Ω Dominion of Darkness Ω

Vayne

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Summoning Contracts
Summoning Animal: Olm or Proteus
Scroll Owner: Erzo
Other Users who have signed contract: Negative Knight, and Inch.
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: Black Proteus (a sub specie)
Description and Background:
The olm, or proteus (Proteus anguinus), is a blind amphibian endemic to the subterranean waters of caves of the Dinaric karst of Central and Southeastern Europe. It lives in the waters that flow underground. This animal is most notable for its adaptations to a life of complete darkness in its underground habitat. The olm's eyes are undeveloped, leaving it blind, while its other senses, particularly those of smell and hearing, are acutely developed, to the point they that their sense of smell is equal to that of a dog from the Inuzuka clan and their hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated. They are better at sensing both the quantity and quality of prey by smell The sensory epithelia of the inner ear are very specifically differentiated, enabling the olm to receive sound waves in the water, as well as vibrations from the ground.
Summonings:

1- (Olm Kuchiyose no Jutsu: Scarlet) - Olm Summoning Technique: Scarlet
Rank: S-Rank
Type: Attack/Defense
Range: Short (Long if digging through the ground)
Chakra: 40
Damage: 80 (If she knocks into user with encased spikes and such)
Description: Scarlet is a slender olm, who -despite being an olm- has little to no slime covering her body. She is 2 meters long and has a special affinity for Earth, though despite specializing in Earth, she can only use up to B-rank Earth jutsus (including those which require hand seals, as she has little hands) whilst having other specific ability which makes her stand out. She has the ability quite similar to the Hiding like a mole jutsu, however instead of just merging through the ground she encases her body in a hard shell made of rock with small spikes 3 inches long which allows her to dig through the ground with ease, the rock encasing her body is equivalent to an A-ranked jutsu which allows her to easily smash through other Earth jutsus ranked A and below, this allows her to dig through the ground with things like Earth tremors have no effect on her whatsoever and with things like the swamp jutsu not phasing her as she can still dig through it due to her body being in cased by the rock which is equivalent to an A-ranked jutsu. The normal elemental weaknesses and strengths apply. In addition to that, like all other Olms, she is blind however, she has the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. She is -however - better at sensing the quantity of prey/opponents by smell.
Note: Can only be summoned once.
Note: Lasts 4 turns each time she is summoned.
Note: Every jutsu used by Scarlet counts as one of the users.
Note: Scarlet can speak perfect English.
Note: Like hiding like a mole jutsu, she can dig up to Long range.
Note: Her ability to dig through the ground with rock encased around her body counts as one of the users jutsus and can only be used 3 times.

2- (Olm Kuchiyose no Jutsu: Olmagan) - Olm Summoning Technique: Olmagan
Rank: A-Rank
Type: Attack/Defense
Range: Short
Chakra: 30
Damage: 60 (If/when wind spear is used)
Description: Olmagan is one of the smallest olms in existence, being only 2cm long. She has an ability of being able to coat the user with a layer of wind chakra equivalent to B-rank, upon the users request. If needed, Olmagan can also deactive the wind layer almost instantly. In addition to that, she can also release a thin almost invisible line of wind towards the opponent at any time she wishes, this thin line of wind is considered an A-ranked wind spear which can cut an opponent very easily. The wind is extremely thin due to the size of Olmagan and so if the opponents vision is already phased or hindered by a previous jutsu, it'll become extremely hard to see the incoming attack. Wind being almost transparent makes the whole situation even worse. Except those abilities she has no other use to the user apart from having the usual trait of Olms which are a keen sense of smell equal to a dog from the Inuzuka clan and hearing easily comparable to someone who has the C-rank sound jutsu activated. Olmagan can speak perfect English and uses that to communicate with her summoner.
Note: Can be summoned twice per battle.
Note: Lasts 3 turns each time she's summoned.
Note: Wind Coating counts as a jutsu.
Note: Thin line of wind also counts as a jutsu
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3- (Olm Kuchiyose no Jutsu: Dawan) - Olm Summoning Technique: Dawan
Rank: S
Type: Supplementary
Range: Short - Mid (Summoned in short range, Mid range reach for the Genjutsus.)
Chakra Cost: 40
Damage Points: N/A (Genjutsus are B-ranked but they do no damage anyway)
Description: Dawan is a special Olm who unlike most other olms stands on his two back feet and is around 5cm long, being able to easily fit within someone's pocket. Dawan specialize in genjutsu and is known for having his own specific genjutsu tricks which are able to leave the opponent completely open to easily avoidable attacks. Dawan is able to release his chakra into his opponents and by disrupting their chakra flow, he'd mess up their vision and make them see things the wrong way round. For example, an attack coming from the left would look like as if it's coming from the right, whilst an attack from below (spikes pillars etc) would appear as if it's coming from above. In addition to this, he can also perform a second genjutsu which is similar but works by affecting what the opponent hears, by releasing his chakra into his opponents brain, he'd make them hear things differently, for example, 'hello' would sound like 'goodbye', 'run' would sound like 'don't run', and everything would be heard as it's complete opposite, making two people who may have had excellet team work, completely lose their way of communicating. Like all other Olms, Dawan has a sense of smell equal to that of an inuzuka dog and a hearing comparable to that of someone who has the C-ranked sound jutsu activated.
Note: Both these jutsus can be only performed 2 times.
Note: Can't use one jutsu in one turn and the second in the next.
Note: Summon can only be summoned once and lasts for 4 turns.
Note: Genjutsu lasts 2 turns unless released by the opponent beforehand.
Note: Genjutsu count towards one of the users 3 jutsus.
Note: These two jutsus are both considered B-ranked genjutsu and are two complete different jutsus.



4- (Olm Kuchiyose no Jutsu: Noteleks ) - Olm Summoning Technique: Noteleks
Type: Supplementary/Defence
Rank: B
Range: Short (Summoned on self)
Chakra Cost: 20
Damage Points: N/A
Description: The user summons an Olm whose exoskeleton is padded enough to appear visible on the outside of their body. The exoskeleton has a slimy yet thick consistency, and is equal in size to the size of the user, covering them from head to toe, leaving mouth, nose and eyes just uncovered. The summoned Olm has many uses, allowing physical attacks of up to B-rank to slide off the user (depending on size, as something bigger than the user himself cannot just slide off), with the thickness of the layer of skin aiding in the user in close quarter combat, lessening damage, and making the users own attack heavier in a sense (no added damage but if used against equally ranked opponent, the user of this would have the upper hand). Apart from this basic addition, this jutsus main use comes from its ability to allow the user to fuse with one of his summonings. Upon having used this, the user can summon an Olm at any point after, which he then chooses to fuse directly within him as its summoned, allowing the summoned beings to become one in an instant, giving the user a surge of foreign chakra which can be used to release genjutsu. Of course it cannot be used to release paralysis based jutsus if the user needs to move in order to summon the Olm to begin with. Moreover, the fusion allows the user access to the summoned Olms' abilities, which in most cases is basic elemental jutsus, and also allows the user to contact and communicate with them.

Like all other Olms, the summoned Olm is blind, but however has the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the D-ranked sound jutsu (Inner Sonar Skill) activated.

Note: Can only be used 3 times, once activated, the layer of Skin lasts until destroyed or three turns have passed, whichever comes first. However, the slime dries out after 3 turns, not allowing the user protection from B-rank and below physical attacks, meaning the layer of skin left can only deflect basic weapons but nothing more for the remaining turns.

Note: When fused with summoned beings, this jutsu would last as long as the being with the most turns left on field, before the skin sheds, leaving the user as he was before this was summoned. This means if this technique is on its fourth turn, and a summoning which lasts 3 turns is summoned and fused with, then the technique will remain for those three turns. However, this can also be a disadvantage, since if a summoning is fused with early on, and lasts shorter than the five turns this jutsu allows, the user is forced to release this jutsu once that summoning has ran out of turns.
Note: Cannot last more than 8 turns per usage. | Two-turn cooldown.


5- (Olm Kuchiyose no Jutsu: Maskera) Olm Summoning Technique: Maskera
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: Maskera is a small Olm roughly a meter long, and 30 cms wide. When it was born, Maskera had no specific affinity but instead could use waves, blasts, and constructs of the Wind element (not freeform, but the listed jutsus in the jutsu section). When using that elements, Maskera did not only perform them with beauty and elegance, but it also had the ability to focus so much chakra into it, allowing the jutsus themselves to be bigger in size, the Wind waves and blasts to be bigger, sharper, and generally having more blunt force (depending on the nature of the technique itself). This ability allowed him to use more focused and concentrated chakra in whatever element that was used, giving fourty more damage points to all jutsus. This skill was powerful and unbelievably envied by all Olms, young and old. However, his progress was soon halted as Maskera found his unique ability to be wasted as he became ill, and ended up not being able to master different elemental jutsus other than the ones he had learned as a kid, and so, without being able to progress he could not use jutsus ranked higher than D-rank. Luckily the illness only halted the learning of more advanced jutsus, but did not affect his unique ability, allowing him to make use of that and become mid-tier in the Olm hierarchy. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. He is however better at sensing the quantity of prey/opponents by smell. ~ Can only be summoned once per battle, and lasts four turns. Due to its small size and general weakness, Maskera disperses if hit directly by any ranked technique.


6- (Olm Kuchiyose no Jutsu: Ruso) Olm Summoning Technique: Ruso
Type: Defence/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Ruso is the boss summoning of the Olms. In the violent ninja world, only the strong survived. Olms were blind, and although sensed through other means were generally disadvantaged against the more developed creatures. In order to survive, they looked towards their boss whose unique ability allowed them to do just that. His ability allowed him to bring about a fusion of animals as he took within himself other Olms - the number never never exceeding three- doing so allowed him to use abilities of the different animals to become one all powerful being. Unlike most other summonings which had 1 element, the collection of abilities allowed him to become sole defender of their region during many wars. Of course, like anything else, there were some heavy restrictions which came with abilities as unique as this. To begin with, summoning the boss in this state means that the user cannot have any of those animals on field beforehand. Once summoned with the animals fused within himself, the user would be unable to summon them again for six turns starting from that point. In addition, the boss himself cannot use any techniques whatsoever, other than the abilities he has gained from the other summonings. Moreover, the boss himself could not actually use the elemental jutsus himself without the aid of his ability, so he is only able to use one element per turn. Once summoned, he'd last four turns before he is forced to return to his homeland. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. Must be summoned with all Olms already infused (and posted as reference), and cannot infuse other Olms into himself as the battle progresses. He himself can only withstand one hit from any S-rank, after which any ranked technique causes him to reverse summon back to safety. The fusion is similar to Ma and Pa's fusion to a summoners shoulders, but more advanced as the Olms fuse into each other creating one perfect animal the size of a human.


7- (Olm Kuchiyose no Jutsu: Mooncake ) - Olm Summoning Technique: Mooncake
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: One and a half meters tall, and his width relative to his height. Protected by a specific seal, Mooncake has no real use, nor any abilities other than that which was placed on him. In a similar fashion to 'Four Violet Flames Formation' which required the use of the four Sound ninjas to hold seals in place, ensuring no person/spirit could enter or leave the area, Mooncake had a similar, yet not so similar seal placed on him by the elder Olms upon his birth. The seal itself does no damage to anyone attempting to enter his vicinity, nor does it prevent them from actually doing so - it instead has the ability to block any Fuinjutsu techniques (A-rank and below) from being used on him, and the area 1 meter around him. This ability is purely defensive in nature, and can be useful when facing an opponent who relies heavily on sealing techniques as he would retain his abilities, but Mooncake is not a special Olm. He remains on field for 4 turns, and can only be summoned once. If directly hit by any offensive ninjutsu attack higher than C-rank, he is forced to summon himself back to safety. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated.



(Olm Kuchiyose no Jutsu: Mudkip) - Olm Summoning Technique: Mudkip
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Mudkip is an Olm who specialises purely on defensive arts, as well as reporting during times of war/intel based missions. His ability is somewhat overlooked in times of peace, as Mudkip had nothing further to offer, however came to be essential in the Olms' time of need - his unique ability is limited to, and goes no further than, surviving. What this means for Mudkip is, he is able to withstand damage which other Olms (nor humans) could even dream of surviving. His ability allows him to thin out any chakra which strikes his body, and release that momentum outward, and away from him, allowing him to survive damage of any techniques where the damage does not exceed 100. This is not to say physical techniques (e.g Water Style: Typhoon Water Vortex, or even Earth Release: Destructive Rising Rock Pillars) would not be able to stop him in his tracks/send him flying away due to the momentum, it simply allows him to be able to recover without taking any damage which either one of those jutsus would have otherwise dealt him. His speed equivalent to that of an Jonin Ranked opponent. His rank was obtained purely due to this ability. Due to his small stature, his ability is useful in recon type missions as Mudkip is roughly half a meter in length, with his width being relative to his height and so cannot be used as a shield to defend an average sized ninja. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated. ~ Can only be summoned once per battle, and lasts four turns when summoned. His ability to survive high damage points is replinished each turn, and so would need the opponent to attack him with an appropriately powered jutsu to destroy him permanently.
Approved here

Learned


Toad Summoning Contracts


Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Enabled before using the main technique, this passive ability alters the way the user summons the stomach of the Great, fire-breathing toad. The whole technique is the same, except for the fact that the summoner is outside of the stomach. This alteration of the original technique was developed for the sole purpose of catching opponents without the user being inside the stomach himself. Even though the user can now summon the stomach without trapping himself, he still has to summon it in short range from himself.
This ability doesn't summon anything on its own. One needs to perform the canon technique "Toad Mouth Binding" immediately after activating this ability for it to have an effect.

Note: Can be used 4 times per battle


Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique is an ability that the Great, fire-breathing toad can perform after the opponent gets trapped in his stomach. The toad starts to squirt gastric acid at the target in order to accelerate the digestion. Enough acid will be secreted to fill the belly up to an average sized person's waist. The acid heavily burns the victim and if this lasts for two successive moves, the victim's limbs will be completely dissolved.

Note: Can be used 3 times per battle
Note: Costs a move but happens in the same time frame as "Toad Mouth Binding"
Note: Requires the opponent to be caught by "Toad Mouth Binding"

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

Restrictions
– Usable twice per match
– Can only be taught by Kryptiic
– Needs to have signed the Toad contract.
– Capable of absorbing A ranked and below water jutsu.


Snake Summoning Contract

Snake Summons

(Kuchiyose no Jutsu: Semiramis ) - Summoning Technique: Semiramis
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Semiramis is the leader of a secret Assassin Squadron founded by Shadow within the ranks of the snakes of Ryuchi Cave. Being part of the assassins, Semiramis excels in the art of deceit, camouflage, & assassination of course. Semiramis is a fairly small snake, being of 3 meters length, regal black colour, and of a enthusiastic but arrogant personality that often likes to indulge in luxury. Semiramis' speed is equivalent to a Jonin Rank Ninja, with her vitality being at eighty health points, and her skillset being that of all standard snake's, such as basic sensory and access to all standard snake ninjutsu, with Semiramis having access to A rank and below normal ninjutsu, and lasting four turns on the field. Semiramis' distinguishing qualities are the following;

Assassin of Red: Like all snakes, Semiramis can sense and pinpoint her target through snake senses, but her unique ability is that when locked on a prey, she naturally enters her assassination state, becoming hidden to her target in regards to her bodily functions, allowing her to have an edge against those that track her via such functions, while also exuding an intent that reduces opponent's base speed by two levels. In this state Semiramis is still perceivable through the basic senses, although as she is an assassin, her movement's do not produce sounds, but her 'intent' itself is felt by the opponent's, alerting them that they are being targeted, with Semiramis position being revealed if she enters within 6 meters of her opponent. This ability is passive, with Semiramis sensory only extending to a single LM and her only being capable of targeting up to three opponent's at a single go.

The Queen's Feast: Semiramis' venom is quite distinct, as she is capable of administering it through a bite, or launching it at a range with the additional implementation of basic shape manipulation or simply a wide scaled spray. This is an A ranked ability, with the wide scaled spray reaching mid range distance, with a spread of 10 meters both vertically and horizontally, while the shape manipulated application can reach up to long range distance, with this application never being bigger than her own size. Those that fall prey to her venom would experience a forced rapid secretion of their serotonin, norepinephrine and dopamine levels, rendering those afflicted experience feelings of pleasure, and emotional warmth. This pleasure and emotional warmth allures them to a sense of self love that prevents the use of forbidden ranked techniques and actions that cause self harm. Notably, Semiramis' venom itself is of S rank level but causes no standard physical damage by itself, but rather causes damage based on it's method of administration, where a bite is treated as an S rank attack, while her ranged release is treated as an A rank as previously mentioned.

Servant of the Holy Grail War: Semiramis' final ability is her passive ability to transform into a Bow, allowing the user to fire off her venom in arrow forms, at A rank levels, with the user having the option of utilisng her as a normal bow to fire off different arrows. Twice per battle Semiramis can coat a fired arrow with her venom, naturally costing a move, but can occur in the same t/f of another arrow technique.

Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


Note: Must be posted within the bio or in the beginning of a fight.

Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.

Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.

(Kuchiyose: Akumu) ~ Summoning: Nightmare
Rank: S
Type: Offence/Defence
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: Once the user bites his thumb and smears it on his tattoo and slams their hand on the ground they will summon Nightmare a snake thats big as Manda and is black with blue stripes. Nightmare is a personal snake of Johninto and is able to use to use Lightning up to S rank (counting towards the users move count).
Note: Has to be taught by ~Johninto~
Note: She may stay for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract

(Hebi Kuchiyose: Milotic) - Snake Summoning: Milotic
Rank: S rank
Type: Offensive/Defense
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Once the user bites their thumb and smears it on his tattoo and slams their hand on the ground they will summon Milotic a snake that is slightly smaller than Aoda. Milotic is a personal snake of Blake Belladonna and is able to use to use Water Ninjutsu up to S rank (counting towards the users move count). Milotic is the fastest snake in the water able to swim at great speeds ,which are just a bit slower then Lee without weights, while in the water and is also able to go into great depth of any ocean. On land Milotic can move just as fast as a normal giant snake summoning. Milotic is able to take no damage from B rank jutsus and below.
Note: Has to be taught by Blake Belladonna
Note: She stays for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract

(Hebi Kuchiyose: Serperior) - Snake Summoning: Serperior
Rank: S rank
Type: Offensive/Defense/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Serperior is a personal snake of Korra's from the Ryūchi Cave. Serperior is snake that is 3.3 m long. Serperior is a small snake that is sued for a special purpose. Serperior is a snake thats snake senses is better than any snake. He can sense/track people through smell, being able to distinguish light from dark to keen eyesight, infrared-sensitive receptors in deep grooves on the snout, which allow them to "see" the radiated heat of warm-blooded prey mammals, and having contact with the ground is very sensitive to vibration; thus, the snake can sense other animals approaching by detecting faint vibrations in the air and on the ground. Serperior senses are maxed out being able to detect people throughout long range in a battle and 1 landmark away in the NW. Serperior can also merge with the user so he can be attached to the user giving him directions of where opponents can be. When merge tho he cannot give the user senchakra for Sage Mode as this jutsu a way to stay close to the user.
Note: Has to be taught by Korra
Note: She stays for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract

(Kuchiyose no Jutsu: Gokudere) Summoning Technique: Gokudere
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities(senjutsu) as him.

Snake Arts

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

(Hebiātsu: Sunēku no Ishii) - Snake Arts: A Snake's Dying Wish
Type: Offensive
Rank: C-S
Range: Short -Long (for activation) (short - mid for explosion)
Chakra: 15 - 40
Damage: 30 - 80
Description: This jutsu involves sacrificing a snake summoning to try and end an opponent once and for all. The user place an explosive tag onto their snake summon and do the snake sign having the tags multiply until all of the snakes scales are now explosive tags. The user will than do the ram sign and and send a pulse of chakra into the snake causing it to explode and having all the tags go off also resulting in a huge explosion. The impact and strength of this jutsu depends on the length of the snake summoning making it stronger if the snake is longer. 1m-10m = C-rank explosion, 11m - 20m = B-rank explosion, 21m - 30m explosion, 31m - 49m A rank explosion, +50m S rank rank explosion If the user uses this with summons as big as Manda than the user must find a way to protect himself from the explosion.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna
Note: Usable 3 times a match with a 2 turn cool down of snake ninjutsu

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

Senpo: B(urasuto Jutsu) Sage Art: Blast Technique
Rank: B
Type: Offensive
Range: Short-Long(length it is thrown)
Chakra Cost: 20
Damage Points: 40
Description: The user while in Sage Mode the user channels senjutsu chakra into an inanimate objects and can either throw the object or leaving it on a surface(ground, table, dresser etc). With a object hitting the inanimate object or the user perform the Seal of Confrontation, the channeled senjutsu chakra is released out into a small blast similar to that of Deidara's C-1 explosions so the radius of the blast is one meter around the object. The blast releases all the senjutsu chakra out in a 360 degrees pushing force of but would cause the air to push away and would be seen by none senjutsu users as a wind jutsu. The force is enough to destroy B rank and below elemental and raw ninjutsu jutsus.
Note: Would reduce Sage Mode by one turn
Note: Can be used three times per battle

(Hebi no Shukuen) Snake Feasting
Type: Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user manifest a snake from one or both of their sleeves. This snake or these snakes are from Ryuchi Cave which can defend against A rank and below attacks being it elemental or normal ninjutsu and even inanimate objects. The snake(s) eat the attack they are defending from inanimate objects and jutsu. At this moment after eating the attack/inanimate object they disperse(no smoke but as if it just got burned). The attack is sent to a disclosed location in Ryuchi Cave that seals the attack inanimate to be never seen again. The size of the snakes grows depending on the situation. When the snake comes out is like the size of a snake from the "Hidden Shadow Snake Technique". The snake(s) can grow up to a large size(see spoiler for highest size). When the jutsu is used with one snake it can defend against A rank attacks and if used to manifest two snakes each snake can defend against B rank attack.
Note: Can only be used 4x per battle and only once every two turns.
Hebiātsu: Pitviper kurōn | Snake Arts: Pitviper Clone
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra 30
Damage: N/A
Description:
This is a variant of the "Snake Clone" technique that any user of Snake ninjutsu can perform, though used with the Selective species of snakes known as the Crotalinae, or "Pitvipers".. The user would release numerous Pitviper from his sleeve/arm, which would combine and transform into an identical clone of himself with unique abilities that come with the specific snake species. It's skin would be made of the pitviper scales, but in the color of skin so it wouldnt be a noticeable thing. Besides the ability to use normal Ninjutsu up to A rank, the Pitviper Clone would be capable of also using snake related Ninjutsu up to and including S-ranks. Being created from this advanced species, the clone also receives the defensive aspect of the Pitvipers, along with the innate sensing and passive ability to camouflage itself with its surroundings; All being basic abilities explained in the Selective species technique mentioned above. Each clone would be able to act on its own accord like any other clone technique, though this would only work up to mid range. If the clone goes past mid range it will simply lose its clone form and return to its original form of a group of Pitvipers equaling the combined rank of A-rank and dispersing 1 turn after losing the clone form.

Note: Only usable 3x and can create up to 2 clones per usage which counts towards the clone count
Note: Since made up of Numerous small Pitvipers, it only holds the sensing of the smaller Pitviper range (explained in original technique)
Note: For defensive intent and purposes, the clone would be considered an A-rank snake.

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

(Doton/Sunēkuātsu: Jigoku no sunēkupitto) Earth Release/Snake Arts: Snake Pit of Hell
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will do the snake sign and cause the ground underneath the opponent to drop 15 meters down and 10 wide causing them to loose their balance and fall down the hole. Once down the user will expel from their mouth a torrent of snakes that head towards the hole. The snakes will keep multiplying but will get smaller making it where their would be an army of snakes of variety sizes. The snakes will go down the hole filling it trapping the opponent in the pit and attacking them endlessly. Each snake has venom that can cause paralyzing effects to the opponent the longer they are getting bitten. After 1 turn they will feel numb and after 2 they will start to feel paralyze.
Note: Usable twice with needing to wait 3 turns before using again.
Note: The snakes stay on the field for 3 turns.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna

(Sunēku no shūen ) -Snake's Demise
Rank: A
Type: Attack/Supplementary
Range: Short- Mid
Chakra Cost:30
Damage Points:60
Description: The user will perform 5 hand signs then slam their hand on the ground that summon two snakes (the size of a normal anaconda) that then burrow underground. They will then come out of the ground underneath the opponent and wraps around them. The two snakes will then bite the opponent then will inject a paralyzing venom that will make the opponent numb and finally paralyze them.
Note: The paralyzing effect kicks in after 1 turn but the numbing effect will start right away.
Note: The snakes must be biting the opponent to keep the effects lasting. If the opponent breaks free the effects wear out in 2 turns.
Note: Must be able to summon snakes.
Note: Usable once. Snakes last 3 turns on the field.
Note: Must be taught by Korra

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

(Hebiātsu: Hebi no Norowareta Niwa ) - Snake Arts: Cursed Garden of Snakes
Rank: S rank
Type: Offensive/Defensive/Supplementary
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user will stomp their foot onto the ground and uses their chakra to create multiple tunnels through out the ground underneath the user and the opponent throughout the entire terrain. The user will then do the snake sign and have a snake come out of their sleeve and goes underground and travels throughout the tunnels laying up to 100 snake eggs throughout the tunnels. The snake eggs will quickly hatch and release many different sized snakes to come out of under the ground and attack the opponent and covering the entire terrain. The snake sizes are as big large size anacondas. The snakes all poses a basic venom that when they bite the opponent they cause numbness right away and after two turns if the snakes are still biting the opponent will cause paralysis.
Note: Must be able to summon snakes
Note: This jutsu takes two turns. One to completely set up and the next to actually be used.
Note: Usable twice with a 3 turn cool down between uses.
Note: All the snakes last for 2 turns.
Note: Must be taught by Blake Belladonna

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

(Ame Senpo: Shizen no Ame) - Rain Sage Arts: Nature's Rain
Type:Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will do the Ram sign and either channel their senchakra into an already existing rain source or use their chakra to make it start raining. The rain will be infused with natural chakra and the rain will span over to long range covering the entire terrain. The user has the rain hit their body and has their body absorbs the natural chakra. The user can use this to enter Sage Mode directly after 1 turn of getting hit by enough rain. If the user is already in Sage Mode when the use this jutsu they can use the rain to add 1 turn for each turn in the rain, the turn used not counting. Due to the senchakra powered clouds it would take a high level wind jutsu (S rank) to blow away the clouds away.
Note: Must know Sage Mode
Note: Usable 3 times a match, lasting 4 turns each use.
Note: Requires a 2 turn cool down between uses
Note: Must be taught by Korra.
 
