The Tables of Elijah

Squidy

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Earth Release


1.
Type: Supplementary
Rank: C
Range: Short-Mid.
Chakra: 15 (-5 per turn)
Damage: N/A
Description: The user molds chakra throughout their entire body, or alternatively into an earth source below, as they wave a single hand seal triggering this technique. Upon its activation the user releases a large omnidirectional sphere from their body, or the ground if that method is chosen, that consists of numerous grains of earth that stay suspended in the air in motion around the user on various axes while the creator serves as the epicenter of this technique that creates an adaptable dust storm. The expansion of the dust storm from the body is rather swift while the release method from the ground is near instantaneous, and once active the translucent storm rages on as it hampers the eye sights of those amidst the shroud. Those within Scatter Cloud's veiled realm will be unable to see objects past short range of themselves while view within short range itself is hampered to a lesser degree. Small objects are harder to pick up without enhanced sights, human sized objects are seen to a hampered degree, while bigger objects are easier to spot than others. Certain doujutsu can see through this technique with ease while others would have trouble based on their different properties. The course of each grain's fixed rotation is linked to the user's senses allowing them to feel the unnatural motion of disturbance amid their cloud as well as the feeling of grains being removed from the overall substance giving the user enhanced feelings while surrounded by their own dust shroud. Lasting 4 turns, this technique consistently collects grains of earth from its surroundings while active making the jutsu seem unquellable as it reforms when faced with weaker techniques unable to combat the shroud in its entirety.
>Can be used 4x per battle

Teno | Lytes |



LEARNED
(Doton: Harumagedon) Earth Release - Armageddon
Type:
Offensive
Rank: F - Rank
Range: Short - Long
Chakra: 50
Damage: 90 (-10 to user)
Description: This user bites his thumb as if performing a summoning ritual, claps and then slams his hand on the ground while releasing doton chakra into the ground to about 30 meters beneath the targeted ground surface, using this chakra, the ground beneath the targeted area (about ground level to 30 meters depth) will crumble into chunks of earth varying in size which are launched at incredibly high speed into the sky, similarly to the effect's of Pein's planetary devastation technique the chunks of earth will skewer and crush anything in its part upwards leaving behind an huge crater in the ground. However, these chunks of earth won't just launch upwards indefinitely, they would converge above the targeted area forming an huge mountain(bigger than or same size as the Doton : Mountain smash jutsu depending on the amount of chunks) which then descends at incredible speed crashing back into the ground and crushing any unfortunate being beneath it. In summary, ground turns to chunks of Earth that go up high in the sky and converge to form a mountain which then drops back to where the chunks have ascended.
Note: The targeted area for this jutsu can range from a landmark to a short range radius although the depth to which the earth crumbles (30 meters) remains the same.
Note: This technique unlike chibaku tensei only raises earth and not people or animals or clones or summons etc.
Note: Can only be used once per battle.
Note: User receives 10 damage for the chakra strain.
Note: No Earth jutsu in next turn
Note: Can only be used on earthen plains
Note: Can only be taught by Mako.☼
{Taught Here}
 
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Squidy

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Lightning Release


7.

Type: Off./Supp.
Rank: A
Range: Short/Midrange reach
Chakra: 30
Damage: 60
Description: This jutsu is a lightning style technique that can only be used on conductive materials via direct physical contact. Used after binding a target within a conductive source, whether it be chakra based or devoid, with physical contact the user charges the source with a concentrated stream of lightning that adversely affects the bonded target. Charging the entire binding source with lightning happens upon initiation, making the structure a lightning elemental combo when used on chakra based sources, dealing shocking damage to the target per turn while activated. The lightning used is so detrimental to the body that after successfully trapping a target for 1 turn, or more, the constant charge running through the target's body would be enough to leave their muscles paralyzed as an after effect which lasts as long as the target was trapped for which kicks in after they escape, or the jutsu ends. This jutsu lasts for 2 turns and can be used with conductive chakra techniques already being controlled by the user, but requires constant concentration prohibiting any further techniques.
>Has a 3 turn cooldown
>Can be used 4x per battle

Lytes |
 
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Squidy

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Wind Release


LEARNED
(Fuuton: Tōri o kurūzu)- Wind Release : Cruise down the street
Type:
Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage: N/A
Description: A stealth technique used to catch a foe off balance in battle, before using a Fuuton jutsu, the user performs a single handseal pumping more fuuton chakra into the technique, this chakra allows the user to dissipate the wind technique upon creation into a calm, yet fast non violent breeze that'll travel on a straight or curved path towards the target however this change is temporary, upon traveling a distance of the user's choice in between 5m - 15m, the wind will form back into the original jutsu e.g the user performs an handseal before perform the A rank Wind blade jutsu, upon moving the hands to start the jutsu, rather than a Blade of wind materializing from the user's hand, a calm breeze would start from the user and move towards the opponent after which the breeze would materialize the blade of wind at least five meters from the opponent. Due to the extra fuuton chakra added to the transformed wind jutsu its rank is increased by +1.
~ The breeze can be seen by naked eyes
~ Can only be used on projectile wind jutsu i.e wind jutsus that travel from the user to the opponent
~ Can not be used on Forbidden rank wind jutsu
~ Can only be taught by Lytes
~ Can be used five times per battle.
{Taught Here}


(Fuuton: Chishi) - Wind Release: Fatality
Type:
Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user will infuse two weapons with wind chakra by simply touching them, the user will then throw them at opposite sides of the opponent completely missing them, at the moment the weapons pass by the opponent the user will perform an handseal connecting the fuuton chakra from both weapons forming a dense green coloured line of fuuton chakra which has the same cutting power as the Wind Blade technique between both weapons cutting the opponent. The maximum distance that can be between these two weapons for this technique to work is mid-range (fifteen meters).
~Can only be taught by Mako.
~Can be used thrice in a battle.
{Taught Here}


(Fuuton: Kazetōshi no yoi bōru) Wind Release : Airy balls
Type:
Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: A trap jutsu initially made to hurt or perhaps kill trespassers, the user weaves three handseals and releases his wind chakra into the air around the battlefield. Using the chakra, he compresses the air in several spots into balls the size of a regular tennis balls that lay dormant, the balls are transparent and virtually undetectable by regular eyes. The balls lay dormant until anything of enough mass bumps into them (Such as the opponent, clones, summonings and jutsus). When the balls are disturbed, the compressed air violently explodes in a 5 meters radius dealing damage to anything caught within its range.
Alternatively the user can create the compressed air balls on his palms without need for handseals similarly to the rasengan before tossing it at targets. When this alternate method is used anyone paying attention would be able to see the movement of the tossed balls through the air. The ball explodes on hitting a target and explodes in a 5 meters radius dealing damage to anything caught in it (user included).
Note: The balls stay for 2 turns before crashing to the ground and exploding on contact.
Note: Maximum of 10 balls can be created at a time regardless of method.
Note: The air balls can't be created within 5 meters range of opponent unless user is also in short range
Note: Usable 5 times per battle with 2 turns cooldown.
{Taught Here}
 
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Squidy

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Iron Sand


B Rank

2.
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra: 20
Damage: N/a
Description: A basic technique initiated by the user with simple body movements focused in a specific direction within short range. Iron Sand: Rebounder is a distinct disk of iron sand made by the user carrying special qualities related to rebounding due to its unique structural qualities. Utilizing the versatility of iron sand each grain conjoins together much like a liquid rather than a solid, the disk(s) having a round shape, allowing flexible movement of the disk's surface when met with a physical force. Rapidly returning to its original form after being extended by force the disk of iron sand then recoils as it launches the physical object(s) in the opposite direction with a greater force than it was met with even allowing the user to propel themselves in linear directions. The user can either manifest 4 disks with a max radius of 1m all at D rank, 2 disks with a max radius of 1.5ms both at C rank, or 1 strong disk at B rank with a max radius of 2.5ms. This techniques creation is up to the user, stemming from the body, a close source, or the ground, but stays within its creation spot when made even being able to be suspended within the air. Opposing physical techniques can be rebounded as well, like a counter, but the jutsu in question has to be within the disks diameter and equal to or weaker in strength. Disks fade after usage.

