(Yubiwa no Soromon) – Ten Rings of Solomon
Type: Weapon
Rank: S
Range: Short – Long
Chakra: N/A (-20 per turn)
Damage: N/A
Description: The Ten Rings of Solomon are a set of golden rings created in the wake of the destruction of Solomon’s staff, lost after his journey to the Underworld. They are an enhanced version of Solomon’s first rings granted by God, forged in Ars Paulina outside of the axis of time. The rings were formed from the golden mist of Anutu, imbued into physical form with the blue sand of Suen, and then forged into a metallic form with the searing heat of Utu. The Divinity within the rings attunes itself to Solomon’s soul and his own replicas created through Anutu, granting him Authority over his own soul; this ability is called the Conflux of Souls. Soul replicas, up to ten, one per ring, under Conflux are placed under Solomon’s Authority, binding their presence to the field permanently unless they are destroyed or dispersed by Solomon. A byproduct of attunement binds the rings to Solomon, making it impossible to remove them unless Solomon wills it. The second consequence of the attunement causes Solomon’s soul and spirituality to gain Divinity, gaining toxic recoil to those that would interact with it. The recoil the opponent suffers from is Divine in nature, making it only reversible through techniques that would heal the spirit itself, specifically Utu. This inflicts 20 Spiritual damage per turn, for four turns. Because the Divinity afflicts the victim’s spirit itself, it reduces the Chakra present in their techniques by 10. Should the victim apply a second spiritual technique to the user the duration of the recoil will reset.
Confluence is the activatable ability of the Ten Rings, done so at the cost of a move. Its activation occurs within the same timeframe as a technique that creates or manipulates a Soul Replica, or at a different time upon an already created Soul Replica. The effects of Confluence do not necessarily activate when it is used, able to be activated whenever the user wills it as long as the infusion was applied. Confluence causes Soul Replicas to be pulled into the Rings of Solomon, binding the soul to Solomon’s own and conferring their own abilities and traits upon him. Alternatively, Confluence can be used to combine two or more Soul Replicas into one unit rather than into the Rings. Soul Replicas that are combined gain each others abilities and traits while also gaining an increase of 10 base Damage and Chakra, but these increased stats can only stack up to 30. Should two Souls have different damage values upon being combined then the one with the higher Damage and Chakra shall become the base value for the new unit. Confluence can be used again on the same combined Soul Replica to bring it into the Rings. Combined Soul Replicas still count towards the 10 Replicas able to be bound into the Rings, meaning 2 Replicas combined will still count as 2 Replicas bound.
Scroll Owner: Drackos Other Users who have signed contract: Akasha, Xylon, Panthalassa Summoning Boss if existing: N/A Other Summoning Animals tied to contract: N/A Description and Background: Scarabs are a family of insects within the group commonly called ‘Beetles’, of the order Coleoptera. Scarabs are stout-bodied beetles, many with bright metallic colours. Scarabs range dramatically in size with averages measuring between 1.5mm to 160mm and special breeds as small as 0.5mm all the way to 50m. Like Toads, Scarab go through a life cycle, Larvae of scarabs are called grubs. Unlike toads and certain other summons, scarabs rarely display a sense of individualism. This trait is valuable for a shinobi as this makes scarabs ‘programmable’ to execute certain functions which may involve use of grubs, regaining numbers by rapid reproduction or even suicidal missions.
Scarabs possess the ability to use chakra, its natures and shape manipulation. The complexity of chakra system and scarabs ability to use ninjutsu varies dramatically between kinds though, though what they like individually, they compensate for it collectively. Swarms of scarab possess an outstanding ability of matching their chakra signature with each other as well as the user. This allows them to share it and flow it through others, as well as divide the labour to perform complex ninjutsu collectively. For example, a single small beetle may not be capable of performing Fire release: Dragon flame song technique as it requires large quantities of chakra, nature transformation and shape manipulation. However in a group, they would pool in their resources and divide among themselves the responsibilities effectively performing the technique and in certain cases outperforming a shinobi (due to division of labour). Similarly, certain species of scarab possess a ‘hive mind’.
Aside from ninjutsu potential. Scarabs have had religious and historic importance in certain cultures across the ninja world. Appearing as emblems and artifacts across cultures, and in certain cases it is speculated that Scarabs were used to seal tombs and safeguard the remains of Ancient Kings.
Approved Scarab Summonings
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Approved Summoning Techniques
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Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Swarm Intelligence, or more commonly known as the Hive Mind, is a passive technique, or state, derived from a Scarab’s ability to match their chakra signature with that of their summoner’s and flow their chakra through the user. Swarm Intelligence is activated whenever a Scarab with Hive Mind characteristics is summoned to the battlefield and naturally matches its chakra signature with that of the user. By matching the Hive Mind Scarab’s chakra signature with that of the user, the user is effectively integrated into the Scarab hive mind; this allows the summoner to share information, intelligence, and communications with all Scarabs in the hive mind simultaneously. When activated the user’s tracking and reaction capabilities will be enhanced by .5x the user’s base for each Hive Mind Scarab present on the field and integrated with the user. This enhancement is limited to a maximum of a 2x increase. This ability is shared among all Hive Mind Scarabs; as such should one scarab be present on the battlefield and is then dispersed this technique will be deactivated. Likewise it is instantly activated when a Hive Mind Scarab is summoned to the field. This technique's duration is bound by the Scarabs' presence on the battlefield.
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Type: Supplementary
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Darkness Eternal is a technique to be used on Hive Mind type Scarabs; it is one of the simplest programming techniques used on Hive Minds and can be applied instantly to Scarabs bound to the user. This technique is programmed to enable Scarabs to divide the burden and chakra cost of Ninjutsu; essentially it supplements the user’s own chakra with its supply, thus lessening the burden. D-rank techniques are lessened by 5 chakra, C-rank to A-rank techniques are lessened by ten chakra, and S-rank and above techniques are lessened by 15 chakra. While the chakra expenditure of the user is lessened the techniques themselves do not possess numerically less chakra; they are simply supplemented by the Scarabs’ collective pools. It constitutes a beneficial relationship and allows the Scarabs to assist the user in the molding of chakra. This technique’s duration is bound to the Scarabs of which it is applied, and in addition to it not stacking, it can only be applied to one Scarab summoning at a time.
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Type: Supplementary
Rank: B
Range: Short – Long
Chakra: 20
Damage: N/A
Description: Heaven and Earth is a programming technique to be used on Scarab summons which is passively applied to a Scarab bound to the user. This technique heightens the bond between user and Scarab by enabling the Scarab to collect information and memories by matching and flowing its chakra signature with the user. In essence this allows the Scarab to become able to utilize a single basic elemental nature that the user knows. Heaven and Earth can be applied to a single Scarab summon; this means that, while it is a singular summon, it can also be applied to Swarm based Scarab summons. Scarabs which are empowered by Heaven and Earth become able to use techniques of the chosen element up to and including the rank of the summoned Scarab, sans hand seals. There are restrictions to this programming technique, however. This cannot be used on Scarabs which inherently possess an elemental nature; this means that a Scarab with access to the Fire element cannot gain access to the Water element. It can only be used on Scarabs which possess no inherent elemental affinity. Heaven and Earth can be used to switch applied elements. For example, a Scarab gaining a Water element can be reprogramed to exchange it for a Fire element; this cannot be done within the same turn Heaven and Earth was originally applied in.
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Type: Defensive, Supplementary
Rank: B / S
Range: Short – Long
Chakra: 20 / 40 (-10 per turn)
Damage: N/A
Description: Considered to be the sibling to Swarm Intelligence, the Discordant Harmony operates in a similar manner to the former. This technique, or more accurately a state, becomes passively active when any Hive Mind Scarab is present on the battlefield; the Scarab will match its chakra signature to that of the user allowing it to integrate the user into the Scarab hive mind. Unlike Swarm Intelligence, which is simply used to share information and enhance one’s awareness, Discordant Harmony acts as a defensive mental technique. When the user becomes integrated into the Scarab Hive Mind it enables the Hive Mind to better balance the user’s chakra system and effectively enhance his or her spiritual and mental defenses. When the user’s mind is penetrated by external mental techniques (Yamanaka, mind reading, etc) the intruder will feel the presence of the Scarab Hive Mind. Those who attempt to read the user’s mind, memories, or anything spiritually readable will instead detect the Hive Mind, as the user themselves has been integrated within it. This effectively results in a sort of incomprehensible static or buzzing to be received by the mental invader, rather than definitive thoughts, plans, or memories. As such, when active, the user becomes resistant to B-Rank and below illusionary techniques and mental penetrative abilities while also gaining an effective rank against spiritual-based mental techniques (Yamanaka, Genjutsu, etc). This defensive state, while active with the Hive Mind Scarabs present, siphons 10 chakra from the user per turn.
Discordant Harmony also possesses an alternative active application. Because the Scarab(s) match and flow their chakra signature through their user they are able to utilize a remote chakra surge (S-rank) which allows them to free their user from spiritual and illusionary based techniques. The surges can only be used three times per event, but can only be used once per battle. When the user expends all surges, they are still able to utilize the passive mental defenses that Discordant Harmony provides.
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Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (+10 chakra cost)
Damage: N/A
Description: Based on the Chakra Transfer Technique and the utilization of a Scarab’s ability to match and flow its chakra through the user, the Gift of the Sun allows scarabs summoned to the field to flow and surge chakra through their connection with the user. This allows it to release a modest amount of unmolded chakra into him or her. The infusion enhances the strength of the user's next technique. Occurring within the same timeframe as the technique applied to, Gift of the Sun boosts the technique by an additional rank in strength, or 10 damage above S-Rank, at the cost of 10 additional chakra. Gift of the Sun is usable four times per battle, and cannot be used in consecutive turns.
Summoning Animal:
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Scroll Owner: Xylon Other Users who have signed contract: None Summoning Boss if existing: None Other Summoning Animals tied to contract: None Description and Background: Wyverns are a rare species of reptiles often regarded as mythical. It’s a Draconic creature with 4 limbs, two legs and a pair of wings similar to its ‘cousin’ which gained much more attention ,the ‘dragon’ having 4-6 limbs and depending on the specie a pair of wings. Although similarities exist, wyverns are much different than dragons in both behavior and anatomy, more aggressive the previous in any manner while dragons are civil.
Where the habitat of a dragon is generally close to the land, Wyverns prefer living in high altitudes like mountains and trees that have lived thousands of years. On rare occasions they would occupy abandoned buildings created by humans. Being reptiles, wyverns have a set of unique capabilities, something common in the animal group. Mating among wyverns is forceful, young ones are born in eggs and their gender depends on the amount of heat the egg received during development, wyverns tend to breath fire over their eggs to aid this. To protect the young one from the extreme temperatures, the scale-like shells of the eggs are heat/fire resistant.
As they grow up, to sharpen teeth and biting strength for hunting, they practice over mountains by biting the rocks with their bare mouths. A fully grown wyvern would have the bite strength of approximately 2000 kgs (1200 kgs is an ‘average’ crocodiles bite strength), with teeth sharp and strong they rip off their prey with relative ease but more than that, platinum from the mountain rocks get attached in their mouths making their bites deadlier, the attached platinum when struck inside flesh causes metal poisoning to its preys where wyverns themselves are immune to it.
Wyvern require a lot of food to keep their functions running, their gut bacteria digests food and release hydrogen which is stored in a separate bladder linked to the oeso****us. They use this hydrogen in two ways, breathing fire and flight. Having platinum stuck up in their mouths, wyverns could exhale hydrogen from their mouth which reacts with the platinum and oxygen in the air creature and combustion which released in the form of a stream of fire, (varying ranks, the method is natural therefore would not require any chakra cost or technique however, there is more to it). Wyverns have several characteristics typical of flight. The honeycomb structure of their bones allows them to be light, while retaining their strength. Huge hearts are also typical of flight, as chest muscles would need vast amounts of oxygen-rich blood in order to move the large wings. Although they possess large wings, the wing-span/weight ratio of wyverns is not enough for the wings to give enough lift. Their capacity to hold hydrogen further lightens them to fly, they can migrate in relatively high speeds by reaching a high altitude, having a huge heart and lung capacity makes them fully functional and buoyance keeps then above the air. Their anatomy makes them both agile and incredibly strong allowing it to lift objects 3x its original weight without losing any speed. Given their functions, their hierarchy is based on sizes. A larger wyvern would have more strength and capacity to hold hydrogen inside allowing it to breathe a larger body of fire. Since the hydrogen capacity, although they keep great reserves isn’t unlimited, there is a limit to how much fire they could breathe. Thus, going back to size in determining how strong a wyvern is in its wilderness. Lack of Hydrogen does not however affect flight since it has more to do with light weightiness then hydrogen.
Wyverns are prideful creatures in nature, they consider snakes and reptiles inferior and their prey even worse. They have a competitive side when against dragons and would often spar to determine who holds supremacy as species. Although rare it is possible for wyverns and dragons to mate among each other and the offspring could be either a wyvern or a dragon, making it possible for a wyvern to have a dragon sibling. They do not allow humans to make contract with them in a superiority complex so long they are unable to overpower them fully. Humans would teach them how to communicate and control chakra although not being able to perform hand seals leaves the ability useless. But combined with their techniques, wyverns would get stronger as a summoning creature. Humans would draw sealing scripts and patterns over their wings (like orochimaru draws 3 tomoe over his snakes) allowing wyverns to channel chakra within them and induce basic illusions to whomever that looks at their wing patterns. These scripts would again be used for elemental combinations, by sealing elemental techniques prior to battle such as a wind blast which would be in conjunction to fire breathing.
Wyvern Summonings
Summoning Technique: Wyrms of Legends (Kuchiyose no jutsu: Densetsu no Hiryu)
Rank: B
Type: Supplementary/Summoning
Range: Short
Chakra cost: 20
Damage Points: N/a
Description: The technique allows the user to summon Wyrms. The procedure for the summoning is fairly standard, following the same steps as regular summoning technique. In addition to that, the user has the liberty to use tattoo’s as well as incorporate the summoning ritual with other techniques as individuals have demonstrated throughout the series. Wyrms are mature Wyverns, they are capable fighters of different types, natures, colors/appearances, sizes and ranks. Wyrms range anywhere from 1-15m of length and a maximum wingspan of 25m. Each wyrm possesses a natural ability (no chakra cost) as well as a chakra nature, their strength of their abilities is equivalent to their ranks. The user is only capable of summoning wyrms proportional to their own strength, so wyrms by different users would differ in base strengths despite their ranks. In a single use the user can summon a single S-rank, 2 A-rank or 3 B-rank Wyrms. Their types are as follows:
Continental Wyvern: The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind.
Piscine Wyvern: Piscine wyvern are less common amphibious Wyverns. They are majestic creatures with scales that break down light to prism, and wings adept for swimming and flying alike. Their natural talent is the ability to create an electric field. Piscine Wyvern do not possess fire breathing abilities, but they have an electric organ instead which they use to discharge electrical attacks. They can operate in water (speed=Users Base speed Lvl. +1) or in air (speed=Users Base speed Lvl. -1), and possess water and lightning natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as lightning bolts, electrical fields around the body, waves and whirlpools of water.
Brute Wyvern: Brute wyvern are an even rarer breed of wyvern that underwent evolution slightly differently. They sports a pair of long, highly developed forelimbs instead of wings. Over the years, their wingspan was reduced to hardened fists. Brutes are agile combatants (speed=Users Base speed Lvl. +2), capable of jumping high and over long range distances. They do not have any natural abilities, but they are capable of using taijutsu (within reason) as well as throw punches up to their own ranks. The can only use earth natures, up to the level of specialists and are capable of using shape manipulation.
Deviants: They are a collective class of Wyverns with odd features. This category encompasse all Wyrms with peculiarties such as two heads each capable of breathing fire or multiple pairs of wings. Deviants are capable of using shape manipulation, and can have the natural abilities or qualities of any of the previous 3 types defined in any combination. They can have any of the 5 basic chakra natures. Deviants are one of a kind (so only one can be summoned at a time), their speed is always [Users Base speed Lvl. +1], they are always S ranked and they can use natural fire breathing or electrical organs twice per battle.
Note: Each Wyrm can have One chakra nature, restricted to the natures the type of Wyvern can have.
