Storage thread (Will delete soon)(Not deleted yet? How long is soon?) its been 3 yrs

Negative Knight

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

Shroud of translucent sulphur that is constantly released from the user's body for three turns. Shroud can be freely manipulated for other attacks and can form various tools, creations and objects. It can sense any chakra in contact with it, will evaporate any moisture residing in the air as soon as its formed and will prevent rain from reaching the user's position (since it will explode outwards before being reduced to steam ; which naturally rises). It will empower any S-Rank and below Fire techniques (+20 damage), turn them a goldish-yellow colour and grant them a certain corrosive quality. Slows down people and projectiles like a pseudo-turtle pace.

(Sulfuron: Oukoku no Kasai) - Sulphur Release: Kingdom of Volcanus
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: 60
Description: The user will focus their sulfuron chakra into the ground to cause large cumulus clouds of volcanic sulphur to emerge from within the earth. These clouds will subsequently evaporate the all of the air moisture within the vicinity it covers to create a very desert-like atmosphere. The mist will continually rise up from the ground and the gaseous barrier will continue to grow in size (height and with) every successive turn as the user pumps more and more chakra into it. The user's own position will act as an epicenter for this technique, with the sizable clouds of sulphur surfacing all around them but never directly beneath them so not to cause them harm. Through the use of these clouds, the user can discern the location of any chakra-based entities residing in the sulfurous mist while the user himself is concealed from the opponent due to the opaque nature of the clouds and the chakra infused into them (counteracts Sharingan, Rinnegan, chakra sensing). A unique property possessed by the mist is it is comprised of extremely dense sulphur gas (more so than usual) so anything which attempts to traverse through it will be drastically drained of its momentum. Fast moving people, techniques and objects will be slowed down to extent the user will be able track them with the naked eye. Lightning based techniques and elements (S-Rank and below) will be insulated by the mist itself, making this an excellent counter to the Raikage's Armour and similar variants. Sound techniques will be slowed down considerably, making those already trackable even easier to perceive. This sulfurous mist is more suited to slowing down living beings rather than techniques as in addition to the difficulty of moving through the medium, the sheer heat of the gas will severely harm their bodies the longer they're exposed to it. This is especially detrimental to EIG users as they are already pushing their body to its physical limits and so the hostile environment created by the volcanic mist only serves to intensify this bodily strain. This technique is used to mainly counter EIG, Swift and other speed boosts or fasting moving techniques. If the sulphuric mist comes into contact with fire (A-Rank or above), it will ignite into a maelstrom of golden fire, setting anything in direct contact with the clouds ablaze. The mist itself is comprised of highly condensed sulphur clouds which means the user/opponent are not at risk of inhaling it unless they're breathing heavily.

Note: Lasts for three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

ll fast moving objects become slow enough for the user to track with his eyes. This happens even if the user has moved or changed positions This technique is a double edged sword. While this is active the user cant move at high speeds. This is used mainly to counter Swift or EIG users.

(Sulfuron: Vhagar, Moyasu Ishi Tenma) - Sulphur Release: Vhagar, The Brimstone Demon
Rank: Forbidden
Type: Offensive/Supplementary
Range: Short - Long
Chakra cost: 50 (-20 chakra per turn)
Damage points: 90 (-40 damage to the user)
Description: The user will focus their sulphur chakra throughout their body before spewing it in the form of a large mass of dark yellow volcanic gas which swiftly forms itself into a sizable dragon. The dragon itself (known as Vhagar) highly resembles Deidara's C2 Dragon in both shape and dimensions (with minor differences), granting it the perfect form for a balance between dwarfing most opponents and fluid aerial maneuverability. Naturally, Vhagar is capable of flight, using all sulphur techniques (excluding dual elemental ones and those created from the ground) and freely manipulating the sulphur gas in which the entirety of his body comprises of. It can form tools, weapons and other small or large constructions from its body including: spikes, tendrils and etc. It can create openings in its body to allow attacks to pass directly through him or it can pump chakra to different location on its body to augment certain abilities (e.g. pumping chakra to its wings to increase their size in order to slightly increase his flight speed). No real limit or constraints exists on the degree of this bodily manipulation except the fact he can't alter his total size (exceed or decrease the volume of sulphur gas he's comprised of), change his overall dragon-like shape to that of another creature and it will always amount to the power of an A-Rank Sulphur Release technique. A special ability possessed solely by Vhagar is ability to spew an S-Rank long range corrosive stream of golden fire known as "Acrid Inferno" which will corrode its victims as well as burn them. Its created through the simultaneous use of Katon and Sulfuron, where 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, giving the minute droplets of water a slight corrosive quality. In actuality, the fire doesn't possess corrosive qualities but since its always in contact with the moisture in the air, this happens to the case. Instead of using it to attack the opponent directly, Vhagar can also use this corrosive fire on nearby water sources (clouds, rivers, lakes) to transform them into scalding bodies of corrosive water. Alternatively, instead of spewing him from the body, the user can focus their sulfuron chakra into the ground and cause him to burst up from inside of the earth (within short range of the user's position) or perform a single handseal to form him from a large source of sulphur gas readily available anywhere on the field.

Note: Lasts for a maximum of three turns
Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight
Note: No Sulphur techniques S-Rank or above for two turns after this jutus ends
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 for two turns after this jutsu ends
Note: The damage the user receives pertains to muscle soreness and slight first degree burns around the limbs which are slightly painful but not deadly
Note: Acrid Inferno can only be used a maximum of twice per battle
Note: Body manipulation can be used a maximum of three times per battle
Note: Each technique used by Vhagar (including his body manipulation) will count towards the user's jutsu limit

Vhagar's abilities:
Flight
Can freely manipulate and alter his body structure but this will count as a technique (A-Rank)
Can use all sulphur techniques which can be utilized from the body
Can use acidic flames (S-Rank ability)

(Sulfuron: Kama no Yomi) - Sulphur Release: Furnace of Hades
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A (60 damage if contact is made with it) (+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 a slight corrosive quality. As the stream of fire travels towards the opponent, the corrosive oxides will continually react with the air moisture, allowing it to gradually contaminate a greater portion of the battlefield the longer the sulfuric flames are allowed to travel. 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 use. While this technique is active, the user can only use sulphur, fire, earth, wind and any KG/CE combination of the above elements (e.g Steel or Scorch).