>Can be used 5x per battle
>Countered jutsu returns at same strength

Kashin |

3.
Type: Offensive
Rank: B
Range: Mid.
Chakra: 20
Damage: 40
Description: Waving 1 hand seal before slamming hand, or stomping foot, on the ground while manipulating their magnetic chakra the user will initiate this technique as they focus on the desired location of target. Affecting any area within mid.range of the user upon activation of this technique, the targeted area begins to shake as a plethora of iron sand raises up from the earth below swiftly erupting through the surface as a half sphere with numerous closely knit spikes that seemingly resembles a sea urchin. The target area is only 5ms in diameter and the spiked half sphere erupts from the earth below pretty swiftly piercing into the target/s as the half sphere itself rises 5m high while its many spikes grow outwards 5m from the half sphere covering the entire 180 degrees around the jutsu. This jutsu is rather large in size and if used incorrectly can even leave it's user impaled, but if desired, the user can even split this jutsu in size and power creating up to two sea urchin like objects of iron sand that only cover 5ms in diameter in there entirety.(2 sea urchins with a 2.5m half sphere and 2.5m extending spikes)

>Can be used 4x per battle


6.
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/a
Description: A technique that can be used on, or in conjunction with, another structured iron sand jutsu by waving 1 hand seal, or 1 additional hand seal when used in conjunction. Upon initiation this jutsu increases the magnetic field of an iron structure, both in power and range, making it so that the structure emits said field within the space of short range around it which affects all material able to be magnetized (ex organic, metals, etc). Affected objects within the magnetic field of the targeted iron sand jutsu will be swiftly pulled into the field's core, which is the iron sand jutsu, with a strong magnetic force that if fought against by an opposite force will experience great resistance that dramatically reduces speed(halves speed). In order for this technique to successfully work the targeted jutsu must be bigger than the magnetized objects being pulled in, meaning in order to work on a human sized object the targeted jutsu must be bigger than 2m<.This magnetic field can be disrupted/negated by lightning techniques of the same rank as this technique.

>Can only be used on objects 2m<
>When this jutsu is in play it can not be used again until completion
>Can be used 4x per battle, with a two turn cool down in between usages and each usage lasts 3 turns

Kashin

9.
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +20
Description: A technique that can be used on, or in conjunction with, another structured iron sand jutsu by adding a beneficial layer to it. Initiated with 1 hand seal, or 1 additional hand seal when being used in conjunction, this technique empowers an offensive iron sand jutsu by adding an additional layer of iron sand with an increased density to the targeted jutsu's surface area. Offensive techniques will experience a boost of +20 damage due to the additional layer adding more weight behind its force.

>Can only be used on Iron Sand jutsu with a structured form
>Has a 2 turn cooldown after use
>Can be used 5x per battle


12.
Type: Supplementary
Rank: B
Range: Short-Mid.
Chakra: 20 (-10 per additional turn)
Damage: N/a
Description: Serpent's Bind can be described as a, swift capture jutsu, and therefore requires constant concentration over hand seals in order to initiate. Requiring both the user and target to be in contact with a source, whether it be the earth or pre-existing iron sand, the user triggers the jutsu by sacrificing one's free hand which makes contact with the source. Upon being triggered a meter wide stream of iron sand engulfs the user's once free hand while also materializing from the side of the source closer to the target where the stream entangles them, tightly binding them in place. Overall the stream of iron sand connects the user to their bonded target upon forming, making it easier for follow up attacks, and the user is able to capture multiple targets with a single usage as long as they are all within short range of each other. In the case of multiple targets being bonded, the stream splits apart at the target's end to take effect, also splitting in power.

>Can be used 5x per battle
>The user can only use 2 other hand seal-less jutsu per turn while in use
>Lasts a total of 4 turns


LEARNED
(Jiton: Desutorakuto Disuku)Iron Sand: Destructo Disc
Type:
Offensive
Rank: B rank
Range: Short-Long
Chakra: 20
Damage: 40
Description: Using his magnetic Chakra, the user will concentrate his Iron sand into a paper thin, razor sharp disc, anywhere on the battle field. This disc is no larger than the users palm, and once formed, once again using his magnetic chakra, the user will cause the disc to spin at extremely high speeds. With the disc spinning, the user can remote control the disc to send it flying in any direction from the formed location. This allows the disc to not only dodge any jutsu the user needs to dodge with it, but due to its small size, it is hard to see and fight against.
Restrictions
Remains active for the turn it is used in
Can only be used 4 times per battle
Must be formed at least 5 meters away from the opponent.

(Jiton: Tetsu Bunsan)Magnet Release: Iron Dispersion
Type:
Supplementary/Defensive
Rank: B
Range: Self-Mid
Chakra: 20 (+10 per turn)
Damage: N/A
Description: Iron Dispersion is a bail out jutsu created for Katora when he simply can't go up against a technique, or needs to flee an opponent to better re-position for the fight. Similar to "Sand Body technique", Katora will turn his entire body into Iron sand. Afterwards, Katora will split up, dispersing all the Iron sand he has made his body up of into random directions. By doing this, Katora can dodge most techniques that are aimed to kill him. Katora can evade up to Mid range from his original position in almost any direction except into the ground itself. Once he is clear of the technique, Katora will bring all the pieces of his body back to a central location and reform his body, deactivating the technique. While dispersed, Katora cannot attack in any way. Also while dispersed, locating Katora is difficult as his chakra signature will be spread out, like flecks of chakra across the battlefield. While in this form, Katora is still able to perceive the battlefield in front of him.

Restrictions: This technique can only last 2 turns, including the turn used, so the second turn Katora must reform.
While in this form, Katora cannot attack or perform any jutsu until he reforms.
Note: Has a two-turn cooldown after the technique ends.


A Rank

4.
Type: Offensive | Supplementary
Rank: A
Range: Short/Mid.-Long
Chakra: 30 (-5 per additional turn)
Damage: 60
Description: Demi Darts is a simple iron sand ninjutsu that creates bird like creatures that resemble a seagull in size and stature within short range of the user after waving three hand seals.The amount of birds created is up to the user, dividing in rank if so, and upon creation the creatures soars mid range heights above the battlefield where they then wait for further instructions in the air above their targets, even being able to follow them up to long range distances away, while taking on random flight patterns distinct from one another like seagulls flying around a school of fish above the ocean. The offensive part of this jutsu is then triggered in the succeeding time frame where the birds, abiding to the user's will, will fix their wings linear to their body as they dive down upon the target in order to pierce them like a spear with great force and speeds. The amount of birds triggered to dive, as well as their direction angle, target, and time of impact is all set by the user 's will, and can be done at anytime while the jutsu is still in play within the entire 3 turns of activation.

