swiftly emitting a chakra barrier shaped like a sphere that emcompasses short range around the user. This barrier is linked to the seal and has the special ability to erase the chakra signature of the seal's vessel while inside its dimensions. With its signature now erased, this technique acts as an advanced chakra suppressant that hides the user's chakra from all forms of chakra sensing, whether it be directly from the body or from an outside source. Opponent's with sensing will now have to rely on their basic, or in some cases above average, five senses as they continue the battle while in this realm. For example; Inuzuka's would have no problem using their nose, while Uchihas would be unable to see the user's chakra, but still uses the advanced reaction speed that comes with the current level of their eyes. The barrier moves with the seal as its epicenter while only lasting for a limited time.
NOTES
►Usable 2x per battle
►Lasts for 4 turns upon activation
►Has a 2 turn cooldown
►Can only be taught by ZandaT
| | NK |

22.(Fūinjutsu: Gitai hakai shīru) - Sealing Arts: Mimicry Destruction Seal
Type: Defensive |Supplementary
Rank: S
Range: Short-Mid.
Chakra Cost: 40 (-10 per turn)
Damage: N/A
Description: This sealing technique is a rather simple acting one able to be created during battle, or prior to, using a seal with the word "Revoke" either on paper or somewhere on one’s body. The seal will remain dormant until the enemy’s chakra makes contact with it, thus triggering its activation. If this seal is used against an enemy technique, the moment the technique comes into contact with the seal, it will cease as it is absorbed into the seal, and immediately afterwards a barrier is released from the user as it spreads to the ends of mid range with the user as its epicentre at all times. This barrier carries special chakra/energy blocking properties that focuses on the foreign source first used to activate the technique launched by the target. Once in the barrier the target is restricted by the barrier's blocking properties, restricting them from using the same type of energy absorbed, now unable to use techniques of that same type S rank and below. For example; if used on a suiton technique, it would hinder the target from molding their water chakra while in the barreir. Only elemental and energy based techniques can be registered and absorbed by this seal, and the technique in question can be no bigger than five meters in diameter in order to be absorbed. All divided, but similar, target foreign chakra sources, like clones, also succumb to the barrier's properties while in its realm. This doesn't block jutsu coming from outside the barrier just seals the element within.
NOTES
►User can only have two of these seals in their possession/body
►Only one of this type of seal can be in play at a time
►The restriction lasts for 4 turns unless otherwise broken
►Seal has a 2 turn cooldown upon ending
►No other techniques S rank and above the same turn the seal is used
►The user cannot use jutsu above S rank for 2 turns after activation
►Cannot be used on F ranks
►Can only be taught by ZandaT
| Reborn | Ian | Broly |

23.(Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer's Band
Type: Defensive/Supplementary
Rank: D-S
Range: Short
Chakra Cost: (equivalent to the amount of opposing tech)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, the circles on the wristband emit a bright colorful light signifying to the user that an energy different from the energies known to them has broken their perimeter. The sealing band cannot inform the user about the type of energy being used, but it can and does tell the difference between the various energies it comes across, and thus repeats the same color glows corresponding with that energy when met again. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the foreign energy into the wristband protecting the user. The jutsu is quite helpful for shinobi who don't have any energy sensing abilities, and its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Activates 3x per battle
►Has a one turn cool down
►When a S-Rank technique is sealed, no fuuin in the following turn, and then no fuuin above A in the next
►Seal must be placed in biography
►Can only be taught by ZandaT
NK | | | |



~C Rank~
Type: Offensive/Defensive
Rank: C-A
Range: Short
Chakra: 15-30
Damage: 30-60
Description: On the user's limbs there are five different colored seals bearing the kanji, 宮, for palace. Each colored seal represents a different element, and four sets are placed on the user's skin (one on each of the arms and legs). When an attack approaches the user, they will focus densely molded chakra over the entirety of the desired limb. This allows the user to make contact with a technique without harming themselves in the process. Upon contact, the user further focuses chakra into one or a combination of seals (up to two), releasing the chakra within. Each seal releases a separate basic elemental chakra, infusing the barrier with said element(s). The chakra transfers from the user arms and rapidly forms around the entirety of the incoming technique, mixing with the released chakra from the seal. The released barrier forms around the whole object all at once, and does not gradually expand to cover the technique. Immediately upon forming around the technique, the barrier is then compressed into the size of a marble and implodes, destroying the technique within it. This can also be used on solid objects with the same effect, such as boulders, structures on the battlefield, etc. The user is also capable of using two separate barriers at the same time (one from each hand at A-rank strength). This could enhance their ability to defend from certain techniques that approach from separate directions. However, this also counts as two usages of the technique.
- Usable four times per battle
- No other fuinjutsu on the same turn
- Each elemental seal can be used once per battle

Taught Here:
~B Rank~
Rank: B
Type: Supplementary
Range: Self
Chakra Cost: 20
Damage Points: N/A
Description: A variation of Generic Sealing Technique, it allows the user to seal him/herself within a chosen storage scroll, which can be done in pre-prepared scrolls with a single handseal or through the same seal used in Generic Sealing Technique. The variation comes from the ability to seal corpses, whereas the user mimics that by using one's own chakra to seal oneself, making it so that there is no sort of resistance or conflict with different chakra systems. The sealing is done very quickly, in a matter of a second, where the user is seemingly sucked into the scroll, head first. Only the user can be sealed within the storage scroll, 1 person, no allies can come in as well.
The user is contained in a black void dimension, allowing only a few minutes before asphyxiation. With a second handseal, the user can unseal him/herself back to the world.
*Can only be 1 turn inside the seal, else the user will asphyxiate*
*The user is able to feel the scroll through chakra, as well as any chakra source in contact with it. I.e. opponent's standing within a meter of the scroll without Chakra Suppression, or with Chakra Supression in physical contact with the Scroll, exception being Muu and Karin
*Only the user can seal or unseal the scroll*
*The scroll, simple paper normally, suffers no defensive bonus, meaning the user is forcefully spat back, with full damage taken, case something destroys the seal, the only connection between the outside world and the black void.*
*Mastering Fuuinjutsu allows the usage of this technique at half the chakra cost*

Taught Here:

~A Rank~
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: A unique sealing jutsu designed with the sole intent of sealing the natural flow of chakra through a persons body temporarily. The technique is applied to any weapon the user happens to be wielding at the time. Covering the weapon in visible sealing script that differs from traditional sealing scripts in color. Being a dark crimson almost black still but more red. This script can also be applied to the opponent via direct touch, cutting out the middleman so to speak. When applied this technique directly targets the chakra flow of the opponent. Causing it to move much slower throughout the body in a similar way to hemostasis in medical fields. Hence the name of the technique. By causing the opponents chakra to move throughout the body slower it can create clots of sorts around the tenketsu. Not only does this cause the afflicted person to take longer to mold chakra it can also prevent them from using certain powerful jutsu over time as the chakra flows slower over time. Provided the seal remains. Overall the effects of this jutsu effectively adds time to how fast they can make seals, slowing the creation of their technique somewhat. A technique that requires one handseal would now take the time of four. Two hand seals, it would take them as long to perform them as it would normally take to do five, and so on. Additionally the afflicted will find themselves requiring the time of performing two hand seals for techniques that usually require none. This is applicable the moment the seal is applied.
In terms of limiting the usage of powerful ninjutsu. The moment this seal is applied the afflicted loses access to techniques of a forbidden ranked nature. The afflicted then lose access to S ranks on their next turn, then A ranks on the subsequent turn. The afflicted would always be able to access B ranks and below. The clotting of the Tenketsu causes chakra to leak from the afflicted body, causing them to lose 20 chakra each one of their turns by default before using any jutsu. In a similar way to how the Hyuuga expel chakra forcefully the clotting causes this without the afflicted intending it, thus the chakra is wasted.
~Notes~
- This seal lasts for 5 turns, after which the afflicted regains usage of up to S ranks however the clots of chakra prevent access to enough chakra for higher ranks.
- This seal can be removed prematurely by one skilled in fuuinjutsu, practicioners in fuuinjutsu can remove it with a sealing displacement technique, however it can also be removed with a full body surge of equal or higher rank.
- Will not work on EIG
- Must be taught by -Vegeta
- Can be used 2X per battle

Taught Here:

Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: (-10 per unseal)
Damage: 60
Description: This sealing technique is a prepared, self-activating formula applied to all of the user’s swords that he possesses. When this technique is used, the user simply needs to draw his sword and sling it in the desired direction. Once airborne, the sealing formula activates passively and unseals a shadow clone. This shadow clone functions the same as a regular shadow clone and remains on the battlefield until destroyed. If the shadow clone has been discovered and is attacked, he is capable of immediately grasping the sword and slinging it again (of course if the attacking technique is of a large enough scale to catch the sword it will merely overpower the sword and seals and deactivate them fully if not defended from). From then on, a second shadow clone is unsealed who grabs the sword once more. This process continues to repeat up to a maximum of four times before the sword is unable to unseal any more clones. If in range of the opponent when unsealed, a shadow clone is capable of physically striking the opponent with a series of sword strikes (combination left up to the user) that deals 60 damage. Otherwise, any additional techniques used by the clones would count towards the user’s move count as usual. This technique counts as a Shadow Clone Technique usage.
- No sealing techniques in the same turn; No regular ninjutsu above A-rank the same turn

Taught Here:


Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user concentrates his chakra, and places a small sealing tag onto the ground through physical contact. The sealing tag has the kanji for 'Earth' written on it. Through this sealing tag, the user seals a small portion of his own earth chakra into the sealing tag, and uses it for future earth jutsu. Normally, most earth jutsu cannot be performed without being in contact with the ground. But as long as this seal remains undisturbed on the ground, and upon paying an extra '5' chakra (which is the key to the seal) the user will be able to perform earth jutsu without being in contact with the ground, the earth chakra from the seal being used as a substitute for the user's own physical contact. The medium would be a seal placed upon the user's body in a location of his choice which is placed upon his body in a location of his choice. This is optional however, like if for example if the user is already standing on the ground and does not wish to expend the chakra he wouldn't have to. Thus, it is more practical for this to be used in the beginning of a battle.
Note: Can only be taught by Vex
Note: Can only be used thrice a battle
Note: If the seal is disrupted or destroyed, then the user will have to make contact with the earth to use his earth jutsu.
Note: The seal lasts 5 turns, afterwards needing to be applied again

