The Krusty Krabbs

21 Savage

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"Surely! Goodness and Mercy Shall Follow You, All The Days of Your Life And You Shall Dwell In The House Of The Lord ; Forever and Ever, Amen...



Personal List Of Worldly Treasures


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4.
5.





Exclusive List of Worldly Treasures





1. (Doton: Mogura No Kōgeki No Jutsu) Earth Release: Attack of the Mole Technique

2. (Doton: Doro shifuto) Earth release: Mud Shift

3. (Doton: Tengoku no hakushu) Earth Release: Heavenly Clap

4. (Genjutsu: Kuroi Shin'en) Illusion Technique: Black Abyss

5. (Genjutsu : Chika Maisou) Illusionary Arts : Underground Burial

6. (Genjutsu: Tabe ari) Illusionary Technique : Devouring Ants

7. (Genjutsu: Ketsueki īguru) Illusionary Technique: Blood Eagle

8. (Raiton : Rai Kakuhan) Lightning Release : Rai Whip

9. (Raiton: Joushou tsuchi) Lightning Release : Ascending Earth

10. (Suiton: Sui no heya) Water Release: Water Room

11. (Katon Enjin) Fire rings

12. (Pitohui Kuchyose) Arwin

13. (Pitohui Kuchyose) Kullio

14. (Pitohui Kuchyosei) Dada Kyou Ige

15. (Pitohui Kuchyosei) Seth

16. (Pitohui Kuchyose : Pitohui Jotei) Majele

17. (Pitohui Kuchyosei) Owambe

18. (Pitohui Geijutsu: Hane Engi) Pitohui Arts: Feathery Omen

19. (Pitohui Geijutsu: Pitohui Kawarimi) Pitohui Arts: Pitohui Substitution Technique

20. (Pitohui Geijutsu: Senshukyo) Pithoui Arts : Lost Religion

21. (Pitohui Geijutsu: Shikichi) Pithoui Arts : Death is Bliss

22. (Pitohui Geijutsu: Iyemoja no hōyō) Pitohui Arts: Embrace of Iyemoja





Updated - 12/09/2016
- 01:17 A​
 
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21 Savage

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Re: Dev's Deadly Chambers

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Summoning Animal
Hooded Pitohui(Pitohui dichrous)
Scroll Owner
Priest
Other Users who have signed contract
Ace.
Summoning Boss if existing
Majele
Other Summoning Animals tied to contract
Arwin
Kullio
Dada & Ige
Seth
Description and Background
Origin
Hooded Pituhois live and Originates from the
tropical rainforests and jungles of Modakeke
from the lower forests to sea level located Northeast of KIri .
General Description
Hooded Pitohui, members of the family Corvidae(crows, ravens, jays, etc.), are beautiful passerines, i.e., songbirds. Their wing, head, and tail feathers are black and their back and belly feathers orange. They have black legs ending in sharp claws and a black beak that is strong and sharp. Male and female birds have the same coloration. When threatened, these birds erect their head feathers to form a crest.
Their sizes varies from younglings to Adult
birds. Some averaging sizes of a normal raven
bird while others are as big as peins bird. Hooded Pitohuis are omnivorous, feeding on a
variety of berries and insects.
This species were the first documented
poisonous birds. The poisons found in the birds' skin and feathers, A neurotoxin called
homobatrachotoxin which for the most part, cause numbness and tingling, sneezing and other minor symptoms when touched.
Serious side effects such as paralysis and
death would occur if you came in contact with a
higher quantity of this poison. They acquire its
poison from part of its food, the Choresine beetles. the exact same poison that is found in
the slightly more famous “Poison Dart Frogs”.



Pitohui Arts
Pitohui Geijutsu: Hane Engi - Pitohui Arts: Feathery Omen
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Point: 60
Description: A Hooded pitohui hums a moderately slow tune which instantly puts
anyone who hears it except the summoner and
other pitohui summons, into a malicious illusion
where large feathers grow all over the body of
the opponent causing great pain as instead of
normal thin hair occupying the sweat pores, they are critically expanded and strained with
the growth of the large feathers from each of
the pores making blood to ooze out painfully
from the pores. This restricts the opponent
movement and also the opponent may collapse
from mental stress is he doesn't release the illusion in 2 turns.
Note
++Useable 3 times per match
++No other Pitohui Art in the same turn or
next
++No A-rank and above genjutsu in the same turn or next
++Can only be used by Hooded Pitohuis
++Must be taught by Priest
Pitohui Geijutsu: Pitohui Kawarimi - Pitohui Arts: Pitohui Substitution Technique
Type: Sup
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: After taking a brunt of an attack, A hooded pitohui would subsitute himself with feathers shaped inform of a pitohui which soon burst releasing purple colored neuro-toxin gas into the surrounding atmosphere(Short-range). Anyone that inhales the toxin friend or foe, suffers mild muscle paralysis and numbness for one turn. The hooded pitohui himself upon subtituting himself would have taken flight at extreme speed and would be mid-air making it look like it appeared in mid-air.
-Can only be used by Hooded Pitohuis
-Can only be used 1x and counts as a substitution as per the substitution restrictions.
-Must be taught by Priest
Pitohui Arts: Lost Religion - Pitohui Geijutsu: Senshukyo
Rank: A
Type: Sup
Range: Short
Chakra: 30(-10 per turn)
Damage: 60
Description: While the user is airborne, he claps and summons from Modakeke, a large purple Pitohui feather(size of a surfboard) under himself. The feather is able to hover in mid air and able to move in any direction at a time at kage speed. Though the feather can only keep floating if the user keeps fueling it with chakra. However this make the user unable to use non-elemental ninjutsu above S-rank while he's fueling it. Also while fueling it, the user can only use 2 other move per turn. When the user wills it, he is able to make it so that the large feather shoot out smaller quills from all sides except the area that conveys him. The quills are like senbons and contains toxins that causes total paralaysis. Getting struck by upto 5 of the quills will inject enough neurotoxins that can cause heart failure.
NOTE
-Last 3 turns
-Usable 2x per battle
-No ninjutsu above S-rank while active
-only 2 moves per turn while active
-The user needs to be standing on it to fuel it.
- The user can't use Pitohui Arts the next turn after this ends.

Pitohui Arts: Death is Bliss - Pitohui Geijutsu: Shikichi
Rank: A
Type: Offensive
Range: Short-Mid
Chakra: 30Damage: 60
Description: A very advanced genjutsu of the pitohui, tagged as one of their most powerful techniques though a brother technique to "feathery omen". A hooded pitohui would begin to hume a rather sweet and fast tune making anyone apart from the summoner and other pitohui who hear it, be draged into a malicious illusion. Their limbs begin to swell/bulge and then burst into a plume of feathers and purple neurotoxin gas while they themselves in their amputated form, float above the ground. Overwhelmed in the purple gas, their body begin to spasm due to the poison from the toxins, vibrating at intervals, their vision become blurred and they see hundreds of after-images of everything. The feathers however, converges behind him and forms into a very large hooded pitohui. The large pitohui figure swallows the target and suffocates him in its stomach. The mind however interpetes the situation in the genjutsu to be true thus makes the target surfer immense mental stress from the genjutsu. Outside the illusion, the target is just standing there, unable to use their four limbs. If the huge pitohui however succesully swallows the target in the genjutsu, the target would pass out at the end of the turn the genjutsu is cast due to mental exhaustion and the thought that they are unable to breathe and are suffocating due to them being swallowed by the pitohui that appear behind them. This means if the target is not succesfully swallowed in the genjutsu, he won't pass out.
-While the pitohui humes the song, he can't perform any other pitohui arts.
-No genjutsu can be used by the summoner in the same turn
-Last for 2 turns
-Usable 2x per battle with 2 turn rest inbetween usage.

Pitohui Geijutsu: Iyemoja no hōyō - Pitohui Arts: Embrace of Iyemoja
Type: Defense/Offense
Rank: S
Range: Close
Chakra: 40
Damage: 80
Description: The user claps, summons from Modakeke and clad his entire body in pitohui feathers. This feathers are light though thick as steel and able to tank B-rank and below techniques without notable effect though can be canceled out completely by A-rank elemental attack which would prompt the feathers to poof back to Modakeke. However their beauty lies in their complete immunity to pure taijutsu and in their own counter attack. If for example, an opponent tries to punch the user the feather can open up and form hard scales able to shave, pierce and impale the target's hands and because they are cursed with neurotoxins, they discharge mild toxins into the open wound of the target causing paralysis. More potent and lethal dose of toxins can be administered through a direct hit from the user's attack while wearing the feathers. The damage that would be recieved from this goes beyond total body paralysis as the target is prone to blood poisoning which could lead to neuro disfunction and cause the target to be unable to mold A-rank jutsus and above for 2 turns.
NOTE: Although the user still would be pushed by the force of the attack even if he receives no damage from them.
NOTE: Usable once per battle
NOTE: Last 4 turns
NOTE: No forbidden rank Ninjutsu(pure) while wearing the feathers.


