The lazy shopkeeper's candy store

Tsuki

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Approved CJs
1. [2/6]
2. [6/6]
3. [4/6]
4. [6/6]
5. [5/6] (Last spot reserved)
6. [6/6]
7. [6/6]
8. [2/6]
9. (Genjutsu: Hanbun Sora no Hai) - Illusionary Arts: Half Empty Grail [3/6]
10. [3/6]
11.
(Suiton: Kyokanaku Kariru) – Water Technique: Borrow without permission [0/6]

Approved Roadrunners
1.
2. (Rōdoran'nā Kuchiyose: Riamu to Sen) - Roadrunner Summon: Liam and Sen
3.
4.
5.
6.
(Rōdoran'nā Kuchiyose: Ian) - Roadrunner Summon: Ian
7. (Rōdoran'nā Kuchiyose: Shō) - Roadrunner Summon: Shō
 
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Tsuki

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Fire

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1. (Sutōrīterā no Honō) - Flames of the Storyteller
Type: Supplementary/Offensive
Rank: D
Range: Short
Chakra: 10
Damage: N/A (20)
Description: A relatively small ability often used out of combat. Flames of the Storyteller (FotS) allows the user to abruptly release marvelous flames from varying body parts such as hand and quickly shape those flames to animate miniatures of a moving object, animal or the likes for storytelling purposes. Those flames do not harm the user as they are made by his/her chakra. The flames can also be shaped into text to convey messages that either seem to combust out of someplace from the user's body, appear hovering around the user, or burned into a solid, such as ground to leave a message behind. This is not only restricted to text, it could also be symbols or plain art. Burning a scroll or warming up objects is also a feasible task with this technique. FotS also has offensive applications by solidifying fire-natured chakra from one's body to create a simple, humble-sized object to protrude from the user's body, such as spikes of hand length.

Taught to: 1. 2.

2. (Katon: Saryū no taitō) - Fire Style: Rise of the Sand Grains *
Type: Offensive/Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60 (+10 if explosion occurs from another fire or wind technique)
Description: The user performs two handseals as they infuse katon chakra on whichever part of the ground surrounding them they wish (similar to Swamp of the Underworld). This katon chakra will burn the targeted earth below surface by consuming the tiniest bit of air underneath, using it as fuel. Because katon chakra has burnt the ground, it turns into ash which is then manipulated with the help of katon chakra blended onto it to rise upwards in a burst, causing anything on the affected ground surface up to 5 meters to received damage as they're being sent flying upward by the rising ash. Which part of the ground should be affected is up to the user. It could be all the ground around an opponent's location, in a circlular formation around themselves (the user), or any other manner. Anyone who gets sent flying by the burst of ashes receives 2nd-degree burning damage. As for opponents who were beneath ground surface whilst this jutsu was performed, they will receive similar damage but will also be unable to breathe as the air beneath ground has been consumed by the user's technique. If someone uses a fire or wind technique that gets in contact with the ash during its process of rising up, the ash would explode in a similar fashion as Fire Release: Ash Pile Burning, affecting whoever was inside the targeted area and giving them 3rd-degree burns.

Note: Usable thrice per battle
Note: One turn cooldown between usage

Taught to: 1. 2. 3. 4. 5. 6.


Type: Offensive
Rank: A-rank
Range: Long
Chakra: 30
Damage: 60
Description: The user inhales a massive amount of air, then turns it into fire before quickly exhaling it in a thin stream with a tiny fireball at the end. As the fireball nears its target, flames jump violently from the stream, grabbing nearby oxygen molecules in the air to use as fuel before joining it again soon after, like a solar prominence. The flames jump out and gather more quickly and get much hotter as it travels, making this jutsu a long range one, as it grows in size and power with distance. If the fireball hits an object, its jumping flames will swirl around the object, engulfing it in flames. If the target is a person, the flames will engulf the person and feed off the oxygen surrounding them while the oxygen in their lungs will exit them due to the vacuum effect and lack of oxygen outside the body.
Notes:
- Can only be used twice per-battle.
- Can only be taught by Nathan.


Type: Offensive
Rank: A rank
Range : Mid
Chakra : 30
Damage : 60
Description:
-The user performs the Dog -> Rat -> Ox handseals and greatly manipulates his Katon chakra.The user uses shape manipulation to form multiple (6) "swords" made of Fire that hovers above the user. With a simple hand gesture,the user can send and control these swords to move towards the enemy and impale them.Due to their heat,as they are practically pure fire that is greatly concentrated to a sword form,they would easily burn through the opponent with ease.By performing the Snake handseal,the user is able to make these "swords" explode by easing the concentration of the swords and allowing the to become just fire without form,creating a small explosion where the sword was impaled.
Note:The user can make up to 6 of these fire swords,and less,depending on the situation.
Note:No A rank Fire techniques for the next turn
Note:Can only be taught by -L-
Note: Usable 3 times and they last only a moment if they aren't used to attack

*
Type: Offensive, Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: User of the technique will release katon chakra in radius of up to 7 meters around opponent heating up the ground to the points of melting (depending on the terrain that is in question) whilst emitting heat waves with a redish hue to them. Just touching the heated ground would make damage to the opponent. The heat waves would give a mirages so to say, similar to the wavy lines that could be seen whilst looking at longer distances in deserts. The katon chakra around opponent would be capable of staying there up to two turns before dispersing and thus loosing its effects. Interesting to the technique is that in the case of either opponent or user using technique based upon wind, the heatwave would burst into flames because of oxygen feeding fire.

Note: Lasts for two turn or until an explosion occurs
Note: Can only be used twice per battle
Note: Can only be Taught by Akasha
 
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Tsuki

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3. (Suiton: Secchakuzai Joushou Tama) - Water Release: Adhesive Rising Spheres *
Type: Supplememtary/Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user performs 3 hand seals as they send their suiton based chakra to a water source, spreading their chakra in accordance to the area size the user chooses to affect. They then control their chakra to blend with the water to form spheres of water that possess sticky, adhesive properties in a similar manner as Water Style: Starch Syrup Capture Field. Depending on the affected area's size, the spheres themselves will vary in quantity and size. If the affected area is a localized short range radius, then no water source is required and only a single sphere will erupt and it would be large enough to engulf 5 shinobis inside of it. If the affected area is a localized mid range radius, then each sphere would be as large as that of "Water Release: Gushing Water Imprisonment", enough to engulf a single shinobi (one person per sphere). Finally, if the affected area is a localized long range radius, then each sphere would only be large enough to engulf a shinobi's limb (so 6 of them fused together would be enough to entirely engulf a single shinobi). These spheres of adhesive water begin to rise from below the water source's surface. They rise up towards the sky up to mid range from the water source's surface. That is only the case for those spheres which did not get attached to nor engulfed something larger than themselves. As they rise up, the spheres gradually stick with eachother, turning into larger spheres which then becomes heavier. Once the maximum height is reached, all the adhesive liquid spheres that have overwhelmed something will compress themselves slightly, crushing whatever's inside of them as they then fall back. The localized long range affected area variant, from its beginning, will partially incapacitate targets who gets in contact with the adhesive liquid spheres because of the spheres overwhelming different parts (normally limbs) of their body. When multiple spheres overwhelm parts of the same target's body they then fuse with eachother to finally engulf the target entirely. This entire process can be hastened if the user has already engulfed their desired target or target's body part into a sphere. If that's the case, then they can immediately, by mental command, trigger the compression of said sphere(s) to damage the target(s) and end the entire jutsu instead of waiting for all the spheres to rise up to mid-range in height. The mid-range and long-range radius variants can be made in such manner that no spheres would rise beneath the user or certain allies if these are inside the affected area.
Note: Usable twice per battle
Note: One turn cooldown between usage
Note: Localized short range radius variant requires no water source
Note: Localized mid range radius variant requires a normal water source
Note: Localized long range radius variant requires a large water source (lake, river, ocean, etc)
Note: No water techniques in the same turn, no water techniques above S-Rank for 3 turns
Note: Once the user stops focusing on this technique, it will end
Taught to: 1. 2. 3. 4.

11. (Suiton: Kyokanaku Kariru) – Water Technique: Borrow without permission
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: The user manipulates moisture around a target to scratch through the target’s skin enough to cause a droplet of blood to come out. This minuscule amount of water blends with the blood droplet, acting like a container as it quickly travels back to the user either in a condensed needle-like form or scattered droplets of liquid. The speed of this minuscule technique follows the speed chart for C-rank water techniques.

*
Rank: C
Type: Supplemantry
Range: Long
Chakra Cost: 20
Damage: 0
Description:The user sends his chakra through water and the part of the water where the users enemy is standing gets filled with chakra and breaks the enemys chakra which he uses to stand on water. Shortly:the users opponant cant stand on water and falls in the water.
*Can only be used by burakyilan or if thought by burakyilan and also naruto55
*Can only be used 3 times
*Can only be used if both the user and the enemy are standing on water
*
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: After performing the Bird hand seal, the user releases chakra one meter away from the opponent, in as many as four different spots. The chakra in the air starts gathering moisture, forming many golf ball sized penguins up to fifty count at once. The penguins themselves may be small, but are as sharp as razors. The penguins then charge/descend at the opponent as soon as they take form.
Note: Can only be used four times.
Note: Can only be taught by Penguin.