Taught Here:


Type: Supplmentary/Offense
Rank: A
Range: Mid-Long
Chakra Cost: 30 (-10 per turn to maintain)
Damage Points: 60
Description: The user channels doton chakra in his feet and the earth under him at the same time. He then makes a string of 3 handseals (Snake - Horse - Tiger) and stomps the earth with great force, causing a large, 3 meter tall humanoid earth statue in the form of Hades, God of the Underwolrd, to rise up from the earth near the target, similar to Hade's Tombstone Transport. As he raises from the earth, he extends his arms, grabbing the enemy in his clutches. As he grabs him, a fuuinjutsu seal around his arms activate, draining the target of chakra while crushing him with his arms, preventing him from using high ranking jutsu of A-rank and higher while he's on contact with him. As he drains the chakra, he lifts the target up, and slams them into the earth with great force. He can either appear beside, in front of or behind the enemy, raising up face first.
*Can only be used 3 times a fight*
*After using, the user cannot use any Fuuinjutsu over B rank for two turns*

Taught Here:


Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: The seal of the Water God is a special seal developed for the purpose to aid the user in tough situations. The seal itself is a circle of kanji surrounding the kanji for "Divine" in the middle. The user himself is the seal and can manifest it in any part of his body he wishes. The seal only works against Water techniques and is a very good defense against them. The seal activates and draws in any nearby water technique into himself, storing both the water and the chakra it contained inside of it. The seal can then serve multiple purposes:
-Reverence of God: The user will use the sealed, chakra infused, water to boost the damage of another water technique. Once he has absorbed an enemy technique, he does the handseals or rituals, needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is the water technique that the user performed with the addition of damage of the technique he had absorbed. The damage added is equal to the chakra points absorbed. Can be used 2 times.
-Divine Will: The user will use the sealed, chakra infused, water to combo with another elemental technique. Once he has absorbed an enemy technique he does the handseals or rituals needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is an elemental combo of both water and the element of the technique he performed. The rank of the combo is equal to rank of the elemental technique used although becoming a dual elemental technique. Can be used 2 times.
-Touch of Drought: The user will manifest the seal in both his hands and absorb any nearby moisture or water into the seal in a mere moment. This can be used to negate weather patterns such as clouds or mist but also to make it harder to breathe or to drain water sources. This can also be used to, upon touching an enemy, induce a temporary dehydration to the enemy, making him stumble and lose focus as well as stamina and strength, as he feels dizzy and weak. The effects last one turn. Can be used 2 times.
Note: Absorbing a technique counts as a move and can only be done 3 times. Cannot absorb more than one at a time.
Note: The seal can be combined with techniques that can logically be combined with a "water burst" from his body, as its follows logic and reasoning
Note: The seal can only be used max 3 times and the effects used depend on the user but neither can be used more than 2 times
Note: The user must wait a turn before using it again
Note: The seal has to be stated in the biography
Note: Only McRazor can teach this

Taught Here:

Type: Defensive
Rank: A-rank
Range: Short
Chakra:30
Damage:N/A
Description:The user will form the dragon-tiger handseals, creating a powerful barrier that covers the user's body. The barrier takes the shape of the user and spans about three inches away from their skin. The barrier, initially invisible to the naked eye, serves to protect the user. When enemy's attack draws near, the barrier becomes active, appearing as a translucent red color, and deflects the attack in respects to strengths and weaknesses. The technique was created as a means of allowing the user to engage in Taijutsu maneuvers without having to worry about techniques like Chidori Stream, allowing them to execute their maneuvers. The barrier does not cause any additional damage or enhancements to the user's body, even though it is tangible, and comes into effect when struck by a person or technique.
Notes:
-Can only be taught by Riker
-Must have mastered Basic Fuuinjutsu
-No Fuuinjutsu above A-rank in the next turn
-Lasts for four turns maximum and can be used twice per battle
-Technique respects elemental strengths and weaknesses, meaning that higher ranked elemental Ninjutsu will break through, and elemental ninjutsu of the same rank cancel out with the barrier.
-Barrier is self-sustaining, meaning user is free to perform other techniques while it is active

Taught Here:

Type: Supplementary
Rank: A
Range: Close
Chakra: 30
Damage: 0
Description: This jutsu requires the user to have a pair of unique tattoo seals on his chest where his heart is located. The seal activates whenever the user goes unconcious but still alive. Upon activation, the seal discharges subtle lightning current/shock throughout the body and a controlled on the heart. Sorta works like a defibrillation machine. This causes depolarisation of the heart muscles and re-establishes normal conduction of the heart’s electrical impulse to the brain makes normal neural activities to resume and the user once again gains conciousness.
NOTE: Only usable 2x per battle
NOTE: No Fuin and Raiton above S-rank the next turn
NOTE: Can not be used to get out of genjutsu, unless the genjutsu actually causes the user to go in a state of unconsciousness (for example: sleep, or heavy pain which causes the effect if stated in the description of the genjutsu)

Taught Here:


Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: N/A (-30 on activation)
Damage points: N/A
Description: The user will have a seal on their body with the Kanji for a specific element and it will lay dormant until the user is physically struck, be it by an attack, weapon or an opponent. Whenever the user is physically interacted with (e.g. punched, stabbed, shot), their body will instantly exhibit all of the properties of the chosen element. This doesn't mean their body merely has the properties of the element but rather when interacted with the targeted part(s) of the body will passively dissipate into storm energy or harden into steel (effect depends on the chosen element). If for example the user is stabbed and they turn into storm energy, the bladed weapon would merely phase through their energy-composed body and leave them unaffected. On the other side of the scale, if the user's body hardens into steel then the attack will simply do them no harm. After the attack or strike has passed through them, their body will automatically revert itself to it's normal appearance. Since this technique usually only applies to specific parts of the body, any unconverted portions of the user's body can still be moved/controlled/used as normal. While in this form, the user can only use the element they transformed into, the element's it's composed of and any combination of the aforementioned element as well as any non-elemental abilities. This technique enables the user to defend against A-Ranks and below of neutral elements (B-Ranks and below for weaknesses, S-Ranks and below for strengths). If the user is struck with an attack that will neutralize their transformation, the two cancel one another out and the user reverts to their original form unharmed. If the user is struck with an attack that overpowers their transformation, the user's body reverts to it's original form and sustains the remaining damage (after the collision of techniques). The only exception to this rule is if the two chosen elements have no sort of interaction with one another (e.g. Fire and Lightning), in which case rank differences will not matter. Regardless of how the user is hit, this can be a full body or partial transformation (depends on the user’s choice). Should they be struck by a physical attack capable of cancelling out their transformation (e.g. a sword streaming nagashi), the sword will remain inside them on reversion and they’ll be impaled by the blade.
Notes:
-Can only be taught by Detective L.
-This seal can only activate twice per battle and lasts one turn
-This technique must be stated in user's biography
-Follows elemental strengths and weaknesses
-User must possess the given element and it cannot be a CE
-Happens passively but counts as one of the user's moves per turn

Taught Here:
 
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ZandaT

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Summoning Animal: Toads
Scroll Owner: Jiraiya
Other Users who have signed contract: Zanda, etc...
Summoning Boss if existing: Gamabunta
Other Summoning Animals tied to contract: Canon + N/A



~|Toads|~


Rank: A
Type: Summoning
Range: Short
Chakra cost: 30
Damage Points: N/A
Description: The user will perform a series of hand seals and slam their hands to the ground to summon hope and will, if they have the special sage tatoos they can summon them this way too. These two are also known as uncle and aunt as will is Pa's brother. These two are also masters of the sage arts, though not as great as ma and pa. These 2 also have the special unique power to fuse with a master of sage mode, to help them keep the flow of natural energy. Though they arent as skilled or to ma and pa's level. When they fuse with the sage master, one must focus on gathering sage chakra at all time, or the balance of energy will cause the sage to turn to stone. Though the other is free to attack.
Note: Can only be summoned once
Note: Can only fuse once with a sage
Note: No other toad summonings on the field at the same time

Taught Here:


~|Toad Style|~


Type: Offensive | Defensive | Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The justu, being almost identical to the '(Gamaguchi Shibari) - Toad Mouth Binding' technique, summons the belly of one of the Great Water Toads. The stomach walls posses the same abilities as the original, being able to digest/capture the opponents within them. It also has the ability to absorb water from the outside and inside. Another of its abilities is that it can produce its own water within the stomach. Either upon summoning or on command, water fills the cavity, much like an advanced '(Suiton: Funshutsu Mizu Kinko) - Water Release: Gushing Water Imprisonment'. The water can either be dense, restricting movement or free flowing allowing movement. The toad also has ability to section off portions where the water is produced, allowing the summoner to be safe in a different part of the stomach should they also be inside. While this toad is unable to produce flammable oil, it does have the unique ability to change the acidity of the water within its stomach. The acidity isn't capable of immediately burning away flesh, though if caught in the water the burning sensation becomes increasingly worse as the first layers of flesh are slowly removed.
Restrictions
– Usable twice per match
– Can only be taught by Kryptiic
– Needs to have signed the Toad contract.
– Capable of absorbing A ranked and below water jutsu.

