This is my personal custom techniques thread, therefore I kindly ask to refrain from posting here. For those who do not respect my words - they will be reported! I will report every attempt of a spam no matter what your intention was. Only I can post in this thread.
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Want to trade customs with me? Great! I am most of the time grateful and willing to trade my customs. But "trade" is the operative word for such activity, therefore you need to have a sufficient tradable technique in order to trade with me. This is a fair principle, as it means that anyone can get a custom technique from me should they desire it - all they need to do is have a nice and worthy technique that I am interested in. It's that simple!
Rank: S
Type: Offensive
Range: Short/Medium
Chakra Cost: 40
Damage Points: 80
Description: The user performs five handseals and inserts his chakra into his opponent’s brain, disturbing his chakra flow and placing a genjutsu upon him. It is a very powerful technique which is classified as a special genjutsu of the highest caliber in the arts of torturing. The technique consists of tricking the opponent’s brain into believing that he is experiencing a series of very painful cluster headaches which completely overwhelm the individual’s ability to cope or integrate because of the pain involved within that experience. In the genjutsu the actual pain is focused in the opponent's head region, however the most excruciating pain is located behind both eyes. The genjutsu spans over three turns, with its effects worsen by each turn accumulated. In the first turn, the opponent will start feeling uncomfortable due to having blurry vision and itchy eyes. In addition, he is going to experience light pain as well as slight, excessive pressure in both eyes, feeling a slight migraine, that will subtly hinder concentration and reflexes. In the second turn, the suffering starts to grow as it advances into the next stage, triggering severe pain from which the eyes will begin to pulsate with great intensity, making the opponent experience unbelievable pain. Of course, to compliment the situation, the scalp may be tender and the pulsing in the arteries often can be felt. The opponent will also witness blind spots in his field of vision as well as slight blindness in the eyes (it is not exactly blindness, but rather very blurry vision). However after but a few blissful moments it erratically begins to increase and getting worst as time goes on, evolving into incredibly agonising pain. This is where everything becomes gruesome and comes to a culmination. In the third turn, as the genjutsu goes into its final rather repellent stage, the opponent is going to experience gargantuan mental suffering and pain, resulting searing headache, especially in the temples and behind the eyes. The relentless frequency granting no time for relief, torturing the opponent to the highest extent. Furthermore, the sudden torturous experience along with the burnt from awful pain eyes will cause enough acute strain to knock the person unconscious. The opponent won't have any other choice but to wave the white flag - in other words, he will be left without any will to continue battling. At that point, the opponent will eventually, in reality, faint away. Of course, all of what he experiences is but an illusion and his lost of conscience is due to the excruciating impact caused by such headache occasions. The agonising pain felt within the illusion will likely have an impact on the opponent's mind, leaving him completely drained of strength as well as ailing him with mental exhaustion. The whole genjutsu being accompanied by an escalating increase of pain restricts the person, as long as he remains in the illusion, to such an extend, that making movement will be either incredibly difficult, or in a few occasions impossible due to the pain and the feeling of the opponent's eye being burned and torn within the genjutsu. The cluster headaches occur when a nerve pathway in the base of the brain (the trigeminal-autonomic reflex pathway) is activated. The trigeminal nerve is the main nerve of the face responsible for sensations (such as heat or pain). When activated, the trigeminal nerve causes the eye pain associated with cluster headaches.
*If the opponent doesn't releases himself from the genjutsu before the end of the third turn, he will lose conscience due the pain and mental strain*
*No other genjutsu techniques above A rank in the next turn*
*Requires a break of two turns in between usage*
*Can only be used twice per battle*
*Only Drāgy can teach this*
Taught to1) McRazor
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2) Crutch Kaguya
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Type: Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user performs 3 handseals inducing the target in an illusion which disrupts the target's chakra system and the chakra within their brain causing them to get extremely nauseous feelings. This feeling would progress to the stomach area, where the opponent would feel that inside their stomach, bubbles are boiling up and they will begin to throw up all of their stomach juice, giving them an extremely uncomfortable feeling also preventing them from doing anything else in this illusion. This is not where it ends, while they're under the process of throwing up they will also believe that their stomach is producing an even greater quantity of stomach juice by draining the water inside their body. This causes the target to both have difficulties breathing and have their energy exhausted because of loosing too much water from their body. In reality, the target will be immobilized and due to the mental stress the nauseous feeling gives, the target will be hindered and somewhat dizzy. While the illusion is progressing, while difficult, the enemy is still able to do handseals and mold his chakra and doesn't lose his connection to the real world as it's not a "dream-like" illusion. However if not countered within a set amount of time, the target will end up fainting because of exhaustion and the experienced nauseous feeling's intensity.
Note: Usable twice per battle
Note: Cannot be used the following 2 turns
Note: No genjutsu above A-rank the following turn
Note: Target faints at the end of the 2nd turn if this genjutsu doesn't stop/gets cancelled
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Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: After the user performs a string of three (3) handseals, he will put his opponent into a very powerful genjutsu that will trick his mind into an opioid withdrawal state, also known as detox. The effects of this genjutsu span over three (3) turns and if the opponent doesn't release from it, he will be left completely drained of strength and with no will to continue the battle. There are physical and psychological symptoms of withdrawal that affect the body, for the duration of the genjutsu. In the first turn of the genjutsu, the opponent will start feeling slight tremors, chills, itches and cramps in his muscles, all over his body. He will also feel dizziness and nausea. In the second turn he will start feeling more severe effects like, increased perspiration (sweating), tachycardia (increased heart rate) and general weakness all over his body. Regarding psychological symptoms he will start feeling anxiety, depression and paranoia. If the opponent doesn't release the genjutsu by then, he will enter the last stage of the genjutsu where he will experience extreme muscle and bone pain, followed by RLS (restless legs syndrome) which causes the body to shake uncontrollably. On the psychological side, the opponent will be completely overwhelmed and left without any will to continue battling and only wanting the pain to go away, crying for help. Using another genjutsu on the opponent, while this martyr genjutsu is active will dispel it because it requires precise and delicate chakra control in order to provoke such symptoms on the opponents brain.
Note: No other genjutsu while this is active
Note: No other genjutsu in same turn
Note: Usable only once (1) per battle
Note: Only McRazor can teach this
Type: Attack
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: User forces chakra flow to muscles and joints in the arm allowing user to perform several rapid strikes in quick succession.
Note: Must use with a sword, katana, or tanto.
Note: Can only be taught by Dōdai
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will perform the seals Dog → Rat → Monkey, then the user gathers a small, but intense amount of wind chakra in their fingertips, usually the index and middle finger. Then, the user gives their target a single tap. Upon contact, the wind chakra is released all at once and slams into the target, causing impact damage and sending them flying back. The user can jab their finger deeper to cause even more damage than normal and can use two hands to double the effects.
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Rank: S
Range: Short (front of user)
Chakra: 40
Damage: 80
Description: The user creates a wall out of wind that is blowing backwards. Any fire jutsu that hits this wall will be strengthened and sent back at the opponent because when the fire jutsu hits the wall, the user will then reverse the polarity at which the wind is blowing, causing the wind to blow forward, making the fire jutsu change directions.
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Type: Attack
Rank: S
Chakra: 40
Damage: 80
Description: The user stomp the ground sends a massive amount of wind chakra into the ground through their leg. On the surface it will seem like nothing happened and the opponent will be unaware, but underground the wind will travel through the pores of the earth with great force but silently, the winds will rip anything that is underground by deflaut, and will gather under the opponent then with a burst the wind will erupt and destroy the opponent on top of the eruption site cutting them to shreds.
Type: Offensive, Supplementary
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description: The user will conducting Lightning Chakra in his hand and then palming the opponent in the solar plexus which is the weakest point in the body, and blasting his chakra through them in a sort of concussive blast while forcing the opponents chakra out of their body. It can also partially paralyze other parts of the body when struck.
Notes: Can only be taught by Nathan.
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Type: Attack/Defence
Rank: A
Range: Mid/Long
Chakra cost: 30
Damage Points: 60
Description: This jutsu is for quick defence. The user focuses their chakra into their hands and rubs them together to make a flash. That flash then blinds the user for a few seconds or minutes (More chakra means longer time). After they revive their eye sight,their vision is very blurry.
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Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage ponts: N/a
Description: The user will perform 2 hand seals and then release little steams of lightning from his hands. The lightnings are very strong and influenced with chakra which makes it hard to cut through them with ordinary kunais and ninja tools, however they are vulnerable to wind attacks. By using these steams of lightning the user can shot them at some tree and pull himself to the tree, thus avoiding attack. The user can also use them to move kunais and other ninja tools by attaching the steams to the kunais.
Note: Can only be taught by PowerOfDarkness
Note: Can only be used 3 times per battle.
Note: No S rank Raiton techniques while the ropes are in play.
Note: The Ropes stay on the field for 2 turns.