>Can be used 3x per battle
>After the birds creation the user can use other techniques


5.

Type: Off./Supp./Def.
Rank: A-S
Range: Short-Long
Chakra: 30-40 (-10 per additional turn)
Damage: 60-80
Description: Using body movements the user takes hold of a pre-existing source of iron sand and manipulates it, making it animated. This tech can be used to animate already present static structures created from other iron sand jutsu, or used to give form to a pre-existing source, up to the user's discretion, that the user then controls. When taking hold of the iron sand its body and features become moveable, flexible, made less dense, made denser, and/or ultimately able to be transformed into a whole new form, until the source is either destroyed or the user stops focusing on it where the structure then becomes static in its present state. The size of the structure depends on the size of the source being used, reaching up to mid.range dimensions for A rank and increasing to long range dimensions with S rank, and the user can choose to make the iron structure defy gravity via magnetism if wanting to, even causing it to stay suspended in midair when left static. Within the 3 turns of this jutsu's activation the user can take back control of the same static structure with body movements, making it adaptable once again unless the source was completely destroyed, thus ending the technique.
>Taking back control of a static structure costs a move
>A rank can be used 3x per battle with a 1 turn cooldown
>S rank can be used 2x per battle with a 2 turn cooldown, and no Iron Sand above S ranked can be used in the user's next run once the jutsu has ended

Kashin |

8.
Type: Offensive/Defensive
Rank: A
Range: Short-Mid.
Chakra: 30 (+5 per additional turn)
Damage: 60
Description: This iron sand ninjutsu is initiated with a single hand seal followed by the user either clapping their hands together or stomping a foot on the ground. Depending on the initiation method used, upon completion a swarm of iron sand termites will violently propagate outwards onto the battlefield from the user either through the air as widespread shroud, if initiated with a clap, or widespread through the earth unnoticed, if initiated with a stomp, where the jutsu then stays dormant until triggered by the its true purpose. The swarm of iron sand termites are designed to read opposing magnetic fields produced by; moving electrical charges, that are produced when opponents use lightning style techniques, magnetism, or other elemental ninjutsu that gives off a strong magnetic charge, so strong that it is mentioned sub or tech, in which the termites respond to activating the iron sand creatures true purpose. Upon activation the bugs hone in like a plethora of darts with wings as they hone in on the source of the first opposing electrical charge generated within their realm, striking the target from every angle, or in the case of the ground method's usage, springing fourth upwards from the earth and striking from every angle. This jutsu lasts for 3 turns when activated, and when using the ground method the swarm only goes as far as 5m deep, but still spreads outwards horizontally.
Can be used 3x per battle
Has a 2 turn cooldown


10.
Type: Offensive/Defensive/Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40 (-10 chakra per additional turns)
Damage: N/a (60-80 if used Offensively)
Description: Performing 2 hand seals the user takes hold of a pre-existing source of iron sand, or swiftly generates iron sand from a source of earth, and manipulates it creating a large controlled wave of iron sand with offensive or defensive capabilities. The size of the wave depends on the ranked used, up to Mid.range dimensions for A rank and up to long range dimensions for S rank, as the wave moves with such fluidity in motion that it nearly resembles water in terms of properties (flexibility, adaptability, etc). Dependent on the user's choice upon activation, Changing Tides can be used for either offensive or defensive usage with the jutsu's main feature changing depending on the chosen option. If used offensively the wave of iron sand will have a lower density that allows the mass to easily "absorb" denser objects which sink into the depths of the source wherein the objects absorbed face the pain of being pierced/shredded by elongated, sharp grains of iron sand that constantly stay in high motion within this realm easily mangling anything that may be taken within the jutsu the moment it enters. If used defensively the wave of iron sand will have a higher density which grants the wave shock absorbent as well as compact properties while remaining fluid in motion. This attribute allows the wave to effectively take damage and remain strong, and if not completely overpowered, can be further manipulated by the user to form into a compact sphere around the target(s) binding and restricting their movement within the high density sand. Once a target has been captured the sphere is able to levitate regardless of the user keeping direct focus on the technique, and can be sustained for additional turns at the cost of chakra, but this is only unique in the case of the defensive usage.
>When being controlled this jutsu lasts a total of 3 turns, but def. bonded targets lasts as long as user fuels
>A rank usage can be used 3x per battle with a 1 turn cooldown afterwards
>S rank usage can be used 2x per battle with a 2 turn cooldown afterwards, and prevents the user from using Iron Sand above S rank in the next turn


LEARNED
(Jiton: Tetsu Bakuhatsu)Magnet Release: Iron Explosion
Type:
Offensive
Rank: A rank
Range: Short-Mid range
Chakra: 30
Damage: 60
Description: Using pre existing Iron sand, the user will form two hand seals and channel their Magnetic chakra a few meters below the opponent. The user will create a large sphere of pure magnetic chakra beneath the opponent. Once formed, the user will change the properties of the chakra, causing it to repulse all the iron sand around it. In turn, this will cause all the Iron sand near and around the sphere to violently repulse away, without such force that it causes a shock-wave like explosion under the opponent. The power of the explosion is enough to launch the opponent several meters into the air. At the same time, the opponent will be showered by bullets of iron sand from below, which will have enough power to pierce holes in their body, effectively killing them before they hit the ground.
Restrictions
Can only be used in adjoining turns.
Can only be used 3 times per battle.
Requires the opponent to be standing on top of a large amount of Iron Sand to activate.


S Rank

11.

Type: Offensive
Rank: S
Range:
Short-Long
Chakra: 40
Damage:
80
Description:
A jutsu initiated by performing two hand seals and closing one's fist towards the targeted source, the targeted source being a pre-existing defensive/supplementary iron sand jutsu that has within bonded enemies, Magnetic Force is a jutsu that manipulates the magnetic field within said pre-existing source for attack. Upon initiation the user makes various sections within a targeted source polar opposites thus causing the source to violently explode within itself. The process is fairly swift, the explosion triggering when the user closes their fist, where the iron sand technique then ferociously reacts within itself and internally explodes in various directions while staying within the realm of the targeted source making the jutsu a controlled, shrapnel-like explosion.
Can be used 2x per battle
Has a 2 turn cooldown
No Iron Sand above A rank 1 turn after usage


15.
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10 next turn)
Damage: 80
Description: Limitless Flight is a powerful Iron Sand technique that can be utilized with the waving of two hand seals as the user focuses on a pre-existing source on the battlefield. The jutsu creates a magnetic expulsion from the source focused on, projecting a myriad of tiny pieces of iron sand shrapnel that take the shape of miniature birds. While active the jutsu makes a high pitch screeching sound as the flocking birds move as one unit, ultimately making the jutsu resemble a dark, metallic shroud that moves at extreme speeds even matching the lightning element. Limitless Flight is a honing jutsu that locks onto a foreign target, based on magnetism, following said target until contact is made. Upon contact the shrapnel like birds pierce through the target in multiple places, simultaneously impacting all at once. The shroud can range from 3m-6m and lasts for 2 turns, or, until contact is made.
Can be used 3x per battle
》Has a 2 turn cooldown
No Iron Sand S rank and above next turn


16.

Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (-10 per additional turn)
Damage: N/a (Iron Sand Techs +1 Rank, except S rank which receives +20)
Description: Cosmic Clutter is a highly advanced iron sand ninjutsu that requires an adept level of skill in order to initiate. This jutsu utilizes the user's magnetic chakra to create a highly dense magnetic field that encompasses a 10m radius around the user who serves as its epicenter at all times. Initiated with a single hand seal, ample amounts of iron sand merge together within the concentrated field, gathered from the earth or a pre-existing source, forming medium sized(2-3m) sources of iron sand that stay fixed around the user at various places. The debris varies in shape and size and can be used for future techniques if needed, and although the objects are fixed within the space they occupy, they move with the field while always keeping said position. The field's main ability is its power to amplify all iron sand techniques created within its space, empowering them due to the increased magnetic bonds making the techniques denser, compact, and able to hold more iron sand grains within its listed volume within techniques. Use of this jutsu comes with drawbacks, described below, initiated after the technique has ended, although it runs a four turn course.
Can be used 2x per battle
Jutsu has a 2 turn cooldown after ending
No Iron Sand A rank and above for 2 turns

 
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Squidy

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Fuuinjutsu


13.
Type: Supplementary
Rank: A
Range: N/a
Chakra: 30 (-30 from Target per Turn)
Damage: N/a
Description: Sealing Arts: Zeus's Bondage is a special sealing that uses defensive and/or supplementary iron sand jutsu as a medium to adversely affect bonded targets. Initiated by adding an additional 1 hand seal to the fore mentioned type of iron sand jutsu being used, the seal triggers upon capturing a target where a medium sized white colored kanji for "slave" then appears on the surface of the jutsu in a position to the North, South, East, and West. Upon activation of the seal the target will experience its effects of chakra obstruction with a specialization in lightning, which can be described as the target experiencing -30 chakra drainage per turn while bonded, as well as a limitation on their usage of the lightning element. Bonded targets will be unable to use lightning jutsu equal to A rank or above while under the effects of the seal which only lasts as long as the target is bonded. This sealing works on one iron sand jutsu, but can take effect on multiple target once bonded by the same source.
>Can be used 3x per battle
>Has a 2 turn cool down after usage


14.

Type: Supplementary
Rank: B
Range: N/a
Chakra: N/a
Damage: N/a
Description: The Iron Blood Jar is a special sealing tool unique to iron sand users who practice the Jashinist religion. The tool is a small iron gourd, light, and easily graspable within the palm of one's hand. The Blood Jar itself, is the medium of a seal that links the tool to its user, connecting both, through the usage of iron sand techniques initiated by the user. Now, whenever the user's iron sand damages a foreign source, drawing blood, a special seal appears within the iron sand technique, absorbing said blood, as the sealing tool illuminates in response, as the absorbed blood releases within the gourd in which the seal is linked to. From there, the user is then able to initiate a single Jashinist technique, leaving the gourd empty until another successful transference.
Jutsu is passive, and thus adds an additional -5 chakra to the user's iron sand techniques
Once blood is obtained, the additional chakra drawback of this sealing is nullified until the blood is used
Can Only be used by Iron Sand/Jashinist dual bios

 
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Squidy

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Hellhound/ Hellhound Arts/Sage Mode

Summoning Animal: Hellhounds
Scroll Owner: Phaizon
Other Users who have signed contract: Squidy
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: Phantom & Caution
Description and Background: Hellhounds are a mythical breed of K-9s said to reside in hell. These hellhounds typically are stronger and more powerful than the typical "dog" breed, making one believe they are a dog "sub-breed" Each Hellhound has access to fire chakra/jutsu and excel at it making their fire slightly more powerful than and hotter than normal, giving +1 Rank (+10 for S-rank) to their fire jutsus without needing handseals using it through their mouth. While majority of the hellhounds are actually coated in fire overall, some fire being more powerful and hot than others (specified with each summon). Each Hellhound has extensive sensing via smell and extraordinary pinpoint heat sensing, allowing for them to sense anything that has heat within the same landmark. While also due to the mass amount of fire surging through and around them, they are immune to Fire release techniques of the same rank and lower. The unique thing about this summoning contract is its ability to be in contact with souls. This allows the hellhounds to not only can see but their fire is capable of injuring souls and spirits (Only their fire, nothing else).

(Makairyouken Kuchiyose: Shishiza) Hell Hound Summoning: Phantom
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Hell hounds essentially have three leaders. Two of them being the head over the lot overall, and one in charge of the pack. Phantom is considered the third leader. He is able to control the heat that the flame on his back produce. This is to mainly to accommodate his owner, or others he dont wish to harm. Though the flames can get really hot and intense, that the ground below his paws will melt. Phantom stands roughly six feet and five feet wide and speed is roughly twice the speed of jounin rank. He is able to speak proper english and have a very gruff voice but dont talk often. The special thing about phantom is his true mastery of fire, and fire sensing allowing him to increase his heat sensing by 1 additional landmark while not needing handseals to use fire jutsus that require handseals

Note: Can only stay on the field for a max of 4 turns
Note: The fire on its back can be as warm as a bonfire all the way to S rank heat/fire which upon contact can deal 3rd degree burns But it cost a move slot and has a one-turn cooldown to adjust the heat, but heat does not hurt the user

(Makairyouken Kuchiyose: Shishiza) Hell Hound Summoning: Caution
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Caution is the only puppy of the hellhound contract but one of the deadliest, also the only one who has access to senjutsu chakra aside from the sages of the hell hounds. Caution chakra reserve is very that he was cursed to stay as a puppy cause if he was to fully mature it would be too wild, and strong to contain (This is simply for cosmetic purposes). Caution is roughly the size of pakkun (kakashis dog). He has a skull around his head all the way down his body similar to a jinchuruki version 2 while always glowing bright red. His body is so hot that it can burn through your clothes but due to always covering their body in chakra to protect their owner, this is something that doesnt hinder the user themselves. Though if he decide to attack an opponent the heat of his skin can cause 3rd degree burns. Caution speed is that of jounin rank. Caution isnt an offensive hellhound thus is also the only one who doesnt use fire jutsu though he does have several unique traits. One thing is his incredible chakra control and reserve. He is constantly fueling chakra into his owner upon contact, refreshing the owners chakra network while giving the user +20 to pure fire techniques. Last but not least his ability to constantly draw in natural energy (similar to ma and pa) as long as they are on the owners body. Being an fuel source for senjutsu giving the user +15 to their senjutsu techniques Up to 105 per battle. Though this only pertains to imperfect sage mode.