Taught Here:


~|Sage Arts|~

19. (Senpo: Ribaiasan no aryūru) Sage Art: Leviathan's Allure
Type: Defense/Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 per round to sustain)
Damage: N/a
Description: Leviathan's Allure is a sage technique that uses natural energy to breath life into a natural existing source in a gaseous state, for example; mist, smoke, smog, etc., devoid of chakra. This allows the user to gain control over said source to a partial degree, triggered with a single hand seal, the source is then guided by the user's will in terms of control. Once activated, the user is able to shape near solid serpent like leviathans out of the source able to; clench on, restrain, or hinder the target without preventing damage to them. Likewise the user can use these leviathans himself for many supplementary reasons during battle, and once per activation, the user can shape a special red-eyed leviathan with an A ranked defense to be used until destroyed or the technique ends. All creations except for the red-eyed leviathan, whose creation costs an additional move, hold strengths divided amongst each other. The leviathans can only be created if the source allows, or in other words is big enough, and their dimensions must be relative to the size of the source as well; small sources make a single or small plethora of leviathans within 3m dimensions, medium sources within 8m, large supplies have no limit. Being that the source in control is in a gaseous state, wind techniques of equal rank can break constructs while dissipating the source making it ineffective. Once activated this jutsu lasts for three turns, or until the source is dispersed/countered.
NOTES
►Can be used 3x per battle
►Has a 2 turn cool down
►No jutsu above S rank while active
►User must know Sage Mode
►Can only be taught by ZandaT
| | | | |

22. (Senpo: Ken Kata) Sage Art: Blade Kata
Type: Offensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: Ken Kata, based off of the fighting style created by the toads of Mt. Myoboku called Frog Kata, is quite similar to its sister field in terms of positioning and using an aura of natural energy that surrounds and encapsulates the user's body while they perform close quarter combat. The difference being, unlike Frog Katta which utilizes this natural energy to amplify their taijutsu prowess, Blade Kata utilizes the encapsulating natural energy around the user to amplify the prowess to sage mode users who use kenjutsu. The user can use this aura as an extension of their sword(s) giving them longer reach within their kenjutsu even if they do not directly connect with its target. Sword slashes/thrusts that appear to have missed actually strike using the aura sending the opponents flying as they deal with the blunt damage, albeit, at a lower extent compared to the stronger Frog Kata.
NOTES
►Can be used 3x per battle
►Has 2 turn cooldown
►Encapsulates sword and increases its dimensions by 2 meter
| | |



~A Rank~
Type: Attack/defence
Rank: A
Range: Short to Long
Chakra cost: 30
Damage points: +1 rank
Description: The user will focus their sage chakra as they perform a jutsu that isn't a sage jutsu. As they do so, they will gather their sage chakra (natural energy) and combine it with the jutsu they are using as they release it. In doing so, they will increate the power and size of the jutsu making it a sage jutsu. This increase will be enough to increase original attack by one rank.. This takes it's toll on the sage user as it draining a potion of their sage chakra reducing sage mode.

Note: Only works on A ranks and below
Note: Reduces sage mode by one turn
Note: Can only be used in sage mode/hawk mode
Note: Must have special permission from The Pervy Sage to use this

Taught Here:
Type: Attack/defence
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: N/a
Description: This jutsu was specially designed after Naruto found he was able to throw the FRS by adding the sage chakra and shaping it. By using this technique and adding the sage chakra to the "Elemental Rasengan" (cannon S rank nin), the user is able to reshape it so that they are able to throw the elemental rasengan. This does not increase the power of the attack, just enables the user to throw the technique. Like the FRS, the elemantal rasengan will expand when the user wishes hitting everything within short range.
Note: Reduces sage/hawk mode by one turn
Note: Can only be used in sage mode/hawk mode
Note: Must have special permission from The Pervy Sage to use this

Taught Here:
~S Rank~
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: A powerful technique revolving around gathering an immense amount of natural energy around your body, which is used to generate a forward propulsion as well as blunt force, so to create the feel of being hit by a mountain, when the user dashes at intense speed at their enemy with natural energy emanating as a yellow glowing form around him. When the user reaches the target he literally dashes in to them with his entire body, tanking them so to speak, with such enormous force that they would be blown back with intense speed. The natural energy flowing around the user is used as a form of blunt force, but can also be used during the offensive to defend the user from elemental techniques, due to the large amount of natural energy and force behind the technique. When the user hits the target the natural energy will converge and cause an outwards explosion from the users body, harming anyone within its vicinity, which spans into mid-range from the user.
Note:
- Must be in Sage Mode to use
- Can only be performed twice per battle
- Reduces Sage Mode by one turn per use

Taught Here:

Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will perform 2 handseals then holding their hands 10 inches apart. The user will then gather a large about of sage chakra between their hands into a compact cube. This cube is like the frog kata, but combining the chakra with shape manipulation to make it into a cube. Within a couple of seconds this cube will be ready. As soon as the cube is formed the user can launch it at its target at great speeds by thrusting their hands forward. After being released, the cube will expand to have a length of 1 meter making a large cube to hit the target. Upon impact, the preasure and power of the sage chakra will erupt blasting everything within mid range of the cube.
Note: useable twice
Note: Need to be in sage mode or hawk mode
Note: Reduces sage/hawk mode by 2 turns
Note: Must be taught by the pervy sage

Taught Here:

Rank: S rank
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will gather their sage chakra into their hand and then, go to slap their opponent. This is no ordinary slap, as it is used when you expect the opponent to block. As you slap them, you release the sage chakra out of your palm sending a narutal energy wave blast out of you hand, traveling infront of you at high speeds. If the opponent doesn't dodge this, the energy is released onto the targets face hitting them harder than tsunade hits. This blast can blast back anything of A rank or below.
Note: Useable twice
Note: Must be in sage/hawk mode
Note: Reduces sage/hawk mode by 2 turns

Taught Here:

Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: Using the same principle as "Ice Release: 1000 Needles of Death" the user would focus his natural energy all around his opponent. Once done, the user would materialize the the natural energy into hundreds of small sized needles which surrounds all directions and angles of the opponent. At the user's will, the needles would all attack the opponent at once, piercing him from all angles. It could also be done at several enemies, but the number and power of the needles would be split according to the number of enemies. The needles need to be created at least one meter away from any opponents.

-Uses 2 turns on SM
-Can't use SM technique higher than A-rank the same turn
-Can't use SM technique higher than S-rank the following turn
-Can only be used once per battle


Taught Here:

Rank: S-rank
Type: Supplementary/Defensive/Offensive
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: Sēji no deburigōremu is a rare Senjutsu technique created by Shady. It uses the concept of Wind style Underworld debris dragon, but enhanced and personalized with the use of Senjutsu. Using the exact same concept of Shady's own technique, the user will pour Senjutsu into an earth or water source that is already existing. The Senjutsu would rapidly rise, breaking the ground on a small level in order to bring up dirt, rocks and other debris from the terrain, or in the case of water, it would bring the water up. As the Senjutsu rises, the user applies great chakra control in the form of shape manipulation so that they can form a large Serpent, which rivals the size of the water dragon technique. Typically a Senjutsu technique wouldn't be visible, though with the nature of this technique the senjutsu would infuse with the debris or water in order to give it a visual shape. The serpent's composition would be composed of the debris or water in the inside of the Serpent, while the outside is smooth Senjutsu that holds the shape together. Due to the outside being smoothly crafted, it allows the user to ride and interact with it without actually being harmed by his own technique. Once materialized into existence the Serpent uses the chakra that it was created from to sustain itself independently of the users control in order to aid the user while the user holds his own. On the other hand the real power comes from its ability to combine the Senjutsu it's made of with the earthen material or water it brought up with it. From any part of its body, the Serpent can release large streams (similar to the water bullet jutsu) of Senjutsu that carries sharply coated earthen debris; including large rock chunks, dust, dirt etc. Or water. These streams equal to an A-rank (60 dmg) attack and the range of the streams reach up to 15m away from the Serpent. Even though the Senjutsu infuses witumh the water or earth, it gains none of the element's strengths or weaknesses, but instead would still play on equal terms with elements and other techniques according to the strengths and weaknesses of Senjutsu.

☆ Usable twice per battle
☆ Can't be used in consecutive turns after ended
☆ Lasts three turns (unless cancelled)
☆ Each attack used by the Serpent counts as a move
☆ No S-Rank or above Sage arts while this is active
☆ The Serpent can only use his streaming ability 3 times, this so it has sufficient chakra left to sustain its own form.
☆ Decreases Sage mode by 2 turns upon activation

Taught Here:
~F Rank~
Rank: Forbidden
Type: Defence
Range: Short
Chakra Cost: 60
Damage Points: N/a
Description: After performing 1 handseal the user will slam there hand down to the ground and release there chakra into a dome shape around them them. This barrier is unseable by anyone who hasn't mastared senjutsu or the famours hawk mode. This sheild can block near anything for up to one turn, within reason. As long as the user is concerntrating on the barrier, they are unable to do any other jutsu. This takes its toll on the user due to exerting a high level of chakra to maintain the barrier.
Note: No other jutsu at the same time as this
Note: Reduces sage mode/hawk mode by 2 turns
Note: 30 damage to the user due to the strain.
Note: Must be in sage mode or hawk mode to use
Note: Useable once

Taught Here:
 
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Summoning Animal: Orangutan
Scroll Owner: Zanda
Other Users who have signed contract: |
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
The orangutans are the two exclusively Asian species of extant great apes. They have large heads with a prominent mouth area, a large, bulky body, a thick neck, very long, strong arms, short, bowed legs, and no tail. Their body mostly covered with long, reddish-brown hair and grey-black skin. Their hair is typically reddish-brown, instead of the brown or black hair typical of chimpanzees and gorillas, but some orangutans have been seen with more sparse lighter-coloured coats. The male and female orangutans differ in size and appearance making them easily distinguishable. Dominant adult males have distinctive cheek pads and produce long calls, via their throat pouches, allow them to make loud calls that attract females and intimidate rivals.