Rank: A
Type: Offensive/Supplementary
Range: Short/Medium/Long
Chakra: 30 (+5 chakra cost for the explosion)
Damage: 60 (N/A if it explodes)
Description: The user will perform two handseals and afterwards he is going to expel a large creature from his mouth, in the form of a gigantic swan composed out of sticky water (thrice the size of an average shinobi); the water has very dense, viscous and adhesive quality similar to that of Water Release: Starch Syrup Capture Field. After the landing of the swan, the user will simply smash it against his target (e.g. a human body or a summoning) with great blunt force. The sticky water will stick to the target’s body, enveloping the whole body, leaving no openings. While covered in the sticky water, the covered body/object cannot move at all, because the sticky water is heavy/sticky and therefore the target is trapped in it; hence becomes a target of lighting release techniques. To signify this, not only that the target is trapped but also the affected body/object will drown due to the great amount of sticky water that he/it has been enveloped in. Furthermore, the most charming thing about this particular water release technique is that the user can expel out several swans, up to two, yet smaller (size of a regular shinobi). If the user decides to spit out two swans, each swan will be equal to B rank. The technique itself has also one more final use. The user, after spitting out the swan(s), can anytime cause the actual made out of sticky water swan(s) to explode thus will release a very large quantity, in the form of a sticky swamp, covering the area around the region in which the swan(s) had exploded. The released sticky swamp cannot rip through most obstacles (e.g. humans, solid objects etc) in its path and therefore its use doesn't serves to obliterate the target but to, upon contact, stick the sticky water to the target thus making the movements of the target heavier. To cause the technique to explode the user can snap his finger no matter in what range he is located.
Note: No Water release techniques above S-Rank in the same or next turn
Note: Follows elemental weaknesses and strengths of the water element
Note: Can only be used twice (2) per battle
Note: Cannot be used on consecutive turns
Note: Only Drāgy can teach this
Taught to1) Nathan
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2) Jokey
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-McRazor
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Type: Attack
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: 30
Description: Water gushes out from the mouth like a waterfall and is manipulated to form a small water hurricane that surrounds the user, washing away the enemy at close quarters.
Note: Can only be taught by Dōdai
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Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user sends their chakra in the water beneath you and your opponent. Afterwards, the user moves their two hands in an upward motion to make the water rise up beneath the user and the opponent. The user must be at a short ranged to their opponent in order to perform this technique, and in addition, both the user and the opponent must be on top of a water source. By releasing their chakra into the water underneath the user and the opponent, the user is able to manipulate the water to rise up and cover him/herself along with his/her opponent. The opponent and the user will be unable to move because of the density and pressure of the water. By surrounding themselves with a thin shield of chakra before performing the technique, they are able to move freely around the water, though the opponent can do the same even when caught in the jutsu (but it would take 3 seconds to cover yourself in chakra completely.) In the water, the user and the opponent are allowed to use suiton techniques only.
Note & Restrictions:
- Can only be used three times per battle
- Can only be taught by EdwardSama
- When you are in the water, only water techniques are allowed.
- Can only use water techniques up to B-rank when you are in the water.
- Needs one full turn until you can use it again.
- Because you need to be close to your opponent to perform this technique, it is impossible to only trap your opponent.
- Requires a water source
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Type: Supplementary
Rank: B
Range: Short/Long
Chakra: 20
Damage: N/A
Description: Using his own chakra the user can, unbeknownst to his opponent, can create a single or multiple water sources within the earth. The water sources can vary in size, depending on the need of the user. The user can create up to 3 seperate sources but their size altogether can't exceed the size of a human sized pond. They don't form too deep in the ground, but about a meter or two beneath the surface. They can be used only as a source for other water techniques.
Note: Usable only thrice (3) per battle
Note: Only McRazor can teach this
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Rank: A
Type: Attack
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user spits out a portion of water that is acid. When the acid contacts skin, the skin just sizzles and disappears. Just leaving the opponent's raw flesh.
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Rank: S
Type: Attack
Range: Short/Mid
Chakra Cost: 40
Damage Points: 80
Description: The opponent is trapped inside a ice cube looking thing. The inside of it is filled with water, which makes your opponent drown.
Summoning Animal: Seahorse ♞ Scroll Owner: McRazor Other Users who have signed contract: Drāgy, -Cobalt-, Yashiro Summoning Boss if existing: N/A Other Summoning Animals tied to contract: N/A Description and Background:
Seahorses live in almost every sea and ocean around the world and there are currently 54 recognized species. They are one of the most majestic creatures found on earth, with seahorse mythology being found worldwide. Seahorses are renowned for their unique morphological features. The seahorse is a blend of a host of diverse creatures. The seahorse is said to have a head of a horse, a snout of an aardvark, eyes of a chameleon, pouch of a kangaroo and the tail of a monkey.
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Seahorses are truly unique, and not just because of their unusual equine shape. Because of their body shape, seahorses are rather inept swimmers. In fact, Seahorses prefer to rest in one area, sometimes holding with their tails on to the same coral or seaweed for days. They beat their fins very quickly, up to 50 times a second, but they do not swim quickly. They are, however, very maneuverable and able to move up, down, forward or backward at great speed but only short distances. Although they are bony fish, they do not have scales but rather thin skin stretched over a series of bony plates, which are arranged in rings throughout their body. Each species has a distinct number of rings which gives them an unique protective armor. Its body can be compressed to half its normal size without lasting damage. The body’s resilience comes from its structure: approximately 36 square segments, each made of four bony plates. The plates connect to the spinal column’s vertebrae with collagen and can glide past one another, keeping the spine safe. This allows them to survive physical and pressure damage up to a single B rank, two C rank or four D rank techniques, before dispersing to their homelands.
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Since the Seahorses are marine animals they require a water source in order to be summoned or can summon a water source with themselves, if none is on the battlefield. If being summoned in a water source they can be summoned up to mid range from the user, however, if they are summoned with a water source then it can only be done up to short range form the user. Seahorses are experts at camouflage which enables them to change color to match their habitat, helping them fend of predators. While feeding they produce a distinctive click each time a food item is ingested. The same clicks are heard with social interactions. This gives them the ability to communicate with their summoner, once he learns their clicking language which is achieved after finishing the training and adopting to the animal. Unusual among fish, seahorses have a flexible, well-defined neck and eyes that can move independently of each other which provides great awareness.
They mostly range from a few centimeters to a meter in size, while the boss summon is up to five meters and capable of protecting its summoner within its belly. Unlike any other animal species on the planet, Seahorses are the only males that become pregnant thus their belly pouch in which they carry the eggs during breeding season. The belly pouch has an oviduct which the user can use to enter or exit the pouch when in danger. Seahorses have a very unique chakra circulatory system which allows them to produce and manipulate water and wind techniques using their elongated snouts. They are also considered genjutsu masters and capable of producing powerful and unique illusions. Since they don't have hands they use the clicking noise as a medium for genjutsu.
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Seahorse Summons
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Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Glaucus is a robust and human sized seahorse that is known for helping fishermen and sailors when caught within storms. He is yellowish in color an cheerfully looking, giving away the friendly aura. He likes the presence of humans and he is always there to help them. It is his natural instinct to do so. His scales are matching the color of the rest of his body and he has two fins that are capable of swinging quickly, just below its neck. He has a sort of spiky mane on his back and deep blue and cleverly eyes. Glaucus is the main enemy of Kingdra because Kingdra is the one causing those devastating storms for its own amusement. Being in countless battles with Kingdra, Glaucus developed a resistance to storms and is able to survive stormy environments due to the innate chakra enhanced shield. It is the only seahorse with an innate chakra enhanced shield, capable of surviving two techniques up to A rank (or one S rank technique), however, due to the shield being innate, Glaucus doesn't have the ability to use the Seahorse Arts: Enhanced Chakra Shield technique. Being a very good friend with humans, Glaucus doesn't have a killing instinct and never uses its abilities in offensive purposes. It focused on its own survival and helping those in need. Using its snout for chakra manipulation, Glaucus can rapidly expand its water source up to short range, thus serving as a protective barrier for itself and the user. Due to its quite advanced chakra and shape manipulation, Glaucus can form the water shield as a solid structure capable of withstanding A rank techniques within a very brief moment. Defense is of essence and sometimes few seconds can be the difference between life and death. This is the reason why Glaucus pushes its focus to the maximum when in unfavorable situations and always turns out as the heroic savior.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Water shield (both on itself and the summoner) can only be used twice per battle but can be maintained for 2 turns. It also counts as a move usage.