Note: Lasts for three turns
Note: Can only be used four times per battle
Note: Cool down time of three turns in between usages
Note: Can only be Taught by Negative Knight
 
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Lili-Chwan

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

Just a bit of chemistry in your life, when sulfur is burned, it melts into a blood-red liquid, and emits blue flames best observed in the dark
 

Negative Knight

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

(Suiton: Suijou Souhou) – Water Release: Aquatic Touch
Rank: A
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will make direct contact with an object before focusing their suiton chakra directly into their intended target. Through the use of this chakra, the user will apply a process of conversion similar to the ones employed in replacement techniques using various mediums e.g. water, sand, etc. Instead of converting one's own body into water, the user will cause the target substance to undergo the state transition in their stead. Unlike the original technique this jutsu is based on (Water Replacement), the converted object will retain both its shape and form, granting it a certain degree of solidity (Similar to Water Style: Sword of Draining) thus allowing the user to keep a hold of the newly liquefied object if they wish to. If the user wishes instead of the whole object being turned into water, only select components (e.g. hilt or blade of a weapon) can be targeted. This technique cannot be used on people/summons, Custom weapons and sentient weapons (e.g. Samehada)

Note: Lasts two turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: Follows elemental strengths and weaknesses

(Doton: Tsuba no Fumou Gama) – Earth Release: Saliva of the Acrid Toad
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the brother technique to 'Water Release: Sweat of the Bloated Pig'. The user will focus their doton chakra into a nearby construct of solid earth before converting either its rocky exterior or interior into a thick, dense swamp (similar in composition to Earth Release: Swamp of the Underworld). The newly formed fluid will exhibit one or more (only if compatible) of the following properties: adhesiveness, slipperiness or volatility (flammable). Against certain techniques (E.g. Fist Rock Technique or Earth Armour), the user can convert the exterior either into a glue-like substance to bind the opponent to their own technique even when they wish to shed it or convert the interior into a bulky mass of swamp, so the technique becomes drastically heavier and acts as an effective anchor mechanism. Alternatively, the user can use this to cause the hilt of earthen weapons to secrete a very slippery substance which makes it impossible to hold onto the said weapon(s). Unlike Swamp of the Underworld, the released swamp can also be quite flammable in composition, meaning it will readily ignite and burst into a maelstrom of flame if struck by fire or unfocused lightning. To use this on one's own techniques (or substances devoid of chakra) requires no contact with the target substance, simply the use of the Dog Handseal. To use this on the opponent's techniques requires direct contact with the target substance (in similar manner to the Added/Light Weight Earth techniques).

Note: Can only be used four times per battle
Note: Can only be Taught by Negative Knight
Note: Cannot be used on consecutive turns
Note: Can only be used on Earth Release Techniques
Note: Follows Elemental Strengths and Weaknesses

(Doton: Doki no Tsuchi) – Earth Release: Wrath of Terra
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will perform a single handseal and slam their hands onto the ground before causing a wide portal to open up above the battlefield (Similar to Earth Release: Sticky Earth Drop). From the portal, a heavy downpour of adhesive rain will be let forth with the exception that the droplets are composed entirely of sticky mud rather than water. Once the droplets of mud make contact with anything, the mud will swiftly harden into sturdy, solid rock. However, since the droplets of mud are made from the user's chakra, they will be unaffected by its stickiness and droplets which come into contact with them will not harden into rock. As a result, this technique can be used to encase the opponent in a makeshift prison of rock or even to convert the surface of nearby water sources and swamps into earth, restricting their usage. Since the downpour spans over the course of two turns, conventional methods of offsetting the technique are negated (e.g. Chidori Nagashi) as at best they'll have a momentary effect. To effectively counter this technique, the opponent can use a continuous lightning-based technique (e.g. the Raikage's Armour) or acquire a suitable shelter/defense to seek cover under.

Note: Lasts two turns
Note: Can only be used twice per battle
Note: Cool down of two turns in between usages
Note: Can only be Taught by Negative Knight
 
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Negative Knight

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

Labyrinth of Shadows
Tarantula's Entanglement - Used for reversals and etc
Eight Legged Fury - Pull in the opponent for a furious volley of alternating high and low kicks.
Bane of the Black Widow -

(Kuro Amimono Gigei: Supida Wana) – Dark Webbed Arts: Tarantula's Entanglement
Rank: B
Type: Offensive/Defensive/Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (40 if used to attack the opponent)
Description: This technique is primarily designed for reversals. When the opponent moves in for a hit (kick, punch, headbutt, etc), the user will release a fast-moving adhesive stream of threads (travels at the speed of an arrow) towards the attacking limb. The sticky threads will swiftly wrap around and tighten its hold over the targeted body part as soon as it attaches unto it. If used on an opponent on the ground, the user can pull the opponent in to one side, shift their own body to the opposite side and deal a forceful hit in conjunction to this. If used on a mid-air target, the user utilize the previously mentioned application or they can simply exploit the opponent's vulnerability gained from being airborne (e.g. repeatedly spinning them around, systemically slamming them into the ground over and over).

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

(Kuro Amimono Gigei: Hatsu Kakyaku Kyouran) – Dark Webbed Arts: Eight-Legged Fury
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user will shoot out a stream of threads from either or both of their wrists towards their intended target. After the threads attach to the opponent, the user will pull themselves in before engaging them in a frenzy of high and low kicks (total of eight) alternating between both of the user's legs. The kicks will not be focused around any single region of the opponent's body but instead dealt in a sporadic manner to every region of their body.

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

(Kuro Amimono Gigei: Hatsu Kakyaku Kyouran) – Dark Webbed Arts: Bane of the Black Widow
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user will strike their palm into the opponent before releasing a mass of spiked, adhesive threads into in their target. The sticky threads will spread and propagate through the victim's body, with the pitch black spikes branching out in every direction to maximize bodily damage.
 
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Negative Knight

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

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Custom element Japanese name: Shusoton

Custom element English name: Bromine Release

The element is based on: Water + Fire + Earth + Advanced Chakra Control

Facts that prove the element to be possible (in the manga context): In the real world, Bromine exists both in the Earth's Crust and in large bodies of water. Its most commonly found along with Iodine in algae and seaweeds. These subterranean plant-like structures must exist since Yagura (Jinchuuriki of the Three Tails) has displayed the ability to utilize Coral, something found solely in the deepest regions of seas and oceans. In reality, Coral and seaweeds co-exist in the same regions, so the existence of one highly suggests the occurrence of the other.

To add further veracity to this claim, the ash of seaweed was once a popular source of obtaining bromine.

How it works: Bromine is created through the simultaneous usage of the Fire, Water and Earth natures and can only be created from the user's body. The water gives it its liquid state, the Fire grants it its corrosive quality (in a similar manner to how it acts in Boil Release) while the earth makes it a dense and heavy mixture. It is a thick, fuming, red-brown coloured liquid which smells like bleach since it belongs to the Halogen group. It is also slightly soluble in water.

Its highly effective at corroding organic materials such as skin, plants and fungi as well as certain metallic elements. Against living beings, this corrosive quality usually materializes itself in the form of caustic wounds (chemical burns). Bromine (in relatively small quantities) reacts violently with the alkali metals (Sodium, Potassium, Francium), earth metals (Magnesium, Calcium, etc) and other certain metals (Aluminum, Iron, Boron, Steel and etc). This reactivity isn't restricted to metallic elements as Bromine has been seen to interact quite violently with non metals such as Phosphorous and Sulphur. When Bromine is evaporated into its gaseous state, inhalation of the produced vapour will cause dizziness, irritation to the eyes and restrict normal breathing (wheezing). Naturally, the user has no control of Bromine in its gaseous state.

Video Example of Bromine's Reactivity (Check 0:57 onwards)
[video=youtube;uCwHzTsx5yY]http://www.youtube.com/watch?v=uCwHzTsx5yY[/video]
Usage Examples:
(Shusoton: ) – Bromine Release: Corrosive Wave
Rank: B
Type: Offensive
Range: Short - Mid
Chakra Cost: 20
Damage Points: 40
Description: The user spews a wave of bromine at the opponent. If it comes into contact with them, it will begin corroding their clothes, skin and subsequently flesh.