-An S rank Wyrm has a chakra reserve of 300, and it can use its Natural Ability(s) up to 3 times per conflict. A rank Wyrms have a reserve of 150 each, and can use their natural skills twice per battle. B rank Wyrms have a reserve of 100 each, and can use their natural skills once per battle. Only a single Deviant (S rank) can be summoned at a time, it can have a reserve of no more than 200. Wyrms stay in battlefield until their chakra reserves allow.
-Each ranked ability natural or chakra based, costs one of the user’s 3 moves per turn though they can be performed simultaneously with the user (unranked use is considered free form).
Tsubaki no Hayashita Sennin - Dance of the Bearded Sage
Type: Nintaijutsu Background:
A long time ago, a very powerful and wise Shinobi Viking named Gobi Gobletsson was bored. He was playing around with his chakra by molding and channeling it. One day, on accident, he channeled his chakra into his long viking beard. The long brown/blondish beard became stone hard and razor sharp. He reached his mighty fingers to touch it and was left with several cuts on his skin. This made him think more about hair and chakra. The next months he spent experimenting with chakra and his facial hair. He used the chakra to control his beard and facial hair changing it's volume, shape, size, strength, sharpness and other features. After perfecting the skill Gobi decided to show the shaved Shinobi what real Vikings can do.After designing this style, Gobi was from that point known as Beardy Beardsson, the Bearded Sage.
Description on the Abilities and Inner Workings of the Style:
The Art of the Bearded Sages is a very simple Nintaijutsu which combines chakra control and the user's hair. By utilizing his chakra the user can make facial hair grow on his face, arms and other body parts to the desired length. By further use of chakra the user can control the movements of the hair, it's shape, volume, sharpness, strength and similar characteristics. There are several places the user could create hair from: Face(beard, nose-hair, ear-hair and eyebrows); Body (armpits, arms, back and chest); Lower Body (legs, feet and pelvis area.).The user can grow or shorten the hair at any time by simply channeling chakra into it. He can form it in any way he wants to resemble certain objects (tools, shapes and weapons), to be other colors (can be used as camofluage), different lengths, sizes and degree of sharpness and volume. The hair can either be made sharp or dull, soft or hard as steel-quality, long or short. The user can create a sharp armor of hair over his whole body cutting anything that touches the hair, use it to move around (attach the hair and swing around from branch to branch for example), attack the enemy with projectiles (hair needles from the users beard etc.) or with large volumes of hair by simply swinging their head and body parts around thus hurting the opponent (depending if the hair is sharp or hard damage can be inflicted differently).
Additional effects and Restrictions:
- One must be taught by Gobi Gobletsson
- There are two ranks within those whom have been taught this certain art, the Bearded Warrior, and the Bearded Sage.
Hayashita Sennin - Bearded Sage's abilities and restrictions; This is the rank given to those whom have fully mastered the Dance of the Bearded Sage, and is capable of manipulating ones hair as described above, in the ''Inner Workings'' description. To become a Bearded Sage one must be of Kage rank(Or higher.) due of needing extraordinary chakra control.
Hayashita Senshi - Bearded Warrior's abilities and restrictions; These are those whom are still in training to become a Bearded Sage is only capable of reaching his beard up to mid-range(Even if the jutsus says long-range also, if a jutsu belonging to this style says short-range it doesn't mean he can extend the jutsu's reach to mid-range, it stays short.) and, cannot change the colour of his beard as it requires extraordinary chakra control. To become a Bearded Warrior one must atleast be a S-Class Ninja due the need of good chakra control.
Approved Dance of the Bearded Sage Techniques
Tsubaki no Hayashita Sennin: Fuzaketa Petenshi | Dance of the Bearded Sage: Playful Trickster
Rank: C
Type: Supplementary
Range: Short
Chakra: 15
Damage: N/A
Description: A less wild, yet more tactical version of hair strengthening; The user will emit quantities of hair from his body which coiling it around a specified body parts or, if he wishes, his entire body turning him into a ball of hair. Changing the properties of the hair, the user will be able to at incoming blockades in close combat, to have the hair allow him to slide past, as it was a piece of soap slipping through one’s hands, the blockade and proceed it’s original path unhindered. This would essentially, within reason, allow the user to slide past certain attacks without getting in physical contact, or hindered in his path, as well as avoiding certain attacks. The changing of properties of the hair, can however also take place, by reversing the proccess, thus making it 'lethal' following the restrictions and limitations of the style - Such as making them sharp.
Tsubaki no Hayashita Sennin: Bainzu | Dance of the Bearded Sage: Vines
Rank: C-S
Type: Offensive, Supplementary, Defensive
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: This technique can be seen as the basic manpulation technique in this ''branch''. By manipulation one's hair the user is capable of growing it as it pleases. Make it as sharp, hard, soft, long, short. This technique can be used in many possible ways, such as causing one's hair to go underground and erupt from the ground beneath the opponent. Vines may also be used to create pre-existing hair sources.
Note: S-ranke version can only be used 3 times, with a 2 turn cooldown period in between usages while the ranks below are unlimited.
Tsubaki no Hayashita Sennin: Kotējigāden | Dance of the Bearded Sage: Cottage Garden
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will unleash an heavy amount of hair from desired part of his body, and into the ground, having it spread throughout the entire terrain, manifesting itself within the ground. Small patches of hair throughout the terrain can be spotted, emitted from the ground, going in an arc and back into the ground. The hair is closely linked to the user's senses, thus allowing him to detect any movement underground and above(Obviously, aslong as it touches the hair.). The heavy amount of hair can however also be used as a source for future Tsubaki no Hayashita Sennin techniques, keeping the traits of Cottage Garden.
Tsubaki no Hayashita Sennin: Gādo Pointo | Dance of the Bearded Sage: Hair Strengthening
Rank: S
Type: Supplementary, Defensive
Range: Short
Chakra: 30
Damage: N/A
Description: The user grows hair out and covers his entire body leaving only his head and two legs visible. In this ''form'' the user may ressemble an overgrown Chia Pet. With this hair, the user is able to withstand against most outside attacks with this impenetrable shield. However only counts towards blunt attacks, most of the time.
~Can be used 3x
~The user must wait one turn inbetween each usage of this technique.
Tsubaki no Hayashita Sennin: Atarashī kanten Tanzō | Dance of the Bearded Sage: Forging a new Light
Type: Defensive/Supplementary/Offensive
Rank: S-rank
Range: Short
Chakra: 40
Damage: 80
Description: This is primarily a defensive technique where the user will engulf himself in hair, however not disabling him of his mobility or vision. By sending chakra into the hair, the user will make it a functional lighting rod - capable of absorbing and transmitting lightning throughout the hair covering the users body. Upon in contact with a lightning technique, the users chakra in his hair will guide the lightning sending it through a path of his hair and then releasing a weakened version of the opponents technique in the desired direction in the form his wishes, it could be a lightning bolt, or a current of electricity travelling through the ground, or a 360 degree shockwave.
~ Can guide up to and S-rank included
~ It will be weakened by one rank
~ Can be used twice
Tsubaki no Hayashita Sennin: Ken'i no Kyōretsuna Tamashī | Dance of the Bearded Sage: Authority of the Vigorous Soul
Type: Supplementary, Offensive, Defensive
Rank: Forbidden
Range: Short – Long
Chakra: 50 (-15 per turn)
Damage: N/A (-20 to the user)
Description: Perhaps one of the most powerful techniques of the Dance of the Bearded Sage where the user will, through the conversion and release of an immense amount of chakra, empowers and manipulates hair to emerge from each pore on their body to create a construct fueled by the user’s chakra flow to essentially create a humanoid which encases the user’s body. The hair produced by the user’s body is incredibly versatile in the sense that it is capable of possessing different characteristics upon creation which can be changed in battle. It can be produced as firm and unbending hair, soft and pliable hair, or elastic hair capable of producing A-Rank physical damage. The humanoid will essentially accentuate the user’s movements. For example should the user run forward the construct will respond the same producing the identical movement and speed. The construct’s appearance can vary aesthetically but essentially in its creation it will take the form of a large humanoid roughly up to three times the size of the user. The hair produced by the by the user’s body is infused with an immense amount of chakra; as such it offers the user incredible defensive capabilities for its duration. The humanoid construct is capable of defending against A-Rank elemental ninjutsu and S-Rank taijutsu. Should the humanoid be cut the user is capable of expending an additional 5 chakra to replace the lost body parts. Due to the excessive chakra infused into the hair other Dance of the Bearded Sage techniques which use the hair of the Vigorous Soul will gain an increase of 20 damage to their strength.
Once activated, lasts four turns. Restoring the hair requires the user to expend one of their moves and 5 chakra. Upon deactivation the user will suffer exhaustion and be unable to use taijtusu up to A-Rank and will have lost two ranks in speed for two turns. The great amount of hair expelled from the user will cause them to experience a full body pain from their pores.
Tsubaki no Hayashita Sennin: Shiro Someru | Dance of the Bearded Sage: White Dye
Rank: C
Type: Supplementary
Range: Short
Chakra: 15
Damage: N/A
Description: The user can channel chakra into his hair allowing him to change the colour into any colour the user wishes. The hair can be different coloured at many places, meaning the user can colour each hair a different colour if he wishes. This is best used for camouflage and hiding from the opponent to then strike him when the user is ready.
Type: Nin-Taijutsu. Background: There once was a time, when there was little known about jutsu, or Kekkei Genkai. A simpler time, when most fought with their body's alone. Due to this many struggled to stay on top, creating different form's of Taijutsu. But one form stood above all, and was never defeated. This style was known as the Graceful Fist. Many relied on power, and simple physical strength. But one man realized that there was another way. A better, and more peaceful way to end a fued. Graceful Fist is purely based on patience, and striking with maximum effect. And this was the key to winning any fist fight. Nathan came along this style from an old man that he met from his journey.
Inner working's and Movement's of the Graceful Fist style.
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Description on the Abilities and Inner Workings of the Style: The Graceful Fist style consist's of three main rule's. The first rule is to stay Patient and Calm at all time's, it is always the key no matter what's headed your way, breaking this rule can be fatal. The second rule is to stay fluid, a stiff fighter is always inaccurate. And the third rule, is to strike with Maximum effect, and we will get to that in the explanation here. Movement and Style: Graceful Fist is mainly performed with fluid movement of the body. The user will watch the opponent's every move, nothing get's past a Graceful Fist Master. You rarely block in this form of fighting, you will always counter. For example, if a simple quick punch is thrown, it can be blocked by simply moving the hostile fist out of the way with your wrist, this will also leave the opponent in an unstable position. Striking with Maximum effect: Graceful Fist user's also has knowledge over every single muscle that is in the human body, thus comes the striking with maximum effect. The strike will always be for an important area, more likely a pressure point.
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Nin-Taijutsu related effect's: By utilising the Wind aspect of Graceful Fist, a user of the style is able to use it to enhance their striking power and overall effectiveness of the style itself. By using shape manipulation, the user is able to mould his wind chakra into sharp projections that extends from his fingers/fist. Then, by using their knowledge of the human body and the placement of the muscles, a Graceful Fist user can strike the opponent in a vital area or muscle, and severe it through the skin by precisely slicing it with the Wind chakra. This allows a Graceful Fist user to cut the muscles of the arm/leg etcetera causing the opponent to be greatly harmed and lessen their overall ability to use their arms/legs, giving the Graceful Fist user an advantage in battle.
The user of Graceful Fist is able to use Wind as a supplementary too. By coating their legs and arms in Wind chakra,and manipulating it with great precision, it allows the user to be more fluid when fighting. When coating the legs, it allows the Graceful Fist user to be light on his feet and move a bit faster and evade attacks from the opponent, thus countering with the Graceful Fist techniques giving the Graceful Fist user a upper hand.
With both these aspects, Graceful Fist users are able to easily evade and strike back with great precision.
Additional effects:
- Graceful Fist user's have great stamina. Due to you having to move at all times fluidly regarding the style, stamina is built.
- The user of Graceful fist will be able to take strong blow's, not only do you learn about pressure point's and muscular area's during the learning process, you must constantly resist these physical blow's. To be sure no Graceful fist user could really fight one another.
- A Graceful Fist user does not require hand-seals to use the Nin-Taijutsu of this style.
- In The Training process, you will strike hard object's with merely a finger or two, practising. Therefore the user's hand's and finger's will be rock hard.
Restrictions:
- Those who wish to learn this style must go though one training session with the creator [Nathan]
- A Graceful Fist user is not as strong as a normal strong fist user, so in a pure physical match, Graceful Fist is Outmatched.
- Must be at least Kage [post count] to learn this style.
- Must have both Taijutsu and Wind release completed.
- Can only be taught by Nathan.
Approved Yūgana Ken | Graceful Fist Techniques
Yūgana Ken: Tenkei Songu | Graceful Fist: Heaven's Song
Type: Supplementary, Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: Heaven's song is considered the basic form of the Graceful Fist. The user will gather a large sum of fuuton chakra towards every point of their body and release it forward to create a semi-transparent white aura around the users body (finger tips, limbs, stomach area, etc.). When releasing this style the users take up the properties of fuuton chakra that corresponds with Graceful fist. The user will feel much lighter and fluid when using the style, especially in hand to hand combat where the user will be able to react with ease. This is because Graceful fist allows the user to watch the opponents every move with high level of clarity, this allows the user to counter an opponents attack in hand to hand combat. Due to being much lighter with the wind chakra around their body the user will be able to leap further and move around quicker. The user will also obtain a higher attack potency in battle. The user, whenever they deliver a attack towards the opponent it will cause serious sharp cutting pain because of the attributes the fighting style takes up. The sharp pain is precise and accurate furthermore since the user has high knowledge of the human body, knowing where every muscle and ligament are located they can use this cutting property to cut the muscles because of the sharpness this fighting style grants towards the user. This means the user can rip a muscle of the opponents biceps for example and completely render that arm useless or move with serious pain.
Notes:
- Can only be used three times per-match.
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used in conjunction with Graceful Fist techniques.
Yūgana Ken: Mitsukai Yabureme | Graceful Fist: Angel's Tear
Type: Offensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: The user will gather a large amount of fuuton chakra towards both of their hands create a semi-transparent aura around their hand. The same process is done towards the users knees as well. The user will then dash towards the opponent and attempts to deliver a jumping knee thrust but the moment the opponent begins to react towards the knee thrust, because of the users clarity and reactive ability will then snap that same knee back basically faking the knee thrust and instead delivering a sharp finger slash in a horizontal manner while still in the air, towards the wound of the opponents neck, cutting that area completely which will generate serious pain towards the neck while at the same time the opponent will be unable to move their head around while blood spilling heavily from the area cut . The user will then land on the ground and once again deliver a finger slash but towards the solar plexus cutting it in half, finishing the opponent off.
Notes:
- Can only be used three times per-match.
- Must wait two turns before using this technique again.
- Must be a practitioner of Yūgana Ken | Graceful Fist
Yūgana Ken: Warai Doukeshi | Graceful Fist: The Laughing Court Jester
Type: Offense
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: A deceptive move for the fighting style. The user will gather fuuton chakra towards each of their hands. The user will use one of their hands, by opening their palm, and having their fingers face towards the eye of the opponent, the user will attempt to deliver a straight eye jab. The hand though, progresses at a normal pace, similar to regular ninjas. The main purpose is not to necessarily strike the eyes of the opponent but to force their attention towards the fingers. As the opponent focused towards the hand coming at their eyes, basically after the first hand jabs the opponent in their eye's at a normal pace track-able by normal ninjas, the user will right after hitting the opponent with the eye jab use their other hand to deliver a much quicker (matching the basic speed of the fighting style) and aggressive hit aiming towards the opponents chest, delivering a slash which is quite deep and a large amount of blood will begin to spill, inflicting serious pain. The opponent will be severely harmed if they take a full hit from this attack. It becomes extremely difficult for the opponent to notice the slash due to the distraction and pain from the finger jab which makes it a formidable technique, and difficult to deduce.