Pitohui Summons
Pitohui Kuchyose: Arwin - Pitohui Summoning: Arwin
Rank: S
Type: Supplementary
Range: N/A
Chakra: 40
Damage: N/A
Description: The user smears blood on their palm, makes the neccesary handseals then
presses their palm on the ground or clap both
hands together to summon Arwin in a cloud of
white smoke.
Arwin is a large Hooded Pitohui(as large as
Sasuke's hawk), elegant and beautiful but she still remains one of the most foulest among her
specie. She is fast and has fluid and excellent
manouvreability in mid-air and is able to
navigate through dense clouds and fogy
condition. She is with inteligence and she is as
smart as Minato being able to access every battle situation with ease and come up with a
counter very quickly. She can communicate with
her summoner through Pitohuian Language which
only the summoner or any body who signed the
contract can understand.
Abilities: -Arwin even as she is of moderate size
compared to other hooded Pitohuis, posseses
a very high content of neurotoxin in which a
single scratch from her claws, beak, tail and
wings would cause brief localized paralysis.
-She secretes odours to which anyone apart from the summoner that gets into short range
of her would begin to feel tingling sensation all
over themselves which is quite distracting and
somewhat painful.
-She is able to mold chakra and she is good at
it where she can use "Suiton" techniques upto A-ranks. This, she can spew directly from her
mouth or form by flapping her wings.(she needs
no water source as she can produce a
voluminous water from her mouth, except in
extreme cases where a very large water source
is needed) -She can also use Pitohui Arts, A set of arts
that are taught to every capable pitohuis in the training mangroves of Modakeke by the elder sage of the Hooded pitohuis "Majele". (Pitohui arts would be submited separately)
NOTE
++Can only be summoned once
++Lasts 4 turns for each time summoned
++Can only be summoned when there are not
more than one other hooded pitohui summoned.
++Can use water upto A-rank which would also take a spot in the 3 move slot of the
summoner
++Hooded Pitohui summon can only be taught
by Priest
Pitohui Kuchyose: Kullio - Pitohui Summoning: Kullio
Rank: B
Type: Sup
Range: N/A
Chakra: 20
Damage: N/A
Description: The user smears blood on their palm, makes the neccesary handseals then presses their palm on the ground or clap both hands together to summon Kullio in a cloud of white smoke.
Kullio is a small messenger Hooded Pitohui with the size of a dog. He wears a blue armor on its back and a Kirigakure headband tied around it neck showing their loyalty to the village. However he is but with very large and light feathers even he as a whole is a very rare one among his species being enourmously lightwieghted which naturally grants him immense speed twice that of its summoner. He can communicate with his summoner through Pitohuian Language.
Abilities:
♦Kullio is also known as the store keeper being very skilled with sealing art using its body(stomach) and can store very large amount of items in his body by swallowing them though this does not in anyway increase his weight albeit his prowess in fuinjutsu . Anything he swallows is frozen in time and can only escape using space time or if he releases them himself through regorgitation. The summoner can aswell hide inside Kullio and while inside, his chakra signature is completely hidden from the outside world.
♦Has immense flying speed and mid-air manouvrability.
♦Can use A-rank and below Pitohui arts
♦He also has some amount of neurotoxins though not enough to kill but can cause paralysis
♦He can't be ridden as he's small and very light but can perch on its summoner's head without any stress/load on the summoner
Note:
† Except for the summoner that can hide in Kullio while he's alive and sound, Kullio can only swallow/seal opponent that are weak and at the brink of death, depleted of chakra, paralized/passed out and thus can not swallow opponent that are well and able to fight.
† Paralysis from his neurotoxin only lasts for 2 turns
† Swallowing and regorgitaion sealing counts as a move each and cannot be used on techniques. The seal itself is A-Rank.
† Can be summoned once and lasts on the field for 4 turns
† Must know Fuinjutsu to summon
† Summoning must be taught by Priest
Pitohui Kuchyosei: Dada Kyou Ige - Pitohui Summoning: Dada and Ige
Rank: C
Type: Sup
Range: Short
Chakra: 15
Damage: N/A
Description: The user smears blood on their palm, makes the neccesary handseals then presses their palm on the ground or clap both hands together to summon Dada & Ige in a cloud of white smoke.
Dada & Ige are a set of twin hooded pitohuis that are summoned on both shoulders of the summoner facing opposites sides(Dada on the right shoulder facing front while Ige on the left shoulder facing back).
Their appearances are that with moderately large wings, long sharp claws that contains no toxins, strong beaks with great amount of toxins, beautiful laced colors and as elegant as they are, they are cunning and also foul. Their sizes are that of a generic falcon and they are able to stay on the summoner's shoulder even during complex movement without falling off.
Abilities:
-They can't speak but can have a two-way telepathic communication with their summoner which thus gives the summoner a 360 field of vision due to their placement and focus.
-They can not use Pitohui arts
-They can spit continously a stream of 6inches chakra needles defiled with toxins able to contaminate the victim's blood and cause short term paralysis, death may occur if the victim recieves large quantity of the neurotoxins(meaning having more than 10 needles piercing him). Counts as a C-Rank Jutsu, Short Range, and a jutsu slot.
-They are a bit of jesters, cracking jokes with their summoner even during intense battle situations.
-Restrictions-
-Can only be summoned once
-Can only be summoned if there are not more than 2 Hooded Pitohui on the battle field
-Stay on the field for only four turns.
Pitohui Kuchyose: Seth - Pitohui Summoning: Seth
Rank: S
Type: Sup
Range: N/A
Chakra: 40
Damage: N/A
Description: The user smears blood on their palm, makes the neccesary handseals then presses their palm on the ground or clap both hands together to summon Seth in a cloud of white smoke.
Seth is a soldier, stoic though not fearsome because of his color. As big as Sasuke's Eagle, He is rare in terms of appearance amongst other Pitohuis as his entire self is clad in white feathers, although rumor has it that the whiteness is because Seth is pure and is almost with no toxins except for his claws and beak which a scratch could cause paralysis and that Seth is the essence of lightning. He has excellent manouvreability in mid-air and can communicate to the summoner or other Pitohuis through Pitohuian language though he rarely speaks except when it matters.
Abilities:
-He can use Pitohui Arts
-Seth is a lightning specialist and 1x per battle, he can turn himself completely into lightning though still taking his normal shape thus becoming intangible to physical things and immune to lightning but vulnerable to wind via elemental strenghts and weaknesses. Also he can move faster while in this form. However, he is not able to attack or convey the summoner in this form as he is intangible and touching him could cause electrical shock and total paralysis. This counts as a move and last only for 2 turns or when he abruptly turns back to tangible.
-1x per turn he can generate a flush of blinding white light that covers the whole terrain and even blinds the summoner. However, he can choose to propagate the harmless but blinding light into one direction like a beam.
-Seth is immune to A-rank and below lightning but in defense to other elements, he would discharge a focused omnidirection lightning surge(S-rank) up to short range around him, though he can only use this 1x per turn and counts as a move from the user's jutsu slot.
-1x every 2 turns, he can flap his wings to release in a widespread, hundreds of miniature golden(lightning) pitohuis that paralyses to the touch, this is A-rank and counts as a move.
NOTE
++Can only be summoned 1x
++Lasts 4 turns
++Hooded Pitohui can only be taught by Priest
++All of his abilities counts as moves from the users move count
Pitohui Kuchyose: Pitohui Jotei, Majele - Pitohui Summoning: Pitohui Empress, Majele
Rank: S
Type: Sup
Range: N/A
Chakra: 40
Damage: N/A(+20 to summoner)
Description: The user smears blood on their palm, makes the neccesary handseals then presses their palm on the ground or clap both hands together to summon Majele in a cloud of purple smoke.
A magnificent feat, Majele would stand equal is size against the likes of Gamabunta. Although She doesn't want it seem that way, but she is true Elegance clad in interwoven magnificence, colors that are beautifuly interlaced on her feathers and She is very proud. She does not like to be controlled or rather can't be control and only fights at her own free will and in dire circumstances when summoned into the terrain, and if she likes she would reverse summon herself back to Modakeke.
Abilities
-Majele is also as foul as her descendants, though the foulest pitohui ever lived. Like "Arwin", she passively secretes a foul odour which linger short range of her and anybody apart from the summoner and other pitohuis within short range of her becomes itchy as the odour is a light neurotoxin only able to cause the body to be itchy and cause mild distraction. This makes the ninja victim unable to use techniques that requires utmost focus like Genjutsu and Fuinjutsu(S-rank and above)
-1x Per battle, Majele is able to spew a massive amount of purple colored neurotoxin gas(A-rank)that spreads sporadically and engulf the whole terrain in a matter of seconds(moves and spread at the same speed a generic wind jutsu would). The neurotoxin gas is extremely noxious and a simple inhalation would cause paralysis and numbness of the whole body for one turn while a heavy dose(staying in the fume for 2 turns) causes the victim to pass out. However this counts as a move and the gas last only for 2 turns then it diffuses.
-She can use Pitohui Arts
NOTE
++Summoning takes a toll on the summoner and makes him nose-bleed and unable to perform any summonings for two turns afterwards.
++No other pitohui must be on field
++Majele is immune to C-rank and below attacks
++Last for 4 turns
++Can only be summoned 1x
++Summoner can't use Ninjutsu above S-rank the turn she is summoned.
++Must be taught by Priest
Pitohui Kuchyosei: Owanbe - Pitohui Summoning: Owambe
Type: Suplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user smears blood on the Hooded Pitohui tattoo, claps or slams his hand on a surface to summon Owambe. Owambe is a very small pitohui, size of small akamaru and can be carried on the summoners head. She has no power whatsoever nor can she use any ninjutsu by herself. However with her on the field of play, every other hooded pitohui in Modakeke, has a special link to her that makes it so that with her on the field, their morale and will to protect her and her summoner becomes tripled thus they develop an extra saturation of toxin on their entity. This makes them instead of appearing an disappearing in a cloud of smoke, the cloud of smoke is replaced by a cloud of purple neurotoxin gas. The potency of the cloud of toxin is B-rank for any hooded pitohui that is summoned or sent back, Though other distinguishing affects may be noticed; If the hooded pitohui summoned while Owanbe is on the field is B-rank, A-rank, S-rank or even D-rank, the level of damage the neurotoxin does to anyone apart from the summoner and Owambe would be equivalent to B-rank damage. However, the distinguishing affects does not add to the damage, albeit only adding taste and longetivity to the condition. B-rank summoning: Paralysis for 2 turns, A-rank: Paralysis for 3 turns: S-rank summoning: Paralysis for 3 turns with extremely itchy skin + slight respiratory problems.
NOTE: Owambe can only be summoned once and can be on the battle field for 4 turns max.
NOTE: Once summoned though, only one other Pitohui can be in play at a time while she is on the field