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Type: Tai/Advanced tech​

Background: Genos was 15 years old and still a normal human being. Even in this harsh world, he had a pretty happy and peaceful life with my family until then. But one day, a crazy cyborg attacked our town all of a sudden. He had completely lost his mind... I guess, his brain had been damaged during its transplantation into his cyborg body. He left after destroying everything in the town. The parks, the schools, the buildings, Genos' home... Of course... his family didn't survive. Only Genos was miraculously spared, but as he was just a meek 15-year-old boy back then,he wouldn't have survived long all alone in the ruins of a town if hadn't passed town by chance and found him. Dr. Kuseno is a scientist of justice and was pursuing the cyborg to stop him. Genos begged Dr. Kuseno to transform him into a cyborg and was reborn as a cyborg who fights for justice. he made a promise to Dr. Kuseno to find that cyborg one day and destroy him.​

Description on the Abilities and Inner Workings of the Style:​
Tech:​
The entire style is based around use med with AI technology to make the ultimate cyborg. Advanced tech is used to make the technology sentient and work with the user with it's own AI. Not only this but med allows the user to replicate vital organs using nano technology to work with the rest of his body, allowing him to replace nearly any part of his body, aside from his brain. The main aspect of this would be an energy core at the centre of the users torso, which acts in a way to charge attacks and maintain the functions of all the technology in the users body. This core is self sustaining recharging itself from the kinetic energy of the users body movements as well as their body heat etc. (To be submitted)​
With the core serving as the power source for all technology in their body, their chakra can be used for alternate purposes. All items of the cybernetic body are made of chakra metal carrying the users chakra through it as though it was their normal chakra system. Each item acting as an enhancement for the user's movements, strikes and everything else in combat.​
Note: Each item listed in workings will be submitted as it's own form of technology (to be submitted in the CFSJ thread).​
Fighting:​
Expert Hand-to-Hand Combatant: . The user is able to utilise his various enhancements in order to distract opponents and calculate how powerful they are, as well the exact amount of power he'll need for battle. He makes use of a large variety of weaponry and upgrades in battle, and is a very capable fighter in both close quarters and long range fighting. The hydraulics and the likes in the arms and legs of the user serve for faster and harder strikes, meaning that the user's Taijutsu/weapon based attacks will see a passive +20 damage increase.​
The user will then use the nano tech to alter their body to form cannons for attacks as seen with Delta's eyes. They will form jets of flame for speed boosts, from their shoulders for example to propel themselves forwards, or simply reform the nano tech that forms their hand for example into a blade that extends from their wrist for weapon strikes. The user will always have access nano bots within their body to produce these extensions and alterations.​

Example Techniques:​
(Genos: Būsuto Atakku)- Boost Attack​
Type: Attack​
Rank: S​
Range: Short - Mid​
Chakra: N/A​
Damage: 80​
Description: A taijutsu technique for cyborgs using the advanced technology within their body to deliver a powerful strike. The user will use the Nano tech within their body to form jets on their limbs that use the generator's within to create a jet propulsion. These flames are made through technology alone containing no chakra. These propulsion give a rapid movement to deliver strikes on a new level. Moving at twice the users base speed due to the propulsion, these strikes have another couple of effects. Through the same principles of the leaf dragon god technique, due to the user swing so hard and so fast, the movements themselves give off a pure pushing force in the process in the direction the user moves. Should it be a direct punch then this pulse would be pushed directly forwards. Should the user do a 360 spin it will be pushing out all around them. Linear movements will release a solid pushing force of S rank up to mid range. If the strike more of a full movement, it will only reach short range around the user. Should the target somehow touch the jets that a propelling the users movements they will take 30 damage from that contact.​
Note: Usable 3 times, once per turn, two turns between uses.​
Incineration Cannon (焼却砲, Shōkyaku-hō)​
Type: Tool​
Rank: S​
Range: Short - long​
Chakra: N/A​
Damage: 80​
Description:​
Genos reforms his body to create a mass of cannons as he charges the power form his core to create an energy based beam launches a concentrated beam to rapidly heat up a target to the point of being able to melt various metals. This is energy created by technology being neutral to all.​
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Machine Gun Blow (マシンガンブロー, Mashingan Burō)
Type: Tool​
Rank: S​
Range: Short - long​
Chakra: N/A​
Damage: 80​
Description: Genos throws a chain of fast punches propelled by the hydroponics within his body to create a rapid series of solid punches. It is strong enough to shatter a cliff face.​
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Additional effects and Restrictions:​
- Must be a cyborg​
- Must have Med​
- Passive +20 to tai and weapon attacks​
CFSJ:​
Type: Tool​
Rank: S​
Range: N/A​
Chakra: N/A​
Damage: N/A​
Description: This is an advanced ninja tool made up of nano technology/Chakra metal infused with Med to create the perfect cyborg body, though on a lesser scale to Delta and Kawaki. This torso contains a core that powers the user's mechanical body which is self recharging, drawing from the users kinetic energy they produce and the heat energy from their body, their movements and even from the sun. The Ai within this is that the nano tech that forms this piece perfectly fits with the users body and is linked to them, acting on it's own while at one with the users. This torso can have various pieces of tech attached to it or within it such as the chakra blades or even have one of the chakra absorption arms fixed into it, making it extremely efficient.​
Even with other items attached to the torso, the nano bots will work to enhance them and change the users body at need. A simple example of this would be to create jets from the users shoulders to allow for propulsion. This can be done in a linear manor or the jets can be moved to control the direction to move in arcs, vertically or horizontally. This can be done once per turn taking up one of the users three moves.​
Not only does this allow for items such as jets to be made, the user can reshape their body and or arms to form other weapons such as cannons (various other jutsu in the style), weapons such as blades etc or even form shields. Reforming the users body can be done once per turn, equating to up to S rank in strength, depending on the users needs.​
Should the users body take damage, they can use the additional nanobots within their body (similar to aburame bugs) to reform their body. Reforming costs one of the users three moves per turn, reformation can be done twice per battle however does not heal the user's health pool. The defence is considered to be C rank, being immune to C ranks and below and health wise reduces C rank damage from all interactions.​
Type: Attack​
Rank: A​
Range: Short - Mid​
Chakra: N/A​
Damage: 60​
Description: A taijutsu technique for cyborgs using the advanced technology within their body to deliver a powerful strike. The user will use the Nano tech within their body (Genos technology) to form jets on their limbs that use the generator's within to create a jet propulsion. These flames are made through technology alone containing no chakra. These propulsion give a rapid movement to deliver strikes on a new level. Moving at twice the users base speed due to the propulsion, these strikes have another couple of effects. Through the same principles of the leaf dragon god technique, due to the user swing so hard and so fast, the movements themselves give off a pure pushing force in the process in the direction the user moves. Should it be a direct punch then this pulse would be pushed directly forwards. Should the user do a 360 spin it will be pushing out all around them. Linear movements will release a solid pushing force of A rank up to mid range. If the strike more of a full movement, it will only reach short range around the user. Should the target somehow touch the jets that a propelling the users movements they will take 30 damage from that contact. This is considered a taijutsu attack enhanced through technology.​
Note: Usable 3 times, once per turn, two turns between uses.​
Type: Attack​
Rank: Forbidden​
Range: Short - Long​
Chakra: 70​
Damage: 140​
Description: This is the ultimate technique of the Genos cfs. Combining the powers of technology with yang release. Using the Genos technology, the user will create a mass of jets all around his body. The user will then use all the jets at once at their maximum power to propel themselves at an intense speed, moving at 3x their base speed. These jets will release a mass of fire that contains no chakra all around the user aimed away from the users body so as to not incinerate their body. The fire is so strong if it would hit anyone it would deal S rank damage. The yang flowing through the users body will heal the scorch marks from these flames as well as enhance their body to the physical peak. With this the user will do a single strike focusing all the power of their propulsion into this attack. The yang flowing in them will reduce the effects of impact on the users body while increasing the physical attack itself for a single strike. The striking power of this single attack will release a shock wave forwards up to mid range in a pulse due to the combination of the propulsion effects and the strike behind enhanced by yang.​
Note: Usable once.​
Note: Due to over loading the technology, the user can't make use of the Genos tech or cfs for two turns​
Note: No yin jutsu in the same turn.​
(Shōkyaku-hō) Incineration Cannon
Type: Attack​
Rank: S​
Range: Short - Long​
Chakra: 70​
Damage: 140​
Description: The user will draw on the nanobots in their body completely reforming it to produce a mass of cannons all around them. This can be anything from a single finger to their entire body. At the same time the user will flood their inner core, Genos, with a mass of Yin and Yang chakra focused in balance, empowering it to exponential levels. This maximises the efficiency of the technology. This will result in a mass surge of energy flowing into the Nanobots which will form a mass of jets (like that of a rockets) producing a mass blast of fire in front of the user. The unique thing about this is that the chakra is used to empower the technology and the actual flames don't contain any chakra themselves. The yang flows through the user's body to stabilise the system stopping it from overheating and damaging the user, while the yin allows for the creation of additional nanobots to create the jets. These can be formed on any part of the users body. The yang within this technique fortifies the nanobots to stop them from overloading a breaking while they are being pushed to the very limits while giving them a form of semi sentience to know their limits. The yin aspect is the user converts their imagination to create the ultimate combination to form the optimum technology for a short time, being unable to maintain it.​
Note: Usable twice, per battle. Four turns between uses.​
Note: Prevents the use of technology abilities in the following turn.​
Note: No other jutsu above A rank in the turn this was used.​
Machine Gun Blow (マシンガンブロー, Mashingan Burō)
Type: Tool​
Rank: B-S​
Range: Short-Long​
Chakra: N/A​
Damage: 40 - 80​
Description: This is a technique that makes the use of the users ability to create hydraulics within their arms to enhance the power and speed of their attacks. With this the user will use nanobots to create chain of fast punches propelled by the hydroponics within his body to create a rapid series of solid punches. The hydraulics constantly throw the users fists at their target, drawing them back and re firing the punches over and over in a relentless barrage. The B rank vision if fired at 1.5 x the users base speed. The A rank version is fired at 2x the users base speed. The S rank version is fired at 2.5 x the users base speed. B rank can be used 4 times per battle. A rank can only be used 3 times, one per turn. S rank can be used twice per battle with 3 turns between uses. User can't make use of Genos techniques above A rank in the same turn and following if S ranked version is used.​
(Taijutsu: Aikaku) Body art: Reformation
Type: Supplementary/Attack
Rank: A rank​
Range: Short - Mid​
Chakra: N/A​
Damage: 60 (+20)
Description: This is a supplementary use of the Genos cfs in which the user controls the nanobots to form in a way that the user can separate their mechanical parts and reattach them. This can be used in two ways, Supplementary or offensive:​
Supplementary: The user can detach or reattach part of their body at will. The part they want to detach can still be controlled through signals and reattached at will. If a part is detached from the user it can only reach up to mid range and lasts 2 turns before having to return to the user. If used to detach and reattach in the same turn, it will only cost one of the users three moves per turn. This can be done three times per battle. Only one part can be detached and controlled at a time, controlled by the AI in the "Genos" technology. The user can reattach a part that was forcefully removed, as long as it wasn't completely destroyed.​
Offensive: Alternatively the user can release part of their body in an offensive manor, using nanobots to create mini jets on the released parts to propel the chose part at high speeds (1.5x users base speed) to give them in increased range in their taijutsu strikes. Should this method be chosen, the strikes would deal 60 damage. If used with another taijutsu or non elemental kenjutsu strike, it would increase the damage by +20. This can be used 3 times per battle and the limb must return to the user by their following turn. The user can passively call the piece of their body back.​
Should the body part be destroyed from either use, the user can release nano bots from their body to reform themselves, though this will not return HP. This can only be used if the user's Genos core is still functioning in their chest, costing a move.​
Note: The user can only use one of these variations per turn.​
Note: While releasing part of their body, the user can still use that body part to use jutsu, projecting their chakra into it, within reason​



Hoippu Geijutsu | Whip Arts
Type:
Gentaijutsu
Background: While travelling trough the ninja world, -Severus Snape- came across a lot of different fighting styles, but one of them made the biggest impact on him, a Sannin from the leaf who used his hair as a whip. This inspired him to start fighting using a self-made whip. In the beginning this didn’t help him in his battles, it even caused him almost to die. Starting to combine his whip attacks with genjutsu, he realised that this was an really effective fighting style and started to use it.

Description on the Abilities and Inner Workings of the Style:
This type of genjutsu uses the whip the user carries with him to disturb the enemy’s chakra flow, by inserting a bit of the users chakra trough a whip into the opponents chakra flow. This disruption of the flow of chakra makes the enemy perceives illusions, which puts enemy under a genjutsu. The damage done by the Whip Arts is Physical (if hit by the whip) but can also be Mental (the genjutsu the enemy is put under).
Whip Arts techniques are usually fast but gracefully, relying on the short ‘whipping’ movements of the whip to hurt the enemy (If they did too much physical damage, the enemy they would automatically be released from the genjutsu) and then disturbing the enemy’s chakra flow to put them under a Genjutsu. The speed of the movements can be compared with the speed of an attacking snake, short but powerful.

Additional effects and Restrictions:
-Must be of at least Sannin Rank to learn
- Must have mastered Genjutsu
-The user biography must carry a (Custom) whip
-This style can only be taught by a Hoippu geijutsu Master.

Scorps Permission [ ]
____________________
P a t e n t C e r t i f i c a t e
-Severus Snape-, our loyal member, gave on the a request for a Patent on custom fighting style Hoippu Geijutsu | Whip Arts. I, Riku.. of the Custom Fighting Style Bureau, by the power invested in me by Nexus, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​


Hoippu Geijutsu | Whip Arts
Powered by Riku..
Copyright 2012, -Severus Snape-, NarutoBase.net

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(Hoippu Geijutsu: Akuma no ikari) | Whip Arts: Devils Rage
Type: Attack
Rank: B
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will move the whip around his body while channelling his chakra trough the whip. As the whip hits the opponent, a small amount of chakra of the users chakra will disrupt the opponent’s chakra flow, putting him under a subtle genjutsu B-Rank jutsu where he will feel a burning pain coming from the muscle's that are near the hit point. This pain will increase over the next 2 turns, if not broken out from the Genjutsu, until the opponent has the feeling that pain is too much, and can't use the hit limb any more, until broken out of the genjutsu.
Note: Requires Hoippu Geijutsu training
Note: Can only be taught by -Severus Snape-

(Hoippu Geijutsu: Surīpu Byūtī) Whip Arts: Sleeping Beauty
Type: Offensive
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user cracks his whip towards the opponent and hit him diagonally over the chest (or any other body part that comes in its way). Upon the physical contact, a small amount of the users chakra will go trough the whip, into the opponents body, placing him under a B-Ranked genjutsu. A turn after being hit by the whip, the opponent will start to feel a slight tingling where he is hit, and this tingling feeling will spread over the next two turns until his uppe/lover body is completly numb, depending on where being hit. This numb feeling will continue until the opponent dispels the genjutsu he is placed in.
Note: Requires Hoippu Geijutsu training
Note: Can only be taught by -Severus Snape-

(Hoippu Geijutsu: Indiana no Hanketsu ) | Whip Arts: Indiana's Judgement
Type: Attack/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is the ultimate defence of a Whip Art Master. The user will spin his whip,while focusing chakra in it, rapidly around his body, creating an impenetrable dome around him. While moving creating the dome, the sound will trigger a genjutsu upon the opponent. The genjutsu itself if simple, instead of seeing the user moving around his whip constantly, the opponent will only see the whip being moved around once before the user seemed to rest the whip again by his side, while standing in the same position. In reality, the user will continue the move the whip around while moving forwards, and as the user comes within hitting distance from the opponent, he will flick the whip forwards and catch the opponent around the neck, effectively strangling or killing them, depending on the kind of whip the user carries.
Note: Can only be user twice per battle
Note: Can deflect any B-Rank or lower Elemental technique's, but the technique is broken
Note: Can deflect any A-Rank or lower Taijutsu and Kenjutsu technique's (except EIG technique's)
Note: The genjutsu breaks the moment the whip stops moving.
Note: Requires Hoippu Geijutsu training
Note: Can only be taught by -Severus Snape-

[Hoippu Geijutsu: Surīpu Byūtī) Whip Arts: Sleeping Beauty](Hoippu Geijutsu: Surīpu Byūtī) Whip Arts: Sleeping Beauty
Type: Offensive
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user cracks his whip towards the opponent and hit him diagonally over the chest (or any other body part that comes in its way). Upon the physical contact, a small amount of the users chakra will go trough the whip, into the opponents body, placing him under a B-Ranked genjutsu. A turn after being hit by the whip, the opponent will start to feel a slight tingling where he is hit, and this tingling feeling will spread over the next two turns until his uppe/lover body is completly numb, depending on where being hit. This numb feeling will continue until the opponent dispels the genjutsu he is placed in.
Note: Requires Hoippu Geijutsu training
Note: Can only be taught by -Severus Snape

Hoippu Geijutsu: Esupowaaru Déçus) Whip Arts: Espoirs Déçus
Type: Offensive
Rank: A -rank
Range: Short - Mid(distance whip can go)
Chakra: 30
Damage: 60
Description: The user will channel chakra into their whips and using the chakra, they will hit the enemy with their whip. If physical contact is made, the target will be induced into a powerful illusion. Instantly after the effect of the illusion takes place, the point of impact with the whip will feel as if it was hit x1000 times harder then they initially thought. The pain is so intense that, as if a giant foot crushed the limb of impact. The target in reality will be unable to move the limb of impact due to the amount of pressure the illusion induces; it seems as if the limb was really crushed.
*Can be used 4 times, each use lasting two turns.





[/B]​

Kyu Doragon Jutsu | Nine Arts Dragon
Type: Nin-taijutsu​
Background:
Centuries ago lived 9 monks in which all were known widely through lands for their knowledge and understanding of Martial Arts, along with a vast amount of information embedded into their minds about the physical capabilities of shinobi lineages through witness of war. They had never condoned violence nor the principle lust for power, knowledge to them was power and the key that would carry the future. In knowing this, the Monk 9 gathered in secrecy and shared their logical ideals with one and other along with sharing their foundation of each Martial Art they had mastered. Each of them trained with the mentality of peace set in their stone hearts. A child of prophecy came along in which had no home, no family nor friends; no hope. They harboured this child, raising him in the serene surroundings of lush mountains. Pouring into him everything they knew, good, giving him a complete understanding of everything and thus converting this child unto a Shinobi. He eventually mastered each individual fighting art in which he merged into one of perfection, thus giving birth to the Nine Arts Dragon. It has been passed down only to those who are worthy of such.​
Description on the Abilities and Inner Workings of the Style:
The idea of this particular art is based on the foundation of fuuton. The user will constantly distribute fuuton chakra to certain points throughout the body in which will aid the user with drastic movements. May it be for evasive, offensive or defensive abilities. The fuuton chakra would be released from the body at each point it is channeled to. It will be released in the form of controlled explosions of air in which will ultimately propel these parts of the body. If the user were to channel fuuton chakra to the underside of their feet and jump while releasing said chakra, they would be repelled higher, as the fuuton forced from the bottom of their feet will add a drastic amount of momentum. This same principle will be applied to the rest of the body. No-matter where that part is, a stabilized burst would aid, adding momentum or using an abundance of chakra to force them to move though it would be extremely hard to control if the explosion is too large. Applying these small bursts along side synchronized movements adding momentum can cause the user to reach a much more stable, and increased speed with specific maneuvers and/or overall movement in certain circumstances such as supplementary techniques or evasive techs.​
This image is too big to show without a spoiler:
In this image shows a burst of a air-like technique. This Art will work like this. This is how it would look if someone who knows this Custom Style attempted to punch another person using their right arm. The user would bring up their arm in a hook like motion while they channel their chakra into their elbow and release the burst as they throw the right hook. The burst will speed the persons punch drastically also.



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Example Techniques:
Name: Kyu Doragon Jutsu: Bikkuribako | Nine Arts Dragon: Jack-In-The-Box​
Rank: C​
Type: Offensive​
Range: Short​
Chakra Cost: 15​
Damage Points: 30​
Description: The user proceeds to punch the opponent while channelling a small amount of fuuton chakra to the back of their forearm, close to the elbow. As he begins to punch, he releases a small burst of fuuton chakra from his elbow that speeds up the attack dramatically, making it harder to avoid.​
  • Can only be used 3 times per battle
Name: Kyu Doragon Jutsu: Sukai Foabooru | Nine Arts Dragon: Sky Walk​
Rank: B​
Type: Defensive​
Range: Short​
Chakra Cost: 20​
Damage Points: N/A​
Description: The user creates continuous bursts of fuuton from the bottom of their feet as they kick in any logical direction of their position. This gives them the ability to basically jump or walk in mid-air with each step at a great speed.​
  • Can kick upwards, backwards or forwards.
  • Can be used as an evasive technique
  • Can be used to move or maneuver in mid-air.
  • Can only be used 3 times per battle
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Additional effects and Restrictions:
  • This CFS gives the user increased speed and reaction time, that above of a normal strong fist user. Due to the constant fast motion, and quick changing of direction.
  • Users must have Mastered Fuuton.
  • Users must have Mastered Taijutsu.
  • Can only be taught if approved by the original creator, Nathan.
____________________
P a t e n t C e r t i f i c a t e
Nathan., our loyal member, gave on the date February the 27th of 2014, a request for a Patent on Custom Fighting Style (Nine Arts Dragon). I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​


Kyu Doragon Jutsu
Powered by Madāra Uchiha
Copyright 2014, Nathan., NarutoBase.net

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Kyu Doragon Jutsu: Teisei Orijin Tsuppari! | Nine Arts Dragon: Whisper Origin Thrust!​
Type: Supplementary​
Rank: C-rank​
Range: Short​
Chakra: 15​
Damage: N/A​
Description: Using this technique the user can passively create bursts of wind at any time, any specific point on the users body. This technique is mainly used to physically evade most techniques with the help of the wind chakra. Also by the choice of the user, they can send their wind chakra to their feet to have the ability to propel their self to any point they want, forwards, backwards, left, or right if the user chooses, that being said, if they want to change another direction they would have to re-use this technique again.​
Notes:​
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon​
2. Kyu Doragon Jutsu: Burakku Orijin Arashi | Nine Arts Dragon: Black Origin Tempest​
Type: Offensive​
Rank: A-rank​
Range: Short​
Chakra: 30​
Damage: 60​
Description: The user concentrates his wind chakra and focuses the chakra into every point of their body. The user can then cause the wind chakra to surge outwards suddenly, to propel the user towards the opponent. However, unlike other jutsu of the style, the wind surges multiple times. With each propulsion by the wind, the user accelerates. These accelerations, and the constant propulsions cause the opponent to see afterimages of the user appearing behind him. These can be mistaken for shadow clones, and makes it difficult to find the user's actual positioning. The user when he reaches the opponent, will then deliver a powerful uppercut at the opponent. As the uppercut happens, the user causes a sudden burst of wind chakra emanating from the bottom of the user's elbow. This causes the uppercut to do much more damage than normal to the opponent.​
Notes:​
- Can only be used three times per-match​
- Have to wait a turn before use again​
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon​
3. Kyu Doragon Jutsu: Koushoku Orijin Kakutou | Nine Arts Dragon: Lust Origin Grappling​
Type: Defensive​
Rank: B-rank​
Range: Short​
Chakra: 20​
Damage: 40​
Description: This technique can only be used as a counter, the user will wait till the opponent has thrown a fist towards the user, the user will channel wind chakra into his hands, and both of his elbows, allowing him to catch the oncoming fist quicker, able to react faster. As the user grabs hold of the fist he will use his infused hand to crush opponents fist by squeezing it whilst leaping to the right, grabbing the shoulder and pushing it to the front whilst having the fist in the users other hand pulling it towards the user ready to dislocate the arm by the pressure and impact of the wind destroying it, and even capable of ripping it off by the enhanced wind if the user chooses to.​
Notes:​
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon​
- Can only be used every two turns.​
4. Kyu Doragon Jutsu: Burakku Orijin Genkaiten | Nine Arts Dragon: Black Origin Threshold​
Type: Supplementary​
Rank: B-rank​
Range: Short​
Chakra: 20​
Damage: N/A​
Description: The user initiates the inner fuuton chakra to release through the pores of the users body. This in turn gives the user the ability to use the Nine Arts Dragon principle and incorporate it into free form taijutsu. While this technique is active, the user is only able to use fuuton based techniques, Nine Arts Dragon techniques, free-form taijutsu and normal taijutsu techniques. The free-form damage is equal to a standard D-rank taijutsu technique. Speed is sightly increased to match the standard of Nine Arts Dragon style as well.​
Notes:​
- Free-form damage is increased to D-Rank.​
- Last for 5 turns.​
- Once this technique ends, the user is incapable of using any Nine Arts Dragon techniques for 4 turns.​
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon.​
5. Kyu Doragon Jutsu: Hageshi Orijin Tosshin | Nine Arts Dragon: Intense Origin Rush​
Rank: A​
Type: Offensive, Supplementary​
Range: Short – Mid​
Chakra: 30​
Damage: 60​
Description: The user applies the basic principles of the Nine Arts Dragon and builds up a very high amount of fuuton chakra into their back. The user will then, ever so slightly, jump into the air and suddenly release all the chakra at once launching themselves forward in a single massive burst of speed causing them rush forwards at the speed of the NAD style. Upon coming within range to their target the user punches their target with both their fists in the gut launching the target backwards a few meters and inflicting severe damage. When the punch strikes their target the user will release a sudden burst of fuuton chakra from their elbows as well increasing the damage dealt. When this technique is released it creates a concentrated A-Rank blast of wind behind the user that extends to 5 meters directly behind them.​
Note: Can only be used three times.​
Note: No Nine Arts Dragon techniques can be used for 2 turns after this technique has been used.​
Note: Only can be used to move forward.​
6. Kyu Doragon Jutsu: Kurayami Orijin Shikichi | Nine Arts Dragon: Darkness Origin Threshold​
Type: Offensive, Defensive, Supplementary​
Rank: S-rank​
Range: Short – Mid​
Chakra: 40​
Damage: 80​
Description: The user applies the basic principles of the Nine Arts Dragon but on an advanced and much more chakra taxing level. Building off the basic usages of Whisper Origin Thrust the user can release bursts of wind at any time from any point on their body with varying usages. The technique can be used to evade physical attacks or to propel themselves at incredible speed in any direction be it forwards, backwards, left, right, or up. Of course, as with the basic technique, the user must use this technique again to change their direction. Unlike the original technique, this version if far stronger and far more deadly when used offensively. To begin with, this technique happens much faster than the previous iteration. The speed at which the bursts of wind carry the user occur in the blink of an eye (a non-enhanced eye). The user can control the amount of wind released and depending on their use will utilize stable wind or incredible bursts of wind that are unstable but very powerful. For example, if the user wishes to evade an attack they can simply use this technique to throw themselves into the air or backwards in the blink of an eye with an incredible burst of wind that is unstable. While unstable the user will be carried off to safety at a far distance. Similarly the user can use the wind bursts in close quarters combat similarly with how they do with other Nine Arts Dragon techniques. This can cause a punch, which is normally traceable with the naked eye, to happen in the blink of an eye. The damage of course is much deadlier and can cause very severe injuries if the opponent doesn't counter it properly. The technique is incredibly versatile and allows the user very powerful methods of evasion, attack, and other uses. Additionally, the user can simply release large bursts of wind from their body at any point. These are unfocused blasts of wind that can carry off debris and other objects as well as simply throw an opponent off balance and carry them away. This however, requires the user stand perfectly still making it dangerous to use in close range. If the user does not stand perfectly still when releasing these huge blasts of unfocused wind they run the risk of being blown back themselves and causing severe damage to their own body. The possible uses for this technique are up to the user’s own imagination and limitations.​
Notes:​
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon​
- Can only be used three times per battle.​
- Can only be used once every three turns.​
- After being used the user may not use Nine Arts Dragon techniques above A-Rank for 2 turns.​
7. Kyu Doragon Jutsu: Kinji Kasokudo Kohai | Nine Arts Dragon: Forbidden Acceleration Devastation​
Type: Offensive​
Rank: Forbidden​
Range: Short – Long​
Chakra: 50​
Damage: 90 (-20 to the user)​
Description: The user applies the dangerous aspects of the Nine Arts Dragon and builds up an incredibly high amount of fuuton chakra throughout their entire body. After using the basic application of the Nine Arts Dragon to propel the user high into mid-air they user will then release this technique to come crashing down upon their target. Before releasing it the user will position themselves to target their opponent and then release this incredible amount of chakra. They will, in a sudden and uncontrollable burst of wind, become a missile to come crashing down on their opponent in a single linear direction. They will fly down at the speed of Sound Release: Massive Echo Assault Skill. Upon coming within range of the ground they will release a huge amount of fuuton chakra. The fuuton chakra serves one purpose. That purpose is that the fuuton chakra released will rip the ground below them apart creating a large crater that spans up to the end of short range and is about two meters deep. The user does not have to release the second burst of wind if they use this to directly strike their opponent. The damage done by a direct hit is incredibly high and can make for a very fatal attack and happens incredibly fast. The user however will suffer from the effects of the attack regardless of how they use it. They will suffer slight damage from the amount of chakra they suddenly released while also damage on their body from the debris created from the destruction of the ground if used in such a manner. This, unlike other Nine Arts Dragon, does not operate on a stable level. As such while they are spiralling down on their target the user can only stop by using Nine Arts Dragon: Whisper Origin Thrust in the opposite direction.​
Notes:​
- Can only be used once per battle.​
- The user cannot use any Nine Arts Dragon techniques for the rest of that turn and the following 2 turns.​
- The user cannot use any fuuton techniques above A-Rank for 2 turns.​
- The user cannot use any A-rank techniques for 1 turn.​
- Must be a practitioner of Kyu Doragon Jutsu | Nine Arts Dragon​
(Kyu Doragon Jutsu: Hageshi Orijin Tosshin) – Nine Arts Dragon: Intense Origin Rush​
Rank: A​
Type: Offensive, Supplementary​
Range: Short – Mid​
Chakra: 30​
Damage: 60​
Description: The user applies the basic principles of the Nine Arts Dragon and builds up a very high amount of fuuton chakra into their back. The user will then, ever so slightly, jump into the air and suddenly release all the chakra at once launching themselves forward in a single massive burst of speed causing them rush forwards at the speed of the NAD style. Upon coming within range to their target the user punches their target with both their fists in the gut launching the target backwards a few meters and inflicting severe damage. When the punch strikes their target the user will release a sudden burst of fuuton chakra from their elbows as well increasing the damage dealt. When this technique is released it creates a concentrated A-Rank blast of wind behind the user that extends to 5 meters directly behind them.​
Note: Can only be used three times.​
Note: No Nine Arts Dragon techniques can be used for 2 turns after this technique has been used.​
Note: Only can be used to move forward.​
 
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Shadow Combat (Kage no Sentō)

Type: Nintaijutsu

Background: This secret taijutsu style of Nara Clan was developed by Nara.. who knows that the Nara members are weak at hand to hand combat. Nara.. develop the tech by learning the work of the shadow. It took 3 year for him to discover this technique. He found that by corrupting himself by the shadow, their taijutsu are enhanced. When he learns that, he runs across the field and shouted "I did it!!!". Now, he opens a dojo in his clan house and teach these combat styles

Description on the Abilities and Inner Workings of the Style: This ability works by molding the user's body with the shadow. With this advanced shadow tech, the shadow overwhelm one's body, adding a new layer on it. Whenever the user punch the enemy, the shadow chakra gather there, and extend the fist about a inch and improving one's range and power of punch because it has more mass which means more force. The same goes for the leg. For defensive purpose, the shadow can be extended from the user's body acting like a sharp spike which pierce through the attackers(of taijutus). The spike are strong enough to hold even a sword attack. To be brief, it is an usage of the shadow and to add a layer on the user's body (Act like another skin so that it can prevent enemy from direct contact with the user's body which mean if enemy attack the user, the attack is lessened by the shadow skin) In addition, the spike can be used for attack purpose too. When a spike is extended from the user's palm, it can pierce through enemy body too.

Additional effects and Restrictions: *
- User expert in Shadow Combat can use any Shadow tech faster
- Cannot use in night time and cannot use near a huge light source
- User when exposure to sunlight has more damage in using Shadow Combat moves
- Users need to finish Shadow Training first
- All Rei's restrictions applied: [X]

Proof that the Nara Clan member can make his shadow goes up his body and to make spike from an existing shadow: Remember the part where Shikamaru fought with Tayuya? During that time, Shikamaru make his shadow goes up his body and make it strangle his finger to break the genjutsu. If the user is more expert in it, he can make the shadow goes up to full body. *Shadow Sewing techniques prove that the user can make spike from his existing shadows




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

Nara.., our loyal member, gave on the 15th of March, 2012 *a request for a Patent on custom fighting style Shadow Combat (Kage no Sentō). I, Scorps of the Custom Fighting Style Bureau, by the power invested in me by Nexus, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Shadow Combat (Kage no Sentō)
Powered by Scorps
Copyright 2012, Nara.. , NarutoBase.net

(Kage no Sentō: anjun supaiku)Shadow Combat Style: Simple Spike
Type: Offensive, Supplementary
Rank: D-rank
Range: Short
Chakra: 10
Damage: 20
Description: The shadow of the user extends upward and then the user grab it which turns into a spike, the user then can throw this spike or use as a weapon, the link to the shadow from the user dispersed from it, and it become a substance made up of shadow chakra.
- Can only be used by those who Nara.. taught

Shadow Combat Style: Arc Slash (Kage no Sentō: Ākusurasshu)
Type: Supplementray
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: The user form a sharp blade in his right or left hand. The blade is made over the hand, possessing a few small tendrils rising along the blade.When it hits the enemy, the tendrils elongates and sew the enemy with shadow and make them immobile. The user afterward can throw him as he wish.
- Can only be user by Nara.. and person he taught
- Can only be formed at one hand at a time
- Sew for one turn

(Kage no Sento: Dakushadou no noroi) | Shadow Combat Style: The Curse Of Dark Shadow
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: A simple yet effective technique, The Curse Of Black Dust is a technique that will cover up your disadvantage up to a certain level. During a battle, often times it happens that the user looses a limb or two. The user can in these situations, channel his Shadow Chakra into that limb and re-create the limb. This will cause the bleeding to stop momentarily as the black shadow limb replaces the lost limb. However the catch here is that, the shadow limb does not function as effective as the original limb, but is simply, a replacement. If the user creates a hand, he can not release elemental chakra through that arm (only shadow related techniques can be performed through that limb). Same goes to all limbs. The user can however, use shadow jutsus without any problem. The user can use this technique to re-create any part of his body, as long as he is alive. The technique even be used to fill up small cuts or bruises if the user so wishes. However, the technique only lasts for a certain amount of time after which the shadows will disappear and the wounds will open up and the user will have to seek medical attention.
Note:
Lasts for 4 turns
Can only be taught to Shadow Combat Students
Can be used thrice.