Note: Glaucus can stay on the field for 4 turns
Note: Can only be summoned once
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Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Chaos is described as the small figure that everyone would bully around, yet it has immense power that rare have witnessed. Chaos is a very dark and unpleasant looking seahorse. Just by its looks it could awake fear within the opponent although nothing alike killing intent. It has a much longer tail than any other seahorse, which it uses in various ways. It is dark green in color and has a spiky mane that is connected with what seems to be swimming skin. Chaos got its name from its ability to turn water into nothingness, void (metaphorically of course). What the ability in reality represents is creating a very strong suction effect within its water source, so powerful that it would act as a water magnet, pulling all water within medium range on the battlefield into its own water source and expanding it for the same amount of water as its own advantage. Unfortunately, the suction effect has its limitations. It can only suck up water sources/techniques up to A-rank and it can only be used twice per battle, with a 1 turn cooldown. Once sucked in, the water can later on be used for further techniques by the seahorse or user as a regular water source, however, the seahorse itself doesn't have the ability to immediately expel the water and would have to use a designated technique for that. Despite its size, Chaos is a formidable and bulky seahorse. It's slightly smaller than an average human but its curled tail is very long. It uses it to keep hold of the ground when performing the suction technique but it can also use it for grabbing and binding opponents within short range. It's said that explosives are kept in small packages and Chaos is a real example of the nonexistent proportionate relation between size and strength.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Water suction can only be used twice per battle with a 1 turn cooldown
Note: Chaos can stay on the field for 4 turns
Note: Can only be summoned once
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Type: Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Aeolus is the personification of wind. The wind master and creator of disaster. Although appearing to be calm in nature, Aeolus is very explosive in nature and can become very angry. This is usually the state when his powers are pushed to the maximum and when he can utilize them in the best possible way. Aeolus is a fairly strong looking seahorse. It's barely above the average size of a human and with a majestic, almost godlike appearance. It is an orange seahorse with various discolorations along its body. Its scales are clearly visible and distinguishable and its belly is much darker than the rest of its body. The majestic and godlike appearance is caused by the big and gentle eyes and the very complex and differently shaped fins along its back. Being the best wind user amongst the seahorses, Aeolus uses its snout to create bubbles and air pockets within its own water source. After creating the bubble/s, Aeolus has two choices. It can either rapidly expel a massive amount of smaller bubbles that hinder the opponents vision and help the user prepare a covert attack or expel a big bubble that can be used to trap the opponent within it and contain his techniques. When used in rapid succession the bubbles don't pose a physical threat to the opponent purely by themselves but mainly serve as a distraction. The strength of the ability altogether is A rank and depending on the amount of bubbles, their individual strength is divided (ranked for defensive scaling purposes). The other way of using the bubble is trapping the opponent, but it is a slower technique because it needs to travel to the opponent first. Aeolus infuses every bubble with chakra to make sure that he can control their path and make sure they reach their targets and not simply drift off under the influence of the wind currents. Once the bubble reaches its target it wraps around the opponent and instead of popping, due to the chakra coating, it maintains its form making it seem as if the opponent passed through one side of the bubble. Once in there, the opponent has to comply with the strengths and weaknesses of the water element in order to destroy the bubble and free himself. The bubble doesn't physically constrain the opponent but it prevents him from escaping from within the bubble before destroying it and one of the main purposes for the bubble is helping the user to further manipulate the bubble as a regular water source.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Bubbles can only be used twice per battle with a 2 turn cooldown
Note: Aeolus can stay on the field for 4 turns
Note: Can only be summoned once
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Type: Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Hephaestus is a regularly sized seahorse, with about average human height and body constitution, that was expelled from the community and exiled into the 6th aquatic circle of hell. This is where the souls of the deceased are trapped in flaming tombs and scalded with boiling water by Hephaestus. The gruesome character traits are also visible on its body. It is red in color with sharp lines defining its figure. It has devilish red eyes and a spiky, blood-red colored mane on its back. Along with a couple of fins, it uses the mane for movement within the water. According to mythology Hephaestus is believed to still habitat deep underwater, in the 6th aquatic circle of hell. Deep there, the pressure and heat are so great that only the souls of the deceased can exist for Hephaestus to rule them. As their ruler, Hephaestus uses fire to control and contain them, from which its abilities originate. Being able to produce and use fire chakra, Hephaestus often resorts to a very torturous and punishing technique, heating up water molecules and sources using its own chakra. The heating process happens quickly and is accompanied by Hephaestus' eyes starting to glow red as well as the water source turning red itself. The heat quickly reaches just below the boiling temperature of the water source in order to prevent evaporation but still inflict serious skin damage. If an opponent happens to be trapped within a heated water source he would suffer serious scalding injuries which are classified as 2nd degree burns. These burns are deeper and result in splitting of skin layers or painful blistering of skin. The heating ability is S ranked and it can only affect water jutsus of same strength, meaning that the maximum rank of the affected water shouldn't exceed A rank, due to fire being weak to water. Using the same principle, Hephaestus can also evaporate water molecules and sources completely, although this ability can only affect the water up to B rank. To be able to completely evaporate the water, the heat from Hephaetus' fire chakra has to be stronger than the water source thus the one rank minimum difference.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Heating up of the water source can only be used twice per battle with a 1 turn cooldown
Note: Evaporation can only be used once per battle
Note: Using any of its abilities counts as a move turn
Note: Hephaestus can stay on the field for 4 turns
Note: Can only be summoned once
Seahorse Techniques
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Type: Supplementary
Rank: C-Rank
Range: Self
Chakra: 15 (-5 per turn)
Damage: N/A
Description: Camouflage is a general trait of the seahorses. Being a stationary and passive creature, without any predatory skills, it developed camouflage as its own defense in order to survive on the sea bottoms. Camouflage works by changing the color of the seahorse to fit the natural nabitat. To a regular observer it would seem as if the seahorse vanished from sight and back into its homeland, leaving a bare water source behind it. It lasts for 2 turns or until deactivated. Dojutsu can see and locate the seahorse because it possesses a chakra circulatory system like humans.
Note: Must sign the Seahorse Summoning Contract
Note: Can only be used once
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Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Description: Using its chakra and the clicking noise as a trigger, a seahorse can place the opponent within an illusion where it starts giving birth. Seahorse giving birth is very specific and unique from most other animals. Seahorses are the only males that give birth and when they do, they undergo a rapid color change before releasing the newborn from the pouch in a burst-like manner. In the illusion, the opponent would see the seahorse's pouch momentarily grow and the seahorse rapidly change its color (to a brighter shade). Finally, with the first contraction the seahorse would release a burst of very small seahorses at the opponent with the intention to block his vision and to distract him. The usual amount of seahorses being born is around 1000 but can even go as high as 2500, depending on the species. The size of the newborn seahorses within the illusion also depends on the seahorse giving birth. For example, the boss summon would obviously give birth to larger seahorses than usual, because his size is unusual as well. Since the amount of seahorses being born is extremely high and inappropriate it can be well explained. Like almost all other fish species, seahorses do not nurture their young after birth. Infants are susceptible to predators or ocean currents which wash them away from feeding grounds or into temperatures too extreme for their delicate bodies. Less than 0.5% of infants survive to adulthood, explaining why litters are so large. In reality, the illusion is a simple distraction used in order to give the user an advantage against the opponent.
Note: Must sign the Seahorse Summoning Contract
Note: Can only be used twice
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Type: Supplementary
Rank: A-Rank
Range: Self
Chakra: 30
Damage: N/A
Description: The chakra enhanced armor consists of chakra being channeled into the scales that are encasing the body of the seahorse. Since the armor is one of the most unique defense mechanisms created by mother nature the seahorse has the ability to enhance it with chakra. What the chakra does is creating a new layer around the scales and adding extra durability to both the scales and the adhesive that is connecting them. This allows the scales to glide smother past each other and with greater care and precision, making sure that the seahorse can survive stronger techniques. The chakra enhanced armor allows the seahorse to survive an A rank technique before dispersing back to the depths of the ocean. It lasts for 3 turns or until deactivated or broken by an outside source.
Note: Must sign the Seahorse Summoning Contract
Note: Can only be used once
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Rank: A
Range: Short - Long
Type: Offensive
Chakra: 30
Damage: 60
Description: Once the target is in contact with the same source of water as a seahorse, the seahorse would place its snout into the water and start powerfully sucking through its snout whilst releasing
its chakra, causing a whirling vortex to form beneath the target, said vortex draws the target into the center of it forcefully drawing the target deeper and
deeper into the water as well as throwing them entirely off balance and making them dizzy whilst the jutsu is in effect, once the target is drawn deeper into the water, the seahorse blasts heavier causing large amounts of pressure to be placed upon the target in attempt to drown him/her.
Notes - Requires the user and target to be in contact with a sufficient water source
- Can only be used 3 times per battle
- Can only be taught by Yashiro.
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Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40 (-20 per turn)
Damage: N/A
Description: The Seahorse Mode is a representation of the Seahorse Arts ultimate ability. To execute the technique the user is required to gather chakra and release it in the form of mist by exhaling it. The mist is infused with the users chakra and using shape manipulation the user shapes it into the form of Kingdra, the boss seahorse summon. While shrouded by the mist the users vision is not impaired because the mist isn't dense enough. Same way, the opponent is able to see the user properly. The misty shroud has many advantages but it is also a disadvantage for the user. When using the Seahorse Mode, the user gets vulnerable to lightning techniques due to the conductivity of the mist. Regarding the advantages, it allows a degree of protection from enemy techniques (A-Rank Fire techniques, B-Rank physical attacks), but the main ability of the Seahorse Mode is that it allows the user to perform water techniques without a water source by using the misty shroud as a medium (water source). Each usage of this ability, however, decreases the duration of the Seahorse Mode by 2 turns. This ability can only be used twice and there needs to be a one turn cooldown before using it again. This ability doesn't count towards the users techniques per turn but the water technique used via this ability does. Although the user can form water techniques from the shroud he still has to perform all the necessary handseals in order to properly mold and shape the chakra for the designated water technique. The secondary ability of the shroud appears to be a bit more freeform by allowing the user to shape the misty shroud into a long tail that can grab opponents within short range and pull or push them away. In order for the mist to be able to grab something it needs more solidity which is achieved by simultaneously making the misty shroud much denser by shape manipulating it. This ability has an A-Rank power and a mid range reach. While using Seahorse Mode the user becomes an embodiment of the seahorse due to the misty shroud and he can perform the Seahorse Arts techniques which, regularly, count as one of the users techniques per turn.