Orangutans are the most arboreal of the great apes and spend most of their time in trees. The orangutan's hands are similar to human hands; they have four long fingers and an opposable thumb. However, the joint and tendon arrangement in the orangutans' hands produces two adaptations that are significant for swift arboreal locomotion. Orangutans have very long arms, the males having the longest span, and they can reach up to about 2 m (6.6 ft). Their feet have four long toes and an opposable big toe allowing them to grasp things with both their hands and their feet. Since their hip joints have the same flexibility as their shoulder and arm joints, orangutans have less restriction in the movements of their legs than humans have.

Orangutans are among the most intelligent primates, and they are known to use a variety of sophisticated tools to solve their day to day obstacles. There may even be distinctive cultures within populations of orangutans. This has also lead the apes into being extensively studied for their learning abilities.

~|Orangutans|~


~|Orangutan Style|~
 
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❦ (Magirawashī kenbu) - Misleading Sword Dance ❦
(3/10) Techniques | (0/6) Practitioners

~A Rank~
(Magirawashī kenbu: Arago no katamuki) Misleading Sword Dance: Arago's Tilt
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The signature move of Magirawashi kenbu techniques, this jutsu is triggered while the user is twirling at high speeds and performs kidō. After performing kidō the ring of chakra almost instantly expands outwards from the user up to the edge of short range at a very swift pace. Using their ability to manipulate the chakra ring created while the ring traverses outwards, the user can manipulate the ring to multiply upwards and/or downwards creating an additional copy of itself, broadening its field of attack within the mere moments of expansion. The chakra ring slices through anything within its path as it traverses even being able to cut and sheer through wind techniques of the same rank with ease, and when choosing to create an additional ring, the damage of the jutsu will split accordingly. Unlike normal these rings are not connected when multiplied, and the additional ring created can have a distance of up to 4ms from the original. In the case that the user's swords aren't already drawn, they are allowed to twirl first then draw the swords in order to perform this technique, but its starting process will be slower than if the swords were already drawn.
NOTES
►Can only be used Once per turn
►Can be used 6x per battle
►Non-specialists experience a mild vertigo which results in -1 from base speed in the following turn due to uneasy movements

Type: Offensive, Supplementary
Rank: A - S
Range: Short-Long
Chakra: 30 - 40
Damage: 60 - 80
Description: Wakusei sunpō is a technique in Magirawashi kenbu that utilizes the dual swords as they spin separately in the user's hands. Channeling elemental chakra along their edges, being rather swift like many other Magirawashi kenbu techniques, the user will form two separate rings of chakra that can be fired towards the opponent at great speeds. Upon contact or when triggered the chakra rings explode amounting to a collective A rank power, but the true feats of the ring's ability can be achieved through further manipulation as they traverse. Once launched the user can manipulate the rings causing them to swiftly multiply creating various formations that can be used for tactical attacks as they travel forwards, or halting the ring to even trap the target within its field as it multiplies. Each ring by itself can multiply into numerous rings creating formations of various shapes, styles, and sizes, but they can never exceed a 3m diameter. If desired the user can merge both rings as they are fired, the small ring doubling in size, enhancing its capabilities so that it now does full S rank power and is able to multiply within a 6m diameter. The rings multiply quite rapidly, being able to create its formations within moments as each additional ring multiplies, and they are able to be made out of either fire, wind, or earth due to the destructive properties these elements carry. Fire chakra causes a fiery explosion while wind chakra makes the rings burst into a gale of slicing currents. The earth chakra is unique when it comes to this jutsu as the elements brute blunt force is transformed into a form of blunt kinetic energy that is released upon exploding that can cause great blunt damage to the human body damaging skin, muscles, bones, etc. if contact is made.
NOTES
►Can be use 3x per battle
►No Magirawashi kenbu techniques above A rank in the next turn
►The jutsu has a 3 turn cool down
►Can only be taught by Zanda

~S Rank~
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Arago no me, Eye's of Argos, is the advanced form of Arago no katamuki, Argo's Tilt, yet its applications isn't as vast as the junior jutsu. The move starts off with the user performing a high speed twirl as they form Kidō around their body as the swords are held parallel to each other on opposing sides. Just like the junior tech this move creates a single chakra ring around the body, but instead of expanding outwards swiftly after its formation, the ring expands vertically in both directions forming a ring pillar of numerous rings that extend from the ground to the peak of mid.range rather swiftly. The rings are spaced out from each other allowing the user to still see clearly while looking out of the pillar formation, and once the ring pillars are fully erected the user will halt causing the rings to expand outwards at a really rapid pace that can rival the speed of lightning techniques. As these rings travel they will slice through anything in their pathway as they traverse into long range in all directions. Unlike its little sister technique, this move of Magirawashī kenbu can only be used with regular chakra, and if you are not a specialist of this fighting style then the practitioner will suffer a mild vertigo for the remainder of the turn used in. Its effects feel as if the world is spinning around the user for a temporary period.
NOTES
►Can be used 2x per battle
►No Magirawashi kenbu techniques above A rank in the next turn
►Jutsu has a 3 turn cool-down
►Can only be used by practitioners of this style




Patent
(Magirawashī kenbu) - Misleading Sword Dance
Type: NinKenjutsu
Background: Magirawashī kenbu is a dual sword ninkenjutsu style made by a master swordsman named Vitaly. Vitaly had a passion for astronomy ever since he was a young child and it has influenced his fighting style heavily. Vitaly's unique fighting style was known for it's twirling, elliptical duel sword slashing techniques called Kidō, meaning "Orbit", as well as the elemental devastation and sealing tactical uses that came with it. He taught his students his styles philosophy which was to move in battle like a planet and treat your swords as the rings that surround it. Meaning, in battle your body should keep its main course of action no matter the situation, while your swords protect and strike from all around you. The signature stance of this style was a spaced footing while wielding their basic dual swords at a slanted angle with its back facing the users forearm, while positioning one sword diagonally in the front of the user, and the other diagonally held in the back. That is the feared trademark form of use when using Kidō.

Description on the Abilities and Inner Workings of the Style
This Custom Fighting style is based on the usage of 2 swords, one in each hand, revolving around the use of circular movement, unorthodox stances, as well as the ability to rotate the sword in one's hand, quickly changing the angle and direction of the blade to suit their needs. (Ex. If their sword was pointing down, they can rotate it upwards, downwards, left, or right.) The goal in battle is for the user to constantly move forward while attacking the opponent with back to back strikes with both swords, in an unorthodox manner, leaving the opponent with limited time to react while they try to adjust to the user's attack patterns. These strikes are accompanied by irregular foot work that wouldn't be utilized by regular kenjutsu users. Kenjutsu users usually take on a solid stance, while Magirawashī kenbu users constantly change their body stances to support their erratic strikes. They may change from wide stances, to lowered positions, to swaying movements, to short jumps in the air, and most of all high speed twirls. This is what makes the fighting style resemble a wild form of dance.

Kidō, meaning orbit, is the main chakra techniques users of this style utilize. It is performed by the user harnessing their chakra on the edge of the blade so when they twirl at high speeds the chakra on the two blades drag along and behind the sword eventually connecting with each other, and the chakra then materializes creating rings. The user can create these chakra rings by performing a quick full twirl by holding both swords diagonal to each other at opposite sides of the body, or by spinning their swords like chakrams. The rings are thin, always following the same thickness as the blade, and they can be manipulated in order to increase the size of the rings up to the edge of short range. This expansion is swift. The rings, when created via sword spinning, can also be thrown and then remotely expanded adding an element of surprise during battle. Kidō chakra rings also has the special ability of multiplication. Once made, the rings can be manipulated and multiplied in any linear manner, either being multiplied horizontally, vertically, or diagonally. Elemental chakra can also be used to create these rings, adding an elemental factor to them, giving the rings adverse effects.

Additional effects and Restrictions
►The user must be Sannin Rank or above with Kenjutsu and Ninjutsu mastered in order to learn this style and the ability of Kidō

►Non-Specialist of this fighting style experience a mild vertigo after the use of high leveled skills which will be explained in Cjs.

►Specialists of this style have mastered the art of spinning with their body to the point in which they have more control and less exploits than a normal practitioner. Specialists retain awareness of their surroundings while twirling and can twirl at high speeds on the ground and in the air without the effects of vertigo due to the fact that they constantly repeat these movements over their time of training in this art allowing their brain to become use to those movements by the time they become a specialist. With the skill of swift twirls also comes the knowledge of stopping their body. Specialists of this art also has the ability to instantly stop in the midst of high speed twirling.

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

ZandaT, our loyal member, gave on the 15th of October 2014 a request for a Patent on custom fighting style Magirawashī kenbu | Misleading Swords Dance. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Magirawashī kenbu | Misleading Swords Dance
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❦ (Tai Tan no kakuchō) - Titan Expansion ❦
(4/10) Techniques | (0/6) Practitioners

~C Rank~
(Tai Tan no kakuchō: Hageshī kyokugei-shi) - Titan Expansion: Fierce Acrobats
Type:
Supplementary
Rank: C
Range: Short/Long
Chakra: 15
Damage: N/a
Description: Being one of the most basic applications of Titan Expansion, Fierce Acrobats allows the user to maneuver at higher speeds during battle after its initiation. The act of initiation is quite simple and uses the secrete techniques of this cfs in order to not only increase the user's overall muscle structure, near instantaneously taking on a more muscular appearance, but the constant emission of pressurized sound waves bouncing back and fourth close knit to the body. Upon activation of this technique any physical bindings constricting the user of equal rank, unless elementally weak to sound, and below will be propelled off of the user who seemingly empowers as they take on an overall muscular figure while their body is coated in a translucent whitish hue. While active the user's base speed is maximized by x1.5 when moving on, or when soaring on a linear path after jumping/leaping off, a solid surface as the accumulated pressure of the sound waves release on contact of said structure in combination with the user's enhanced physique.
Specialists: For specialists this jutsu can last for the entire turn used in, leaving the user to utilize sound, basic chakra, or non-chakra techniques while active, but can be cancelled at any moment.
Notes
►Usable 6x per battle