Notes:
- Can only be used twice in battle
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Must wait one turn before use again
Yūgana Ken: Kenwo Houki Shimasu | Graceful Fist: Relinquishing the Sword
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: A efficient and fast pace combo attack, the user will take a basic stance and channel fuuton chakra towards each of their hands increasing its cutting proficiency and accuracy. The user will first start off with aiming towards the wound of the opponents hand, severing it, and in quick succession the user will use their other hand to severe the wound of the other hand of the opponent. After severing that wound, the user will lift both their hands and slice the wound of the lower arm, this for each arm, done one after the other, similar to how the user severed the wounds of the opponents hand. Then with the same exact pattern but this time lifting their hands higher, they will severe the wounds of the upper arm located slightly under the shoulder, slicing the wounds one after the other. Due to the accuracy of each slice delivered, the user will be sure to slice only the wounds, basically leaving deep cuts (three on each arm) that will begin to spill blood slowly (though not something that will kill them). Due to having all the wounds of the opponents arms severed they will be completely rendered useless (the opponents arms). This means using hand seals or wielding weapons with the use of their hands would be impossible.
Notes:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used three times per-match
- Must wait one turn before using this technique again
Yūgana Ken: Kamino Ai | Graceful Fist: The God's Love
Type: Defence/Supplementary/Offensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: 40
Description: This is one of the basic counters of the fighting style. When an opponent is attempting a kick towards the user in any directions or area of the users body, the user due to their flexible motion is able to move around to position himself properly to ready is counter. The moment an opponent attempts to kick the user, the user will gather fuuton chakra towards one of their hands and sharpen the chakra around their hand to increase its cutting efficiency. They will then use the hand that gathered the fuuton chakra, to block the attack. Not only does the opponent block the attack but since the style revolves around always countering an opponents movement, the user will immediately severe a wound of the opponents foot located around the ankle. For example if they are trying a round house kick to the users head, the user will block the kick while severing the wound located on the foot (around the ankle) by raising their hand to level with the wound, since that was the area attempting to make contact with the opponents head. The block and cut is basically done at the same time when contact is made, thus allowing this jutsu to keep true with one of the rules of the fighting style. This counter only works towards the lower body of the opponent, specifically their legs (Spinning kick, straight kick, etc). The severing of the wound will inflict an annoying, pinch type pain. Not only will this slow down the opponents movement but also it will begin to spill blood (though it will not necessarily kill them).
Notes:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used four times
Yūgana Ken: Buuto wo Houki Shimasu | Graceful Fist: Relinquishing the Boot
Type: Offense-Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: A corresponding combo similar to the other combos displayed by the fighting style. The user will take a basic stance and channel fuuton chakra towards each of their hands increasing its cutting proficiency and accuracy. The user will squat low or try to position his body in a way where he is level with the opponents legs. The user will thrusts both their hands towards the muscle of the opponents thigh, this muscle is located right on the hip flexor of the opponent and severe the muscle. After severing these muscles, the opponent will begin to shake starting from their feet and feel slight pain. In quick succession the user will lower their hands and thrusts both hands at the same time once again towards another muscle located on the thigh, that is located right in front of the quadriceps. After this the opponent will be unable to stay on both feet, they will likely fall over due to the fact they will not be able to stand properly because of the severed muscles on their legs. The opponent of course would not be able to even move around with their legs whatsoever, the blood spilling will not kill the opponent neither though but it will inflict sharp, pinch like pain.
Notes:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used three times per-match
- Must wait one turn before using this technique again and no Graceful Fist jutsu the next turn
Yūgana Ken: Kamino Sonci | Graceful Fist: The God's Respect
Type: Defensive, Supplementary, Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: This is one of the basic counters of the fighting style. When an opponent is attempting a kick towards the user in any directions or area of the users body, the user due to their flexible motion is able to move around to position himself properly to ready is counter. The user will gather fuuton chakra towards one of their hands and sharpen the chakra around their hand to increase its cutting efficiency. The moment an opponent attempts to use a upper body attack, they will use the hand that gathered the fuuton chakra, to block the attack. Now only does the opponent block the attack but since the style revolves around always countering an opponents movement, the user will immediately severe a muscle of the opponents hand located around the wrist. An example is, if the opponent is attempting a hook punch, the user will simply raise their hands to block the hand that the opponent is using to punch the opponent, but as they block they will keep their palm open and slice the muscle as they block the punch. The block and cut is basically done at the same time when contact is made, thus allowing this jutsu to keep true with one of the rules of the fighting style. This counter only works with upper body attacks (Punches, palm thrusts, etc)
Note:
- Must be a practitioner of Yūgana Ken | Graceful Fist
- Can only be used four times per-match
Type: Fuuintaijutsu Background:
Namikazeron has its root in its namesake, Namikaze Minato, though the famed Sealing Master and Fourth Fire Shadow had no part in its creation as the style was created after his death.
Namikazeron began as a humble, philosophical movement among intellectuals that advocated experimental Sealing Techniques. Namikaze had displayed unmatched knowledge of seals when he layered two ‘Four Symbols Seals’ to create the ‘Eight Trigrams’ Sealing Style and many groups sought to take the new concept of ‘layered seals’ further. The resulting wave of experimental seals added a whole new dimension to the art of Fūinjutsu.
The Kanji (which defines the central purpose of most seals) was discovered to hold the potential to be used independently of formulae as long as the given purpose was simple enough. Formulae (which deal with the lesser workings of most seals) were similarly proven able to exist and function independently of Kanji, as long as the given specifications were without a central purpose.
The experiments grew progressively more obscure (and dangerous) as time went on and soon a minor faction of the movement moved to implement a series of safety-measures to be used by the movement as a whole. The goal was to minimize the chance of injuries caused by destabilizing and overloading seals, and the most effective measure, much to the surprise of the faction, was discovered to be calligraphy.
Over the years Namikazeron has become more than just a movement. The contributions of the Sealing Sage, Axle, created a new, battle-oriented branch of the movement which is still used to this day.
Description on the Abilities and Inner Workings of the Style:
The fundamental principle of Namikazeron is the separation of formulae and Kanji in Fūinjutsu and the combinatory usage of the two, both in and outside of combat. The difference between said concept and normal Fūinjutsu can be compared to a Yin-Yang Master’s simultaneous usage of two elemental natures and a Kekkei Genkai-wielding Ninja’s inherited ability to combine two elemental natures. Where normal Fūinjutsu always includes both formulae and Kanji, Namikazerian Fūinjutsu can use either concept separately or blend them in a multitude of ways.
There are two ‘Columns’ to this, known as the ’Formula Whip’ (Shiki Muchi) and ‘Layered Characters’ (Sōjō Kanji) respectively.
The purpose of formulae in Namikazerian Fūinjutsu is to act as a medium for the creation of Kanji. In regular Fūinjutsu formulae are a mysterious phenomenon. As observed in the fight between Sasuke Uchiha and Shimura Danzō formulae created in mid-air as part of the ‘Summoning Technique’ remained unaffected by the lack of solid mass beneath them and formed in a perfectly flat pattern. Similarly, formulae have been observed to form in gravity-defying designs and even move, as seen with the sealing formula of the Flying Thunder God Technique. Namikazeron takes advantage of these features to remain unaffected and unchanged by environmental factors and uses them to create what is known as the First Column of Namikazerian Fūinjutsu; the Shiki Muchi (Formula Whip).
Shiki Muchi is not an Inton technique, thought the two categories are conceptually alike. As observed by the Second Mizukage Inton is a broad term and the concept of ‘creating forms out of nothingness’ is also fundamentally linked to illusionary techniques. Just like Genjutsu however, Shiki Muchi does not require Yin-Yang training to utilize.
The ‘Formula Whip’ is a self-sustaining, redundant circuit of chakra that assumes the shape of ever-changing black threads. The circuit always originates from the user's hands. Being a massless phenomenon, to the extent that chakra is massless, and simply a manifestation of the user’s chakra it is safe to say that it has virtually no limitations within fields such as speed and reach. The user is able to freely create and manipulate the Formula Whips. However, the whips cannot pass through ranked physical obstructions and forms of energy - unless this is explicitly described in a technique - without the circuit being broken, thus causing them to disappear.
The purpose of Kanji in Namikazerian Fūinjutsu is to act as extensions of the Shiki Muchi. Through miniscule changes in the chakra inside the circuit the Sōjō Kanji-concept changes the shape of individual parts of the Formula Whip into Kanji that, in turn, shapes its required formulae from the surrounding area of the Whip. Multiple identical Kanji can be created simultaneously through the use of the Shiki Muchi’s properties as a circuit. Similarly, Kanji can be created outside the user’s field of visions through the implementation of the calligraphy-safeguard, which is a vital part of Namikazeron as a field of study.
One of the most important features of Sōjō Kanji is the ‘thickness’ associated with it. Like the name implies the products of the Second Column are ‘layered’, in the sense that the created Kanji are based so thoroughly on the Formula Whip that tags become obsolete. In this sense the Formula Whip and Sōjō Kanji act as extensions of the user's physical self. Naturally this restricts the effectiveness of seals that require a continuous contact with its target(s).
Namikazeron shares its close-quarter-combat aspects with other styles, such as Whip Arts, in the sense that the Formula Whips are meant to act as extensions of the user's body. Like the Third Raikage's Hell Stab technique Namikazeron acts as a medium of extending destruction that increases the user's immediate capabilities in combat situations that call for a Taijutsu-inspired counter-attack strengthened by chakra-requiring techniques. In general, an experienced practitioner of Namikazeron will use the abilities of the style to engage in combat with whips that use explosive tags tactically to inflict damage.
Additional effects and Restrictions:
-Seals that aren’t technique-related, such as non-ranked explosive tags, can be created freely, though using these in an offensive or defensive fashion costs a move.
-Due to Formula Whips operating as closed circuits of chakra the total chakra output needed for techniques based on Namikazerian Fūinjutsu is halved if specialized in.
(Namikazeron) – Theory of Waves and Wind Approved Techniques
(Namikazeron Ōkami no Nagai Tsume) – Theory of Waves and Wind The Long Nails of the Balverine
Type: Defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: A modified, Namikazerian alternative to the Ho/Mizu/Kaze/Tsuchi/Rai Hōin that relies on a number of Jutsushiki-Sen as the delivery system and Sōjō Kanji shaped to form the character for ‘essence’ as the medium of storage. This technique allows the user to draw chakra and energy from an incoming technique, thus nullifying techniques consisting solely of energy, but having essentially no effect on purely physical attacks. The technique can only seal one technique per usage, but, like its parent technique, it can drain techniques up to S-Rank in strength.
- Can only be used thrice (3) per battle.
(Namikazeron Bakuhatsu Ken) – Theory of Waves and Wind Explosive Fist
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: A technique that takes advantage of Namikazerian Fūinjutsu’s ability to form common explosive tags freely and almost instinctively. The Explosive Fist consists of a series of versatile, adaptable Gōken-style movements wherein the user extends a number of Jutsushiki-Sen towards a target (formed from the hands) and creates any number of regular explosive tags on these. The tags are always directional, essentially functioning as shaped charges, and can thus be detonated shockingly close to the user without harming them. This technique is often used to supplement a Taijutsu attack, but can also be used to pressure a target to disengage.
- Can only be used three (3) times per battle.
(Namikazeron Kyozetsu Suru) – Theory of Waves and Wind Reject
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: A technique that combines the physical properties of chakra constructs anchored in formulae with the versatility of Namikazerian Fūinjutsu. By shaping a number of Sōjō Kanji to form the characters for ‘shōgai’ the user is able to create flexible, translucent chakra constructs intrinsically tied to the formulae between and around Shiki Muchi. During the turn this technique is used the constructs can be both activated and deactivated freely by reforming and repositioning the layered characters, thus allowing the user not only to protect against incoming attacks, but also to use the constructs as blunt weapons in close quarter combat. The user is even capable of using this technique as a supplement to their mobility using the constructs to forcefully latch onto a surface and effectively ‘pull’ the user to it quickly.
- Can only be used five (5) times per battle.
- Must be created a minimum of 5 meters away from the opponent, unless the user is trying to propel himself towards the opponent.
(Namikazeron Nozomashikarazaru) – Theory of Waves and Wind Undesirables
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: A technique that is designed to act as an extremely durable, but otherwise harmless tether. By shaping points on a number of Shiki Muchi into forming the characters for ‘bind’ using the Sōjō Kanji-concept this technique allows the user to create physical and self-sustaining bonds that bind one or multiple points together. When the characters for ‘bind’ come into contact with one or multiple targets the seal activates, tethering themselves to the targets on an almost molecular level. Normally this would bind the targets to the user’s fingers, since that is where the Shiki Muchi originate, but through this technique the user is able to freely connect one or more formula lines to one another and even disconnect them from their fingers to tether the target to a different point. The lines used to bind the targets do not interact with physical matter, but can still be severed using energy-based attacks. Their elasticity, thickness and length depend entirely on the user and can be freely adjusted due to the nature of Shiki Muchi. They also retain all the properties of Shiki Muchi, even when disconnected from the user's fingers.
- Lasts for a maximum of four (4) turns.
- Can only be used thrice (3) per battle.
(Namikazeron Jōzan Bakuhatsu) – Theory of Waves and Wind Multiplying Explosions
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By applying the concepts of Sōjō Kanji and Shiki Muchi in conjunction with one another the user is able to create a chain reaction of exploding tags, drawing inspiration from the Gojō Kibaku Fuda technique. By shaping several points upon a number of any Shiki Muchi into layered explosive tags, taking advantage of the intrinsic properties of the formulae, the user is able to continuously detonate explosive tags along these points, creating a huge explosion that can potentially go on for an extended duration of time. The user, however, needs to be at least mid range from the explosions' epicenter lest they be engulfed in it. Though the explosion requires no continuous manipulation to sustain it does cost a move per turn to do so.
- Lasts for a maximum of two turns.
- Can only be used once per battle.
- No Namikazeron techniques for the next two turns
Type:Fuinjutsu & Ninjutsu (Yin-Yang release) Background:
Onryodo was developed from studying traditional practices of
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. It is based on the Chinese philosophies of Wu Xing and Yin and yang, It was accepted as a practical system of divination. These practices were influenced further by Taoism, Buddhism and Shintoism and evolved in a developed system after Second Great Ninja World War. Daimyo of nations accepted practitioners in the court. The practices were foul and involved rituals to resurrect the souls of the dead (御霊信仰 Goryō Shinkō). After the events of
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. Xylon realized the origin of such abnormalities, and left of a journey to find all the Sages. He investigated, interrogated and annihilated each and every one. He realized the threat of these foul practices shall always remain, and started the development of a method to counter act the modern examples. Hence the development of Onryodo, the followers of Skill were titled Onryoji by Xylon himself. NOTE: While applications of fuinjutsu involve the appearances to take the form spirits, or ghost. The style itself does not involve any manipulation of souls, let alone any kinds of Resurrection or communication with the dead. Its appearances as Sai would prefer to use his artworks as a sealing technique and B would use ink as means to generate seals.
For the sake of "theme" i'd prefer to use the term
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or
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. Meaning are not literal and aren't meant to abuse a culture in the process. Description on the Abilities and Inner Workings of the Style:
Onryodo is a unique range of strong fuinjutsu that uses Yin and Yang release simultaneously along with Fuinjutsu. The style requires the user to train and develop his consciousness. Years of meditation from Yin-Yang training gives the user a strong mind. Specially during Yin release practices. Using Fuinjutsu and Energy manipulation skill, user eventually separates a part of his consciousness for combat uses. This part of the users mind assumes an appearance and turns into the users inner world (Only a small fraction of it in the end). The appearance of this world varies from person to person, their personalities and changes in the users emotional balance. Much like how naruto fights and converses with Kurama in his inner world. Years of practice perfects this talent, until its fit for usage in actual combat.
When the style is used in fuinjutsu, it easily overpowers other techniques because Yin-Yang energies are used to source the power of the seals. The seals are intelligent on their own and balance the Yin-Yang ratio of the chakra to combat any method to break down a seal. (Since they involve delicate numbering, arrays, and steady balance of energy applied.
Examples involve:
Sai’s Sealing technique: Hidden Tiger Staring Bullet using emotional energy as a source of strength for the seal. Example from filler episode.
Tsunade’s Collaboration Fuinjutsu Four Corner Sealing Barrier which heavily emphasize upon chakra control to maintain a barrier which once successfully erected is even able to contain the three tails. Example from filler arc.
Orochimaru and Jiraiya’s Five Symbols Seal & Five Symbols Unseal are examples of seals that tamper the targets balance of chakra. Example from Manga)
The practitioner of Onryodo, places heavy protection on his separated consciousness. Like Pein places fuinjutsu over his Six paths to prevent intel leak. This step is countermeasure against any mental instability. The steps to follow are:
Separate a very small fraction of your consciousness
Lock this part of your mind and seal of any connection between the world and your actual consciousness and access this only while using your techniques.