Note: Must sign the Seahorse Summoning Contract
Note: Can only be activated once
Note: Mode lasts for 6 turns
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 40 Chakra
Damage: N/A
Description: After shooting or throwing a projectile or ninja weapon, the user uses the sound of the moving object as a trigger for a powerful illusion. The sound of the object would not be enough on it's own to trigger the illusion, so the user has to use his chakra in order to amplify the sound. The powerful illusion consists of tricking the opponents hearing, using the basic principle of incoming sound, called Doppler effect. The doppler effect works by making the sound of an incoming object much louder than it is, as it's moving away from the person. This happens because the sound waves of the incoming object get shorter and shorter as it's getting closer to the listener and longer and longer as it's receding. Using his ability to control sound with his chakra, the user would disturb the opponents chakra flow, causing confusion in his hearing and making incoming objects appear much closer. Using the genjutsu he can also make the opponent hear the object coming from behind, or any other side of choice. The purpose of this genjutsu is to effectively confuse the opponent and trick his senses, making him unsure whether to trust his hearing or vision, giving the user a short window to take advantage against the opponent.
Note: Usable only twice per battle
Note: Only McRazor can teach this
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Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: Flash-taunt is a close combat, sound based genjutsu. It's special because of its characteristic to be triggered rather quickly, while in close, hand to hand combat. To trigger the genjutsu, the user will focus an amount of sound chakra into his bladed weapon or his limbs and engage into a fight. The moment his weapon or limbs collide with his opponent's, they would release the usual sound (clash of metal weapons or a dull thump of limbs) with infused sound chakra, causing the soundwave to spread and trick the opponent into a genjutsu where the user flashes from his previous position, appearing right behind the opponent, with a sharp kunai pointed at his neck, aiming at his spine. In the illusion the user stabs his kunai in the opponents neck, causing pain and slight momentary loss of limb function. Off course the illusion is momentary and it will happen at the speed a ninja would be otherwise able to perform the same movement in reality. However, because it masks the users real presence, its exceedingly useful to deliver severe blows unnoticed.
Note: Usable only twice per battle
Note: Only McRazor can teach this
Note: Cannot use any other technique while using this nor can the opponent be attacked with Ninjutsu when he is caught in the illusion
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Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user can use his sound chakra in order to refract a soundwave that he already performed by altering the transmission medium, i.e air. After performing a sound jutsu the user can thicken or thin out the air in the path of the jutsu in order to redirect it, mostly if the opponent tries to dodge it or to dodge incoming projectiles. He can do this twice in a quick succession but with the double chakra cost. Since he's altering soundwaves he has to be really quick and have complete sound mastery. To perform the technique he can snap his finger if he's altering the soundwave at short range, or a handseal if it's at medium range.
Note: Can refract soundwaves up to (including) A rank
Note: If refracting twice in a quick succession then only up to B rank
Note: Usable thrice per conflict
Note: Only McRazor can teach this
You must be registered for see links
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After performing a handseal, the user hums an infrasound wave and directs it at the opponent. Infrasound waves have frequency below the 20Hz that human ears can hear. This frequency has, specifically, 5Hz because of its unique effects on the human body. Because of its short frequency it causes exhaustion, shortness of breath and even nausea for a short period of time. It happens because it affects the opponents lungs and causes the air to rapidly and intensively move in and out, distupting his regular breathing patterns, which in return jumpstarts all the other effects.
Note: Effects last for 1 turn
Note: Can only be used twice per battle
Note: Only McRazor can teach this
The element is based on: Earth + Water + Fire + Chakra Control
Capsaicin is a chemical found, mainly, in chili peppers, and chili peppers are the fruit of certain plants. It is an irritant for mammals, including humans, and produces a sensation of burning in any tissue with which it comes into contact. Capsaicin is a deterrent against certain herbivores and fungi. Pure Capsaicin is a hydrophobic, colorless, odorless, crystalline to waxy compound. In order for plants to grow from the earth, they need water, air, and of course, sunlight and heat. This allows the plant to grow and bear the fruit, which in turn, contains this very component, Capsaicin.
Facts that prove the element to be possible (in the manga context):
Think of the Land of Rice fields. Taking into account that they are human just like us and that they know how to maintain plantations and grow different species of vegetables, we can safely assume that they also know how to grow chili peppers. Since every human likes their food with different levels of spiciness, I believe that there are also ninja who like their meals spicy and hot. Now, Capsaicin is what gives the spicy and hot feeling to each different sort of chili peppers, which in the end is the idea behind the creation of this element. Also, many jutsu types also derive off the factor of living things from the earth. Simply think of Yamato's Wood Release and the other types of jutsu that require mother nature's work and happenings. Wildlife and plants work the same way they do in the Naruto World as in the real world as well.
Another fact that proves that Capsaicin is possible in the Naruto World is the Akimichi Red Chili Pill.
We have also seen the villagers of the Genjutsu Tree Village use their specialized Chilli Pepper Bombs in order to repel the naturally caused genjutsu by the surrounding trees.
How it works:
The process used to create Capsaicin by ninja is mimicking standard photosynthesis used by plants. When training to achieve the Capsaicin elemental nature, the user would enter a meditative state and drop all focus on the surroundings. He would picture himself as a chili pepper, ready to perform photosynthesis in order to produce Capsaicin. He would start by gathering amounts of earth chakra that represents a place for the pepper to grow as well a place from where the pepper can drain water and certain minerals necessary. Then he would start adding water chakra into the mix in order to help the pepper hydrate, grow and give Capsaicin the sticky, waxy nature. To finish off the circle the user would add fire chakra which represents the sun, giving the pepper enough heat and light in order to properly synthesize all ingredients. However, one also important fact is the chakra control which in the pepper represents the chlorophyll, responsible for a successful photosynthesis and creation of Capsaicin.
Capsaicin, in general, is an alkaline oil, and has an extremely unique molecular shape. All mammals, and especially humans, have nerve cells that detect heat or pain, and when Capsaicin comes in contact with the skin, they tend to attach to these very receptors and then release a lot of calcium ions to flow in. As a result, humans feel a burning or stinging pain, and severe over-exposure of Capsaicin can also lead to death. Capsaicin also prevents nerve cells from communicating with each other by blocking the production of certain neurotransmitters, and at high concentrations, it even destroys the cells itself. Furthermore, such heat is measured by units named Scoville Heat Units (SHU). Tabasco itself can go up to 8,000 SHU only. However, pure Capsaicin itself goes up to 16,000,000 SHU, and that alone is quite, quite hot.
The elemental properties of Capsaicin are what make it so unique and dangerous, but on the other side, non-harmful and pleasant. Capsaicin is, as already said, an irritant for mammals, a pest deterrent and an anti-funghi agent. It creates a burning and painful sensation when in contact with mucous membranes of our cells. It basically fools your brain into sensing heat when there isn’t any. Through precise chakra control the level of its heat (SHU) can be controlled and reduced, same as increased, depending on the use. High SHU Capsaicin would mostly be used to attack the opponent and cause neurological pain and to cripple the opponent. It would also be used on mammal summons, in order to disperse them and on funghi and plant based elements in order to deteriorate them and render them useless. Low SHU Capsaicin however, would be used as a stimulant to the user and as a temporary pain reliever. There is only one state in which Capscaisin can be used, however, there are multiple ways to use it, all depending on the SHU level.
Main Release:
Mainly focusing on its straightforward waxy properties, different objects such as waves, weapons, cubes, spheres, etc. would be used in order to attack the opponent, transfer and stick the compound onto his body. Once there, its effects would kick in, reacting with his neurotransmitters and overwhelming his body. This release would mostly focus on the high SHU leveled Capscaisin, but it's not exclusive to it. Depending on the use and the nature of the technique, the user can also use the controlled low SHU Capsaicin to create more precise effects. Regarding the composition, looks and properties, Capsaicin doesn't change along the SHU scale except for the SHU value. The user can create and manipulate Capsaicin from his own body as well as from the surroundings.
Advanced Release:
The advanced release is where the precise chakra control comes in as the main requirement. Through this release the user can control the levels of SHU the Capsaicin has and therefore concentrates on the low leveled SHU Capsaicin and its use. Since Capsaicin has a very wide medical use, it's also applicable in the NarutoVerse. With the use of this release, the user could use it as a temporary stimulant and pain reliever for himself, focusing Capsaicin chakra into his own cells. The highly controlled, low SHU Capsaicin would have the same effect as the high SHU variant, except with a much lesser magnitude. It would completely wipe out the possibility of death due to over exposure. Also, the way it acts as a stimulant is simple. When it gets into contact with the user's neurons and causes the burning sensation, it also builds up blood pressure, which results in the explosion of power and joyful feelings inside the user's brain. On the other hand, its pain relieving ability is caused on the same principle, overwhelming the nerves by the calcium influx, and thereby rendering the nerves unable to report pain for an extended period of time. This release can only be utilized from the users body.