(Kage no Sento: Akuma no fujiyu amuzu) | Shadow Combat: Crippled Arms of a Demon
Type: Supplementary/Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This is one of the abilities that the practioners of Shadow Combat learn when they are introduced to the fighting style. A text book ability that it is, it involves using the user's shadow to shape manipulate it to form huge grey-black demonic hands that emerge from the user's body. The user channels his shadow chakra throught his body before releasing it from the sides of his body and back, to create huge arms that extends from the body. The arms are larger than normal human hands (twice their length) and are located two on the user's either sides and two on his back. They look more like a giant's arm. The arms being composed of shadow chakra, are made quite strong; in a sense that they have similar properties of strength like "Earth Spear Technique" enabling them an upper hand in close range combat. Using a technique to pierce or destroy the arms would be quite difficult. The hands are all webbed, allowing the user to swim in water at very high speeds. Normal human have a very slow swimming speed as their body is not specifically made for such activities. However with these additional webbed limbs, the user can easily compete the fastest mammals in water. Each hand can easily cover up the user's half body, protecting him against the opponent's techniques. Once the user grabs the opponent, he can form a handseal and cause multiple shadow spikes (up to 2 meters) to emerge from these hands that would pierce the opponent's skin, into his body and cause more harm (20 chakra, 40 damage, requires another move slot). These spikes are similar to "Shadow Sewing Technique", in the sense that they can bend and twist according to the user's wishes. These spikes can reach up to long range from the the shadow arm (20 meters) so as to catch the target.
Note:
Arms last for 3 turns.
The user needs to wait 3 turns before using it again.
Can only be used twice.
Can only be taught to Shadow Combat Students

(Kage no Sento: Gekido fugu no fukushu) | Shadow Combat Style: Vengeance of an Furious Pufferfish
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By using the ability of the shadows to materialize, and also their own ability to use it directly from their body, the users of Shadow Combat will form two handseals [Boar - Rat] and place both their palms on the ground to release a large amount of shadows from his palms into the ground. The user will infest the entire battlefield with his chakra before creating an entire forest of shadow spikes that rise from underground, which can be as many as thousands, up to the tens of thousands (in a manner similar to "Dance of the Young Ferns"). The chakra in the ground is released in a way, similar to sharp and durable roots, that will hold the earth from moving (not allowing anyone to perform only ground altering Earth techniques, that change the physical structure of the terrain like creating a Golem or Moving Earth Core of up to S-Rank) and also killing anyone who might be hiding underground. On the other hand, the spikes of shadows that rise from the ground, indiscriminately slaughter whoever stands on the ground's surface. The shadow spikes can even reach up to a height of 15 meters. The user can freely manipulate the spikes as long as his hands are in contact with the ground. Straight after creation, the user can detach themselves from the created source after which he will no longer be able to control the spikes. Until the user detaches himself from the spikes, he won't be able to use any other jutsu.
Note:
- Lasts three turns after which the shadows fade away.
- Can only be used by the users of Shadow Combat.
- Only two techniques in the same turn.
- No other shadow Combat jutsu above A-Rank in the same turn.
- Cannot use any other jutsu (except Shadow Manipulation) while still connected to the spikes.
- Can only be used twice.

(Shadō sentō de : Don'yoku ōrudoman no chūshōbodi) | Shadow Combat: Maligned Body of a Greedy Old Man
Type: Defense
Rank: S
Range:Short
Chakra Cost: 40 (+5 every turn)
Damage Points: N/A (-15 total to user for 5 turns)
Description: This technique is one of the most powerful techniques of the Shadow Combat Style. Its main motive is to provide the utmost defensive abilities that shadows could ever provide. The user begins by channeling his shadow chakra throughout his body and releasing tendrils of shadows from all the pores in his body. The tendrils will swiftly coil around the body, re-enter the body, re-emerge and coil around the body again. This is a continuous process that coats the user's body in layers of shadows, creating a tight mesh that provide a very good defense by providing a new layer every time. The mesh is so strong, that the user can punch a big and dense rock with his fist with all his might, and still feel nothing. Not only that, the tendrils go deep inside the user’s body, and coat itself over the bones as well, making it extra strong. Damage due to physical impact (or any Taijutsu) will increase by +20 due to the strong chakra mesh coating over the body. The tendrils when they re-enter the body, causes slight pain to the user every time, enough to keep him out of B-Rank and below genjutsus continuously. The user can, if needed, channel his shadow chakra into his weapons, to give them the same effect. However, they lose the effect the moment the user leaves the weapon. The user can also release the tendrils passively outside his body (up to short-range), to grab the opponents and throw them (any freeform activity).
Note:
This technique requires concentration; and hence the user cannot perform techniques above S-Rank when this is active.
Can only be taught to a Shadow Combat Student
Cannot use any Shadow Combat techniques in the same turn it is used.
Lasts 5 turns at max.
Can only be used twice.







Type:
Nin/Tai
Background: The style was created by Vayne Aurelius in order to increase his lethality when engaged in close quarter combats. Additionally, the style served as a means to eliminate Nara's general weakness in close combat, allowing them to compete with even the most deadly taijutsu users.
Description on the Abilities and Inner Workings of the Style:
Jaded Fist of Judgement, otherwise known as JFJ, is a style unique to those who can manipulate their shadows. It grants the user’s the ability to fight on an unaccounted front; the shadows. The style allows the user’s to manipulate their shadows while in CQC in order to augment the effects of their attacks and hinder the practicality of the targets defenses. Essentially it allows the users to manipulate their opponent's movements in order to gain an edge over them. This can vary from paralyzing a targets arm through the shadows in order to have an unblocked attack to forcing the opponent to perform certain actions that prevent sufficient counters, like performing the splits while the user kicks them between the legs.
Example Techniques:
Type: Offensive
Rank: D
Range: Short
Chakra Cost: 10
Damage Points: 20
Description: While the user attacks the opponent with a punch, he would utilize his shadow to connects with the opponents in order to restrict movements from the opponents arms, allowing the users punch to land unhindered.

Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: -
Description: While the user is engaging the target in a sword fight, he would connect shadows and force the target to open their hands and drop their swords, allowing the user to have a clean strike on the target.

Additional effects and Restrictions:

Requires the user to be able to manipulate shadows.

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

Vayne, our loyal member, gave on the 3rd of April 2017, a request for a Patent on the Custom Fighting Style (Tsukareta Ken No Hantei) Jaded Fist of Judgment. I, Vex, of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


(Tsukareta Ken No Hantei) Jaded Fist of Judgment
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(Tsukareta Ken No Hantei: Shikaeshi No Ko) - Jaded Fist of Judgment: Reprisal of Sin
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: Dependant
Description: Reprisal of Sin is meant for the sole purpose of countering technique utilised by the opponents, specifically those related to close quarter combat. By either establishing contact with the target's shadow through this technique, the user would be capable of diverting an incoming attack away from himself and into another target, be it the opponent themselves, or any other available target. The technique works by having the use taking control of the opponents attacking limb(s) (up to 3 out of 6; legs, arms, head, spine/stomach/chest) and moving them in the most suitable manner to counteract the attack. Naturally this not restricted to taijutsu or kenjutsu, but rather extends to techniques that require bodily movements in order to execute. So for instance it can be used to counter a rasengan as it would be aimed through hand movements. This technique is commonly used in cases where the user is capable of tracking the incoming attack, but lacks the proper physical speed or capabilities to deal with them in time. As such, through the utilisation of one's own shadow they would be capable of having a temporary means of defence that acts at 1.5x the users running speed. The technique can only be used three times per conflict with a two turn interval between uses.

(Tsukareta Ken No Hantei: Tenpan No Janguru) - Jaded Fist of Judgment: Law of the Jungle
Type: Supplementary
Rank: B
Range: Dependant
Chakra: 20
Damage: Dependant
Description: Explicit to those who are capable of using Shadow Arts: Phantasos, Law of the Jungle enables the implementation of the damaging aspect of Phantasos into compatible techniques of Jaded Fist of Judgment. Law of the Jungle essentially works on the rank of the technique it is utilised with, allowing the user to attack the targets through their shadows in accordance to Phantasos. Naturally, only the 'limbs' under the influence of the user would be damaged during the process, with the amount of damage correlating to the rank of the technique Law of the Jungle is utilised with. The damage would be divided between the number of limbs under the user's control, however, the user can chose to affect a lower number of limbs to achieve a higher damage margin. The technique occurs in the same t/f, and in regards to the ability to affect limbs instead of all, the user can only remove one 'limb' from receiving damage for techniques that affect 4 or less limbs, while for techniques that affect more, he can remove two limbs. The technique is usable three times per battle with a two turn cooldown in between usages, and costs an additional 5 chakra points per target if the initial technique affected multiple targets.



(Tsukareta Ken No Hantei: Akugyaku; HoshokuRaito Hando - Ivuiru Ītā) - Jaded Fist of Judgment: Evil Eater; Right Arm - Wickedness Predation
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short
Chakra: 30 (-5 per turn)
Damage: N/A
Description: Considered one of the passing of a ritual techniques, Akugyaku; HoshokuRaito Hando - Ivuiru Ītā, commonly known as Shadow Boxing, is a skill that users of the style utilise when combating opponents of unique fighting styles or principles. After establishing a connection with a targets shadow, the user would, to a certain extent, reverse the principles of the Nara and JFJ style and have themselves imitate the movements of the opponents, lowering their speeds to that of their base instead of paralysing them. This enables user's to mimic and mirror the movements and attacks of targets, allowing JFJ user's to be able to seemingly match anyone in combat, within logic. Naturally, the user would be able to perfectly mimic the movements of the opponent, matching them in all aspects with the exception of damage. In cases where the opponents technique/attack is chakra-less, the user would be capable of perfectly replicating it, doing damage equivalent to the rank of technique. However, in cases where chakra usage is an active component for the technique, such as with KTai, the user's imitation would carry a rank less in damage. This however only copies movements but not chakra manipulation, for example if an opponent was to send out a blast of chakra, the user will only be able to mimic the movements but not the blast itself. What makes this technique dangerous, is the user asserting control for a moment over the opponent's shadow to foil the target's own attack by moving their 'limbs' (up to 3 out of 6 'limbs'; legs, arms, head, spine/stomach/chest), without affecting the end result of the mimicked attack on the user's end. Shadow boxing can be maintained over multiple turns, enabling the user to utilise the function of Shadow Boxing if the user's own and the opponents shadow overlap. Can be maintained for up to three turns, 3x per battle with a two turn cool down. This technique still counts as a move, albeit one that can be performed in the same t/f of other techniques.
 
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Custom Weapons
(Hairihhi Bōgun) - Holy Bow
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of 3 collared layers of Reishi in silver coloring with a tint of purple. In it's partial release, it assumes the shape of silver coloured bow that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous molecular sequenced purple Reishi that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.

(Za Desudīringu) - The Deathdealing
The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the user is able to absorb said substances and infuse them into the Holy Bow at increased potency, allowing attacks performed through the Holy Bow to carry said traits. In regards to the increased potency aspect, the substances would either have their offensive capabilities increased by a rank/next level if applicable, or have their defensive capabilities increased, making them more resistant to cures or attacks that seek to destroy it. This comes at the cost of decreasing the time the substances would have lasted by a turn, with the infusions themselves lasting that duration. Notably, each substance can only be enhanced by one quality of the two. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, with only two substances being absorbable per turn.

(Hairihhi Pufairu) - Sacred Destruction Arrows
Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.

(Hasuhain) - God's Posion Taster
Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a a staff, or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.

Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.
(Hairihhi Bōgun: Kanzen Ni) - Holy Bow: Vollständig
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Vollständig, literally meaning "in full", is the Holy Bow's ultimate set of techniques that combine the weapon's innate 'Reishi' abilities with adv.fuinjutsu and medical ninjutsu. These abilities elevate the weapon's inane function of absorption to include spiritual and physical factors on the level of Yin and Yang techniques, while also unlocking a new modes of attacking and a supplementary offensive technique.

(Za Desudīringu Derakkusu) - The Deathdealing Deluxe
Similar in applications to The Deathdealing base state, the Deluxe variation enables the absorption of higher level concepts of inhibiting factors such as those presented via Yin & Yang release. The barrier would now be capable of detecting said factors and absorbing them for future infusions at higher potency similar to the base version. Similar to the base version the higher potency is restricted to either increasing the damage or defensive qualities, with the former being at twenty damage points and the latter being either twenty damage points or ten additional chakra points dependent on the nature of the technique. This comes at the cost of decreasing the turns said effects would have lasted by one, with the infusions themselves lasting said duration. The Deathdealing Deluxe is capable of taking in any unranked factors from an opposition (should it contain chakra), whereas it can take in any of the user's own regardless of it's rank, consuming 15 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to two times per battle, at a cost of seventy chakra, separated by a turn interval. As in it's base form, these substances can only come into effect in the Bow's partial and full released states.

(Howaitou~ōkā) - The White Walker
The White Walker, accessible in the partial and full release states, enables the arrows, if activated, upon contact with beings that have chakra networks or similar (sentient elemental creatures for instance) to apply an effect based on the Medical Sealing Technique: Chakra Purge technique, preventing any external chakra/energy/etc from influencing the target based on the capabilities of the aforementioned technique. However in The White Walkers, the sealing tag is replaced by either the chakra fired through the Reishi or appearing on the arrows summoned.These effects last for a single turn should the arrows graze the target or be detonated within short range of the opponent, but should it pierce them, it would last for three turns. The White Walker can only be used thrice for an additional chakra cost of seventy, and must be separated by a two turn interval, with the chakra naturally not being factored to the strength of the arrows themselves.

(Gifuto Beraihi) - Poison Realm
Accessible only in the Bow's full released state, Poison Realm allows the creation of a large barrier combing both Reishi and fuinjutsu aspects, costing seventy chakra (15 per turn). The barrier can be made as small as short range around the user or up to long range potentially covering up an entire landmass. Naturally the barrier can be used for the Bow's abilities due to it being a mixture of Reishi and Fuin, but it's main function is creating an inescapable zone of combat, both through physical movement and S/T techniques. Within the barrier neither the user or opponent can make use of S/T techniques such as summoning or other, being forced to remain in the zone until the battle ends or the user cancels out the technique. Alternatively, barrier dispersing techniques of S rank can disperse the barrier, or techniques 100 damage or higher. While the zone is in effect it can also be used to release the previously stored infusions in the form of a mist that can effect up to mid range dimensions (if the user is caught in the mist, they will be affected as well), costing fourty chakra and dealing eighty damage in addition to the side effects of the infusions if any, with it lasting two turns. The barrier can be used twice, separated by the same period it remained active, with the mist being usable twice but most be separated by two turns at least.

Activation of Vollständig would cost twenty chakra per turn, increasing the overall of using the weapon to twenty-five per turn. Required Adv.Fuin.
(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: N/A
Range: Dependent
Chakra: 10 per turn | Up to forty for specific abilities
Damage: Dependent
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for example), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon, additionally, GOA is not negatively affected by states or similar that the user assumes. Such as turning into fire won't burn or negatively affect the Garb itself, allowing it to be wielded without any hindrance.

(Tessaria No Zangō) - Trenches of Thessaly
Type: Supplementary/Defensive
Rank: N/A
Range: Dependent
Chakra: 30 or 50 Per Turn | Up to 40 for specific abilities
Damage: N/A
Description: As the user grows accustomed to the Garb of Achlys, the relationship between the two can be bolstered. Fully embracing the parasitic nature of the ancient tool, GOA would merge with the user's body, where GOA's sentience would now become more prevalent as it becomes capable of interacting with the user in their mind, akin to a Jinchuriki and their Biju's interaction. Naturally, the sentience is in the form of Achlys herself, 'Goddess of the Eternal Night'.

Trenches of Thessaly enables the user and Achlys to work in tandem, empowering their overall merger. The prime ability bolstered is the user's connection to their shadow and their capabilities with it, where the user's sensory capabilities in regards to shadows is bolstered rising to x3, with the user's external awareness on objects not focused on being at a x1.5 sensory multiplier. Labelled as the Tears of Fate.

Fields of Flower, accessible only to those with Fūin, considered as Kage/Fūin, enables the user to expand on the weapon's supplementing capabilities, allowing the user to gain a greater degree of control over shadow based techniques. Thrice per battle at a cost of fourty chakra, with a turn interval, the user can supplement a shadow with a dark silver , having said seal appear on the shadow and on the user/Achlys merger. The seal grants the shadow based technique an 'Absolute' state, where it becomes unaffected by any foreign techniques that target chakra in clashes/interactions. While the sealing effects are of S rank level, the key to defeating the seals is a light source (fire/lightning) that matches the 'applied to' technique's strength. Due to the insignia's being split between the user and the technique, combating one or the other becomes easier, as the light source can be a rank lower. Flashbombs/blinding lights, if used within short range, can erase the insignias, but, as a soft counter to FF, if the insignia on the user's body persists/unaffected, the seal on the technique is reformed, maintaining the techniques 'Absolute' state. Can last up to three turns, at a cost of twenty chakra per turn, with it applicable in same t/f, or simply after.

Trenches of Thessaly can last as long as the user has the chakra to maintain it, and naturally as they are merged, the user can use any of Garb of Achlys core abilities through their body. In regards to Achlys herself, her presence within the user's mind naturally bolsters the existing resistance, making the user's thoughts impenetrable to mind reading techniques and similar of A rank and below. Notably this ability costs twenty chakra per turn, with Field's of Flower, if activated, costing 20 per turn, and Trenches of Thessaly itself costing another ten chakra per turn that stacks with GOA's own chakra cost. The user's merger with GOA itself costs fourty chakra points, with the user having the option of entering a battle merged with the weapon, but only being capable of utilising two active techniques in the first turn.


Learned

(Dorīmuītā ) - Dream Eater
Type: Weapon
Rank: A
Range: Short - Mid
Chakra: N/A (-5 per turn)
Damage: N/A
Description: Dream Eater is a unique sword crafted by one of the creators of the Yumeton element in order to passively increase Yumeton techs by a rank. It is a short, crystalline white bladed sword, with a Crystal scaled hilt and a crystal ball held at the end of the hilt by a dragon claw. All of the crystalline parts of the sword is simply an unknown source of metal infused with dream sand during the creation process. With the blade being made of the strongest Yumeton possible, it easily became one of the most dangerous blades in existence, being able to give off Yumeton effects of its rank (S) if anyone besides the user digests the Yumeton in any form (letting the blade touch the blood stream or any openings; Mentioned in "True colors"). Within the scales of the hilt are sealing scripts carved into it, which gives the sword specific abilities when certain requirements are met.

Reshape (A-Rank)
Reshape is a simple yet versatile ability of the sword and is activated by passively drawing chakra from the user as it is being wielded. Sealing scripts would cover the crystalline blade, having the word "Reshape" written out numerous times in kanji. This gives the blade that exact ability; Reshape. By breaking the blade down for a minute moment, the seal gives the user the ability to reshape the crystalline blade into a different form that fits the situation. The form could be a whip, an Ax, a bigger or different style sword, spear, shield etc. This reshaping would happen instantly but whatever weapon it is most be a melee type weapon or defense and can only reach up to short range. This can only be used once per turn and the weapons strength is A-rank/60 damage, though the shape is retained until changed again. This would take up a move slot when used.

Plague (D-rank)
Plague is a passive ability caused by a seal on the blade that is continuously active; By a minute chakra drainage directly from the user, as long as the weapon is on their person. Using the chakra it drains from the user (-5 per turn), the plague seal releases minute amounts of Yumeton into the air, effecting up to Short range from the sword. The amount of Yumeton is so small that it simply looks like a faint mist or glimmer is within the range of the user and illuminating from the sword itself. This has no attack or defensive abilities other that introducing the Yumeton into the body of others by smell or touch. This has no major effects or drawbacks or people, simply effecting them with D-rank effects of Yumeton listed in "True colors". After every 6 turns of someone being exposed to the Yumeton, the rank of effects would go up by 1 rank; So after 24 turns someone would suffer the effects of S-rank Yumeton exposure.

Feast (A-rank)
The feast seal is a seal that gives the weapon the ability to "eat" through certain techniques. When faced with an elemental ability that is composed of an element that Yumeton is composed of (Earth/Fire/Water), the weapon would be able to seemingly "eat" through it. What actually happens is the sealing scripts on the blade would seal away the technique in a way that allows the weapon to eat through and stop it. This would seem like the weapon is inhaling the technique as it is sealing it, allowing the weapon to continue on by eating said element. This seal is able to seal up to S-rank techniques of said elements (Earth/Fire/Water). It can only be used 4x per battle and can be activated directly in the same timeframe as the "Reshape" ability, but still costing a move. This also requires a 2 turn cool down between uses.

The sword is usually in a "sheathed" mode, being simply a crystalline handle to be carried around with ease. By simply beginning the passive -5 chakra cost of the weapon to be active, it would immediately transform into its full on sword form. This of course is cosmetic in place of actually sheathing and unsheathing a sword, thus not taking up move slots when done.

Note: A person can only be affected by the S-rank effects of the sword by physical contact with the blade

Description:
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Shūmatsu-yumi - Enki ∞ Enki: Bow of the End
Type: Weapon
Rank: S
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The "Enki" is a very powerful bow passed down through generations of the Hayabusa Clan. According to legends, it was first given to the first Hayabusa Leader by the Dragon God Priestess, Amaterasu. Its appearance is a pair of golden longswords interlocked together with one another to form a unique bow. It fires specially crafted arrows made of a flexible metal while at it's edging on either side are blades that allow the weapon to be swung in close range without sacrificing lethality. Mundane in appearance but extraordinary in combat, the Enki has a set of abilities that make it fitting of a gift from a Goddess. On the weapon are three seals that allow almost divine functionality: Hakai no Hoshi, Enpawaamento no Hoshi and Hoshi no Boukyaku. The swords can also detach in order to allow the user to wield them in combat like normal with the overall weapon when combined has a strength of S Rank, needing at least one S Rank to completely break them or two A Ranks. When separated, they are A Rank each and need one A Rank each to break them.

Hakai no Hoshi, Star of Destruction
By focusing chakra into this seal located on the aft side of the weapon, a readied arrow becomes shrouded in a unique, undulating barrier with the appearance of a drill. As the barrier spins it generates brilliant purple flames like that of Four Violet Flames Battle Encampment that burns very much like actual flames. However, this is a mere side effect. The barrier is of an extremely offensive nature who's ultimate purpose is to divide. The undulation, heat, plus shape of the barrier allows it to act similar to a hot knife, where it is able to pierce through techniques of equal and lesser rank easily to allow its payload to hit its target. If the barrier divides a technique of lesser rank than itself it will not weaken or lose speed. And once it reaches its target the barrier will explode in a short-ranged, purple maelstrom (A Rank). If it goes against a technique of equal rank though, it will split it apart, but be canceled in the process. The arrow in itself is highly lethal, and it is able to decapitate human-sized targets or even push back medium-sized summons entirely based on the force from which it is loosened from the Enki. This ability is A-ranked, and counts as an enhancement to an otherwise regular arrow. This ability is A-ranked, and counts as an enhancement to an otherwise regular arrow. This ability can be used once per turn, four times per battle , with a cooldown of two turns between each use.

Hoshi no Boukyaku, Star of Oblivion
The second seal, which is located directly in the midsection of the bow that is direct contact with the wielder's hand. When chakra is supplied to this seal the bow itself becomes alight with red flames created from a similarly flaring barrier. These flames, however, are cosmetic, and cannot harm the user nor anyone who touches the Enki. However, this barrier created around the weapon is not made so for offense, but rather defense using extensive malleability. This enhancement does not require an arrow to be readied, instead, the user will hold onto the harmless barrier and fire it like he would an arrow. The barrier will shape into an arrowhead while still being connected to Enki no matter the distance traveled. Once it connects with a target, the arrow will quickly engulf said target and seal it directly into the bow, using its connection as a conduit. Alternatively, any technique of equal or lesser rank that touches the Enki during this enhancement is able to be sealed too which allows it to be swung and used in close quarters. This ability is A-ranked and can affect techniques of equal and lesser rank. It can only be used once per turn, three times per battle with a cooldown of three turns each nor can it be used on living targets.

The third and final seal called Enpawaamento no Hoshi, which is actually located inside the weapon, is meant as a combination of the first two. When activated it will establish a connection to the second seal, Hoshi no Boukyaku, and initiate an unsealing process. For every technique successfully absorbed, Enpawaamento no Hoshi's damage will be increased by +10 in an act of maximum overkill, however, this caps at +20 Damage. Just like Hakai no Hoshi, an undulating barrier with the appearance of a piercing drill will cover a readied arrow. However, this barrier will be a crimson red as well as the flames generated. Once fired, the act alone will send shockwaves throughout the air and ground while the projectile itself leaves a magnificent trail of red in its wake like the tail of a comet. The chakra supplied for this seal is that of an A-ranked technique. This allows the barrier created to split apart techniques of A ranked and below and requires a three-turn cooldown each time performed, with it only be able to be used twice per battle. Once performed the absorbed techniques counter resets to zero.

Apart from the activation of these seals, the user is able to release up to three regular arrows a turn that is freeform each but do not count toward the jutsu usage limit i.e free form. The Enki can also be called forth from a fourth, lesser-known seal similar to Lightning Blade Creation Technique on the user's body and likewise be sealed away at any time. Doing so will not cost a move or impede on timeframe. When preparing to fire an arrow, golden chakra bowstring is formed passively and is merely cosmetic.


Artifacts, albeit fucking ghosted.

( Akurisu no Buresuretto ) - Bracelet of Achlys
Type: Artifact
Rank: C
Range: Short
Chakra: N/A
Damage: N/A
Description: Bracelet of Achlys is an artifact from unknown origins. The artifact carries one single passive ability, whenever the user completely changes form, such as through elemental techniques, the user's equipment and belongings would be sealed into the bracelet, protecting them from any possible side effects, or simply storing them for traveling purposes. (For instance, traveling in elemental form/in shadow form) The equipment would be stored within the Bracelet, which in itself would take whatever form the user assumes, insuring its own protection as it becomes part of the user's form. The equipment can be freely released whilst the user is in a form and would be completely released when the user returns to normal.

( Sōshō Heisa no Shūhen ) - Periapt of Wound Closure
Type: Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: ( heals 40 )
Description: The Periapt of Wound Closure is a tiny heart-shaped charm with two passive effects. The first is when the wielder is rendered unconscious by any form of damage it will automatically heal them by forty points of damage. This is a minuscule amount but it is enough to rouse them from unconsciousness and allow them to move, act, and fight without needing to wait out the usual health regeneration period. This happens passively, and autonomously. The secondary effect is that any healing effect used upon the wielder is 1.5xs more effective only on the wielder excluding Yang Release. So a technique that would heal them for thirty health instead, heals them for forty-five health. This is only true for techniques used by the user on themselves. This effect excludes the Periapt of Wound Closure which always heals the same fixed forty health no matter the wielder or their abilities.
Note: The unconscious healing effect can be used once per arc

( Saionikusu no Hel ) - Helm of Psionics
Type: Artifact
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Helm of Psionics is a strange artifact in appearance it seems to be a simplistic tin-foil hat but it is truly made from a foil consisting of chakra reactive metal gifting it several odd properties. The first ability it grants the wielder is a passive immunity to all mind-probing or mind-reading techniques A-rank or below, shielding their thoughts from outside intrusion. Excluding things like Yin Release, or MS or above mind-probing or reading. The second ability is an active ability when the wielder is about to fall under a genjutsu they are able to spend a move-slot to reverse that genjutsu back upon their opponent so instead, placing their opponent in whatever genjutsu they originally intended to place upon the wielder. This can be done twice per arc, with a two-turn cooldown.

Tournament prizes.

( Ronin Yoroi ) - Wanderer's Armor
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: N/A ( varies )
Description: An enhanced version of the armor worn during the Rose Tournament, this armor is capable of allowing fields to become severely stronger at the cost of other abilities. By sealing abilities prior to a battle's start, the user can empower his Taijutsu, Kenjutsu and Speed. For every ability field sealed, the user gains a 10 damage increase and a x1 speed boost, starting at +20 and x2 speed for the first ability sealed. Though there are many fields to sacrifice, it only allows the user to gain a max of 50 damage and x5 speeds. Outside of this, the armor grants a 40 damage shaving protection.
Note: Fields to seal include Genjutsu, Universal Abilities (all become sealed, not just 1), S rank and higher Ninjutsu, 2 Base Elements, 4 Base Elements, AN/KG/CC/AE/HA, Mode). Each listed thing can only be sealed once.
Note: This counts as an active boost.

( Kageka ) - Shadowblade
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 ( -5 per turn )
Damage: 60
Description: A special blade created by Oisha during the Red Fever Tournament, the Shadowblade is a sword designed to extend the ability to manipulate shadows and the user to a different degree than Nara users. Appearing regularly as just a dagger hilt without a sword, the user is capable of channeling chakra into it and forming a dagger of solidified shadows. While this blade can deal 60 damage per attack, it's true power lies in its shadowy nature. When active, it creates a wispy effect around the user. This allows any and all physical based attacks to phase through the user, causing no damage or adverse effects to him. This also allows the user to shadowtravel, traveling to any shadow in the same landmark once per turn. This is an unique S/T ability, happening instantly at the cost of 30 chakra. The blade is capable of drawing up the shadows to heal 10 damage per turn as well, both lasting as long as the technique is in use.
Note: This Technique lasts up to 7 turns or 3 uses of Shadowtravel, whichever ends earlier.
Note: Can only be activated 3 times per battle.

Dragon Fang
Dragon Fang is a Dragon Blade that can take any other held weapon form and can boost an element it is applied to by +25 and can seal any Jutsu up to S rank without chakra cost by the user as long as the technique uses less than 60 chakra. Does not count as a Custom Weapon.

Void Artifacts



(Mukō: Hikari no Shukufuku) – Void: Blessing of Light
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact found after defeating the Twin Fates and derived from the Hymn of Weaving. Activated passively at the cost of two Void Infusions, this Artifact increases the potency of the user’s next Medical Ninjutsu technique by 100%.