Place a mental seal over this portion, keeping it accessible only to the user himself. Attempts to breach this section of your mind by any foreign chakra forces are blocked off.
(Reference taken from Inoichi Yamanaka’s attempt to access Pein’s animal path)
If the mental seal is broken, a counter measure is prepared. The foreign power that breached the defenses is affected by a chakra disturbance that changes the balance of his chakra. If the Yin ratio is higher, the mental ability gets stronger at the cost of weakening the body this result is the victim breaking up due to physical weakness. In the opposite case, physical energy overpowers mental resulting in a mental instability causing the victim to lose further ability to break the mental barrier.
Apart from preventing any foreign forces from entering a delicate part of the users consciousness. The technique also prevents any incidents caused by the users own mistakes. Like imagination developed in this world going wild eventually acquiring a larger portion of the users mind. This could result in development of second personalities and mental incapability incapacitating the user until he recovers himself.
After this training and preparations, the user is able to perform the actual techniques. Most techniques follow two steps, either in an ascending or descending order. These steps are
Yang to Yin technique (Yo to In no jutsu), where physical matter is sealed within the separated consciousness instead of scrolls or anything else. This removes the need to carry around objects. When summoned back they appear as they were left before sealing took place. This is a passive skill.
Yin to Yang technique (In to Yo no jutsu), where objects sealed within the consciousness are released back into a physical form. The inner world is also used to host imagination, which is accumulated within the body as spiritual energy. When released, these imagination takes appearance and fulfill the purpose they were designed for (Seperate technique for each)
Example Technique:
Spirits of Balance: 47 Ronin (Onryodo:Shi-jū-shichi-shi)
Rank: S
Range: Short-Long
Type: Defensive/Offensive/Supplementary
Chakra cost: 40
Damage Points: N/a
Description: The technique requires placing a seal over the users body that collects huge masses spiritual energy from the user and stores it up over the period of time. When released the seal uses Yin to Yang chakra manipulation and manifests the spiritual energy into the users imagination of a story: The revenge of the Forty-seven Ronin (四十七士 Shi-jū-shichi-shi), also known as the Forty-seven Samurai, the Akō vendetta, or the Genroku Akō incident (元禄赤穂事件 Genroku akō jiken). Where a group 47 samurai who were made Ronin, and avenged their General. The spiritual energy amasses together and forms in 47 spirits of Samurai with a dark aura equipped with swords and straw hats. The spirits are intangible, they don’t dessipitate when hit with objects or techniques that disrupt chakra and are inexcusably only effective on Resurrection techniques, Ritualistic techniques and other Spirits related/Spiritual technique. These samurai are incredibly strong and hunts the products of such techniques down with relative ease. When the target is hit by the Samurai’s sword(s) they are sealed within it. The Samurai then grab their own swords, and out of guilt of murder they commit Seppuku, with the suicide the souls of the target are released from the swords and are guided by the Samurai’s spirit in to the Outer World plains.
Restriction: Usable once per conflict.
Additional effects and Restrictions:
+Removes the need to carry scrolls or any other equipment for sealing purposes.
-Objects sealed inside consciousness will have to be summoned during combat, which counts as a move. At double the chakra cost.
+All of users Fuinjutsu are raised up by 1 rank (with the exception of forbidden rank), due to the addition of Yin and Yang energies in the sealing mix (look at the introduction of Description where it explains how energy affects fuinjutsu).
-In order to use the above ability, Onryodo must be the default CFS of the biography, and all fuinjutsu used with Yin-Yang addition have double the actual chakra cost, and doubled recoil damage.
+Increased Mental defense against Genjutsu, Yamanaka hiden or similar abilities.
-Must know Yin-Yang release. Cannot use Onmyoton, Inton or Yoton in the same turn where Onryodo was used.
Spirits of Balance Techniques:
Spirits of Balance: 47 Ronin (Onryodo:Shi-jū-shichi-shi)
Rank: S
Range: Short-Long
Type: Defensive/Offensive/Supplementary
Chakra cost: 40
Damage Points: N/a
Description: The technique requires placing a seal over the users body that collects huge masses spiritual energy from the user and stores it up over the period of time. When released the seal uses Yin to Yang chakra manipulation and manifests the spiritual energy into the users imagination of a story: The revenge of the Forty-seven Ronin (四十七士 Shi-jū-shichi-shi), also known as the Forty-seven Samurai, the Akō vendetta, or the Genroku Akō incident (元禄赤穂事件 Genroku akō jiken). Where a group 47 samurai who were made Ronin, and avenged their General. The spiritual energy amasses together and forms in 47 spirits of Samurai with a dark aura equipped with swords and straw hats. The spirits are intangible, they don’t dessipitate when hit with objects or techniques that disrupt chakra and are inexcusably only effective on Resurrection techniques, Ritualistic techniques and other Spirits related/Spiritual technique. These samurai are incredibly strong and hunts the products of such techniques down with relative ease. When the target is hit by the Samurai’s sword(s) they are sealed within it. The Samurai then grab their own swords, and out of guilt of murder they commit Seppuku, with the suicide the souls of the target are released from the swords and are guided by the Samurai’s spirit in to the Outer World plains.
Restriction: Usable once per conflict.
Spirits of Balance: Reaper’s Wisps (Onryodo: Shinigami no Shiranui)
Rank: S
Type: Defensive
Range: Short-Long
Chakra cost: 40
Damage Points: N/a
Description: The user release performs a series of hand seals (alternatively, release a seal that generates the technique) that forms six Will-o-Wisp’s around floating around the user. These wisps revolve around the user playfully making echoing sounds in little girls voice, the user is able to manipulate them to surround other people/objects similar to Scorch release: Extremely Steaming Murder. The wisps are harmless to humans, summoning animals and other beings, they act upon the users will or independently towards incoming threats. When released towards an object, upon impact the wisp burst into a huge white flame, the burning is fast but not instantaneous and anything that’s burned by the wisps (even water and fire itself, and nothing alive as stated above), is sealed inside the users consciousness until release. The technique is one of the several sealing methods of Onryodo, and takes the form of Will-o-wisps which is translated as Shiranui, the word shiranui also has the literal meaning of unknown fire which explains concept of the technique.
Note: Last 4 turns, can only make 6 wisps per use.
-Usable twice.
-Can seal techniques up to S rank.
Spirits of Balance: God of Tools (Onryodo: Tsukumogami)
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra: 60
Damage: N/A
Description: Tsukumogami is a multipurpose Spirits of Balance technique, a basic Bukijutsu that forms the fundamental fighting style of a Spirits of Balance user. The technique allows the user to summon Tool Gods to possess objects within close proximity of the user, if an adequate object does not exist the user may summon one, or they can form one from Yin Release as part of the technique. The spirit(s) assume full control of the object(s) targeted, levitating it and manipulating the tool with peerless efficiency being able to dodge and intercept techniques of their own accord. If the object employs chakra the spirit within the tool is able to siphon it straight out of the object’s creator given their connection, using it to refund the user’s own reserves. The shape, function, and multiplicity of the formed object(s) is limited only by the user’s imagination. Tsukumogami have a direct connection to the user’s mind seal, allowing the tools to strike objects and seal them into the user’s mental realm up to equal chakra of God of Tools. For example, the user creates a giant shuriken that they use to skillfully maneuver and strike an enemy’s technique; the technique would dissipate like a genjutsu, dissolving as it’s sealed into the user’s mind. Should the technique struck possess less chakra than the tool used, it will not disperse the tool and allow it to continue. Likewise, equal chakra results in neutralization.
Note: The technique can be used up to 3 times per battle. The tools last a maximum of two turns and have a three turn cool down in between usages.
-The user cannot use a Spirits of balance technique in the following turn.
Spirits of Balance: Rite of the Hellhounds (Onryodo: Inugami no giten)
Rank: S
Type: Offensive / Supplementary
Range: Short-Long
Chakra cost: 60
Damage points: 120
Description: The technique draws inspiration from the practice of evoking inugami (dog-god), and uses combat with military animals as a foundational principle. Inugami are shadowy canine figures, they are intangible, can phase through objects, are not bound to the surface, and can be controlled by the user’s will but are otherwise sentient being able to dodge and move around enemy techniques. The user can form up to 4 at any given moment(The damage of the technique is split between the bodies of the Inugami i.e creation of 2 Inugami would result in each Inugami having 60 damage points etc.). The inugami are hungry for life force and drawn towards yang energy in attempts to consume and seal it within their bodies. The inugami are able to differentiate between the life energy of different beings, like tracking different scents. They are also able to track based on residue as long as the target has been within the area. Being composed primarily of Yin energy, anything inugami passes through is robbed of its life-giving yang energy, though not entirely. To put this concept into perspective, say, a hound phases through the opponent’s hands; the target area would quickly lose its life energy and the target will simultaneously experience necrosis rendering the limb useless. The lingering yin energy acts as a curse that can only be lifted by a Yang technique of equivalent rank to this technique, only then could a body heal. Getting struck twice with the Inugami paralyzes the target leaving them in a vegetative state. Inugami do not interact with normal techniques and physical elements, simply phasing through them. Energy-based elements are able to interact with Inugami normally. Living elements and techniques such as wood have a rank disadvantage against this technique during interactions. It is possible to use natural energy to interact with inugami, respecting strength/weakness rules. When an Inugami leaves the battlefield, they return the life energy they stole to the user, healing them from damages. The amount healed is dependent on the damage Inugami dealt(Heals half the amount of damage dealt). Inugami may travel to the user or another person and dissipate in their vicinity transferring the life energy to the person. The user may also disperse any number of Inugami himself with a seal of confrontation allowing the energy to flow back to the user. Excess energy could be stored in the user’s mind seal, however, it costs a move per turn to extract it.
Note: Inugami can move at 13 speed, and track enemies/objects moving at 20 speeds.
-The technique can only be used twice per battle.
-The technique lasts 4 turns.
-The technique has a cooldown of three turns in between uses
-The user is unable to use Spirits of Balance techniques for two turns after casting this technique.
-The user is unable to use Yin/Yang techniques above A rank for two turns after casting this technique.
Background: Onmyoken is a hybrid fighting style developed to follow the principles of and to aid the use in Yin-Yang release. When Master Zenryouku and Master Xylon completed their respective training they each got involved in individual self-study. Master Zen practiced spirituality while Master Xylon concentrated on worldly concepts.
At the end of the journey, it was required to further to teachings and concepts and hence the development of the Onmyoken. For the creation of a detailed fighting style based on the power of balance, it was important to realize the Yin and Yang elements of taijutsu. The study of Strong fist and Gentle fist helped and hence the development of Yinken and Yanken. Similar to its sister ninjutsu alternative the masters made up two distinct fighting natures which when combined made up the true technique of tai. Although, by nature Yinken and Yanken are similar to Gentle fist and Strong fist, they follow entirely new basis for their use.
Description on the Abilities and Inner Workings of the Style: Onmyoken is largely based on the use of energy, users and the opponents. The use of energy is what differs Yinken and Yanken. The following steps are generally followed:
-Identifying the attack: Monitoring energy flow by movement and stance
-Stance: Controlling energy using a stance. Much like Hand seals.
-Approach: Soft or Hard
Onmyoken users have deep knowledge of Biomechanics and energy flow, and they make steady of use that. Martial arts are mostly divided as Soft or hard. This difference is based on their approach of fighting. Hard martial arts depend on years of training to be able to exert more force and achieve stronger feats. They meet force with force. While on the other hand, soft technique relies on using opponents techniques against them, or evading techniques or defending them by applying minimum energy. This is the primary difference in Yinken and Yanken, but technically speaking any soft or hard martial art could be classified as such. Yinken or Yanken are not classes rather individual styles. Stance plays an important role in most martial arts, Onmyoken uses a variety of stances. Similar to how hand seals are used manipulation of chakra. Stance plays a similar role by allowing effective manipulation of energy through a variety of positions which are further used in Yinken or Yanken.
All of the above could be explained using the example of an ordinary movement: A punch, to be performed effectively the user takes stance, pulls his hand behind and thrusts it forward. Simple as it seems, how the technique works? When the user pulls his hand he bends his waist, then swift leans himself in the action of punching. This cycles energy from the waist up to his shoulders, his elbow, wrists and finally the fist. The energy is transferred from the punch to the targets body which is damage. A more effective stances manipulates energy more effectively. More difficult maneuvers require knowledge of stretch muscles and pressure points within the body.
Yanken
Yang based, Strong fist, Hard approach. Loosely based on 8 extremes fist bajiquan/Hakyokuken, although hard approach some Hyuuga principles are used. Like bagua, as the name suggest 8 extremes fist. This style is stationary and movements involve techniques that work in all 8 directions leaving no blind spots. Fists, elbows, knees and shoulders are used and stances are such that pull energy from within the ground. As the energy chain is roughly double the size of an ordinary movement the effect multiplies accordingly (Chain: Ground>ankles>knees>hips>waist>shoulders>elbows>wrist>fist). The larger the chain, the more effective the attack as such a fully effective fist blast could have such explosive energy that could easily shatter rock (But requires equal concentration and all energy pulled from the ground is focused on one attack which when dodged could turn the tide for the user). The style supports techniques that strengthen physical body, in the case of Nintaijutsu, Yang release is used to strengthen the body in various ways.
YinKen
Yin based, Gentle fist, Soft approach. Loosely based on Chop-Hanging Fist Piguaquan, some techniques of Wing chun. Open Palm fighting, rich in movements and acrobatics. Makes greater use of Biomechanics instead of energy chains, stances focus positioning the users body to the users advantage and techniques generally redirect the force received from the targets attacks against them. Common techniques involve striking the pressure points slowly rendering the body useless. Defensive techniques also focus on minimum force, such as the pushing palm skill. Which redirects the strikes away from the users direction requiring minimum force. Techniques like Byakugan and integrated use of Jyuuken empower this style. When used as Nintaijutsu Yin release is used to constantly strike the users spiritual side sapping away his will to fight ensuring victory while causing minimum harm to physical body itself.
Onmyoken
Makes simultaneous use Yinken and Yanken together, uses technique of both styles together in newer Hybrid stances. The newer stances involve:
-Weight Alteration
With the use of soft and hard style techniques together, it was important to shift body weight within moments to switch from hard to soft technique. This technique could also be used as method to add more weight to attacks for increasing damage caused.
-Changing the center of gravity
New stances involve new types of movements which includes more acrobatic moves, these moves to be performed effectively requires changing the center of gravity within the body. This is achieved along with weight alteration, the product of this is faster more swifter flips, extended air time and more distance covered in jumps. With the center of gravity changed, energy could also be redirected to different corners of the body to make effective attacks even in mid-air.
Additional effects and Restrictions: Additional effects:
-Manipulation of energies within the body and the opponents.
-Keen physical and spiritual knowledge.
-Flexibility of moves. Uniqueness gained when combined with each individuals abilities. Restrictions:
-Must know Yin-Yang release
-Must learn one of the first two styles first, then the other following a 2 months break and lastly, Onmyoken.
-Until Onmyoken is mastered only one of the two can be used in a single battle.
-No submissions involved
ideas for custom fighting style with the help of Zenryoku
Type: Offensive, Supplementary Rank: B Range: Short – Mid Chakra: 20 Damage: N/A
Description: The user channels their suiton chakra into a water source within mid-range of them. The chakra will target the location where the opponent is standing and treat them as the epicenter for the technique which will cause the water to transform into a prism of syrup, glue-like water. The prism of water will suffocate the target and drag them down if they are unable to escape from it. The size of the prism can vary depending on the decision of the user. Its maximum size can cover up to a 10 meter radius from the epicenter however it can never be more than three meters deep.
Note: Can only be used twice per battle.
Note: Can only be taught by Drackos
Taught to:
1.Detective L
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2.Noni
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3.Edward
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4.Akasha
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5.Scaze
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6.