Usage Examples:
Kapusaichinton: Karai Nami | Capsaicin Release: Spicy Wave
Type: Offensive
Rank: C
Range: Short to Long
Chakra: 15
Damage: 30
Description: The user sends his Capsaicin chakra into the earth of the battlefield and manipulates it so that it turns into a field of pure Capsaicin that seeps into the ground.
Kapusaichinton: Danzai! | Capsaicin Release: Conviction!
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: -
Description: The user releases Capsaicin chakra throughout his own body and as it gets in contact with the neurons, it triggers the stimulants to release feelings of excitement and joy, motivating the user momentarily.
Kapusaichinton: Sukima Kara | Capsaicin Release: Through The Cracks
Type: Offensive
Rank: A
Range: Short to Long
Chakra: 30
Damage: 60
Description: Through the cracks is a justu based on the main release of Capsaicin. It is based on the high SHU variant that is used to harm enemies. To execute the jutsu the user clasps his hands together while releasing his Capsaicin chakra into the ground and using the present earth beneath the surface to mold it into the sticky and waxy substance of Capsaicin. A brief moment later the user stomps his foot and the Capsaicin builds up and the surface of the earth cracks due to the pressure of Capsaicin, causing the Capsaicin to blast through the cracks and shoot onto the battlefield. With care and control the user can direct the bursts as well as control the cracks in order to optimize the Capsaicin release from beneath the surface and stay away from direct harm. If the opponent would be caught by the Capsaicin, the substance would stick to him and seep through his clothing until it reaches the skin where it starts its magic. The Capsaicin would cripple the opponent by overwhelming his nerves and due to it sticking even to his clothes it would require their removal. An affected opponent would quickly fall into agony which would very soon be his demise.
Note: Can only be used 3 times per battle
Is weak to:
Wind and variations - Because Capsaicin has such a delicate structure, Wind jutsu can easily cut through it in a head to head clash of jutsus of the same rank and size in the opposite directions. Very complex and sharp wind jutsus that cut on molecular levels are able to completely render it useless by destroying its structure and making the particles ineffective on their own.
Lightning and variations - Much like the concept of earth being weak to lightning, a huge part of Capsaicin itself is also formed of earth, and lightning, being such a wild element, can cut through it as well as tear it apart in a head to head clash of jutsus of the same rank and size in the opposite directions. However, because of its sticky, waxy and gluey structure Capcaicin attacks would be rendered useless because their structure would be torn apart however the substance would scatter around the battlefield. The main reason for this is because although lightning is sharp and cuts, it doesn't destroy on molecular levels like wind does.
Earth and solid variations- Because of earth's solid structure it's stronger and firmer than Capsaicin and thus able to overpower it in a head to head clash of jutsus of the same rank and size in the opposite directions, however it would not remove it's presence from the battlefield and only distort its original shape because of its waxy and sticky structure and cancel its usage although still making it re-usable.
Since Capsaicin is a waxy compound, not having immense solidity, it's weak against more solid elementsin a head to head clash of jutsus of the same rank and size in the opposite directions, such as metals (Aluminum), ice and similar elements. This is because in case of collision, the objects made of Capsaicin would simply distort their original shape. Ice also has the ability to cool down the affected skin and ease the pain and burning sensation created by Capsaicin.
Oils - Oils are able to ease the discomfort created by Capsaicin because they have the ability to wash the residue away from affected body parts since oil and capsaicin are both hydrophobic hydrocarbons. The capsaicin that has not already been absorbed into tissues will be picked up into solution and easily removed. Capsaicin can also be washed off the skin using soap, shampoo, or other detergents. Regarding a head to head clash of jutsus of the same rank and size in the opposite directions, oils would soften the structure of Capsaicin even further, thus easily overpowering it.
Alcohol - Capsaicin is soluble in alcohol, which can be used to clean contaminated items. Regarding a head to head clash of jutsus of the same rank and size in the opposite directions, Alcohol would work the same way as the oil, softening its structure until it's completely dissolved in the alcohol.
Extremely hot fire variations - If the fire is hot enough to heat up the Capsaicin over 100°C in a very short period of time (on contact in a head to head clash of jutsus of the same rank and size in the opposite directions) it's able to melt it down in its structure and render it useless.
Is strong against:
Water and variations- Capsaicin is extremely insoluble in water, at a rate of .0013 grams per 100 mL of water. Water generally does not affect capsaicin at all because of its oily basis. Using water on a Capsaicin exposed body part wouldn't help ease the comfort and wouldn't be able to wash it away. Plain water is ineffective at removing capsaicin, as are bleach, sodium metabisulfite and topical antacid suspensions. Regarding a head to head clash of jutsus of the same rank and size in the opposite directions, Capsaicin would overpower the water due to its denser structure.
Fire - In order to burn, Capsaicin needs to be heated well over 100°C which is a lengthy process and requires very hot fire sources which regular fire isn't. Regular fire would take a formidable amount of time to actually heat up Capsaicin and start melting it thus why a large wave of Capsaicin would always overpower a fire technique because it has more solidity than fire in a head to head clash of jutsus of the same rank and size in the opposite directions.
Fungus/Mushroom - Capsaicin is a funghi deterrent because it attacks its seeds and prevents it from dispersing and growing any further. Because of its deteriorating properties against funghi and mushrooms, Capsaicin would degrade those elements on their structural level in a head to head clash of jutsus of the same rank and size in the opposite directions
Conditions to be able to use it
Completed Earth training | Completed Water training | Completed Fire training | Great and Precise Chakra Control
Co-creator: Drāgy
Students I passed this custom element on too: N/A
Throughout the ages, when chakra was being discovered, but its limits were not fully understood, wars were beginning to grow at a faster rate. War was one of those things that was impossible to understand until you witness it first-hand. Soon, with more power, groups felt that they were able to retake pride they had lost. It was a time of great loss of life and bloodshed. Most people were appalled by the gruesome events. This was the chaos that the world felt. Presently, people were born with the ability to mold the fabric of reality, where their motions cast the illusion, and then mold it in synchronization. A simple idea is that, as a practitioner moves his arm, shifting his body weight back and forth, so does the illusion, and so ensues the chaos, as the fabric of the illusion shifts the world around the arm, as if moving through water, distorting the light inside the illusion. The more the practitioner moves, the greater the chaos, where slow motions send water-like ripples around the body, faster movements make the world inside the illusion curl and twist, sharper movements slash and severe the fabric of the illusion. For this to be even possible, those were born with the same aptitude for genjutsu and were met with the same fate as the hermit genjutsu user, to study the arts of illusion as well as its users. Their powers and assets were given to them for one purpose, magnificent but simple purpose, to create a new future. A future ruled by those who can express their ideals through the beauty of the illusionary arts.
In order to understand the chaos of the world, and learn to strive in it, the practitioners started doing so through meditation. They allowed their own body to be in tune with their spirit and mind, and, thus, use genjutsu to make sense of the chaos, by shifting the agent and witness. In a sense, they gain order and balance, body and mind, by taking the chaos of the world and, through illusion, cast it on someone else. In essence, it is a sort of spiritual dumping one's problems in someone else. They achieved this meditative state through body motion, akin to Tai-Chi and Aikido, where the movements they perform allow them to guide the illusion and bring this rift in the chaos. It mainly revolves around moving your body to control an illusion, and control the illusion to induce chaos in others, and induce chaos to retrieve order to oneself. Chaos versus order was always the cornerstone of Surreal Palm, achieving the balance by linking Body and Spirit, one controlling the other to benefit the one.
Once the practitioners found the temple of genjutsu masters, they discovered something very precious and estimable. They found the ancient old runes, which were left by the one, that was capable of rendering even the mightiest of enemies riddled with pain and fear, the hermit genjutsu user himself. Upon reading them, they were able to see through his eyes and reflect it back. It was almost like a mirror in a fun house for them, they knew what they were looking at, but it was different than what they were normally used to. By reading the runes, they were able to transport themselves to places and times they couldn't get to on their own. They got to climb in the minds and hearts of others and explore the realm of surrealism, learning about beauty, glee, contentment, nature, wonder, horror, sadness, grief, and excitement. They learned quickly about the element. It was obvious that most of them, if not all, had talent for genjutsu. Soon they became too accustomed to it. The practitioners had no other choice but to explore it further and bring it to a new level of greatness. By working their body hard every day, training their mind to the highest extend and overusing the arts of illusion, the practitioners started to develop a fighting style to serve their arsenal as a deadly tool. They managed to come up with something new and more unique than what the actual arts of illusion offered them. They incorporated the arts of illusion into their new adroit style, that they named the Surreal Palm.