Type: Offense/Supplementary/Defense
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: This is a two part technique that acts specifically depending upon the type of technique used: streaming (controlled humanoids, continuous attack, etc) and projectiles (sentient humanoids, launched attacks). For streaming, whenever the opponents technique is either negated/destroyed, or unable to get it off in time specific to time frame in the RP) their will be a trace of mist left behind after the negation of the technique. The mist will act for two things, it will be used to harm the opponents vision (dojutsu included). It will also have a chakra absorbing aspect, for it will passively move forward due to momentum and cover the area from where the streaming technique was negated and onward, it will be a sort of wall of protect against an opponents next technique, for it to be weakened by 20 chakra points, or if the opponent is in close proximity or covered by the mist, he will have his chakra absorbed as well by 50. For projectile based attacks, the mist will appear as a trail right behind the users technique. Once again, the trail will move forward due to momentum and cover the area in between the user and opponent (and if the opponent if close enough). The effects remain the same as it was for the streaming aspect. However, just like how the opponent might have visual difficulties, so might the user. The mist glossed over the terrain will be logical in size of the initial technique. Lastly, if the user is to somehow make contact with the mist, it will not absorb their chakra. After the mist clashes with a technique, it will disperse, but contact on the opponent it will remain for a duration of three turns, or until the opponent disperses the mist. Terrain changing water techniques can also be applied here as well, just about anything can logically. As well as the forms of water (e.g. syrup). The creation of the technique can be done within the same time-frame the attack is sent by simply performing an extra hand seal during performance.
Note: Can only be taught by Noni
Note: Can only be used four times
Note: Does not work on Forbidden rank water or KG/CE variants of water
 
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Tsuki

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10. (Raiton: Shunkō - Raijin Senkei) - Lightning Release: Flash War Cry - Thunder God War Form *
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
The User Forms a Lightning in the Shape of Raijin's Drums behind their back and stretch their arms and hands in front of themselves as if about to clap vertically, calling forth a giant column of energy about 5 meters in diameter down upon the Battlefield to smash into the earth/water surface or directly onto their target. This would easily tear the earth apart, however the technique does not finish here, once it hits the ground, it spreads out while conducting lightning through the battlefield up to a 15 meter radius rapidly due to its nature. The Lightning that branches outwards, through the ground, will rise up as lightning walls that look like flames. The lightning walls do not necessarily spread out omnidirectionally, there will just be many of them scattering around, so the user can have the walls of lightning miss their mark. However, what those within the area of effect cannot evade is the omnidirectional paralysis caused by the harmless lightning travelling through the ground which spreads out at the same pace as the lightning walls the moment this giant column of energy touches the ground. This also effects those within range once the giant column hits the ground, causing their body to be paralyzed. It is only the lightning with paralysis effect traveling through the ground that causes no actual harm beside the paralysis. The giant column of energy and the rising walls of lightning do cause actual harm.
- Usable twice.
- No A-Rank and above lightning in the same turn
- Has a two turn Cooldown
- Paralysis doesn't work on Lightning Specialists


Taught to: 1. 2. 3. Vayne 4.Mirai



Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will begin by raising their hand above their head, causing a ringed sphere of energy to form inside it. When the energy sphere is fully formed, the user will then hurl it toward the ground in the direction of the opponent. The sphere will then zigzag through the ground then rise above the ground just before hitting the target.
Note:
-can only be taught by Kage Phoenix
-can only be used 3x
 
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Tsuki

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Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: By concentrating his doton chakra into the earth, performing 4 hand seals, the user creates several (about 20) spears of rocks from the ground and shoots it towards the opponent. The spears are about 1.5 to 2 meters in length. The thickness may vary according to the user's manipulation. These spears can be shot to reach upto 200 meters above the ground. The height upto which these spears can be shot are directly proportional to the time taken/distance covered by those spears inside the earth surface. For short distances, these spears shoot up very fast.
Note: The user has to keep atleast any one of his hands on the ground for the jutsu to be executed.
Note: Cannot use doton jutsu A rank or above in next turn.
Note: Can only be used once per battle.
Note: Can only be taught by Flash07

Type: Supplementary-Offense
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (+20 on impact if used as a projectile and every turn left on the opponents body)
Description: The user will create a vast amount of tiny spiders (up to 10) no larger then 0.5 meters in diameter, made out of sticky adhesive mud similar to Earth release: Swamp of the underworld. This spiders can be created either by an already existing mud source and appear from the mud source or spewed out of the mouth of the user to shape them into the spiders. When released from the mouth, a chunk of mud is sent out, it moves towards the opponent and begins to split apart into many spiders, this method can actually lightly harm the opponent due to the blunt force impact it would inflict because of the momentum it travel. It can also be spewed out close range of the user and controlled by the user to send towards them crawling along the ground, this has less of an impact affect but gives them a certain mobility and control on which target to go towards. The spiders act to cover the opponent by crawling all over the opponent and cover the limbs and body of the opponent to suffocate and restrict his/her movements due to the sticky nature of the mud and the added weight it would place on the opponent. Similar to the jutsu Earth release: Swamp of the underworld, by allowing the mud spiders to remain on the body for too long they will begin to sap the strength of the opponent, drastically weakening the opponent with every turn the spiders remain on the user, over a certain time period if the opponent does not do anything to the spiders they will cause him to faint due to lose of strength (3 turns), this also means the mud is chakra infused. However, this can only be achieve if there is a large amount of spiders on the opponent's body that way the spiders can compress around the body of the opponent causing the strength loss to take place (would need at least 5 spiders attached to the opponent's body) This spiders are able to move along almost any surface sticky or solid (Mud, sticky water, wood, regular water, etc) due to the adhesive property it has but can still retain its shape because of the earth chakra keeping it condensed preventing them to lose shape under normal circumstances. This spiders can only attach itself to one target at a time, these targets can consist of summoning animals as well as regular ninjas.
Note: Remains on the field for three turns
Note: Can only be used twice
Note: Requires a one turn cool down before use again after they are dispersed or destroyed
Note: Must have S-Rank Doton training before use
*
Type: Supplementary/Offensive
Rank: A
Range: Short - Long (Can be infused short or long range)
Chakra Cost: 30 (10 for every more construct infused)
Damage Points: N/A (20+ if used offensively)
Description: The user will gather their earth chakra and manipulate it so it activates an ability; where certain structures of earth techniques when protruded from the ground, out of the user's body or from the sky, will have either- sticky adhesive mud or flammable like substance of mud, infused inside the body of the solid structure as a passive ability when being released (still costs a move). What this means is the structure of earth will have the same appearance physically but instead of being completely solid will have a substantial amount of mud inside its physical structure masking its appearance from the opponent's view (will not fool certain dojutsus and sensory). The structure will be able to remain stable since the mud will be compressed and its body structure will still be solid allowing it to remain its base of movement and operation. This technique has some different characteristics which allows it to be of use. The first basic ability is how the user is able to manipulate the sap of mud to be released out of the structure of earth oozing out of its body (the earth structure's body). What makes this significant is, for example, if one was pierced by a stone spike, the user can literally now force the spike to ooze mud out of its structure and into the body of the opponent injecting them with the mud or even around the body restricting their movement. However, when this concept is used, the structure of earth will no longer be of use for manipulation purposes since the mud will literally overtake its body as it oozes out. The second basic ability is, where the user will literally have the mud inside of the body of the earth structure ooze outward in similar fashion, however this mud is flammable mud. Large amount of mud can (however has limitations and dependability) flood the battlefield and restrict anything coming into contact (for the adhesive mud) or be used to set up an explosion (flammable mud) with the use of external resources such as fire attacks, explosive tags, etc. The flammable mud can not be set by itself. The amount of mud that can be infused in the structure of earth mainly corresponds with just how large the structure is. In some cases this can harm the opponent as well if the mud comes into contact with the user themselves. The user can also infuse mud into more then one construct but with more chakra cost required.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be taught by Noni
Note: Can only create flammable mud or sticky mud
Note: If the earth construct is struck by a lightning technique equating to the elemental properties and weaknesses, then the mud within will be rendered useless and out of the user's chakra control but if flammable mud within survives the attack without hardening, then it can still be set on fire

Type: Offensive / Supplementary
Rank: S rank
Range: Short - Mid (within the mud)
Chakra: 40
Damage: 80
Description: Using pre existing mud, which is great in size, the user will send his chakra into it to form a dragon. This dragon is great in size, reaching up to 7 meters in length if the mud source is as great as it is upon performance (Doton: Yomi Numa) - Earth Style: Swamp of the Underworld) which is of A rank. If the user were to form a dragon from mud source which size is similar to one after performance of (Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop, its size would be up to 5 meters. This dragon is going to stay on battlefield as long as there is a mud source but it cannot be regenerated. If the dragon were to leave the source, it can be active on the ground as long as it has not been destroyed. With another handseal, the Dragon can be dispersed into a larger number of smaller dragons whom's tasks are to completely cover the opponent in mud while at the same time creating damage because of blunt damage which is made as they stumble upon the enemy. The dragon can be used for defense following elemental weaknesses and strengths as well as a source for performance of other techniques that require mud. It can be used to attack opponent and cause blunt damage by hitting them. If the source of mud is of A rank or S rank, keeping in mind that source is of same size as it is formed upon performance of Swamp of the underworld Dragon which is formed will be of S rank (its length would be either six or seven meters). If the source is of B rank, the Dragon will be of A rank and its length would be up to 5 meters. If the mud source is of C or D rank, its length would be up to 3 meters.
Notes:
-Can only be used twice (2) per battle.
-For the technique to be performed, one needs mud on the battlefield.
-The dragon can not fly
-Can only be taught by Kuroh
*
Rank: A
Type: Supplementary/Offensive
Range: Short (Earthquakes can have up to a mid-range area of effect)
Chakra Cost: N/A (+10 chakra cost to earth-based techniques used)
Damage Points: N/A (10-80)
Description: This is the brother technique to Earth Release: Scales of Judgement. The user will focus doton chakra into future earth-based techniques (used by him) which emerge from the ground (KG/CE variants included e.g. Steel, Crystal, etc) to augment the vibrations generated by their surfacing. The added chakra will serve the purpose of enhancing these vibrational tremors into localized earthquakes (Similar to Earth Release: World Shaking). Logically, the magnitude of these earthquakes is highly dependent on the scale/rank of the technique being used. C-Rank earth-based techniques will produce minor quakes which are equivalent in magnitude to those produced in World Shaking, while the potency of earthquakes produced by large scale S-Ranks (such as Earth Release: Mountain Smash) will be so immense that they will imaginably throw anything and anyone in the vicinity off balance for the duration of the technique's emergence. These quakes will only be "localized" and will only affect anyone within and up to mid-range of the emerging technique. Furthermore, augmenting the vibrations produced by techniques is optional and does not have to be applied to every earth-based technique (which emerges from the earth) used. For the most part, these quakes are merely supplementary and only serve to throw the opponent off balance in order to hinder their attempt at countering the technique in question. However, anyone underground and within the area of effect of the earthquake will sustain a degree of damage. This damage will be proportional to the rank of the emerging technique e.g. a D-Rank will inflict 10 damage points while a S-Rank would inflict 80 damage points. If the rank of the emerging technique is greater than the rank of the technique sustaining their underground travel, the opponent will inevitably be crushed underground. The power of earthquakes produced by A-Rank and below techniques will only result in the shaking of the ground while quakes produced by S-Ranks and above will be potent enough to fracture and split apart the ground. However these fractures and splits will be mostly superficial and not be deep enough to trap the average shinobi. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes an earth-based jutsu. This jutsu lasts for three turns and this means its effects can be applied to all earth-based techniques used (which emerge from the earth) within this interval of time. If the user is within the radius of the technique, he will also be affected by the earthquake.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: This technique will only affect earth-based techniques which emerge from the earth and those solid-like in composition.
Note: Can only be used on S-Rank and below Earth techniques

Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the brother technique to 'Water Release: Sweat of the Bloated Pig'. The user will focus their doton chakra into a nearby construct of solid earth before converting either its rocky exterior or interior into a thick, dense swamp (similar in composition to Earth Release: Swamp of the Underworld). The newly formed fluid will exhibit one of the following properties: adhesiveness, slipperiness or volatility (flammable). Against certain techniques (E.g. Fist Rock Technique or Earth Armour), the user can convert the exterior either into a glue-like substance to bind the opponent to their own technique even when they wish to shed it or convert the interior into a bulky mass of swamp, so the technique becomes drastically heavier and acts as an effective anchor mechanism. Alternatively, the user can use this to cause the hilt of earthen weapons to secrete a very slippery substance which makes it impossible to hold onto the said weapon(s). Unlike Swamp of the Underworld, the released swamp can be quite flammable in composition, meaning it will readily ignite and burst into a maelstrom of flame if struck by fire or unfocused lightning (after its fully formed). To use this on one's own techniques (or substances devoid of chakra) requires no contact with the target substance, simply the use of the Dog Handseal. To use this on the opponent's techniques requires direct contact with the target substance (in similar manner to the Added/Light Weight Earth techniques). Similar to other doton techniques, the formation of the swamp can be offset by channeling an unfocused current of lightning into the affected earthen construction.
Note: Can only be used three times per battle
Note: Can only be Taught by Negative Knight
Note: Cannot be used on consecutive turns
Note: Can only be used on Earth Release Techniques
Note: Follows Elemental Strengths and Weaknesses
*
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Burrow Strike of Psamathe is technique of earth release element which can both be used as to make offense and escape enemies attack. User would through the rapid release and manipulation of chakra change the ground upon which they are standing to the one of sand in a similar manner as done when performing (Doton: Moguragakure no Jutsu) – Earth Release: Hiding like a mole technique, which would allow them as to move through it. Traversing through the ground they would be capable of reaching up to long range from their initial position. However unlike the previously mentioned technique, user would leave a trail behind them. This trail would be in form of up to six spikes that can emerge only above the surfaces the user went through before once again arising from the ground. User can chose where they would make the spikes rise. Additionally, with the emergence of the spikes so will be the sand and small participles of earth found underground. This would happen due to the user using the ground through which they were moving so as to make spikes arise. The participles which would follow the spikes would move outwards which would cause the target they are effecting to lose their ability of sight unless defended for a turn in which they were created.
Note: Can only be used thrice per battle.
Note: Can only be Taught by Akasha
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*
Type: Supplementary
Rank: C Rank
Range: Short
Chakra: 15
Damage:
Description:

This jutsu is primarily used in short range and close combat fighting. The user can focus their earth chakra into the ground at any point where the enemy is about to step, and proceed to lower that small portion of earth for that step. The earth section being lowered is very precise to the enemies foot size, and also the exact moment the enemy steps onto the ground. The section of earth will drop down one foot into the ground and will delay an enemies movements and creativity for defending briefly, hopefully causing an opening to attack. This jutsu is fast as it is simply focused on one foot of the enemy while they are in movement.
Restrictions:
+ can only be used on land
 
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Tsuki

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4. (Futon: Hiretsuna Jetto) - Wind Release: Sneaky Jet *
Type: Supplementary/Offensive
Rank: A
Range: Short-Long (made at short)
Chakra: 30 (+5 per turn if sustained)
Damage: N/A (60 if used offensively)
Description: The user gathers wind chakra below their feet which is then manipulated into becoming a jet of wind that lifts the user above the surface they're standing on, whether it's ground, water source, etc. The jet of wind is large enough for the user to stand on. This jet of wind is immediately upon creation controlled by the user to travel the trajectory they desire while they themselves are standing on it, allowing them to travel that same trajectory. They are capable of moving freely above a surface and even sending themselves to mid-air or maintaining their airborne position. The user can perform other techniques while riding the jet if it were to be sustained for multiple turns. Its traveling speed is astounding yet the user and the jet of wind can be seen and tracked with the naked eye. Traveling with such speed would allow the user to (upon creation of the jet) even evade medium-scaled attacks such as "Fire Style: Fireball Jutsu" and the likes of it while also potentially approaching their opponent. Once done, the user can leave the jet, leaving it to continue in a straight trajectory as it turns into a gale of slicing winds that leaves severe cuts on anything on its path. A notable attribute to this technique is that its formation is near instantaneous, which allows the user to evade close quarters combat attacks.
Note: Usable 3 times per battle
Note: Can be sustained for up to 3 turns
Note: Must wait 1 turn to re-use once the jutsu ends
Taught to: 1. 2. 3. 4. 5. 6.

5. (Futon: Mukyū Shunkō) - Wind Release: Tireless Flash War Cry *
Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Long (made at short range)
Chakra: 40 (+5 per turn to sustain)
Damage: N/A (80 when/if used offensively)
Description: The user after performing 3 hanseals infuses the air surrounding them with wind chakra and manipulates it to encircle the user's body multiple times. This makes the pressurized chakra-infused air revolve around the user like a vortex, allowing them to maintain it for several turns once activated. The technique takes the form of wind currents and is concentrated around the user's arms, lifting them up, allowing the user to be airborne while also allowing them to move freely in mid air. The user has enough control to release the chakra-infused air surrounding them as a directed blast that can cause considerable damage to the surrounding area. This technique can also be used to block a devastating lightning attack and dissipate it, and block other elemental/physical attacks as well as push them back by using the energy of the technique as a barrier (following elemental strengths and weaknesses). The pressurized chakra-infused air can be focused onto specific areas of the user's body, making the protection exceedingly more concentrated. However when focusing them onto specific areas, the user cannot achieve flight.
Note: Lasts for 3 turns
Note: Can only be used twice
Note: Once used offensively, the jutsu ends
Note: The user is vulnerable to Fire based techniques
Note: No wind techniques above A rank while the jutsu is active
Note: Two turns cooldown in order to use again after this jutsu ends
Note: No wind techniques above A rank the following turn this jutsu ends
Note: No fire or lightning techniques that originate from the body while active.
Taught to: 1. 2. 3. 4. 5. 6. Temporarily Reserved


Type: Offensive
Rank: B
Range: Short-Medium
Chakra: 20
Damage: 40
Description: The user gathers a fair amount of Fuuton chakra in their stomach. After gathering enough Fuuton chakra, the user forces the chakra into their mouth, then blows out the Fuuton. After the Fuuton is blown out, the Fuuton takes form of one B-rank penguin, two C-rank penguins, or four D-rank penguins. If the user chooses to, they can flash the bird hand seal and cause the penguins to disperse, causing their bodies of wind to become uncontrollable and expand outwards up to short range, effectively making a gust of wind. The wind would be able to knock human sized objects off their feet.
Note: Can only be taught by Penguin.
Note: Can use this move 3 times a battle.
Note: Must wait another turn before you use this again.
*
Type: Offensive
Rank: B rank
Range: Mid range
Chakra: 20
Damage: 40
Description: By performing two handseals, Rat -> Snake, the user will create a ball of dense Wind in the air above the opponent which is barely visible to the naked eye, but can be felt due to the energy of the Wind chakra it is gathering. Then by using shape manipulation, the user is able to form the ball of Wind into thin wires that spread out from the central point of the ball outwards into a dome of sharp, thin Wind-based projections that look like a bird cage around the opponent. Then by a snap of the user's fingers, the dome of sharp Wind projections would close in on the opponent with great speed, cutting him up within it.
*
Type: Supplementary
Rank: B rank
Range: Short – Mid range
Chakra: 20
Damage: N/A
Description:
The user start by manipulating his Wind based chakra into the area surrounding the opponent (short range). By manipulating it with great precision, the user will form extremely small but dense shards of wind that vibrate at an extreme speed. These shards are about the size of an average ring and are about 30 in number, they can only be seen by a white glance it gives off. They vibrate at a stationary point and cause an eerie and somewhat deafening screech, due to the friction caused against the air itself. This causes the opponent to be distracted, and allow the user ample moments to attack.
Restrictions:
-Can only be used 4 times a fight
-Can only be taught by –L-
*
Type: Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30 (-10 Each Turn Active)
Damage Points: 60
Description:
The user focuses Futon Type chakra to their sword and swing it back behind their head whilst the wind spins around the blade, they then slash downward whilst releasing the wind into multiple lizard heads that are shot out of the sword, they can be scattered around to intercept multiple targets. The user doesn't have to release the Lizard's straight away (But can if he chooses) and can instead have keep the Wind spinning around the blade so it acts like an A-Rank Tornado blade that can be used in close combat, to keep the spinning wind active the user must sacrifice 10 chakra points each turn. When the Lizard's are released later it counts as an extra jutsu.
This can also be used as a sort of projectile, channelling the wind into a thrown weapon like a Kunai (can be other weapons that are thrown/launched), they will launch it at their opponent and the wind will then spin around it. Through the user's will whenever it gets within a certain distance of their target the spinning wind will scatter into the many lizards, whether it be in a certain direction or all around. This is all one move if launched as a Kunai Projectile, though this does not last three turns like the sword and will either dissipate or scatter into lizards at the end of said turn.
- Only taught by LonelyAssassin
- The Technique is usable three times
- Can't be used twice in the same turn
- Lasts for 3 turns or until Lizards are released