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Type: Offensive, Supplementary Rank: S Range: Short – Long Chakra: 40 (-15 per turn) Damage: N/A Description: A technique in which the user releases suiton chakra from either their body, manipulates a water source, or the moisture in the air to create familiars. Should the user use this technique to manipulate the moisture in the air they can only create familiars within short-range of their position; however, should the user manipulate a water source the creation of the familiars can reach up to long-range. The familiars created from this technique share certain characteristics. This includes the nature of their composition and their basic abilities. The nature of the compositions of the familiars is that of a thick, viscous, glue-like water which is highly condensed to make them effectively solid. Additionally, the familiars are imbued with a limited form of sentience which feeds upon the user’s chakra allowing them to act autonomously from the user and respond to his or her will. This technique can produce two familiars, each unique from each the other. The user can create either one or both of the familiars but can never create two of the same familiar. Should the user create one, it will possess S-Rank capabilities. Should the user create both they will both possess A-Rank capabilities. Both familiars are shaped into humanoids upon creation and are roughly the same size as the user. They both move at the speed of an average kage ranked ninja.
Vothdar; Vothdar is one of the unique familiars that possesses the unique ability to manipulate his being and form into a sticky water with properties identical to that of Water Release: Grudge Rain Technique. Through this Vothdar becomes capable of draining 50 chakra with those he comes into contact with and can store that chakra within his body. To absorb chakra Vothdar simply needs to come into physical contact with an opponent and initiate the technique to manipulate his composition at the cost of a move. Alternatively, Vothdar can also absorb the chakra from an opposing technique allowing him to reconstitute himself and create a sort of self-regeneration. What this means is that Vothdar must be completely destroyed within elemental weaknesses and strengths of Vothdar's creation strength (A/S Rank). in order to be neutralized. Additionally, for each 50 chakra or technique absorbed the user can then have Vothdar merge with the user’s water techniques. This in essence causes Vothdar to enhance a water technique by +10 damage for each technique or 50 chakra drained from a target. Doing so will terminate Vothdar.
Vol Anari; Vol Anari is the other of the unique familiars that possesses a powerful variation of the Hiding in Mist Technique as its ability. Vol Anari can disperse its body into a thick, heavy mist and can move about the battlefield in this state at the speed of a Kage Ranked ninja. This can be done either passively or at the cost of a move to evade a technique within reason and elemental weaknesses and strengths. However, Vol Anari’s ability comes with a twist. Through its sentience Vol Anari becomes able to, in its mist state, surround an opponent and similar to Gaara’s sand manipulation abilities quickly condense on the opponent’s body and crush them under immense pressure as Vol Anari reforms. This is done at the cost of a move and the strength of the pressure is equivalent to the rank of Vol Anari’s body. Meaning if Vol Anari is created in conjunction with Vothdar the technique will produce an A-Rank strength. If Vol Anari is created alone, it will possess S-Rank strength.
Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of four turns.
Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn.
Note: Can only be taught by Drackos
Taught to:
1. Eight God
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2. Akasha
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3. Baldy
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4. Nathan
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5. Zaph
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6. Professor Sarutobi
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Type: Offensive, Supplementary
Rank: B
Range: Short
Chakra: 20 (-50 per turn)
Damage: 10 (+5/+10)
Description: A rather deceptive Water Release technique and variant of Earth Style: Table Flip where the user will release Suiton chakra from their body to produce an average table with dimensions and stylistic features of their choosing (within reason of normal tables). The water produced will be effectively solid in nature allowing it to easily hold the weight of an average person, objects such as cups and plates, as well as average sized weapons and such. However, this table has a certain deceptive quality to it which is found in the nature of the water which stems from Water Release: Grudge Rain Technique. The water produced to form this table has potent chakra draining qualities which can be applied at the user’s discretion. The technique effectively drains 40 chakra per turn from those that come in contact with it, with the exception of the user of course. The chakra drained is then stored within the body of water and can be used for the user’s future techniques. For each 40 chakra drained the technique allows the user to use this water as a source for their next water techniques increasing its damage by five (5). This can reach a maximum of 10 bonus damage should the technique drain 80 chakra over two turns. In addition this technique can also absorb opposing techniques within elemental weaknesses and strengths to accomplish the same feat. Because of its draining capabilities it can produce a pseudo regenerative ability making it so this technique cannot be destroyed unless it is completely overwhelmed. As an added flair of damage the user can flip the table inflicting a meager 10 damage to the opponent.
Note: Can be used five (5) times per battle.
Taught to:
1. Gobi Gobletsson
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2.
3.
4.
5.
6.
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Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long (Created in short-range)
Chakra: 50 (-20 per turn) (-100 to the target per turn)
Damage: 90 (-40 to user)
Description: A highly advanced water technique where the user, through a set of five hand seals (Tiger → Monkey → Snake → Horse → Bird) and the release of chakra will manipulate moisture in the air around them. This in effect allows the user to create copious amounts of water in the air in short-range vicinity around them. The nature of the water produced takes form identical to that found in (Suiton: Uramiame no Jutsu) – Water Release: Grudge Rain Technique and (Suiton: Mizuame Nababara) – Water Style: Starch Syrup Capture Field. In essence this creates water that is a highly viscous, sticky, and dense liquid that has chakra draining capabilities to those who come into contact with it as well as opposing techniques. The user can sustain this technique at the expense of 20 chakra per turn for a maximum of four (4) turns and during that time can manipulate the water into various forms suiting their needs which can reach up to long-range from the user’s current position. In terms of chakra draining their targets this technique will drain an immense 100 chakra per turn that the opponent is in contact with it. In terms of opposing techniques should this technique come into contact with a technique that is not suitable to eliminate this technique entirely through elemental interactions then it will in essence absorb that technique. Any damage this technique sustains during that interaction, as long as it does not entirely destroy it, will be used to regenerate it back to full strength creating a potent self-regenerating cycle by consuming a portion of the chakra consumed in the opposing technique to restore itself. The unique application of the absorbed chakra is not only that it can absorb chakra but it can also be used to infuse and enhance a water technique which applies the water created from this technique. Ergo, water techniques can be produced from this body of water and if there is chakra drained from the opponent or opposing techniques that uses this water as a source will be enhanced by +20 for each 100 chakra drained or for each technique drained for a maximum of +40 damage. Once the infusion has been used the user must drain more chakra from the victim in order to gain additional infusions within the duration of this technique. There are some very serious drawbacks and limitations to this technique, however. While sustaining such a powerful technique the user is purely limited to Water Release techniques.
Note: Can only be used once per battle.
Note: Can only be maintained for a maximum of four turns.
Note: Upon expiration or premature ending the user will have their speed reduced by 2 levels, experience a full body pain from the overexertion of chakra, and be unable to access water techniques above B-Rank for the same and following turn. Additionally the user will suffer the already mentioned 40 damage from the pain their body will experience.
Note: Forbidden Ranked water techniques cannot be produced from this body of water as it would simply be far too much chakra exertion resulting in the user’s death.
Taught to:
1. Professor Sarutobi
2. Zanda
3. Houdinii
4. McRazor
5.
6.
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Type: Supplementary
Rank: B
Range: Short/Long
Chakra: 20
Damage: N/A
Description: Using his own chakra the user can, unbeknownst to his opponent, can create a single or multiple water sources within the earth. The water sources can vary in size, depending on the need of the user. The user can create up to 3 seperate sources but their size altogether can't exceed the size of a human sized pond. They don't form too deep in the ground, but about a meter or two beneath the surface. They can be used only as a source for other water techniques.
Note: Usable only thrice (3) per battle
Note: Only McRazor can teach this
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Type: Supplementary
Rank: A rank
Range: Short – Mid range
Chakra: 30
Damage: N/A
Description: The user starts by forming three hand seals, and then manipulating Water within reach (short to mid range). The user will then insert his chakra into the water source, and cause this Water to turn into a dark, black flammable oil. This happens quite fast, and can easily be set ablaze with any fire based jutsu. This technique can be used to change the properties of Water, within reason, basically only allowing the user to change a water source of small size into the dark flammable oil. When used in a large water source, only a small patch will be changed.
-Can only be taught by -L-
-Can only be used twice a fight
-Requires mastery of Water to be used
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Type: Attack
Rank: Forbidden
Range: Mid-Long
Chakra: 50
Damage: 90 (-30 to user)
Description: This is a very advance and dangerous water-style jutsu. The user will do a set of 5 handseals initiating the attack. If the user is a water specialist, he is able to manipulate the moisture in the air above the opponent to form a huge water pool, if not the user spits a glob of water up above the opponent that will then spread into a huge water pool. The water pool is created 10 meters above the opponent. Once the water pool above the opponent spreads about 10 meters in radius, utilizing chakra manipulation, five huge pairs of gauntlets is created out of the water with a chain attached to the end of them. Due to gravity, they then separate from the pool of water and crash down towards the opponent with massive force and speed. These gauntlets are roughly 5 meters tall and 3 meters wide, but have enough force once landed to cause massive damage that is enough to crack bones with every hit. The opponent can make the gauntlets all strike at at once combining to be an F rank attack or have them attack back to back making each gauntlet at max B Rank. These water gauntlets are strong enough to cause craters of medium size if they so happen to hit the ground instead of the opponent. This technique was said to be a huge strain on the opponent's body due to the large scale technique this is. It will cause slight dizziness and fatigue.
Note: Can only be used once
Note: This jutsu takes up two jutsu slots
Note: No other Water-jutsu in the same turn
Note: No Water-jutsu above S rank in the next two turns
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Rank: S
Type: Attack/Supplementary/Defence
Range: Short - Long
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: The user performs two handseals, manipulating the moisture in the air and ground so as to create a gigantic web made of wire thin threads comprised of water. The web envelops the area mid range around the user, being exceptionally inconspicuous due to the thin size of the threads and the translucency of the water. The threads have an exceptionally sticky like quality, as well as being rather elastic and having a solid like property. Should the opponent move, they would find themselves running into one of the threads, when they do so the vibrations of the threads movement would be sent directly back to the user, who is connected to the web via use of a single thread that attaches to the users chest. This effectively allows the user to detect the movement of any objects within the webs range of influence lest they find a way to avoid the webs entirely. This single web attached to the users chest is optional, and is not a requirement, leaving it up to the user whether he/she'd want it, as it'd be more or less useless if the user and his opponent have a clear view of each other. Also, when an object comes in contact with a thread, the web clings to them as it begins to expand and propagate, fully consuming the opponent in a sticky mass of water in an attempt to drown them or fully cease the objects movements. The user is capable of traversing through the web with ease, without being hindered. The user is also capable of removing the webs attachment from their chest, so as to prevent attacks conducting through the web and directly into them. Alternatively the user can perform an extra handseal upon the opponent being ensnared, this causes the web to abruptly snap in on the targeted object, trapping them within its wired embrace as it consumes them in an exceptionally large and exceptionally strong sticky bubble of imprisonment.
Note: Can only be used 2x
Note: Can only be taught by Erzo
Note: Web lasts until either destroyed, or four turns pass.
Note: No Water jutsus higher than S-rank, in the same turn.
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Rank: A
Type: Offense/Deffense
Range: short-middle
Chakra cost: 40
Damage points: 40 (If used in conjuction with lighting - 60)
Description: The user releases his water chakra, creating a wave with height 5 meters. Then the user can decide whether he is going to use it for deffense or send it against the enemy. When send against the enemy the wave travels realy fast so it could be used almost imediatly after the previous jutsu. The damage increases if it's used in conjuction with lighting.
Note: Can only be taught by PowerOfDarkness.
Note Can only be used 2 times per battle.
Note: No water jutsu for the next turn.
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Type: Offensive/Supplementary
Rank: S-rank
Range: Short-Mid
Chakra: 40 (-80 per turn to the target)
Damage: N/A (80 if used Offensively)
Description: Tobirama, with his legendary mastery of water release, will send his water chakra at an area within mid-range. With the use of his water chakra, Tobirama can materialize an orb of water from thin air, which would quickly grow into a large blob of what appears to be a plump goblin made of water. The size of it would be about two times the size of the user, with a fairly large stomach and a body that is about 3 meter wide. The goblin itself is a sentient entity, capable of acting on its own accord. The water that makes up its body has similar properties to (Suiton: Uramiame no Jutsu) - Water Release: Grudge Rain Technique, therefore its ability focuses on absorbing chakra from targets that make contact, including Smaller summonings, Clones, Humans, etc. The main usage for this water blob is to utilize the unique ability of the water to absorb the target's chakra. This is done when the blob would race towards or attempt to approach the target and upon reaching short-range, it would open up its large belly, in which four long whips would emerge to grab a hold of the target's limbs and abruptly pull the target in the stomach. The whips are dense and almost solidified, allowing it to grab a hold of tangible beings despite being made of water. As it is pulled in, the blob's stomach would close, shutting the enemy inside. While the target is inside, he/she will lose chakra from the physical contact with the water, and any raw chakra created inside will be ineffective, like Rasengan, but elemental chakra would still work. The blob itself stays on the battlefield for three turns, however, if it successfully traps a target, the user will be able to manipulate it to stay on the battlefield for longer. Doing this would require a constant stream of chakra, therefore the user will be unable to perform any other techniques while the target is successfully trapped inside the belly. Absorbing chakra if the target is inside the belly has no turn limit, so long as the target is trapped inside. However, if the user deems necessary, with a single handseal, he/she can cause the walls to squeeze in together, trapping the target in an extremely pressurized orb of water that would easily crush anyone inside.
Notes and Restrictions:
- Tobirama bios can use this without hand seals or a water source. Alternatively, bios that don't have his water abilities will have to perform a set of five hand seals.
- The blob itself lasts for three turns, and if the user does not successfully trap the target within the stomach, or if it is destroyed, it will disperse back to water.
- Can only be used once and no water techniques above S-rank while this technique is active.
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Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40 (-15 per turn)
Damage: 80
Description: With the use of three hand seals, the user can summon forth a large vortex of water around the enemy and the user, or around the enemy only. The vortex of water is circular, with a maximum diameter of 15 meters and a minimum diameter of five meters therefore, the target must be within mid-range. It reaches the height of fifteen meters and spins at a dangerously fast speed, such that physical contact with the spinning vortex would be capable of pulling the person that touched it into the currents, which would make them vulnerable to the goldfishes. It is hollow inside and serves as a water source and to keep the enemy inside. Once the "vortex" of water is created, the user, with the use of shape manipulation, will shape hundreds of basketball-sized goldfishes with pressurized 1 foot horns. They attack from all directions, except the direction the user is standing on if he was to create the vortex around him to avoid the technique from backfiring. They jump out of the wall/vortex of spinning water as if it was a river and jump out to attempt to impale the target(s). The goldfishes jumping from the walls have a long-reach, therefore, they are able to jump from one side of the vortex and land on the other one and continuously jump back and forth to repeatedly attack the enemy. Releasing it in the same turn is generally only used if, A) The technique was successful, or B) The enemy was able to properly defend from it, or completely destroy it. If, for whatever reason, the user chooses to release the technique, the enemy will take in no damage unless they've been pierced by goldfishes, in which case, they will take the S-rank damage
Notes & Restrictions:
Note: Useable three times per battle with a four turn cooldown before each usage
Note: Can only be taught by Edward.
Note: After using, cannot use A rank and higher Water jutsu the next turn.
Note: Lasts 2 turns per usage.
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Type: Offensive/Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: +20
Description: A water technique which is ironically made so as to empower fire techniques. This technique essentially allows the user to preserve, enhance and materialize the moisture surrounding a fire technique, rapidly converting it into highly volatile sticky water that surges into the fire technique in question. The sudden materialization of such volatile water, and its sudden ignition by fire results in the water/flames exploding. The combination of flaming sticky water and erupting flames showering the surrounding area so as to incinerate and blast away anything caught within the explosion radius, with the sticky aspect of the water making sure that any victim unlucky enough to come into the briefest of contact with the exploding flames will be plagued by the napalm like super hot flaming water that will cling to their bodies and ignite anything else that may be flammable. This jutsu is performed through use of an additional hand-seal directly after a fire technique so that this jutsu may be used in such quick succession that it, and its predecessor fire technique occur in more or less the same time frame. Because of this techniques successive speed, it's best utilised in conjunction with ground originating fire techniques such as erupting fire pillars so as to produce the full effect of a violent and erratic explosion of fire, and to surprise and overwhelm an unsuspecting opponent. However the eruption can also be made to be more tamed and directional should the user manipulate the manner in which the water surges in, I.e making it surge in from behind the flames would result in a more forwardly based explosion, which would allow for its effective use alongside projectile based fire techniques. For instance empowering a released fireball from behind would create a unidirectional eruption, which would send a violent and shapeless maelstrom of spurting flames that would lather anything in, or near its path in an inflamed napalm like liquid, blasting forwards towards an enemy.