(Mukō: Shisha Mukonisuru) – Void: Nullify the Dead
Type: Void Infused Artifact
Rank: Forbidden
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively and consumed two Void Infusions; allows the user to nullify the effects of Edo Tensei, returning the souls of those trapped within an Edo Tensei to the Underworld. The effects of Nullify the Dead are absolute, unable to be blocked or circumvented by anything unless a skill or ability noted to specifically ignore it. Nullify the Dead can only target Edo Tensei specifically, not skills that are derived from it. Can be used twice per battle. Souls that are returned to the Underworld in the Ninja World are lost permanently.
(Mukō: Komando no Seigyo) – Void: Command and Control
Type: Void Infused Artifact
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively and consumes a single Void Infusion. Command and Control affords the user the ability to wrest control of a single Edo Tensei for three turns. The effects are unblockable unless specifically noted to ignore Command and Control. Command and Control can only target Edo Tensei, not any skills that are derived from it. Can be used three times per battle.

Shit that needs sroting.
Fighting Styles

1. Way Of The Wild
( Yajuu no Kata ) Way of the Wild

Type:
Kuchiyose NinTaijutsu

Background: Way of the Wild is a fighting style that takes full advantage of the Summoning Animal Contract mechanics and Summoning Ninjutsu. When signing a contract, the user creates a chakra, blood and mental link that enables them to summon animals from a faraway sanctuary, and be reverse summoned by them.

Throughout the cannon, ninja have used this ability in a myriad of ways, creating instantaneous summoning jutsu that allow them to bring an animal into the battlefield, partially move limbs or parts of the animal into the field or even reverse the opponents inside the animals or parts of their sanctuary.

The mechanic of summoning an animal is based on a blood-mediated instant connection, allowing one to modulate their chakra to summon specific animals, while attaining a sort of mental link with them.

Partial summoning has also been observed through Jiraiya's multiple reverse summoning techniques, like (Gamaguchi Shibari) - Toad Mouth Binding, where the user summons the belly of a toad, but doesn't actually kill the original toad through evisceration, or Orochimaru's (Hebi Risu no Jutsu) – Snake Explosion Technique where his hands turn partially into snakes, but then become whole again once the snakes are reversed back into their sanctuary.

Through training, the user is able to harness this chakra and blood connection, using their summoning animals as an extension of their taijutsu, allowing for a more versatile close quarters combat.

Description on the Abilities and Inner Workings of the Style:

First Form: Mind of Fauna

The first form of the style is the complete harnessing of the blood, chakra and mental connection between the practitioner and their summoning animals, through intense meditation and constant summoning and release, so that it becomes second nature to both the practitioner and their animals. It is through this instant connection that, when applying the style, the user is capable of interposing their own body with the body of the animal, working in tandem within the battle, acting as a single entity, between the sanctuary and the battlefield. The first form allows one to obtain instant communication between themselves and their animals, as they work together to apply the style. The more experienced and masterful the user, the more animals they are able to connect with, to aid in battle.

Second Form: Beast Switch

The second form is the actual application of the style. Through their instantaneous connection, the practitioner will go through the kata of the style, while the intended animal will do the same. In its most basic stance, both the user and the animal will perform a single punch frontward. Applying the summoning and reverse summoning mechanic, as both throw the punch, there is a single cutoff point, where their limbs swap with each other. To a spectator, the human practitioner will motion a punch, and, at the cutoff point, mid-extension, the human fist will swap with an animal fist. The animal fist fully extends, strikes the mark, and then retracts, passing through the cutoff point and swamp again to a human fist. Through the second form, the user is capable of delivering a series of body attacks, focused on extension and retraction, where a single cutoff point, mid-extension, will entail a swapping between the human and the animal. The second form allows punches, kicks, headbutts, knee strikes, elbow strikes, uppercuts, and any taijutsu known to the user, where the actual strike will be swapped with the animal limb, in perfect juxtaposition. The reverse obviously happens in the sanctuary, with the animal performing the motion and, mid-point, a human limb delivers the actual strike.

Third Form: Jungle Switch

The third form is a chaotic application of the style, and much harder to apply. The user will connect with more than one animal, and juxtapose the appearance of more than one limb at the cutoff point. In a basic stance, it entails the extension of a fist to deliver a punch, that gets swapped at the cutoff point with more than one animal fist, that delivers multiple strikes before the user retracts the arm and retrieves their human form again. It also allows the appearance of different limbs from the cutoff point, such as a kick turning into paws or tentacles, or a punch turning into an animal jaw, delivering a fist/bite, or a kick/bind, for example.

Fourth Form: Kingdom Toss

The fourth form is a ranged/weapon application of the style, an alternative form. The most basic stance entails the plucking of a strand of the user's own hair to throw with chakra infusion. As the hair is thrown towards a target, it is swapped by a similar expendable part of an animal, be it a feather, a spike, a tooth, a claw, nematocysts, etc, or it can be wielded directly as a weapon. Advanced applications allow the user to convert the shed-skin cells within one's spit to achieve a similar throw, or even blood droplets. These projectiles typically achieve strength and speed similar to that of a chakra infused thrown kunai, though specific techniques will be submitted as actual jutsu.

Fifth Form: Fable Evasion

The fifth form is an advanced application that entails the partial reverse summoning of the user's limbs into the sanctuary without a tandem animal performing the same technique. When an opponent targets a limb, for example, the user's right arm, the user is able to evade the technique by reversing the right arm, so the opponent connects with nothing, throwing them off balance to then undo the partial reverse summoning of the arm and throw a counter attack against the off-balance opponent. This is an evasion technique that will be submitted in specific cfsj and restricted on a one by one basis.

Way of the Wild entails the exploration of the summoning and reverse summoning mechanics, rather than being based on a single contract alone.

While blood is a mediator of the contract, chakra modulation is much more important. The first practitioner of Way of the Wild initiated the style by spreading blood across his chest, to facilitate and increase the connection to his animals. Nowadays, contract tattoos are designed to jump this step, tattooed with the user's blood. Allowing the user to summon animals without blood and also use this style without blood. If damage is done to the tattoo so that it becomes unrecognizable, the user is able to spread a smear of blood on the chest, forehead or back, like the first practitioner, and continue on.

When damage is suffered mid-swap, according to the rules of the Summoning technique, the limb is immediately reversed back to the original. That means that the techniques will be empowered by the stated rank, and overpowering the techniques will cause the immediate reversal of the animal limb into the user's original limb. As the style is heavily infused with chakra to achieve a constant activation of the Summoning and Reverse Summoning mechanics, it is considered in terms of S&W as similar to Leaf Dragon God level taijutsu, strong to Taijutsu and neutral to Elemental Ninjutsu and Kenjutsu/Bukijutsu.

Example Techniques:
( Yajuu no Kata: Ichi ) Way of the Wild: Jungle Punch

Description: The user extends their dominant fist. Mid-extension, at the cutoff point at the elbow, the user's arm will appear to turn into the limb of an animal, delivering the punch, as the animal performing the same motion in the sanctuary has his limb swapped with the user. When the user retracts the fist, so does the animal, and the motion ends.

*works on any animal that has limbs, like arms, legs, tails or tentacles*

( Yajuu no Kata: Ni ) Way of the Wild: Multiple Jungle Kicks

Description: The user extends their dominant leg. Mid-extension, at the cutoff point at the knee, the user's foot will appear to turn into multiple limbs of an animal, delivering the kick in triplicate, as one of the animals performing the same motion in the sanctuary has his limb swapped with the user. When the user retracts the foot, so does the animal, and the motion ends. The user spends more chakra to summon more juxtaposed limbs, such that per additional limb, the user spends +5 chakra, acquiring a +10 damage boost, up to 3 limbs ( +20 chakra , +40 damage ).

*works on any animal that has limbs, like arms, legs, tails or tentacles*

( Yajuu no Kata: San ) Way of the Wild: Beast Chomp

Description: The user extends their dominant fist. Mid-extension, at the cutoff point at the elbow, the user's fist will appear to turn into the head of an animal, delivering a chomping bite, as the animal performing the same motion in the sanctuary has his head swapped with the limb user. When the user retracts the fist, so does the animal, and the motion ends. The user is capable of pinning the opponent down, to then deliver another strike, or can bite a technique directly, to have the head devour ninjutsu up to the rank of the technique used.

*works on any animal that has a mouth*

( Yajuu no Kata: Kunai ) Way of the Wild: Fable Toss

Description: The user plucks their hair and tosses it towards an opponent with a chakra infusion at the speed of a kunai. As the hair leaves the user's hand, it is converted into a sharp fang.

*works on any animal with expendable parts, like feathers, spikes, etc*

Additional effects and Restrictions:

A practitioner of this style is capable of connecting with a single contract that they've signed per battle, acquiring the ability to telepathically and instantly communicate with them, and are capable of summoning them without blood, through the style's blood contract tattoo. Swarm-type animals can perform this style with agglomerations of multiple beings to mimic the limbs that are being swapped, or exchanged by oversized limbs of bigger animals too. The agglomeration follows the exact shape of the swapped limb as intended in the technique, unless otherwise specified in the technique (Meaning if it's a punch, the swarm performs a fist to punch, it can't spread.

Specializing in this style allows the user to link this with the Primary and Apex Summoning Specialist perk, allowing the user to perform Way of the Wild techniques through their personal summons, which gain a rank and +20 damage increase, as their affinity is much greater.



(Yajuu no Kata: Tsukuribanashi ) Way of the Wild: The Lion's Distributions of War
Type: Supplementary
Rank: D
Range: Short
Chakra Cost: 10 (+5 per turn)
Damage Points: N/A
Description: This technique is supplementary application of the style in order to support the caster through diferent environmental conditions. The user is capable of swapping a specific limb or organ for that of an animal and use that change to face harsh conditions in the environment and better fight their opponent or traverse the land. For exampe, in order to breathe underwater, the user can swap their mouth for a waterbreathing animal's mouth, to have their summon breathe for them, or even swap the mouth for a non-breathing organ, so that the user reverses his own breathing system onto the non-toxic/underwater sanctuary of their chosen animal, and is able to still go through the harsh environment in the world/battle. Other changes can also entail swaping one of their eyes for a night vision summon's eye, or swap their eyelids for a transparent brille from reptilian animals to help cover the eyes from debris, or change the back shoulders with wings to achieve flight. This is considered a passive aplication, though chakra costly, as it can remain active even as the user performs other techniques. These limbs can only achieve supplentary usages, lest they will break the technique, though they can be used to attack with proper techniques added onto this one, like summoning more powerfull teeth to bite down food, but can't use this technique alone in a battle for freeform damage, requiring the user to perform a second technique that entails a bite/chomp in order to do so, for example.

Note: Lasts until broken or the user runs out of chakra

(Yajuu no Kata: Yaju Tori ) Way of the Wild: Beast and Bird, The Duality of the Bat
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: This technique is a direct application of the Second and Third Form of Way of the Wild, the Beast and Jungle Switch. This enables the user to passively perform any known Taijutsu technique by swapping the primary limb with that of their animal. This is the most basic technique of the style, but the chosen animal is required to have access to any particular category of non-pure Taijutsu techniques, such as a fire animal be required for a Fire elemental taijutsu, and the such. This technique can be applied to one Taijutsu technique per turn.

Note: Chakra-less Taijutsu techs will cost the normal amount for their rank when converted to this style.
Note: If applied to A rank or higher Taijutsu techniques, one has to wait 2 turns. S rank applications can only be used 6 times per battle. Forbidden rank Taijutsu can't be converted.

(Yajuu no Kata: Karasu-Gou ) Way of the Wild: A Crow's Collection of Borrowed Feathers
Type: Supplementary/Defensive/Offensive
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: Borrowed Feathers is the direct application of the Fourth Form: Kingdom Toss, where the user is capable of performing ranged attacks by plucking feathers or hairs from their own body, or even a globule of spit or blood containing their own cells, and enhance them with chakra to then throw at great speeds towards a target, swapping them with similar parts from a summon. These will then acquire a drawn-arrow speed and piercing abilities. The more chakra one embues onto this technique, the higher the damage and size of the swapped constructs, allowing one to turn a similar sized hair into a sharp Feather or Hair etc. at D rank up to a massive Tooth or Scale of a Boss-Sized Summon (Gamabunta) at S rank.

Note: Up to B rank, it requires a 2 turn cooldown. B rank can be used 4 times per battle. A ranked usage requires a 3 turn cool down in between usages and can be used 3 times per battle. S ranked usage also requires a 3 turn cooldown in between usages and can be used twice per battle.
Purchasing/Learning the CFS for 5k
[/QUOTE]
Learning the following 3 for 4k, and signing the tiglon contract for 5k, learning the CFS for 5k. So a total of 14k, no questions atm.
( Seibu rivu~aiasan no Hakai ) | Destruction of the Western Leviathan
Type: Offensive | Supplementary
Rank: S-rank
Range: Short - Long
Chakra: 70 (-15 per turn)
Damage: 80
Description: Destruction of the Western Leviathan is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically, Destruction focuses on the more attack side of sealing. The user would begin by releasing chakra chains from their back similarly to the original chakra chains technique but on a much more massive scale. The abundance of chains would instantly begin to tunnel into the ground while converging into groups of gathered chains; Creating large tentacle-like structures that begin to erupt across the battle field, aiming to attack/defend as the user needs. These chains would hold a decent amount of power but even greater versatility when it comes to range and mobility, though their real power comes from their sealing abilities. With sealing scripts of each basic element etched into the chains by nature, these chains become able to seal away elements within them of equal chakra or lower to use them immediately after. Once an element is sealed away, they'd instantly be unsealed in the form of skin tight barrier around the chains, being the color of the originally sealed element. This barrier would hold the same damage output as the sealed technique's rank but would also have the same strength and weaknesses of said element. The chains would be able to be maintained for up to 3 turns, though coming with a chakra cost each turn. Though powerful, the sealing can be easily avoided as long as the chains don't touch a target or a target has chakra exceeding this technique.
Note: Can only be used twice with a 3 turn cool down.
Note: After using the user can't use any S-rank or higher fuuin for a turn
Note: Cannot be used to seal AE Or CE.
Note: Can only be used by Adv. Uzumaki Bios
Note: The chains carry no damage unless they seal an attack

( Fukurō no sukuriputo ) | Scripts of the Northern Owl
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 [+10 to seal]
Damage:
Description: Scripts of the Northern Owl is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically, Scripts focuses on the more supplemental side of sealing. The Chakra chains come with an inherent ability to use a certain sealing method through them, so a talented Uzumaki found a way to advance the idea of using seals through them altogether. Through the use of additional chakra when deploying the chains, the user is able to forge kanji/Scripts into the chains and give them the effects of a sealing technique. This would only work with Fuuinjutsu techniques that have kanji markings or scripts that can be written/forged into the chakra chains themselves. This has it's limits though. Being a technique that only comes into fruition when used directly next to chakra chains, it is a passive technique and won't take up a move slot; Though whatever seal is forged into the chains will need to be posted and altogether would count as two moves (The chains + Seal). This is a technique that would have to be posted in the user's bio or at the beginning of fights as a reference (also being posted as reference when used). For S rank seals and above, the user will need to perform an additional hand seal when forming the chains. Can only be used to apply S rank seals 3 times each battle, with two turns between uses. Cannot be applied to forbidden ranked chains.

( Īsutandoragon no shizukesa ) | Tranquility of The Eastern Dragon
Type: Supplementary
Rank: B
Range:
Chakra: 20 [+10 to jutsu]
Damage: +20
Description: Tranquility of The Eastern Dragon is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically, Tranquility focuses on elemental chakras to enhance the overall effectiveness of the chains. Through the use of additional chakra when deploying the chains, the user is able to passively mark his chains with kanji of a chosen element [to be specifically posted which element in bio] to enhance them to fit their needs. The kanji would instantly erect a barrier that is skin tight on the chains, possessing the inherit properties of said element. This can range from being a basic element, to an advanced element or CE, which effectively raises the rank of the chains when used. This is something that CAN be applied to the chains but doesn't HAVE to be applied every use, seeing as the chains would also take on the weaknesses of said element and wouldn't always be needed.

On the other hand, at the cost of a move and 20 chakra, the user can switch the kanji seal to a new element (losing the old seal). This would happen within the same time frame of the chains due to the nature of this technique, being unusable on its own.

Note: Can only be used on chains up to S rank.
Note: For S rank seals the user will need to perform an additional hand seal when forming the chains or swapping the seal. Can only be used to apply S rank seals 3 times better battle, with two turns between uses.
Tiglons from the above as well

Inverted World (Sakasa Seken)
Rank: B
Type; Supplementary
Range; Short-Long
Chakra cost; 20
Damage points; n/a
Description; Unique to Minato, The technique releases a circular barrier in the field 5 m huge in radius from the point where the sealing formula is placed. The primary function of the barrier is to use the refraction of light and invert the target’s sense of sight, like an optical illusion. The target reacts to instinct and mess up in directions and distance, a skilled enough user might be able to react to it with the right amount of time and opportunities. The barrier can only be detected by someone outside of it or by other sensory methods capable of detecting barriers like Byakugan or Rennigen. Normally it can’t be detected until its too late. The user has to go through training to get used to the senses within the barrier.
Pretty great, as it's a fuuin/gen that isnt a fuuin/gen and if you're inside it, then bye bye buddy.

Flying Thunder God: Explosion (Hiraishin: Bakuha)
Rank: A
Type: Offensive
Range: Short-Long
Chakra cost: 30
Damage Points: 2 Tags= B-rank, 4 Tags= A-Rank, 8 Tags= S-Rank.
Description: The technique transports explosive tags to a FTG seal. These explosive tags are altered by Minato to take advantage of his FTG technique. Minato rewrites the sealing in the explosive tags to ad the FTG seal formula into the explosive formula enabling him to teleport the explosive tags into an FTG seal. Minato can set the explosive tags to explode on arrival or when enemy chakra is nearby. The explosion is related to the amount of tags used and nothing else.
Note:Usable 4 times in a battle
Note:Can't be applied when the FTG seal is placed directly into someone
Pretty straightforward, and lowkey bypasses chakra for the S rank, which is cool.

Space-Time: Heaven's Gate (Jikukan: Tenka)
Rank: S
Type: Offensive-Supplementary
Range: Long
Chakra Cost: 40
Damage Points: N/a
Description: Minato throws a hiraishin kunai high in the air attached with a tag/scroll. Upon reaching high enough, minato performs the Dragon seal and opens a space-time barrier that cover the sky of the entire feild (or a designated portion of it). Heaven's Gate is a collaboration of 2 space-time techniques, Summoning technique and Space-time barrier. It uses the space-time barrier as means summon objects with a tag/scroll that was attached to the kunai as the source. It releases weapons that were sealed inside the tag/scroll such as ninja tools and space-time kunai that burst out of the barrier like missles raining down over the area with enough strength to break through rock.
Note: Usable 4 times per conflict.
-Can only be used by Minato.
A more effective way to spread kunai in the terrain, much cooler thematically, and carries some potential when used with other customs.
Illusion Technique: Flying Thunder God ( Genjutsu: Hiraishin )
Rank: B
Type: Supplementary
Range: All as long as within sight
Chakra cost: 20
Damage: N/a
Description: The technique gives its target a quick illusion of the use of Flying thunder god technique. The user in front of the targets eyes would teleport anywhere to confuse the target, it would even create unreal seals to make the illusion seem realistic. Since it’s a quick illusion of a rather quick technique the genjutsu is quite difficult to detect because a genjutsu of teleportation is unexpected and the targets would commonly react on instincts and try to defend himself.
-Can only be used 4 times per match
That range though. Somewhat the precursor to the Sub gen.

The one and only question I have is: will I graduate before I get a reply to this?
Aight I’ll post the names of the techniques and you can find them and ask any questions if you have them as agreed for 9k

O humans, Tricks of the mad hatter, knave to knight and Dark spiked whip, castles of glass, vanguard of the silver queen

Katon: Kami wo Tsunagi Tomeyō / Fire Release: O Humans, Let Us Restrain The Gods
Spoiler
Type: Offensive / Defensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40 (-10 per turn)
Damage: 60 - 80
Description: Performing 3 handseals, the user will concentrate their Fire Release chakra into the earth around them in a 5 meter radius. From the ground, countless chains of tangible fire will sprout forth, rising long-range into the sky to form a defensive perimeter around the user which can prevent most forms of offense. The chains themselves are translucent, allowing the user to see through them and keep their eyes around the battlefield. The user can also manipulate these fiery chains, which all possess spear heads on the end of their lengths, to attack the enemy from where they spawned, surging towards the target and smashing into them, causing extreme lacerations and burns. This being said, the user has total control over the direction and purpose of the chains upon their creation. The user is able to attack and defend simultaneously with this technique, sending half of the chains to attack a target or several targets, whilst keeping the other half to surround them.
Notes:
Lasts 3 turns unless cancelled
Usable 3x per battle

Koton: Torikku No Ikurudo Okkote | Steel Release: Tricks of the Madhatter
Spoiler
Type: Supplementary
Rank: A - Rank
Range: Short
Chakra: 30
Damage: N/A
Description:
The user will begin the technique in accordance to any self created steel construct which he carries. Once the said contact is made, the user will add a natural steel release property which the user has, which is the steel release control of the user. Upon the said contact, the amounts of steel will be put to the point of them almost leviating, which is similar and can be imagined as objects in outter space. Light pushes or touches would be able to move objects far easier than they have been previously moved. The effect of every single steel construction will appear as if they are not being pulled by the earth gravity with the same force allowing created weapons to move faster and be more resilient in control. The user however will have complete control over objects being manipulated by this jutsu, with them once they are levitating or mid-air are then able to simple use a mind command and have the object launch at something such as an enemy. The user of this is capable of using this technique on any steel created structure that contains their own chakra in it. Alternatively, the user can apply this to a steel technique upon creation in the same timeframe as it's predecessor technique.

Notes:
Can only be used on techniques the user has made.
Can only be used three times per battle.
The length of this technique last's the same amount of time as what it is applied too.

(Koton: Kusemono no Kishi) – Steel Release: Knave to Knight

Spoiler
Type: Defensive/Supplementary
Rank: D
Range: Short
Chakra: 10 (-5 chakra per turn)
Damage: N/A
Description: The user will focus their koton chakra into the ground to create a basic knight of black steel. It’s size can vary between the same height and width of the user to double it. The knight can be created with any two weapons in hand (e.g. a shield and a sword). Due to it’s low rank, the knight possess no inherent capabilities barring dealing physical attacks with the weapons it wields. As such, it’s mainly used for training purposes and can last indefinitely through a small chakra cost per turn.

Meiton: Mei Kasui Sakujou | Dark Release: Dark Spiked Whip
Spoiler
Type: Supplementary/Offensive
Rank: B - Rank
Range: Short - Medium
Chakra: 20
Damage: 40
Description:
After using Dark Release: Inhaling Maw to absorb the natural and spiritual chakra within a jutsu then the user will perform a single hand sign (Ox) and channels the Meiton chakra into the lower diamond mark on his hand and release the chakra and manipulate it to dark on the form of a dark long spiked whip that can be used to trap or just attack the opponent which would result in the spikes inflicting damage.
Notes:
Can only be used twice per battle with a two turn break in between
Requires Dark Release: Inhaling Maw to be used prior
Can only be taught by BlackCrow

(Koton: Kyassuru no Garasu) – Steel Release: Castles of Glass
Spoiler
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: The user will perform the Snake handseal and focus their chakra into the sky to open up a portal above the entire battlefield. From within the portal, a colossal amount of steel dust will rain down on the battlefield. Not in a cascading wave but more akin to snow or precipitation, where the individual grains fall slowly towards the ground. Similar to Rain Tiger At Will. The real utility of this technique is the user can control the falling grains to converge on each other to form constructs and weapons through techniques like Sovereignty of the Crown. The user can also create any steel dust techniques from these falling grains, rather than from the body or the ground (however they're usually created). Any constructs created in this manner must be made a minimum of three meters away from the opponent and their formation will sound like a flipped hourglass/pouring sand.

Note: Lasts four turns
Note: Can only be used twice per battle

(Koton: Senjin Shippou Kouhi) – Steel Release: Vanguard of the Silver Queen
Spoiler
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their koton chakra into either of their arms to create a crossbow along the length of it. The bow will be pre-loaded with several meter-long steel rods (up to 8) with sharpened tips that can be fired at targets of the same amount or less. The crossbow bolts can be released on this jutsu’s initial creation or at a later point and they will travel at the speed of an arrow fired from a compound bow. The bolts can be used like “Steel Release: Corruption of the Kingdom”, the celerity will be magnified trine as the moment they’re fired, the bolts will disperse into millions of steel grains that initially scatter outwards in every direction. The grains will then converge on one another once they get within striking distance of the opponent(s) and either congregate to form the original number of created bolts or combine to form one larger, more lethal bolt. Reforming the bolts’ original form will still be audible despite its speed (reformation is instant and takes no time at all) and will sound like pouring sand (like a flipped hourglass). Reforming the bolts will happen without ceasing their forward movement and upon being reformed, they will strike into their target(s) and skewer through them. The user can restock the crossbow with up to the maximum of 8 bolts at the cost of 30 chakra and can only do this once every turn. To reform in time to strike they need to start reforming 2m away from their intended target.

Note: Crossbow lasts three turns .
Note: Can only be used twice per battle. Two turns between uses.
(Yumeton: Chikara wa chikaradesu) - Dream Sand: Power is Power
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: Dependent
Description: Once an opponent absorbs Dream Sand into their systems, the user becomes capable of casting a powerful illusion (3 hand seals) that is directly tied to the psychoactive effects of the element, gaining the ability to dictate the details of what the experienced hallucinations involve. This enables the user to craft intense hallucinations that can become significantly detrimental to the victim's self being. These hallucinations can have an affect on all the senses, but limited to one at a time, with the affected category gaining the unique side effect labeled 'After Hours'. The After Hours effect is the result of the hallucinations severely affecting the psyche of the opponent's causing them to become vulnerable and receive mental damage from future techniques that affect said categories. For instance, if the user caused a hallucination that affects the target's senses of touch, hearing, or smell, then proceeds to use a physical technique, a sound technique, or an odour based technique respectively, the opponent would experience a 'bad trip', causing them to receive mental damage equivalent to half the base damage of the used technique. Should the opponent not cleanse their systems from the Dream Sand, the controlled hallucinations and their effects would persist until the 80 damage mark is reached. Breaking the illusion will purge the body of dream sand. Usable twice, with a two turn cool-down and no A rank or above DS techniques the turn after.

(Inton: Sulphur) - Yin Release: Sulpher
Type: Supplementary
Rank: S
Range: Short
Chakra: 70 (20 per turn)
Damage: N/A
Description: Through a surge of chakra throughout their body, followed by 4 hand seals, the user would bring forth an autonomous cat familiar composed of spiritual energy named Sulpher. Sulpher's presence brings with it a spherical zoning area 3 meters in each direction of it's creation that is a capable of draining different foreign kinds of Yang based energy, robbing the afflicted from it, where the Yin Energy targets physical energy. Targets under the influence of Yang based techniques or similar would have said techniques nullified once within Sulpher's zone, with familiars, techniques brought to life by Yang, being canceled out due to the high drainage. Opponent themselves that enter the zone would have their natural vitality weakened, suffering from a chakra loss of 50 while having their spiritual defenses lowered by a rank, allowing future techniques to be applied easier. Should the opponent exit Sulpher's zone, they would regain their defenses within two turns. Usable twice, lasting four turns or until cancelled, with a minimum three turns between usages. During Sulpher's presence no other Yin familiar be used, nor Yang techniques. No Yin techniques above A rank can be used for the next two turns.

(Inton: Ēteru) - Yin Release: Aether
Type: Supplementary
Rank: S
Range: N/A
Chakra: 50 (+50)
Damage: N/A
Description: Through applying Yin energy (infusion for techniques, 'coating' for others) to a physical/shadow bearing objects/techniques/entities, the user utilizes the connection between Yin and shadows to becomes capable of utilizing the target's shadow as a source of Nara clan techniques of various kinds at increased efficiency. Due to Yin's unique properties, the quality and level of manipulation exceeds that afforded normally to a Nara, enabling a tremendous damage/defensive output increase of 20, whilst also enabling an active shift per turn of the shadow technique's nature. This shift allows it to change from physical/normal shadows to that of a spiritual nature, allowing the techniques to become immune to physical damage, whilst also shifting it's damage to become spiritual in said state, and becoming capable of clashing with other spiritual entities. Aether can be applied in the same time frame as another shadow technique. Naturally the shadow techniques themselves would require a separate usage, with their range tied to the 'Aether infused'. Aether can be applied on the user's own self to augment their shadow techniques, with the added advantage of being able to utilize shadow techniques within the same timeframe.
Usable 3x, lasting 3 turns once triggered or until canceled, with a chakra cost per turn of 30 and a 3 turn cool down. Whilst active, the user can not access Yang or Taijutsu/Kenjutsu techniques unless they are mixed with Nara/shadow manipulation, such as a CFS. No other Yin-Release technique above A rank whilst it is active. Once deactivated, the user is unable to use Yin/Shadow based techniques above A rank for two turns.


(Fuuinjutsu: Nejire Shōheki) Sealing Art: Distortion Barrier
Spoiler
Type: Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 60
Damage: N/A
Description: An Advanced Fuuinjutsu technique created by Kōtetsu Inuzuka, Distortion Barrier allows the user to erect a crimson circular barrier at a location of their choosing within range to protect themselves or an ally after performing four handseals. Primarily used as a defensive measure, this barrier possesses a unique interaction that allows chakraless attacks to pass through itself and is only capable of interacting with those containing chakra or other forms of energy. When hit by a technique of lower chakra or energy, the barrier allows the user to change its direction either away from the protected target or back toward the opponent at full strength. When used against large-scale techniques, the barrier is capable of distorting the direction of a portion of the incoming techniques, leaving the user or anyone behind the barrier unharmed.

Notes:
- This technique can be used four times per battle and requires a two-turn cooldown between uses.
- No Fuuinjutsu above A-rank in the following two turns after this technique is used.
- This technique requires mastery of Advanced Fuuinjutsu.

(Fuuinjutsu: Ōkui-Sha) Sealing Art: The Great Devourer
Spoiler
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 60 (-20 per turn)
Damage: N/A
Description: The user performs four handseals and erects a powerful barrier that coats the body and anything on it, reacting to their movement in such a way that the user never makes contact with it as it moves with them. Though it varies depending on the user, this barrier tends to have the standard appearance of a dark, flame-like aura and has considerable offensive and defensive capabilities. As a means of both attack and defense, this barrier possesses the ability to destroy techniques it comes into contact with by absorbing the properties of the technique and unraveling the chakra that composes the jutsu, this will empower the barrier with the properties of the absorbed technique and allow it to take on the damage value of the absorbed technique based on its rank. The properties of techniques refer to their auxiliary effects that cause harm, for example, absorbing fire would cause the barrier to become heated causing burn damage while absorbing wind would sharpen the barrier causing cutting damage, water and earth would both be concussive while lightning would be sharp. The barrier will follow the strengths and weaknesses of whatever element or other fields it's absorbed. Naturally, techniques fired from within the barrier would clash with it and weaken, making it almost impossible for the user to use streamed techniques from within it.