(Shusoton: ) – Bromine Release: Sizzling Monster
Rank: B
Type: Offensive/Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: 40
Description: The user spews a mass of bromine which swiftly forms into a large golem-like creature which is corrosive to touch.
Is weak to:
Lightning Release (and all other CE variants) - Lightning is capable of ionizing Bromine, meaning the user can no longer manipulate it.

Fire Release (and all other CE Variants) - Bromine has a very low boiling point, so heat-based elements can easily vaporize it into its gaseous state. Essentially, any element that's hotter than 58 degrees Celsius will be strong to bromine. This includes: Steam, Sun Fire, Hell Fire, Scorch, White Fire, Violet Flame, Arid, Sulphur, Lava, Blazing Earth, Solar Wind, Tar, Wax, Temperature, Volcanic Water and Volcanic Ash.

All Crystal Elements - Crystals are neither reactive with Bromine nor are they susceptible to its corrosiveness.
Is strong against:
Earth Release (and some other variants) – Bromine is highly corrosive, thus allowing it to readily eat through several earthen materials. It will also corrode Coal, Kayuga Bones, Phosphorous, Marshmallows, Chocolate, Caramel, Bubblegum and Rubber.

Some Metal Elements – Certain metals are easily corroded, oxidized and/or react vigorously with relatively small amounts of bromine. These metals include: Aluminum, Boron, Iron, Iron Sand, Steel, Magnesium Dust, Calcium and Francium.

Wood Release and Plant-like elements – Bromine’s corrosive qualities means it can easily devour organic matter. This means it's strong to all plant-based CEs, including: Plant Release, Mushroom Release and Root Release.

Conditions to be able to use it
Mastery of Water| Mastery of Earth | Mastery of Fire | Great Chakra Control​

Co-creator: Negative Knight

Students I passed this custom element on too: Venom & Noni
 
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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

(Doton: Tsukaimono no Tsuchi) – Earth Release: Gift of Gaia
Rank: S
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: N/A (80 Damage if used to attack the opponent)
Description: The user will perform the Boar Handseal and focus their doton chakra into a nearby statue or life-like construct (e.g. golem, gargoyle, etc) and utilize this released chakra to grant it a degree of sentience (similar to Earth Release: Stone Golem). The chakra will flood the earthen substance and bring it under the control of the user for three turns before reverting to its previous inanimate state. Beings brought to life via this method will only be capable of basic functions within the confines of their physical capability e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. Alternatively, this technique can be used to overpower the chakra within sentient earthen creatures as long as they're A-Rank and below in potency. To use this technique on earthen constructs without the need for direct contact, only requires for one condition to be fulfilled. Both the user and the target structure require contact with the ground.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: Can only be used on Earth Release Techniques
Note: No S-Rank or above Doton in the user's next turn

(Doton: Kouzou Koutai) – Earth Release: Structural Shift
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will make direct contact with an object before focusing their doton chakra directly into their intended target. Through the use of this chakra, the user will apply a process similar to the one employed Earth Release: Hiding in Rock Technique. The target object will become capable of blending and traversing through rock, mud and other earthen materials. The object can pass through any earth devoid of chakra, all of the user's own earth techniques and doton technique's of the opponents which are B-Rank and below in power. If the user wishes instead of the whole object becoming capable of merging through earth, only select components (e.g. hilt or blade of a weapon) can be targeted. Since this technique only allows objects to pass through earthen materials, the converted object can be still be held/interacted with.

Note: Lasts two turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: Object will only become capable of moving through Earth Release

(Shinra Banshō Kaishin No Jutsu) - Assimilate All Conversion Technique
Rank: A
Type: Supplementary/Defense
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will make contact with two separate objects and begin a process of conversion between them. Using their chakra, he/she will force one of the objects to take on the properties of the other (e.g. texture, hardness, appearance, texture, flexibility, etc). The issue with using this technique is that the object will gain all the weaknesses of the material being mimicked, even if it is granted its strengths.

(Fuuton: Manji Hae no Jutsu) – Wind Release: Manji Fly Technique
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra Cost: 20
Damage Points: N/A (40 damage if used to attack the opponent)
Description: The user will focus their wind chakra into a sizable weapon they're wielding (sword, staff, etc) whilst "twirling" it repeatedly in their hand to cause for the creation of a rotating wind-infused blade (Similar to Wind Release: Vacuum Blade). Once the rotating wind-infused blade is created, the user will either use it directly to assault the opponent, use it as a defensive shield to deflect incoming attacks or use it to create a propeller-like effect, allowing the user to fly/levitate through the air before directly engaging their opponent. This is done through holding a single rotating blade above the user's head in order to levitate one's self, making the user resemble a small helicopter in appearance. They will then begin flying through the air in the direction of the opponent, before using the same wind-infused sword to assault/attack the opponent in a wide variety of ways. Depending on the direction of rotation (clockwise or anticlockwise), this technique can also be used to push away or pull people/objects in.

(Senpuku Chakra no Jutsu) – Hiding in Chakra Technique
Rank: E
Type: Supplementary
Range: Short - Long
Chakra Cost: 5 (-5 chakra per turn)
Damage Points: N/A
Description: The user will focus their chakra into the air within their immediate vicinity (up to long-range around themselves) to flood it with chakra. To correctly understand what this technique does, imagine an invisible version of Water Release: Hiding in Mist Technique. This is done so to create a "scrambler" like effect to doijutsu users, as when they attempt to see the user's chakra system or locate their exact position, the blanket of chakra will prevent them from doing so. This technique itself doesn't cloak the user's presence or blind Doijutsu users, however it acts as a useful supplement to other stealth techniques. As a result, it becomes near-impossible to see through transformation techniques (only through the use of most Doijutsu) whilst this is active. It can't fool the Byakugan but due to the mist being created with the user's chakra, any Sharingan and Rinnegan users will see the air coloured and made "opaque" by their opponent's chakra. This technique will also distort the use of ordinary chakra sensing, Rain Tiger at will and other methods of sensing since the user's chakra will span such a large area that it will become impossible to discern/pinpoint their exact location through the use of such measures alone. The user will continually exude this veil of chakra until this technique has been cancelled. Instead of a veil which spans out up to long-range in every direction, the user can decrease the size of the blanket to a chassis-like coating which solely envelops the user's body.

Note: Can only be Taught by Negative Knight
 
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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

(Mueton: Kosshi no Tscuhi) – Coal Release: Bones of the Earth
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn to sustain creations)
Damage Points: 60
Description: This technique allows the user to create constructs, objects and tools of anthracite coal directly from their body or from earth sources. The user can create a plethora of constructions and as such this technique's use is only limited by the user's imagination and the chakra put into the technique (scale can never exceed that of an A-Rank). If the user opts to utilize the ground to create their coal techniques, a copious amount of explosive coal dust will be suspended in the air as a result.

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

(Mueton: Kyouryuu Kousei) – Coal Release: Jurassic Rebirth
Rank: S
Type: Offensive/Supplementary
Range: Short - Long (Made within Short Range with a Long-Range reach)
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: 80
Description: The user will perform the Dragon Handseal before focusing their mueton chakra into the ground to create one of various sentient dinosaur-like creatures. The dinosaur creatures will either be ground-based, capable of flight or adept swimmers based on their bodily composition. The individual appearance of singular creations cannot be stated due to the the versatility of this technique and the fact that its usage is only limited by the user's creativity. However, general confines can be put in place. The dinosaurs can be a maximum of fourty meters tall and a maximum of ten meters wide. Any special features such as wings, tails and spiked protrusions must be stated so in the description of the creature. The user can either create these dinosaurs with their full bodies or simply by the structure of their bones (e.g. how they would look without their flesh/muscles). The only technique usable by these sentient creations is "Coal Release: Bones of the Earth".