Note:
- Can only be used 3x
- Cannot be used on consecutive turns
- No water techniques above A rank for the rest of the turn.
- Can only be taught by Scaze
- Cannot be used on sustained fire techniques (flamethrowers)
- Is also useable on fire CE and ignited flammable substances (such as ignited toad oil) (within reason). But cannot be used with Mystic Fire
- This technique can only be used on an alternate source of fire twice, and if used twice on an alternate source of fire then the user cannot use this technique again
- Can only be used on the turn as the targeted fire technique
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Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Eurybia's Chronosphere is a technique of water release whereas user manipulates water molecules around their surrounding reaching up to mid range radius. With application of processes of both nature and shape manipulation they would cause water molecules to change their properties to a sticky, adhesive like nature. However such process wouldn't quite be visible by a normal eye nor would it deal any damage. The water molecules would stay around both the user and opponent in a four turns span and user won't be able to use them as to directly attack their target however everything that enters radius of the water molecules would have its speed decreased until it completely loses its momentum and collapses. The decrease in speed wouldn't affect the user themselves due to users chakra being infused within the molecules. Same would apply to jutsus user uses. The molecules would immediately converge onto entities which are in motion and which speed is above the one of the user's when this technique was activated. Additionally, the molecules in the surrounding will be able as to be mentally maneuvered by user's will in addition with hand gestures however never as to form shapes and constructs and never to be used offensively. When they attach themselves onto an entity of sorts within their range, user would be able to via mental command control movement of the said entity and even push it towards the one who initially sent it, however following elemental weaknesses and strengths. Additionally this could only be used once during duration of the technique and such would have effects on the technique itself, making it wear off quicker (duration decreases by one turn).. Within the Chronosphere, the speed of an entity moving would be decreased up to four times compared to their original speed. This would apply only to solid entities. The closer they are to the one who performed this technique the greater is reduction of speed due to the more and more molecules attaching themselves onto an entity. Although the movement of user wouldn't be affected within the Chronosphere, movement of those whose chakra signature is differing would (This would also apply to allies of the one who performed the technique due to the difference in chakra signature). Despite not being able as to use the molecules of adhesive liquid as to offend opponent directly, if they attach onto the body of them, their movement capabilities would gradually decrease. However this happens over time, as more and more molecules attach to ones body. Furthermore, user would be able as to use the molecules as to completely stop specific part of the body (joints, hand, leg etc.) they are enveloping by mentally moving molecules once during duration of this technique. This wouldn't make damage to the one within the Chronosphere, however it wouldn't allow them to perform specific movements. Keeping in mind that it would only work on people who are in motion and who's speed is greater than that of the user when this technique was first activated.
Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Akasha
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Rank: S
Type: Offensive/Supplementary
Range: Short-long
Chakra cost:40
Damage points: 30(damage a geyser would inflict if hit by one)
Description: The user forms the snake hand seal and holds it while stomping on the ground twice releasing water chakra into the ground across the battlefield. For the next 2 turns the ground one foot below the surface begins turning into water, breaking down all the earth resulting in a muddy ocean a foot under the surface. After the end of the 2nd turn the pressure of the huge amount of water will crack the ground and result in several geysers at all ranges which begin flooding the field. If the surface is opened before the 2nd turn by an earth technique that creates holes (hiding like a mole for example) the user of it will be thrown back above ground by a geyser. The water can only be used as a water source for other water jutsu by the user because it is filled with his chakra.
-Once per battle.
-Takes 2 turns to fill underground and erupt up.
-Only taught by Professor Sarutobi.
-No water techniques above A rank the same and next turn.
-Dojutsu and sensory ninjas can see/feel the water beneath the surface.
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Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will manipulate their mist and activate water's signature ability of draining in order to sap the chakra out of chakra based seals or seals that are in the process of being activated. This means that if the drain is active, users/targets will be unable to activate things such as exploding tags or seals that are written and not made purely by chakra. Chakra based seals would be drained completely. Seals made by the user can also be drained if he so desires but by default, they won't be.
⋩ Can only be used twice per battle
⋩ Drain can be prematurely deactivated.
⋩ Drain ability stays active as long as the mist in question.
⋩ While active, the user can only mold Water Techniques along with non-elemental abilities
Type: Defensive, Supplementary Rank: D-Rank Range: Short Chakra: 10 Damage: N/A Description: The user sends their earth chakra into the ground directly in front of them causing a four legged table to rise from the ground. The earth will naturally detach itself from the surface which will enable the user to kick or flip the table over. The table can be used to block kunai, swords, and other basic ninja tools. Elemental weaknesses and strengths do apply.
Note: Can only be taught by Drackos
Taught to:
1. Mathias
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2. McRazor
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3. Yashiro
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4. Edward.
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5. Detective L
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6. Adachi
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Type: Offensive
Rank: B-rank
Range: Long
Chakra: 20
Damage: 40
Description:
By using the Earth Release: Hiding Like a Mole Technique to quickly move around the battlefield, the user appears out of the ground and attacks foes with a Sword or Shuriken. Thanks to the concealment imparted by the ground, the user can pop up anywhere unexpectedly on the battlefield to ambush opponents. Few opponents are prepared to defend themselves from attacks originating beneath them, and this technique excels at exploiting that weakness.
Notes:
- Can only be taught by Nathan.
- Can only be used in conjunction of Earth Release: Hiding Like a Mole Technique
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Type: Offensive | Supplementary
Rank: S
Range: Long (Created at short, has a Long range reach)
Chakra: 40
Damage: 80
Description: Through a single hand seal, the user will send earth-based chakra on an area within short-range, manipulating it to have it erupt upwards to resemble a small volcano head. It has a diameter of about 3 meters, and the height of five meters. Immediately after creation, massive amounts of mud, similar to that found in (Doton: Yomi Numa) - Earth Style: Swamp of the Underworld, is spewed out from the structure created, flowing out with great speed and momentum taking the form of large ten meter waves. It would easily push away anyone within the area of effect. The user can have the mud released outwardly, expanding outwards from the source with a 360 degree scope, or aiming it at a specific area in order to have a stronger effect. An example of the second would be creating the volcano-head and manipulating the mud to spew out towards the opposite side of the battlefield, keeping you safe from harm while attacking the enemy. Alternatively, the user can maintain the handseal and continuously manipulate the movement of the mud to manipulate it to the direction they want to, which would allow them to do a multitude of things like preventing their own technique from harming the user by manipulating the mud away. However, a drawback would be the inability to perform other techniques unless the user is able to use Yin-Yang. Lastly, the damage from this comes from the massive waves of dense mud that would surely crush, as well as suffocate the enemy if left undefended. The technique results in the area targeted to be covered with up to ten meters of mud.
Notes & Restrictions:
Note: Usable twice per battle with a three turn cooldown before each usage.
Note: Cannot use any A-rank or higher Doton techniques for the turn used, and the next turn
Note: Can only be taught by Draigo.
(Doton: Barzani no Senjutsu) - Earth Release: Barzani's Tactic
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: A technique that encompasses the density of Earth and it's applications. By channeling chakra to a certain point on the ground within range, the user will massively increase its density to the point where the ground begins to act separately from the rest of the Earth, bending inwards on itself and forming a minuscule hole at said point. The deterioration extent is to a certainty where the ground does not break apart, but instead an external structural shift occurs, where this minuscule point begins to alter the behaviour of the terrain, acting as a epicenter for exaggerated geotropism to occur at irrational speed, where matter in the form of structures will be attracted and have their trajectory path changed towards the minuscule point. If matter is formed using the ground as a source (e.g. Earth techniques requiring the ground) Their growth will be altered in the way a plant faces where light intensity is at the most. Due to the Earth's natural attraction to the point created, the structures tops will ultimately bend towards it as it protrudes the Earth, differentiating from it's initial target and will fully grow/move at a different angle. This attraction from geotropism only works on techniques that have a constant, solid contact with the ground, since that is what is being altered. Therefore any techniques that don't adhere to this law (Fire, Wind and Lightning techniques) will not feel the effect of the gravitational pull on the ground. If a technique that is less in rank is affected by this, it will break apart as it reaches the point. Though on the other hand, the attraction also isn't strong enough to pull techniques of a higher rank and power towards itself, nor any living organism.
~Can only be used twice per battle.
~No techniques above S-rank for this and the following turn.
~No Earth above A-rank whilst this is active.
~If not destroyed, will last three turns.
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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: B
Range: Short-Long
Chakra: N/A(+10 to chakra cost to techniques)
Damage: N/A(+20 to Earth techniques)
Description: This is the brother technique to Earth Release: Rubble Creation. Unlike its counterpart, this technique is more passive in nature. This user activates an ability which allows them to infuse additional Earth chakra into their own Earth-based techniques(includes Earth-based KG/CEs). As a result, any subsequent Earth technique performed by the user would emerge with an additional layer of rubble around it. The earthen particles coating the technique would be jagged and abrasive in nature. Hence, this grants the original Earth technique an extra dimension, in terms of its offensive potential, as it allows the original Earth technique to deal additional damage. In other words, all Earth techniques used while this is active grant a sort of ‘shredding’ property, which in turn, allows it to deal more damage than it originally would. For example, for techniques such as Destructive Rock Rising Pillars, the pillars that rise would be coated with the aforementioned particles, thus becoming somewhat abrasive(coupled along with its original blunt destructive power). The added mass also aids in its destructive potential. For techniques such as the Hardening technique, the rocks would be coated with more rubble, which would make it more ‘abrasive’ to the touch, and allow it to deal more damage(when used offensively). It would also serve as an additional defensive mechanism, and would grant the technique the ability to defend against techniques with 20 more damage points than usual. The rubble used for this technique must either originate from the terrain itself, or extruded from the user’s body itself. This means that for the most part, this technique only works on projectile-type techniques, and terrain manipulation techniques. This technique may not be used to enhance mud techniques. Activating this ability does not require any time whatsoever and is instant. This is because it does not do anything when used independently, and its effects are only realized when another earth-based technique is used.
Notes:
-Can only be used 4x per battle
-Lasts for 3 turns
-Technique may be deactivated at any time
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Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: 15 (+10 per turn)
Damage: N/A
Description:
The user will form the Ox>Boar>Dragon hand seals and focus their chakra into a point in the earth around them up to short range, and from the ground two simple C rank stone golems will emerge. This golem is 1m tall and due to the strong minerals it is composed of it is as strong as a standard strong fist taijustu user. Although at the same time due to the golems strength paired with its relatively small size and light weight it is able to move at speeds slightly exceeding the base of its user. This golem seems almost ordinary at first glance but it is imbued with a single special property, when earth is avaliable it is able to create an exact duplicate of itself once per turn. This duplication ability is not limited to the original golem however, each of its clones can make duplicates of themselves as well.
During each turn each golem will be able to duplicate itself once, slowly growing into an army at the users disposal. Once there are multiple golems already created they are each able to work separately, together as a team and even interlock together to form bigger and stronger versions of themselves. The more golems that are used for each action the higher the overall rank of it will be(Max of S rank.) The golems will passively feed off the users chakra to both maintain their autonomy and to further create more duplicates. Due to their nature they act without the users direction and therefore leave the user free to act independently of them but whenever the golems do act it will cost the user one of his moves in that turn.
Note:
~Can only be used twice
~When the golems act it will cost a move in that turn
~The golems will last until all of them are destroyed or the users chakra runs out
~Two golems attacking or defending together will be B rank in strength, and this increases with more golems with 8 golems equating S rank strength
~Can only be taught by xHoudinii
Rank: S
Type: Supplementary
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user focuses raiton into his hands and then claps thereby he releases a massive omnidirectional wave of translucent electromagnetic pulse able to instantly turn
off every electricity within its blast radius. However this is not harmful to life, it would render anything that works on electrical energy dud for one turn. Lightning techniques, battery powered tools etc.
-Works on Raiton related techniques up to S- rank
-Can only be used once every 2 turns
-Usable twice per battle
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Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: After performing two handseals, the user will channel their raiton chakra into the ground to trigger a subterranean discharge of electricity. This surge will ravage the earth to compromise it's structural integrity, causing the next attempt at creating an earth-based technique (KG/CE included) from the ground to fail prematurely. Before it can even emerge, the jutsu will collapse and crumble, losing it's form and unable to progress any further. This will only apply to a mid-range radius around the user's position when this jutsu was first performed, meaning earth-based techniques can still be formed from the ground outside of this vicinity.
Note:
Can only be used three times per battle
Cooldown time of two turns in between uses
No S-Rank or above Lightning in the same turn
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Type: Supplementary/Offensive
Rank: B
Range: Short - Mid
Chakra: 20 (-5 chakra per turn)
Damage: N/A
Description: The user will perform a handseal and focus on a solid entity containing their raiton chakra to harness it. This will allow them to take control of the said object by manifesting a coating of static lightning around it and levitating it (in a similar manner to Lightning Blades Levitation). The user will be able to govern it's movements through the air with hand gestures and upon contact with living beings, the static contact will be shocking to the touch. It will paralyze in the same way as Chidori Nagashi, with this paralysis persisting for long as contact is maintained.
Rank: B
Range: Short - Mid
Type: Offensive/Supplementary
Chakra: 20
Damage: 40
Description: The user performs two quick hand seals and focuses a large amount of wind chakra into the air surrounding the opponent. The user then causes wind to gather behind the target and take on
the form of a large dark/evil spirit. The wind spirit would then raise its arms and wrap it around the opponent's body to force him into a submission maneuver, however, the effects of the wind is on a
minimal scale and would only cause several small cuts across the body (nothing fatal). As a result, the
target would be unable to move for as long as the wind spirit is holding onto him. The wind spirit takes time to form and can be felt in the atmosphere around the opponent. To maintain the form of the wind spirit, the user would have to
consistently feed chakra to it and any performance of another technique utilizing chakra would cause the
wind to lose form and disperse.
- Can be used 3 times per battle.
- Size of the wind spirit is entirely up to the user, however it may not exceed a length of five meters
- Can only be taught by Yashiro.
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Type: Supplementary/Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40
Damage: 80
Description: The user will form the Tiger and Ram hand seals and stomp his dominant foot on the ground, sending his Futon chakra in the form of drilling wind through the earth. The wind will travel exactly 3 meters under the surface before heading towards the intended area. Once the wind has drilled at least 5 meters away from the user he will have the wind dig a huge cavity underground, a 20x20 meter cavity to be exact, resting just 3 meters below the surface. Once this cavity is dug it prevents underground travel in that area, and also prevents earth techniques of A ranked and above that would require sufficient amounts of earth to perform. If any of these techniques are performed over the hidden abyss the ground will shatter and allow anything above it to fall into a 20 meter ditch. However, the ditch isn't so much harmless for the most part, as the wind that had made it would stay circulating as vicious, slicing winds as well as grounded up earth which would be reduced to the point of dust. These winds and dust raging beneath the surface would have the faint whirling sound which could be misinterpreted as crying sounds. Anything or one caught in the hole would be sliced to ribbons in mere seconds. Although the technique lasts 2 turns, the user may flash the Dog hand seal and have all that cooped up wind explode upward from the ground in a massive column of slicing winds and rocks of a diameter 15 meters and an indefinite height whereas the column can continue all the way into the clouds before dispersing. This technique was made primarily to prevent earth technique coming from deep in the ground however.
Note(s):
- Can only be done 2x
- The slicing winds will persist for 2 turns underground after this technique is performed, after these 2 turns the winds will leave but the ditch remains.
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Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: When a slicing wind jutsu of any kind is performed, the user will control the blades of wind. Through their manipulation, the user will cause the blades to begin colliding rapidly while the original jutsu continues with its course of action. The collisions between the blades create sparks. The multitude of sparks that occur allow them to feed off of the initial wind jutsu and causes fire to become part of the element. The fire would add to the destructive power and potency of the initial wind jutsu. There are two ways the jutsu can be manipulated. First, the parent wind jutsu can become combined with fire creating a fire and wind combination jutsu. The second method is creating enough sparks to ignite the whole wind jutsu, causing the jutsu to become a fire natured attack. Both variations of this jutsu's usage then follow their respective elements strengths and weaknesses and have the same ranking/damage output as the parent jutsu. This jutsu can be used in the same timeframe as the initial jutsu, as it simply requires some additional maipulation while the initial jutsu is being created, or it can be used after the initial jutsu (not in the same timeframe). However if it isn't used in the same timeframe, it still must be used directly after the initial wind jutsu.