Type: Attack
Rank: A Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user first creates a clone then with that clone both of them gather up Fuuton chakra within their bodies. Once a sufficient amount has been gathered the user and his clone both perform a sequence of 3 hand seals. After doing the hand seals the user or the clone raises their hands to the sky and releases a translucent disk of wind chakra 10m into the air. The disk rotates rapidly and drifts off in whatever the direction the user's hands direct it. Once the desired location is reach the user will clap his hands causing the rotation from the wind disk to "exhale" basically releasing a violent column of rotating wind on whatever it is over top of. While this is happening the clone releases yet another translucent wind disk which travels by ground. Same principles apply it goes in the direction of the clone's hands. Once the disk reaches the desired location the clone claps his hand causing the disk to erupt into a column of rotating wind. When the two disks are below and above each other a funnel effect happens as the two disks rotate opposite each other. Along with the opposite rotations the direction in which the column of air is released are also opposite which would produce rapid lifting then floating in mid air. The bottom disk sends something up and the top sends something down while the two columns shred whatever is in between the two disks. When the columns aren't directly above/below each other, they can act alone but with lower degree of affects. The one above will have enough wind power blowing down to pin enemies to the ground and do B-rank cutting damage, while the column below someone would rapidly and violently toss someone upwards while doing B-rank cutting damage. As an alternative use, the user, without a clone, can perform the jutsu alone but with only a single disk in which he'd choose if it was created on the ground or air. When used this way, the single disk would hold the entire strength of the jutsu, being A-rank but it wouldn't have the versatility of attacking from both above and below simultaneously
Note: Both Disks are 5 meters in diameter and can lift up even summons like the human sized toads.
Note: Must have a clone or partner (other member) that has learned this jutsu. Unless used with a single disk.
Note: counts as 2/3 per turn
Note: Can only be used 3 times per battle
Note: Can only be taught by Shady Doctor
*
Rank: A-Rank
Type: Attack
Range: Short-long
Chakra Cost: 30
Damage Points: 60
Description:
The user starts by simply weaving together 3 hand seals (Monkey - Dragon - Rat) and molding his Fuuton chakra in the air around himself. With that done the user uses his Fuuton chakra to create a 2 1/2 foot tall, translucent cherub floating a meter or so above his head. The child-like cherub wears no clothing other than what covers its bottoms, and bares wings far past the size of the being itself. The cherub's wings span 10 feet from wing to wing and let off a light, cooling breeze with every flap of the wings. Upon creation, the cherub simply disappears in thin air; literally becoming nothing but thin air which scatters into the terrain as a breeze exactly like from the flapping of the wings. Now only being able to be tracked by doujutsu users or sensors, the cherub stealthily arrives near a designated target, whether it be the opponent himself or something else such as a summoning, stone golem etc etc. As another light breeze slides across the body of the opponent, the cherub rematerializes once again. The cherub now floating a meter above the target, just like when it was first created, has the wind it is made of explode. The cherub explodes in an outwards omnidirectional explosion; swiftly delivering a blunt blow of spinning wind that mangles the target and anything in a 5m radius. If the target is small enough I.e. a small summon, human etc. The cherub can wrap its large wings around the target before exploding. The powerful spinning wind itself is able to break through even solid structures within reasoning.
• Usable 3x per battle
• No wind techniques over A-rank next turn
• Only taught by Shady doctor
*
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: After channeling a large amount of futon chakra into the air around his target or targets if they are within short range of one another, the user will make three quick hand-seals which causes the futon chakra in the air to create a mouth being any size from a normal one up to one that is as large as 7 meters tall and 3 meters wide filled with several sharp jagged fangs that can easily slice through meat and bone. The moment it is formed, it will then bite down sending those deadly fangs into the target/s, slicing through them like a hot knife cutting through butter, leaving whatever part of the body bitten by the mouth sliced cleanly off the body.
~ Can only be taught by Albel
~ Must have a one turn wait before using again
*
Type: Offence
Rank: A
Range: Mid
Chakra Cost: 30
Damage Points: 60
Description:
The user channels wind chakra into his sword (can also be a Kunai, Spear or anything similar with a blade a hilt/handle), the then throws his sword so that it sticks into the ground and the bottom of the hilt points into the direction of the target. The Wind is released out of it in the form of a small, sharp twisting stream that drills straight through the opponent. The user if they haven't directly fused Wind into the blade can do it from range by performing a hand seal, the Wind will then shoot from the blade's hilt afterwards.
-Can only be used three times
-Can only be taught by LonelyAssassin

Type: Offensive
Rank: A rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
The user while holding there shield outwards in front of themselves, arm extended channels wind to the front of the shield creating a sucking vortex which pulls objects and enemies towards them. The auction tunnel will only attract objects not attached to the ground and only up to the weight of an enemy. Once in range the user can then reverse the rotation of the vortex and extend the wind outwards from the shield, creating a spiralling lance which pierces the enemy after being pulled close enough. The wind lance will extend up to 10 feet.
Restrictions:
+ must have a shield to use.
+ can only be used 3 times per battle
+ usable once per turn.
+ can only be taught by Rojuro
*
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user begins by forming two quick handseals and initiates the technique. The user then manipulates the air around him (very close range) to form an armor around his body. He can also do this by releasing the wind chakra from his body. In quick succession (the same timeframe), a dome of wind is created far away from him (such that the opponent is between the dome walls and the user). The armor and the dome, both are A-Ranked in strength, although their thickness (and size of the dome) vary according to the user's requirements. In a quick movement, the armor expands and the dome compresses. They both change at a very high pace, carrying dust and debris and all sort of obstacles with them, to meet the target at the center, where they collide and cause a huge blast. Should the collision happen in the short-range to the user, he will get affected too. So it is best to be used against an opponent standing mid-range from him. The technique explodes similar to two electrons colliding with each other and releasing a large amount of energy. Anyone caught inside will have their bones broken and smashed internal organs. The dome has to be created at least five meters away from the opponent.
Note: Can only be used twice.
Note: Can only be taught by Python
Note: No other wind techniques above A-Rank in the same and next turn
 
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6. (Genjutsu: Me dakkyuu) - Illusionary Arts: Eye dislocation *
Type:
Offensive/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user performs two handseals (starting with boar) inducing the target in an illusion by sending their chakra to disrupt the target's chakra system and the chakra within their brain. After performing those handseals, the target's senses would make them believe that the user possesses some increased speed ability that could be mistaken for swift release and is using it to move quickly to the opponent's location. Depending on what the user initially planned for this illusion, the illusion will either have a prolonged or shortened duration (both cases not exceeding 1 turn) which cannot be altered after the genjutsu is cast. In the illusion, once the user would have suddenly appeared near the target, the user will give the opponent many successive quick kicks and punches which sets them off balance. In the illusion, the target won't be capable of matching their own reaction and speed with the user's false presence regardless of how quick they are in reality. The moment in which the user had planned the illusion to end, the target will believe that the false presence of the user has suddenly moved behind them and is pointing/touching the back of the target's head with the user's index and middle finger in a gun-like fashion. At that moment, the target's eyes will have their eyeballs suddenly dislocated from their sockets as if they were forcefully attracted by the user's 2 fingers, causing the eyes to turn back 180 degrees to stare behind themselves yet having their head facing the other side. This is all in the illusion and makes them experience great pain which causes some mental damage in reality. In reality the target would be falling due to getting out of balance in the genjutsu (because of the kicks and punches) and seemingly be incapable of moving because of the illusionary taijutsu's speed. When the genjutsu ends, the target will be capable of standing up but with some mental pain, particularly towards his/her eyes due to having had their eyeballs dislocated in the genjutsu. However, in reality, their eyes would remain intact apart from having their eyesight's tracking speed reduced by 3 points for the same and next two turn in which the illusion ends due to the short-lasting after effect of the mental pain which was also directed towards the eyes.
Note: Thirce per battle
Note: No genjutsu the same turn
Note: Cannot be used the following two turns
Taught to: 1. 2. 3. 4. 5. 6.

7. (Genjutsu: Sokkusu teiri) - Illusionary Arts: The Sock Theorem *
Type:
Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user performs 3 handseals inducing the target in an illusion which disrupts the target's chakra system and the chakra within their brain causing them to get extremely nauseous feelings. This feeling would progress to the stomach area, where the opponent would feel that inside their stomach, bubbles are boiling up and they will begin to throw up all of their stomach juice, giving them an extremely uncomfortable feeling also preventing them from doing anything else in this illusion. This is not where it ends, while they're under the process of throwing up they will also believe that their stomach is producing an even greater quantity of stomach juice by draining the water inside their body. This causes the target to both have difficulties breathing and have their energy exhausted because of loosing too much water from their body. In reality, the target will be immobilized and due to the mental stress the nauseous feeling gives, the target will be hindered and somewhat dizzy. While the illusion is progressing, while difficult, the enemy is still able to do handseals and mold his chakra and doesn't lose his connection to the real world as it's not a "dream-like" illusion. However if not countered within a set amount of time, the target will end up fainting because of exhaustion and the experienced nauseous feeling's intensity.
Note: Usable twice per battle
Note: Cannot be used the following 2 turns
Note: No genjutsu above A-rank the following turn
Note: Target faints at the end of the 2nd turn if this genjutsu doesn't stop/gets cancelled
Taught to: 1. 2. 3. 4. 5. 6.

9. (Genjutsu: Hanbun Sora no Hai) - Illusionary Arts: Half Empty Grail *
Type:
Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user performs three hand seals, inducing the target in an illusion that disrupts the target's chakra system and the chakra within their brain. The sole purpose of this genjutsu is to cause the target and all of his/her senses to perceive that they no longer posses chakra within themselves. This does not include the consequences that a shinobi's body experiences when their chakra is exhausted (in our RP), which can hint the target that there is something out of the ordinary going on. They might be lead to resort to use a small weapon or other means to escape the illusion by inflicting minor harm to themselves (following release rules of genjutsu), allowing the user ample moments to attack. This is because Half Empty Grail prevents them from being capable of controlling their own chakra and chakra flow in reality due to them believing that they do not possess any of it, thus, preventing them from performing chakra-requiring techniques. This implies techniques such as a full body chakra surge, self illusionary techniques or control their chakra to perform "Illusion Technique: Release". Victims trapped by this genjutsu also have their sustained abilities/techniques from previous turns end/deactivate because of losing chakra connection and control over them as a consequence of this illusion. A comparison to this can be that of a shinobi holding a sword with their hand and suddenly get trapped in an illusion where all their senses lead them to believe that their hand suddenly got amputated, making them lose control over their hand, which also makes them lose hold of the sword in reality. This illusionary technique cannot be layered on or be layered on with other illusions. It also cannot be stacked with anything that would hinder the target from making/allowing their body to experience physical harm in order to escape the illusion (in other words, techniques that: paralyzes/wraps around the target's body parts/immobilizes, etc). This means it can only be stacked with purely offensive techniques (such as a stream of fire or a fireball).
Note: Twice per battle
Note: Cannot be used against Kaguya clan bios
Taught to: 1. Hokusai,
Vayne, Lili-Chwan

*
Type:
Supplementary | Offensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 chakra to maintain)
Damage: N/A
Description: The user will make two hand seals before channeling chakra into the brain of the enemy inducing an illusion. Once this happens, the effects of the illusion will not occur right away as it would rather stay dormant until the trigger is met. When the user attacks the with a ranged ninjutsu and they managed to counter it, the illusion kicks in at this time where the technique when countered will “repair” itself and reform after being destroyed. This allows the user to fool the enemy into thinking that their techniques have a sort of self-revival mechanism behind it. The user however is in full control of the illusion, and as such can control the minor details such as the technique turning paths to re aim towards the enemy , all the way to splitting the technique down into small versions after it revives. This adds uniqueness towards the illusion’s power and allows for many different forms of tactics from the user. While the technique is reforming, a small chime/bell like sound is heard as well as time slowing down each time. This although minor, gives the enemy some sort of “indication” of it being an illusion as the chime is heard every time with no true source of the sound.
*Can be used four times per battle*
*Remains dormant for two turns before dispersing naturally, lasts two turns once the effects are triggered*
*No Genjutsu above B -rank in the same turn*


Type:
Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 (Due to mental stress)
Description: The user performs the Dog -> Ox -> Bird hand seals and puts the opponent under an illusion where a small hole appears 2 meters behind him and the opponent will feel as if he is sucked from behind into that hole with a tremendous force not very easy to overcome. Once the opponent's body is drawn close to the hole, his body will be sucked in through the small hole thus crushing his body leaving blood everywhere on the ground while producing severe pain to the opponent as he is being sucked in through the hole. Passing through the hole takes some time, during which the enemy feels the tremendous pain and pressure.. Once through the hole, the enemy is left in an empty, hellish black void world where nothing inhabits, seeing the real world only through the small hole through which he entered. The damage is due to mental stress produced by the feeling of severe pain while the body crushes through the hole in the illusion.
Notes:
Can only be used 2 times per battle.
Can only be taught by me (-Jiraiya-).