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: Can only create one dinosaur per usage

(Mueton: Arukaikku Souhou) – Coal Release: Archaic Touch
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20 damage to physical attacks)
Description: The user will make contact with and focus their mueton chakra into a tool, weapon, construct or one's self before hardening or petrifying the target substance. This jutsu can be used to augment the offensive power of sword strikes or the defensive capabilities of the user's body (in a similar manner to Earth Release: Earth Spear). It can even be used against earthen substances (e.g. Earth, Wood, Mud etc) in order to petrify them into coal (in a similar manner to the Added Weight techniques). Moderate amounts of friction such as swords clashing against one another will cause the targeted substance to ignite and become covered in a layer of blazing blue fire. If the user wishes instead of the whole substance being affected, only select components (e.g. hilt or blade of a weapon) can be targeted. This technique cannot be used on people/summons, Custom weapons and sentient weapons (e.g. Samehada).

Note: Lasts two turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: Follows elemental strengths and weaknesses

(Mueton: Kyouryuu Kousei) – Coal Release: Roar of Pangea
Rank: S
Type: Offensive/Defensive
Range: Short - Long (Explosions are Short-Range)
Chakra Cost: 40
Damage Points: 80
Description: The user will release their mueton chakra into the ground in order to send an omnidirectional wave of coal in every direction. The release of the rampaging wave will continually scatter and suspended massive amounts of coal dust in the air which will explode into a maelstrom of sapphire flames due to the friction generated by the wave moving against the ground. This process of ignition and explosion will continually repeat itself as the wave travels outwards in a radial manner, meaning anyone nearby is prone to being set ablaze. The reason this technique poses no threat to the user is that the wave will need to gather enough momentum before generating the necessary frictional force to ignite the clouds of coal dust, meaning the wave will be a considerable distance from its creator before the first outburst is initiated (just beyond the boundary of short-range). All surfaces will be capable of producing a spark due to the friction created but certain terrains (e.g. wet areas, sandy terrains, etc) will result in the sapphire-coloured flames being extinguished almost as quickly as they were produced.

(Mueton: Kyouryuu Kousei) – Coal Release: Meteorite Shower
Rank: A
Type: Offensive/Supplementary
Range: Mid - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their mueton chakra into the sky above the opponent in order to create a portal-like opening (Similar to the one created in Earth Release: Dropping Lid). From this portal, countless egg-shaped boulders of coal will rain down on any targets below. During their descent, some of the boulders will collide with one another with enough force to generate the friction necessary to set them ablaze. After colliding with the earth, these egg-shaped rocks will "hatch" to give rise to a swarm of small, sentient raptor-like creatures which will engage the opponent(s) in a furious feeding frenzy.

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

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

(Sulfuron: Iyashii Tatchi) - Sulphur Release: Befouling Touch
Rank: A
Type: Offensive/Supplementary
Range: Short/Mid
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 body along with it. When this variant is used, the two stages of this technique happen almost simultaneously, 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
 
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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

Idea. Opponent is suddenly bombarded with almost every type of stimuli they may or may not have ever experienced during their life. All at once.

In terms of sight: Blinding flashes, array of colours, ghastly images, serene locations, pleasing images, etc

In terms of sound: Loud, Quiet, Screeching, Lulling, Different types of music, Rhythmical, Clamour, Ringing, etc

In terms of smell: Fragrant, Fruity, Decayed, Pungent, Citrus, Woody, Minty, Sugary, Vomit, Chemical, Toasted

In terms of touch: Rough, Smooth, Hard, Soft, Hot, Cold, Elastic, Caustic, Acidic, Hairy, Fleshy, Liquid-like, Abrasive, Paralysis

In terms of taste: Sweet, Sour, Bitter, Salty, Zesty, Spicy, Rancid, Acrid, Gooey, Acerbic, Savory, Juicy, Fruity, etc

Effects: Induces every possible bodily reaction.

Another idea. Link all of the basic five senses together. Powerful sensory stimuli e.g. blinding lights, deafening noises will reciprocate overpowering stimuli for the other senses too. For example, a flashbang which blinds will also deafen due to an extremely loud noise, congest the senses of taste/smell and possibly stimulate pain. Idk, hard to explain.

(Genjutsu: Jitsuzon Hateshinai Houyou) | Illusionary Arts: Existence's Everlasting Embrace
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: This technique is among the most advanced illusions in existence not for its vividness nor its power but simply the sheer array of stimuli its victim is forced to feel and perceive. In short, this technique simply bombards the opponent's mind with a vast plethora of unrelated stimuli simulatenously. These stimuli will rarely compliment one another, with the harsh reality of this manifesting in the form of the five sensory stimuli almost always outright clashing with one another. At any one time, the opponent will only feel one stimuli of every sense but these stimuli will be replaced with others in quick succession, in a random and infinite loop. The opponent can be made to feel any sensation which can be perceived through the use of the five senses (sight, sound, smell, touch and taste). The genjutsu's main purpose is to evoke several bodily reactions in conjunction to one another e.g. irritation, vertigo, nausea, coughing, reflexes, aches and pains, altered breathing/heartbeat, tremors, spasms, burning, buzzing, fatigue, salivating, etc. Within mere moments of being initiated the genjutsu will seemingly "abruptly end", but in the Genjutsu, time was no object and the opponent had experienced hundreds of different stimuli. In the opponent's mind the Genjutsu has seemed to cease altogether but in reality, the first stage was simply superseded for the second. The first stage of the Genjutsu deals in dulling and essentially hampering the normal functioning of the opponent's five senses. Different effects will apply to the varying senses. The opponent's perception of the world/reality will greatly differ after the traumatic experience that was this illusion. Despite differences in emotional feelings and tolerances to different stimuli that people have, this technique encompasses such a range of sensory experiences that either specific, individual unfavorable stimuli would have brought on this trauma or the simple fact that being made to experience so much in such a short space of time would equally shatter the mind's computational abilities. In a way, the mind will be "fried" and the five senses dulled/hampered by the episodic and incoherent chain of events which had just transpired. The sense of sight will be distorted to the extent the opponent will become incapable of differentiating between different shades of the same colour or noticing small, specific visual stimuli e.g. shadows, bending grass after treading on it, the flapping of wings to maintain flight, the billowing of clothes in moderate to strong winds and et cetera will no longer be perceived. Everything will be reverted to the basic colours. No advanced or unique shades exist in the opponent's mind e.g. navy, teal, cyan, cerulean and such will all be perceived as a universal blue. They will also become incapable of intense or prolonged periods of concentration on any given object, activity or person as during the first stage of the illusion the continued flickering of images distorted their ability to focus. The sense of sound will all be rendered all but useless as its forced to undergo a permanent state of "tinnitus", namely a continued ringing sound which will blot out all minor sound-based stimuli and partially conceal or distort more noticeable ones. The sense of taste will be placed in a state of tantalization, whereby its no longer able to tell one taste from another. The sense of touch will become hypersensitive (even to non-painful stimuli) as during the first stage of the illusion, the opponent was forced to undergo every type of known painful stimuli in existence. The sense of smell will feel clogged and congested, with it like the sense of taste, becoming incapable of differentiating between separate stimuli.