Description on the Abilities and Inner Workings of the Style:
The main philosophy of the group is that, in order to have true balance between the body and the mind, one must get rid of the chaos that taints our organism. But that chaos can’t be purged and lost in the world, it must be cast on someone else.
Surreal Palm exercises revolve around tuning in the body with the mind, first by placing a Genjutsu on one-self and, then harmonize the illusion with the motions. As the practitioner moves an arm, the illusion shifts around it. The more motion, the greater the ripple through the illusion, like the practitioner is moving through water, where the wait is the world of the illusion itself. They are thus trained to be in tune with reality and illusion, aware of the disturbances to the senses, as they immerse themselves in that illusionary world in a regular basis.
The act of controlling the illusion through body motion allows them to mentally experience a control over the chaos that affects them. In order to get rid of it, the same genjutsu that they placed on themselves is cast, through their body motions against the opponent. This is visual-cast, the opponent is required to see the practitioner’s body in order to participate in the illusion. This shared illusionary state allows them pass on the chaos on to their opponent, manipulating the opponent’s senses. They launch confusion, distraction, distress, etc. After the chaos is passed on, the practitioner has only to seal the deal, by physically harming the opponent, and, through that damage, disperse the illusion.
Practically speaking, a full exercise of Surreal Palm is initiated with motion, that simultaneously moves and manipulates the illusion on one self and casts the same illusion on to the opponent, and, finally, reach the opponent and deal physical damage, through Close Quarter Combat, ending the genjutsu. This is achieved through 3 simple Forms, which act simultaneously to allow the practitioner to manipulate the chaos, a.k.a. the Genjutsu, and approach the opponent for the final attack, a.k.a the Taijutsu. These forms aren’t perfomed separately, no technique uses only some of the forms.
Form 1# - Inside the consciousness, this method battles the illusion itself for clarity of perception. It revolves around the manipulation of the illusion, and break through the constrictions of the the mind, be it against enemy genjutsu or merely preparing to attack the opponent. Slashing through vines that attempt to bind you, punching walls that attempt to stop you, or even cutting through the fabric of the illusion that attempts to blind you. The motions are fluid and broad. They bring about chaos into the structure of the illusion. A punch may appear wiggly and curving, and a kick may look more like a sword than a leg. The motions are conceptual instead of physical, the art is beautiful and symbolic, instead of precise and rational, and they attack the opponent's genjutsu, and, through it, they attack the opponent itself. A strike can twist the dimension, pushing the illusion to blast the opponent, or it could bend the illusion, wrapping it around them.
Form 2# - Bridges the physical realm with the consciousness. This method is particularly useful against the type of overwhelming illusion that reverts your consciousness to itself, making you believe you're moving, when it's all in your head, and you're left standing immobile in reality. The Surreal Palm takes over the body and, while manipulating the mind and the realm with the first method, it also translates the motions of the illusionary body into the actual body. When you punch in the illusion, you also punch in reality. Though this method can take a step forward, and create a discrepancy between the illusionary body and the actual body, allowing the user to control both separately. To the opponent, casting the genjutsu, this discrepancy may come unnoticed, seeing the illusionary body move, oblivious the actual body. The user is then able to take advantage of the distraction to attack the opponent. In essence, this is how the mind takes over the body, illusions allowing the practitioner to move regardless of the constricts that are in place.
Form 3# - Purely physical, this method revolves around different kind of elegant motions such as slashing, fast, slow, wiggle, etc. The moves would be characteristically confusing, because the more motion an attack has, the more disturbance it carries in the illusion. By using a lot of broad strokes and wiggly movements, both to make the style more unpredictable, but also to encase each attack with greater momentum, we release it all at the point of collision. In effect, it is likewise about how the illusion molds around the body, as well as how, furthermore, the user can simple shamble the illusion, and have it reverse around the body, where an arm moves left and the illusion moves right. Finally, taking it a step forward, usable as complete severe the illusion, where the user moves and the illusion shatters, more chaotic, moving much differently, pure manipulation of the surreal, of chaos.
Rank: B
Type: Supplementary/Defensive/Offensive
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: Allows the evasion of restrain by elongating one’s spirit. The practitioner will jump in the air and summersault, delivering a flying axe kick to the top of the opponent’s head, pinning his/her face onto the ground. In the illusion, the practitioner will seemingly stretch and grow, the feet staying in the ground and becoming arachnid-like, as the now distorted and elongated user soars through the sky and twists around, hitting the target with long, thread-like, limbs. Everything in the illusion’s world seemingly elongates as well, becoming deformed and gangly. The user is able to initiate the illusion with a small leap in Mid-range, then quickly transverse the distance with chakra-enhanced running, before finishing with the jumping axe kick, in short-range, accompanied by the illusion.
*Requires a one turn cool down between uses*
( Shu-rute: Kohon Issaishujou ⋔ Hentai ) Surreal Palm: Book of Creatures ⋔ Metamorphosis
Rank: A
Type: Supplementary/Offensive/Defensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Allows the chaos of one’s mind to find solace in the heart of a wild beast. The practitioner will charge towards the target, moving in a zig-zag line to evade any incoming attack, empowered by chakra for greater speed and evasiveness, before launching a series of 7 punches or kicks. In this freestyle, the user is meant to physically mimic an animal, and acquire it’s mannerisms, similar to Shaolin Kung Fu. As the practitioner moves, the illusion shifts the body, turning to that of an animal, which punches or slashes through the any surrounding illusion. The illusionary animal can either walk alongside or separate from the physical body of the user, which metamorphed into the illusion, thus allowing the practitioner to either walk unnoticed or enhance one’s advance. Each physical strike that connects with the target will shift and shatter the illusion for a moment, until the final strike that releases it completely.
Alternatively, the user can simply mesomorph a part of the body, the one primarily being used, into either a part of an animal or even inanimate objects and weapons, like a blade for slashing motions, or an hammer for punching motions. This is considered weaker, C ranked ( 15 chakra, 30 damage points ), and can be used indefinitely, with the same turn cool down.
*The user is able to wield weapons*
*Requires a one turn cool down before re-use*
*Can only be used 4 times*
( Shu-rute: Nemuibachi ⋔ Ikuseisaibai ) Surreal Palm: Awakening of a Bumblebee ⋔ Pomegranate
Rank: S
Type: Supplementary/Defensive/Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: Creates an illusion of endless and chaotic death and rebirth. The practitioner focuses chakra through the body, closing their eyes. Once opened, the user will rotate both arms and then trust forward, pushing the target with both palms, trusting the target backwards, with enough power to push even a Boss Summoning, finalizing with a clenched fist punch (or double punch) that will release enough of a shockwave to create a large crater around the point of impact. In the illusion, the world around the rotating arms shifts into an impenetrable red sphere, like the bark of a pomegranate, shielding the user from other illusions. When the practitioner pushes forward, a succession of gargantuan beasts pushes outwards from one another, first a large fish grows from pomegranate, pushing the target, or simply growing through the cracks of any surrounding illusion, and then two massive tigers, finalizing in a large bee with a risen sting, coinciding with the final punch, breaking the illusion. The whole thing happens in a few moments, each beast appearing as more of a searing flash of movement that carves into the opponent’s memory, rather than stretched out animations. This technique can be used up to mid-range, where the fish (the initial push) will quickly travel alongside the practitioner, using chakra to transverse the distance in a few seconds.
*Can only be used 2 times*
*Requires a two turn cool down*
*Can’t perform Taijutsu or Genjutsu higher than S rank for the next 2 turns*
Additional effects and Restrictions:
The illusionary aspect of this style revolves around mutual genjutsu techniques and layering rules. When the user moves, he places the same genjutsu on both him/herself and the opponent. This is what makes the user become able to spiritually battle other illusions alongside his/her body movements. But the techniques are still restricted by the normal Genjutsu Layering Rules.
A Surreal Palm Technique is, in essence, a Taijutsu Technique and a complimentary Genjutsu Technique, all three being considered the same rank, the one stated in the Surreal Palm info. When used against opponent’s Genjutsu, a Surreal Palm Technique will have the following effects:
Against a Genjutsu of higher rank, as according to the rules, the Surreal Palm Technique can add to the illusion, but cannot manipulate what’s already there. If a Genjutsu creates a falling egg, the Surreal Palm Technique can turn the user into a frog and leap from the rock’s path, but can’t do anything to alter its descend.
Against a Genjutsu of the same rank, as according to the rules, the Surreal Palm Technique can merge with the Genjutsu, both coexisting without one releasing the other. If a Genjutsu creates a tree, the Surreal Palm Technique can respond by chopping down the tree, thus breaking from the illusion’s purpose without actually breaking from the illusion itself.
Against a Genjutsu of lower rank, according to the rules, the Surreal Palm Technique will eradicate the Genjutsu. The new, stronger chakra will wipe the previous chakra, and get rid of the Genjutsu entirely. If a Genjutsu creates serpents to bind the user, and a Surreal Palm Technique turns the user’s hands to a cannon to blast the opponent, there won’t even be any serpents, only a cannon. It’s different than before, because now the opponent doesn’t even have to take the genjutsu into consideration, it will simply be overpowered.