Restrictions
- Can only be used three times
- Can only be taught by Kryptiic
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Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will expel wind from their mouth which they will form into a very wide and thin 'sheet' of air. As it is released the user can shape this sheet into any form desired (cone, dome, sphere etc), the main advantage of this technique is that it is very good at containing and moving any type of air based gas, mist, poison, toxin etc. After containing or moving the gas the user can at any time perform one hand seal and cause the sheet to rupture, either at one point (pushing the gas in one direction) or completely(releasing the gas in that area). Its also worth noting that due to the strong wind currents that form the sheet, coming into contact with it directly would push the enemy back and knock them over, though with no lasting damage.
Note:
~Can only be used three times
~Can move or contain a max of A rank gas, poison etc
~Can only be taught by xHoudinii
(Aka himitsu gijutsu: Seigen) ☤ Wind Style: Diadems of the Emperor ☤
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user begins by forming three swift hand seals and manipulating their wind chakra in front of them. With the chakra being gathered the user focuses it into two separate entities about a foot across from each other. After they have formed their wind chakra they then use it to create a medium sized pyramid composed entirely out of wind. The pyraminds are transparent allowing for it to be seen through and the enemy can even tell that the blocks are spinning rapidly. Once the creations have been brought into existence the user then causes one of the pyraminds to touch the ground whereas the second one remains hovered above it just inches from it. Now that the spinning pyramind is touching the ground it will then begin to suction up the nearby rubble including things such as dirt, rocks, or sand. While the block is being filled it will quickly show a lot of Debrecen being suspended in the air by the wind. Unlike before with the rubble in the wind block it prevents anyone from seeing through it as it has become an opaque wall. To start the attacking phase the user will then do two things simultaneously which is by sending one of the pyramind blocks at the enemy ready to hit them with bone crushing force along with the slicing winds present in it. At the time the block enters short range the enemy will begin to feel suction ability of the the diamond just as when the first block began to suck up the rubble. Along with the pyramind heading at the user a side effect of it would be suctioning powers just like the other pyramind that will be felt the moment the pyramind enters short range of the target which will cause for its suctioning powers to pull the enemy towards it as well restrict their movements as the pyramind moves into slice them to pieces, this wind block is equal to A-rank. Now at the same time the the rubble inside of the other pyramind will have been worn down by the slicing winds changing it into a collection of shrapnel. By manipulating the wind the user causes for the wind to release the Shrapnel at a linear path with directional control at the enemy which would have its strength increased due to the force the wind was using. The shrapnel will pierce the enemy from several areas and pose lethal damage to the enemy if not evaded and is equal to A-rank. So at the moment the shrapnel was unleashed the second block will have already been hastily moving across the field towards the enemy. Each of the of blocks are about medium size or otherwise the size of the user or about five feet wide and five feet tall
Note: Can only be taught by Sasori
Note: Can only be used twice
Note: No A-rank or higher wind in the same or next turn
Type: Offensive, Defensive, Supplementary Rank: S Range: Mid – Long Chakra: 40 (-15 per turn to sustain) Damage: 80 Description: Hephaestus’s Sanctum is a technique in which the user is able to produce flames in the air on the battlefield through the rapid conversion of fire chakra by quickly weaving the Tiger, Boar, and Snake hand seals. The flames produced undergo heavy shape manipulation which are then materialized in at a minimum of a radius of mid-range from the user treating the user as a center point effectively creating a dome of fire around the user. The fire, having undergone extremely precise shape manipulation becomes effectively solid. Upon completion the user may maintain the dome for as long as they please or they may produce from it, through the use of an additional hand seal, spikes that can reach up to a maximum of short-range from their point of creation on the walls of the dome either inside or outside. Should the user desire to end the technique they may either release it as normal or cause the dome to converge on the center point. The dome, being made of the user’s chakra, will not harm the user upon convergence. Once fully converged upon the user the dome will suddenly expand outward creating an immense firestorm that reaches up to long-range around the user.
Note: Can only be used once (1) per battle.
Note: No A-Rank or above fire techniques in the same or next turn.
Note: The user must maintain this technique; as such they cannot use other techniques while this technique is active.
Note: Can only be taught by Drackos
Taught to:
1. Nathan
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2. Gobi Gobletsson
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3. Nakiri
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4. Vegeta
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5. Ryujin
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6. Scaze
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Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique deviates from the primarily offensive usages of Fire release in that it is, uncharacteristically of the element, used for defence. This technique involves the release of chakra into the users surroundings so as to saturate the environment surrounding the user with fire chakra (Its creation is initially visible as a subtle soft gold glowing pulse) The released fire chakra then settles into a defence that is thereafter undetectable to anyone but Doujutsu users or those with some kind of sensing until triggered. When an enemy attack enters into the area of effect of the fire chakra, the conditions for the activation of this technique will be met. The first condition is oxygen - essentially the surrounding air, which is easily met - the second is an opposing force which, when it enters into the atmosphere that the fire chakra occupies will act as a firestarter - triggering a violent combustion that'll rapidly expand outwards, consuming the intruder and neutralizing the threat. (This is visually represented by the initial soft glow returning to the trigger area that then immediately gives way to a fiery explosion.) Naturally, as a defensive technique, this technique is highly specialised in that the explosions can never harm the user, instead they are always angled away from the user, thus preventing their harm. This essentially mimics the tetrahedron of fire, oxygen from the air, with the fire chakra acting as fuel and, when an opposing object enters its field of influence it greatly amplifies the thermal energy created by the friction, vibration, air resistance and also heat of the intruder, thus creating a combustion with sufficient power to neutralize the invading object. Naturally the strength and size of combustion will increase proportionally to the speed, size and power of the incoming object, thus in response to a Kunai invading, an explosion the strength of say, an explosive tag will be created - just strong enough to destroy the kunai, likewise an S ranked burst of fire will form for the invasion of an S ranked earth boulder. Naturally this technique will not interfere with the actions of the user or their technique as it is their own chakra, similarly the actions of allies can be permitted so that they can perform as usual without triggering the defence so long as the user is aware of, and permits their actions. (Unknown or unwanted actions by an ally may result in their termination).
Notes:
- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of producing 80 damage points worth of force each turn - essentially allowing it to neutralize the equivalent of one S ranked attack per turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that the combustion activates to neutralize an enemy jutsu the user can only utilise two other techniques, and this technique can only be used twice. During this time the user is incapable of using wind, lightning, earth or water techniques above S rank, this technique saps 30 chakra per turn for maintenance, and once it ends the user will be incapable of using it again for three turns, similarly they won't be able to use fire techniques above A rank for that same and the next turn. The created 'barrier' of fire chakra extends short range from the user, and moves along with them - with the soft glow that signifies the borders of this defence returning each time the barrier moves, so if they move to a new area so will the fire chakra, centering on their position - unless the user wishes for it to stay in a certain position in which case they can make it go there.
Taught to:
1. Scaze
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2. Imperfect
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3. The Pervy Sage
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4. xHoudinii
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5. Nakiri
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6. Erzo
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Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+5 chakra cost to applied techniques)
Damage: N/A
Description: A specialized type of activation technique applied to the user’s Fire Style techniques. The Flame Solidification Formation allows for the user to apply and utilize a substantial reserve of chakra and apply it to their own Fire techniques to allow for a much more advanced degree of shape manipulation upon their creation. This technique is based upon the concept of the solid and physical nature of certain Fire techniques which have the ability to punch through solid obstacles unlike regular intangible fire techniques. The technique takes that principle and applies it to all fire techniques causing fire techniques of the user to be manipulated by this additional shape manipulation and infusion of additional chakra. In terms of fire projectiles this technique will make them effectively solid allowing as well as causing them to explode on impact. Because the explosions are infused with the user’s chakra the user will also be able to angle the explosion away from their body should they wish allowing them to keep safe despite the size and potential devastation of the explosion. In terms of stream-like fire techniques this technique will cause their nature to be akin to waves of water or mud allowing them similar physical characteristics. However, stream techniques do not gain the same explosive benefits as projectiles under the effects of this technique. To fire techniques already solid in nature the Flame Solidification Formation offers no benefit and cannot be applied to them.
Note: Can only be used two times per battle.
Note: Once activated this technique will last for four turns.
Taught to:
1. Imperfect
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2. Scaze
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3. Nakiri
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4. Gobi Gobletsson
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5. Priest
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6.
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Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Exerting their chakra from their body, the user can create copious amounts of ash from either the ground, their body or by spewing it forth from their mouth. As the ash bursts into existence it will immediately form into a demonically winged Centaur, the size of which can range from human sized to EoS Gamakichi sized. The Centaur, clad in light armour and composed of jet black condensed ash, is capable of moving a rank faster than its creator, can regenerate from damage that doesn't destroy it in one go, and is capable of manipulating its body to form, or extend into, any armament imaginable to attack or defend. It's signature weapons however are the bow and sword, and when these are used the Centaur is granted additional abilities. With the creation of a bow, the Centaur will be capable of creating arrows of fire which, upon their initial release will travel at the speed of an arrow fired from a compound bow, however on account of their unique constitution the arrows continuously accelearate once released - occurring as the rear of the arrows constantly devolve into fire-based explosions which serve to propel the arrow forwards to greater speeds. By the time the arrow leaves short range it will be a blur to anything below 2t, with a 25% growth per 5 meters, however, because of the linear nature of an arrows flight an opponent can easily predict where the arrow will travel to from its initial trajectory and thus seek to avoid or defend. The ability of the sword, then, is that it has a passive A ranked ability that allows it to convert any solid object that it touches to ash (respects elemental weaknesses/strengths), with the conversion rapidly spreading out from the point of contact and being fatal in the case of organic conversions. (Does not apply to the user or his possessions and does not affect people). The created ash can then be manipulated to, once per turn, create A ranked or below structures to defend or attack with. Finally, the Centaur is capable of transforming it's entire body into a far more powerful, compressed weapon or armour to be wielded by its user - in this state the Centaur's ash and arrow abilities are bolstered by a rank and, while hot to the touch of opponents, the ash is completely inert to the user - thus the user can freely come into contact with the Centaur.
Notes:
- Can only be created 2x
- Lasts four turns once created
- Two turn cooldown between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
- Despite being made of ash, the Centaur is capable of freely traversing across either ground or air and his abilities can reach into long range.
- Arrows are classed as an A rank ability that is useable once per turn and is classed as a move, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
- Ash manipulation to create ranked structures naturally counts as a move too.
- Visual representation;
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Taught to:
1. Imperfect
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2. Scaze
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3. Erzo
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4. Houdiini
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5. Nakiri
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6.
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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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Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Emergence of Kulhu is a technique where user would release katon chakra around their opponent. Now this chakra would emerge from the ground in shape of numerous small participles of fire that when collected into a single structure take form of tentacles. User will be capable of forming up to four tentacles which main purpose would be as to harm opponent by making all different kinds of lashing movements however if user so wishes he can control these tentacles. Their size can be up to five meters in lengt. User will also be capable by performance of a single seal make the small fire particples from which they are formed actually explode forming a maelstorm in which center opponent will be standing.
Note: Can not be used in consequent turns.
Note: Can only be used four times per battle.
Note: Can only be Taught by Akasha.
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Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Through the rapid release and conversion of fire chakra from all over their body; the user will create several concentric, orbital rings and crescents of dense fire directly from their being. The crescents and rings are explosive in nature - and thus when coming into contact with something of suitable resistance - such as solid and strong rock, they will explode, the explosion always being angled away from the user and forwards towards the opposition. Aside from that, the shapes can cut and incinerate through softer materials, explode, or be suppressed, on command, or be released towards an opponent in the form of a projectile. Due to their versatility, the rings and crescents can double as both a defence and offence, yet can also be particularly useful when utilised alongside Tai; the flames ravaging a target with each blow so as to deal severe and lethal wounds.
Note:
- Can only be used 2x
- No Fire techniques above A rank for the rest of the turn and no Fire techniques the next turn
- Can only be taught by Scaze.
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Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 Per turn)
Damage: 80
Description: A technique in which the user is capable of rapidly expelling fire chakra from their body, and with the formation of a single handseal converting the fire natured chakra to flames; sculpted to take the form of dense, almost solid in nature, felines with streaming lower-bodies of flame. The amount, and size of felines is subject to the users discretion, but could be enough to send gigantic waves - rivalling that of larger water techniques (EG. 'Water Bullet Technique') - of flame to the opponent, led by the almost tangible charging cats, which would be capable of delivering more than ample impact force thanks to their constitution, before allowing the streaming flames that comprise the majority of their mass to burn the opposition from existence. Likewise the user could also focus this technique to sizes equivalent to that of the tiniest of domestic kittens, in aims to produce pinpoint, smaller attacks so as to deal a precise offence. The felines aren't necessarily sentient, thus aside from their life-like moving bodies, they simply act as a projectile attack. Although, the user can choose to sustain control of the technique, manipulating the manner in which the flames move and attack, sometimes through the aid of hand-gestures, however doing so means that the user becomes limited to manipulating Fire Nature Chakra until they finally relinquish control. The sustained manipulation however, comes with the bonus of allowing the size of the flames to be changed, whether it be combining and shrinking the felines and flames so as to make the attack more concentrated, or allowing the felines to divide and grow so as to cover a larger area. Despite being given form, the felines can be made to charge along the ground or through air alike, though they will always be created short range from the user and move outwards towards the target.
Note:
- Can only be used 3x
- No Fire techniques above S rank for the rest of the turn.
- Can only be taught by Scaze
(Nanatsu Shukenja Kaen) Seven Sovereign Flames
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Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a group of Fire Style Masters who used their emotions to influence their Chakra, the Seven Sovereign Flames are not considered traditional Jutsu in the sense that the user simply gathers Chakra, adds various changes to Shape and Nature, then performs it against their opponent in Battle. Rather, they are the purest form of "Supplementary Enhancement" for all techniques that the user knows that fall under the Basic 5 Element of Fire. The user takes their skill in the manipulation of the Fire Element and combines it with their powerful, sometimes overwhelming, emotions, with the result being seven new types of Fire, each with their own special properties, all derived directly from the emotions infused into them. The Seven Masters all created their Sovereign Flames after succumbing to the reprecussions of their own emotions. One was consumed with hatred and rage, and hurt the one he loved, while another gave up something precious to them, and was consumed with overwhelming grief and sadness. After their own traumatizing experiences, and eventual personal revalations, they all came to understand and accept the flaws in their own emotional states, and used their understanding of these emotions to further their skills in Fire Release, revealing their true colors as it were. The concept of emotions influencing Chakra has been referenced in the series on a few occasions. One of the best examples of this is Karin Uzumaki, a powerful Sensor-Type Ninja with a unique and extremely detailed form of Sensory perception. Using her Sensory abilities Karin once described both Naruto and Sasuke's Chakra at around the same time in the series claiming Naruto's was "bright and warm", while Sasuke's was "dark and cold", which coincided with both of their emotions during the Five Kage Summit Arc. Karin's description of the nature of both Naruto and Sasuke's Chakra supports the concept that one's Chakra is tightly interwoven with the current state of the users emotions, with this Jutsu using different emotions to directly affect and alter the user's Fire Release Chakra in unique and interesting ways.
The Seven Sovereign Flames are directly applied to one's biography, under the Specialties section as an extension of the Fire Element, thus requiring any user of this Jutsu to specialize in the Fire Element. Within this extension of their Fire Element specialty, the user must specify one of the Seven Sovereign Flames, which becomes their "personal" Sovereign Flame, which they naturally embody, allowing the user to imbue their entire Fire Release arsenal into that Sovereign Flame, each with their own unique properties (All of which are explained below). Only one user of this Jutsu can specialize in any given Sovereign Flame at a time, meaning two users cannot embody the same Flame at the same time. The Sovereign Flame that the user specializes in will always be available to the them at the start of a battle (in addition to base/ regular Fire Style), at no additional chakra cost. Additionally, while the Sovereign Flames have their own unique properties, they are all still considered, for all intents and purposes, Fire Style Ninjutsu, and always follow the Elemental interactions and guidelines for regular Fire Style, regardless of any unique or alternative properties they possess. Finally, the effects of the Sovereign Flames scale with the Rank, size, overall power, etc of the Jutsu they are infused into, just like any regular form of Elemental Ninjutsu, with higher ranking Jutsu logically dealing more severe effects upon contact with a target, object or surface.
The Sovereign Flames themselves are as follows;
Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also refered to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.