The sense of sight can be made to see: blinding flashes, strobing lights, an array of colours, ghastly images, serene or aesthetically-pleasing images. The sense of sound can be made to hear: loud noises, quiet sounds, screeching sounds, lulling ones, different types of music, chaotic clamour, ringing, etc. The sense of smell can perceive smells such: fragrant, fruity, decay, pungent, citrus, woody, minty, sugary, bodily, chemical, toasted, acrid, etc. The sense of touch can be made to feel: rough textures, smooth surfaces, hard surfaces, soft ones, heat, cold, elastic, acidic, hairy, fleshy, liquid-like substances, abrasive, paralysis, etc. The sense of taste can be made to perceive the following flavours: sweet, sour, bitter, salty, zesty, spicy, rancid, astringent, gooey, acerbic, savory, juicy, fruity, etc.

Another effect of this genjutsu is the mind subconsciously associating and essentially confusing the occurrence of different, unrelated stimuli with others.

(Genjutsu: Kiseichuu Hanran Kowaku) | Illusionary Arts: Symbiote's Seditious Seduction
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user will perform two handseals and cast the opponent in a powerful dormant illusionary technique which affects the sense of touch and sight. The illusion's effects will trigger once the opponent next comes into direct contact with a substance, material or element, employing a similar process to the Ninjutsu technique "Assimilate All Creation"', but on a much higher level since its not exclusive to rocks/minerals, nor will it only cause the user's body to solely take on the hardness of the target material. As a result, this technique will cause the opponent to see their body take on the following attributes of the first substance they come into contact with: looks, texture, weight, flexibility, physical state, durability and temperature. Due to the broadness of this technique, the effects of it can primarily be categorized into three main categories. This genjutsu will not affect or apply to anything the user was touching prior to its usage such as the user's clothes. Furthermore, this will only apply to external entities (other than the user or his/her clones) as they are recognized as one and the same, meaning this will mostly only trigger itself when the opponent makes contact with any of the substances which fall under the three categories below. Finally, the user must directly touch the said substance/material/element with their exposed skin (direct contact) for the genjutsu's effects to be triggered. Regardless of the point of contact between the opponent and the first substance they touch, the transformation will begin from their right hand and will gradually spread over towards the left side of the body. To add an element of realism to the jutsu, on touching a substance along with the gradual process of transformation, the effects of the genjutsu will also gradually set in instead of becoming immediate. Only the transformed parts of their body will become too rigid/flimsy, making some forms of movement still possible e.g. maneuvering the left side of the body. However, since this jutsu starts from the right side and spreads over to the left, movements which require both sides of the body e.g. handseals, walking, clapping and etc will be rendered impossible. While seemingly powerful, this technique will not disallow the use of the elemental techniques released from the body as they act as a "temporary extension of the body" and do not truly fit the criteria of being an external body since they come from within the user. However, after the technique has been completed, should the user happen to come into direct contact with any of the technique's residue (e.g. mud, rock or a water source), the genjutsu's activation will be triggered.

Sturdy earth-like solids
Should the opponent come into direct contact with a sturdy or earth-like material such as: Earth, Bones, Wood, Metals or Crystals, their body will begin a moderately quick process of petrification. The petrification will turn the user into the respective material/element they've touched (e.g. a wooden figure if they've touched wood). In this petrified form, the opponent will become extremely rigid/inflexible to the point they can no longer move, will gain a much higher tolerance to pain and they will be less prone to temperature changes (making them harder to detect/notice). Less tough solids such as Ice and Glass will also fall under this category, with the higher pain tolerance being substituted with a much lower pain tolerance (e.g. biting their tongue will feel like intensive torture). If the opponent does not prevent the transformation from completing itself (takes one turn after being triggered), they'll see themselves become an inanimate object and will lose consciousness as a result.

Flimsy materials, liquid-like solids and fluids.
Should the opponent come into direct contact with any of following: sand, clay, grass, Kakuzu's dark threads, Konan's paper or any liquid, their body will begin a moderately quick process of transformation/liquefaction. This transformation or liquefaction will cause the opponent to transform into the respective material/element they've touched, with the liquefaction (if a liquid was touched) resembling the same process which occurs with Water Replacement or the Hozuki Hydrificaiton technique. In this form, the opponent's body will lack structure and will be too flimsy to the point efficient use of limbs/the body and complex maneuvers (such as handseals, snapping or flicking of the fingers) become impossible. The lack of a concrete underlying body structure (such as bones) will cause their body to behave like jellyfish, making them unable to even remain on their feet. Should the opponent fail in preventing themselves from transforming completely (if it isn't broken one turn after being triggered), they'll see themselves become an inanimate substance and will lose consciousness.

Mist, Gases and Energy-Based Elements
Should the opponent come into direct contact with any of the above, they'll quickly see themselves disintegrate/evaporate at a moderately quick rate. Since mist, gases and especially energy-based elements lack form lack any type of form, the opponent will essentially become "nothingness", making them unable to move in the slightest. Making them unable to perform even the smallest tasks such as: twitching a finger, batting an eyelid or even lifting an eyebrow. If the process of complete evaporation/disintegration completes itself (the genjutsu isn't broken within 1 turn of being triggered), the opponent will lose consciousness completely.

Note: Lies dormant for a maximum of three turns (unless dispelled)
Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight
Note: No other Genjutsu in the user's same and next turn

 
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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

List of Techniques to Submit
(Doton: Tsukaimono no Tsuchi) – Earth Release: Gift of Gaia
(Doton: Bourei no Tsuchi) – Earth Release: Tyranny of Terra
(Doton: Kuraitoru no jajjimento) – Earth Release: Scales of Judgement
(Doton: Kouzou Koutai) – Earth Release: Structural Shift
(Doton: Otakebi no Kobito) – Earth Release: Roar of the Dwarves

(Fuuton: Yajuu no Sora) – Wind Release: Scourge of the Sky
(Raiton: Hyoukyo no Cronos) – Lightning Release: Bane of Cronos

(Genjutsu: Kiseichuu Hanran Kowaku) | Illusionary Arts: Symbiote's Seditious Seduction
(Genjutsu: Jitsuzon Hateshinai Houyou) | Illusionary Arts: Existence's Everlasting Embrace
(Senpuku Chakra no Jutsu) – Hiding in Chakra Technique

(Kuro Ito Kaosu Shihai) – Dark Threads Chaotic Manipulation
(Masuku Inta-fea) – Masked Interference
(Masuku Kyuuzou) – Masked Explosion
(Kuro Ito Shujutsushitsu Saisei) – Dark Threads Surgical Regeneration
(Kuro Ito Karada Hensen) – Dark Threads Bodily Reconfiguration
(Kuro Ito Gekiha Katana) – Dark Threads Severing Lances

(Senpuku Kuro Ito No Jutsu) – Hiding in Threads Technique
(Kuro Ito Senshu No Yoroi) - Dark Threads Tyrant's Armour