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21 Savage

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Re: Dev's Deadly Chambers

Bartholomew Clan
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∆ Paw Arts: Repel - Nykyujutsu: Oshi ∆
Rank: B
type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 20
Damage: 40
Description: A simple yet effective technique to use as both an attack as well as a defense. The user will repel a solid object or technique using one or both of his paws. He repels the targeted object or technique to another location, away from the battle field. This can be done to avoid techniques or attacks or to remove hindering objects from the battle field. However, its main ability comes with the ability to call forth that object once again to a different location on the field. This can be useful to attack an unsuspecting enemy or to provide a fast defense. The object will appear in any location of the field. The main thing to consider is, however, the lack of momentum the object will carry once it appears. In this case, to be used as an attack, gravity and other forces might be necessary to exploit to give maximum effect. Techniques that are not physical or tangible in nature like fire, lightning or wind will not be able to be called forth as once they are repelled and sent away, they lose their shape and disperse wherever the user might have sent them. Fire and Lightning will also damage the user upon making contact with the paws making the paws unusable for 2 turns. The size of the target is relevant and proportional to the rank within the clan being that the maximum size it can affect is up to 10 times the users mass.
Note: Calling forth the object counts as a move and the user needs to spend additional chakra
Note: Can affect techniques of one rank higher if they are tangible and physical in nature (Earth, Water, etc)
Note: While something is repelled and awaiting to be called forth, the user cannot use the technique at the risk of being unable to call forth the object
Note: Object can be called forth in between 5 turns after the technique was used"
Note: This technique can't be used to repel enemy ninja to desired locations, however summoning and clones can be affected as such.
∆ Paw Paw Arts: Impact Dial - Nykyu Nykyu no Mi: Inpakuto Daiaru ∆
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: Varies(Depends on the rank of the absorbed technique. When the absorbed force is expunged, it can cause 60 damage if previously used to absorb A-rank, 80 damage if used to absorbed s-rank force)
Description: The user takes advantage of their paws and, upon physical contact, any impact is absorbed instantaneously. This is seen by the clan members as an invert push. The impact is stored on the paw until the user is able to catch his opponent off guard, striking them with the full power of the absorbed technique. The absorbed force can be released also as a focused blast of air pressure from the paw that absorbed it. While the paw instantaneously absorb the impact, the momentum of the jutsu or technique in question stops totally and either falls as a dormant entity or deforms while proceeding no further. The user can at the same instance, release the absorbed force instead of choosing to store it for a while. Alternatively, the user can use the paw in form of a suction through reverse repel action to stop a surrounding force be it push or pull by absorbing the closely embracing kinetic energy (only if they are close to the user) like any remote force, encapsulating the user. Also after absorption, he can release the absorbed force immediately.
*The user can simultaneously perform a Paw Paw technique to add damage*
*Can only absorb techniques one rank above maximum, higher than that, the paw will take half of the damage, and will be useless for 2 turns. This means it can absorb an impact from up to S-rank jutsu, if it is normal chakra, force, energy, tangible matter/entity, earth, water, wind or elements technique related to them but can only absorb up to A-rank impact from lightning and fire or elements similar or related to them, leaving the paw useless for 2 turns.
*Can only be used once every 2 turns for normal members why Legends can use this with no turn rest except when their paw receives damage*
*Normal members can use this only 4 times, using it on an S-Rank allows only 1 additional use*
*Bartholomew legends can use it 5 times per battle, regardless of what rank is used on*
∆ Paw Arts: Slapping Thrust Pressure Cannon - Nykyujutsu: Tsuppari Pad Hō ∆
Rank: A
Type: Attack
Range: Short-mid
Chakra: 30
Damage: 60
Description: Bartholomew clan members first plant both their feet firmly on the ground by means of a sumo-style foot stomp. Then, throwing their palms forward multiple times, they fire a vast number of "pressure shots" at the enemy. The way they push their palms forward and the stance they take while performing this technique resemble those used commonly in sumo wrestling. Tsuppari is a thrusting open-handed strike about the upper chest and face, a technique in Sumo.
~3 times per battle
~no paw arts 2 turns after usage
~The pressure shots move extremely fast, only sharingan of 3 tomo can predict them or any other sensory ability.
~Because The stance is sumo-style one must remain completely still to preform this technique. Leaving him/her open to attack.
~only three tomo sharingan can predict and avoid the pressure shots.
∆ Paw Paw Arts: Pressure Cannon - Nykyujutsu: Pad Hō ∆
Rank: C-S
Type: Offensive
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: Bartholomew clan members repel the air around them, sending a devastating shockwave of compressed air towards their opponent. Depending on the chakra imbued into the paw, the shockwave can do damage ranging from concussive to lethal damage. The shockwave is extremely fast and can travel directly through the body of the victim and continue into the distance, leaving paw imprints in its wake. Anyone and anything that is in the path of the blast receives Extreme damage. Alternatively, the user can instead of repelling, create a paw bubble up to mid-range from himself and through the use of inverse repel, call it back to his paw at immense speed. The same affects also would occur in terms of things standing in its way. However, at the end, it is absorbed back into the users paw.
~ S-rank level can be used 3 times per battle for normal Bartholomew's while 4x for Legends
~ When S-rank level is used, the user can not use paw jutsu for the following turn
∆ Paw Arts: Train Wreck - Nykyu No Mi: Toren Keigei ∆
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Despite the bulkiness of the founder of the clan, he is able to move as light as a feather. The trick behind this prowess is nothing but the Paw's power to repel. A simple jutsu developed by the Bartholomew to execute simple but swift movement. Using the repulsion power of the paws, a Bartholomew is able to move or perhaps, cover a fair distance in a very miniscule amount of time, a feat way past the ability of a normal ninja. There are three variants of this art:

First Pilgrim
The first variation of the Bartholomew movement jutsu is a simple but rather delicate process which requires high level of skill and balance. The Bartholomew would focus chakra into his paw(s) and repel the air before them up to 15meters around a 90-180 degrees area originating from the user. The repulsion can not be blocked nor negated as it does not interact with anything but the surrounding air friction. Upon repulsion, he would have removed the entire air resistance/friction in the affected area for a very short period of time. By running within the affected area, a Bartholomew member would be running without limits thus his speed increases 2 folds. Due to the area affected by this being narrow, the Bartholomew may be limited in terms of movement, depending on how he wants to move. The removal of air friction however is temporary and only last for 2 turns before everything returns to normal. The affected area can only be utilized by Bartholomew's that have received training in the art. This ability requires the user to spend chakra equivalent to A-rank and it can only be used once every 3 turns. A Bartholomew legend could use it once every 2 turns. Can be used 3x per battle for normal Bartholomew while a legend is able to utilise this 4x per battle.