Notes:
- This technique lasts for three turns.
- No Fuuinjutsu above B-Rank can be used for three turns after deactivation.
- This technique can be used twice per battle and requires a four-turn cooldown after it expires.
- Must have Advanced Fuuin to use.
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Custom Element Japanese Name: Ōsmuton
Custom Element English Name: Osmium Release
The Element is Based On: Fūin + Fire + Earth + Wind + Advanced Chakra Control
Facts that Prove the Element to be Possible (in the manga context):

The proof of possibility for this element is shown, in one way, numerous times throughout the series, in the form of Magnet Release. An Advanced Element displayed by the Third and Fourth Kazekage, and Fifth Kazekage, it allows for the manipulation of minerals in an extremely fine form through the use of Earth and Wind Release. The different versions displayed by each Kazekage proves two things; that the elemental manipulation required to use this element is possible, and that there are other unique minerals that are all within the capacity for manipulation using this method.​

Osmium itself is a naturally occurring mineral in the Earth's crust, though it is actually the least abundant stable element to be found within the planet. Therefore, it is necessary to create more, as the use of Earth and Wind alone would naturally yield very little Osmium for use. A way to remedy this is through the usage of Fire Release on one's Earth chakra, or the natural earth around them. This creates igneous deposits, of which Osmium is a product, and is therefore a feasible method through which to create more of the element. At that point, one needs only use their Earth chakra to grind the element into a fine form, and then manipulate it through Wind Release as they please. The presence of Fire Release keeps the element sufficiently heated, so that it does not simply evaporate in the air due to being a pyrophoric substance.

We have seen before in the series how Fūinjutsu is used to safely confine and protect the user through barriers, a basic application which, though minor, allows for safer usage of the element, as well as greater utility.
How It Works:




Osmium Release, in its physical form, is that of fine grains. A single grain is equivalent in size to that of an ordinary sand grain. Osmium has high reflectivity in the ultraviolet range of the electromagnetic spectrum, allowing it to exhibit a wide range of colors when exposed to things such as light and other forms of energy. Normally, the element is silver. Though it exists in a form much smaller than that of when it is originally made, it is no less durable. The element itself possess a 7.0 rating on the Mohs scale, meaning that it is significantly more durable than other mineral elements such as Earth Release. In terms of head on interactions with said element, and others of similar durability, Osmium would simply outclass them in terms of strength and toughness. Osmium itself naturally has a high boiling point, due to the nature of its creation, and as such is particularly resistant to methods of attack via temperature increases, as well as being naturally resistant to corrosive or acidic agents. Osmium also has an immense half-life, reaching up to 2x1015 years (approximately 140000 times the age of the universe).​

The most unique quality of Osmium is its innate toxicity, which proves to be quite lethal if direct exposure occurs. This is due to Osmium being a pyrophoric substance, meaning that it dissolves into a solvent upon contact with liquids. Inhalation, ingestion, even absorption through the skin due to its immense toughness acting as a means of penetrative capability, can result in this reaction occurring, causing harmful effects to whatever entity it moves into. The extent and severity of the debilitating effects varies with concentration, allowing for users to inflict status ailments on an opponent which could prove useful in battle (a CEJ will be made outlining the potential effects and their severity when contact is made with the element). Though there are different effects, the method by which they're achieved (the element disseminating and spreading completely throughout the area of contact to achieve full area of effect) is all the same.

Skin Contact: Upon making direct contact with skin, Osmium will easily penetrate the epidermis and flesh, causing irritation and inflammation at the point of contact. In this sense, it works in a similar manner to numerous small scalpels, each one slicing into the skin and leaving numerous minuscule open wounds. This can cause the impaired function of the body part in question, such as an arm or leg.

Eye Contact: Should one's eye(s) be exposed to Osmium, the grains will easily slice through the lens and damage the organ. This will impede a target's visual clarity to varying degrees and, in the worst case, leave them totally blinded.

Inhalation: Breathing in Osmium draws the element directly to one's lungs, where the element disseminates and can cause respiratory issues in a target by shredding the organs, which then causes an imbalance in the presence and flow of gases and fluids. If left untreated, this could result in death.

Should Osmium undergo this reaction when clashing with another element, such as Water Release, it will lose its current granular form, turning into a solvent and thus unable to be manipulated or controlled further by the user.

In terms of basic manipulation, the element's form as a mass of granular material allows for the user to create objects of virtually any shape or size, and for numerous purposes. The user can simply utilise the element as a shapeless mass of pseudo-corrosive grains that surge over the field, like a current, or condensed it into constructs. It would be accurate to think of each individual grain as a miniature scalpel, capable of slicing through flesh and bone like butter.

The final aspect of Osmium, and a more minor feature on that note, is the incorporation of the barrier aspect of Fūinjutsu. During the process of creating Osmium, the user would create miniscule barriers around the grains that would respond to the user’s chakra and contact with their body. The barrier naturally acts as a barricade between the user’s body and the element as a response to any moment of contact, meaning that the user is able to make direct contact with their use of the element without being hurt by it. However, the barrier only behaves in this way when it comes to contact with the user, and thus has no bearing on elemental interactions or contact with other living things.
Jutsu Usage Examples:




(Ōsmuton: Orekkusu no Chi) – Osmium Release: Blood of Oryx

Type: Offensive / Defensive

Rank: D – S

Range: Short – Long

Chakra: 10 – 40

Damage: 20 – 80

Description: Allows the user to create manipulate Osmium in its shapeless, wispy state.


(Ōsmuton: Nokurisu no Hāku) – Osmium Release: Grasp of Nokris

Type: Offensive / Defensive

Rank: D – S

Range: Short – Long

Chakra: 10 – 40

Damage: 20 – 80

Description: Allows the user to create manipulate Osmium in the form of condensed constructs.


(Ōsmuton: Kurota no Supōn) – Osmium Release: Spawn of Crota

Type: Offensive / Defensive

Rank: D – S

Range: Short – Long

Chakra: 10 – 40

Damage: 20 – 80

Description: Allows the user to create familiars made of Osmium.

Conditions to be Able to Use It: Jōnin Rank & Mastery of Fire, Earth, Wind and Fūinjutsu
Is Weak To:

Water & Seraphic Water Release: Osmium is a pyrophoric element, which means that it naturally dissolves when in contact with liquids. This is due to the fact that Osmium can only maintain its granular, mineral form at temperatures equal to or exceeding 50° Celsius. Upon dissolving, the element can no longer be controlled by the user, though it is no less toxic, and can still be dangerous if contact occurs. Like with normal Water Release, Seraphic Water would simply cool the element to the extent that it can no longer maintain its form.


Wind & Empyrean Wind Release: Though Wind Release doesn’t exhibit the natural strength to overcome Osmium, it is a typically cool element, and this quality will result in the element being dispersed in an interaction between the two. The nature of Wind also interferes with the chakra control required to control Osmium itself. Empyrean Wind is more effective against Osmium due to the intensity of its kinetic forces. The nature of Empyrean Wind affects the chakra control required to manipulate Osmium to an even greater extent than normal Wind Release.


Corium Release: Corium is a form of liquid which allows it to trigger the reaction in pyrophoric substances such as Osmium, dismantling the element. Not only that, but Corium also exudes heat that is orders of magnitude above the melting point of Osmium, granting it even greater advantage against the element.

Is Strong To:
Fire Release: Osmium has a natural melting point of 3033° Celsius, counteracting Fire’s inherently high temperatures. The use of fire is what sustains Osmium in its granular form, making it counterproductive to use as a tool to destroy it.


Earth Release & Shikotsumyaku: Osmium is a particularly durable element, and its granular form gives it the edge in physical clashes, as its naturally rigid and sharp form allows it to behave as a saw-like material that grinds away at Earth. The same principle applies to Shikotsumyaku.


Ice & Burning Ice Release: Similar to the case of Earth and Shikotsumyaku, Osmium is simply too dense to be adequately defended against by either element, especially considering that both elements are particularly fragile.


Radiation & Decay Release: Osmium’s extraordinary half-life makes it naturally effective against both Radiation and Decay, as its sheer length makes even the accelerated rate of decay a time-consuming process.


Magnet Release & Sand Ninjutsu: Osmium’s density gives it a natural advantage over the Iron Sand and Gold Sand variants of Magnet Release, and Sand Ninjutsu. Their minerals, while of a similar physical form, are far lighter, and are simply overpowered by Osmium in direct clashes.

Co-creator: Matt
Students I Passed this Custom Element on to: Imperfect & ?


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

I, Joestar, moderator of the Custom Elements Bureau, declare for all men to hear that I give you the following:
Goetia, our loyal member, gave on the date January 27th, 2019, a request for a Patent on his custom element (Osmium); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;
Osmium|Ōsmuton

Powered by Lord of Kaos

Copyright © 2019, Goetia, AnimeBase.me

Approved here: [x]
Approved Osmium Release Techniques
(Ōsmuton: Katana no Ronri) – Osmium Release: The Sword Logic
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Sword Logic is an outline on the effects of Osmium when it makes contact with other objects. In particular, it details how the body is affected by the element, and how one’s abilities may be impeded by its harmful influence.
D-Rank: At D-Rank concentrations, the effects of Osmium are minorly irritating at most, only serving to be a nuisance to anyone afflicted by them. For up to 2 turns after the turn of initial contact, the target will suffer minor inflammation at the point(s) of contact, before the body naturally deals with the effects. Should the eyes be exposed to any Osmium of this level, their vision will be blurred beyond distances of mid-range for the same duration.
C-Rank: C-Rank concentrations of Osmium carry only slightly more harmful effects. For up to 2 turns after the turn of initial exposure, the target will suffer inflammation, itchiness and minor blood loss. If the eyes come into contact with Osmium, one’s vision will be blurred for an equivalent amount of time, though their vision will be blurred beyond 10 meters.
B-Rank: Osmium of B-Rank levels begin to interfere at a greater level with the body. In addition to now causing continual damage (10 points) over 2 turns, the element will cause deterioration in the area of contact. Handseal sequences now take more time to perform due to the strain put on the hands, counteracting handseal specialties which increase the speed of seal formation, should they have been exposed to Osmium. Should the element reach the lungs by cutting into the chest or inhalation, the opponent’s base speed will be reduced by 1 level, and experience a slight difficulty breathing and coughing. One will suffer total blindness to anything beyond 10 meters for 2 turns.
A-Rank: A-Rank Osmium is particularly damaging to the body, causing 15 points of damage for up to 2 turns after the initial turn of contact, and will cause great deterioration in area affected. The top layers of skin will be removed, exposing raw flesh and muscle and even bone in the less dense parts of the body. Damage caused to the arms prevents handseal sequences longer than 4 seals from being performed, and any seals performed are done so at an ordinary speed. Should the legs or lungs be exposed to the element, their base speed will be reduced by 2 levels, due to tissue and nerve damage, or infection of the lungs. Exposure of the eyes to Osmium of this level results in greatly blurred vision beyond short range for 2 turns after the turn of contact.
S-Rank: The severity of the effects are greatest when exposed to S-Rank Osmium. The opponent will sustain 20 points of damage over two 2 turns after the turn of contact, and the tissue deterioration will be total. At this level, flesh and muscle will be nearly entirely stripped from the body. Damage to the arms would prevent handseal sequences longer than 3 seals from being performed, and any seals performed are done at an ordinary speed. Should Osmium connect with the opponent’s legs or reach their lungs at this rank, their base speed will be reduced by 3 levels, due to severe damage. Exposure to the eyes will cause complete blindness for up to 2 turns after the turn of contact.
Approved here: [x]
(Fūin/Ōsmuton: Futei Keijō) – Sealing/Osmium Release: Unfinal Shapes
Type: Supplementary
Rank: N/A
Range: N/A (Short)
Chakra: N/A
Damage: N/A
Description: Unfinal Shapes is a basic, supplementary application of Osmium combined with Fūin, designed to enhance its utility to mimic the usage of Sand Ninjutsu by Gaara. By having the element itself pre-made, and kept stored in a gourd or container of some kind, it is carried on hand by the user. In order to perform Osmium techniques using this premade reserve of the element, the user only needs to flush the container with the necessary amount of chakra, and they can control the element as they see fit. This is considered an alternative method of using Osmium techniques, and thus they are not considered as passive unless stated in the original technique, and usages of Osmium techniques through Unfinal Shapes count towards usage limits. Should they choose, the user can use that same source of Osmium for another Osmium technique, and it will behave according to its new rank/power and any other properties described in the technique, simply requiring that the user expend the stated amount of chakra. Osmium techniques made from the reserves carried on the user that are neutralised in a clash with other techniques, or by other methods, will be resealed into the gourd, unable to be used for the remainder of the turn of neutralisation, as well as the subsequent turn. Use of Unfinal Shapes requires that it be posted in the user’s bio, or at the start of battle.
Approved here: [x]
(Ōsmuton: Orekkusu no Chi) – Osmium Release: Blood of Oryx
Type: Offensive / Defensive
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique encompasses the creation and manipulation of Osmium in a shapeless, wispy form, resembling flowing currents of dust. The element can be created from the terrain itself, manifested within the air, or drawn from existing structures of Osmium on the field. The element cannot be made within short-range of an opponent, unless the user is within short-range, then it may be created anywhere outside of a meter from the opponent. In this state, each of the individual grains composing the technique will grind and shave away at whatever it comes into contact with. Maintaining any usage of the element beyond the turn of initial creation requires 10 chakra points per turn, with A-Rank and above applications lasting up to 4 turns. The element can be manipulated through mental control or physical gestures. The S-Rank usage may be performed up to 4 times per battle, rendering the user incapable of activating Osmium techniques in the next turn. B-rank version requires one handseal, increasing by one handseal per rank.
Approved here: [x]
(Ōsmuton: Nokurisu no Hāku) – Osmium Release: Grasp of Nokris
Type: Offensive / Defensive
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique encompasses the creation and manipulation of Osmium in the form of constructs, made by condensing the individual grains of the element. The element can be created from the terrain itself, manifested within the air, or drawn from existing structures of Osmium on the field. The element cannot be made within short-range of an opponent, unless the user is within short-range, then it may be created anywhere outside of a meter from the opponent. As opposed to the Blood of Oryx, the constructs deal damage by way of smashing through a target, using great weight combined with the sharpness of Osmium grains. Maintaining any usage of the element beyond the turn of initial creation requires 10 chakra points per turn, with A-Rank applications lasting up to 4 turns(3 for S-rank). The element can be manipulated through mental control or physical gestures. The S-Rank usage may be performed up to 4 times per battle, rendering the user incapable of activating Osmium techniques in the next turn. B-rank version requires one handseal, increasing by one handseal per rank.
Approved here: [x]
(Ōsmuton: Kurota no Supōn) – Osmium Release: Spawn of Crota
Type: Offensive / Defensive
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: Spawn of Crota involves the creation of familiars which can possess the wispy, mist-like form of Blood of Oryx, or the condensed, solid shape characteristic of the constructs in Grasp of Nokris. The familiars are manipulated via mental command, and are able to use Osmium Release techniques up to their own rank on the level of an Apex Handseal specialist. Additionally, they can passively their form to create appendages which serve a purpose based on the nature of said appendage, e.g. bladed weapons can slice and stab, wings will allow for flight etc. The size of the familiars may range from that of an ordinary human to as large as the Great Stone Golem at maximum size, and any usage of above B-Rank can be maintained for up to 4 turns(3 for S-rank). Upon expiration of an S-Rank application, this technique cannot be used again for one turn. S-Rank usages can be performed thrice per battle. B-rank version requires one handseal, increasing by one handseal per rank.
Approved here: [x]
(Ōsmuton: Boyaketa Seihai) – Osmium Release: Blighted Chalice
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: 20
Damage: N/A
Description: Blighted Chalice is a supplementary technique which is designed to transform the terrain by coating it with Osmium, thereby giving the user a territorial advantage. By forming two seals, the user can focus their chakra into the terrain, whether it is the entirety of the ground or specific parts of the environment, performing nature manipulation to produce grains of Osmium that convert the selected surface(s). This process occurs instantly upon usage of the technique, but if the chosen surface is occupied by an opponent, the Osmium will rapidly converge on their position, starting from short-range, rather than instantly manifest beneath them. This technique can be used up to four times per battle.
Approved here: [x]
(Ōsmuton: Kurobuchi) – Osmium Release: Black Edge
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (+10)
Damage: N/A
Description: Black Edge is a supplementary technique aimed to enhance the strength of the user's techniques which are derived from solid and liquid elements, such as Earth and Water Release, and other CE/AE of a similar nature to the aforementioned basic elements. By infusing additional chakra into a chosen technique, in the same timeframe as its creation or anytime it is on the field, the user forcibly produces Osmium within its mass, bolstering its structural integrity by taking advantage of the element's own density. This results in the strength of the targeted technique being increased by an additional rank, or +20 damage for jutsu above S-Rank. Defensive techniques or ones without damage will be capable of defending against one rank higher than usual. For Earth Release techniques and AE/CE of a solid nature, the strengthened jutsu will turn darker, its surface resembling a writhing mass of minerals due to the nature of light reflecting off the element itself, as a result of the infusion. In the case of Water Release and AE/CE of a liquid nature, they will darken to the point of almost resembling oil. Black Edge does not alter the inherent properties of targeted techniques, or their strengths and weaknesses. This technique can be used four times per battle with a one turn cooldown and requires a single handseal upon use.
Approved here: [x]
(Fūin/Ōsmuton: Itan no Ana) – Sealing/Osmium Release: Pit of Heresy
Type: Offensive
Rank: A
Range: Short – Mid
Chakra: 30
Damage: 60
Description: The user will perform a sequence of three seals, channeling their chakra into the earth and creating a great mass of Osmium ten meters beneath the surface of the ground. In doing so, they will hollow out the earth beneath the surface of the ground, creating an open space lined with stalagmites and other sharp formations of Osmium. Some of the formations are as tall as five meters, others no taller than that of a human child. The creation of the pit disrupts the structural integrity of the remaining earth between the pit itself and the surface of the ground, causing it to cave in. Anything situated atop the ground which hangs over the pit will be dislodged, falling down into the stalagmites below. The Fūinjutsu component of this technique is designed to alter the nature of the barriers which exist in all Osmium techniques. In the case of Pit of Heresy, the barriers are manipulated to take on the properties of the Crimson Mist Barrier technique, masking the sound it creates when it hollows out the earth beneath the ground's surface. As such, the technique cannot be detected via the vibrations in the ground one would normally feel from a technique of this nature. The size of the pit itself can be controlled by the user, so long as it is between three to fifteen meters radial in length and width. This technique can be performed up to three times per battle with a single turn cooldown between uses.
Approved here: [x]
(Fūin/Ōsmuton: Akui no Tachi) – Sealing/Osmium Release: Touch of Malice
Type: Offensive
Rank: S
Range: Short – Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: Touch of Malice is a unique technique which taps into the barriers inherent to all Osmium Release techniques. These barriers are basic, in that their sole purpose is to allow the user to come into physical contact with the element without exposing themselves to its harmful effects. Touch of Malice weaponises these barriers, altering their nature to grant them the pseudo-gravitational effect of Multiple Infinite Embraces. Through this technique, the user can generate spherical masses of Osmium known as 'blights', either from the ground itself of by channeling into a source of Osmium on the field. These blights are one meter in radius and will float a meter away from where they are created, and will generate a spherical barrier which spans a five meters radial distance in all directions. Should an opponent enter its perimeter, the barrier's effect will cause them to be pulled into the blight, forcibly dragging their body into the Osmium itself. Making contact with the blights will cause damage to an opponent and inflict debilitating effects as outlined in the Sword Logic. The force of the pressure exerted by the barriers is of a similar caliber to that of the Multiple Infinite Embraces technique, overpowering any attempts to move the body due to its potency. In order to free oneself from the blight, it must be destroyed with an equally powered technique. The user can create up to four blights with a single usage of this technique, the power of each blight being equally divided with each additional blight. A single blight is considered as S-Rank, with two blights being A-Rank each and so on. Creating a single blight requires two handseals, and every additional blight requires one more handseal. Regardless of how many are created, blights will last up to five turns per usage. When all the blights dissipate, whether they are destroyed or their duration expires, Touch of Malice cannot be reactivated for another turn, and the user's Osmium techniques are limited to A-Rank and below in the turn of deactivation. While in use, the user's Ninjutsu becomes limited to Osmium and its components.
Approved here: [x]
Learned here https://animebase.me/threads/ozymandiasm-or-something.781825/

Removed reflective parts and switch to blocking!
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Custom element English name:
Summanus/Nocturnal Thunder

The element is based on:
Earth Release + Water Release + Lightning Release

Facts that prove the element to be possible (in the manga context):
Summanus, otherwise known as nocturnal thunder, is an element based off of Ferrofluids, a substance containing molecularly small iron suspended in an oil based liquid, with an attraction to magnetic fields. These properties are present through a variety of Canon sources such as Storm release and Magnet Release alongside it's sand variations, alluding to the possibility of combining the basic element natures to create a hybrid whose sum exceeds it's parts. Through Earth Release, the iron quality is provided, whereas Water Release provides the oil base, and Lightning Release itself is utilised to create the magnetic fields required, whilst also providing it with an electrical charge. This creates a dark liquid element that both contains and is reactive to charges.

How it works:
Summanus is an element achieved by combining the Earth, Water, and Lightning elemental natures, wherein the iron required is provided by the usage of Earth Release, which is then added to oily liquid base through Water Release, and finally made magentised through the usage of Lightning release. Naturally all of this occurs in tandem with one another. Alternatively, the user could manipulate pre-existent earth and water sources, changing them into Summanus through the addition of the missing components via simple chakra manipulation.

As mentioned, Summanus is a dark liquid, one whose functionality closely resembles that of the water element, albeit with additional capabilities. The element's main point is it's reactivity to magnetic fields, where it's shape rapidly changes into different forms, typically one's containing jagged and spiked edges. Due to it's oily composition and functionality, this makes the element quite adverse, as it behaves as a hydrophobic element, one capable of repelling fluid. As for it's darker properties, the element's 'oily composition' blocks light due to thickness and density of the liquid, enabling the element to block light sources and prevent blinding to the user. Due to typically existing with an innate charge, products of the element appear to be in a constant flow, wherein the constructs appear to be breathing to a certain extent, with the produced element itself being capable of achieving flight easily through said manipulation of electrical charge.

Summanus can also be utilised as a surfactants, allowing other liquids to spread faster, or alternatively be used to enclose objects, such as tech/tools, toxins, and poisons within them to be protected or selectively released at later points through manipulation of the magnetic fields. Combined with the elements high energy harvesting capabilities, this gives a high potential to cause significant damage under the right conditions. The elements energy harvesting capabilities comes in it’s reaction towards external vibrational and sound forces that come into contact with the element. These forces would cause the automated omnidirectional release of electrical charges from the liquid (technique to be made), with them being aesthetically coloured in a mixture of golden, royal purple, and black. When forcibly released as such, the user would have no control over the charges, and it would prevent the user from manipulating Summanus surfactants and toxin enclosing functions, wherein stored materials will be released outwards away from the user, regardless of the fact the Summanus is inherently durable to such forces. However, these charges can be triggered though the user himself by collapsing the liquid upon itself, forming the necessary vibrational forces to produce the charges in a controlled fashion. Combined with the elements naturally appearing to be a dark breathing, this application often gives the appearance a touch of flare through the uniquely colored charge, giving it’s name Nocturnal Thunder/Summanus.

Jutsu Usage Examples:
Summanuss Release Technique
Type: Offensive
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: 20-80
Description: The user will be able to create objects, tools and other creations composed of the 'breathing' Summanus Chakra, with two handseals. These can be created directly from the user's body, from already existing Summanus or created from a source of earth or water. These creations carry the innate ability of reflecting light back towards their source, causing blinding. Products of Summanus naturally contain a charge, allowing the user to manipulate the objects through the air regardless of their mass. These constructs if struck with vibrational or sound attacks would release a coloured electrical charge.

Midnight Chaos
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Through an influx of chakra, the user is capable of forcing the rapid collapse of existing Summanus constructs, causing the production of electrical charges that can reach mid range distance from the element, causing damage equal to the techniques rank.

(Nara/Summanus: Y'all Wa Omotta) - Shadow Arts/Nocturnal Thunder Release: Y'all Thought
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: By coating their physical shadow techniques with Summanus, the user's shadows would no longer have any weakness to light sources and similar, as the Summanus serves to reflect any any all light that would compromise the shadow attack.
Conditions to be able to use it:
Jounin Rank or higher
User must have completed training in Earth, Lightning, and Water Release.

Is weak to:
Earth and similar, interacting similar to water.
Fire Release and similar, interacting similar to water.

Is strong against:
Water and similar, repelled due to the hydrophobic qualities.
Light, Sound and Vibration based attacks as previously elaborated.
Lightning and similar, due to it's large vibrational effects and high frequency nature being cause to release the element's own electrical charge.

Additionally, the element is neutral to Wind Release. However, produced charges are weak towards it as they behave similar to lightning release in terms of S/Ws.

Co-creator:
Shady Doctor

Students I passed this custom element on too:

P a t e n t C e r t i f i c a t e ☣

I, Daemon, Administrator of the Custom Elements Bureau, declare for all men to hear that I give you the following:
Vayne, our loyal member, gave on the date July 28th, 2021, a request for a Patent on his custom element Summanus ; after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;
Powered by Daemon
Copyright © 2021, Vayne, Animebase.me​
Approved here https://animebase.me/threads/custom-element-bureau.764498/page-6#post-22074652
 
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Vayne

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" One is truly one's own master... Zero. You've gotta love yourself."
Name: Buddha
Nickname: Gautama Siddhartha
Gender: Male
Age: 2500+
Clan: Surgebinders


Appearance & Personality



Buddha takes the form of a tall, muscular man in a tank top with glasses along with robes tied around his waist wrapping back to his hands. He wears a on his forehead, and has his light green hair, black on the sides, tied backwards in a classical/old-fashioned way with what seems to be a golden type of crown. He also dons earrings, a pair of rectangular glasses, and has elongated earlobes. He has sharp canines and is seen most of the time sucking a lollipop. The tank top he wears is accompanied an eyepatch-wearing rabbit design with the word "USACHAN" written right below it. The rabbit is possibly in reference to the Buddhist tale of the moon rabbit, which symbolizes an ultimate act of altruism. Buddha's eyes are usually completely black without pupils, but occasionally, a lily appears in each eye representing the seven lilies that appeared when he took his first steps.

Buddha has an easygoing attitude and does not seem to take anything seriously. He is also quite confident in his power as seen when he challenged the Seven Lucky Gods and Loki all by himself His confidence is so great he said he wouldn't mind challenging Zeus to his face.

He is also unabashed and extroverted; he talks comfortably with anyone he meets, sometimes expressing his thoughts aloud and acting in any way he pleases in front of any audience. Furthermore, he is extremely ballsy, not willing to let anyone push him around, regardless of whether its a god or a human, saying that only he can move himself



Village Information

Land of Birth: Land of Lightning
Warring States Clan: -

Rank & Chakra Information

Ninja Rank: Jounin (160,2600)
Specialties: Increased Tracking Resistance, Advanced Speed Specialist, Apex Tracking Specialist, and Yang
Elements:
Fire Release
Wind Release
Earth Release
Water Release
Lightning Release
Osmium Release
Dream Sand Release
Magnesium Dust Release
Nocturnal Thunder Release

Ninjutsu:
Prana
Body Arts (Adv)
Ninja Arts
Sealing Arts (Adv)
Medical Arts
Forbidden Arts
Illusionary Arts
Olm Summoning
Scientific Ninja Tools

Custom Fighting Styles:
Whip Arts
Fatal Impact
Nine Arts Dragon



History & Background Information


Narrator: This is the tail of one of Humanity's Greatest Figures, taking place in a time long before the current events of history...

In Ancient Central Nepal, Kapilavastu, a prince by the name of Gautama Siddhartha (later known as Gautama Buddha) lived in the royal palace with the best of everything within his grasp, the best status, clothing, food, dwelling and education. Siddhartha's father, King Suddhodana, approached a fortune teller when Siddhartha was an infant, who prophesied that his son would be a great and respected leader, stating that he would become the greatest among all of humanity and destined to rule the world. During his adolescent years, Siddhartha headed to the nation of Malla, which lies in Ancient North India, to meet his distant relative, King Jataka, who was bedridden due to terminal illness, and did not have much longer left to live. Siddhartha complimented Jataka on how much Malla had prospered since his reign, with the citizens leading delightful and satisfactory lives, and that Jataka was fortunate to lead such a wonderful and happy life.

However, Jataka disagrees, stating that all this time, he had been living a life dictated by those above him since birth, born only to rule the nation, and never had a chance to explore the vast, limitless outside world. During Jataka's funeral, Siddhartha recalled his conversation, and began to question that the life he had been living all along.

He realized that his life so far was no different from Jataka's, having his own will and fate dictated and imposed by other people since the beginning and having been raised to rule his kingdom. This realization resulted in him attaining enlightenment. Siddhartha barged into Jataka's funeral ceremony, and placed his coffin on a river stream to fulfill his lifelong wish of exploring the outside world, much to everyone else's horror and chagrin. Following Jataka's funeral, Siddhartha cast away his royalty, along with his wife and son, giving up his possessions and set out into the wilderness, travelling alone and opposing religions that imposed fate upon innocent beings, such as human sacrifices, stating that if the gods want to harm anyone, he will gladly take them on. Siddhartha also founded his own religion, Buddhism, and later became known to many as the Buddha, as he continued traveling place to place to ease people's suffering and guiding them to the path of achieving enlightenment.

For a period of time Gautama, now known as Buddha, would continue on his path in the world now more commonly known as the Ninja World, achieving enlightenment. His adventures in the world would be plenty, spreading his word and ideals worldwide, until he would disappear for centuries without a trace. Despite his disappearance, a portion of his teachings would remain and survive the tries of times, being passed down generationally by those truly devote.

Buddha would finally reappear into the world, emerging out of nowhere to a changed world to embark on a certain path.


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Other Information


Durability Due to his proficiency in combat over many years, Buddha has gained heightened vitality and increased durability, granting him 1000 more chakra and enabling him to shave 30 dmg from techniques.