Note: Can stay on the field for a max of 4 turns
Note: The body of Caution even though it causes 3rd degree burns doesnt have a rank, simply deals 60 Damage
 
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Selenium Dust Release

CEJ 1 - 3 Approved here

1. Serenton: Don'yoku | Selenium Dust: Greed
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15 - 40 (-10 per turn to sustain)
Damage: 30 - 80
Description: The most rudimentary technique of the element. By focusing Serenton chakra, the user is able to create tools and constructs made of Selenium dust. Due to the nature of the element, it can be created from the user's body, the ground, and water bodies. These can range from kunais/swords/spears etc for close combat to free flowing waves/constructs. This also includes pillars, walls and other complex constructs only limited by the user's imagination(each rank cannot exceed the size of canon techniques of the same rank.) Using hand gestures, the user can at will change a construct's shape, form, direction; from a sword to a orb or a cube to a serpent etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The user can make multiple objects but the power is divided between them, for example if the user makes two orbs with the A rank use, each orb will be B rank in power. Once a match, the user can use this on an F rank level (50 chakra, 90 damage) after which the user wouldn't be able to use Serenton in the next 2 turns.
Each creation of Serenton of course would administer side affects upon touching, ingesting it, inhaling it or even when it comes into contact with an opponent's eyes, though the user himself wouldn't be affected seeing as it is directly made from his chakra and body. These effects range from Nausea, Vomiting, Fatigue, Irritability, Headaches, Myocarditis, Blindness and even Death (All mentioned in submission). Due to the photovoltaic nature of the element(mentioned in submission), whenever it's exposed to light (sunlight or other forms of light), A rank and above usage generates electricity which gives it a paralyzing effect on par with Chidori Nagashi.

Note:
- Each creation of Serenton can be passively maintained for a total of 3 turns by sacrificing 10 chakra per turn
- For Sunlight to boost a Serenton technique, the weather must explicitly be stated to be sunny.
- S-rank can be used 4 times per match and requires 3 handseals.
- A-rank requires 2 handseals.
- Changing shape of a weapon or construct requires a move slot.
- After utilizing the S-rank version you cannot use any A-rank or above Serenton techniques the following turn.

2. Serenton: Ikari | Selenium Dust: Wrath
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Serenton is an armorphous element that not only has physical properties but also comes along with a variety of toxic effects(mentioned in submission) no matter the form it takes. The following effects are references to the effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, inhaling it or even by it coming into contact with the eyes. The effects of the toxicity is determined by the rank of the dust technique in use i.e Higher rank selenium dust techniques are more toxic than lower rank selenium dust techniques regardless of size.

D-C Rank: Absorbing Selenium dust of these ranks through means mentioned causes minor effects such as headaches and irritability, enough to cause the affected to stumble or fumble with their weapons, or mess up the aim of thrown techniques.

B-A Rank: In addition to previous effects, the target would feel extreme nausea along with partial blindless, they'd also suffer from the effects of Myocarditis. The nausea causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the queasiness overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to inhale/exhale via yelling and such. The Myocarditis reduces the target's heart's ability to pump and also causes rapid or abnormal heart rhythms, this causes a decrease to a target's physical feats - Speed is reduced by one level and all techniques that rely on a target's physical feats get a -20 damage debuff. The partial blindless translates to an inability to see past mid range.

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to Selenium dust of this rank would suffer stronger forms of previous effects. Immense Headaches coupled with Irritabilty and complete blindness would reduce the target's overall tracking to half of its previous value. The immense nausea would render the target unable to spew out techniques that from their mouths that are B ranks or above (This would include Sound techniques or any other techniques of the nature that requires the user to inhale/exhale via yelling and such). The Myocarditis would translate to target's speed being reduced by two levels and the target becomes incapable of using Taijutsu beyond B-rank basics.

Note:
- By spending 20 chakra, the user can passively rid a target's body of excess Selenium so as to remove the effects. This requires the target to be in short range of a user.
- After being effected, the targets can't lessen nor rid the effects unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.
- The effects stack i.e Getting exposed to 2 C ranks would incur B rank effects. Getting exposed to 2 A ranks would incur S rank effects and so on.

3. Serenton: Ōkui | Selenium Dust: Gluttony
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description:
A supplementary use of Serenton release. Due to the red sand's unique properties, the dust can be used to augument other elements through several means.

Water
Due to the ability to form Selenium from water sources, the ground and the user's body. The user when creating a water technique can infuse serenton chakra to form selenium dust into said water technique giving it a reddish hue. The infused selenium dust not only makes the water technique denser/heavier. The infusion translates to a +20/+1 rank boost in the water technique's strength. This can be used on other logical water related elements such as rain.

Fire
When creating a fire technique from the ground or from the user's body, the user creates a solid core of selenium to said fire technique. Due to Selenium's high melting point, the solid core wouldn't be melted by the flames. However, the selenium core would continuously release a burst of fine red sand that causes non stop dust explosions which strenghens the flames and by extension the fire technique. The infusion translates to a +20/+1 rank boost in the fire technique's strength. However, being hit by an enhanced fire technique administers no selenium related side effects.

Wind
Similarly to the water usage, the user infuses selenium dust into their wind techniques giving it a reddish hue which not only makes it denser/heavier. The infusion translates to a +20/+1 rank boost in the wind technique's strength. This can be used on other logical wind related elements such as Typhoon etc

Earth
The user either coats his earth technique in selenium dust or creates the selenium in the core of the earth technique, the former method gives the technique a reddish hue. The infusion translates to a +20/+1 rank boost in the earth technique's strength. This can be used on other logical earth related elements such as lava(Selenium dust's high melting point allows it to coexist with lava techniques) etc.

Lightning
The user when using a lightning technique also releases fine selenium particles giving the lightning technique a slight reddish hue. The particles auguments the lightning technique due to Selenium's photovoltaic action (Converts light to electricity) and its photoconductive action (Its electrical resistance decreases with increased illumination). The photovoltaic action means light from the lightning technique gets converted to electricity in the particles which in turn boosts the lightning technique. The photoconductive action means the the particle's electrical resistance decreases from the light produced by the lightning technique, this allows the lightning technique to freely be conducted through the selenium dust particles slightly increasing its size. The infusion translates to a +20/+1 rank boost in the lightning technique's strength. This can only be used on lightning techniques produced from the user's body or the ground. It can also be used on other lightning related elements such as Storm release etc. It however can't be used on Black Lightning since that form of lightning produces little to no light.

Note:
- Each infusion can only be used 5 times per battle with 2 turn cooldowns.
- The S/W of the boosted technique isn't changed.
- It's a passive technique that's performed in the same TF as the boosted technique, but occupies a move slot.
 
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{ Teppeki no ken | Ironclad Fist }
{ Teppeki no ken | Ironclad Fist }

Type: NinTaijutsu
Background: Made by a well known young prodigy in the arts of iron sand, ICF was designed as a form of cqc using iron sand. The young man was also adept in the field of geology, and thus figured out how to connect himself to earth in order to utilize his special element with his body in more versatile ways. Born in a time of rogue clans, assassins, bandits, and overall chaos, the shinobi prodigy had to adapt to his unfavorable surroundings for survival, and thus developed a fighting style that allowed him to both attack and defend himself in one move. The style required strength, perception, as well as speed in order to finally be mastered, and once the feat was accomplished, the young man was able to become a formidable force in his era still idolized by some today. Passed down from teacher to student, the art is now practiced on a very selective scale, only being utilized by those with true natural talents.