Second Pilgrim
The second variation of Bartholomew movement jutsu deemed as near instantaneous due to its speed.
The Bartholomew focuses chakra into his paw and repels himself to a desired location up to a 200m distance if he so wishes. Unlike the first variant, the Bartholomew is not actually running but rather pushing himself at near instantaneous speed. Just like (Paw Arts: Repel), upon repulsion, the Bartholomew vanishes from view and appears at his destination in a near instantaneous manner. This ability requires the user to spend chakra worth of S-rank and can only be trained and used when a Bartholomew have attained a legend title. This ability can only be used twice per battle with a 2 turn rest in between usage.

Last Pilgrim
The last variation of Bartholomew movement jutsu. This is normally used by the Bartholomew legends to traverse between very long distance e:g miles, without having to walk or go through traveling hassle. The Bartholomew focuses chakra into his paw and repels himself in the direction he wishes. Upon repulsion, he vanishes out of sight and moves at immense speed while he is coated in a rather tough paw bubble. The Bartholomew encapsulated in the bubble, traverse through a space a little above the atmosphere, i.e: The troposphere. Upon reaching the destination, the bubble containing the Bartholomew descends and crashes on the ground leaving a fair crater in the shape of a bubble, though the user within the bubble would not be harmed in any manner. The Bartholomew is able to use this to transport his comrade through long distance if he wishes. This ability is S-rank and can only be used once every 4 turns. This ability can be used only for oneself, allies or techniques/objects and can not be used to transport enemy ninja away from a position.

NOTE: When First Pilgrim is used, the user can't use paw arts above S-rank in the same turn
NOTE: When Second Pilgrim is used, the user can't use S-rank and above in the same turn. In the next turn, he won't be able to use paw arts above S-rank
NOTE: When Last Pilgrim is used, the user can't use any paw arts for 2 turns
NOTE: Second and Last Pilgrim can only be used by Bartholomew legends.
NOTE: Paw Arts used in the first pilgrim also are influenced by the no friction zone and thus their speed is increased two folds.
∆ Secret Paw Art: Embrace of the Grotesque Martyr - Nykyu Hijutsu: Houyou no Igyou Junkyousha ∆
Rank: C-S Rank
Type: Offense/Defense/Sup
Range: N/A
Chakra: 10-40
Damage: 20-80
Description: The Pinnacle of Paw arts that the Bartholomew uses their paw art in a more supplementary and stealthy way and at the same time augments their own offensive and defensive capabilities to its maximum. The technique itself which requires the use of a single paw or both paws follows 3 simple principles which dictates is usage offensively, defensively and its supplementary build up. The ability to repel matter as a whole and its inverse(absorb) are as well imbued together into one massive use though they now seem miniscule, they augment the simplest of things and increase their capabilities to the climax.
♦White Priest | Shiro Sou: Having a pure and a subtle state of mind, the White Priest is not aggressive and not able to harm someone so He prefers to stay and receive/endure attacks. This is thus the defensive variation of the Martyr hands where the user uses his hands to absorb the impact in an inverse repel fashion, however, he is not directly using his paws like "Impacto Daiaru", he will only absorb the impact of a technique, through anything that he touches be it tools, weapons, clothes/attire, solid matter, etc and not the technique itself. Techniques that have no physical impact are immune to this ability. Having placed his paw/paws on the object, he creates a barrier that is fused with and surrounds the object and with this he can use inverse repel which is able to contain force within it. Though the user is not able to infuse himself directly to be able to absorb said force, he is able to use the technique on a clone by placing his paws on him and likewise, his clone can also fortify him. Since the force is not directly absorbed into the user's paws, it can not add up damage to a following paw art jutsu but the absorbed force can be used in conjunction with "Black Priest". In the situation where a clone/body is used as the absorber, it would increase their physical force for a one time usage thus adding the said amount of absorbed damage to their taijutsu, and this stays until they use it once and then its no more, although this does not in any way increase their speed. Apart from Bartholomew legends that can use "White Priest" on an S-Rank level, a Bartholomew member with lower rank can only use it up to an A-rank level. If A normal Bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait.
♦Black Priest | Kuroi Sou: The Black Priest is known for his tyranny, an aggressive one coupled with his unrelenting hunger and thirst for blood. He is often found in horrific scene as he delights in his own evil demeanour basking in the gore of his enemy be it weak or strong. Thus this is the offensive variant where the user instead of using the inverse repel ability, focuses mainly on fortifying something using his repel ability. By simply touching something with his paws, the user is able to increase the lethality of the simplest of tools to the maximum by adding physical momentum and power to them by creating a repelling "aura" around them. The power of it is related to the chakra spent (varying from 20 to 80 damage points added by repelling effect). This can be used in conjunction with "White Priest" where the user after absorbing an attack with a said tool, he can then use the tool to attack with the absorbed damage however this also requires the user to use "Black Priest" spending a move but without spending chakra. Apart from Bartholomew legends that can use this on an S-Rank level, a Bartholomew member with lower rank can only use it up to an A-rank level. If A normal Bartholomew uses it on an A-rank level, he has to wait 2 turns before he can used it again, however, using it for B-rank and below only requires a one turn wait. If a Legend uses this on an S-rank level, He has to wait 2 turns before reuse, however, using it on A-ranks requires one turn wait while B-ranks and below requires no wait. Once per battle though, legends and above can use this on a forbidden level but this makes them unable to use their paws for 4 turns after. Fortified weapon's power last 3 turns (if not used) or until when used once.
Restrictions and Drawbacks:
† Only a variant can be used per turn for a normal member but a Batholomew legend is able to use at most 2 variants in one turn and that's if their individual restriction allows it although this does not apply to tools that combines the ability of the White and Black Priest as one which can be used by normal member but that is all that is to it. However using 2 variants in a turn(apart from the "White and Black Priest Combo") takes a toll on the user thus he can not use any paw art in the next turn.
† Black Priest carries up to S-rank damage(80 Damage Point) for Bartholomew legends and above while it carries up to A-rank damage(60 Damage point) for Normal members.
† A-Rank and above usages can only be done 4 times per battle.
† Can't use Ninjutsu above S-rank the next turn in which any variant is used.
∆ Paw arts: Ursus Shock - Nykyujutsu: Urususu Shokku ∆
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 50
Damage: 100
Description: Bartholomew Legends gather air with their palms and compress it into a giant bubble which resembles a paw-print. Once the bubble is compact enough to fit within their hands, they releases the compressed air and sends it toward his opponent. The air quickly decompresses, causing a massive explosion in the form of a bear paw. This technique has the power to destroy entire islands near instantly. However the drawback is that it takes a considerable amount of time to compress the air and the user must remain completely still, But once the technique is launched it is nearly unavoidable, as the size and speed of the explosion is great, if the opponent isn't able to block it during the Compression time, he/she has only few instants to preform a jutsu to counter it. Nevertheless, the jutsu itself is basically a chakra explosion.
~Takes 1 turn to compress the air
~Once the user sends out the bubble, it travels to the opponent extremely fast. Furthermore it has been compressed so much that it is invisible to the naked eye(due to it being so small). Any dojutsu can easily see it though. And chakra sensor.
~While the user is compressing the air he must remain completely still
~does 40 damage to the user as it requires extreme concentration.
~Only one other paw jutsu for the rest of the battle
~Only 2 jutsu in the following turn
~No more forbidden rank techniques for the rest of the battle
∆ Paw Arts: Pulsus Coration - Nykyujutsu: Chiyu Oshi ∆
Rank: S
Type: Supplementary/attack
Range: Short-long (If the bubble is directed at the opponent)
Chakra: 40
Damage: 80
Description: Bartholomew legends will put their hand on themselves or their kinsmen and using the power of their KG, they "push" any pain and exhaustion that they have endured through the entire battle. Once done, a huge red air bubble in the shape of a paw appears behind the person, containing all the pain and exhaustion extracted, which can be then redirected to a new person. If the bubble happens to burst without touching anyone (if hit with a strong enough power [S rank and above]) the bubble explodes violently and the damage inside the bubble will cause a catastrophic shockwave that can level a large area.
~This jutsu can only be done 1 time per battle, and the chakra strain will only allow the user to perform 2 jutsus in the next turn.
~If the user pleases he can direct the bubble at anything, whether it be the opponent or even a simple tree, once the bubble comes in contact with it, depending on the bubbles
size, it will explode.
~Can only be used after the two turns have passed.
~No Paw jutsu for the next 2 turns
Note: Pulsus Coration means Healing Push, in Latin.
 
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⚡(Ninpou: Kumogakure no Jutsu)- Ninja Art: Hidden Cloud Technique ⚡
Type: Supplementary
Rank: C
Range: Long
Chakra Cost: 15
Damage: N/A
Description: Usable by most members of the Hidden Cloud village, this technique creates a very thick group of ground-level clouds that covers the battlefield. The clouds are many times thicker than mist from the Hidden Mist counterpart jutsu and thus makes it harder to see and even more difficult to breathe in the clouds. Cloud ninja have no trouble breathing as they reside at such high altitudes that they have grown used to the atmospheric pressure, but against regular shinobi unfamiliar with life in the Hidden Cloud Village, they could potentially suffocate if the clouds are not dispersed within 5 turns. Like the Hidden Mist counterpart, the clouds are made up of the users chakra, making it impossible for Sharingan users to effectively use their
sharingan in the Hidden Clouds.
Note: Can only be used two times a battle

⚡(Raiton: Ryuusandan Haratsu Ami) Lightning Release: Shrapnel Explosion Net ⚡
Rank: B
Type: Attack
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user charges a large
amount of raiton chakra into a single kunai/shuriken and throws it at the opponent. The user then may preform a single hand seal and cause the raiton built up within the kunai to explode outwards causing the object to explode into multiple, metal shards covered in raiton that are connected to each other by a multiple electrical currents, creating a net effect that will easily subdue an opponent.