Speed and Tracking Buddha has a higher speed level of +2 when compared to others, whilst also having increased tracking capabilities of 2.5x. This combines with Buddha himself being harder to track, as he exerts a natural force that lessens opponent's base tracking by 4.

Surgebinders As a Surgebinder, Buddha's body is essentially a doorway to a unique ethereal energy called Prana. Prana energy constantly enters and exists his chakra systems and any quantity of foreign chakra or energy inserted into Buddha's body is immediately transported to the Throne before they can take effect. Chakra inserted into his bodies for the use of illusions will be absorbed before their induction time is complete, meaning the genjutsu never occurs. However this also means Buddha is incapable of having a Curse Mark or using Sage Mode. It also becomes impossible for others to heal them through medical Ninjutsu or transfer chakra to them. If an ally or opponent tries to absorb the chakra of Buddha into their own body, they will instead absorb this ambient Prana energy and be frozen internally. Beyond that, Buddha is of the Divergent class with his Prana colour being silver, although it does occasionally fluctuate to different colours, all with hints of silver in them however.

Tools, seals, and weapons: Buddha wields a number of tools that serve a variety of purposes in battle, ranging from technology to medicinal items, to jutsu specific scrolls and seals.. As a user of Medical Ninjutsu, he carries a set of pills that augment his performance in combat, and due to his wide proficiency in combat, he often carries a different assortment of weapons, with the most renown one being the Dragon Fang, a shapeshifting weapon, and the Holy Bow. Buddha posses an assortment of technological weaponry that makes him quite versatile. All of these tools and skills are further made deadlier to Buddha's Dark Times seal, which coats his equipment and tool with Yumeton, granting them a basic protection up to C rank level, in addition to administering traits of Yumeton if contact is made. Notably, Buddha Holy Bow has become sentient due to Buddha's influence, with the weapon gaining the shameful aspect of Buddha's personality, rendering the man himself shameless.

Body Seals

(Fuinjutsu: Sutāku kōka ) Sealing Technique: Starrk Effect
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (+10 to technique)
Damage: N/A
Description: The Starrk effect is a unique sealing technique crafted by a man that was alone for many years, only to find a way to gain companions by creating things. He was blessed with the ability to give things life, but these things still didn't keep him company. They had no motive. No personality. No sense of uniqueness to them at all. They were just drones that reacted and acted on his whims. Then he finally found a way to give them everything they were missing, with a simple seal. The seal simply takes a part of the user's personality and seals it into an object, technique or weapon that has sentience or life. With this, the host that the personality is sealed within becomes much more unique depending on what sort of personality the user chose to gift the host; Gaining speech, deeper thinking and other things connected with actually thinking for ones self and having a personality to make unique decisions. Though this does give things a uniqueness, it would also strip the one it is used on of part of his/her personality. Meaning if they sealed the happy part of their personality into another host, that host would be happy and outgoing, while the one the happiness came from in the first place would most likely be an unhappy personality when interacting with them. This works especially well with people whom have multiple personality disorder. One could potentially strip themselves or others of those personalities specifically and place them into a different host. This seal can be used passively next to the creation of anything sentient, or can be pre placed on things such as custom weapons and such, though would need to be placed in the user's bio or stated before a fight/event.

( Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.

(Iryō Fuinjutsu: 1000 Koe) - Medical Sealing Style: 1000 Voices
Rank: S
Type: Supplamentary
Range: Self
Chakra Cost: N/a (-10 per technique used)
Damage points: N/a
Description: 1000 Voices is special sealing tag placed on the body of the users (The back side of their hand) taking the shape of an closed eye. This sealing technique was used in a way to have a back up plan in case of an emergency regarding their chakra, or even mental attacks thats incredibly hard to escape. By studying the seal on tsunades forehead the user found a way to mimick how it activates without actually mimicking what it actually does. This seal works by storing chakra into the seal (the closed eye) on their hand by expelling more chakra, causing an additional +10 Chakra to every technique used by the user. By doing this they expel more chakra but also store more chakra for times when they really need it. When the time comes the user is able to manually activate the body seal, causing the closed eye to open on the back of their hand. Doing this, it will flood the user with the chakra that was stored, replenishing their chakra while at the same time spiking their capabilities. Once the chakra floods/surges the users body their physical attributes increase in terms of speed increasing their speed by +6, while also activating healing to a small degree, healing small damages such as cuts, burns, blunt damage (does not regrow limbs) healing by +20 a turn (If needed). The good thing about this technique isnt the boost in speed and healing but the simple ability to constantly store chakra in this seal for emergencies. Though the user is only able to activate it as a whole or half the amount, reducing the buffs by half if they only use half the stored chakra.

Note: Can essentially use twice
Note: The amount of Chakra stored is adding to the chakra pool
Note: In order to activate the buffs the user needs more than 200 chakra points in the seal
Note: The Seal has a pre amount of 300 chakra into it
Note: Technique last for five turns before it wears off.
Note: Once the technique wears off, the users body will become more fragile, causing every damage applied to the user to have an additional 20 Damage
Note: Cant use Fuinjutsu S rank or above for 2 turns after technique ends

Applied to God of The Wind/Basic Sword if Wind sword not being used
(Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.
Note: Can use two times per battle
Note: Both Fuin and Kenjutsu is S rank, allowing the user to seal S rank and below
Note: The seal is pre-applied to the sword before battle. After usage, the user has to manually apply the seal to the sword again (This portion does not take up a move slot, but using the technique does)
Note: Seal stays dormant until clashes with other technique

(Fuuinjutsu: Kokan Ni Seizon) - Sealing Arts: Exchange For Survival
Type: Defense
Rank: C-S
Range: N/A (depends on the point of interaction)
Chakra Cost: 15-40 (+10 more when used on the user themselves)
Damage Points: N/A (Equivalent to the jutsu)
Description: This seal is laced on two places of the user, their palms, and their shoulders. The seal is basic in its usage, due to the overabundance threat of chakra absorption, the seal when placed on a variety of the users techniques, or on themselves, will activate in a violent explosion. The activation of the explosion occurs when the user or technique in question begins to have its chakra absorbed. Essentially, the chakra being absorbed will be the "key" for the seal, which will create the violent reaction. The explosion is of size and strength equivalent to the medium that is absorbing the chakra, thus the damage is proponent to the medium jutsu. The multi-rank of the jutsu allows for the seal to destroy other higher ranked jutsus despite whatever rank of the users jutsu it might be attached to, this allows for C-Ranks with the seal be able to negate the absorption of S-Ranks (the seal will automatically draw the needed chakra from the user to acceptably defend against the absorption technique). The seal is written in Kanji form (生) and means survival. Methods of placing this seal on techniques include performing earth based jutsus through the palm of the users hands or always slamming their hands on the ground to release the seal (this includes for all matter-like subjects such as steel, water, etc) for energy, they would have to be created directly from the users palm for the seal to contact it. Lastly, the explosion will be directed outward away from the user to assure no damage placed on him/herself or the technique, but rather just the medium. Though the activation/creation of this seal spends no time, when clashing against other jutsus, the laced jutsu will naturally slow down as it makes its way to the target.

Note: Can only be taught by Joker. S-Rank version can only be used twice, with two turn cool down before re-use and no fuuinjutsu above A-Rank that same turn. A-Rank and below can be used up to three times.




Medical Pills & Tools

(Heishi Piru) Soldier Pills
Medical Pills & Tools

Type: Supplementary
Description and Background:Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiration of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns with no enhanced effects due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.
-Costs a move per turn to use.

(Hyōrōgan) Military Ration Pills
Type: Healing
Description and Background:Military Rations Pills (兵糧丸, Hyōrōgan) are special pills that replenish one's chakra and nourish the body. It is made up of powerful stimulants and nutrients, said to allow the user to keep fighting for three days and three nights without rest. Replenishes 50 percent of the user's maximum chakra supply per pill taken, along with pumping stimulants into the body to alleviate tiredness. These pills are a basic medicine medical ninjas use or distribute in combat and are essentially dark brown small round pills which are swallowed and absorbed through the mucosa in the stomach. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Taking two pills in a conflict results in hyper-stimulation of the cardiovascular system. The users heart rate and blood pressure increase to the point they become painful for 6 turns after taking the pill.
-Taking 3 pills in a conflict pushes the user's cardiovascular system to breaking point, resulting in heart failure after 4 turns.
-Costs a move per turn to use.

(Ketsueki no Zōka Piru) Blood Replenishing Pill
Type: Healing
Description and Background: Contains high concentrations of amino acids, iron and mitosis inducing enzymes designed to turbo boost the production of erythrocytes from haematopoetic stem cells in the human body. This pill alleviates and cancels the symptoms of blood loss after one turn. These pills are a basic medicine medical ninjas use or administer in combat and are essentially dark red small round pills which are swallowed and absorbed through the mucosa in the stomach

Description of Side Effects:
-Taking 2 pills leads to increased blood pressure, and increased likelihood of blood clots forming, specially through trauma.
-Taking 3 pills over stresses the cardiovascular system and causes fainting from lack of blood to the head after 4 turns.
-Costs a move per turn to use.

Prize:
Dragon Fang
Dragon Fang is a Dragon Blade that can take any other held weapon form and can boost an element it is applied to by +25 and can seal any Jutsu up to S rank without chakra cost by the user as long as the technique uses less than 60 chakra. Does not count as a Custom Weapon.



Scientific Nina Tools

(Hairihhi Bōgun) - Holy Bow
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of 3 collared layers of Reishi in silver coloring with a tint of purple. In it's partial release, it assumes the shape of silver coloured bow that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous molecular sequenced purple Reishi that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.

(Za Desudīringu) - The Deathdealing
The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the user is able to absorb said substances and infuse them into the Holy Bow at increased potency, allowing attacks performed through the Holy Bow to carry said traits. In regards to the increased potency aspect, the substances would either have their offensive capabilities increased by a rank/next level if applicable, or have their defensive capabilities increased, making them more resistant to cures or attacks that seek to destroy it. This comes at the cost of decreasing the time the substances would have lasted by a turn, with the infusions themselves lasting that duration. Notably, each substance can only be enhanced by one quality of the two. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, with only two substances being absorbable per turn.

(Hairihhi Pufairu) - Sacred Destruction Arrows
Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.

(Hasuhain) - God's Posion Taster
Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a a staff, or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.

Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.

Seruvitora - Servitora
Type: Tool
Rank: C
Range: Short-Long
Chakra: 5 per copy
Damage: N/A
Description: Servitora is a unique ninja tool split into small series of mirrors shaped like regular octahedrons, floating thanks to a ring of the user's chakra. When activated, they create three-dimensional copies of the user. Should a mirror be destroyed, its corresponding copy will disappear, too. As the user's chakra interacts with the mirrors, they reflect the chakra like they would light waves projecting a three-dimensional copy of them, however, these copies are only optical illusions similar to the E-ranked Clone Technique. As such, they cannot harm an opponent but are useful in disorienting them since they will be unable to discern which is the real one or where the next attack will come from. Each clone also possesses the user's chakra signature making it difficult for chakra sensors and even a Sharingan user to determine which is the real one. Since the duplicates are reflections, left and right will be inverted; however, if a copy is reflected, left and right will be inverted again, thus matching the user's image perfectly. Further confusion can be created if the user switches their own left and right with a disguising technique. This tool automatically creates up to 4 of these optical illusion clones at the beginning of every battle unless the user chooses not to activate it.
Note:
Regular ninja may carry four of these into battle, only two copies allowed on the field at one time.
Cyborgs may carry up to 8 and are capable of having four copies on the field at one time.

( Sandāu~ēbu ) - Thunderwave
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( - 5 per turn when used )
Damage: N/A
Description: Thunderwave is a basic chest plate outfitted with a surround sound speaker system, and a microphone. It can be used to play music or make noises more audible than normal similar to a karaoke machine. It is able to produce sound louder than most techniques or the clashing of techniques and can be much louder than the user or opponent can scream. In essence it can act like the (Utsusemi no Jutsu) - Empty Cicada Shell Technique passively at all times being louder and stronger than even that basic technique. It comes pre-loaded with all of the wielder's favorite songs. In battle it can be used to play theme music or it can make the user louder as it has a built in microphone system connected to the speaker system.
The primary use of Thunderwave as mentioned above is the ability to play music with the offshoot of this being the ability to cancel sound waves with sound waves while playing music. This is similar to the Scientific Ninja Tool: Shijima and works like a noise-cancellation speaker. The system can emit a sound wave with the same amplitude but with inverted phase also known as antiphase to the original sound. The waves combine to form a new wave, in a process called interference, and effectively cancel each other out. This effect is called destructive interference and is able to nullify sound techniques in equal rank. The sound can encompass a short - long range area around the user being louder the closer to the user the people who can hear it are and due to this it has a dampening system as to not harm the users ears or cause them any undue problems. It can be fine tuned to look different depending on the wielder's appearance or preference.
Note: Sound techniques can only be canceled once per turn three times per battle.

(Iryō-yō Gantoretto ) - Medical Gauntlet
Type: Tool
Rank: A
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The medical gauntlet is a gauntlet that is also a computer that was created by Korra for gathering data and storing it. The gauntlet is a standard gauntlet with a touch screen/holo display. The screen always faces up no matter what angle the user has their arm up. The gauntlet also has an opening to fit in 5 test tube the user can use to store poison vials or DNA vials. With the DNA/Poison being stored the user is able to scan and learn about the KG/AE in the DNA as well as antidotes for poisons. In the NW the gauntlet can connect to any NPC computer to send and take files for the user. If other users have a gauntlet they can communicate with each other landmarks away to share important info faster. This is done by incorporating a similar sealing technique like (Fuuinjutsu: Kami Komyunikēshon) Sealing Arts: Scroll Communication technique to allow for the communication. The gauntlet computer that also can alert the user to when their chakra system is disrupted and in a genjutsu. The Gauntlet can release a burst of chakra into the user and break them out of A rank and below genjutsu. It can also alert the user to any damage they have taken and to what extent.
Note: Must be placed in the user's bio or posted at the beginning of the fight
Note: Must be taught by Korra
Note: Only 1 Gauntlet per bio

( Kyuu-tsuki ) - September
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of 10% of the wielder's normal chakra supply.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to 10% of their chakra supply from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra passively, this senjutsu chakra allows them to enter Sage Mode but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery




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(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra Cost: 10 – 40
Damage Points: N/A
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. However when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to B-Rank uses will inflict cold burns as well as all of the effects of frostbite. A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.

Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released from the body via various hand signs depending on the user's rank in the clan. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. A-Rank and S-Rank constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every two turns and no Prana above A-Rank in the turn after the deactivation of an S-Rank application.

Embrace of Ishtar – Armory of Akkadia
This variant allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors or enveloping it in a formless manner. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor, though at the cost of one of the user's three moves. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole. The armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while A and S Ranks require 10 chakra per turn. A-Rank and S-Rank applications can last a maximum of three turns, with A-Ranks usable thrice per battle and S-Ranks twice per battle. After an S-Rank application expires the user is unable to utilize Prana above A-Rank for a single turn.

Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. These familiars are also capable of taking solid form at the user’s volition. Familiars are capable of remaining on the battlefield for four turns. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. S-Rank applications can only be used twice per battle and no Prana above A-Rank in the user’s next turn after deactivation.

Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank
(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra Cost: 10 – 40
Damage Points: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Unlike the Era of Gods, which manipulates raw Prana, this technique is used to bring techniques previously transported back onto the field. The two applications of this technique, Conquest and Domination, deal with returning entities within the Throne to the field; thus these two applications require previous absorptions to have already occurred.

Conquest of Alexander – Bastion of Achaemenid
Through this ability, the user will be able to return absorbed objects, techniques, and parts of the terrain to the field. They will be manifested on the field in the form of Prana before becoming corporeal and usable as tangible entities. Upon becoming corporeal, the transported entities will still possess all of the effects and properties they possessed prior to absorption; this is because the Throne places objects within it in a stasis-like state. Objects returned will continue to move with the same speed and momentum that they had. This creates the effect that appears almost as if time had stopped and then later resumed for them, a trait of the Throne. It can be summoned facing a different side and/or in a new location altogether, although it must be outside of five meters of the opponent unless the user is within short-range. Techniques returned through Conquest possess the same damage they did prior to absorption. The technique’s rank applied is directly proportional to the technique rank, size of matter, and complexity; this means returning an A-Rank boulder would require an A-Rank application of Conquest. The S-Rank version of this ability can be used once every three turns and no Prana above A-Rank in the user’s next turn. Bastion of Achaemenid can only be used four times per battle.

Domination of Vlad – Tower of Yggdmillenia
Unlike Conquest, Domination involves concentrating on returning the chakra contained within objects or techniques to the user’s body. The user systematically isolates all of the chakra contained within a number of techniques they’ve sent to the Throne, even if only chakra is present (in the case of raw chakra techniques and similar abilities). It will then be returned to the user’s body as Prana energy in order to seamlessly integrate into their chakra network, making it available for later use. The user can utilize this ability four times per battle and the maximum amount of chakra that can be returned with each use is capped at a maximum of 100 chakra points. This does not mean this ability will always return that amount, the value is always dictated by how many techniques the user has absorbed and how much chakra they contained. For example, absorbing 10 A-Rank techniques and integrating them with the user’s system will increase the user’s pool by a full 100 chakra per turn. Objects that Domination is applied to will no longer carry their damage value once used on; this is because the objects, while stored in the Throne, will become chakra-void and instead become classified as simple terrain usages when used with Conquest of Alexander. Naturally, this is only possible with matter-based techniques and not those composed of energy. Domination of Vlad is considered an S-Rank technique, costing a move to activate but not taking a slot in the timeframe.
(Zokyo: Kiseki no Sedai) – Surge of Augmentation: Generation of Miracles
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: N/A
Description: This technique deals primarily in augmenting the user’s chakra system and ability to control it through an infusion of Prana. Activating this ability is instant and occurs in the same time-frame as another technique. Each Augmentation can last up to four turns and can be used twice per battle. However this technique can only be used three times per battle. After an Augmentation ends, the user suffers a backlash related and proportional to the ability used and how long it was active. The cool down before re-using any of the augmentations is proportional to the duration it was previously activated for.

Crown of the Ruler - Munificence of Jeanne
In this Augmentation the user will augment their chakra system with Prana to increase the efficiency and scale of their techniques, allowing them to travel further and cover a greater scope. Both the range at which they can be created or manifested and the size/scale of the techniques can be influenced with this ability; although, this cannot bypass creation limitations. This means that techniques cannot directly manifest themselves on an opponent, unless the base technique already allows for this like Swamp of the Underworld. While this ability is active, short-range techniques will reach mid-range and mid-range techniques will reach long-range. Techniques which span long-range in size and initial reach are not affected by or subject to this ability. The same goes for techniques which affect the user's body or anything on their person or those which do not physically travel (e.g. techniques which require physical contact with another person). To demonstrate this technique in use, if the user applied this to the Great Stone Golem technique, it could be created at a mid-range distance from the user but its maximum size would remain unaffected. When this ends, for the same duration Crown of the Ruler was active, the range of all of the user's techniques will be decreased by one (except short-range techniques). Both the size and reach of long-range techniques will decrease to mid-range, while mid-range ones will decrease to short-range.

Helm of the Avenger - Wrath of Dantes
In this Augmentation the user will augment their chakra system with Prana in order to increase the strength and potency of their techniques. This Augmentation can be selectively applied to certain elements and abilities, or simply universally applied, but in the case of the former, they must be specified beforehand. The chosen elements and abilities will gain one rank if they are A-Rank or below and in the case of S-Ranks and above they will gain +20 damage. In the case of Defensive/Supplementary techniques which possess no inherent damage, they too will gain a rank in effective strength (capable of defending against 20 more damage). This ability can also affect advanced elements/abilities without being applied to one or any of their individual components. When this enhancement ends, the user will be subject to backlash proportional to how long the Helm of the Avenger was used. For the same duration as the Helm of the Avenger was active, techniques of the fields that were boosted will now be decreased by one rank. In the case where all techniques were subject to the boost, the loss in rank after the technique's end will affect all of the user's jutsu.

Aegis of the Shielder - Devotion of Galahad
In this Augmentation the user will augment their chakra system with Prana in order to increase the power of their techniques. This will enable them to empower all of their techniques or only selected fields by an additional ten chakra. Sealing and absorption-type techniques will be effective against jutsu with ten more chakra than their usual limit. When Aegis of the Shielder ends, techniques of every field boosted by Aegis will utilize ten less chakra for the same number of turns the Augmentation was active.
(Zokyo: Eiyuu no Nendai) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra Cost: 15-40
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's physical body and attributes through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. Upon activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation will have four tiers, level 1 being the lowest and level 4 being the highest. Only Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations and Heroic Spirits and above can use up to Level 4. Each individual Augmentation can last up to four turns and can be used twice per battle, however this technique can only be used four times in all, and each Level 4 application can only be used once per battle. The user can combine several augmentations, as long as their collective Level doesn't exceed four (e.g. 1 + 3, 2 + 2, etc). In the turn following an S-Rank usage, the user's Prana is restricted to A-Rank and below, and the user cannot reactivate Age of Heroes.

Strength of Heracles - The Twelve Labours
Through this augmentation, the user will increase the physical strength of their whole body. They will become capable of resisting the effects of and breaking out of techniques which restrain, bind or prevent movement of one rank above through physical exertion alone. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. In terms of lifting strength, levels one and two will enable the user to lift Dropping Lid, level three would let the user carry the Great Stone Golem and level four would bestow the strength to lift boss summons such as Manda 2. Thus the user will be capable of grabbing and stopping solid techniques without incurring damage, and throwing them back towards the opponent. Level 1 will increase their Taijutsu damage by +15, Level 2 will increase it by +20, Level 3 will boost it by +25 and Level 4 will boost it by +30. To quantify this beyond digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel, levels three and four will enable the destruction of whole buildings with a single strike. Striking the floor with level two will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. The user will also be capable of leaping with explosive power. This will translate to an ability to cover large distances or reach great heights in a single leap (ten meters for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and taijutsu damage will fall by the same value it was boosted by for a duration equivalent to its use (excluding level one).

Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, Level two would multiply it by x2.5, Level three will triple it and Level four will multiply it by x3.5. When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed will divide the user’s speed by three for the same number of turns that it was used.

Invincibility of Achilles - Immortal Vessel
Through this augmentation, the user will increase the durability of their body. This will extend far past a physical toughness that enables the body to sustain massive impact forces without sustaining damage. The user's very being will become stronger than most metals and minerals, their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion. Level 1 will reduce physical damage the user takes by 20, Level 2 will reduce damage by 30, Level 3 will reduce the damage the user takes by 40, Level 4 will reduce the damage by 50. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level 2 will make it so the user sustains 30 more damage from freeform attacks and offensive techniques, Level 3 will make them take 40 more damage and Level 4 will do so for 50 damage. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used.

Agility of Perseus - Blessing of Hermes
Unlike speed, agility focuses on moving and changing direction quickly and effectively. It is a combination of nimbleness and explosive movements to accelerate to the user's maximum speed in the shortest time possible. The user will use prana to augment both their reaction time and movement speed, though unlike Atalanta, it will not be a continuous speed boost but rather a 'reactive' one that will only manifest in momentary bursts. Level 1 will increase the user's tracking by x2, Level 2 multiples it by 2.5, Level 3 triples it and Level 4 quadruples it. This will be signified by streaks of light in the colour of the user's prana appearing to emanate from the eyes as the pupils dart from left to right. Essentially, it will increase the user's tracking ability and bestow them with the ability to move as fast as they can track but only for a single instant at a time. For example, if an opponent moving at x4 speed launches a kick at their body, the user could sidestep the attack in a sudden burst of speed. In effect, the speed boost will only apply for the time it takes to perform one action, before fading again. Thus it cannot be used in prolonged ways such as running in order to blitz an opponent at a distance but rather in short bursts. When used to avoid techniques, the user will be capable of performing other jutsu in the same timeframe. When the infusion ends, the user’s tracking will fall by the same degree, for the same duration it was used (excluding level one).
(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive/Defensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Unlike the Era of Gods, which manipulates raw Prana, this technique is used to bring techniques previously transported back onto the field. The two applications of this technique, Conquest and Domination, deal with returning entities within the Throne to the field; thus these two applications require previous absorptions to have already occurred.

Conquest of Alexander – Bastion of Achaemenid
Through this ability, the user will be able to return absorbed objects, techniques, and parts of the terrain to the field. They will be manifested on the field in the form of Prana before becoming corporeal and usable as tangible entities. Upon becoming corporeal, the transported entities will still possess all of the effects and properties they possessed prior to absorption; this is because the Throne places objects within it in a stasis-like state. Objects returned will continue to move with the same speed and momentum that they had. This creates the effect that appears almost as if time had stopped and then later resumed for them, a trait of the Throne. It can be summoned facing a different side and/or in a new location altogether, although it must be outside of five meters of the opponent unless the user is within short-range. Techniques returned through Conquest possess the same damage they did prior to absorption. The technique’s rank applied is directly proportional to the technique rank, size of matter, and complexity; this means returning an A-Rank boulder would require an A-Rank application of Conquest. The S-Rank version of this ability can be used once every three turns and no Prana above A-Rank in the user’s next turn. Bastion of Achaemenid can only be used four times per battle.

Domination of Vlad – Tower of Yggdmillenia
Unlike Conquest, Domination involves concentrating on returning the Chakra contained within objects or techniques to the user’s body. The user systematically isolates all of the Chakra contained within a number of techniques they’ve sent to the Throne, even if only Chakra is present (in the case of raw Chakra techniques and similar abilities). It will then be returned to the user’s body as Prana energy in order to seamlessly integrate into their Chakra network, making it available for later use. The user can utilize this ability four times per battle and the maximum amount of Chakra that can be returned with each use is capped at a maximum of 100 Chakra points. This does not mean this ability will always return that amount, the value is always dictated by how many techniques the user has absorbed and how much Chakra they contained. For example, absorbing 10 A-Rank techniques and integrating them with the user’s system will increase the user’s pool by a full 100 Chakra per turn. Objects that Domination is applied to will no longer carry their damage value once used on; this is because the objects, while stored in the Throne, will become Chakra-void and instead become classified as simple terrain usages when used with Conquest of Alexander. Naturally, this is only possible with matter-based techniques and not those composed of energy. Domination of Vlad is considered an S-Rank technique, costing a move to activate but not taking a slot in the timeframe.


⚔Hadou Yuukai | Surgebinders⚔

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⚔History of the Clan | ルックス⚔

The Surgebinders were founded by Sir Galahad when he completed his quest for a fabled relic known as the “Holy Grail”. Rather than existing as a mere physical object, the Grail manifested itself as a floating, ethereal object in the form of swirling energy. Upon touching the white energy, Galahad’s body was fused with it and he was transported to a dimension called “the Throne”. There he learned the Grail was a 'conceptual weapon', one that exists as an ethereal tool rather than a physical one similar to the Totsuka Blade and the Yata Mirror. However it belonged to a separate set of weapons though like the former two, it's origins are unknown. The Grail is the crystallization of a highly concentrated amount of Prana that acts as both the key and doorway to the Throne. Acquiring the Grail imparted Galahad with knowledge of the Throne, the nature of Prana and how to manipulate it. The Throne is a realm that exists separate from the real world and consists entirely of energy known as Prana. He also learned that the Grail had fused with his soul and granted him immortality just as the legends claimed. However it would be more accurate to call it perpetual longevity, for he was not truly immortal. The Grail only acted to maintain his body and prevent him from aging but he could still be killed. When he returned to the real world, Galahad used his newfound ability to establish an order of "knights" called the Radiants. These were knights only in name, for they came from all walks of life. The only determining factor for Galahad was inducting people that were fundamentally good and held a deep sense of justice. He learned he could grant them the ability to become Surgebinders by sending them to the Throne every day for an extended period of time via his Reality Marble. Eventually they gained the ability to manipulate Prana energy and learn the different Surges. His order of Radiants swore to become defenders of the world and keepers of peace. They would try to save everyone they could and would only kill as a last resort. They would not involve themselves in politics or try to become leaders, their sole purpose was to serve.

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The Radiants prospered for a while but over time some of their number became disillusioned. They had killed for what they believed in, over and over, but the violence would not end. Wars continued to rage and blood was constantly split. Many of the Radiants felt the world’s nations had exploited them and debased them into nothing more than glorified weapons. A schism occurred when Galahad was confronted with these thoughts during one of their meetings. Almost half of the Radiants felt they had to renounce one of their oaths, the one which precluded them from leading nations. They professed that they had grown weary of serving corrupt lords. Galahad firmly rejected this notion and asserted the knights were meant to serve rather than lead. That they would succumb to corruption if they put themselves in positions of leadership. Unable to reconcile themselves with Galahad’s beliefs, many of the Radiants abandoned his order. This faction would come to be known as the Fallen. A small number had become apathetic to his cause and wished to abandon their original purpose. They would come to be known as the Divergents. In time, Galahad’s words proved true and all of the Fallen fell prey to corruption. The Divergents continued to exist for themselves. A small number of the Divergents pledged to live altruistically and renounced killing. As an energy form that’s closely entwined with the user’s will and emotions, Prana manifests itself in different colours depending on what order a Surgebinder belongs to. The Radiants use prana which is either blue, gold or green in colour (or any combination of the three). The Fallen use prana which is red, purple or black in colour (or any combination of the three). The Divergents use prana which is white, silver, grey or a mix of the colours of the Radiants/Fallen. White prana is reserved for people who have sworn off killing and silver for those with an unshakable belief in the righteousness of their actions. Grey prana is only seen by those with a deep sense of apathy towards the world. In very rare cases, Radiants have exhibited white or silver-coloured Prana. Normally Divergents exhibit a mix of colours depending on their morals and emotional state. It can fluctuate between any of the other colours or be a fusion of two or more colours (e.g. prana which is half-black and half-gold or prana which is orange or brown).