~B Rank~
(Tai Tan no kakuchō: ) - Titan Expansion: Pressure Blitz
Type:
Offensive/Supplementary
Rank: B
Range: Short-Mid.
Chakra: 20
Damage: 40
Description: Expanding, taking on a more overall muscular appearance, the user takes their initial form of this cfs as they emit special pressurized waves of sound from their body that stays close knit accumulating more pressure. Upon taking form the user lowers their stance as they further expand the muscles in their legs for maximum energy before lunging forwards at extreme speeds as pressurized sound releases with every leap, cracking the ground beneath. Moving at 1.5x their base speed when lunging, upon initiation the user has a total of two linear lunges, each covering a maximum distance of 5m, as they try to enclose distance or enter into range at an unorthodox angle before initiating part two of the technique. Once in range, or within arms length which is 6m from the user, the user will expand the muscular structures of their arms in order to swiftly expand and reach out and grab the target who will be constraint and crushed within the user's expanded muscular hands as the pressurized sound waves within that realm add to the destructive force of the user. Reverting back to normal arm length, consequently pulling the user towards the opponent, the user then delivers a powerful rising knee to the target's gut upon release forcefully sending them off into the distance.
Specialists: Can use 1 additional lunge when performing this move, and base speed will cumulate to x2 if used with Fierce Acrobats.
Notes
►Usable 4x per battle
►Has a 1 turn cooldown


(Tai Tan no kakuchō: Wazukana konran) - Titan Expansion: Slight Havoc
Type:
Offensive/Defensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Expanding taking on a more overall muscular appearance the user takes their initial form of this cfs as they emit special pressurized waves of sound from their body that stays close knit accumulating more pressure. Slight Havoc is a Titan Expansion technique that revolves around dealing ample amounts of damage to a target through a flurry of pressurized strikes while keeping within range for a limited distance. The user dashes forwards towards the target of choice, if not already close enough, while forfeiting evasive movements for more straight forwards defensive ones like knocking projectiles away and breaking through structured defenses of equal strength in order clear the route towards their target. Once in limb's reach the user will deliver a combination of three powerful pressurized blows consisting brutish punches and/or kicks, pushing the target off several meters with an explosion of sound with each strike, while keeping swift enough to remain within short range of the target before delivering a final blow while expanding a single limb in order to deal a strong pressurized strike powered enough to knockback a target 5ms past the extended limb. The final blow pacts enough power to cause a body hampering dizziness to the opponent in their next turn that prevents them from using taijutsu as well as nintaijutsu A rank and above.
Specialist: Can opt to use the Super-Partial Titan Expansion variant on their arm for the final blow thus increasing the range of the knockback effect as well as boost the trauma inducing dizziness caused by the punch to prolong for an additional turn.
Notes
►Usable 5x per battle
►If Specialists perform this jutsu using the Super-Partial Titan Expansion variant they will face a 1 turn cool down

~A Rank~
(Tai Tan no kakuchō: 5 Yādobareru) - Titan Expansion: Five Yard Barrel
Type:
Offensive/Defensive/Supplementary
Rank: A
Range: Short/Mid.-Long
Chakra: 30
Damage: 60
Description: Expanding taking on a more overall muscular appearance the user takes their initial form of this cfs as they emit special pressurized waves of sound from their body that stays close knit accumulating more pressure. The Five Yard Barrel is unlike many Titan Expansion techniques being that it is a more focused technique revolving around a single blow that if done correctly can cause severe damage to a target and/or defensive structure alike. It is initiated with a simple, regular sized punch or kick that on contact with the opposing surface builds an immense pressure within mere moments as the sound waves encompassing the user begins to bounce between the surface in question and themselves. The user will then immediately expand the used limb to its maximum size as the pressure between the targeted surface and the user suddenly reaches its climax causing an explosion of sound to occur maximizing damage. The explosion of sound from the compact pressure propagates outwards from the user's limb where it then spreads throughout the target at hand causing massive blunt/sharp body shattering damage as the energy of sound continues to travel outwards consequently pushing off the target in question an additional 10ms from the limb with a blast of energy. This move is extremely effective against defensive structures and armors alike, even being able to thwart said techniques of equal or lower damage resistance.
Specialist: Can opt to use the Super-Partial Titan Expansion variant on their limb thus increasing the user's range and output damage of the technique by +10 at the cost of an additional cooldown of +1 turn.
Notes
►Usable 4x per battle
►Has a 1 turn cooldown

~S Rank~



Patent
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(Tai Tan no kakuchō) - Titan Expansion
Type:
Nintaijutsu
Background: A product of one of the previous family heads of the Akimichi clan, Tai Tan no kakuchō, formerly known as Titan Expansion, is a unique custom fighting style based off of their clan's secret expansion techniques passed down to a select few members for generations. Using their elite knowledge of the Akimichi clan, abilities, as well as nature in terms of fighting, the clan head had successfully created a new, destructive way to fight in cqc battles coupled with sound to make a form of nintaijutsu in order to maximize the area of effect. No one really knows the purpose of its creation, or sought to question it, but one thing was for sure, members taught this fighting style were considered prodigies within the clan as well as looked up to with high regard and respect.

Description on the Abilities and Inner Workings of the Style
Based off of the Akimichi's expansion techniques, Attack of Titans also utilizes the conversion of calories into chakra in order to work, and thus, has the same qualities of body expansion. Although, there is a big difference between regular expansion techniques and the techniques utilized in this fighting style, the main one being that this fighting style focuses more on the expansion of muscles, over the general size and weight of the user. This allows the user to expand their overall muscle mass in order to become a superhuman capable of mass destruction for a limited time, and since this fighting style does not focus on the user's relative size compared to a normal shinobi, a majority of the techniques are based off of the multi and partial size expansions. Although, certain specialists of this art have been seen using super-partial size variations based off of this cfs.


Titan Expansion
A direct alteration of the Multi Size technique, the core jutsu used for this fighting style acts just like it in terms of activation, but unlike its parent technique, it also gives the user access to the partial titan expansion variations. Upon activation the user can alter the size of their muscle mass along with bone structure at will, creating large muscular limbs, or an overall large muscular body physique giving the user superhuman strength in battle. Due to its complex nature of body manipulation, Titan Expansion comes with some drawbacks compared to its parent techniques which doesn't hamper the user in power, but rather in range. The user's maximum size can only grow to a fraction of the multi and partial size techniques limit, so about 3.1m(10ft) when applied to the entire body, or 6m(20ft) in length and 3.1(10ft) width for limbs. Although specialists of this fighting style has access to the super-partial size variation, as well as the super expansion variation of Titan Expansion which allows them to increase the muscular size of a single limb or entire body beyond imagine, still only being a fraction size of the parent techniques, and thus a limit of 12m(39ft) in length and 6m(19ft) in width for super-partial variation, and a limit of 7.1m(30ft.) for super expansion. The purpose of Titan Expansion is to deliver very powerful strikes to a target that are so destructive that when coupled with sound the strikes affect the entire surface area of a physical target when contact is made, even sometimes creating shockwaves of high frequency sound as an aftershock resulting from the attack.
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Nintaijutsu Aspects (Sound)
After the unique muscle expansion of the body has taken place, the user then aids their cqc with high frequency sound waves created and manipulated from the body, remaining within 2 inches of it, as the sound waves continuously bounce back and forth within that realm. This adds to the concussive force of each blow as the high frequency destructive waves of sound bounce off of the surface in contact repeatedly at high speeds before the target in question is sent off with a greater momentum, or if used on a definite surface, launches the user with that same force in the opposite direction. This form of manipulation from the body allows the user to deliver massive blows as well as move with a little more versatility if used to traverse off of tangible surfaces. Likewise, the user can also focus this method of sound manipulation into the limbs in order to be released outwards on contact with tangible surfaces as an aftershock of sound in the form of a propagating blast after the initial strike has taken place, giving the arts more of a destructive force over a wider area in certain jutsu.


(Tai Tan no kakuchō) - Titan Expansion
Type:
Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/a (+20 to Taijutsu)
Description: Only passed down to the prodigies seen with high regards within the clan, titan expansion is an alternate form of the multi size technique and thus uses utilizes the conversion of calories into chakra in order to increase the size of the user's muscle mass along with bone structure in order to create a superhuman body. The user can freely alter their overall body size or limbs size at will when using this technique for a limited period of time, but their maximum size must abide by that listed within this cfs's submission. Specialists of this fighting style has access to the super-partial size variation of Titan Expansion which allows them to increase their muscular size of a single limb beyond imagine yet still only being a fraction size of the parent technique.
-Lasts for 3 turns
-No regular akimichi techs can be used while active
-Has a 2 turn cooldown
-User is restricted from taijutsu/akimichi/sound above A rank 2 turns afterwards due to drain

(Tai Tan no kakuchō: Dai kiatsu) - Titan Expansion: Atmospheric Pressure
Type:
Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Within punching range of the target the user dodges an attack before enlarging the muscles in one hand all while channeling sound chakra from their body utilizing this fighting styles application. This allows the user to set up for a powerful uppercut that launches the target up to 7m in the air while the user then transforms their legs and launches off of the ground's surface in order to pass them. Now above the target the user will enlarge the muscle mass throughout their entire body increasing to their maximum size before stomping down on the target with both legs sending them plummeting back to the ground creating a small crater in the earth on impact.