⚡ Raiton: Raiya Houchou (Lightning Release: Lightning Arrow Step ⚡
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra: 30
Damage: (60 if used to attack)
Description: By harnessing the earth's
electrical fields to generate electricity, this
works as long as the user's legs are
connected to the earth. When in use, this
allows the user to nearly instantly to close short distances and strike within the same motion. Usable at distances of several feet or less, this allows one to deliver an electrically charged palm thrust should it connect. If no contact is made between the ground and the user's legs, this is unusable. There is a downside as the user cannot change directions once the technique is initiated, thus allowing a more skilled opponent to dodge if they see it coming.





⚡ (Raiton: Hiraishin no Jintai) -Lightning Release: Human Lightning Rod ⚡
Rank: A
Type: Supplementary/Defensive
Range: Short-Mid
Chakra: 30
Damage: 60 (if opponent is within the field)
Description: The user emits a powerful field of electrical energy; anyone caught within it gains a negative charge. The user positively charges the air around him, meaning that if the opponent is within the field he/she is constantly shocked by lightning. Although, raiton jutsu are almost impossible to dodge while within the field, the field only extends 10 meters from the user. This jutsu also does a great job of disrupting electrical jutsu aimed at the user.
(Last 3 Turns)
(Usable only once)


⚡ Raiton: Chidori Zenkai - (Lightning Release: One Thousand Birds Perfect Form) ⚡
Rank: Forbidden
Range: Short-Long
Type: Attack
Chakra: 50
Damage: 80 (-25 to user)
Description: The User will create a Chidori
within the palm of his clenched fist. As he
unclenches his hands, the Chidori will burst into 1 thousand birds of lightning,
controllable by the user. Upon being
released, a highly blinding light is released, making it impossible to see the user and likewise blinds sensors momentarily (until the birds are fully released). The birds themselves hold combustive properties, causing a localized explosion as they collide into their target, causing multiple explosion capable of affecting everything within mid range of the target. The user is also able to release the birds and later have them split into two separate groups, dropping the power of the them slightly. If done in this way each group of birds create a smaller explosion that spans short range of their location and carries S rank strength, but this allows the second half of the birds to maintain the same power as those birds, S ranked strength. If used this way, the user can only use one other jutsu that turn. This is noted as the Chidori's most powerful form after Kirin.
Note: Can only be used once
Note: After using, the user cannot use any
lightning based jutsu for 2 turns.
Note: From the high concentration of
lightning in his hands, the user is unable to use hand based taijutsu of A rank and higher for 1 turn and hand seal speed is slightly lower for one turn.
Note: If released as two separately.
Note: Byakugan users are not blinded by the initial release of lightning.
 
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⌛ (Genjutsu: Kuroi Shin'en) - Illusion technique: Black Abyss ⌛
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: The user will cause the target to fall into an illusion where black shadows envelop the target from their feet and encase in complete darkness but then they fall into a endless pit. This technique is primarily used for the user to distract the opponent from the reality of the situation setting them up for a surprise attack on the target.





⌛Illusionary Arts : Underground Burial
(Genjutsu : Chika Maisou)⌛

Type: Offensive
Rank: B
Range: Short - Mid range
Chakra: 20
Damage: N/A
Description:
The User does the Ram -> Tiger ->
Boar hand seals and traps the opponent
in a genjutsu. When trapped in the
genjutsu If the opponent take a step,
more than 1 feet around him he will see
an illusion like a Pit hole starts to form
below the position where his feet is. The
Pit hole size grows up to 3 feet in radius
and 20 feet in depth, the time taken for
the pit hole to form completely is 1
second. The formed Pit hole has earthy
features as the Pit hole is mostly like a
Hole in the ground that grows to a big
size. The Pithole will be formed on what
ever place the opponent lands his feet
upon.
Note:
*Can only be used when the opponent
is on a earthen terrain. i.e Cannot be
used when the opponent is on water.
*Can only be taught be Ciberr.
*Can only be used 4 times…




⌛ Genjutsu: Tabe ari : Illusionary
Technique: Devouring Ants ⌛

Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Descriptions: This technique was previously used in the ancient times as a means of punishment to punish criminals or outlaws who hand committed treason or committed grievous offenses, its sole purpose was to kill its opponent in a slowly but painful manner, however such practices have long been abolished. The user of the jutsu performs the ox and tiger hand-seals in quick successions casting his opponent under a genjutsu where his limbs are being slowly and gradually devoured by termites and ants, the termites and ants start devouring the
limbs and eventually progresses unto vital
body organs until it reaches its heart, the
ants and termites start by crawling up the
opponents legs restraining it in the process, then further progressing upwards towards their torso. However, in reality the opponent is unharmed, receiving only mental damage as the illusion progresses.
Note: Can only be taught by thunderbolt
Note: Can only be used three times


⌛ Genjutsu: Ketsueki īguru : Illusionary Technique: Blood Eagle ⌛
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points:60 [Mental Damage]
Descriptions: Blood Eagle was an atrocious and gruesome method of execution practiced several years ago to punish traitors and ninjas who had defected from their village of origin. This technique works using the same principle of the blood eagle and mimics the events through the illusion. The user of the jutsu performs the Dog> Tiger hand seals in quick successions and casts his opponent under a horrific illusion where he sees himself being bound to a wooden table embedded with sharp spikes around it, and his are ribs being sawed open from his vertebral column by a masked man. The victims ribs are broken in the process and are shaped to resemble the wings of an eagle which are stained and soaked in blood. In reality the user is not harmed but is traumatized after experiencing such
gruesome events.
Note: Must be taught by thunderbolt.
Note: Can Only Be Used Two times
Note: Requires A Cool Off Of one turn to
reuse.
 

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2. (Doton: Doro shifuto) Earth release: Mud Shift
Type: Defensive
Rank: A
Range: Short(up to Mid when thrown]
Chakra: 30
Damage: 60
Description: The user first knead chakra
through their body then perform a quick
wide gap back step, as the user move
backward they release the stored up
chakra immediately, this would leave a
mass of chakra in the shape [that is
outline] of the user's body, the chakra
form would not take the distinctive
features of the user just the borderline
that is just the shape of the head, body
and limbs, basically its a statue of the
user. Then at the user's will they can
convert this mass chakra into mud, the
chakra statue then act as a trap, upon
contact from the opponent, the chakra
statue would act as a glue sticking hard
to the opponent hence restraining free
movement and trapping them. The user
can also toss the chakra statue at the
enemy. The chakra statue is an
advanced manipulation similar to hinata's
twin lion fist. The chakra statue
appearance would resemble that of a
ghostly figure making it hard for normal
eyes to notice. When meet by an
elemental jutsu, the chakra statue simply
act as a barrier.
Restriction:
۩ Can be used 3 times per battle.
۩ Require a 2 turn cool down.

3. (Doton: Tengoku no hakushu) Earth
release: Heavenly Clap

Type: offensive
Rank: S-rank
Range: short - mid
Chakra cost: 40
Damage points: 80
Description: The user makes two hand
seals and turns the ground beneath the
target into mud(a pit 2 meters deep and
2 meters radius with target as center )
after making the mud pit, user will then
manipulate the mud in the pit to form
two ropes of mud(10 centimeters thick)
which binds the target and lift them up
in the air(10 meters maximum ) after
the target has been lifted up into the air
the user manipulates the earth on the
battle field and forms two huge hands
from the ground (each palm from the
hand has the same size as the b-rank
earth lid) the user will then manipulate
the hands to clap crushing the binded
target in between.
Note - can only be used once
Note - must have mastered earth to
use
Note - can only be taught by Professor Shino
Note - no s-rank earth and above in
same turn and the turn after
Note - when the hands start emerging
the user will loose concentration of the
mud binding the target, this will make
the target start to fall…
 

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Lightning Release Rai Whip (Raiton: Rai Kakuhan)
Rank: S
Type: Offense
Range: Short-Middle
Chackra Cost: 40
Damage Points: 80
Description The user will preform a single hand seal and concentrate a huge amount of compressed chakra in his palm. As a result a very long whip will aprear and by concentrating raiton chakra the user is able to extend it up to 10m. The whip is attached to the user's hand by little steams of lighting which allows the user to control the whip and send him wherever he wants. The jutsu will numb its target upon contact, however the user is very vulnerable to water attacks while using this jutsu...
* Can only be taught by PowerOfDarkness* Can only be used 2 times per battle
* No S rank Raiton techniques for the same and following 1 turn.