(Kuro Genban Gigei) – Dark Mutation Arts
(Shigai Hensen) – Body Morphing

(Kuro Kawari) - Dark Transfiguration

(Kuro Amimono Gigei: Amimono no Kumori) – Dark Webbed Arts: Web of Shadows
(Kuro Amimono Gigei: Supida Wana) – Dark Webbed Arts: Tarantula's Entanglement
(Kuro Amimono Gigei: Hatsu Kakyaku Kyouran) – Dark Webbed Arts: Eight-Legged Fury
(Kuro Amimono Gigei: Hatsu Kakyaku Kyouran) – Dark Webbed Arts: Bane of the Black Widow

Batoidea Jutsu: Mageyasui Eda | Batoidea Arts: Boneless Limbs

(Doton: Tsukaimono no Tsuchi) – Earth Release: Gift of Gaia
Rank: S
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: N/A (80 Damage if used to attack the opponent)
Description: The user will perform the Boar Handseal and focus their doton chakra into a nearby statue or life-like construct (e.g. golem, gargoyle, etc) and utilize this released chakra to grant it a degree of sentience (similar to Earth Release: Stone Golem). The chakra will flood the earthen substance and bring it under the control of the user for three turns before reverting to its previous inanimate state. Beings brought to life via this method will only be capable of basic functions within the confines of their physical capability e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. To use this technique on earthen constructs without the need for direct contact, only requires for one condition to be fulfilled. Both the user and the target structure require contact with the ground.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: Can only be used on Earth Release Techniques
Note: No S-Rank or above Doton in the user's next turn

(Doton: Bourei no Tsuchi) – Earth Release: Tyranny of Terra
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will perform a single handseal and slam their hands onto the ground before causing a wide portal to open up above the battlefield (Similar to Earth Release: Sticky Earth Drop). From the portal, a heavy downpour of adhesive rain will be let forth with the exception that the droplets are composed entirely of sticky mud rather than water. Once the droplets of mud make contact with anything, the mud will swiftly harden into sturdy, solid rock. However, since the droplets of mud are made from the user's chakra, they will be unaffected by its stickiness and droplets which come into contact with them will not harden into rock. As a result, this technique can be used to encase the opponent in a makeshift prison of rock or even to convert the surface of nearby water sources and swamps into earth, restricting their usage. Since the downpour spans over the course of two turns, conventional methods of offsetting the technique are negated (e.g. Chidori Nagashi) as at best they'll have a momentary effect. To effectively counter this technique, the opponent can use a continuous lightning-based technique (e.g. the Raikage's Armour) or acquire a suitable shelter/defense to seek cover under.

Note: Lasts two turns
Note: Can only be used twice per battle
Note: Cool down of two turns in between usages
Note: Can only be Taught by Negative Knight

(Fuuton: Yajuu no Sora) – Wind Release: Scourge of the Sky
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (+20 damage to anything which moves through the portal)
Description: This technique is the brother technique to 'Wind Release: Eye of the Gale'. 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-like/liquid objects, constructs or techniques passing through it will have their raw speed greatly amplified, as the disc of wind both propels them forward with an incredible level of force and provides the construct with a streamlined coating of air. 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 speed to the extent, normal speed projectiles will become barely trackable blurs to Non-doijutsu users while faster techniques (already barely trackable to the human eye) will become too fast to be seen at all. Despite this technique's non-offensive nature, the speed boost provides the projectile(s) with an add level of force/momentum, meaning this technique will also boost the damage done by the said technique. A thrown rock will become as forceful as a bullet after traversing through the 'portal', making this technique a very formidable weapon to wield. This technique will only amplify the speed (and by extension the impact of force) of solid, solid-like and liquid constructs e.g. rocks, fireballs, 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 speed 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 (unless the imbued technique is also of the Wind nature) e.g. Wind/Earth, Wind/Water or Wind/Fire.

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

(Senpuku Chakra no Jutsu) – Hiding in Chakra Technique
Rank: E
Type: Supplementary
Range: Short - Long
Chakra Cost: 5 (-5 chakra per turn)
Damage Points: N/A
Description: The user will focus their chakra into the air within their immediate vicinity (up to long-range around themselves) to flood it with chakra. To correctly understand what this technique does, imagine an invisible version of Water Release: Hiding in Mist Technique. This is done so to create a "scrambler" like effect to doijutsu users, as when they attempt to see the user's chakra system or locate their exact position, the blanket of chakra will prevent them from doing so. This technique itself doesn't cloak the user's presence or blind Doijutsu users, however it acts as a useful supplement to other stealth techniques. As a result, it becomes near-impossible to see through transformation techniques (only through the use of most Doijutsu) whilst this is active. It can't fool the Byakugan but due to the mist being created with the user's chakra, any Sharingan and Rinnegan users will see the air coloured and made "opaque" by their opponent's chakra. This technique will also distort the use of ordinary chakra sensing, Rain Tiger at will and other methods of sensing since the user's chakra will span such a large area that it will become impossible to discern/pinpoint their exact location through the use of such measures alone. The user will continually exude this veil of chakra until this technique has been cancelled. Instead of a veil which spans out up to long-range in every direction, the user can decrease the size of the blanket to a chassis-like coating which solely envelops the user's body.

Note: Can only be Taught by Negative Knight
Note: Portal of wind can be created a maximum of ten meters away from the user

(Kuro Kawari) - Dark Transfiguration
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: Kakuzu will focus his chakra into Raizu in order to alter its shape and form by manipulating the dark threads in which its body comprises of. Both the shape and dimensions of the threaded blade can be altered, allowing the weapon to be enlarged/shrunk as well as formed into a vast array of tools, constructs and weapons. The sword is capable of lengthening up to the end of short-range, while its thickness is capable of growing up to that of a fully enlarged Samehada. The shape of the blade can take on the form of more linear constructs (e.g. shields, staffs, fans and other basic weapons) or even more advanced ones (e.g. umbrellas, spades and etc) for more applied uses.

(Doton: Kouzou Koutai) – Earth Release: Structural Shift
Rank: A
Type: Supplementary/Offensive
Range: Short - Long (Short Range to infuse objects ; Long Range control)
Chakra Cost: 30
Damage Points: N/A (60 damage if used offensively)
Description: This is the brother technique to 'Water Release: Aquatic Touch'. The user will make direct contact with object(s) before focusing their doton chakra directly into their intended target. Through the use of this chakra, the user will apply a process similar to the one employed Earth Release: Hiding in Rock Technique. The target object will become capable of blending and traversing through rock, mud and other earthen materials (encompassed in doton release). The object can pass through any earth devoid of chakra, all of the user's own earth techniques and doton technique's of the opponents which contains less chakra points than this one. If the user wishes instead of the whole object becoming capable of merging through earth, only select components (e.g. hilt or blade of a weapon) can be targeted. Since this technique only allows objects to pass through earthen materials, the converted object can be still be held/interacted with. A unique thing about this technique is, while the doton-infused object is submerged/inside an earth source, the user can utilize hand gestures to control it and guide its path through the earth granting this jutsu a distinct offensive edge if used with bladed weapons.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: Object will only become capable of moving through Earth Release
Note: Can be used on more than one object (as many as the user can hold or touch at once)