Description on the Abilities and Inner Workings of the Style
ICF is a custom fighting style that utilizes iron sand in combination with the body as well as the earth, in order to attack, defend, and overall survive. The art revolves around the user's ability to coat themselves in layers of iron sand, represented in a change of skin color or a full body armor, allowing the user to utilize their magnetic chakra and connect themselves to the earth's magnetic field. This allows the user to move their body against the natural flow of motion at a whim, even being able to defy gravity regardless of weight, and thus perform unorthodox evasive attacks with great fluidity as the user combines body and mind to move at will. This is the basic inner workings of ICF, from there the user's degree of manipulation of the iron sand coating their body, as well as the combination of manipulation of the iron sand within the near surroundings, determine a practitioner's power when fully utilizing the unique fighting style.

Kasaneru| Layering
The first and most important form of the art, Kasaneru is the coating of iron sand created/produced over the user's body. In it's most basic form it adds a thin additional layer of iron sand over the skin, which lacks defensive capabilities, but still allows the user to connect themselves with the earth, and thus perform the fighting style's unorthodox movements. The entire objective of Kasaneru is to clad the user in armor during combat in order to successfully attack and defend, and thus by adding additional layers of iron sand on top of the body a user can achieve defensive uses of the form. Utilizing Kasaneru at its highest degree can even allow a master of the art to create larger armors that normal practitioners, but regardless of standings within the fighting style, all users are unhindered by the change of weight and density of the body when using this field due the art's form of moving body and mind as one via magnetism.

Tōei | Projection
An additional form of the art incorporated to amplify the user's destructive capabilities while using Kasaneru, Tōei can be described as an additional creation of iron sand formed within short range of the user from either the earth, a pre-existing source, or from the user, used for attack/defense/supplementary means, moving in correlation to the user's body movements while clad in Kasaneru. The creation via Toei and a user clad in an armor via Kasaneru have a unique magnetic relationship between each other that allows the two to have repulsive and/or attractive qualities between each other that add a dynamic quality to techniques. When performing Tōei, the creation's design is up to the practitioner and will also be described in techniques, where it acts either as a remote controlled entity, or an attachment to one's iron sand armor that can be fired off from the user in various ways. The volume of iron sand a practitioner can utilize when performing Tōei is a testament to their level of mastery of the style.


~ Additional effects and Restrictions ~

~
Requires Magnetism AE, with the focus in Iron Sand, as well as Chunin Rank to begin practice ~

~ Practitioners of this art move with both body and mind when clad within the style's form of armor, allowing unorthodox mobility in what may seem to be impossible cases. Continuous usage of this art brings wear and tear on its practitioner's body, that will be described in techniques, that is most noticeable when utilizing higher levels of this unique fighting style. ~

~Mastery of Ironclad Fist can only come after having learned all available techniques of the style.

~A master's body will have adapted to the strain that comes with the style's unorthodox movement of the body, sometimes even against its own natural flow, as well as the free flowing movement when clad in heavy armor, and thus Master's are able to utilize the arts at a higher level. Continuous practice of this fighting style has acted as a form of whole body weight training to Masters whose bodies build and strengthen from the controlled resistance of moving while within a layered armor of iron sand. This constitutes +20 to Taijutsu via mastering the style's practice.~


Approved - Daemon
 
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Custom Weapon


Type: Weapon
Rank: A rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Requiring extensive excavation via the magnetism AE, the Midnight Rose Petal was crafted from a highly concentrated iron ore, found deep within the earth, that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design the Midnight Rose Petal is an overcoat that is blackish-metallic in color as it enshrouds the user's body from the ankles to collarbone, blocking minor limb movements similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands around the user's neck and chin leaving the front of the mouth exposed. Due to the highly concentrated quality of the ore used to craft this custom weapon, in our rp the M.R.P. overcoat acts as an alternate source of iron sand in itself, being able to produce the element in abundance without the cloak diminishing in form whatsoever. The overcoat is very versatile and seemingly grows, stretches, expands, etc. around the user when being used as a source to create other iron sand ninjutsu. Being the highly dense and concentrated source that it is, the Midnight Rose Petal can be passively activated in order to release iron sand from its surface creating a dense sand storm linked to the user, who serves as the epicenter at all times. The iron sand, sand storm is dense enough to block out normal sights, chakra enhanced sights from KG like the Sharingan, as well as normal sensory due to the user's chakra signature being the same as the source, which can also be used for other iron sand techniques. This feat lasts 3 turns starting within short range of the user and then growing outwards, in an omnidirectional manner, an additional range with every progressing turn capping within long range. After use this feature cannot be activated again for 3 turns, and costs 10 chakra per turn when activated.

(Rose Mace | B-A | Off./Supp.)
A jutsu that allows the user to create up to several highly dense and heavy rose flowers of iron sand from the overcoat that can be used in battle while remaining connected to the coat's surface by a thin vine. The highly dense, heavy iron sand rose acts as a mace to be used to slam, pummel, smash, etc. into targets while the vine acts like an adaptable chain that allows the rose to be hoisted around with max versatility regardless of its weight and size which can range from 2-5m in diameter. Not purely destructive in nature the user can also manipulate the rose flower and vine to swing and wrap around targets binding them in place as the heavy flower sits above the constrained target acting like a movement hampering weight that keeps targets in place. With an additional hand seal the user can then manipulate the vine to protrude numerous spikes from its core outwards which severely penetrates the constraint target in question dealing damage equal to rank. The rose mace can extend up to mid.range away from the user, and in the case of creating multiple roses at once the strength of the technique will split accordingly. In the case of having captured a target, the user can disconnect the jutsu from the overcoat's surface.
|>A rank usage deems a 1 turn cool-down |>A rank usage can be used only 4x per battle
|>Rose Flower bindings can be sustained at -5 or -10 chakra per turn (depending on rank) if the user desires to keep their target alive

(Blooming Petals | A | Supp.)
A jutsu where the user manipulates the M.R.P. overcoat to overtake them as it expands in an agitated manner within 2m of the user before dispersing outwards in up to 8 separate directions in the form of medium sized rose petals seemingly leaving nothing behind. Being magnetically charged the 3m sized petals are very dense yet still defy gravity while soaring and remaining through the air reaching up to mid.range distances from the initial spot of disbursement, up to the user who feels out their location via magnetism, while staying merged with one of the various rose flowers remaining concealed. Once the petals transform they also become a stationary as they levitate as a separate source of iron sand that can be used by the user for following small to medium sized iron sand ninjutsu. Still being aware of the outside world via magnetism, the user at any time can unmerge themselves from the petal selected where they can then perform other natured jutsu if wanting to, however, can use other iron sand jutsu at any time after disbursement.

|>Can be used 4x per battle |>Lasts for 3 turns at 10 chakra per turn after initial activation |>Has a 1 turn cool-down after usage |>Cannot stack with itself

 
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Scientific Ninja Tools


Type: Tool
Rank: A
Range: Short-Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sensci is a mini bot structured to mimic a chinchilla in form. Created and honed by one with a magnetism KG focused in iron sand, the mini bot is designed to aid its user in battle via its special abilities related to earth's magnetic field the bot is linked to. Draining chakra from it's user to fuel the aforementioned skill, the magnetic field Sensci is linked to spans Long range around the user in battle, also encompassing the landmark the user is within when in the NW, and allows the bot to feel physical movement and the dimensions of things within this realm, like a radar that senses magnetic fields. Sensci can then relay that information to the user, whose person the bot must stay in connection with, via a Mors code language which may just seem like normal rodent squeaks to outsiders. At the cost of a move Sensci is able to perform a special iron sand jutsu via using the user's chakra.