(Raiton: Joushou tsuchi) - Lightning Release: Ascending Earth
Type: Offensive
Rank: B
Range: short(mid if channeled into a weapon and thrown)
Chakra: 20
Damage: 40
Description: A stronger version of Lightning release: roaring earth. The user forms the ram handseal and concentrates their lightning chakra all throughout their body. Once the target is within close range, the user slams one hand on the ground, releasing a significant amount electricity along the ground and is shot upward below the targets feet in the form of a much larger vertical column of electricity. The lightning upon impact, lifts the target into the air before dropping them down. Furthermore, instead of slamming one hand on the ground, the user can choose to focus the technique into a weapon and throw them into the ground near the target and release it from there. The weapon is not usable for close-combat and is best suited once the target is distracted or restrained. The column has a 3 meter radius and when formed into a weapon it is shaped like how Sasuke forms chidori into a spear or a blade.
Restriction:
-Physical contact with the ground must be made
-The user cannot use both methods on the same turn
-Can be used up to 3 times
-Can only be taught by fang
 

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(Raiton:Nisshoku): Lightning Release: Eclipse
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 50(-30 per turn)
Damage: 90
Description: The user would weave 3
hand signs and create 4 large portals at least 5 meters from the opponent. The portals would be used to surround him except from below. This means a portal would be above, in front, behind, left and right. The user can place all the portals in an array above the opponent. From each portals, a large dragon entirely made of focused lightning would rain down towards the direction it is facing without the dexterity to divert from its path and would continue until it hits something able to stop it (mid range). The dragon is very large that it would hit and affect a 5m radius impact. The unique aspect of the portal is that it continues to rain down this type of dragon though with different colors until the time for the portal runs out or the portal is destroyed. Each portal would release a dragon per turn without the dragon loosing its power. For example, If the portals release 4 dragons this turn, the four dragons amount to a forbidden rank. The portal release another 4 dragons next turn and they'll also amount to a forbidden ranked attack.
-Portal last for 2 turns until the user stops it or destroyed
-Usable one time per battle
-The user's speed would be reduced by a
rank for 2 turns due to over exerting the
chakra
-The user suffers 30 damage.
-The user spends 30 chakra every turn its active
-The user can only use 2 moves per turn
while its active.
-Unable to use other elemental techniques
not lightning while active
 

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

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

(Fuuton: Senshi Futan) - Wind Release:
Warrior's burden

Type: Supplementary
Rank: A Rank
Range: Short - Mid
Chakra: 30 (-10 per turn to keep active)
Damage: N/A
Description: A jutsu originally developed to be used on prisoners ,the user performs a lone handseal before focusing their fuuton chakra around their target's ankles or wrists, using this chakra the user will compress the air around the joint until it's very dense and heavy, so dense that it gives off a bright blue glow, this "heavy air" is attached to the ankles or wrists depending on which joint is targeted, due toits immense density and small volume, the compressed air has a lot of mass and weight and would weigh down the targeted joint.
Note: The compressed reduces the target joint's speed by 5 points i.e if a target's leg speed is 20 and this jutsu is used on his ankles, his leg speed gets cut down to 15 as they aren't used to the immense weight and also the damage from this joints is reduced by 10 i.e say...if this jutsu is used on a ninja's wrist, the punches or palm thrusts jutsu the target pulls off from this hand gets a - 10 damage as long as this jutsu is active.
Note: Cannot be used on summons
Note: Can only be used 3 times a battle with 2 turn cool downs
Note: Lasts 2 turns for every usage.
Note: Can only be taught by Mako.

Iris
Type: Weapon
Rank: S
Range: Short
Chakra cost: N/A
Damage: N/A
Description: Iris is a cloak said to be forged from darkness itself , it's black in colour and it fits itself to the height and desires such as color, shape, size and accessories e.g hood of the user which if used correctly allows the user to camouflage with his surroundings although ninjas of higher rank, can easily spot the user, the camouflage only masks the user's appearance, it doesn't mask chakra, sound, scent etc, when viewed up close, the cloak seems to be made of several tormented souls each trying to break free from the cloak, the true substance used to create the cloak is unknown but it is known the cloak can passively block basic ninja tools without sustaining so much as a scratch. Iris has only one special ability and that is the ability to create chakra human figures out of itself, it is rumored that it's simply the cloak releasing a soul and forcing it to do the user's bidding, these figures are black as night (Like an human with no face nor hair then covered completely in black paint), these figures also bend and move the same way the human body does i.e the joints and movements and they vary in height and body proportion(still within humanly possibilities), plus they pack quite a punch possessing with each attack counting as A rank similarly to how an earth golem's freeform attack depends on its rank e.g A rank golem freeform = A rank damage . Each chakra human figure counts as A rank Wind and costs the user 30 chakra per usage , also, each figure must be short range from Iris at all times or it'll simply vanish and if the user chooses, he might decide not to create the figure fully i.e creating upper body etc the it still counts as A rank
~ Only one chakra figure can be created at a time and it costs user 30 chakra plus it counts as a move and each figure stays for a turn before running outta chakra and vanishing.
~ Can only be taught by Lytes.
~ The Cloak's is so evil and dark that
everything that comes from it is affected by its color, In real terms, the cloak literally darkens any chakra that passes through it changing its color to black, furthermore, In the NV, it has been shown that elemental chakra can exist in various colour. If this explanation doesn't work, then, The wind chakra in the figures is so concentrated that the conc blue chakra appears to black
~ The cloak can withstand freeform Taijutsu and weapons such as kunais, even explosive tags, it can also withstand up to B rank jutsus, any more would damage the cloak

 

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Re: Dev's Deadly Chambers

Suiton: Sui no heya | water release:
water room

Type: Defensive/Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user after performing
the Tiger, rabbit and Ox hand-seals
causes water to erupt from beneath the
opponent. The water forms four
condense walls and a ceiling around the
opponent so it's not possible to just walk
through it. The opponent is trapped in a
room constructed of water. Once this
room is complete, water gushes through
and fills the room with water, drowning
the opponent in process.
Restrictions:
- Cannot be used more than once per
turn, and must wait one more turn before
using it again.
- Can only be used thrice
- Can only be used by UchihaMadara01
biographies and those he teaches it to
 

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Re: Dev's Deadly Chambers

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My Strongest Attack is the Lightning Spear...My Strongest Defense is the Shield
SANDAIME RAIKAGE'S TECHNIQUE SET

1.
Sandaime' Torikeshi funōna chūmon XII - Sandaime' Irrevocable Order XII
Rank: A
Type: Offensive/Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user begins by making a
single handseal to initiate this technique.
This action is closely followed by their hands are being released from the handseal position, a black lightning cloud begins to expand from their fingertips to form a circle of considerable width and height. By
concentrating black lightning into their
fingertips they would be able to cause a
dark cloud to form. The dark circle cloud is about 1 foot in diameter, both the user and opponent can see right through the circle since the cloud
is in a round shape. From the dark circle
cloud the concentrated black and dull beams comes from the cloud and begin to form a net pattern within the circle. The user then can force the new black lightning net at the target and as the net is thrown it grows largely in size (can grow wide enough to capture an elephant). The dark beams that are provided actually binds and also cuts,
electrocute the target once it connects
against their skin. It deals high level
electrocution damage that can lead to death in case there is contact with it and the target's body.
Restrictions
- Only usable three times per battle with a turn cool down between each use.​

2.
Sandaime' Torikeshi funōna chūmon XIV - Sandaime' Irrevocable Order XIV
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: One of the strongest black
lightning techniques peculiar to the
Sandaime. The user will perform a single
handseal and once released the user will rise up slightly off the ground with their arms both raised up horizontally. The most noticeable feature that effects the
users body is how both their eyes turn
extremely dark as coal, though they can still see. During this time the sky turns dark with storm clouds and a black hue appears around the user. Suddenly the user is completely surrounded by dark clouds, The clouds turns extremely black and then hundreds and hundreds beams of black lightning emit from
the user's surrounding clouds. These beams are launched in a 360 degree fashion and are launched like missiles across the battlefield. The beams go high into the sky and drop down as well as other beams are horizontal above the ground. These beams rain down all over behind, in front, the right, to the left of a target as well as being able to destroy most of the ground and devastate an opponent of left unattended to.
Restrictions
- Usable twice per battle with a compulsory two turn cool down between usage.
- Cannot use A rank or above Lightning in the next turn.
- The user suffers a -10 damage from the
effects of his own technique.​