Additional effects and Restrictions

~Requires completion of Akimichi, Taijutsu, and Sound bio ability~

~User's cannot combine other forms of expansion with this cfs due to the different, conflicting natures of the various forms. In doing so immediately ends the previously used expansion form.~

~Specialists of this fighting style has more control of their body's mass and thus are extremely fit despite their physical appearance which in some cases may be unusual of a regular Akimichi, appearing more round and muscular, and thus are able to control their muscle mass beyond that of a normal practitioner as well as maintain an increased control of this unique expansion. ~​

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

ZandaT, our loyal member, gave on the 19th of June 2018, a request for an update on the Patent on the Custom Fighting Style (Tai Tan no kakuchō) - Titan Expansion. I, Vex, of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


(Tai Tan no kakuchō) - Titan Expansion
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⇎Ways of An Avenger⇎


Type: Bukijutsu
Background: During the turmoil of the Third Great Shinobi War there were several battle hardened men who formed a group sworn to protect the weak in the midst of the warring land's confusion. It was a time of mass death in the lands, from war and the senseless deaths stemming from it, and these men would act as the barrier forming around those still alive but unable to do anything. These men were strong, swift, and agile, and all were noted as highly skilled warriors in their respective lands. Coming together these men built an art centered around the use of a shield combined with an unorthodox body movement, and with these shields these men made a guild called the Avengers. More than a pact was created amongst the men, it was a brotherhood that would thrive throughout the ages. Utilizing Ways of an Avenger, the Shield Alliance didn't only want to protect those in need, but the entire world as well. With these men now deceased and the battle over, the blueprints of this style were passed down from worthy shinobi to worthy shinobi allowing the art to live on.

Description on the Abilities and Inner Workings of the Style
Practitioners of this style wield a circular shield in battle that carries the same defensive properties of a basic weapon in battle, unless the shield is a CW where it will then hold its own unique properties stated in the description. The shield can be used to block/parry free form taijutsu, kenjutsu, and ninja tools as it serves its goal to protect its user while fighting. Now, to defend is not the only way or purpose of this fighting style, the shield is also utilized for offensive purposes in combat. The offensive shield acts of this art consists of throwing the shield, blunt strikes via swinging, utilizing various momentums to smash against the target, and thrusting. Users of this style must be strong, swift, and accurate as it requires them to get within close range of their target while defending things within reason in order to deal an overbearing heavy blow to their opponent. Practitioners of this style spend so much time training their body with their shield that they gain the knowledge of effectively throwing their shield in ways that it would deflect against the ground and rebound back to them while they perform basic taijutsu to serve as a distraction. However regular practitioners can rebound their shield off of a surface once, hitting the target before returning to them, while higher level practitioners can rebound their shield up to two times before returning to the user.

Although it has its basic usages, this art cannot be fully utilized without infusing chakra into one's shield. When the shield is infused with chakra its abilities are augmented defensively and offensively as it proves as a suitable tool to allow the user to simultaneously attack and defend in combat through moves of this style. With just a basic chakra implementation to the user's arm and shield the user can deal strength enhanced swings that can fracture/shatter bones or stun the opponent in certain cases all depending on the level of chakra used. Other than its basic chakra application, Ways of an Avenger has two unique abilities that can be utilized via shield once the chakra is manipulated correctly in unison with movements or no movement in certain cases.


Jūden|Charge: Utilized with full body surges, Jūden uses the chakra circulating throughout one's body and shield to temporarily boost their speed when in motion. This field is meant to deal great blunt thrusting damage to the target when hit with the built up force caused by the temporary boost in momentum. It's true ability stems from the chakra circulating throughout the body that is released to create a structure that engulfs the user while in motion. The structure can be created in various forms mimicking objects, weapons, and warriors acting as a shell that causes damage when ramming into the target. Elemental shells can be created as well depending on the chakra being surged.

Kakudai|Enlarge: Through channeling chakra into the shield and releasing it outwards out of the edges one can utilize the field of Kakudai. This field allows the practitioners to create a layer of chakra on the shield that expands outwards from its edges up to various sizes to be stated in the techniques. Depending on the size the layer created on the shield, it can be used in several ways ranging from augmented blunt swings, released as ranged shield projectiles, or for the greatest feat of this field which is when the layer is further manipulated to surround the user creating a chakra structure that surrounds them providing a suitable defense. The chakra structure that surrounds the user always resembles a knight in a defensive stance, and while this aspect is in use the user is robbed of their mobility. Like Jūden, the field of Kakudai is able to me utilized with elemental chakra for added effects related to the element in use.


Additional effects and Restrictions
-Must have a circular shield stated in your bio, or equipped on the battlefield in order to utilize
-Mastery of the basic 5 & taijutsu is required
-Must be Sannin rank or higher to learn

Featherweight: Practitioners who have completed the ways of this art will gain the ability featherweight. Featherweight is a feat dealing with the body adjusting to added weight of one's shield in combat. With the completion of this art, learning every jutsu created excluding creator exclusives, the user will be able to move their body fluidly without the hindrance of one's shield weight.

Super Soldier: Specialist of this style gain the ability Super Soldier which grants them higher levels of strength and an increased field of perception over their Featherweight counterpart. With this increased field of perception, specialists gain the feat of an additional rebounding of their shield against surfaces.


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

Juha, our loyal member and sensei, gave on the 31st of May 2015 a request for a Patent on custom fighting style (Abenjā no Hōhō) Ways of an Avenger. I, Scorps of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


(Abenjā no Hōhō) Ways of an Avenger
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₪ Chishi Shindou | Fatal Impact ₪

~B Rank~
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: User's of Chishi Shindou have the ability to reduce or increase the size of their boomerangs near instantly by doing the snake hand seal and molding the boomerang(s) with chakra. This can be used on a maximum of 5 boomerangs at a time. The boomerangs size can be altered to be various sizes, ranging from the size of a shuriken/Kunai or becoming up to 5 meters in length. The greater the size of the altered, the greater Its mass, but the smaller the size the smaller the mass.

- Can only be used by users of Chishi Shindou
- Only taught by Ares

~A Rank~
Type: Offense
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user channels his chakra throughout his boomerang(s) He will then throw it towards the ground at an angle of any sort. The boomerang(s) will then meld into the ground, as one would when using the leech of all creation technique. Using his connection to the chakra infused into the boomerang the user will manipulate the weapon to travel through the ground and curve back upwards once it's below the opponent, causing the boomerang to propel from the ground and strike the opponent. Unlike when the user uses the actual leech of all creation technique, the boomerang(s) can be sensed by sensors and the chakra signatures can be seen by doujutsu users.

~ Can only be used thrice a battle
~ Must know Fatal Impact
~ Can't use any Fatal impact techniques next turn



Type: Supplementary
Rank: A-rank
Range: short
Chakra Cost: 30
Damage Points: N/A (+20 to Fatal Impact Jutsu)
Description:
This jutsu was created simply to make techniques used in the Chishi Shindou style more dangerous. Users of the style store extra Chakra into their throwing arm in order to strengthen it physically, which results in stronger and faster throws, similar to the simple ability of using chakra in your feet to run faster or chakra enhanced physical attacks to hit harder. With the chakra enhanced throws of the boomerangs, they gain more speed, as fast as Lightning jutsu. making each boomerang harder to keep up with. The killing potential of each thrown boomerang also rise exponentially, thus adding +20 damage to blunt and slicing damage due to the the power the boomerangs are launched with. This enhanced throwing ability only works on freeform boomerangs and fatal impact techniques seeing as it takes a certain style to throw the boomerangs, thus the added affects wouldn't be applied to say a kunai or thrown sword.*

☆ Usable 3 times with a one turn break once it deactivates
☆ Lasts 2 turns
☆ Only usable by users of Chishi Shindou
☆ Boosts only apply to Chishi Shindou techniques


~S Rank~
Type: Attack
Rank: S-Rank
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
This is a simple, yet affective technique which increases the killing potential of a chosen boomerang(s) by using elemental chakra within them. There are 5 forms of using this ability, each form pertaining to a selected element. The 5 forms of elemental use in Chishi Shindou is as followed:
Sandā Shindou -
Or better known as the 'Thunder Impact' form. The user channels raiton chakra into a held or thrown boomerang in order to alter its abilities through the use of the lightning. Upon activation of this form, lightning envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting lightning coating it due to the properties of the lightning element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The lightning itself is S-rank in strength, thus being able to cut straight through any rank of earth, and S-rank and below of other basic elements, if logical of course.
Kasai Shindou -
Or better known as the 'Flame Impact' form The user channels fire chakra into a held or thrown boomerang in order to alter its abilities through the use of the fire. Upon activation of this form, fire envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of blazing flames coating the boomerang. This allows the boomerang to increase in both power and killing potential due to the properties of the fire element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The fire itself is S-rank in strength, thus being able to power straight through any rank of wind, and S-rank and below of other basic elements, if logical of course.
Nami Shindou -
Or better known as the 'Wave Impact' form The user channels water chakra into a held or thrown boomerang in order to alter its abilities through the use of the water. Upon activation of this form, water envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting water coating the boomerang. This allows the boomerang to increase in both power and killing potential due to the properties of the water element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The water itself is S-rank in strength, thus being able to cut straight through any rank of fire, and S-rank and below of other basic elements, if logical of course.
Uzu Shindou -
Or better known as the 'Vortex Impact' form The user channels wind chakra into a held or thrown boomerang in order to alter its abilities through the use of the wind. Upon activation of this form, wind envelops the entire boomerang, violently swirling and twisting around the shape of the boomerang, similar to a tornado of cutting wind coating the boomerang. This allows the boomerang to increase in both speed and killing potential due to the properties of the wind element. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The wind itself is S-rank in strength, thus being able to cut straight through any rank of lightning, and S-rank and below of other basic elements, if logical of course.
Tsuchi Shindou -
Or better known as the 'Earthen Impact' form The user channels earth chakra into a held or thrown boomerang in order to alter its abilities through the use of the earth. Upon activation of this form, the boomerang(s) are coated with a thick layer of earth and take on a darker look, very similar to Kakuzu when using his earth technique. This allows the boomerang to increase in both power and killing potential due to the properties of the earth element making the boomerang gain more mass, thus more impact power. The elemental coat itself surrounds the boomerang exactly 3 inches away from the boomerang. The earthen shell itself is S-rank in strength, thus being able to cut straight through any rank of water, and S-rank and below of other basic elements, if logical of course.