The techniques are all capable of countering genjutsu, and other mind-altering techniques, but are not limited to it. The genjutsu used within the style can stand on its own, and be used in its natural conjunction with taijutsu for purely offensive (and supplementary) usages, not requiring a host genjutsu.
Awareness of the genjutsu comes naturally according the user's rank. A practitioner of Gennin rank is aware of D rank genjutsu, Chunnin up to C rank, Jonnin up to B rank, Sannin up to A rank and Sage (official) up to S rank. Awareness does not mean immunity, it simply means they know their senses are being manipulated, and thus they have to do something about it.
Masters of this style are capable of awareness 1 rank superior than their normal rank, and, same wise, bypass the genjutsu layering rules up to 4 times per battle, allowing them to use techniques 1 rank lower than normal to defend from a genjutsu.
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Rank: D
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 10
Damage Points: N/A
Description: Allows oneself to detach their head onto the chaos that confounds the senses. When targeted by sense altering illusions, such as blindness, deafness, or the such, the user will move his/her torso around, lowering or rising one's stance. As it happens, the head will seemingly detach from the rest of the body, while the headless body will simply appear completely black, hair falling to the sides but a complete see-through hole where the face should be. The face will stay behind as a dummy target for the opponent's illusion, with a large apple in front of it, while multiple tiny apples will appear all around the target in a grid. The black body can move behind the tiny apples, almost like multiple eyes whenever the see-through hole aligns just right. This is all a distraction, as the physical body of the practitioner isn't bound to the black avatar, and can move, unseen, independently.
*The practitioner can dodge incoming threats, as the motions are powered by chakra, but can't move from the same axis, behind the tiny apple grid, nor exit short range from the point of casting*
*The practitioner can connect this basic evasion technique with a different one, but casting any form of genjutsu will disrupt this one*
*Can only be used twice every three turns*
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Rank: C
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: Allows the divergence of chaos through the continuous rebirth of the self. Charging chakra through the body, the practitioner is able to empower his/her motions, moving up to mid-range from the point of casting, by running, jumping or rolling. Within the illusion, the user will appear to continuously rebirth, separated from each reincarnation, which appear more and more eccentric in appearance and size. The first avatar will look exactly like the practitioner before the start of the technique, carrying every damage and restraints, while the following reincarnations may appear much different, and free. The practitioner as enough freedom to give each reincarnation as much detail as wished, creating copies of himself or others, or merely creating deformed humanoids or various colors. With the exception of the transitions between each rebirth, every avatar follows the exact same movement and position of the practitioner, neither can move independently.
*The practitioner can connect this basic evasion technique with a different one, but casting any form of genjutsu will disrupt this one*
*Can only be used once every three turns*
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Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short-Mid
Chakra Cost: 20 ( +5 per turn active )
Damage Points: 40
Description: Allows the softening of the chaos to collapse one's notions of a time, space and a fixed cosmic order and achieve balance. The form consists of up to 5 physical motions which in turn soften and bend the world around, inside the illusion. Everything melts down and liquefies, and the practitioner guides the abstract goo of the fabrics of reality through the physical motions. Easiest way to comprehend this illusion is to think of the affected objects, which can be anything, including the whole realm of the illusion itself as a slimy substance that, when immobile, looks exactly as the original ( the ground, a tree, the sky, the user, the target ) but, when moved, behaves like slime, even if it retains the same colors and textures. With this softened reality, the user is able to wrap the target in tight gooey hands, impossibly stretch oneself or make one's limbs like rubber, to make one's physical attacks more unpredictable, etc. After the five motions, which can be a combination physical strikes ( hence the damage ) and binding illusionary wraps, the user is free to perform a finisher where the practitioner will place him/herself behind the opponent, back to back and, holding the neck and the legs, clutch the opponent backwards, breaking their back with a lever motion, disrupting the genjutsu, or simply move on to other attacks, leaving behind a constricted opponent within an illusion.
*The user may divide the 5 motions between multiple turns, spending chakra for each and counting as a move towards the jutsu count. This can't be done indefinately, and, thus, must span, at max, 3 turns.*
*Non-Finisher usages leave the target binded for 2 turns before the genjutsu ends. This does not require extra chakra, it's merely lingering genjutsu*
*Each physical strike disrupts the illusion for a fraction of a second, unless it's after the 5 motions, where any fitting physical strike will disrupt the genjutsu as normal*
*Can only be used 4 times per battle*
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Rank: B-A
Type: Supplementary/Offensive/Defensive
Range: Short-Mid
Chakra Cost: 20-30 ( +5 per turn )
Damage Points: 40-60
Description: Allows the chaos of one’s mind to find solace in the heart of a wild beast. The practitioner will charge towards the target, moving erratically, before launching a series of 7 combined physical attacks. In these freestyle motions, the user is meant to physically mimic an animal, and acquire it’s mannerisms, similar to Shaolin Kung Fu. As the practitioner moves, the illusion shifts the body, turning, as the user's body appears to metamorph into that of animals, which will rip through any surrounding illusion ( of the same rank ). The illusionary animal(s) will be part of one body, the practitioners, and while the whole body can be as eclectic as Surrealism, both the illusionary avatar and the physical body will juxtapose, not necessarily equally, as the practitioner can be upright while the avatar is hunched or on all fours, but in the same axis. Each physical strike that connects with the target will shift and shatter the illusion for a moment, until the final strike that releases it completely.
Alternatively, the user can simply metamorph a part of the body, the one primarily being used, into parts of animals, instead of turning into a complete animal. This is considered a weaker technique, B ranked ( 20 chakra, 40 damage points ), and the juxtaposition is much more noticeable, as only the metamorphed limbs will have an illusionary camouflage.
*The user may divide the 7 motions between multiple turns, spending chakra for each and counting as a move towards the jutsu count, but cannot span more than 3 turns. If done in this manner, there is a 2 turn cool down before re-initiating*
*The user is able to wield weapons, hiding them within the illusion*
*Requires a one turn cool down before re-use*
*A Rank, which creates whole metamorphosis, can only be used 4 times*
*B Rank, which creates part-metamorphosis, can only be used 6 times*
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Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: Allows the parting of the world to plunge the chaos into oblivion. The user will stretch out both arms, and, with them, part the whole world in half, along with any illusion ( of the same rank ), plunging both into the void of the world between both halves of the physical realm. In this void, the targets won't be able to move, as they briefly behold all the wonders of a foreign and marvelous galaxy, filled with countless constellations and astronomical phenomenons, along side cosmical behemoths, oceanic-like creatures floating in the void as if it were a black sea, before the practitioner slaps both hands again, crushing the targets between both halves of the now tilted world, wedged between physical realm and void, passing out from the mental damage. The void lasts but mere seconds, but it's wonders are engraved in the target's memories. While the illusion can target multiple people, within range, each will see the world part exactly in the middle, in a straight line between themselves and the practitioner.
Once the user slaps both hands together, closing both halves, a blast of chakra is released, up to short range, all around or in a single direction. This chakra blast, S rank in strength, can be composed of raw or acquire a basic elemental nature from the user.
*Can only be used twice per battle*
*Can't use Genjutsu in the same turn*
*Can't use Surreal Palm Techniques for two turns*
*Blasts follows elemental S/W*
*Can't use techniques belonging to the nature of the blast used on the next turn*
Upon overusing the sound element and becoming too accustomed to it, Barney decided to come up with something new and more unique than what the actual element offered him. Being also well known as a genjutsu user, Barney figured that he could try and incorporate the ability into his new style that he called Oto Suishin. Oto Suishin revolves around using high pressure soundwaves in order to propulse oneself and to increase momentum. After a certain amount of trying and combining different movements and techniques, the fighting style finally started looking like something. Barney could execute swift and easy moves in the most unpredictable ways by simply ejecting high pressure soundwaves out of his tenketsu. This was an obvious breath taker but Barney wasn't satisfied. Something was missing in his mind and he wanted to push it further. This led him to using the ejected high pressure soundwaves as mediums for inducing genjutsu. Just a glance of an unaware opponent and Barney would burst forth leaving a silhouette behind him, tricking his opponent into different realities. This was the moment when Barney was finally happy with his product and felt it was worthy of being shown publicly.
Description on the Abilities and Inner Workings of the Style:
Sound is a mechanical wave that results from the back and forth vibration of the particles of the medium through which the sound wave is moving. Since a sound wave consists of a repeating pattern of high-pressure and low-pressure regions moving through a medium, it is sometimes referred to as a pressure wave. The main indicator of the pressure which a soundwave produces is the frequency, meaning that higher frequencies will produce more pressure when expelled. Using this theorem it is safe to assume that a very high frequency soundwave will be able to produce a sufficient amount of pressure to increase or reduce momentum, depending on the existent trajectory of the moving limb/body part and the direction in which the soundwave is expelled.