(Doton: Kuraitoru no Jajjimento) – Earth Release: Scales of Judgement
Rank: B
Type: Supplementary/Offensive
Range: Short
Chakra Cost: N/A (+5 chakra to techniques if weight is altered)
Damage Points: N/A (up to +10 damage if Weight Added, -10 damage if Weight decreased)
Description: This technique is the daughter technique to both the Added/Light Weight techniques. The user will activate an ability which allows them to infuse earth chakra into earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following five turns. This ability essentially allows techniques used by the user to either have a considerable weight gain or reduction, depending on the user's wish. Techniques can be bolstered in weight to provide them with more force and by extension, their capability to inflict damage (only if feasible), all of this at the cost of their speed (decrease proportional to amount of weight added). Techniques can also be lightened to increase their movement speed proportional to the weight removed, but will inevitably suffer from a significant reduction in damage. However, an increase in damage will only affect techniques moving in downward direction (e.g. Dropping Lid and Sticky Earth Drop), on all other techniques the weight gain will not affect the amount of damage they inflict. The user can freely switch between the addition or removal of weight for different techniques, so while technique A had its weight increased, technique B can have its weight reduced and technique C can have its weight left unaltered. Logically, this technique will not work with all techniques but it will work with most (projectiles, some terrain manipulation techniques, etc). Anything utilized from the body or which emerges from the ground can have its weight altered. Techniques which emerge from the earth will surface much more quickly/slowly depending on how their weight was altered. Armours or hardening techniques used will either become bulkier or more maneuverable. Techniques such as Swamp of the Underworld can have the weight of the swamp/mud altered. Infusion techniques which imbue objects/people with a particular property will also alter the weight of the targeted substance (When used in conjunction with the Added/Light Weight techniques, the weight of the object/person can be altered to a higher degree). This technique can only increase or decrease the weight of the affected substances up to scale factor of 5x (fives times above or below its ordinary weight). Activating this ability is instant and does not consume any time whatsoever.

Note: Lasts five turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

(Doton: Otakebi no Kobito) – Earth Release: Roar of the Dwarves
Rank: B
Type: Supplementary/Offensive
Range: Short
Chakra Cost: N/A (+5 chakra to earth techniques used)
Damage Points: N/A
Description: The user will focus more doton chakra into future earth techniques which emerge from the ground to augment the vibrations generated by their surfacing. The added chakra will serve the purpose of enhancing these vibrational tremors into localized earthquakes (Similar to Earth Release: World Shaking). Logically, the magnitude of these earthquakes is highly dependent on the scale/rank of the technique being used. C-Rank Earth techniques will produce minor quakes which are equivalent in magnitude to those produced in World Shaking, while the potency of earthquakes produced by S-Ranks will be so immense that it will imaginably throw anyone in the vicinity off balance for the duration of the technique's emergence. These quakes will only be "localized" and will only affect anyone within ten meters of the emerging technique. Furthermore, augmenting the vibrations produced by techniques is optional and does not have to be applied to every doton technique used (which emerges from the earth). Activating this ability is instant and does not consume any time whatsoever.

Note: Lasts five turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight

(Doton: Kuraitoru no Jajjimento) – Earth Release:
Rank: A
Type: Supplementary/Offensive/Defensive
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will perform two handseals while focusing their doton chakra into the earth or a source of mud (doesn't require contact) to create two, colossal Manta Rays constructed purely of

Abilities of the Ray: Passively merge through earthen substances

Another idea. Technique which augments the vibrations generated by earthen techniques emerging, in effect generating localized earthquakes (similar to Earth Release: World Shaking) whose magnitude is dependent on the scale/rank of the technique. C-Ranks will produce minor tremors equal in potency to the original World Shaking, Forbidden Ranks will extremely powerful.

and another one. Dust on the ground or suspended in the air (earthen debris) is manipulated, brought together and coagulated into tools, constructs, whatever.

Hiding in Threads: User can hide in threads or he can hide tools, objects and etc inside threads.

Lightning jutsu that is used with Earth techniques (Similar to the B-Rank). It sends bolts of lightning from earth techniques which encase or surround the opponent.
 
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Negative Knight

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

(Kyuushi Henshu no Hangyaku) – Malignant Mutations of Mutiny
Rank: Forbidden
Type: Defensive/Supplementary
Range: Short
Chakra Cost: 50
Damage Points: N/A (-40 damage to the user)
Description: After being sliced open or beheaded, Kakuzu will immediately cause a mass of threads to reach out from his body and re-attach his head/the two halves of his body. The jutsu happens so quickly, almost as if its an involuntary response by the body to prevent death by whatever means. The reason this jutsu can even counter beheading as it utilizes the short interval before brain death to repair the body. Kakuzu developed this technique to prevent being killed by treacherous allies or ninja capable of launching attacks invisible to the naked eye. Alternatively, if a massive hole/opening is created on the user's body or if they happen to lose any limbs in battle, they can produce a mass of threads from that location to stitch up the wound completely (despite its severity) or tightly weave those same threads into an exact replica of the lost limb(s), returning the user's body to near optimum condition. Any replacement limbs created via this method are in fact capable of using handseals due to Kakuzu's body naturally being made of threads. Using this jutsu leaves the user disorientated and so they become incapable of stringing together long handseal sequences (longer than three) for the next two turns.

Note: Can only be used twice per battle
Note: Requires a cool down for three turns between usages
Note: No S-Rank and above Dark threads jutsu in the same or next turn
Note: Can only be Taught by Negative Knight

(Kujo Gimon no Dyuarizumu) – Devastating Dilemma of Duplicity
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra Cost: 50 (+20 chakra per turn)
Damage Points: N/A (-40 damage after use)
Description: Kakuzu will channel his chakra throughout the dark threads within his body, to continuously rearrange the position's of his masks, and the spots in which they reside. This causes a massive disturbance in the user's chakra system, making this technique capable of even dispelling Genjutsu techniques of the highest caliber. Any illusionary techniques the user was once under the effect of will systemically be broken, the moment the user activates this jutsu, regardless of the rank of the genjutsu technique. This happens due to the body undergoing a process of sporadic alterations, making their chakra system too unstable to sustain the effects of any foreign chakra residing in the body. As long as this jutsu is active, any genjutsus cast on the user will be instantly broken and any continuous genjutsus acting will rendered useless until this jutsu is manually deactivated. To an outside observer, the user's upper body will appear to shift and contort in a random manner, but otherwise this technique has no visible effects. However, this technique is a very double-edged sword as they user cannot perform any Genjutsus whilst this technique is active. Nor can they create any clones or release any masks while this is active. Despite having no definite usage limit (until the user runs out of chakra), the user's arsenal is limited considerably until this technique's deactivation.

Note: Lasts until deactivated
Note: Can only be used once per battle

(Hanran Guntou no Tsutome) – Seditious Sabers of Servitude
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (-40 damage to user)
Description: This is one of Kakuzu's ultimate offensive techniques. The user will channel his chakra throughout the dark threads within his body before extending twenty meter long tendrils composed entirely of tightly woven threads, from every point on his body (apart from his head). The tentacles resemble elongated lances in both shape and width and the end result makes the user look like they’re coated in an armour of spikes. A unique twist to this technique is that as the tendrils extend outwards from the user's body, sizable spiked protrusions will erupt from the main body of the tendrils and even smaller spikes will erupt from those spikes, with this process continually repeating itself. The sheer scale of this technique makes it so the user comes to resemble (in appearance) a makeshift version of Magnetic Ninja Arts: World Order. Furthermore, because of this, the technique is exceedingly useful in surviving techniques even on the scale of Planetary Devastation, as the spikes will rip through the entire structure as it constructs itself, preventing the user from being crushed beneath the massive pile of rubble and debris. To use this technique to its utmost effectiveness, the user will ideally be airborne but this isn't mandatory as the spikes protruding from the users feet will simply rip into the earth below. After release, the user will either retract the threaded spikes back into their body or detach themselves from them completely. Performing this technique is extremely strenuous and will take a significant toll on anyone who performs it.