Rank:
A
Type: Offensive
Range: Short to Mid
Chakra Cost: 30
Damage Points: 60(mental stress)
Description: Irony Flash is a genjutsu that uses bright flashes as a medium for being triggered. Once a flash of bright light touches the eye, caused by flash bombs, explosions, techniques, etc., the user can trigger this genjutsu upon their opponent. It's a natural movement to flinch or cover your eyes when faced with blinding light, and as the opponent recovers they will notice their legs from the ankle down being tightly binded by vines as two more pop out of the ground before tightly binding their hands. As the opponent is being binded they will face a massive wave of ninja tool projectiles that approaches them from every frontward angle possible. The wave of ninja tools will cover the skies as they cascade upon the opponent, their body feeling the effects of every projectile piercing their body, as the massive onslaught continues. In reality the opponent is immobilized as they suffer from the effects of the genjutsu until broken, and if they die in the genjutsu then they faint in real life as their body tries to cope with the mental stress.
NOTES
►Can be used 4x per battle
►Can only be triggered after the opponent is exposed to a bright light
►Can only be taught by Zanda


Rank:
A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will perform a pointing jesture at the opponent while in short range. This will induce a genjutsu on the opponent where the opponent will feel an illusion where their skin is hyper sensitive. Not for something subtle for example feeling the heat of the sun but for any physical attacks that the opponent might receive. This is a one time genjutsu where it will stay active unless broken by the opponent or the user when landing a physical attack. Soon as the user is able to land a physical attack anywhere on the body, the opponent will feel three times more pain than the original strike. For example, the opponent getting hit in the face with a punch will only feel a blunt force trauma for only a short period of time. However when under this genjutsu the opponent will feel broken cheek bones and broken blood vessels. In turn the pain that it is caused will knock the opponent out of the genjutsu after feeling the three times the pain. The feeling will then return to normal. The strain on the brain for one time use is not that destructive, however when hit a few times under this genjutsu the brain will take immense stress and strain from the extreme pain. Thus after three hits under this genjutsu the opponent’s physical capabilities will be slower, speed, reflex will all be reduced.
-Able to use thrice per battle.
-Have to induce the genjutsu each time for three hit bonus to take effect
-Last 3 turns if a physical attack hasn’t been landed
-Can only be taught by Solf J. Kimblee

*
Type:
Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user performs a string of three handseals and inflicts a Genjutsu in which the target sees a stream of water (almost like a reverse waterfall) rise from the ground in front of them. The clear water acts as a mirror in which the opponent sees himself. The reflection is special in that it actually projects a picture of what is going on beyond the mirror, in essence flipping the battlefield in the opponents eyes. Scenery will not be affected and the user can choose to include himself in the reflection or not. In layman's terms, whatever happens in front of the opponent (on the other side of the mirror, they see behind themselves. I.e. User shoots a fireball, Opponent sees fireball behind them in the mirror
-Genjutsu will produce the sound of a raging waterfall for as long as it is in effect
-Can only be used four times per battle
-Cannot be used in consecutive turns
Note: This effect can be achieved with any calm water source. In this case, the technique only requires a single handseal. This being because the user doesn't have to make the mental image themselves, they have something to base it on.


(Genjutsu: Puredetaazu Wairu) Illusionary Arts: Predator's Wail
Rank: S - Rank
Type: Supplementary, Offensive
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: Through the use of three hand seals – the user will induce a rather ingenious illusion upon the opponent. Upon the final seal being casted; the target’s body would immediately begin to experience an illusion – where sound wave would be emitted; one resembling median alpha-rhythm frequencies. These frequencies are extremely dangerous to the human body, so much so that constant exposure to it can eventually kill a human. The illusion in turn would cause the target to perceive this sound wave, as it violently ruptures the brain’s cells and organ malfunction. However, in the sense of the user; the target will perceive the user also suffering from the sound waves as well. This is to create a deceptive illusion of a double-edged technique, with the intention of killing both parties involved. While this might seem simple, it also affects the target’s senses as well – reflecting the body shutting down from their brain being exposed to this level of frequency, with the basic senses shutting down. This makes them unable to accurately see, hear nor smell whatsoever. In reality of course, the target is completely fine but due to the sheer mental strain the illusion produces, it causes them damage the longer they remain exposed to it but it also causes their real basic senses to become overwhelmed – rendering them unusable while exposed to the illusion. The user can further add more realism to the illusion on themselves and the opponent such as veins bursting, eyes reddening etc in order to further the illusions intentions. This technique can only be used twice per battle, with no illusions above A rank can be used in the same nor next turn.

( Genjutsu: Ba-doko-ru Ninnin ) Illusion Technique: Myriad of Mockingbirds
Rank: B
Type: Supplmentary
Range: Short-Mid
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A
Description: This is a very discrete genjutsu, both in it's casting and it's effect. To cast, the user simply needs to do an hand gesture, in the direction of the target. It doesn't change anything about surroundings with the exception of people, and the immediate terrain they're placed. In essence, it allows the user to change how someone perceives someone else, and even create illusionary copies of people the user knows. The illusion is complimented with slight changes to the terrain, like bending foliage, opening doors, etc, but only if manipulated by the illusionary people. It can also remove people from the target's perspective, or remove certain characteristics of someone within sensory range of the target. While inside the genjutsu, the target is free to move and speak, which the user is able to respond through any of the illusionary creations, or him/herself, case the user chooses not to disappear.
It masks slight ambient alteration by "hidden" people, such as footsteps and speech, but not techniques. Likewise, the illusionary people can't perform techniques, only speak and interact through body motions.
*Lasts 4 turns max*
*While using it, the user cannot use any additional Genjutsu on the target and is limited to 2 additional techniques per turn*
 
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Tsuki

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(Ninpou: Hime Hogo) - Ninja Arts: Goddess Protection
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: -
Description: After performing 3 additional hand seal the user would become capable of sharing the traits of any defensive technique with other people/summons, objects, or techniques. The technique works by creating a duplicate of the defensive technique. The armours created on others would have half the power of the original defensive technique. The power of the defensive technique is basically split between those it is shared with. The armours would last one turn less than the original technique. The technique can only be used 4 times per battle with a turn interval between uses. The technique doesn't work on special techniques such as the Raikage's Lightning Armour or a Biju's chakra cloack.

(Sodaina Gyorai Shin) - Grand Torpedo Needles
Rank: A
Type: Attack/Supplementary
Range: Short - Mid (Long range activation)
Chakra Cost: 30
Damage Points: 60
Description: Similar to how torpedo needles work, the user would throw/place any nail like constructs onto the field/surface(After infusing them with chakra). Upon impact the nails would dig themselves into the ground/surface. Unlike the original technique in which hundreds of small nails would shoot out of the ground/surface, hundreds of chakra infused nails would shoot out. The nails would have a small coating of pure chakra surrounding them once they are shot, thus they would be bigger(1.5 meters) and deadlier. This however removes the stealth trait of the original technique but does more damage. Alternatively, the user can apply this as an infusion to projectile techniques such as those of Guns and similar, allowing them to have a second somewhat stealthy follow up attack. This variation would cost +10 for the projectile technique.
-Five times per battle.
-The nails can travel up to mid range length(15m). However they can be activated with a hand seal from long range distance.
- Can be triggered up to two turns after their initial usage, or simply post contact for projectile technique variation.



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Summons and Summoning Ninjutsu
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Snake Arts