As already mentioned, Sound Propulsion revolves around using those very soundwaves to increase or reduce ones own momentum which can also be referred to as propulsion. What the soundwaves allow the user is very unpredictable movement by creating momentum out of, apparently, nothing. Of course it's not actually nothing but rather the users own chakra that initiates the soundwave. This allows the user to perform quick lunges, position shifts, stronger punches with increased momentum and even increased mid-air maneuverability. The soundwaves can be expelled from any tenketsu of his body, in any desired direction, giving the user the ability to fine tune his actions and movements and to easily fight his opponents. Using the same principle behind increasing momentum, the user can decrease it to slow down his movement and to even stop it completely. This allows him to even slow down opponents strikes in very limited situations, mostly before imminent collision, to the point where they can be intercepted and exploited.
An example scenario for increasing momentum to show how exactly I see it working. I would charge at my opponent and prepare to punch him with my hand. When I'm close enough I would expel the soundwave out of my elbow, in the opposite direction of where I want my arm to go. Assuming that my shoulder is the center of rotation and the fixation point, once the soundwave is ejected in the opposite direction of my intended movement then my hand would burst forward with increased momentum resulting in a stronger as well as unpredictable punch.
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A simple explanation of the process behind the propulsion.
In case I want to slow down my momentum I would follow the same principle but by expelling the soundwave from my fist instead of my elbow. This would result in slowing down my already existing momentum and stopping my hand from moving forward. There is also a useful application of the built up pressure. Although not solid it can be felt and present itself as an obstacle. This application would also be used in order to slow an opponents punch if we were to, for example, simultaneously punch our fists. As our fists are about to collide I would expel the soundwave from my fist and create a "cushion" of high pressure that would slow both our movements; mine because of the previously mentioned reasons and the opponents because the high pressure buildup would present itself as an obstacle for the opponent, thus requiring more force to break through it. This could essentially be used to stop the opponents movement and then for example use the other hand or other means to exploit that advantage.
Now that the very basic workings of the style are explained we can touch the genjutsu ability. Basically, once the soundwave is expelled, it leaves behind a transparent but still visible trace. Since this soundwave is fueled with the users chakra he would use the remains of it to create very basic visual illusions. They would be very simple and used only for tricking the opponents eyesight without impairing any of his abilities to continue the battle. Stronger and experienced opponents wouldn't have problems with the illusions because it is quite easy to distinguish them and to see the clear image of the whole situation.
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Note the pressure wave behind the jet. It's actually not a heat wave but a pressure wave created by the extremely loud jet. Proof is in the article on the link. (source:
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)
An example of both the propulsion an genjutsu ability in use. I would charge at my opponent with the intention to kick him with my foot. Once in range I would expel the soundwave from my foot, thus propelling my leg into my opponent with increased momentum. As my leg moves from its previous position it leaves a trace of the soundwave and as the opponent sees it the illusion activates, using the remains of the expelled chakra to disturb his chakra flow. What he opponent would see it the users body and its movement while he would also see a "fake" limb left behind, making it seem as if the users leg moved in a blur.
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The illusion that the opponent would see wouldn't differ much from this illusion except that there wouldn't be so many limbs but only one, in the previous position where the users limb was.
Depending on the techniques and complexity of the movements, the genjutsu ability won't always be possible, thus the user can compromise between raw and strong propulsions with the genjutsu ability and fine tuned movements without the ability of casting the genjutsu.
Example Techniques:
Oto Suishin: Suishin | Sound Propulsion: Propulsion
Type: Supplementary
Rank: C rank
Range: Short
Chakra: 15
Damage: N/A
Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. By ejecting the soundwaves from multiple tenketsu, the user would have the ability to fine tune his movements as well as trajectory.
Oto Suishin: Kusshon | Sound Propulsion: Cushion
Type: Supplementary
Rank: C rank
Range: Short
Chakra: 15
Damage: N/A
Description: Ejecting sound from one of his tenketsu allows the user to create a high pressure soundwave cushion that can stop and slow down enemy movement, specifically punches and kicks. Due to the high pressure the opponent would need more force to execute his movements thus he risks to be caught in a disadvantageous position.
Additional effects and Restrictions:
A master of Sound Propulsion will have slightly increased reflexes due to the body being accustomed to the momentary propulsions and position shifts, which is achieved through extensive training and specialization. He will also have greater general perception because a wrongly executed propulsion could cost him his life. He is of a calm and composed demeanor and always with his guard held up. He is always observing the situations and calculating his propulsions for the best possible outcome. Other than that, unpredictability of his movements when using Sound Propulsion is one of the key features.
Regular eyes (non-dojutsu) would have slight difficulty distinguishing the user and his limbs from the illusionary ones created by the expelled soundwaves. Dojutsu users (sharingan, byakugan, rinnegan) as well as highly skilled taijutsu users (Taijutsu masters, EIG masters) wouldn't have problems distinguishing the real user and his movements and intentions because of their expertise in martial arts and close quarter combat. Taijutsu specialists will also be able to effectively counter the movements, albeit with somewhat slightly higher difficulty.
To be able to learn Sound Propulsion, one has to complete Sound, Genjutsu and Taijutsu training as well as be of Kage rank. Training is performed exclusively by McRazor.
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Type: Supplementary
Rank: C rank
Range: Short
Chakra: 15
Damage: N/A
Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. By ejecting the soundwaves from multiple tenketsu, the user would have the ability to fine tune his movements as well as trajectory. The user can perform an infinite (technically 361 because that's the number of tenketsu a body possesses) amount of simultaneous propulsions from his tenketsu in order to execute a specific movement while he can only perform two concurrent movements in a short duration of time. These propulsions are delicate, used for fine tuned movements thus why they do not support genjutsu induction.
Note: Can only be used 4 times per battle
Note: Can only be used by Sound Propulsion students
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Type: Supplementary
Rank: B rank
Range: Short
Chakra: 20
Damage: N/A
Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. This technique is based on raw and powerful propulsions that leave behind great amounts of chakra which is used for genjutsu induction. These propulsions increase the momentum behind the users kicks and punches by a great margin. A propulsion of this type, seen from the opponents perspective would seem as if the users limb or even his whole body burst forth leaving silhouettes behind him. This happens due to the residue chakra from the propulsions being used to induce low rank visual illusions. Their main purpose is to confuse the opponent and to distract him, though a ninja who is a taijutsu master or doujutsu wielder will be able to accurately track the user.
Note: Can only be used 3 times per battle
Note: Can only be used by Sound Propulsion students
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Type: Defensive/Supplementary
Rank: B rank
Range: Short
Chakra: 20
Damage: N/A
Description: Following the principle of ejecting the high pressure soundwaves from his body, the user can use them to slow down his own movement as well as prevent and slow down an opponents strike. By ejecting the soundwaves from his fist, for example, while moving it towards the opponent the user can slow down and stop the movement of his hand. Depending on the situation on the battlefield this can come as a very useful technique for situations when something doesn't go as planned and allows the user to assert the situation and act accordingly. This technique is aimed to be used for close quarters combat and it is aimed to be used against opponent's physical attacks, including those with various weapons. However, the user can also use this technique to stop weapons that the opponent throws as projectiles (kunai, shuriken, etc.) from inflicting wounds but it has to follow logic, i.e the user has to expel the soundwaves from his torso if he wants to create the cushion and stop kunai or shuriken aimed at it. Same goes for limbs and other body parts. Following this principle, the user can also slow down and stop an opponents strike by ejecting the high pressure soundwaves which present themselves as an obstacle in this situation. Due to the high pressure buildup that acts as a cushion the opponent would need more force to overcome and overpower it. This application is, as already explained, very useful in hand to hand combat because it gives the user the chance to exploit the situation, e.g. suddenly stopping his opponent's punch, and quickly change his tactics as he sees fit, e.g. grabbing the opponent's arm and proceeding to punch him in the stomach, etc. This technique follows the elemental interactions of the sound element, meaning that elemental attacks strong to sound would easily overcome the cushion even at the same rank. Obviously, elemental attacks weak to sound, at the same rank, would need to double the effort to overcome the cushion. Regular taijutsu and kenjutsu are considered neutral to sound in this regard and to overcome the cushion, they would just need to be one rank stronger. As usual for close quarters combat, reaction speed is very important and if the user can't react to an attack, it means that he can't create the cushion in time to protect himself. Slower enemies would be at a greater disadvantage.
Note: Can only be used 4 times per battle
Note: Can only be used by Sound Propulsion students
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Type: Offensive/Defensive/Supplementary
Rank: B rank
Range: Short
Chakra: 20
Damage: 40
Description: Awry Logic follows the basic principles of Sound Propulsion. It has the task to propulse the users limbs or body in a specified direction upon use. However, it also capitalizes on its secondary ability, to induce illusions. Instead of simply leaving a trail behind a successful propulsion, this illusion is a bit advanced. Once the propulsion is performed and the target is captured within the illusion, he would see the propulsion go in the opposite direction, giving the user a perfect opportunity to finish off the opponent with ease. The purpose of the inverted propulsion is to confuse the opponent and it lasts until the actual propulsion is finished. This means that upon finishing the propulsion, the illusion would dissipate and the opponent would suddenly see the user on a different location adding even more to the confusion effect.
Note: Can only be used 3 times per battle with a one turn cooldown period in between usages
Note: Can only be used by Sound Propulsion students