3.
Sandaime' Torikeshi funōna chūmon XIX - Sandaime' Irrevocable Order XIX
Rank: C-S
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra cost: 15 - 40
Damage points: N/A
Description: A technique created to remove the Sandaime's vulnerability to illusions and provide him with a suitable counter to such devious techs. This can be performed in two ways, the first being when the user has his lightning armor active and gets stuck in an illusion, he would stall the chakra for the armour to build up ending the armour in an instant after which he pulses it through every chakra point present in his body releasing the stalled chakra outwards effectively bringing the armour back to life and the illusion dispelled. This can be related to the reving of an engine for a while before taking off at the same burst. Another usage is when the user doesn't have his armour on, he could attain a double effect with this by dispelling an illusion and activating his armour too. By pulsing the chakra needed to activate his lightning armour through out every point of his body, the user surges said chakra and activates his armour while also dispelling the illusion.
✘ Can only be used once every two turns and can only be used as S rank release twice per battle and not in consecutive turns.​
 
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Summoning Animal: Harrier Birds
Scroll Owner: Thaal Sinestro
Other Users who have signed contract: None
Summoning Boss if existing: None
Other Summon Animals tied to contract: None
Description and Background: The Harriers are a large group of predatorial birds that are slightly similar to hawks but hold some clear differences at the same time. They have scattered sizes ranging from the ones daunting in
appearance that are able to dwarf a full
grown human to others that are 1/4 of an adult etc (detail in summons). This species are reserved but they can be violent when protecting their kind or when provoked or disturbed. They are a group of capable warriors, well trained battlers and they stand out as one of the animals known to have excelled outstandingly in the use of Ninjutsu. Being natural predators they have a set of savage related instincts and abilities like an increased perception to detect entities and objects within a specified location (up to one landmark away), but this does not translate to tracking high speed movements and the likes. A mental link to the summoner is a major tool possessed by these birds since they are team work oriented summons that have been trained to support/supplement their summoners in battle and remain loyal till the end. While in the air, these birds are highly graceful in flight capable of covering long distances in seconds and a noteworthy thing is their habit of flying low - close to the ground when attacking their preys. The Harriers are pretty much as powerful as they can be while still being able to fly having a crushing grip of 530 pounds per square inch with talons that rival the size and strength of a grizzly bear's nails. These summons hail from the most vigorous environment in the cloud village, the Storm Islands - it explains their dexterity and sturdiness.​
1. Harrier Kuchyosei: Sangó Olukoso - Harrier Summoning: Sangó Olukoso
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Sangó Olukoso is referred to as a prodigy in the art of fire release of which over the years he has gained fame and reputation within the Harrier Birds kingdom. After a slight offence, he was banished from the birds world never to return again but he was taken in by the first summoner of the contract to become his personal pet and friend whom would aid him in battle and the
like. Sango is a bird of average size not
bigger than the size of a regular bird that
stands at top it's masters shoulders all the time except when stated otherwise. He was formerly a murderer which explains his blood shot eyes and killing instincts he possesses. Among his basic abilities is an average specialty in fire release being able use only up to B rank fire techniques including those that require hand seals. Also capable of flight as it can move at high speeds though it is unable to carry anyone on its back but at some time he can be used to send messages around discreetly.
✱ Must be stated in the user's bio and/or at the beginning of the battle.
✱ Available to only the contract owner as his personal pet summon and not the signers of the contract.
2. Harrier Kuchyosei: Alaafin Oyo- Harrier Summoning: Alaafin Oyo
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The Alaafin of Oyo is one of the greatest specialist of different arts of the Harrier Kingdom. He is known to be very rude, arrogant and disrespectful to those he sees as peasants and low to his pedigree essentially tagging them as a lower life form that does not deserve the gift of life. Irrespective of his personality, he is a close range specialist excelling in man to man combats with his pair of double edged swords always found on both sides of his waist. Fully donned in a traditional samurai attire from head to toe and standing as tall as two times the body size and weight of his summoner with his blades crafted to befit his size. Being able to use standard Kenjutsu and most samurai techniques up to S-rank , this makes him an elite summon available to only a chosen few of the contract. For his close range proficiency, Alaafin has an incredible pace both in the air and on land reaching 1.5× the base speed of a Sage-rank bios, when he takes flight in the air and moves at high speeds a large cocoon of wind passively forms around his entity to protect him from B-rank and below techniques making him more formidable while moving.
✱ He can also last a maximum of four turns.
✱ Each ranked ability counts as a move when used.
 

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Re: Dev's Deadly Chambers

Ninpou: Gōi - Ninja Art: Accomplice
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40(depends on the familiar)
Damage: N/A
Description: A brother technique of "Ninja Art: Outcast" albeit it works in a reverse manner. Unlike turning an active armor into a separate sentient entity, the user would be able to wear a sentient or non-sentient familiar like an armor. Same with Outcast, when the user wills it, the sentient familiar splits to bits of itself and converge around the user, forming a fitted armor around him. For example, earth would split to million bits (dust), water splits to mist, etc., and form back around the user as a armor. The armor would have the same ability, strength and durability the familiar has and it would also require the same chakra needed to sustain the familiar, to sustain the armor. An alternative usage of this ability is instead of the user choosing the familiar to form an armor around him, he may will it that they merge with him thus the user's body becomes more or less the property of the familiar itself. The characteristic however, is only noticeable on the outer appearance of the user. His skin becomes more like earth spear technique if he merges with earth familiar, His skin becomes blinding like an active flash bomb when he merges with lightning familiar etc. The user's body also gets the strength and durability of the familiar. However, the familiar must be that of the user, due to the fact that he must know the inner workings of the familiar to be able to turn it to an armor.
Usable 3x per battle
Can only be used on S-rank and below
The armor takes the remaining duration of the familiar and also the user spend the chakra that is needed to sustain the familiar in the first place.
2 turns in between usages
While the armor is active, the user can't use other elemental nature apart from that of the armor and those that comprises it IF the armor is elemental in nature
Only works on techniques the user has
mastered.​
Ninjutsu: Satta |Ninja Art: Outcast
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A(Depending on the armor)
Description: The jutsu requires one to be wearing an armor be it armor made of pure chakra, energy, barrier or even elemental. With the activation of the jutsu, the armor is torn off the user's body, turning into millions of miniscule version of itself. For example, chakra armor would turn to nothing but intangible aura of deformed chakra, earth armor would turn to pebbles, water would turn to mist, lightning would turn to unfocused electricity etc. After deforming, the deformed armor would splash outwards and reform back short-mid range from the user as the same armour but with the user not in it. With this now, the armor become able to act on his own without the user's consent though the armor's working principle would not differ from when it is worn on the user. The only difference now is that it is now separated from the user and now a single entity on itself. The user still sacrifice the chakra he is spending when he wears the armor but he is not restricted elementally again if he was restrained beforehand when he was wearing the armour. The jutsu can work on armor the user is wearing upto S-Rank.
-3x per battle
-Lasts 4 turns
-While the armor is active, the user can't
use other elemental nature apart from that of the armor and those that comprises it IF the amor is elemental in nature
-Cant be used on forbidden rank techniques or armor.​
Suiton - Hidaka shita heizu|Water Style: Bloated Haze
Type: Supplementary/Offense
Rank: S
Range: Short-Long
Chakra: 40(-10 per turn)
Damage: 80
Description: The user would focus his chakra into the surrounding mist and cause several portion of the mist to coagulate and expand until there are several hovering bloated water all around the terrain. The bloated water looks like blobs of water though they are rather dense and can be used for effective footings for the user. However, the floating blobs would explode upon the touch of anyone other than the user due to it reacting to other chakra signatures apart from the user. The explosion is simply a rapid instability water molecule within the blob, making it blast outwards from its compressed form while the resultant explosion is a physical blunt force of water. The explosion span a 3m radius. The user is able to conceal this bloated forms of water within the surrounding mist even concealed from the sharingan as they are normally blind within the mist, however, they would be able to see
notice the thick mass of chakra short range from them. Byakugan however, is able to see them within the mist. The user has total control over their movement and by sacrificing a move per turn, he is able to move them with his will to set traps or to attack the opponent directly. The explosion
causes by a bloated mist is equivalent S-rank water explosion and would cover a short range radius. Should more than one bloated mist is sent towards the opponent at once, then all of them amounts to an S-rank attack though only upto 6 bloats can be made.If the mist continues to exist, the user continues to sacrifice his chakra per turn to re-generate used up bloats while using the immediate mist as the source until the jutsu ends or there are no more mist around.
-Requires mist to be present to use
-2x per battle
-Last 4 turns or when the user ends it
-No Earth jutsu the same turn this is used
-2 turns inbetween usage
-No water jutsu the turn after this jutsu
ends.​
 

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( Sandaime' Torikeshi funōna chumon XIV ) - ( Sandaime' Irrevocable Order XV )
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: The user would be exploiting the strengths of black lightning by seeking to incorporate its essence into his other non- black lightning techniques. By activating this infusion technique, the user will focus a surge of black lightning into their chosen technique which will be radiating around the user’s technique before influencing and taking complete control over it. The user creates this new version of raiton by enhancing the capabilities of his raiton techniques by causing their electrons to vibrate at a faster and unstable rate. This would increase their overall power and piercing capabilities to a further peak than normal. This works by allowing the Lightning technique be overpowered by black lightning and be forced to change form into it like a symbiote gaining the strength and weaknesses of black lightning along the way. This transition does not require any hand seal but to just channel the black lightning into the lightning before its release to change its structure and chakra nature into his signature black lightning.
✘ Can only be used once per turn after its initial activation.
✘ Can only be used 3 times after activation.
✘ One turn wait between each plausible use
✘ Can only be used by Thaal Sinestro and
those he teaches.
 