- Manipulating a source of iron sand within the sphere of Sensci's field, the mini bot can create a hardened, dense balled up chinchilla of iron sand that resembles the shape of sphere with a fluffy tail. The jutsu is defensive in nature and can range in size depending on the source amount, but can never exceed 10m in dimensions. The chinchilla is even able to be formed around the user, encapsulating them, serving as a full defense. Being A rank in durability this jutsu costs 30 chakra to initiate and can be used 3x per battle with a 1 turn cooldown, however, use of this ability disables Sensci's sensing abilities for the remaining turn as well as the next.

Type: Tool
Rank: A
Range: Short-Long
Chakra: N/a
Damage: 60
Description: Linking with its user's chakra signature, the Tekkyū is an advanced system designed to read the user's body movements and react to them, being formatted within a 1m dense, hard iron ball shell with magnetic qualities. Although heavy, the magnetic properties of the Tekkyū's shell helps the tool easily defy gravity which also attribute to the devices swift movement when in use (matching the user's), and can be passively moved by its user once used in non-aggressive manners. Costing a move the tool can be used as a guided offensive projectile controlled by the user, although the tool must start from at least 3m away from a target in order to build up enough momentum before striking. The Tekkyū weaponized tool comes with two special features that can be activated individually at the cost of a move.

Būsuto: requiring 20 chakra to be activated, the Tekkyū will amplify the magnetic field within short range of itself subsequently boosting the damage of offensive iron sand techniques within that realm. For that turn iron sand techniques within short range of the Tekkyū will be created more dense, compact, and hardened to near solidity which reflects as +20 damage. The user can activate this technique along with other techniques.
|>Can be used 3x per battle |>Has a 2 turn cooldown |>Cannot be used with Keijō

Keijō: activated by spending 30 chakra, this feature allows the user to coat the Tekkyū in iron sand creating an armor around the tool which takes on a humanoid shape with beastly qualities. The iron sand armor is A ranked and adds +20 damage to the Tekkyū and when guided by the user via body movements becomes more deadly giving the user more options for damage when controlling the empowered structure offensively. The armor around the tool can be made no bigger than 5m as a whole, and ultimately lasts for 3 turns.
|>When overpowered, tool becomes inactive for 3 turns |>Or tool has a 3 turn cooldown after completion, where it becomes inactive and falls to the ground |>Cannot be used with Busuto



Type: Tool
Rank: A
Range: Short/Long
Chakra: N/A (Siphons up to 30 chakra)
Damage: 60
Description: The Shuriken Bōra is a special ST that utilizes fuuinjutsu and takes the form of a shuriken with special groves embedded, being a little bigger at 1 foot in diameter, and can be thrown at targets with great accuracy even curving in trajectory when needed. Scientifically designed to lock on to a single target chosen by the user, whether it be a human, summon, or jutsu, the Shuriken Bōra releases bursts of wind from its special groves to help the device change trajectory, up to 2x per use, to evade foreign intercepting methods used by non-users as it makes its way to the intended target. If the target is a foreign jutsu then the ST acts as a defensive projectile capable of absorbing techniques, lines of kanji appearing on each blade leading to the center ring, a feat that activates whenever lodged, engulfed, and/or enshrouded within the targeted jutsu. If used on humans or summons then the ST projectile acts as a homing device that transforms into a bola by splitting once within 3m of the intended target. When the Shuriken Bōra splits apart the four blades of the shuriken detach, up to 6m in length respectively, while stile remaining connected to the center ring by steel cords allowing the device to wrap and bind targets. After binding targets the ST holds an A rank strength equal to elemental techniques, holding the human or summon, within reason, in place as the tool siphons -30 chakra per turn while the target remains under its effects. Summons disburse after the tool siphons chakra equal to their summoning cost.

>Can be used 2x per Battle, 6x per Event
>Has a 2 turn cooldown

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Hayabusa Clan

Clan Approval: [x]
Training: [x]


Move Set
Type: Offensive/Defensive/Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (-5 per turn)
Damage: N/A
Description: Kobudo Kumite refers to the free fighting style of Hayabusa Kobudo. Hayabusa hone their fighting style through the practice of kata (forms) and bunkai (application) which utilize the dantian and Neidan. Over the years, four essential kumite styles have come out of Hayabusa Kobudo that all Hayabusa must learn; Huquan, Shequan, Longquan, and Wuquan.

Huquan (Tiger Fist)
Hu Quan is the fundamental fighting form of Hayabusa Kobudo. The form is characterized as the most direct and offensive style of fighting. Hayabusa will use their lower dantian to draw physical essence from nothingness (Wuji) into their being. The essence reinforces the user’s being increasing their physical speed, strength, and awareness allowing them to heightened feats of physical combat. This essence is visualized as barely visible distortions in the air surrounding the user and their weapons. The user is able to perform taijutsu, kenjutsu, bukijutsu and other acrobatic movements at twice their normal speed as well as react to anything as long as it is within their range of sensory perception (five senses, taijin, etc). Alternatively, the user can move linearly three times their speed (chunin and above), however this level of movement cannot be maintained for longer than a single turn. As for their power, Hayabusa gain +20 to their taijutsu and weapon based techniques (swords, staffs, axes, etc) while using Huquan. The essence that surrounds the user and their weapons capable of erasing physical matter (Earth, Steel, etc) at the point of contact allowing the user's physical attacks to cut through anything destructible. The user can use Huquan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and Chunin can only use Huquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Huquan is that, the user can only use lower dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Haquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.

Shequan (Snake Fist)
She Quan is the second form of Hayabusa Kobudo and is characterized as being the most deceptive of the fighting forms. This form makes use of the Hayabusa's passive ability to control their own existence while they are engaging in physical combat with opponents. As the user attacks, they may passively expend 30 chakra to erase themselves from the opponent's five basic senses by manipulating all three dantian. What this means is that the opponent will not be able to perceive the attacks until the last possible moment when the user strikes, resulting in every physical attack while under the influence of Shequan to result in a critical hit. The user can use Shequan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and Chunin can only use Shequan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Shequan is that, the user can only use lower, upper and middle dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Shequan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.

Longquan (Dragon Fist)
Longquan is the third form of Hayabusa Kubodo. It is classified as the most ranged of the fighting forms and utilizes the Hayabusa's ability to erase objects from existence. This form starts with the user passively embedding their Dragon chakra from the lower and middle dantian into their ranged attacks such as kunai or shuriken. As the user throws the objects the Dragon Chakra activates when they are at least in a 2m range of foreign chakra sources. Instantaneously, the Dragon chakra activates and creates a short-range 2m wide distortion similar to Kamui. These distortions are capable of erasing objects up to A-rank and may be passively activated by the user if necessary to spawn the distortion at their discretion. Objects erased by this method are capable of being returned by utilizing Taji Dao using the respective dantian. The user can use Longquan fighting in successive turns depending on their rank which reflects their overall physical condition; attaching Wuji to their ranged attacks to erase other objects can be executed once per turn that the user is able to keep the form active. Genin and Chunin can only use Longquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Longquan is that, the user can only use lower and middle dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Longquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.