One of the greatest strengths of this technique is a basic ability of even a Normal boomerang. The user can indirectly attack a target by throwing the boomerang(s) in a given direction and allowing them to arc and attack from a different direction. Or if an opponent so happens to dodge the boomerang it will curve back around and hit the target from the opposite direction, thus making each attack unpredictable, though in no way can the user change the trajectory of the boomerangs via chakra.

- Usable 3x
- Only usable by users of Chishi Shindou cfs
- only can be taught by Shady



Type: Supplementary
Rank: S-rank
Range: Short-Long
Chakra Cost: 40 (-5 per turn)
Damage Points: N/A
Description: This is a specialized fatal impact technique that is created for supplementary purposes, holding no attack or defensive capabilities. The user would initiate the technique by throwing a single boomerang that is infused with lightning Chakra, which would multiply near instantly to create a dozen physical copies of itself. The boomerangs can be controlled by the user's will by concentrating on them continuously, but the ability they hold comes from the lightning chakra infused within. The boomerangs each emit a static electrical field that is active between them, giving off a paralysis affect to any organism caught in the field. What makes the electrical field so good is that capturing enemies becomes easier due to the fact that controlling the boomerangs allows the user to give the fields versatility. For example, the user could surround a single target with 4 boomerangs and paralyze just them, or surround a much larger target/group of targets with all of the boomerangs to create a bigger field to capture them with the paralysis affect. The biggest drawback of this technique is the fact that the user is giving the boomerangs his concentration, he wouldn't be able to perform any other chakra related techniques while fueling this one.

☆ Usable 2x per battle
☆ Lasts up to 3 turns with 1 turn cool down between uses
☆ Only usable by users of Chishi Shindou



Chishi Shindou | Fatal Impact
Type: Boomerang Ninjutsu
Background:
Fatal impact is a fighting style developed by Two young ninja by the names of Shady and Seventeen, They traveled across the entire world searching for a fighting style that fit them both, they searched for years and never found the right one, So one day they got tired of searching and decided to create one that was unique to in itself. They remembered the boomerang they used to play with as kids growing up, a toy of there's that they used to also use as a means for target practice. They knew they weren't kids anymore, but elite shinobi, so they worked many years together in order to create a deadly style based off of there childhood toy.. And they named the style Fatal Impact once they mastered their created style.

Description on the Abilities and Inner Workings of the Style:
The fatal impact style mainly revolves around the infusion of chakra into boomerangs and wielding them as weapons, whether its close or long range use. Once the boomerangs are infused with chakra they can be used in numerous of deadly and versatile ways. The basic skill of using fatal impact is infusing ones chakra into a boomerang(s) and allowing them to use it in many different ways depending on the chakra used. This allows one to use the fatal impact techniques whilst using several boomerangs at once if needed by using specific jutsu (will make jutsu for this). The controlled boomerangs can be altered for several different situations, such as using chakra to gift the boomerangs slicing abilities, defensive abilities, or even blunt attacks. The duo also found a way to expand their boomerangs to larger sizes or even make them smaller, allowing them to use the boomerangs efficiently in different situations.(Will have jutsu to alter boomerangs). An advanced usage of the fatal impact style is infusing element chakra into boomerangs, thus producing a mass amount of affects from the boomerangs. Some basic skills could easily be used with each element, such as using earth to make boomerangs more powerful in blunt attacks, or making the boomerangs lighter to move at many times faster than their base speed (fast as the users base speed). One could use lightning and wind for cutting properties and fire for burning affects. Those are just examples but there will be techniques created for different abilities. The user has his own specific boomerangs that will be specified in the bio, such as metal, large boomerangs, wooden boomerangs, plastic boomerangs etc etc..

Additional effects and Restrictions:

- Can only be taught by Shady Doctor

- Users of this Style must carry a Boomerang of any size

- Must be Sannin rank, Mastered Ninjutsu and at least 3 elements to learn or use the style.

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

Shady Doctor, our loyal member, gave on the 19th of December, 2013 a request for a Patent on custom fighting style Chishi Shindou: Fatal Impact. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Chishi Shindou | Fatal Impact
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~|Sulphur|~

~A Rank~
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn to sustain creations)
Damage points: 60
Description: This technique allows the user to generate pure blasts, crescents, streams, objects, tools and creations of gaseous sulphur directly from their body. This can be achieved by simply spewing it from the mouth, conjuring them in either or both of the user's hands and finally generating them from the user's limbs via movement (in a similar manner to the basic Fire Release Technique).

Note: Can only be used five times per battle
Note: Can only be Taught by Negative Knight
Note: All created constructs will amount to the collective power of an A-Rank

Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A (+20 damage to Fire Release techniques which pass through it)
Description: The user swipe their hand across the air while focusing their sulfuron chakra into the ground to cause a translucent mist of sulphur to continually seep up from within it to form a circular gaseous barrier around the user's position. It will emerge at the edge of short-range, allowing it to encompass a five meter radial reach. The barrier's translucent nature means the user and opponent will be capable of keeping a distorted level of mutual sight intact. The main use of the barrier is mostly to empower Fire Release techniques (and its variants) by sending projectiles/streams through it. The sulfurous mist feeds the flames in a similar manner to how fire consumes wind, changes its colour to a shade of goldish-yellow and provides the target jutsu with a distinct corrosive quality after it traverses through the mist. The burning of sulphur in air will give rise to a sickly mist of sulfuric gases (sulphur dioxide and sulphur trioxide) which will instantly react with the moisture in the air its exposed to (after leaving the barrier), giving the minute droplets of water and by extension, the fire technique a slight corrosive quality. The sulfuric flames will become capable of corroding its victims in addition to burning them. Despite lasting for three turns, large scale fire techniques (S-Rank and above) will consume the entirety of the available volcanic mist, meaning it will take one whole turn for it to reform for further use. While this technique is active, the only elements the user can use are use sulphur, fire, earth, wind and any KG/CE combination of the aforementioned elements (e.g Steel or Scorch). Alternatively, the user can exude the mist from their body and have it spread out to the edge of short-range.

Note: Lasts for three turns
Note: Can only be used 3 times per battle
Note: Cool down time of three turns in between usages
Note: Can only be Taught by Negative Knight
Note: The mist itself is harmless to both the user and any enemy

Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user will focus their sulfuron chakra into ground below, allowing it to leech into the soil and propagate its various harmful effects on the environment. The primary usage of the released sulphur is to exploit its herbicidal properties, namely poisoning the ground and making it uninhabitable for plant-life and organic elements alike such as Mokuton. To signify this, any vegetation within the vicinity of this technique's reach will be discoloured a foul brown colour before withering away and dying soon afterwards. Due to this, this technique can be likened to a sulphur based version of Chidori Nagashi though it only specializes in negating organic (plant-based) chakras within the ground. Although, unlike its raiton counterpart, this technique's effects are obviously longer lasting, since the soil itself is tainted by the lingering sulfuron chakra. This translates to no plant-based elements can be grown from the earth within this technique's area of effect for three turns. The area of effect, which is a circular area, mid range all around the user, will be left like a barren wasteland, deprived of any superficial water that might be present in its area; the sulphur will forcefully evaporate it.

Note: The effects of the sulphur linger for three turns unless reversed
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 (+10 chakra per turn to sustain creations)
Damage points: 60
Description: The user will focus their sulfuron chakra directly into the ground below before forcing it to surface from within the earth in the form of several geysers of volcanic sulphur. The width and height of the geysers can be freely manipulated but their magnitude can never exceed the scale of an A-Rank. Through shape manipulation, the geysers of volcanic gas can be manipulated into whatever form or structure the user desires (e.g. walls, tendrils, spikes, etc). If the sulphur gas is formed into a particular construction it can possess a degree of solidity (Similar to Fire Release: Dragon Flame Release Song Technique), allowing it to be used to bind, impale or entangle as well as inflict burn damage.

Note: Can only be used 3 times per battle
Note: Can only be Taught by Negative Knight
Note: All created constructs will amount to the collective power of an A-Rank and can be created anywhere short range of the user with a long range reach

Type: Offensive/Supplementary
Rank: A
Range: Short (Burst has a short-range reach; weapon coating has a mid range reach)
Chakra cost: 30
Damage points: 60
Description: By channeling sulphur chakra to any part(s) of their body, the user is able to emit sulphur from that location to envelop it in a highly condensed coating of volcanic gas which hover centimeters above their body. This coating can severely burn through the opponent's skin giving them 4th degree burns which extend through the skin, into underlying fat, muscle and bone upon substantial contact. Momentary contact will only result in slight burns (1st Degree) while more prolonged contact will significantly worsen the severity of the victim's burns. This technique can be applied various parts of the body, the whole body at once or alternatively the user can channel the sulphur chakra into an external object to provide it with a coating of sulfuron like Kakashi does with Raikiri. If that method is applied to a projectile then the infused object can only travel up to Mid Range before the coating dissipates. Alternatively, when this technique is used on one's self the coating can be forced to erupt outwards in a radial manner, carrying any substances previously on the user's clothes or body along with it. When this variant is used, it can be achieved very quickly, allowing this technique to be used extremely quickly and minimize any damage afflicted to the user. This technique was developed should the user himself ever be covered in a constricting substance (vines, vegetation, etc). To an outside observer, the technique appears to be a sudden yet forceful burst of pressurized sulphur gas which is released from the user's body. The chassis of sulphur is comprised of highly condensed sulphur which means the user/opponent is not at risk of inhaling it.

Note: Can only be used four times per battle
Note: Can only be Taught by Negative Knight


~S Rank~
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn to sustain creations)
Damage points: 80
Description: The user will focus their sulfuron chakra directly into an existing source of gaseous sulphur anywhere on the field and begin manipulating it through the use of hand gestures. Through shape manipulation, the plumes of volcanic gas can be manipulated into whatever form or structure the user desires (e.g. walls, tendrils, vortexes, etc). If the sulphur gas is formed into a particular construction it can possess a degree of solidity (Similar to Fire Release: Dragon Flame Release Song Technique), allowing it to be used to bind, impale or entangle as well as inflict burn damage.