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⚔Special Abilities | ルックス⚔

All Surgebinders are inexplicably tied to a place known as “The Throne”, a dimension that exists separate from the real world. The Throne consists almost entirely of an ethereal energy known as Prana. Normally Prana cannot escape into the normal world but since the bodies of Surgebinders act as both beacons and portals, they can draw forth the coloured energy into the real world, manifesting it anywhere on the field. Prana’s real power lies in its adaptability and the intentions of the user. In its raw and unrefined form, it simply turns whatever it touches into Prana and transports it to the Throne. If applied to the terrain rather than people or techniques, it's scope will not be unlimited. This limit will be defined by the rank of the Prana energy and the scale of the transported section of the terrain/battlefield can never exceed the largest scale canon jutsu of it's rank or below. This will also be bound by the size/scale of the Prana used, firing a tiny orb (even if S-Rank in strength) will only transport a very small section of the field. Surgebinders can harness raw Prana and bind it to their will to elicit specific and more supplementary effects. It can be used to change the properties of an object without altering it’s form or to enhance the body of a living being without changing their physical body. Objects, weapons and even people can exist in the Throne as Prana. Due to this property, Surgebinders store Prana-infused tools, weapons and armours in the Throne and call them forth onto their bodies/person at any time. These augmented weapons are known as Noble Phantasms and possess wondrous properties that seemingly distort reality. They can also enhance certain abilities of the user. For example, a Noble Phantasm in the shape of a sword may boost the power of the user’s fire techniques. An armour-based Noble Phantasm may enhance the wearer’s strength or speed. Both of these weapons work as they filled with concentrated Prana, which leaks into the user’s body on contact. Universal Noble Phantasms will be made as general CCJ but more specialized ones will have to be submitted as PCCJ.

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Surge of Evocation – This form of Prana is the raw and unrefined version. Whatever it touches is transformed into more of the ethereal energy and is transported back to the Throne after it’s been absorbed. In a sense, this form captures the very essence of the ethereal energy, which is to act as the 'bridge between worlds'. Unlike Dark Release, Prana is unshackled by elemental strengths and weaknesses and will just as easily break down matter into energy. Thus it will be capable of absorbing jutsu, objects and anything barring living non-Surgebinders. Prana’s neutrality to all elements and abilities means it will neutralize techniques possessed of equal chakra or lower, regardless of their damage. Upon absorbing an attack of equal chakra, the Prana will be neutralized and disperse. However this means it will be useless against techniques of greater chakra. Against living beings who are not Surgebinders, the energy will not transport them to the Throne but rather feel extremely frigid to the touch and induce "cold burns" on contact. This is a similar but opposite effect of the Yang Truth-Seeking Balls which emanate no heat but scorch anything they touch. Lower ranked techniques will induce frostbite and hypothermia while higher ranked ones will freeze them solid. Surgebinders can release absorbed techniques, objects or parts of the terrain, returning them to the field exactly the way they were prior to absorption. Alternatively they can choose to only return the chakra within techniques to their body, adding it to their own supply. Surgebinders are immune to their own Prana so they can wield and interact with it. The same is true for their techniques, clothes and everything on their person. The only way they can gain access to the Throne is by forcibly surging a large amount of prana throughout every chakra point in their body to transform it via jutsu. They can also do this partially to cleanse themselves of poisons, foreign energy and chakra. If applied to one’s self, a Surgebinder can enter the Throne for a short time and reappear elsewhere. All Surgebinders are immediately made aware when one of their own enters the Throne. Turning into Prana essentially leaves the body in a permanent “stasis” and so they can retreat to the Throne after sustaining a life-threatening injury until the proper medical care can be administered. This ability is not passive and will need to be submitted as a CCJ. All of the other Surges are not nearly as destructive to the world as this one because they are more refined and controlled in their usage.

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Surge of Armament – This surge is used to call forth Noble Phantasms, Prana-enhanced objects, weapons and armours that are permanently stored in the Throne. Noble Phantasms can even come in the form of golems, ships and fortresses. These Noble Phantasms are released from the user’s body in their ethereal energy form before becoming corporal and usable as tangible entities. These objects contain copious amounts of concentrated Prana, so much so that the energy distorts their physical properties to a considerable degree. Thus unlike ordinary weapons, these Noble Phantasms can possess the unique and sometimes logic-defying abilities of Prana. For example, these weapons can escape the influence of gravity or be extremely durable regardless of their form. They may even exhibit traits such as corrosiveness or high reactivity despite possessing no chemical properties that would enable such. To put this in perspective, a Noble Phantasm in the form of a book could be immune to burning and capable of withstanding techniques up to A-Rank. It may burn or shock whatever touches it despite no visual emission of heat or surging of electricity. These traits cannot be stacked without limit nor are they allowed to clash or be of the same type (e.g. a weapon can either petrify or electrocute on contact, never both). They also cannot possess traits of elements that the user does not possess. As mentioned earlier, Noble Phantasms can leak Prana into the wielder's body to boost or alter their physical attributes or ability to mold chakra. Since Noble Phantasms contain copious amounts of concentrated Prana, when it the weapon enters it's "released form", it can emit Prana similar to the Surge of Evocation. However this Prana may not possess the absorption capabilities of the aforementioned surge. In which case, it will instead take on certain properties of the elements the user knows without taking on their elemental strengths and weaknesses. For example, lightning can be used to electrify the Prana while fire could be used to superheat it to scorching temperatures. Alternatively, some Noble Phantasms will instead release elemental attacks infused with Prana to erase their elemental strengths and weaknesses. Some Noble Phantasms will last a given duration on the field while others can last indefinitely, though in the case of the latter, such Noble Phantasms will either be weaker in their effects or will prevent the user from calling up further Noble Phantasms until it's returned. The incredible thing about these Noble Phantasms is that they can be wielded by anyone once called forth from the Throne. Surgebinders of Heroic Spirit rank and above will become capable of summoning Noble Phantasms passively (without costing a move or taking a slot in the timeframe once per two turns ). This does not mean techniques contained within the Noble Phantasm become passive, this only pertains to the simple act of drawing weapons from the Throne.

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Surge of Augmentation – Used in a similar manner to Armament, this surge can be used to enhance techniques or living beings through Prana but it cannot be applied to objects. Applying Prana to techniques is more limited and will simply act to change existing properties rather than incorporate new ones. This can be used to boost and in some cases, lessen their power. This normally manifests itself in an increase/decrease in rank or damage and will be outlined in CCJ. A fire technique enhanced with Prana can have it’s temperature raised while an augmented earth technique may become more durable. The reverse is also possible, with the user lowering the temperature of their fire to diminish it’s power or decreasing the structural integrity of their earth technique to make it extremely brittle. Energy-based and wind-based techniques infused with prana will change in colour to the hue of the user's Prana while matter-based elements will become luminous or develop a glowing aura of said prana. By default all of a Surgebinder's techniques are imbued with a small measure of prana, just enough to change their colour but accomplish nothing else. Finally, a prana infusion could also be used to erase a technique's elemental strengths and weaknesses. Applying Prana to living beings can be used to enhance the physical attributes of the entity in question.The Prana can be used to enhance their bodies to increase their speed, strength, agility, durability, ability to mold chakra or any other physical attribute. When divided between multiple attributes, these enhancements will be less pronounced but when focused upon a single attribute, the effects will be more profound. The more extreme the boost and the more it’s used, the greater the toll it will take on the user’s body when the Prana infusion is exhausted. The user’s body will "catch up" to reality once the infusion ends and they will suffer some kind of backlash related to the boosted attribute(s). For example, moving at 4x speed might result in the user's base speed falling to a quarter of the original for the same duration or may even prevent lower body movement altogether once the infusion ends. Augmentations can also be used to fortify the body e.g. allowing the user to see infrared energy or making them resistant to burning/corrosion.

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Surge of Transcendence – This surge is sometimes described as the opposite or superior counterpart to the Surge of Armament. Rather than summoning weapons to the battlefield, the user summons themselves, allies and any opponents to the Throne. The user will simultaneously convert this entire body into Prana and release a pulse of the ethereal energy that travels at thrice the user's running speed. Unlike the Surge of Evocation, this Prana isn't harmful to non-Surgebinders and will be capable of absorbing/transporting them. It will transport the user and anyone struck by the pulse to their personal sector in the Throne, a man-made realm known as a Reality Marble. Upon being transported, everyone will immediately reform into their physical bodies. This Reality Marble is essentially a Noble Phantasm in the form of an arena. The user can freely govern anything within this personal realm through mental commands or hand gestures, be it weapons suspended in the air or the very foundations of the battlefield. The user cannot manipulate anything within short-range of the opponent. Everything in the Reality Marble is infused with Prana and so the opponent cannot manipulate the ground or any water sources. Since all of the user’s Noble Phantasms exist in their Reality Marble, they can passively form them from the ambient prana in the air. This is merely materializing the weapons, the abilities and techniques of Noble Phantasms will still cost a move. However due to being within the Throne, the Surge of Evocation will now send anything Prana touches back into the real world.

The real power of a Reality Marble is that it grants the user total control over their personal dominion. By default, a Reality Marble is unbound by the laws of reality such as gravity due to existing within the Throne. However upon it’s construction, the user can decide which of these laws they want to apply (a maximum of five can be applied). For example, the user can have gravity apply or invoke a warped sense of space and/or time. An example of warped space is a Reality Marble having two or more portals that are connected. When a technique or person enters one portal, it will exit from the other, regardless of the distance between them. An example of warped time is an arena which exhibits a slower or faster passage of time. Slowing down time can be used to decrease the speed of techniques or people, halt the propagation of poisons, toxins or imminent physical damage or effectively increase the duration of techniques on the field (i.e. by making the passage of two turns the equivalent of one). Conversely speeding up time is capable of the opposite. Techniques will last a shorter duration on the field (i.e. by making the passage of one turn the equivalent of two), affected people or techniques will be capable of moving faster, poisons and toxins will propagate through the body at a much faster rate, et cetera. Reality Marbles will have to be submitted as PCCJ with the terrain and all of the effects outlined in those submissions. Every Reality Marble will require a duration/turn limit. This will be longer if they are tamer in their effects or shorter if they confer a very significant advantage to the user.

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⚔Passive Abilities | ルックス⚔

Once a Surgebinder is initiated into the clan, their body essentially becomes an "open doorway" for the ethereal energy. This means that prana energy will constantly enter and exist within their chakra systems and any quantity of foreign chakra or energy inserted into their bodies will immediately be transported to the Throne before they can take effect. Chakra inserted into their bodies for the use of illusions will be absorbed before their induction time is complete, meaning the genjutsu never occurs. However this also means Surgebinders will be incapable of having a Curse Mark or using Sage Mode. It will also become impossible for others to heal them through medical Ninjutsu or transfer chakra to them. If an ally or opponent tries to absorb the chakra of a Surgebinder into their own body, they will instead absorb this ambient Prana energy and be frozen internally.


⚔Location and Purpose | ルックス⚔

The Radiants reside in a land known as Avalon, a place once said to be the home of immortal Sidhe. It can only be accessed by clan members capable of using Prana (will be outlined in the Custom Landmark thread). They exist to be the protectors of the world and defenders of peace. They will often intercede in conflicts to aid nations being invaded or to stop certain individuals causing havoc in the Ninja World. The Fallen and the Divergents reside in no particular place and have no united purpose.


⚔Special Information | ルックス⚔
Divine Soul – This is the Clan Head and in addition to possessing all four Surges, they have the Grail fused with their soul.

Heroic Spirit – The top four members of the clan who possess all four Surges. Only the Clan Head and members in this rank are capable of teaching clan abilities.

Servants – These are full-fledged members of the clan who have achieved mastery in the three basic Surges (all but the Surge of Transcendence). Guardians and Wraiths are promoted to this rank once they have showcased enough skill in the clan abilities.

Guardians and Wraiths – These are members, who in addition to learning the prior two Surges, can learn the Surge of Augmentation.

Apparitions and Shades – This is the next level of Surgebinder and they can learn two Surges. The Surge of Evocation and the Surge of Armament.

Phantasms – These are new entrants to the clan and they can only learn a single Surge, namely the Surge of Evocation.


⚔Requirements | ルックス⚔
In order to join, one must reach certain requirements. One must have at least reached the rank of S-Class ninja in order to join the clan. One cannot join on a bio which posses a KG or HA nor can canon bios.

Noni, Drackos, Riker and Joker are ready and willing to join my clan.




C u s t o m C l a n C e r t i f i c a t e
I, Lord of Kaos, RolePlay Foreman of NarutoBase's RolePlay, in this day, 1st of March of the 9th Year of NB, by the power vested in me by Versuvio, Rei, Nexus, Caliburn, myself and all the RP gods before us, after reading the above submission and validating all the needed requirements, give you, Negative Knight, our loyal member, property and patent of the following custom clan:

Surgebinders

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Surgebinders
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Copyright ©2017, Negative Knight, NarutoBase.net

(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra Cost: 10 – 40
Damage Points: N/A
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. However when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to B-Rank uses will inflict cold burns as well as all of the effects of frostbite. A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.

Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released from the body via various hand signs depending on the user's rank in the clan. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. A-Rank and S-Rank constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every two turns and no Prana above A-Rank in the turn after the deactivation of an S-Rank application.

Embrace of Ishtar – Armory of Akkadia
This variant allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors or enveloping it in a formless manner. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor, though at the cost of one of the user's three moves. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole. The armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while A and S Ranks require 10 chakra per turn. A-Rank and S-Rank applications can last a maximum of three turns, with A-Ranks usable thrice per battle and S-Ranks twice per battle. After an S-Rank application expires the user is unable to utilize Prana above A-Rank for a single turn.

Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. These familiars are also capable of taking solid form at the user’s volition. Familiars are capable of remaining on the battlefield for four turns. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. S-Rank applications can only be used twice per battle and no Prana above A-Rank in the user’s next turn after deactivation.

Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank.

(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra Cost: 10 – 40
Damage Points: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Unlike the Era of Gods, which manipulates raw Prana, this technique is used to bring techniques previously transported back onto the field. The two applications of this technique, Conquest and Domination, deal with returning entities within the Throne to the field; thus these two applications require previous absorptions to have already occurred.

Conquest of Alexander – Bastion of Achaemenid
Through this ability, the user will be able to return absorbed objects, techniques, and parts of the terrain to the field. They will be manifested on the field in the form of Prana before becoming corporeal and usable as tangible entities. Upon becoming corporeal, the transported entities will still possess all of the effects and properties they possessed prior to absorption; this is because the Throne places objects within it in a stasis-like state. Objects returned will continue to move with the same speed and momentum that they had. This creates the effect that appears almost as if time had stopped and then later resumed for them, a trait of the Throne. It can be summoned facing a different side and/or in a new location altogether, although it must be outside of five meters of the opponent unless the user is within short-range. Techniques returned through Conquest possess the same damage they did prior to absorption. The technique’s rank applied is directly proportional to the technique rank, size of matter, and complexity; this means returning an A-Rank boulder would require an A-Rank application of Conquest. The S-Rank version of this ability can be used once every three turns and no Prana above A-Rank in the user’s next turn. Bastion of Achaemenid can only be used four times per battle.

Domination of Vlad – Tower of Yggdmillenia
Unlike Conquest, Domination involves concentrating on returning the chakra contained within objects or techniques to the user’s body. The user systematically isolates all of the chakra contained within a number of techniques they’ve sent to the Throne, even if only chakra is present (in the case of raw chakra techniques and similar abilities). It will then be returned to the user’s body as Prana energy in order to seamlessly integrate into their chakra network, making it available for later use. The user can utilize this ability four times per battle and the maximum amount of chakra that can be returned with each use is capped at a maximum of 100 chakra points. This does not mean this ability will always return that amount, the value is always dictated by how many techniques the user has absorbed and how much chakra they contained. For example, absorbing 10 A-Rank techniques and integrating them with the user’s system will increase the user’s pool by a full 100 chakra per turn. Objects that Domination is applied to will no longer carry their damage value once used on; this is because the objects, while stored in the Throne, will become chakra-void and instead become classified as simple terrain usages when used with Conquest of Alexander. Naturally, this is only possible with matter-based techniques and not those composed of energy. Domination of Vlad is considered an S-Rank technique, costing a move to activate but not taking a slot in the timeframe.

(Zokyo: Eiyuu no Nendai) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra Cost: 15-40
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's physical body and attributes through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. Upon activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation will have four tiers, level 1 being the lowest and level 4 being the highest. Only Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations and Heroic Spirits and above can use up to Level 4. Each individual Augmentation can last up to four turns and can be used twice per battle, however this technique can only be used four times in all, and each Level 4 application can only be used once per battle. The user can combine several augmentations, as long as their collective Level doesn't exceed four (e.g. 1 + 3, 2 + 2, etc). In the turn following an S-Rank usage, the user's Prana is restricted to A-Rank and below, and the user cannot reactivate Age of Heroes.

Strength of Heracles - The Twelve Labours
Through this augmentation, the user will increase the physical strength of their whole body. They will become capable of resisting the effects of and breaking out of techniques which restrain, bind or prevent movement of one rank above through physical exertion alone. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. In terms of lifting strength, levels one and two will enable the user to lift Dropping Lid, level three would let the user carry the Great Stone Golem and level four would bestow the strength to lift boss summons such as Manda 2. Thus the user will be capable of grabbing and stopping solid techniques without incurring damage, and throwing them back towards the opponent. Level 1 will increase their Taijutsu damage by +15, Level 2 will increase it by +20, Level 3 will boost it by +25 and Level 4 will boost it by +30. To quantify this beyond digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel, levels three and four will enable the destruction of whole buildings with a single strike. Striking the floor with level two will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. The user will also be capable of leaping with explosive power. This will translate to an ability to cover large distances or reach great heights in a single leap (ten meters for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and taijutsu damage will fall by the same value it was boosted by for a duration equivalent to its use (excluding level one).

Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, Level two would multiply it by x2.5, Level three will triple it and Level four will multiply it by x3.5. When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed will divide the user’s speed by three for the same number of turns that it was used.

Invincibility of Achilles - Immortal Vessel
Through this augmentation, the user will increase the durability of their body. This will extend far past a physical toughness that enables the body to sustain massive impact forces without sustaining damage. The user's very being will become stronger than most metals and minerals, their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion. Level 1 will reduce physical damage the user takes by 20, Level 2 will reduce damage by 30, Level 3 will reduce the damage the user takes by 40, Level 4 will reduce the damage by 50. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level 2 will make it so the user sustains 30 more damage from freeform attacks and offensive techniques, Level 3 will make them take 40 more damage and Level 4 will do so for 50 damage. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used.

Agility of Perseus - Blessing of Hermes
Unlike speed, agility focuses on moving and changing direction quickly and effectively. It is a combination of nimbleness and explosive movements to accelerate to the user's maximum speed in the shortest time possible. The user will use prana to augment both their reaction time and movement speed, though unlike Atalanta, it will not be a continuous speed boost but rather a 'reactive' one that will only manifest in momentary bursts. Level 1 will increase the user's tracking by x2, Level 2 multiples it by 2.5, Level 3 triples it and Level 4 quadruples it. This will be signified by streaks of light in the colour of the user's prana appearing to emanate from the eyes as the pupils dart from left to right. Essentially, it will increase the user's tracking ability and bestow them with the ability to move as fast as they can track but only for a single instant at a time. For example, if an opponent moving at x4 speed launches a kick at their body, the user could sidestep the attack in a sudden burst of speed. In effect, the speed boost will only apply for the time it takes to perform one action, before fading again. Thus it cannot be used in prolonged ways such as running in order to blitz an opponent at a distance but rather in short bursts. When used to avoid techniques, the user will be capable of performing other jutsu in the same timeframe. When the infusion ends, the user’s tracking will fall by the same degree, for the same duration it was used (excluding level one).

(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Blades of the Saber
The user will summon a sword from the Throne with a glowing metal blade that vibrates at the frequency of lightning. It is coated in and charged with a never-ending current of electricity that cannot be short circuited or insulated. The blade can be stabbed into a conductive surface such as earth, water, metal, mist, etc to release currents of electricity in every direction, that quickly form into dozens, hundreds or thousands of replicas of the metal blade jutting upwards, downwards or in any direction. This counts as a move, deals 60 damage per attack (regardless of the number of blades used) and the user is free to perform other techniques. If the user drops the blade, it can be recalled to their hand with a mental command or manipulated remotely through hand gestures in a similar manner to Lightning Blade Levitation. Upon summoning, the blade leaks prana into the user's body which renders them immune to electric shocks and paralysis. Alternatively, the glowing blade is coated in wreath of prana-infused flames which cannot be extinguished. Both the fire and the aforementioned electricity, can be used as a source for Fire, Lightning and advanced or custom elements which are energetic (e.g. Dark, Rhythm or Storm). This fiery blade renders the user immune to burns, dehydration and the effects of scorching temperatures. The blades themselves deal 80 damage on direct contact with the opponent’s body or techniques. Using it to counter a technique counts as one of the user’s moves per turn.

Spears of the Lancer
The user will summon an indestructible, two-meter long spear, staff or lance from the Throne into either of their hands. These weapons will be slightly elastic to the point they can be used for pole vaulting and will be capable of extending their length. The speed of extension will be twice the user's base speed but retracting it to restore it's original size will occur instantly. Since the weapon is not subject to the effects of gravity, the user will not be weighed down regardless of how much it increases in size. This will also enable it to fly through the air and the user can control it's movements through mental commands. The weapon will also have the have the malleability of a liquid, allowing it to change shape at will. Noble Phantasms in this class will possess the ability to enter and exit the Throne passively and instantly, taking no slot in the timeframe. Each time it disappears, an exact replica of the weapon will remain it's place, completely camouflaging it's teleportation to the naked eye. These replicas will possess all of the abilities of the original but they will only have the durability of a basic kunai. Their creation process is exactly the same as the Shadow Shuriken technique but there is no puff of smoke. It can teleport any number of times in a given turn but all the created duplicates will collectively count as one move.

Bows of the Archer
The user will summon any kind of bow as well as a quiver full of arrows onto their back. The quiver will appear with a strap that will be fastened onto the user's body. Upon contact with the bow, the user's body will be flooded with an incredible amount of prana. This will enhance their sense of sight without making them more sensitive to bright lights or intense stimuli. This increased visual acuity will allow them to see everything in the landmark they're in as well as see through clouds of dust, mist and heavy rain. This means they will be completely unaffected by such conditions present in certain landmarks. Their eyes will also become capable of following the speed of quicker targets, which translates to a tracking increase of x3. The arrows will not be subject to the effects of gravity or air resistance and so they will continue perpetually nor will they ever slow down since no energy is lost. They will also cleanly slice through basic weapons and ninja tools them without being deflected off their trajectory in the slightest. They will seek out and be drawn to targets with chakra foreign to the user's own once they are fired. When multiple sources of foreign chakra exist, they will always be directed towards the ones with the greatest concentration of chakra. Once per turn, by pulling back the bowstring and releasing it, long stream(s) of wind-infused prana will be emitted from the front of the bow. The infusion of wind chakra will give the prana distinct slicing properties, enabling them to cut straight through solid targets. This is an A-Ranked ability, will cost a move and has a long-range reach. Both the normal arrows and the streams of prana will travel at twice the user's speed.

Chariot of the Rider
The user will summon a chariot, golem, fortress or anything else that can be ridden. All of the Noble Phantasms in this class are capable of flight and can be a maximum size of twenty meters in radius. They will also be durable enough to tank one S-Rank technique per turn, whereby they will then passively regenerate from the damage sustained by the end of the turn. The golems can come in any shape or form, whether it's animalistic, humanoid, a hybrid or monstrous. Large-scale phantasms will displace the user's body in the same way as summons do if they're manifested beneath them. Earth-based phantasms will be constructed of rock and stone while Water-based ones will be made of ice. More accurately, most of the exterior will be made of ice that can't be melted and the interior will contain a large quantity of water. The water will be encased by the ice from all sides barring the top, allowing it to be accessed. The user will be capable of manipulating the earth/water for the use of techniques. The phantasm can be made of any solid or liquid material and be used as a source for Custom Element or Advanced Element techniques. This will be supplemented by their ability to regenerate, meaning the source will replenish itself upon and even during use and therefore can even be used to perform techniques larger than itself. Since it is infused with copious of amounts of Prana, it can't be manipulated by the opponent and techniques created from that source will have their strengths and weaknesses erased.

Armour of the Berserker
The user will summon an armour slightly larger than their body, made of any material, over their current attire, which will envelop them fully or partially. In the case of full body armours, by default they will not conceal the user's eyes or mouth unless specified otherwise. All armours in this class can be reshaped passively to extend weapons, limbs, spikes, tendrils, prehensile tails, hands which can perform handseals and wings capable of flight. These suit of armour will be both weightless and flexible at the joints, meaning they will not hinder the user's ability to move in the slightest. The composition of the armours makes them incredibly durable, rendering them immune to damage from A-Rank and below techniques. It can completely block/negate the damage of one S-Rank technique but this will neutralize the Noble Phantasm and return it to the Throne. The armour insulates both electrical currents and extreme heats and will also absorb the force of massive impacts or techniques. They user will sustain no fall damage, from any height, and the armour will absorb and reflect the impact of any physical strike onto the attacker. Since they are fully infused with prana, the armour cannot be manipulated by foreign chakra or energy. Only the user can use the armour as a source for techniques.

Grimoire of the Caster
The user will summon a 'spellbook' onto their person that can't be made wet, burnt or corroded. It will also insulate any electrical currents and despite it's composition, possess enough durability to sustain S-Rank and below offensive techniques without taking damage. Upon contact with the user's body or attire, the book will leak prana into them to enhance their body and ability to mold chakra. The prana infusion will render the user's body virtually weightless and lighter than air, allowing them to fly through the air while they're in contact with the book. The main effect of the infusion is that the user gains +20 damage to the element or ability of their choice (defensive and supplementary jutsu can defend against or affect jutsu one rank higher than normal). The user can perform all techniques by gesturing a single hand, as long as they're holding the grimoire in the other. These effects only apply if the user is holding it, and the effects will have to be recast if the user reacquires the grimoire after dropping it or being disarmed (although it does not cost a move or take a slot in the timeframe to do this). Once per turn, the grimoire can release a large amount of Prana that will form into shields or geometric shapes around the user. The shields can be linear walls or they can expand into 3D shapes that encapsulate the user partially or completely. The user can extend spikes, tendrils and other harmful constructions from these shields up to a short-range distance but these extensions will always remain connected to the central structure. This is an S-Ranked ability and will count as a move when used.

Masks of the Assassin
The user will summon a mask and cloak filled with daggers, which will manifest over their current attire. Both the cloak and mask are waterproof, fireproof, and will defend against freeform damage of all kinds. Every cloak and mask will possess a unique colour and design and will fit the user perfectly as each is tailor-made for the individual. Within the interior of the cloak, held in place by numerous pockets, are countless throwing daggers known as 'Black Keys'. These daggers are invisible, unaffected by air resistance, produce no sound whatsoever and are impossible to sense. Whenever they clash with or come into contact with anything, no sound is produced by the collision/contact. These daggers can be used in exactly the same manner as basic ninja tools.

(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans
Type: Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: N/A
Description: Considered the father technique of Era of Gods and Dynasty of Kings, Epoch of Titans uses the Surge of Evocation's ability to teleport objects and Surgebinders to the Throne, and return them to the field.

The Wandering Sea - Bending Space
The user, instead of applying this technique to their own body, can manifest Prana around any object or feature of the terrain to teleport it to the Throne and return it immediately or with a delayed timer. The teleported object can either reappear in a new location instantly, in the same manner as the user's own teleportation, or the user can set a delay of up to four turns and it will return on the first turn after the said number of turn elapses (e.g. a delay of 4 turns, the casting of this jutsu counting as the 1st, means it will reappear at the beginning of the user's 5th turn). The user can also create a technique or familiar with an aura of prana, which can only take affect in the same turn it is created, that allows the technique to teleport itself to a new location. This applies to virtually all type of jutsu except those which are streamed, as the user would find themselves unable to progress to this technique before the other reaches its end. This application occurs in the same timeframe as the jutsu cast and offensive jutsu teleported in this manner must reappear a minimum of five-meters away from any opponents unless the user is also within short-range of that opponent, in which it must reappear at least one meter away. The user cannot teleport any object or jutsu to or from a 1-meter distance from any opponents. However this entire variant cannot be applied to the opponent's jutsus which exceed B-Rank in chakra and it cannot be used on Noble Phantasms or Custom Weapons.

The Everlasting Heaven - Warping Time
This variant involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. If the user reappears within less than a meter of the opponent, the opponent can react with any instant, passive or freeform or chakraless technique. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. The instant use of this technique, which doesn't take a slot in the timefreame, is enabled by the fact that the ethereal energy already exists within their chakra systems. Thrice per battle the user can utilize a stronger version of this ability (S-Rank) to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. The first application, considered A-Rank, can only be used once every three turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used three per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.

(Zokyo: Kiseki no Sedai) – Surge of Augmentation: Generation of Miracles
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: N/A
Description: This technique deals primarily in augmenting the user’s chakra system and ability to control it through an infusion of Prana. Activating this ability is instant and occurs in the same time-frame as another technique. Each Augmentation can last up to four turns and can be used twice per battle. However this technique can only be used three times per battle. After an Augmentation ends, the user suffers a backlash related and proportional to the ability used and how long it was active. The cool down before re-using any of the augmentations is proportional to the duration it was previously activated for.

Crown of the Ruler - Munificence of Jeanne
In this Augmentation the user will augment their chakra system with Prana to increase the efficiency and scale of their techniques, allowing them to travel further and cover a greater scope. Both the range at which they can be created or manifested and the size/scale of the techniques can be influenced with this ability; although, this cannot bypass creation limitations. This means that techniques cannot directly manifest themselves on an opponent, unless the base technique already allows for this like Swamp of the Underworld. While this ability is active, short-range techniques will reach mid-range and mid-range techniques will reach long-range. Techniques which span long-range in size and initial reach are not affected by or subject to this ability. The same goes for techniques which affect the user's body or anything on their person or those which do not physically travel (e.g. techniques which require physical contact with another person). To demonstrate this technique in use, if the user applied this to the Great Stone Golem technique, it could be created at a mid-range distance from the user but its maximum size would remain unaffected. When this ends, for the same duration Crown of the Ruler was active, the range of all of the user's techniques will be decreased by one (except short-range techniques). Both the size and reach of long-range techniques will decrease to mid-range, while mid-range ones will decrease to short-range.

Helm of the Avenger - Wrath of Dantes
In this Augmentation the user will augment their chakra system with Prana in order to increase the strength and potency of their techniques. This Augmentation can be selectively applied to certain elements and abilities, or simply universally applied, but in the case of the former, they must be specified beforehand. The chosen elements and abilities will gain one rank if they are A-Rank or below and in the case of S-Ranks and above they will gain +20 damage. In the case of Defensive/Supplementary techniques which possess no inherent damage, they too will gain a rank in effective strength (capable of defending against 20 more damage). This ability can also affect advanced elements/abilities without being applied to one or any of their individual components. When this enhancement ends, the user will be subject to backlash proportional to how long the Helm of the Avenger was used. For the same duration as the Helm of the Avenger was active, techniques of the fields that were boosted will now be decreased by one rank. In the case where all techniques were subject to the boost, the loss in rank after the technique's end will affect all of the user's jutsu.