Note: Can only be used once per battle
Note: Can only be be Taught by Negative Knight
Note: No long handseal sequences (longer than three) for two turns
Note: No other S-Rank and above dark threads jutsu in the user's next two turns
Note: No Forbidden Ranked jutsu in the user's same and next turn

(Warui Kyuuzou no Enkon) – Egregious Explosions of Enmity
Rank: Forbidden
Type: Offensive
Range: Short - Long (Explosion can reach up to Mid-Range)
Chakra Cost: 50
Damage Points: 90 (-40 damage to the user)
Description: Kakuzu will focus his chakra into one his elemental masks (whether its inside or outside of his body) to cause it to erupt into a devastating Forbidden Ranked blast of its respective element. Due to differences in transition states (solid, liquid, gas and energy-based), the various effects that can be produced by this technique will differ widely. However, they all follow the universal rule that once an elemental heart as been forced to "explode", until its replaced the user will become unable to utilize the sacrificed element. If this jutsu is used on a mask currently inside of the user's body, the jutsu will go ahead as planned but the user will be killed in the process.

Fire Mask
When forced to erupt, the Katon mask will release an intensive omni-directional burst of fire which will swiftly incinerate anything and anyone caught within its five-meter radius blast radius. Whilst inherently small scale, the sheer heat and power of these flames is enough to reduce almost anything to ashes if they're unfortunate enough to be caught inside in its reach.

Lightning Mask
When forced to erupt, the Raiton mask will burst into an eruption of bright light and surging electricity, capturing the opponent in a cube composed of solid-like confines (similar to the one produced Lightning Release: Plasma Ball) whilst they are ravaged inside by countless wild bolts of lightning, tearing them apart on a near-molecular level. The initial explosion of lightning serves the simultaneous purposes of blinding and paralyzing the opponent, rendering them near helpless if caught within the explosion. This elemental explosion seems to resemble the process of demolecularization used in Dust Release, albeit on a much lesser scale. The plasma cube will encase anything within a five meter radius of the initial "explosion".

Wind Mask
When forced to erupt, the Fuuton mask will suddenly implode in on itself capturing everything within a five meter radius into a dome of slicing winds. The dome will exhibit properties similar to those produced in Rasenshuriken, with the microscopic blades of wind cutting and slicing the opponent on a molecular level, severing all nerve channels in the body, leaving the target unable to move after being struck. They also attack the entire chakra circulatory system, which cannot be repaired by any form of medical ninjutsu whatsoever. Unlike the other elemental "explosions", this one is the only one which does not directly kill but simply leaves the opponent in a vegetative state, unable to move or mold chakra, making this very effective against medical shinobi.

Note: Can only be used up to four times per battle (once on each mask)
Note: Can only be Taught by Negative Knight
Note: User loses access to elemental affinity of the destroyed mask
Note: Cannot be used on consecutive turns
Note: Deals damage to the user

(Senpuku Kuro Ito No Jutsu) – Hiding in Threads Technique
Rank: B
Type: Defensive/Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: Whilst in contact with dark threads, Kakuzu will channel his chakra throughout his body to completely and silently merge with the dark threads. Once merged, he can travel through the dark threads and re-emerge from any location on the source of dark threads, making sure to do so silently. The dark threads he merges into and emerges from must be interconnected. This technique can also be used if Kakuzu is physically connected to the source of dark threads via a bodily connection (the dark threads come from his body), making this extremely versatile in use. The speed at which Kakuzu travels through the threads is same as that of his normal running speed and so can be reacted to. This technique can also be used to conceal objects and tools inside of a source of dark threads

Note: Can only be used four times per battle
Note: Can only be used by Kakuzu
Note: Can only be Taught by Negative Knight
Note: Dojutsu and Sensory Ninjas can see through this technique

20) (Kuro Ito Kaosu Shihai) – Dark Threads Chaotic Manipulation
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus his chakra into idle threaded structures on the field whilst performing various hand gestures to manipulate those threads directly. This technique greatly resembles Gaara's fluid manipulation of Sand Release, and his use of it to aid him in many ways. Once the threads entangle, constrict or stab the opponent, Kakuzu can use the individual threads which make up the threaded structure to sporadically spike and branch out in every direction, impaling the opponent in an inumerous amount of places. With each use of this technique, the user can make up to two structures e.g a pair hands gripping the opponent or two spikes emerging beneath each of the opponent's feet.

Note: Can only be used four times per battle
Note: Can create up to two structures per use
Note: Can only be used by Negative Knight
Note: Can manipulate elemental-infused dark threads
 
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Negative Knight

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?)

Earth
Swamp of the Underworld - Saliva of the Acrid Toad
Added/Light Weight Techniques - Scales of Judgement
Golems and Dragon - Gift of Gaia
Hiding in Rock - Structural Shift
World Shaking - Roar of the Dwarves
Sticky Earth Drop - Tyranny of Terra
Mud Variants - Miraak's Vengeance and Slime Ensnaring Tongue
Earth Spear - Adamant Skin
Wheel of Fortune - ?

Water
Normal Water - ?
Sticky Water - Sweat of the Bloated Pig
Oily Water - Seismic Explosion
Mist - Abyss of the Leviathan and all other VCJ made by me
Water Replacement - Aquatic Touch
Mist Rain - Vampiric Drain
Waterfall Basin - ?

Wind
Normal Wind - Sleight of Hand
Augmenting Wind - Eye of the Gale and Scourge of the Sky
Abrasive Wind - ?
Slicing/Cutting Wind - ?
Suction - ?

Lightning
Normal - Surging Flare
Unfocused - Auriel's Bow (Kunai idea)
Plasma - Bane of Cronos
Telekinetic - ?
Pillars - ?
Wind/Lightning - ?
Blinding - ?

Fire
Flames - ?
Ash - Pyroclastic Cyclone
Gas - ?
Condensed - ?
Explosive - ?
Molten Earth/Lava - ?

Idea for an Earth Mode
Forbidden Ranked technique. Allows the user to blend passively through all forms of earth (up to S-Rank for the opponent's techniques) ?

Can use all earth techniques without direct/indirect contact with the ground (in a similar manner to how Swamp of the Underworld is used) ? - Requires an additional chakra cost of +20 to every technique used

Naturally hardened skin (in a similar manner to Earth Spear) ?

Can only use Earth (and non elemental abilities) while this is active

An ability that can only be utilized by Earth Masters. The user can diffuse his doton chakra into any tangible (metal, crystal, etc) or semi-tangible (water, swamp, etc) medium in order to utilize earth techniques which can only be created through direct contact with the ground. Developed so to grant the user the ability to utilize the earth at the bottom of water/swamp sources as well as bypass techniques which restrict usage of the earth.
 
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