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(Senninka: Ashurapointo) - Sage Transformation:
Asura Point
Type: Supplementary
Rank: B
Range: Self
Chakra: 20 (-5 to sustain)
Damage: N/A
Description: A purely supplementary
transformation within the Four Point
Transformation Series. Through the user's latent
ability to absorb nature energy in order to
manipulate ones own body, this technique refers to
the user's ability to manifest pseudo appendages
on their body, instead of weapons. These limbs
range from arms to legs, to even eyes, noses and
ears. The user's ability to manifest these
appendages have varying effects on their fighting
ability. Manifesting pseudo arms allows the user to
be more proficient in areas of fighting such as
kenjutsu or taijutsu as they have access to more
limbs, it can also prove useful in ninjutsu as these
pseudo limbs are capable of forming hand-seals
required for jutsu. Leaving the user the option to
launch kunai or other tools while they perform
ninjutsu. Manifesting certain parts of the body that
input sensory information is another part of this
technique dubbed "Dead Sense" manifesting eyes
throughout one's body to give themselves 360
degree vision, manifesting ears allow the user to
hear sounds masked by others, and manifesting
noses allow the user to heighten their sense of
smell. No matter the amount of these appendages
this technique will only ever boost the user's
tracking speed by x2.
Note: Can only be taught by Jᴀʏ
Note: One turn cool-down before re-use
Note: Activation of this technique is instant
Note: This technique lasts four turns, unless the
user decides to deactivate it or undergo a different
transformation.
(Sennikka: Gādopointo) - Sage Transformation:
Guard Point
Type: Supplementary/Defensive
Rank: A
Range: Self
Chakra: 30 (-5 to sustain)
Damage: 60
Description: The first of the four point
transformation techniques, an alternative
transformation to that of the Complete Sage
Transformation technique. Through the user's
latent ability to absorb and manipulate nature
energy, the user of this technique will manipulate
that energy to undergo a transformation. The
transformation begins when the user forms a
number of hole-like appendages throughout their
body, the skin tone will darken as part of the
aesthetic. Furthermore it would seem as if the user
of this technique had gotten a boost in strength as
they would look slightly larger, and more
muscular, however this is not accompanied with a
boost in physical strength, it only serves as an
aesthetic. The hole-like appendages created
through this transformation are capable of
expelling blasts of highly potent blasts of nature
energy neutral to all elements, similar to that of
the chakra blast. However the blasts of nature
energy serve no offensive ability, the technique is
defensive in nature. Upon being attacked by a jutsu
energy is released from the holes to counteract
enemy techniques up to A rank. The user can
release energy from the holes in order to defend
against, or "attack" enemy techniques, effectively
destroying them. Should the technique be B rank
or lower, the user has the option to utilize the
forceful blast of chakra to boost the technique
back towards the opponent, however this is only
effective for tangible attacks, like earth or water,
energy attacks like lightning or fire will simply be
negated. Activation of this technique is instant,
meaning it can be activated along the same
time=frame as another technique however
activating it will always take up a move.
Note: Can be used twice
Note: Can only be taught by Jᴀʏ
Note: Two turn cool-down before re-use
Note: No A-ranks or above the turn after activation
Note: This technique lasts three turns, unless the
user decides to deactivate it or undergo a different
transformation
Note: The nature energy released is neutral to all
elements and visible.​
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( Sennika: Zōfuku ) - Sage Transformation:
Amplification
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-5 per turn)
Damage: N/A
Description: The user would transform his body,
coating his entire skin with a fresh layer of thin
flesh. Like the user's normal DNA make up, the
flesh is abundant in nature and constantly
absorbs nature energy. The flesh while draining the
user's chakra, passively and rapidly collects nature
energy from the surrounding than the user could
normally do. In turn, it passively and constantly
leeches the foreign chakra into the user's chakra
while the user being used to natural energy and
due to the nature of their DNA, won't be affected.
The constant infusion of Nature chakra would
constantly break the user from genjutsu safe for
Mangekyou genjutsu. The skin layer does not offer
any defensive ability and is only durable like the
user's own skin. The skin layer does not disturb
the user from doing any other things like he would
normally.
- Twice per battle
- Two turns in between usage
- Last 3 turns
( Sennika: Zōfuku II ) - Sage Transformation:
Amplification II
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-5 per turn)
Damage: N/A
Description: A sister version of "Sage Amplification.
The user would transform his body, coating his
entire skin with a fresh layer of thin flesh. Like the
user's normal DNA make up, the flesh is abundant
in nature and constantly absorbs nature energy.
The flesh while draining the user's chakra,
passively and rapidly collects natural energy from
the surrounding than the user could normally do. In
turn, it passively and constantly increases the
amount of chakra or/and strength put into Sage
Transformation technique and the user's
specialized techniques. This would increase the
strength of the user's Sage Transform techniques
and specialised techniques by +20 damage. The
skin layer does not offer any defensive ability and
is only durable like the user's own skin. The skin
layer does not disturb the user from doing any
other things like he would normally.
- Twice per battle
- Two turns in between usage
- Last for 3 turns​
Approved -
 

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(Senninka: Enjin; Reshipurokakuchō) - Sage
Transformation: Engine; Recipro Extend
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (+30 for Recipro Burst)
Damage: N/A (+20 to taijutsu actions for Recipro
Extend, +40 to taijutsu actions for Recipro Burst)
Description: A Sage Transformation clansmen
creates six small vents upon their forearms, calves
and shoulders creating six somewhat rudimentary
combustion engines powered by chakra in the
specific limbs that work like internal pistons
pumping chakra and newly created energy out of
the exhausts. Creating these cavities, pistons and
exhausts mimic what can already easily be done
by a Sage Transformation clansmen with
( Kassokuken ) - Living Wall Fist but it is done in a
much more refined and specialized way. This
cavity amasses chakra concentrating and molding
it into several fine streams of chakra mixed with
oxygen from the users body, and energy created by
the piston that are constantly released from the
vents and valves increasing the Sage
Transformation clansmen's speed, dexterity and
strength by putting extra force, energy and
strength behind their movements while attacking or
running. While using this technique running is
more akin to gliding across the ground at high
speed with the legs needing to work half as hard
to get this increase in speed due to the increase in
force, energy and strength. This is similar in usage
to ( Senninka: Funsha Atooshi ) - Sage
Transformation: Jet Booster Boost but again in a
much more refined manner with the effect being a
constant.
These engine like constructs increase the users
speed x1.5 increasing their all around movement
speed including both their running speed and the
fine dexterity required for close quarters taijutsu
usage being able to move limbs at a heightened
speed. However these engines require that the
exhaust pipes on the back of the arms, legs and
shoulders remain clear of obstructions in order to
function properly. If clogged the chakra will build
up with no place to go and could become explosive
in nature causing damage to the Sage
Transformation clansmen dealing 20 damage to
them if left clogged for two turns. Recipro Extend
adds an additional 20 damage to any taijutsu
attack used while active. The Sage Transformation
clansmen's own blood works as a coolant that
cools the internal combustion engines stopping
them from becoming extremely hot due to friction
but this has the effect of heating up the entire body
to a slight degree causing them to breathe heavier
and sweat more as to release the created heat
causing them 15 damage spread out over their
body causing muscle pain. This isn't substantial
damage just muscle wear and tear.
Engine; Recipro Burst: By releasing all of the
chakra that is being manipulated or molded as well
as doubling it the user can increase their speed
momentarily by x2.5 but this deactivates the
transformation forcing them to return to their
previous state after it's deactivation this doesn't
effect other sage transformation techniques or
transformations leaving them unaffected. This also
has the added effect of clearing the exhausts of
any debris if they happen to be clogged. The
explosive force is so great that the vents make a
loud audible kick-back noise that signals the
opponent to the activation of the ability. This is in
essence like shifting an engine into a higher gear
thus gaining higher performance allowing the Sage
Transformation clansmen to go faster and hit
harder by burning and releasing his chakra at a
higher capacity using the piston like engines to
force chakra out of their body at a higher rate than
just releasing it. Recipro Burst adds 40 damage to
any taijutsu action. After the deactivation of
Recipro Burst the Sage Transformation user takes
15 additional damage as their muscles cramp
slightly from being overworked. This reduces their
speed by 1 rank for the next turn.
Note: Recipro Extend can last for five turns and
can only be used twice per battle
Note: Recipro Burst can only last for two turns and
deactivates Recipro Burst after those two turns.​
Learnt -
 
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