Wuquan (No Fist)
Wu Quan is the fourth and final form of the Hayabusa Kobodo, and is the most defensive of the style. This form is characterized by its use of the Hayabusa's dantain to combat opponent's on a spiritual/mental battlefield as well as the physical one. This form starts with the user's surging Dragon chakra to every point in their body utilizing all three dantian. This greatly bolsters the user's physical and spirtual defense as the user is now capable of reducing 20 damage from physical and spiritual attacks while in this form. Defensive techniques preformed during this time are also empowered by one rank(does not apply to techniques that can also used offensively). The user can use Wuquan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and Chunin can only use Wuquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Wuquan is that, the user can only use lower, middle or upper dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Wuquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.

Note: Only one form at a time can be utilized. User cannot use a Form while experiencing the cooldown of another.
Note: Members are capable of submitting their own Hayabusa Kobudo techniques after having completed all initial forms derived from this technique.

Type: Supplementary
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 70
Damage: N/A
Description: This is one of the fundamental Neidan techniques within the Hayabusa clan and the first one learned. This technique returns existence to nothingness/erases from existence. Using one of the three Dantian Hayabusa ninja render existence to nothingness. Depending on the Dantian that is used the user can manipulate physical, vital, or spiritual existence. Regardless of which application is used there are two components that can be utilized: internal or external. These two components describe the technique’s application to one’s self and outside themselves respectively. A Hayabusa ninja who utilizes the internal component with this technique manipulates their own physical, vital, and/or spiritual existence. One who utilizes external component does the same but with any entity other than themselves. Only one of the components can be used for any given application of this technique. As for the applications, only one can be used at a given time. Upon reaching higher jounin ranks (Dragon/Head Ninja and Master Ninja), Hayabusa ninja can utilize all three of the Dantian simultaneously to completely erase their own existence (internal) or that of another entity (external). When erasing one’s own existence with this technique the user can only maintain a state of non-existence for no more than one turn with and must re-appear within 10 meters of their original point. Once the user has gone to nothingness they cannot use any techniques until after they return to reality. Through the external component the user can erase the existence of another life such as summons or other shinobi though it requires prolonged contact with the target (3 turns). After contact is made the victim will begin to vanish from the ground up.

Lower Dantian: The Lower Dantian deals with physical existence. Entities such as solids and liquids, physical entities, and corporeal matter are within this Dantian’s scope. When using the internal component of this application the user is capable of erasing parts of their body as small as: bits of flesh and bone to whole limbs, organs, etc. This ability extends to physical afflictions such as poisons, toxins, pathogens and generally any other thing that integrates itself within the user’s physical being. When using this technique on the body to take off flesh and bone the user will feel as though their flesh and bone have been ripped apart and their body will suffer accordingly. For example: if the user erases their right index finger, they will feel their finger ripped off their body and will bleed profusely until stopped. The external component of this technique takes the form of transparent visual distortions similar in nature and appearance to the voids of kamui though with the ability to vary in shape and size. The shape and size are dependent on the rank of the technique. As well as the amount of matter in which one can erase is also dependent on the rank. Lower ranks means smaller areas of effect and less matter that can be erased. This technique has the ability to combat against techniques of equivalent rank or chakra input. With the external component, if anybody other than the user makes contact with the technique, they will suffer just as the user would if they used the internal component of this application. The external component of this application can be made within short range of the user but not the target unless both parties are in close range. Even then, the user cannot manifest this technique directly on their opponent without physical contact.

Middle Dantian: The Middle Dantian deals with vital existence; the existence of energy. Non-solid/liquid entities like plasmas, fire, lightning, raw chakra forms, and otherwise ethereal entities fall within this Dantian’s scope. The internal component of this application is rather simple, the user erases chakra/energy that exists within them either their own or that of another’s that is connected to the user. The amount of chakra the user can erase is proportional to the rank they use for this application. As for the external component, similar to the Lower Dantian, voids of various shapes are created which erase the chakra/energy, ethereal, and/or vital nature of entities. Again, like with the Lower Dantian, the user cannot directly manifest a chakra erasing void upon their opponents; contact with the void or between the user and the target must be established to directly affect the target.

Upper: The Upper Dantian deals with the spiritual existence of an entity. Spiritual techniques, consciousness, mental capability, and spirits are all within this Dantian’s control. The internal component of this application controls the existence of illusions, consciousness, sentience, within the user. Enemy techniques that deal with mind control or that inject their consciousness within the Hayabusa can be defended against with the internal component. Likewise, the stability and power of illusions and other spiritual techniques attached to the user can be cut down according to the rank/chakra of this technique. The external component of this application is a little different than the others. Unlike the Lower and Middle Dantian which cannot effect an opponent directly, this Dantian’s application can. With the external component the user can cause the spiritual energy of a sentient being dwindle to nothingness as long as the user has sensory perception of their target and is within range. The result of erasing the spiritual being comes in the form of fatigue and a lack of focus which prevents the target from using higher ranked techniques and progressively dims their consciousness. For example: C-ranked usage will prevent use of Forbidden rank techniques and B-rank usage would prevent S-rank and above and so on. The constraints are as follows: Only chunin level Hayabusa and above can use this technique (as it starts at C-rank) and the user must be within and maintain mid-range of the target to use C and B-rank. A-rank requires short range and S-rank direct physical contact. While using this application only two techniques can be used per turn. If the victim gets out of range of the user they will become capable of using their full power in the following turn.

Note: This technique is learned at genin level and follows similar rules for each rank. Genin can only use D-rank applications, chunin = C-rank, jounin = B-rank (upper) A-rank (lower and middle), Dragon/Head Ninja = A-rank (upper) S-rank (lower and middle), Master Ninja = All ranks.
Note: Genin and Chunin are required to use 5 to 3 hand seals respectively for any application’s external component. Jounin require one hand seal, Dragon/Head, and Master Ninja can use up to B-rank with no hand seals. Contact between user and opponent requires no hand seals.
Note: When using the external component of the Upper Dantian, using the A-ranked and above will render an opponent comatose after two turns. C and B-ranks will simply render one unconscious after 4 turns. Each turn of maintaining drains half the original chakra cost. While maintaining no other application of this technique can be used.
Note: Upper Dantian usages, regardless of the component can only be used once every other turn. A-ranked and above usage requires a two turn cool down.
Note: S-rank applications of this technique requires a one turn cool down for the Middle and Lower Dantian.
Note: To erase completely the existence of oneself or of another the user must use 70 chakra. Unlike the external component where it takes three turns to erase another, the internal component is instantaneous in its nature due to a lack of resistance from the user applying it to themselves. Upon using this advanced application either internally or externally the user will be unable to use any Neidan technique for the next two turns. Dragon Ninja and Head Ninja can use this application twice per battle and Master Ninja 3 times per battle.

 
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