Note: Can only be used three times per battle
Note: Can only be used once every 4 turns
Note: All created constructs will amount to the collective power of an S-Rank
Note: No other S-Rank or above sulfuron in the user's same or next turn

Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: The user will perform two handseals and focus their sulfuron chakra into the ground, causing scorching geysers of volcanic sulphur gas to burst upwards from several locations on the battlefield. The resultant clouds of sulphur will remain fairly close to the ground before melting and melding with the earth itself to create a field of golden molten sulphur. The sheer heat of the sulphur clouds will allow it to melt down the earth relatively easily (since it is devoid of doton chakra), granting the user the ability to greatly transform the battlefield, making it resemble the inside of a volcano. However, the molten field will not encompass the entire battlefield, nor will it be that deep (maximum up to five meters deep). Solid rocky platforms will remain scattered across the battlefield for the opponent and user to position themselves on. Gaseous clouds of sulphur will rise up from the pools of pseudo-lava below which can be used as a source for other techniques. However, the user will be unable to manipulate or control the molten sulphur residing beneath the clouds. Any earth techniques utilized by the user or opponent which emerge from beneath the molten pool will be categorized as Earth/Sulphur techniques rather than solely earth. After a certain number of turns, the pools of molten liquid will harden into tainted sulphur, though this sulphur will contain a large portion of earth meaning its not enough to restrict usage of the ground in those regions of the battlefield. Through the use of an A-Rank or above heat-based technique (e.g. Katon or Sulphur), the user can melt down the solidified tainted sulphur back into its molten state, allowing them to salvage the gas given off for the use of further sulfuron techniques.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other S-Rank or above Sulfuron in the user's same turn and next turn
Note: No Fire, Earth or Wind above S-Rank in the user's same and next turn

Type: Offensive
Rank: S
Range: Mid - Long
Chakra cost: 40
Damage points: 80
Description: The user will focus their sulfuron chakra into the ground below, doing 3 handseals, before causing it to burst up from the ground as forceful columns of scorching sulphur, beneath and around the opponent's position. Without delay and as such as the columns erupt fully, the user will stomp their foot and send identical geysers of fire through the same openings created by the columns of dark yellow volcanic gas. The gaseous sulphur will instantly ignite and the flames will take on a distinct golden colour to signify the burning of sulphur. This burning of sulphur in air will give rise to a sickly mist of sulphur dioxide and sulphur trioxide (formed when sulphur is burnt in air) which will instantly react with the moisture in the air its exposed to, giving the minute droplets of water a slight corrosive quality. However, anyone unfortunate enough to breathe in this mist (including the user) will have their sense of smell deadened, their skin blistered and their insides eroded away as the gases readily react with the water in their bodies. Unlike Sulphur, the user has no control over the gases produced when it is burnt in air and the user is as to prone to their adverse effects as the opponent is, meaning they should take caution not to enter the vicinity in which the corrosive mist resides.

Note: Counts as two moves
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other Sulphur techniques above A-Rank in the user's same and next turn


~F Rank~
Type: Offensive/Defensive
Rank: Forbidden
Range: Short - Long
Chakra cost: 50
Damage points: 90 (-40 damage to the user)
Description: The user will focus their sulfuron chakra throughout every chakra point in their body before releasing it in the form of a omnidirectional shockwave-like blast of superheated sulphur. The blast will incinerate the battlefield as it travels outwards in the direction of the opponent and the aftermath will resemble nothing short of a natural disaster. Nearby vegetation will die out instantly and the soil will be tainted/poisoned by the lingering sulphur, making it impossible for natural plant life (non-chakra infused) to grow from it once more. Nearby bodies of water (clouds, rivers, lakes) will be evaporated and hollowed out partially/completely, depending on how far the clouds of sulphur are allowed to travel. Furthermore, this technique will also heat up and quench the all of the moisture in the air itself, clearly demonstrating its ability to transform even the most life abundant terrains (such as rainforests) into desolate, desert-like wastelands. If the user utilizes while on the ground, the shockwave of sulphur will take the form of a hemispherical dome and will only travel outwards horizontally. If the user utilizes this jutsu airborne, the shockwave will take the form of a full dome which will travel outwards in every direction. The full dome variant possess a great capability for vast meteorological alteration, allowing it to purge rainy, snowy and other similar weather conditions. Should the full dome variant be used, clouds of sulphur will linger in the sky above, which can be used as a source for future sulphur techniques. The sulphur gas if undefended will linger on the field for the following three turns but will not pose a threat to the user/opponent's respiratory system since inhalation of Sulfuron (due to being such a dense gas) is near impossible unless the opponent/user is breathing extremely heavily.

Note: Can only be used once per battle
Note: No Sulphur techniques S-Rank or above in the user's next two turns
Note: No long handseal sequences (longer than three) for the next two turns
Note: No other Forbidden Ranked techniques in the user's same and next turn
Note: No Forbidden Ranked Fire, Earth or Wind in the user's same and next 2 turns
Note: Can only be Taught by Negative Knight
Note: The damage the user receives pertains to general first degree burns he will receive all over his skin, painful but not deadly, yet hindering just the same.


Custom element Japanese name
Sulfuron

Custom element English name
Sulphur Release

The element is based on
Wind + Fire + Earth + Chakra Control

Facts that prove the element to be possible (in the manga context)
Sulphur is a naturally occurring element, something which is found in numerous places in reality since its the tenth most abundant element on Earth. Its an essential component for life, is found at hot springs and is a natural product of volcanic eruptions. Sulphur is a necessary component of constituent of fats, body fluids, and skeletal minerals.

Hot Springs in Naruto have been displayed time and time again, providing a stronger case for the existence of sulphur.

Furthermore, the existence of Lava Release (Yoton) displayed by Mei Terumi proves the existence of volcanoes. After all, lava is simply magma outside of a volcano. Since sulphur is found as a product of volcanic eruptions further strengthens the case for the element's existence in the Narutoverse.

How it works
The element itself is a superheated plume of dense yellow smoke. Sulfuron is created through simultaneously fusing wind, earth and fire chakra, and is released from the user's body. The simultaneous use of these elements give it its rough texture, its scorching heat and its gaseous state, forming Sulfuron. Sulfuron is an extremely dense gas which's heat averages about 500 Degrees. Due to this it gains a distinct array of unique properties compared to other elements in the Narutoverse.

How the Element Looks
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Due to being such an extremely condensed gas, Sulfuron is a very difficult medium to pass through. Projectiles moving through the gas traverse through it with considerable resistance and are slightly drained of their momentum, causing their overall movement speed to be reduced.

The main benefit provided by Sulfuron is its interaction with water-based elements. On contact, Sulfuron's heat causes water to vaporize almost instantly, causing steam explosions. Due to the intense heat of Sulfuron, this process happens within moments of coming into contact with water. However, the element will only evaporate water its in immediate contact with and not entire water sources if only certain parts were targeted. Steam explosions cause the remaining scalding water vapor and boiling hot water to be sprayed in all directions, effectively dissipating Suiton techniques.

Sulfuron itself is a potent irritant when inhaled. It causes irritant lungs, mild internal burning and severe wheezing, making it much more difficult for the opponent to fight. However, inhalation of Sulfuron (due to being such a dense gas) is near impossible unless the opponent/user is breathing extremely heavily.

Sulfuron's heat makes it capable of melting through some materials, as well as demagnetizing the magnetic objects. The sheer heat of the element, causing disruptions in magnetic fields, resulting in permanent demagnetization of the affected objects. This renders anything which utilizes magnetic chakra to become useless.

Much like wind, Sulfron is a natural electrical insulator. Its extremely high electrical resistivity due to its temperature and pressure further this effect, making the element a perfect medium to shield Lightning-based elements. On other hand, due to its extremely flammable nature, it also becomes prone to ignition and being overpowered from Fire based elements. Sulfuron's nature means it strengthens pre-existing flames, making it weak to fire-based elements. When aflame, sulfuron burns with a bright-yellow colour.

Due to its environmental polluting nature, Sulfuron can have many effects on the environment.

-When used on a large scale towards the sky, its possible for the element to create conditions for lightning storms (Kirin).

-On ecosystems themselves, the presence of sulphur allows the element to be used as a mass herbicide, killing plants/tree on a wide scale, resulting in desertification of the landscape.


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Is weak to
Fire and Lava Release (and all of their variants) - Sulfuron only seeks to fuel the flames and heat of these type of elements.

Earth Release and Sand Release - Withstands the temperate of Sulfuron. Furthermore, Earth shields the gas, making it incapable of passing through.

Sand does the same and has shown itself to be highly heat resistant as shown when faced against Amaretsu.

All Crystal Elements - Capable of withstanding the heat of Sulfuron and dissipating it

All Metal Elements - Same as Earth

Is strong against
Water Release and Rain Release - Sulfuron vaporizes water, causing it to explode into steam.

Wood Release and Plant-like elements - Sulfuron's sheer heat and environment polluting nature means its capable of acting as an extremely powerful herbicide. This means it's strong to all plant-based CEs, including: Plant Release, Mushroom Release and Root Release.

Lightning Release (and most of its variants) - The element is a natural insulator much like wind and its high electrical resistivity contributes to this.

Ice, Snow and Frost Release - Causes instant sublimation, turning them into steam.

Magnetism Release (excluding Iron Sand and Gold Dust) - The sheer heat demagnetizes objects, making them unmanipulable via magnetic forces.

Conditions to be able to use it​

Mastery of Wind| Mastery of Earth | Mastery of Fire | Great Chakra Control

Co-creator
Zanda

Students I passed this custom element on too
-Cobalt- and ?​

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

I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei, Nexus and Zise, give you the following:

Negative Knight, our loyal member, gave on the date August 19th 2013 a request for a Patent on his custom element (Sulphur); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;


Sulfuron
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Copyright 2013, Negative Knight, NarutoBase.net​
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