Aegis of the Shielder - Devotion of Galahad
In this Augmentation the user will augment their chakra system with Prana in order to increase the power of their techniques. This will enable them to empower all of their techniques or only selected fields by an additional ten chakra. Sealing and absorption-type techniques will be effective against jutsu with ten more chakra than their usual limit. When Aegis of the Shielder ends, techniques of every field boosted by Aegis will utilize ten less chakra for the same number of turns the Augmentation was active.

(Fūin/Busou: Risō no Chitose) – Sealing/Surge of Armament: Eon of Paragons
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Eon of Paragons is a unique variant of the Surge of Armament which allows Surgebinders to grant others access to their Noble Phantasms. This is accomplished through the formation of a contract via Fūinjutsu, akin to signing a summoning contract, that links a recipient to the user and their personal space within the Throne. Each contract is marked by a unique seal, preventing those outside the contract from accessing the Noble Phantasms, that is worn on articles of clothing or the body itself. The seal can only be placed by the user of this technique, and once established can only be activated by them and the recipient, preventing others from forcibly entering the contract by duplicating the contract seal. Only a single Noble Phantasm can be lent to a recipient per contract, which will be marked by the seal used to forge the contract, and any given Noble Phantasm can only exist on a single contract at once. The user will specify the Noble Phantasm they want to grant access to, and upon agreement, the contract will be forged. At any time, the user or the recipient may annul the contract, revoking the recipient's ability to access the Noble Phantasms, and until such time the contract will remain in place. While both the user and the recipient can access the Noble Phantasm being shared through their contract, it cannot be in two places at once as it is a unique existence. Since it originally belongs to the user of Eon of Paragons, it will always obey commands to summon it whether or not it is in use, whereas if the recipient were to try summoning it whilst it is already in use, the summon will fail. This does not apply if the user lends the Century of Champions Noble Phantasm, as it isn't a unique weapon and can thus be in use in several simultaneous instances, as well as exist in multiple contracts, though only the weapon type that was specified in the contract can be summoned. A contract can be forged with non-Surgebinders, allowing them to access Noble Phantasms as well though this requires Fūinjutsu access to use. Should a non-Surgebinder be given a Noble Phantasm that infuses Prana into their body, it will behave as described in the technique rather than freeze them internally. Eon of Paragons can only be used thrice per arc.

(Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user will summon a cloak from the Throne onto their body, with this coat manifesting over their current attire. Through the infusion of prana, the cloak has been bestowed with several properties that render it an ideal defence for battle. The cloak can neither be burnt nor made to be wet. It insulates both high heats as well as electrical currents, allowing it to insulate unfocused lightning techniques before they can affect the user. It is also non-reactive and immune to corrosion, rendering the cloak immune to chemical elements which target it. The cloak is bulletproof and will defend against freeform damage of all kinds (excluding freeform boosted beyond 80 damage), from bladed weapons to explosions spawned from paper tags. The weapon itself can’t be destroyed, but it can be forcibly returned to the Throne when struck by a jutsu that exceeds 80 damage. Both the cloak and the Knightmare shave 40 damage off techniques which strike it. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Demons of Mephistopheles - Seven Princes of Hell
What truly makes this cloak a Noble Phantasm, is that it contains a familiar composed entirely of prana energy. This familiar is also known as a Rashomon and is composed entirely of white Prana. It exists within the cloak, with the Noble Phantasm acting as the vessel of it's containment. The physical form it takes varies from user to user but it is always some kind of animal, creature or hybrid. Upon being summoned onto the body of a Surgebinder, the Rashomon will sap some of their chakra (equal to this jutsu's chakra cost) and essentially adopt the colour of their Prana. This will change it from it's 'dormant' state to it's 'active' state whereby it's capable of acting autonomously and independently of the user. This will neither cost a move nor occupy a slot in the timeframe, it occurs instantaneously upon the phantasm being summoned. The cloak will develop a glowing aura of light in the colour of the user's Prana to signify the Rashomon's activation. This Rashomon can be controlled through mental commands. It can seamlessly emerge from and reintegrate with the cloak at will. It can be released in any shape or form such as tendrils, spikes, limbs, weapons, animals or any other configuration. As it's body is composed of raw Prana energy, it will exhibit the absorption traits of Evocation. This translates to the ability to absorb objects, parts of the terrain and techniques that possess lower chakra than the Rashomon, however upon clashing with a technique of equal chakra, both it and the opposing technique will cancel eachother out. Upon absorbing a technique possessed of lower chakra, the Rashomon will passively leech the amount of chakra it took to neutralize the jutsu from the user's body to restore itself to full strength. Absorbing techniques will count as a move each time it's used (on the turn of summoning, any absorptions count as part of the single move slot used to summon the weapon) but the user is free to perform other techniques while it occurs. Even while released, the Rashomon possess the ability to constantly reshape and reform itself but it's total size can never exceed mid-range in dimensions. All of these manoeuvres, including its initial release and returning to its vessel are passive manoeuvres. However, it should be noted that when the Rashomon is used to attack an opponent, it will cost a move to do so but again, the user will be free to perform other techniques while this occurs.

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Knightmares of Hijikata - Shinsengumi's Vengeance
Knightmares of Hijikata is a very similar variant to the Seven Princes but instead of a cloak, it creates an oversized suit of armour which surrounds the user entirely. The summoner or wielder of the NP is nestled at its core, and the Knightmare can be thought of as a suit of armour suited to a three or four-meter tall giant. The user's chakra is capable of diffusing through the suit, to perform techniques which require contact with the ground or a water source. It possesses all of the aforementioned abilities except in this variant of the technique, is that the Rashomon, is infused with one of the user's basic, advanced or custom elements. The prana then, does not absorb but rather burns, crushes, cuts or electrocutes upon contact and follows the S/W of the chosen element exactly. If the chosen element is solid, the Knightmare itself can also be made of that material but this is optional. It possess the same regenerative abilities as the first variant, allowing it to regenerate fully from A-Ranks it is weak to, S-Ranks it is neutral to and Forbidden Ranks it is strong to. A Knightmare's Rashomon can be destroyed quite easily if struck with any jutsu that exceeds those stated ranks in damage (an A-Rank of 70 damage of an element it's weak to will destroy the Rashomon and return the Noble Phantasm to the throne). Since the prana is infused with chakra, it no longer absorbs and therefore the Rashomon can freely interact with the terrain. It can grab a hold of trees and other features of the terrain to travel by rappelling the Knightmare towards that location, it can throw or catch objects and can interact with anything solid as well as energy-based. As with the cloak in Demons of Mephistopheles, any jutsu the user released or created from the user's body or skin, will manifest outside of the Knightmare. Any jutsu which teleport the jutsu or anything similar, will also teleport the Noble Phantasm as it is considered a physical extension of their body. Once a turn, the user can shoot beams, blasts or create geometrical shields that detach from the Rashomon or other projectiles, which are A-Rank in power and count as a move slot but leave the user free to perform other techniques. The Rashomon immediately regenerates its defensive power upon performing this ability, but as with earlier, it will absorb chakra from the wearer to do so. This Noble Phantasm can be worn by summons, as it can take on any humanoid or animal shape, for example a Griffin summon could have dragon-shaped armour.
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Vayne

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"Humble yourselves. It matters not what this place is. You're in the presence of an Emperor. The throne is where I am."


B A S I CI N F O R M A T I O N | 基本情報

▸ Name: Qin Shi Huang​
▸ Nickname: The King Where It All Began, King of Men, First Emperor​
▸ Gender: Male ♂​
▸ Age: Unknown​
▸ Height: 182 cm ( 6'0" )​
▸ Clan: Uzumaki​


A P P E A R A N C E / / P E R S O N A L I T Y | 外観 / /人

A man is of average height, with a muscular build along with broad shoulders. Qin wears an intricate bare-shouldered robe, resembling ones worn by Chinese Royalty, while also wearing a blindfold decorated with a patterned streak that covers his eyes. He has two tattoos of centipedes: the first on his right cheek, going downward vertically from his right eye, which is covered by the blindfold; and the other on his back. He also wears nail guards on his right hand's middle and index fingers, as well as on his left hand's ring, middle, and index fingers.​
Qin is extremely confident in himself, often doing as he pleases regardless of the situation that is unfolding around him. As an Emperor, he takes great pride in his rank, going so far as to brazenly order two beings who consider themselves Gods to kneel before him and show respect. He is also quite fearless and daring, attacking a "God" without being afraid and still ignoring him as if he were nothing.

V I L L A G E , R A N K, & C H A K R AI N F O | 村、ランク、チャクラ情報

Land of Birth: Unknown
WSE Clan: N/A

Chakra
3000
Rank
Sage of Primordial Darkness
Health
280
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Mind​
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Body​
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SPRT​
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Agil​
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Dex​
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Vit​
4 +2
6
6
7
4
+2
Specialties: Increased/Apex Speed Resistance | Bukijutsu | Advanced Tracking | | Strong Fist | Yang Specialist​

E L E M E N T S
▸ Lightning​
▸ Water​
▸ Fire​
▸ Earth​
▸ Wind​
▸ Osmium​
▸ Magnesium​
▸ Dream Sand​
▸ Nocturnal Thunder​
S k i l l s
▸ Ninjutsu​
▸ Genjutsu​
▸ Taijutsu​
▸ Kenjutsu​
▸ Kaito's Taijutsu​
▸ Med Ninjutsu​
▸ Fūinjutsu ( Advanced )​
▸ Yōton​
▸ Inton​
▸ Kinjutsu​
▸ Rinnegan​
S u m m o n i n g s
▸ Olm Summonings/Ninjutsu​
▸ Rinnegan Summoning/Ninjutsu​
C F S
▸ Whip Arts​
▸ Nine Arts Dragon​


B A C K G R O U N DI N F O R M A T I O N | 背景情報

A cursed Prince since birth, Qin Shi's life was destined to be filled with hardships from the moment it began. His father, a prisoner of war and member of the Royal family of Qin, had an affair with a dancer from the enemy country, Zhao. Born in enemy territory, their child was a boy called Ying Zheng, who would grow up to be known as Qin Shi Huang.​
Two years later, Qin's father returned to his country alone, abandoning him. Shortly thereafter, his mother also abandoned him. When Qin forces invaded Zhao, a soldier asked the King what he would do about Ying Zheng, since he was still in the capital. The King denied ever knowing who he was. At just two years old, Ying Zheng was abandoned by his father, his mother and his own country.​
Even after Qin's siege of the capital, Zhao continued to keep Ying Zheng hostage. They placed him under harsh supervision. Keeping him alive yet never really letting him live all while he bore the scorn of the Zhao people. This all changed when he was seven though, when he met a woman by the name of Chun Yan, who would be his live-in caretaker and bodyguard. Despite a rocky start to their relationship, Chun Yan is the person who got Qin Shi to open up, encouraging him to show his true emotion rather than feeling responsible for his country's actions, convincing him to live his life freely.​
Over the next two years, their relationship became that of a mother & son. Each providing a new lease of life to the other. As with everything in life though, all things must come to an end. After the passing of the King and his son, Qin Shi's biological father rose to power, becoming the King of their land, and in doing so, ensured his son would return home as the crown prince.​
Despite his reservations, Qin Shi was encouraged by Chun Yan to return to his country. As Chun escorted him to the border, she informed him that is where her mission would conclude before admitting to Qin that the two years she spent with him were really fun. Qin Shi asked Chun Yan to come with him into Qin but she pointed out to him that she was a citizen of Zhao and pat his back, telling him to lose the gloomy face as he’s now the Prince of Qin.​
Suddenly, their carriage is attacked by a flurry of arrows, resulting in an arrow piercing the back of the driver. This led to the carriage falling over. As Chun Yan and Qin crawled out of the fallen carriage, several men surrounded them. Looking at them, Chun Yan recalled how Qin was a guest of the King of Zhao since he was a hostage. But now that he isn't, the men from Zhao came to take out their anger on him.​
Qin quickly realized this was his fault and stepped forward to fight the men, but Chun stepped in, commending him before kneeing him in the stomach and claiming it was her job to protect him. She held them off for a period of time before their numbers proved too much, one of them sneaking up on her as she dealt with the others. Despite being badly wounded she continued to fight on, doing everything she could to protect her son. Fatally wounded, Chun managed to kill the men at the cost of her own life. Crying, Qin begged her to stay with him. Chun Yan apologised and encouraged Qin Shi to walk the path he believed in and become the greatest king of all. Cradling her, Qin promised to become the greatest King, and the rest is history.

O T H E RI N F O | その他の情報


Bukijutsu & Apex Tracking

Shi Huang has increased tracking capabilities that compound with his Rinnegan. This helps him when utilziing his ranged attacks with his weaponary.​
Increase & Apex Speed Resistance

Due to his intense training, Qin exerts a force that naturally slows down opponents by 2 base speed levels.​
Yang Release & Strong Fist

Qin has gained heightened vitality translating to 1000 chakra point increase to his natural reserves. He is immune to recoil damage from techniques that cause it like Forbidden, though he can still succumb to the jutsu's other subscribed affects. His pure Taijutsu attacks have strength to Elemental Ninjutsu. This does not include Nintaijutsu or enhanced Taijutsu via Gates, 7HB, CES or other States. Should Qin's taijutsu destroy a technique completely, he will not suffer any effects such as burns or cuts from energy based Ninjutsu.​
Body Seals, Medical Tools/Pills & Scientific Tools

Qin has several seals on his body with varying effects that both aid and enhance him in battle. He also carries several tools, weapons and pills with him at all times, related to various techniques or fighting styles. He also has the medical toxin and tbb pill.

Seals

(Fūin/Ōsmuton: Futei Keijō) – Sealing/Osmium Release: Unfinal Shapes
Type: Supplementary
Rank: N/A
Range: N/A (Short)
Chakra: N/A
Damage: N/A
Description: Unfinal Shapes is a basic, supplementary application of Osmium combined with Fūin, designed to enhance its utility to mimic the usage of Sand Ninjutsu by Gaara. By having the element itself pre-made, and kept stored in a gourd or container of some kind, it is carried on hand by the user. In order to perform Osmium techniques using this premade reserve of the element, the user only needs to flush the container with the necessary amount of chakra, and they can control the element as they see fit. This is considered an alternative method of using Osmium techniques, and thus they are not considered as passive unless stated in the original technique, and usages of Osmium techniques through Unfinal Shapes count towards usage limits. Should they choose, the user can use that same source of Osmium for another Osmium technique, and it will behave according to its new rank/power and any other properties described in the technique, simply requiring that the user expend the stated amount of chakra. Osmium techniques made from the reserves carried on the user that are neutralised in a clash with other techniques, or by other methods, will be resealed into the gourd, unable to be used for the remainder of the turn of neutralisation, as well as the subsequent turn. Use of Unfinal Shapes requires that it be posted in the user’s bio, or at the start of battle.

( Yumeton | Dākutaimuzu) - Dream Sand: Dark Times]( Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.

A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.

(Fuinjutsu: Gyaku rirīsu) Sealing Technique: Release Inverse
Type: Supplementary
Rank: S
Range: Self
Chakra: N/A (-40 Upon Activation)
Damage: N/A
Description: Reverse Inverse is a very intricate fuinjutsu technique, applied to the users body as a body seal. This technique is used in response to techniques that bind the users, this ranges from anything such as genjutsu or yamanaka techniques all the way to a fuuinjutsu , physical handcuffs or even an earth technique that physically binds the user (This applies to any elemental technique that binds/hinders the user). Upon being the binded, the seal will instantly activate, flooding chakra. If the user is binded by elemental means or physical means, chakra will flood into the technique or weapon breaking it, dispersing it or destroying it as a whole. If the technique is mental, it will flood the users body with chakra, refreshing the users chakra network system. This will break the mental binding.

Note: Technique can only be used once
Note: Must State this in bio, or start of bio.
Note: Cant use any fuinjutsu above S rank in the same or following turn.

(Iryō Fuinjutsu: 1000 Koe) - Medical Sealing Style: 1000 Voices
Rank: S
Type: Supplamentary
Range: Self
Chakra Cost: N/a (-10 per technique used)
Damage points: N/a
Description: 1000 Voices is special sealing tag placed on the body of the users (The back side of their hand) taking the shape of an closed eye. This sealing technique was used in a way to have a back up plan in case of an emergency regarding their chakra, or even mental attacks thats incredibly hard to escape. By studying the seal on tsunades forehead the user found a way to mimick how it activates without actually mimicking what it actually does. This seal works by storing chakra into the seal (the closed eye) on their hand by expelling more chakra, causing an additional +10 Chakra to every technique used by the user. By
doing this they expel more chakra but also store more chakra for times when they really need it. When the time comes the user is able to manually activate the body seal, causing the closed eye to open on the back of their hand. Doing this, it will flood the user with the chakra that was stored, replenishing their chakra while at the same time spiking their capabilities. Once the chakra floods/surges the users body their physical attributes increase in terms of speed increasing their speed by +6, while also activating healing to a small degree, healing small damages such as cuts, burns, blunt damage (does not regrow limbs) healing by +20 a turn (If needed). The good thing about this technique isnt the boost in speed and healing but the simple ability to constantly store chakra in this seal for emergencies. Though the user is only able to activate it as a whole or half the amount, reducing the buffs by half if they only use half the stored chakra.

Note: Can essentially use twice
Note: The amount of Chakra stored is adding to the chakra pool
Note: In order to activate the buffs the user needs more than 200 chakra points in the seal
Note: The Seal has a pre amount of 300 chakra into it
Note: Technique last for five turns before it wears off.
Note: Once the technique wears off, the users body will become more fragile, causing every damage applied to the user to have an additional 20 Damage
Note: Cant use Fuinjutsu S rank or above for 2 turns after technique ends

(Fuuinjutsu: Kokan Ni Seizon) - Sealing Arts: Exchange For Survival
Type: Defense
Rank: C-S
Range: N/A (depends on the point of interaction)
Chakra Cost: 15-40 (+10 more when used on the user themselves)
Damage Points: N/A (Equivalent to the jutsu)
Description: This seal is laced on two places of the user, their palms, and their shoulders. The seal is basic in its usage, due to the overabundance threat of chakra absorption, the seal when placed on a variety of the users techniques, or on themselves, will activate in a violent explosion. The activation of the explosion occurs when the user or technique in question begins to have its chakra absorbed. Essentially, the chakra being absorbed will be the "key" for the seal, which will create the violent reaction. The explosion is of size and strength equivalent to the medium that is absorbing the chakra, thus the damage is proponent to the medium jutsu. The multi-rank of the jutsu allows for the seal to destroy other higher ranked jutsus despite whatever rank of the users jutsu it might be attached to, this allows for C-Ranks with the seal be able to negate the absorption of S-Ranks (the seal will automatically draw the needed chakra from the user to acceptably defend against the absorption technique). The seal is written in Kanji form (生) and means survival. Methods of placing this seal on techniques include performing earth based jutsus through the palm of the users hands or always slamming their hands on the ground to release the seal (this includes for all matter-like subjects such as steel, water, etc) for energy, they would have to be created directly from the users palm for the seal to contact it. Lastly, the explosion will be directed outward away from the user to assure no damage placed on him/herself or the technique, but rather just the medium. Though the activation/creation of this seal spends no time, when clashing against other jutsus, the laced jutsu will naturally slow down as it makes its way to the target.

Note: Can only be taught by Joker. S-Rank version can only be used twice, with two turn cool down before re-use and no fuuinjutsu above A-Rank that same turn. A-Rank and below can be used up to three times.

Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.
Note: Can use two times per battle
Note: Both Fuin and Kenjutsu is S rank, allowing the user to seal S rank and below
Note: The seal is pre-applied to the sword before battle. After usage, the user has to manually apply the seal to the sword again (This portion does not take up a move slot, but using the technique does)
Note: Seal stays dormant until clashes with other technique



Weapon

(Hairihhi Bōgun) - Holy Bow

Spoiler
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of 3 collared layers of Reishi in silver coloring with a tint of purple. In it's partial release, it assumes the shape of silver coloured bow that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous molecular sequenced purple Reishi that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.

(Za Desudīringu) - The Deathdealing
The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the user is able to absorb said substances and infuse them into the Holy Bow at increased potency, allowing attacks performed through the Holy Bow to carry said traits. In regards to the increased potency aspect, the substances would either have their offensive capabilities increased by a rank/next level if applicable, or have their defensive capabilities increased, making them more resistant to cures or attacks that seek to destroy it. This comes at the cost of decreasing the time the substances would have lasted by a turn, with the infusions themselves lasting that duration. Notably, each substance can only be enhanced by one quality of the two. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, with only two substances being absorbable per turn.

(Hairihhi Pufairu) - Sacred Destruction Arrows
Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.

(Hasuhain) - God's Posion Taster
Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a a staff, or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.

Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.


Supplies


( Bijūgan ) - Tailed Beast Drug
Type: Supply
Rank: S
Range: Short
Chakra: N/A (-10 per turn)
Damage: N/A (-10 to user per turn)(+20 to Taijutsu and Ninjutsu)
Description: Tailed Beast Pills are pills that have been engineered to create Bijuu like transformations in the user. These pills, containing small amounts of Bijuu chakra, grant the user unique Bijuu like augmentations to their physical form as well as ninjutsu. However, because of the process to create these drugs and being prototypes, the user cannot determine which Bijuu traits he has gained. This is determined when obtained, generated by the moderator who approved the transaction. However, these pills are not without issue, causing drawbacks after the pills' effects wear off. It is also possible to overdose on these pills, gaining higher gains at more damaging results to the body.

When taken, the user gains a faint chakra shroud reminiscent of Naruto’s original fox shroud against Sasuke with 1 to 3 tails, though this does not denote which Bijuu’s influence the pills carry. This references the pills taken, increasing per pill. Once a pill has been taken, one of the following 6 effects will trigger.
Shukaku’s Storm: The user’s Ninjutsu release a non damaging mid range sandstorm, reducing opponents within it base tracking by 2 and landmark range by 1. Increases base reduction by 2 per pill and opponent landmark tracking range by 1 per pill as the storm increases.
Matatabi’s Tempest: The user’s Spiritual techniques cause spirit burn, dealing 10 additional damage for 2 turns from burns. Increases 1 turn per pill.
Isobu’s Hurricane: The user’s defense Ninjutsu carry coral, increasing their defense by 20. Increases 10 damage per pill.
Son’s Eruption: The user’s offensive jutsu carry lava, increasing their damage by 20. Increases 10 damage per pill.
Han’s Geyser: The user’s traversing jutsu increases his base speed when in use by 2. Increases 2 ranks per pill.
Kukuo’s Slime: The user’s projectiles attacks release acid up to 3 meters away on contact, spreading damage evenly without reducing the damage. Increases 4 meters per pill.
However, unlike other pills, the drawbacks associated with these are stronger than others. Regardless of the pill taken, after it ends the user suffers 30 damage to their person as well as injury to their chakra network, preventing use of S ranks and higher for two turns. This rank restriction increases by 1 rank and 1 turn per additional pill as well as 30 additional damage that cannot be mitigated or reduced in any way.
Note: Counts as a Supply
Note: Cannot be held alongside Soldier Pills, Military Pills or custom med pills.

( Iryo Doku ) - Medical Ninja Toxin
Type: Supply
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Medics are capable of utilizing a specific form of poison that is known to just them, created to cause partial paralysis and eventually complete paralysis and unconsciousness in targets directly poisoned. This poison, known as the Med Toxin, has effects that take place a turn after being poisoned but last for 4 stages before a target is completely subdued. The first stage is when the target is poisoned, only taking damage from the secondary source used to force the liquid poison inside their body. The second stage, taking place 1 turn after being poisoned, will cause targets to suffer a reduction of senses and have a 5% tracking and health decrease applied. The third stage, taking place 2 turns after being poisoned, will cause localized paralysis in the limb or limbs that were poisoned, preventing movement in them as the poison begins to spread. This can cause a reduction of speed by 20% if in the legs. The fourth stage, unique due to only triggering with repeated poisoning of a target, causes a complete paralysis in the target, causing them to be rendered unable to battle as both their body’s physical and chakra systems stop working for them.
Note: This poison’s effects take place across 4 turns. Repeated use can cause complete paralysis. Should a target only have limbs targeted, it will require 2 simultaneous inflictions or 4 overall inflictions for complete paralysis to trigger. Should a target have a resistance factor, the poison will take an additional turn before the next stage triggers unless otherwise noted.
Note: Each poisoning lasts 6 turns. Second Stage effects are capable of combining for a max of 20% reduction, triggering stage 4 after at least 4 separate poison statuses or 2 different double poisoning statuses.
Note: Counts as a Supply like all Poisons. Can be applied to the user’s Custom Weapons and weapons on the user’s bio.

Seruvitora - Servitora
Type: Tool
Rank: C
Range: Short-Long
Chakra: 5 per copy
Damage: N/A
Description: Servitora is a unique deception based ninja tool split into small series of mirrors shaped like regular octahedrons, floating thanks to a ring of the user's chakra. When activated, they create three-dimensional copies of the user that are capable of moving independently from the user and one another according to the user's will. Should a copy be destroyed, its corresponding mirror will disappear, too. As the user's chakra interacts with the mirrors, they reflect the chakra like light waves projecting a three-dimensional copy of them. However, these copies are only optical illusions similar to the E-ranked Clone Technique. As such, they cannot harm an opponent but are useful in disorienting them since they will be unable to discern which is the real one or where the next attack will come from. Each clone also possesses the user's chakra making it difficult for chakra sensors and even those who possess a doujutsu to determine which is the real one. Since the duplicates are reflections, left and right will be inverted; however, if a copy is reflected, left and right will be inverted again, thus matching the user's image perfectly. Further confusion can be created if the user switches their own left and right with a disguising technique. This tool automatically creates up to 4 of these optical illusion clones at the beginning of every battle unless the user chooses not to activate it.
Note:
Regular ninja may carry four of these into battle, only two copies allowed on the field at one time.
Cyborgs may carry up to 8 and are capable of having four copies on the field at one time.



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Won: N/A
Lost: N/A​
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Vayne

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Joined
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N A M E Hassan
N I C K N A M E Old Man of The Mountain
G E N D E R Male
A G E ??
C L A N Surgebinder || Nara

L O O K S

His main outfit consists of a thick purple and black helmet with a skull shaped visor, hiding his face behind it at almost all times and showing nothing but empty blue pupils. He wears a bulky purple and black cuirass with a skull on it, with eerie blue flames pouring out of the eyes. His plackart is designed to represent the ribs of a skeleton.

He has large, durable faulds protecting his hips from damage, with a design that represents a skeletal hand wrapping around his waist. He has black and purple cuisses with glowing blue lines running through them, and spiked poleyns on his knees. He has extremely durable greaves protecting his shins, and thick sabatons protecting the boots he wears. He has large, skull shaped pauldrons on his shoulders with infernal blue flames coming from the eye sockets, black rerebraces, purple vambraces with large spikes and blue lines running through them, and purple spiked gauntlets.

On his back is a seemingly ancient mantle, with a cape that looks just as old and worn. Across his body, multiple summoning tattoos are placed, allowing strategic decisions to be made when needed.
P E R S O N A L I T Y
The Old Man of the Mountain comes off as quite the stern and straight-forward individual. He possesses extremely low tolerance for impoliteness, as he almost immediately annihilated the protagonist's group upon their uninvited visit to his temple. However, he is far from being heartless, simply a man with unshakable faith and strict code of conduct. He was willing to hear his visitor's plea for aid and accept it, but only on the condition that one of the Hassans be willing to die for it.

In his view, for a Hassan to plea for aid, even from their own kind is a grave dishonor to their name and faith, as they are those who must rely on their own individual strengths to persevere through trials and slay their targets. Any Hassan who grows weak and/or becomes reliant on the strengths of others must be dealt with by his blade.

Due to his fiendish outward appearance and fierce manner of fighting, he's pictured with a ruthless nature, but the individual in question is just silent, with a noble disposition that strictly adheres to the Lord's teachings
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L A N D O F B I R T H
Unknown​
W S E C L A N
-​

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● ○ R A N K & C H A K R A ● ○



R A N K Sage
H E A L T H ?
C H A K R A ?
N I N D O Eye of Insight

S P E C I A L T Y
Yin

Chakra Fortification (Prana)
Apex Tracker Specialist
Apex Weapon Specialist
Now you see it...

E L E M E N T S
Fire
Water
Wind
Earth
Lightning
Osmium Release
Dream Sand Release
Magnesium Release
Nocturnal Thunder
N I N J U T S U
Med (Adv)
Ninjutsu
Taijutsu (Adv)
Genjutsu
Fūinjutsu (Adv)
Kinjutsu
Kenjutsu
Yin
Yang

Mind: 5
Body: 6
Spirit: 5
Agility: 5
Dex: 4 +1
Vit: +1


C F S
Whip Arts
Fatal Impact
Shadow Combat
Nine Arts Dragon
Jaded Fist of Judgment

O T H E R
Prana
Olm Summoning
Snake Summoning
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Siegfried is a man shrouded in mystery. His origins are unknown, but his good deeds and pure heart is something that residents of his village speak of in high regards. Siegfried is known as a hero in his village, embarking on various tasks and missions to aid those in need. After many years of aiding in the village, Siegfried embarked on a personal journey, one which is about to unfold.
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● ○ O T H E R ● ○



  • Per his specialties, Siegfried has increased tracking capabilities and reduces the speed of opponents.
  • Assassin's Arsenal, Absorption Arm, Mirror Drone, and Smoke-Flash Bombs.
  • Per his proficiency and dedication to his clan arts, Siegfried is capable of using Holy Fire without hand seals and uniquely sustaining them.
  • As a member of the Noldor clan, Siegfried has better physical and combat capabilities, especially when combined with the ability to sense the intentions of others.
  • Siegfried is in possession of the Myōhō Muramasa blade.
    ( Myōhō Muramasa ) - Myōhō Muramasa
    Type: Weapon
    Rank: A
    Range: N/A
    Chakra: N/A
    Damage: N/A
    Description: Myōhō Muramasa is a legendary sword wielded by Izuna Uchiha and functions as the sister weapon to Madara's Gunbai. Myōhō Muramasa appears as a normal katana with an Uchiha symbol on its hilt. Offensively, Myōhō Muramasa can be used to release Fire Release techniques from it's blade with just a swing, however only up to A rank. Due to this being a sword, it naturally can be used for Kenjutsu purposes. Myōhō Muramasa much like its counterpart is virtually indestructible. This sword also allows Izuna to be able to use techniques such as ( Uchihagaeshi ) - Uchiha's Return.
    Note: Can only be used by Izuna Uchiha.

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W O N

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D R A W

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L O S T

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