Rank: A
Range: Short - Mid
Type: Offensive/Supplementary
Chakra: 30
Damage: 60
Description: The user performs a single hand seal before thrusting his left arm upwards and releases a single snake from his left sleeve and in the direction of the target, this is used as a distraction, and while the user is releasing the snake into the air he also releases another one from his right sleeve which quickly slithers across the ground and coils around the targets body, before constricting and paralyzing the target.
Notes - Must have signed the snakes contract
- Can only be used 3 times per battle
- Paralysis lasts for 2 turns
- The snakes are large enough to completely coil around a full grown humans body
- Can only be taught by -Yashiro-
Roadrunner Summoning Contract
Summoning Animal: Roadrunner
Scroll Owner: -Tsuki
Other Users who have signed contract:
Summoning Boss if existing:
Other Summoning Animals tied to contract:
Description and Background:
Roadrunners are speedy ground birds who lives in deserts, grasslands, and woodlands. It does not fly very often, prefering to run at great speed. When the roadrunner senses danger or is traveling downhill, it flies, revealing short, rounded wings with a white crescent. But it cannot keep its large body airborne for a long time, and so prefers walking or running. The feathers on the top part of its body are greenish- and bluish-brown streaked with white; on the bottom part, they are completely white. The head has a crest of feathers. Behind each eye there is a patch of bare skin that is partly bluish and partly reddish. On the roadrunner's back there is a dark patch of skin that the bird exposes to the sun to warm its body during cold weather. Well-adapted to arid habitats, the roadrunner has glands near its eyes that it uses to secrete excess salt. It can survive without drinking water, as long as it consumes prey with high water content.
Anyone who signs the contract will receive this tattoo:
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Roadrunner Summoning Techniques
1. (Rōdoran'nā Kuchiyose: Aaron to Ansonī) - Roadrunner Summon: Aaron and Anthony
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons two prideful roadrunners, each one of them having the height of an average shinobi. They both specialize in the usage of the lightning element, however, only performs a rather restricted amount of jutsus within said element. They only allow themselves to use what each of them personally deem to be the greatest techniques of their respective arsenal of jutsus as a sense of pride, so basically self restricting themselves. Amongst them, Aaron is the one who has practiced lightning the most and will only allow himself to perform S-Rank and A-Rank lightning techniques (won't use Forbidden, B, C and D ranks). As for Anthony, he didn't learn S-Rank lightning yet so he'll only allow himself to perform A-Rank and B-Rank lightning techniques (won't use Forbidden, S, C and D ranks). Both of them can perform those techniques without any hand seals whatsoever. They are capable of performing any technique that the user knows as long as it is within the restriction previously stated. Besides their ability with elemental techniques, their movement and reaction speed is equal to the user's base movement and reaction speed. Each one of them also has a body strong enough to withstand C-Rank and below physical attacks. Unfortunately, due to their short wings, they can only fly/remain airborne for a duration of two turns. Lastly, they are distinguished by their ability to transform into two katanas. The blade part of the katana is made of many assembled metallic feathers, making the blade have the same cutting capability of a real katana. While they are in the form of a katana, each one of them can only perform the same lightning technique each of them lastly performed. This means that the user and the roadrunners in katana form can each perform jutsus during the same time-frame as long as the process of performing said lightning techniques (by the roadrunners) has been done through movement of the katanas (ex: user would swing one or both katanas in a slashing motion or perform certain movements/swings in the air, allowing the roadrunners to release their techniques while the user also performing his own jutsu). Transforming into a katana counts as a move and due to the roadrunners being only able to do one single task while in staff form, the duration of their stay on the battlefield will be "frozen" as long as they remain katanas. They would by default attach themselves onto the user's back or be held by the user upon transformation.
Note: Can only be summoned once
Note: They remain on the field for 4 turns while in roadrunner form
Note: Techniques used by the roadrunners count towards the user's 3 moves per turn.
Note: Simultaneous release of techniques by both katana and the summoner will require a one-turn cooldown.
2. (Rōdoran'nā Kuchiyose: Riamu to Sen) - Roadrunner Summon: Liam and Sen
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons two roadrunners, each having the height of an average shinobi. They both specialize in fire, but only perform a restricted amount of techniques. Liam performs S-Rank and A-Rank fire techniques. Sen performs A-Rank and B-Rank fire techniques. Both can perform those techniques without any hand seals. Besides their ability with elemental techniques, their movement and reaction speed is equal to the user's base movement and reaction speed. Each one of them also have a body strong enough to withstand C-Rank and below physical attacks. Unfortunately, due to their short wings, they can only fly/remain airborne for a duration of two turns. Lastly, they are distinguished by their ability to transform into two large-sized shurikens that are virtually indestructible. The user can choose to summon them in weapon form from the get-go rather than in roadrunner form.

Their shuriken form is covered with blood-red colored feathers made of ash. While in shuriken form, each one of them rotate around their own center and can hover in the air as they wish by sustaining their flight with their own chakra. The center of their shuriken form remains still, allowing the user to stand on it. While in this state, they will continuously release ash particles by decomposing the ash-feathers into small ash particles and letting those descend across the battlefield. New ash-feathers are continuously reformed on the shurikens as the older ones decompose. The release of ash begins from the moment they assume their shuriken form and can be restrained and maintained at will by the roadrunners. This can last for as long as they remain in shuriken form. The ash that descends is further manipulated by the roadrunners in shuriken form to be redirected towards a desired mid-range radius localized area. The ash is controlled to actively absorb a great amount of oxygen within the area. The ash doesn't trigger explosions nor does it physically harm those surrounded by it besides depriving them of oxygen. It can even affect the user if not positioned outside of it. Remaining within the ash for two full turns will hinder the target from performing techniques that are higher than A-Rank due to an increasing sense of dizziness. If a third consecutive turn passes without those within it managing to escape the oxygen-depriving ash, then they would lose consciousness. If those affected manage to escape outside the ash's area of effect before those three turns pass, then the "countdown" would be reset. Both roadrunners transforming into large shurikens together counts as a move unless summoned in shuriken form, and due to the transformation, the duration of their stay on the battlefield will be "reset", and begin counting towards 4 turns as though they had just been summoned. Once this timer reaches zero, they revert to their Roadrunner form, and continue from their turn count from before transforming. They can re-appear hovering next to the user or be held by the user upon transformation.

Note: Can only be summoned once
Note: They remain on the field for 4 turns while in both roadrunner and shuriken form, for a max of 8 turns.
Note: Techniques used by the roadrunners count towards the user's 3 moves per turn
Note: Transforming, which leads to the release of ash, is considered a sustained A-Rank technique
Note: Deactivating the release of ash does not count as a move, but its reactivation does
3. (Rōdoran'nā Kuchiyose: Moofy to Pengin) - Roadrunner Summon: Moofy and Penguin
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons two roadrunners, each one of them having the height of an average shinobi. They both specialize in the usage of the water element, however, only performs a rather restricted amount of jutsus within said element. Basically, self-restricting themselves. Amongst them, Moofy likes to show others the greatness of water so he'll only allow himself to perform S-Rank and A-Rank water techniques (won't use Forbidden, B, C and D ranks). As for Penguin, he likes to show others the versatility of water despite his jutsus of choice not being the greatest in rank so he'll only allow himself to perform A-Rank and B-Rank water techniques (won't use Forbidden, S, C and D ranks). Both of them can perform those techniques without any hand seals whatsoever. They are capable of performing any technique the user knows as long as it is within the ranking restriction previously stated. Besides their ability with elemental techniques, their movement speed is equal to a kage-ranked taijutsu specialist. Each one of them can withstand B-Rank and below techniques. Unfortunately, due to their short wings, they can only fly/remain airborne for one turn.
Note: Can only be summoned once
Note: They remain on the field for 4 turns
Note: Techniques used by the roadrunners count towards the user's 3 moves per turn
4. (Rōdoran'nā Kuchiyose: Nathan Nox) - Roadrunner Summon: Nathan Nox
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons the great Nathan Nox who specializes in using genjutsu. His height is that of an average shinobi and his feathers are two-toned, which makes him stand out among his fellow roadrunners. The top of his feathers are black which gradients to golden and are rather spiky. He is good at heart but has a somewhat sadistic demeanor which isn't taken seriously by those closer to him (just his own way of showing affection). As for abilities, he can perform up to and including S-Rank genjutsu the user knows by using a staff he carries instead of performing hand seals. The staff has a bell attached at its end. When Nathan Nox performs an illusion, he'll cause its induction onto the target through different means: staff movement to make the target see it, staff movement to make the target hear the bell or by slamming the staff onto the ground without the target necessarily perceiving it. Another ability he possesses is to temporarily transform and fuse himself with his staff, becoming a sentience staff. By doing so, the staff becomes feathered and while Nathan is in staff form, he can only perform the same genjutsu he lastly performed (following said genjutsu's restrictions). This means that the user and Nathan in staff form can both perform jutsus during the same time-frame as long as the genjutsu induction process has been done through the staff (ex: user would have to slam the roadrunner in staff form onto the ground). Transforming into a staff counts as a move and due to the roadrunner being only able to do one single task while in staff form, the duration of Nathan Nox's stay on the battlefield will be "frozen" as long as he remains a staff. He would by default attach himself onto the user's back or be held by the user. Besides his previously mentioned abilities, his movement speed is equal to a kage-ranked taijutsu specialist. He is strong enough to withstand A-Rank and below techniques and can fly/remain airborne for the duration of one turn.
Note: Can only be summoned once
Note: He remain on the field for 4 turns while in roadrunner form
Note: Techniques used by Nathan Nox counts towards the user's 3 moves per turn
5. (Rōdoran'nā Kuchiyose: Aoi bandana no Warya) - Roadrunner Summon: The Warya with Blue Bandana
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons the great Kakuzu who specializes in using earth ninjutsu. Despite knowing his name, most roadrunners refer to him as "Warya", a special title given amongst themselves. His height is slightly taller than that of an average shinobi and his feathers are tan in color. His eyes has an unusual colouring: green irides, no pupils and red sclerae. He wear white hood under a blue bandana on his forehead and a black mask, with his eyes being the only visible part of his face. He is the type of "Warya" who is often unwilling to involve himself in something if there is nothing to gain from it. As for abilities, he can perform up to and including S-Rank doton techniques the user knows by using a staff he carries instead of performing hand seals. Kakuzu can perform doton techniques through different means while releasing his doton chakra: staff movement (such as a swing) or by slamming the staff onto the ground. Another ability he possesses is to temporarily transform and fuse himself with his staff, becoming a sentient staff. By doing so, the staff becomes feathered and while Kakuzu is in staff form, he can only perform the same doton jutsu he lastly performed (following said jutsu's restrictions). This means that the user and Kakuzu in staff form can both perform jutsus at the same time, during the same time-frame, as long as the process of performing said doton technique (by Kakuzu) has been done through the staff (ex: user would cause the roadrunner in staff form to slam the ground or swing him in staff form). Transforming into a staff counts as a move and due to the roadrunner being only able to do one single task while in staff form, the duration of Kakuzu's stay on the battlefield will be "frozen" as long as he remains a staff. Upon transforming into a staff, he would by default attach himself onto the user's back or be held by the user. Besides his previously mentioned abilities, his movement speed is equal to a kage-ranked taijutsu specialist. He is strong enough to withstand one A-Rank technique and can fly/remain airborne for the duration of one turn.
Note: Can only be summoned once
Note: He remain on the field for 4 turns while in roadrunner form
Note: Techniques used by this roadrunner counts towards the user's 3 moves per turn
6. (Rōdoran'nā Kuchiyose: Ian) - Roadrunner Summon: Ian
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons Ian, a very small-sized roadrunner who spends most of his time sat on top of the user's head or shoulder (barely weights anything). He has blue feathers and possesses a red-colored tattoo around his right eye. Ian is deemed dangerous by his fellow roadrunners due to his evil ways. He also seems to have a strange obsession towards female humans. As for abilities, Ian excels in casting a strengthened form of the genjutsu called "Temple of Nirvana Technique" utilizing it as an S-Rank genjutsu without the need of handseals and can cast it up to long range distance (counts as a move). Ian has a stronger mental will than his fellow roadrunners and because of his strong will and expertise can withstand S-Rank illusions. Another skill Ian has is the ability to use Genjutsu: Kai on par with a Jounin rank user to dispel Genjutsu up to S-Rank. He shares a mental link with the user and can therefore know if a genjutsu is affecting his summoner.

Note: Summoned once
Note: Lasts 4 turns
7. (Rōdoran'nā Kuchiyose: Shō) - Roadrunner Summon: Shō

Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user summons Shō, a very small-sized roadrunner who spends most of his time sat on top of the user's head or shoulder (barely weights anything). He has orange feathers and possesses a blue-colored tattoo around his left eye. Shō is a jokester who enjoys to mispronounce words and behave in an obnoxious manner although it is rumored that he actually leads the entirety of the roadrunner tribe. He shares a mental link with the user and fellow roadrunners and can therefore understand their thoughts. Although proficient in water, Shō's isn't as large as most of his fellow roadrunners and has therefore focused on strengthening his mental will and can therefore withstand S-Rank and below illusions.

As for abilities:
- Shō excels in casting a strengthened form of the water release ability called "Water Style: Water Dragon Whip" utilizing it as S-Rank suiton without the need of handseals and can create it up to long range distance (counts as a move).
- Another skill Shō has is the ability to create condensed water in up to 4 different locations beneath fellow allies, acting as a glider that helps his allies fly away from incoming attacks. Once its purpose fulfilled, the condensed water continues as a directed offensive attack that can slice the target. This ability is an S-rank move although each condensed portion of water will have its rank power divided depending on how many there are.

Note: Summoned once
Note: Lasts 4 turns

Animal Arts
8. (Dōbutsu Geijutsu: Koyōte o Nogaremasu) - Animal Arts: Escape the Coyote
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: N/A (+5 per animal the summoning technique contains)
Damage: N/A
Description: It is not uncommon to summon an animal in order to ride them to evade an incoming enemy technique, but sometimes, it is of such large scale that it becomes nearly impossible to escape. This technique serves the purpose of enhancing this specific manner of escaping attacks when performing a summoning technique. This is done by allowing the animal(s) in said summoning technique to possess greater speed for a brief moment upon being summoned. When under the process of performing an animal summoning technique, the user simply invests an additional amount of chakra depending on the amount of animals contained in said summoning technique alongside the chakra spent to perform the summoning technique itself. This extra chakra serves as helpful fuel aswell as a signal for the animal(s) that are being summoned, informing them that they would have to move at exceedingly fast speed for the first few moments when appearing at the battlefield. The user's additional chakra, aswell as the chakra the animal(s) from the summoning technique spend on themselves would be specifically focused on the animal(s)' body parts that helps their movement, allowing them to achieve this sudden high speed upon entering the battlefield. With this sudden speed, the animal(s) would be able to move away or arc around and even behind the enemy aswell as evading the harmful technique at a speed slightly above the speed of a crossbow bolt. A delayed trail of dust/water would be left behind if the animal(s) ran on ground/water surface. This being purely supplementary, the summoned animal(s) would have to maintain a mid-range distance away from the enemy shinobi once behind them or once they've simply evaded the incoming attack. If the summoning technique contains more than one animal, then both can move independently from one another. Alongside their animal summons, the user is capable of escaping the likes of "Fire release: Great Fire Majestic Annihilation", "Earth Release: Mountain Smash" and other large scaled attacks at great speed. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes an animal summoning technique. This technique only serves the purpose of improving the evasion ability that is already existent without the use of "Escape the Coyote".
Note: Cannot be used on summoning techniques containing 3 or more animals
Note: Cannot be used on summoning techniques that are, by themselves, initially extremely slow or immobile.
Note: Although extremely fast, most shinobi of kage rank or above can easily track the animal.


Taught to: 1. 2. Vayne
 
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Tsuki

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Custom Clan Jutsu
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Ganmi
(Ganmi Genjutsu: Mihoufu ⋓ Minori ) Taste Illusionary Arts: Fruitful Bounty ⋓ Harvest
Type:
Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Harvest is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceives the world around them with the 5 basic senses, similar to False Surroundings. It does not change how the targets see people, animals, or even themselves, only creates or alters terrains, and inanimate objects or beings. The Secondary Taste allows the user to alter the way the opponents feel their surroundings, or how the surroundings make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. They fall under one of 5 category:

• Anger: The changes done to the terrain will be perceived negatively. This is usually meant to create a decoy of focus onto the surroundings, rather than entities within the battlefield. The target will chase after the terrain or target the terrain or a specific inanimate object. Ex: Create a red curtain behind the opponent, which will prompt him to direct his attacks at the curtain. A wall created with this will be a target to destroy, not to avoid.

• Disgust: This is meant to guide the target away from the terrain creations, and guide them into a specific place or just make them lose focus on their surroundings or specific directions. The target will be disgusted by the terrain constructions and move away from it. Ex: Create a wall of mucus that will prompt the target to move away from it, or go around it, not targeting it but rather avoiding it.

• Fear: This is meant to paralyze or make a person suspect of the terrain changed. The object of the illusion will cause great fear upon the target. Ex: Create a black wall that will seem too big, too imposing, too insurmountable for the opponent to destroy or evade, or do anything but stare at it.

• Happiness: This is meant to calm and attract the target to the terrain feature. This could attrack someone into it, or guide them in this way. Ex: Create a yellow pillar which the target will focus on and travel to, rather than avoiding or wanting to destroy.

• Sadness: This is meant to remove the will of the opponent into doing anything. The terrain will elicit more extreme action of either defend from it or attack it. Ex: Create a blue wall that saddens the opponent, making him sad and exhausted and prompt him to do something gratifying, either destroy it or hide from it.

A person targeted by this technique can still perceive damage from the surroundings, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the terrain, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, trees appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu. The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.
The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.*
All the inherent restrictions of the Clan apply to this technique.


(Ganmi Genjutsu: Satoukashi ⋓ Shuen ) Taste Illusionary Arts: Sugary Pastry ⋓ Banquet
Type:
Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Banquet is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive others,based on the 5 basic senses, similar to Myriad of Mockingbirds. It does not change how the targets sees the terrain or themselves, only creates or alters people or animals, and any techniques other people or the illusionary people use. The Secondary Taste allows the user to alter the way the opponents feel about others or thrown techniques, or how they make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description.They fall under one of 5 category:

• Anger: The changes done to someone else will evoke destructive sentiments, opponent will want to target that person aiming to destroy it. Ex: Put the face of the target's enemy on someone else, prompting him to attack him.

• Disgust: This is meant to guide the target away from person, and avoid him/her without paying attention to small details like handseals or whatever they're saying. Ex: Make someone's hands turn into pus, which will prompt the target to avoid that person or even looking at their hands.

• Fear: This is meant to paralyze or make a person suspect he person affected by the illusionary change. The object of the illusion will cause great fear upon the target. Ex: Create the face of a dead person behind someone, which will cause fear upon the target when looking at that person.

• Happiness: This is meant to calm and attract the target to the person. This could attract someone into it, or guide them in this way. Ex: Make someone's face look like a cute puppy, prompting someone to get close to them.

• Sadness: This is meant to remove the will of the opponent into doing anything. The person will elicit more extreme actions of either defend from it or attack it, but mostly just disable the target. Ex: Turn someone's face into their dead allies, prompting them to become exhaustively sad.

A person targeted by this technique can still perceive damage from the illusions, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the other beings, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, animals appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu. The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.
The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.*
All the inherent restrictions of the Clan apply to this technique.


(Ganmi Genjutsu: Kyoushokora ⋓ Koumenzaifu ) Taste Illusionary Arts: Chocolate Pleasure ⋓ Indulgence
Type:
Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Indulgence is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive themselves, based on the 5 basic senses, similar to The Voodoo of the Headless Chicken.They fall under one of 5 category:

• Anger: The changes done to himself will be perceived negatively. This is usually meant to create a decoy of focus that change or body part, and make the target want to destroy it. Ex: Create a reptile skin on someone's hands which will make them want to destroy it, and, with it, the hand itself.

• Disgust: This is meant to guide the target away from the change. The user will not want to use the body part or focus on it. Ex: Create blisters on someone's hand, preventing them from wanting to use the to make handseals or hand gestures.

• Fear: This is meant to paralyze or make a person suspect of the changed body part. The object of the illusion will cause great fear upon the target. Ex: Turn their feet into demons that will scare the target into paralysis.

• Happiness: This is meant to calm and attract the target to the terrain feature. This could attract someone into it, or guide them in this way. Ex: Make someone's hands into a strawberry cheesecake, so yummy, making them want to eat their hands.

• Sadness: This is meant to remove the will of the opponent into doing anything. The body part will elicit more extreme of either defend from it or attack it. Ex: The user's eyes are blind, what's the point of even seeing or doing anything?

It does not change how the targets see other people, animals, or even the terrain only creates or alters body parts, and techniques used by the target. The Secondary Taste allows the user to alter the way the opponents feel about themselves and their techniques, or how certain parts or his techniques make them feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. A person targeted by this technique can still perceive damage, being constricted or even cut, by altering the body directly or by using the opponent's techniques against him, within the illusion. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the target, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, the opponent appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu.The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.
The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.*
All the inherent restrictions of the Clan


( Tsuba Kijutsu: Myousake ⋓ Meiwain ) Black Tongue Arts: Dark Licorish ⋓ Nectar
Type: Supplementary,Offensive, Defensive
Rank: N/A /(E – S)
Range: N/A /(Short – Long)
Chakra Cost : +10 chakra for each water technique/(5 – 40)
Damage Points: N/A /( 10 – 80)
Description: Nectar is the most basic application of the Black Tongue Techniques. Because it’s intimately connected with the basic element Water, in behavior, weaknesses and strengths, the primary purpose of this technique is to describe and adapt Ganmi’s corrosive Saliva to any known Water Techniques that are or can be spat from the mouth. Through this technique, the user will activate the salivary glands and infuse them with chakra, spitting out any amount of saliva and then modeling it after a known spat Water Technique. The user pulls from the mouth, instead of the gut, but the saliva will follow everything else about the original water technique that is being adapted, including hand seals and restrictions. While intimately related to water, a clansmen doesn’t necessarily require the water element to use this basic technique, though becomes severely restricted by the lack of it. For Ganmi lacking a water affinity or for those who do have it, this technique can be merely used a basic creation technique for the clan; ranging from forming the saliva into constructs, projectiles, tools to wield on hand like swords, kunai or even blasst of saliva, that can take the form of a thin stream or a scattered splash and can only be used up to A rank. This is the active portion of the technique, requiring the needed amount of chakra to manipulate the saliva, thus dealing damage based on the rank of the technique. The creation method of this technique is only limited to the user’s own imagination. Adapted defensive/supplementary techniques gain offensive properties due to the corrosive nature of the saliva if applicable and logical, dealing damage equivalent to its rank. Ganmi with Water affinity, Toxire Paladar and Candy Maker will need to post this technique alongside the desired water technique; it will not count as a move despite requiring more chakra than the water technique original requires. S rank version of active ability can only be thrice per battle and A can only be used 4 times, requiring a cool down of two turns before being able to be used again while leaving the user unable to use Black Tongue Arts above B rank in the same or next turn. B rank requires one hand seal, A rank requires two and S rank requires three.


(Ganmi Jutsu: Pekotaberu ⋓ Pekogakidou ) Taste Technique: Insatiable Desire ⋓ Dulce de Leche
Rank:
C- S
Type: Offensive/Supplementary/Defensive
Range: Short – Long
Chakra Cost: 15-40
Damage Points: N/A
Description : This technique encompasses the one of the most complex techniques within the clan, making use of the user's Taste senses and Saliva manipulation, by taking the enemies techniques and actually “eating” the chakra of the technique, digesting it and turning the neutralized chakra into saliva, which the user can then shoot out back at the opponent. The user will inhale, manipulating their Saliva glands to create a syphon of chakra-filled saliva that is connected towards the user’s mouth. The syphon, through shape manipulation and its corrosive properties, will takeover the enemies technique and begin to dissolve chakra located inside of the technique, actually breaking it down, as user draws the technique inside their gullets, “eating” the weakened and now harmless chakra. The technique can also be used on techniques that are in direct contact with user by simply biting the technique or siphoning it in, with the Saliva and repeating the process but much quicker. This siphon and digestion of chakra can only happen in situations where the saliva technique, with it's described S&W, is capable of neutralizing ( equal ) or overpowering ( stronger ) the targetted technique.
When the user is capable of neutralizing the technique, the user will simply eat the chakra and metabolize it into their own chakra resources, in an ammount equal to the technique eaten. When the user is capable of overpowering the technique, then the full amount of chakra dissolved will be converted into damage, 1:2 ratio, sending back a blast of corrosive saliva at the opponent. The end technique is a Saliva technique.
*Siphon is short-range, while the blast can reach up to Mid-Range ( Savors and bellow ) or Long-Range ( Paladar and above ).
*Can only be used 5 times and requires 1 turn cooldown before using again. Savours can use the technique up to A-Rank, rest of the lower ranks can use the technique up to B-Rank. S-Rank can only be used by Paladars and above and once used renders the technique only usable one more time.


( Tsuba Oukijutsu: Ryuukuro ⋓ Ryuukomi ) Black Tongue Supreme Arts: Visceral Pitch ⋓ Pitahaya
Rank:
S Rank
Type: Offensive/Supplementary
Range: Short (Long range reach, Long range projectiles)
Chakra Cost: 40 (+5 per turn)
Damage Points: 80
Description: One of the most powerful Ganmi Clan techniques accessible to only those with the Toxire Paladar Rank. The user gathers a large amount of his/her saliva within their gullet and focuses a vast amount of chakra within it. As the user channels the chakra through the saliva, he compresses it greatly, causing it to change in nature, becoming incredibly dense before releasing it from their mouths. As the user releases the malevolent chakra, he manipulates it by transforming it into a large, fierce and demonic looking Komodo Dragon with total length of 20 meters, with a black outer skin and dilated scales like the skin of the dragon fruit. It's mouth and bowels are translucent white with black granules, as are the large globules of saliva that he can spit out up to long-range. Pitahaya becomes closely attached to the users chakra allowing the user to control its each and every movement. It is made of a particularily dense saliva, which incorporates the especial abilities of the Toxire Paladars, particularily in their interaction with Earth ( Loosing their natural weakness and becoming neutral ) and the pungent smell that stuns opponents within short range of it ( 2 meters ). In addition to that, the saliva acquires a certain syrup-like density, which allows it to cling to objects, almost suctioning them in, while exponentially corroding them. The denser, blacker, granules of the bowel saliva, which is also the secretion that composes the spat out globules, are infused with unstable chakra, which gives the salive the ability to implode upon demand, compressing a target within the saliva's grasp and then pushing out a corrosive shockwave.
The Pitahaya can spit out up to 2 large globules of saliva. They have exactly half the size of the Dragon, and they consume actual saliva that composes the dragon's body. Each are considered A rank, meaning each holds half of the dragon's volume. After both are shot, the dragon disappears in residual black goo. The implosion of each globule is also considered A rank. Alternatively, the user can prompt the Pitahaya to devour a target (or multiple) with or without halving it's power, creating a potential implosion with the equivalent of an S rank, or A rank after spitting 1 globule. It is able to whip its tail and swing its paws and body with the strength of a gigantic 20 meters (or 10 meters after the first globule is shot) dragon, and the inherent power of an S rank ( or A rank ).

This technique can only be used by a Toxire Paladar. The user is only able to use it twice a fight, with a 4 turn break in between usage. To maintain the dragon in the fiel, and continuously keep prompting it to move, the user is required to keep pouring 5 chakra points. The Pitahaya can stay in the fielduntil it spits out both globules, implodes or until destroyed by the opponent. Each globule counts as a jutsu towards the jutsu count, the implosions don't count as a jutsu, with the exception of the implosion of the Pitahaya itself. The user can't use Ganmi techniques in the turn the dragon is created or the previous turn.


[Visceral pitch auto]

Nekura (dropped)
(Nekura Ichizoku Hijutsu: Zokugie) - Nekura Clan Secret Technique: Unholy Conversion
Type: Supplementary
Rank: A
Range: Self
Chakra: 30 (+10 per turn)
Damage: N/A
Description: Once the Nekura casts this technique, it generates a small portal in front of him. From then onwards, whenever he shoots out a technique from him or from in front of him, a little Keigoku goes from the portal into the technique ( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well ). However, it does not work when techniques are being cast that come from other directions ( such as spikes from under the opponent, or wind from the sky ) as the portal is not near them.
Since the amount of Keigoku used is small per technique, it only gives the opponent a headache and makes him lose concentration for a few seconds if it hits, however the effects stack- i.e, if the first time he loses conentration for two seconds, the next time his already weak mind loses focus for four, then six, and so on.
No Forbidden-rank Nekura techniques may be used while this is active.
(Fōsurai) - Force Lightning
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal within short range of themselves suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary incapacitation for one turn
Note: The "sensory/dojutsu blinding" effect lasts long enough for the lightning bolt to travel to mid-range and lasts only during said turn.
(Noroidzi Hari no Nami) - Cursed Blood Needle Wave
Type: Supplemenary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: A simple but effective technique, the Nekura makes three handseals turning any existing Keigoku on the battlefield that he wishes ( such as that from any techniques the opponent dodges ) into a wave of sharp needles that then shoot at the opponent. Whatever the rank of the Keigoku technique this is used on, the needles will be of that same rank.*If struck by the needles, the opponent suffers from drawbacks of the Keigoku attack originally used (common effects are as small as small minor headaches to searing headaches, momentary loss of focus and temporary incapacitation for no more than 10 seconds).
Cannot be used on Keigoku attacks of S-rank and higher
Can only be used four times per battle.
(Bakudō no Shichijūkyū: Kuyō Shibari) - Way of Binding Number Seventy Nine: Nine Sunlight Traps
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:The user makes four handseals, causing eight small portals to emerge on all sides around the opponent, a metre away. Keigoku flows from these portals, before forming itself into a multitude of ropes, that seek to ensnare the target. If they are successful in capturing the target and immobilizing him, a ninth portal opens up a few inches in front of his torso, and completes the binding, restricting the opponent from all motion. If the opponent however, avoids being caught in the ropes from the first eight portals, nothing occurs. Upon being bound, the opponent takes 30 damage due to being in contact with Keigoku, and gets a searing headache that disrupts his concentration.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.
(Togesuzumebachi no Ame) - Rain of Stinging Wasps
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 30 ( +5 per turn )
Damage: 60
Description: The Nekura clansman opens multiple portals in the sky, each one a few meters wide,causing small drops of Keigoku to fall from the portals like rain, in a shower of individual drops. Any non-Nekura caught in this rain will experience sudden sharp mental pain as the drops touch him. Due to the repeated falling of the Keigoku raindrops, they will not be able to focus enough to use techniques that require intense concentration ( Genjutsu, Fuuinjutsu, Medjutsu, etc. ) and cannot string together more than four handseals without pause.This technique can be used twice per battle; each use lasts for two turns, and there needs to be two turns gap between each use.
By sheltering under a suitable defense, the effects of this technique can be avoided.
The effects also apply to non-Nekura allies, and so this technique is not useful in combo battles or wars.
( Hadō no Kyūjū: Kurohitsugi ) - Way of Destruction Number Ninety: Black Coffin
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below ( however the portal from below only appears as the other sides have been fully created ); contact with it makes the opponent's head ache badly. As soon as the box forms fully, taking around the same time it takes to throw a kunai, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for one turn.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.
 
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Tsuki

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Type: Supplementary
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: The user will manipulate the ground upfront of them to rise one single tube made of stone and earth. The tube is not more then the size of a regular persons mouth allowing the user to place their mouths on the tube. The user then by stomping their foot on the ground will release up to 10 other tubes all around the users position covering them in a radial manner with the opponent in the center. Each tube once again has an opening no larger then a regular persons mouth and are quite long in size, with the opening of the tubes facing towards the opponent on the side of the of the tubes. Each of the tubes are connected towards the tube that is with the user with a connection underground similar to a pipeline, this is where the air will travel through. The tubes however act only as a medium to supplement the user. The user will then focus wind chakra into their lungs and place their lips on their tube covering it and begins to breath into the one tub (Sucking in the air), but as the user is sucking in the air, a chain reaction occurs where every tube around the opponent will begin to suck in the air (By breathing in) around the opponents area, similar to that of a vacuum effect. This causes the opponent to be restricted completely of movement not allowing them to move whatsoever, and because all angles are sucking the air in, the opponent will feel as if their body is being stretched to the max causing tears in their muscles and tendons as their body is being stretched. With one final gust the user will breathe out and release bullets of wind out of the tubs surrounding the opponent blasting him/her on all directions finishing their body off. This jutsu requires a constant stream of chakra and is very similar to ( Futon: Shinkūdama ) - Wind Release: Vacuum Bullet.

Note: Can only be used three times
Note: Requires Wind to be up to A-Rank
Note: Requires Earth to be up to A-Rank
Note: Counts as two moves in the three jutsu move slot


Rank: S-Rank
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing earth chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large earthen pillars that are 10m in height and very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't directly act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars (20 damage). The pillars rise in a way to surround the target with the target as the epicenter and one blunt pillar also rising beneath the user to rise him above the soon to come mayhem, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent or lifted on his designated pillar, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also.

• Usable twice with 2 turn cool down between uses
• Counts as two moves since using two chakra natures back to back
• The jutsu can be performed at long range, but the radius of the pillars is mid range only..
• No Doton or Fuuton above A-rank next turn.
 
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