Alisa's Bliss - The end result from the overbearing joy that she brought into the world, Alisa created this Sovereign Flame. The user must also know and understand their own joy to access this vibrant Sovereign Flame, which is linked directly to the user's happiness. As she was never one to enjoy fights, Alisa's Bliss has no blatanlty offensive properties, creating a yellow flame that grants one's Fire Style with the ability to blind all within Short Range of a Jutsu imbued with this Sovereign Flame, similar in nature to a flashbomb.
Diarmuid's Covetousness - Born from attempting to fill an empty, endless void in his life by accumulating material goods, Diarmuid forged this gangrenous green Sovereign Flame,which is deeply rooted in all things connected with jealousy. Diarmuid's Covetousness grants one's Fire Style with the ability to steal, or copy, the attributes and abilities of other Fire Release Jutsu it is able to make direct contact with, and successfully overpower. This applies to both friendly and enemy Jutsu, and allow attributes that stem from both the manipulation of the Chakra's Nature and Shape. However, any attempt to "steal" or "copy" the abilities of another Sovereign Flame will result in failure, as the conflicting nature of the emotions that constitute the Sovereign Flames will render each other inert. While it has no stolen attributes or abilities, it produces basic flames just like a regular Fire Jutsu, simply with a different color.
Imogen's Sorrow - Imogen's perpetual sadness came from an ultimatum that shattered her life, with the resulting sadness causing her to forge her own Sovereign Flame by accident. The user must also know and understand their own sadness to access this silent, ghostly blue fire, which is deeply affected by the sorrows of ones life. Imogen's Sorrow infuses one's Fire Style with the property to exude an external endothermic reaction in place of the regular exothermic reaction, drawing in heat from the Jutsu's surroundings and forcing the outer reaches of the Jutsu to be "perceived" as cold. But despite this perception, at the core of any Jutsu imbued with Imogen's Sorrow still burns a powerful flame like regular Fire Ninjutsu, causing the usual burns on contact with a target or surface. The difference is the first moments where the Jutsu approaches an opponent, making them believe it's something entirely different from Fire Ninjutsu, thus giving the user a slight advantage.
Schifone's Acrimony - Unfortunatly for it's creator, this Sovereign Flame was created from their abhorrent disgust for the world. The user must also know and understand their own disgust to access this pungent purple fire, which is connected with one's own sense of revulsion. Schifone's Acrimony grants one's Fire Style with the ability to produce an overwhelming scent, as it consumes more of the trace elements found in the air. With these higher concentrations of those trace elements, the flame bombards the opponents sense of smell, overloading it, while also effectively acting as an active marking agent that allows Olfactory Sensors, like Ninja Hounds and the Inuzuka, to track the target to the ends of the Earth, regardless of attempts to remove it.
Phobos' Recreancy - Born from a perpetual, crippling fear of the world, and the darkness within it, Phobos created this Sovereign Flame. The user must also know and understand their own fears to access this deceptively dim black fire, which is deeply rooted in cowardice. Phobos' Recreancy imbues one's Fire Style with the unique property to emit zero light, thus creating a black fire that perfectly blends into darkness, and is well suited for assassinations or deception, as it is identical to the famed Black Flames of Amaterasu, though obviously lacking it's unique ability to never be extinguished.
Rhiannon's Clarity - Rhiannon was a very unique young woman, as she never really had any predisposition for any emotion whatsoever. Eventually she came to understand that this was not the product of apathy, or a disinterest in showing any emotion, but simply the result of achieving a true state of peace, and by coming to acknowledge this, she created this Sovereign Flame. The user must also know have a sense of neutrality to access this surprisingly unique pure, clear fire, which is the result of enlightenment. Rhiannon's Clarity imbues one's Fire Style with the unique property to completely allow light to almost pass completely through it, thus creating the illusion that the user's fire is invisible. Despite this "invisibilty", it still distorts any light that passes through it, created a "wavy" effect that can still be seen by the naked eye.
Note: This Jutsu must be stated in the user's biography, and posted at the beginning of every battle.
Note: Chosen flame must be stated in the user's bio
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
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Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn for sustained governance)
Damage: N/A (60)
Description: By infusing chakra into a pre-existing fire source its size and intensity can be controlled. On a fundamental level, this technique can burst flames into an erupting inferno; allow the direction of the flame to be governed, or even allow for the flame in question to be extinguished. By a similar application, the user is capable of shaping a pre-existing flame so as to produce a desired Fire Jutsu; with the desired technique being performed directly after this technique, in such quick succession that it may seem as if only a single jutsu were performed. This usage, depending on the users desires, may result in the flame being consumed and directly converted into the technique in question, or the manipulated flame producing an offshoot from which the desired fire technique will birth. By extension, this principle can also be applied to flammable gas or ash produced by the users own chakra. Ultimately, this technique, designed to bring variation, is an attempted mimicry of the pre-existing source manipulations often demonstrated by the Water, Earth and Wind Elements.
Note:
- This technique can only be used on flames that are either completely devoid of chakra (Such as that from a candle, lighter, burned ground etc), or fire techniques that contain the users own chakra, in the case of the latter the power of the controlled or reformed technique will be the same as that of it's predecessor. The exception to this rule is if the user produces the new fire technique as an offshoot from the original, however this method has the weakness that if the host fire technique is extinguished before the offshoot can separate from it then both techniques will fail.
- Producing another fire jutsu as an offshoot through use of this technique will count as two moves (For both this and the newly desired Fire technique), however directly converting a flame into another fire technique will only count as one. (Other restrictions still apply as normal)
- The user can take control of a flame through use of this technique up to three times and convert a flame into another technique through use of this technique up to three times, however overall the user can only use this technique 5x.
- Exerting control over an existing fire technique will not increase its power - the user will only be capable of shifting its form, however in the case of empowering a chakra devoid flame it's base power will be 60, and while maintaining control the user is limited to the fire element and non-elemental techniques.
- No Fire techniques above S rank next turn.
- Once one application has been used, the user must wait a turn before using another.
- Can only be taught by Scaze
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Type: Defensive | Offensive | Supplementary
Rank: A- Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: A rather simple yet effective technique for ranged weapon users, the user will channel chakra into their weapons with fire chakra. Once they do this the user will release/throw/drop the weapon at the enemy. The effect of the technique isn’t seen through normal means as a standalone technique does nothing, but when the ranged weapon is in the process of being destroyed/stopped the user is able to click their teeth. This will activate the hidden mechanic of the technique in which the fire chakra embedded into the weapon will surge through it allowing it to dematerialize the weapon in question into ash thus allowing it to remain safe before impact with another object. The users ash is then formed into a cloud of hot ash which the user can activate to detonate and explode with a click of the teeth. The dematerializing of the weapons counts as a move but causing it to explode doesn’t . The projectiles although when infused with the fire chakra they look the same until activated midflight in which they shift into red hot ash. The projectiles in question also retain the explosive and hot properties of ash and once they touch the target burns on contact dealing 30 damage to them and can explode on contact dealing 60 damage.
*Can only be used four times per battle*
*Can be applied to up to one projectiles at at a time*
*No Fire Techniques A-ranked and above next turn*
*Ash cloud can remain for one turn before dissipating naturally*
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Type: Offensive/Supplementary
Rank: Forbidden
Range: Mid
Chakra Cost: 50
Damage Points: 90
Description: After performing a set of 4 handseals, the user gathers a huge amount of fire chakra and releases it into the air, causing a portal similar to the "Sticky Earth Drop" technique to open to either of two opposite sides of the intended target, each portal is released 15 meters away from the opponent basically a Mid range to both of his sides, summoning two identical meteor sized fireballs which are extremely compressed towards the opponent, approaching him from the two opposite sides, when the Fireballs each are 10 meters away from the opponent they resonate with each other, causing a "link" of fire to spread out connecting the two fireballs resulting in a ring of fire that's made around the opponent, entrapping him in the area he's in, however the opponent can escape vertically upwards since the ring of fire doesn't cover above him it only covers around him, the heat released from these two fireballs are enough to cause sweat to drip down the opponent's body when it's summoned out of the portals, letting him know the danger he's in, each Meteor sized fireball is considered an S-rank Fire technique, since it's an Forbidden-rank divided in two, when hit by either fireballs, anything caught in between the two fireballs will be crushed and burned severely.
Note: Can only be used once.
Note: No S-rank Fire Release or above techniques in the next turn.
Note: -15 Damage to the user due to the sudden chakra exhaustion
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Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn for contact based sustained usages)
Damage: N/A (+20) (60)
Description: Through the rapid release of chakra, the user is capable of coating an object or weapon within their possession in a flow of pure fire chakra. Alternatively, through the formation of a single handseal, the chakra can be spewed towards a desired object - in which case it will neatly wrap around the intended target upon contact. The fire chakra can be created with two distinct properties.
The first is that the chakra can be made to radiate intense heat - all focused outwards so as to not compromise the integrity of the coated structure - with the heat allowing the structure in question to burn and melt through the opposition - adding to lethality. This usage adds +20 damage points to coated projectiles, constructs or weapons, and can be used on solids, and liquids.
The second usage is that, the chakra can be utilised to grant the explosive aspect utilised in some fire techniques to an object. In which case, the fire coating will have more physical substance; and upon contacting with opposition of significant resistance, or upon command, the chakra surrounding said object will erupt outwards to produce a forceful and sudden burst of flames. When utilised on a weapon that the user remains in contact with, the bursts can be adjusted so that the explosive potential is either released all at once in a single, larger and stronger burst - or a bit at a time in the form of multiple, individually weaker eruptions. In the case of being utilised on a object near or within the users possession, the eruptions will always be angled away from the user to prevent back-fire. This usage coats objects in eruptive chakra that is equivalent to 60 damage points, with damage split among multiple coated structures or explosions.
Note:
- Each usage can only be used 3x
- Same usages cannot be used on consecutive turns
- No fire techniques above S rank next turn.
- Both usages can also be applied to the human body.
- This technique is based off of the principles of Phoenix Nail Crimson - in which shurikens are coated in non-inflamed chakra to increase their lethality by manifesting the properties of fire.
- Can only be taught by Scaze
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Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50 (-20 chakra per turn)
Damage: 90
Description: A technique in which the user is capable of materialising fire from near their body through the rapid release and conversion of copious amounts of fire chakra. The materialised flames are dense yet free flowing in nature, being almost liquid like in consistency, with the user being capable of bending or melding the flames into different shapes or forms so long as they maintain sustained control of this technique. The flames generally take the initial form of two halo like rings (The size of hula hoops, albeit much thicker in that can they overlap to somewhat form a sphere) that blanket around the users body so as to afford the user with a perfect defence, however the manner in which the flames first appear and their subsequent movements are completely subject to the users wishes and intentions. The immense heat of this technique and it's adaptable shape and size allows it to boast versatile destructive capabilities, however what truly warrants this technique it's strength is that whenever the flames collide with an inferior technique they immediately begin to regenerate - drawing on the users chakra supply to do so - so that by the beginning of the next turn the flames will have already restored themselves to full power, hence the name Phoenix. Ultimately, to end the use of this technique, an enemy would have to completely extinguish the flames of this jutsu. However as a result, for as long as the user maintains this technique they will be restricted in the elemental affinities that they can access, mainly being limited to Fire Release (Can still use Fire Release CE provided they only utilise fire elemental chakra.) Lastly, the user is capable of spawning fire techniques from the flames of this jutsu which, combined with the ability to shift these flames throughout the battlefield, essentially allows the user to produce fire techniques of their choice from various angles to assault an enemy, as these flames fundamentally act as an extension of the users body.
- Can only be used 1x.
- Can be sustained for a maximum of four turns.
- Once this technique ends, due to the chakra strain the user will experience exhaustion that will reduce their physical capabilities by one rank, sharp pangs of pain that will occasionally glance through their extremities, and chakra overuses that will prevent the use of fire techniques above B rank for that, and the next turn.
- User takes 40 damage points and suffers from first degree (But not incapacitating) burns on their extremities once this technique ends.
-Cannot create Forbidden Rank Fire techniques from this technique
- Can only be taught by Scaze
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Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (Fire jutsu with this effect applied cost 10 more chakra to create.)
Damage Points: N/A
Description: This technique was developed in response to the chakra draining and chakra absorbitve abilities displayed by certain water and earth techniques. Made in an attempt to achieve a similar effect for fire, the resulting technique was deemed too destructive and was classed as a jutsu too dangerous to be used. Like the chakra draining properties of earth and water, the developed technique was highly effective at targeting chakra in its incorporeal states - however instead of draining or absorbing chakra this technique invoked the most fundamental property of Katon - Burning, and applied it to incorporeal interactions. Under the influence of this technique the flames of produced fire jutsu will be sculpted and recoloured so that the Kanji for 'Burn' will appear embossed and patterned across the surface of the flame. As a result the affected fire techniques will burn away foreign chakra within their proximity. There will be little noticeable change for physical clashes such as fire against earth or water, although a sensor will be capable of discerning that the chakra of the technique clashing against the flame is disappearing even before the techniques physical body fades. Against techniques that fire would not have much interaction with however, such as lightning or sound, or techniques that it would not affect at all - such as incorporeal chakra barriers, the true strength of this technique is displayed. As the flames come into 'contact' (Not physical as it generally cannot directly interact with these techniques, but instead overlapping on the same area or being in the same vicinity/pane) the opposing chakra will be burned away, as under the influence of this technique the users fire natured chakra will adopt a singularly destructive property when it encounters opposing chakra and, true to its nature, will not absorb but will rather burn - flooding out to attack the chakra and erasing the opposition completely. When such a flame encounters the body of a living being such as a Summon or Human, it will burn away at their chakra supply for as long as they remain near the flame (short range), destroying more of their chakra each turn, starting at the amount of chakra used to create the fire technique for the first turn, and increasing by double each turn (i.e, 40 the first, 80 the second, 160 the third and so on) until they have absolutely nothing left - and as such fire techniques under the influence of the Black Salamander serve as the bane to beings that cannot be burned or posses powerful regenerative abilities. Against techniques however, elemental weaknesses and strengths will apply, and the strength of the fire technique will reduce accordingly as it expends the very chakra that comprises it to burn away at enemy techniques. Upon the first use of this technique on a fire jutsu, a crest of ash will appear on the users chest, appearing as a salamander that, like an ouroboros is seen to be devouring its own tail. The Salamander Crest will act as a medium for sustaining this technique, should the crest be destroyed then this technique will also end, likewise, for as long as the crest persists, so too will this jutsu. Should the chakra of a fire technique under the influence of the Black Salamander be absorbed, then then absorbed fire chakra will act as a virus - rapidly burning away at the chakra of its new host until nothing is left. The only counter then, is to produce a full bodied chakra surge equal to or greater than the amount of chakra absorbed. (Starts at double the chakra cost of the technique this time, i.e a technique costing 30 chakra would burn away 60 the first turn, and so on, this time as it is directly within an opponents chakra system and as such can wreak havoc more easily). The chakra burn is easily detectable however as an opponent will feel as if their chakra is 'boiling' (a little like the discomfort that Naruto felt upon his first uses of the Kyuubi chakra), although an infected can still produce techniques as usual, albeit they cannot utilise forbidden ranks.
Note:
- Made of ash the crest is virtually immune to any technique that will smash or break it apart as it can simply reform and regenerate, and is counted as a fire/fuuinjutsu combination, A ranked in power, that can only be destroyed by water - which is the natural enemy of fire, or techniques that can completely burn or blast it from existence such as fire or lightning. After four turns the crest will fade, signifying the end of this technique. If Symphony of the Dragon is either active or used afterwards, the Crest of the Black Salamander will combine with the Crest of the Unburnt Dragon, the Salamander wrapping around the Dragon's head and, the two crests will combine, becoming destroyable only by techniques equal to or greater than their now combined strength. When they combine, the crest of the Black Salamander, being weaker, will adopt the turn limit of the Dragon's Crest, if it has two turns left then this crest will also crumble in two turns and so on. While it makes the crest harder to destroy, it also has the drawback of potentially ending the duration of this technique prematurely depending on how, and when the crests are created.
- While this technique is active the user is capable of, once per turn, producing raw blasts of S ranked fire chakra from any point of their body which - incapable of interacting with physical substances, will instead interact with and destroy those made of chakra, for instance if used against earth the blast will phase into the earth, erasing it of all the chakra that fuels it and, by destroying its source of strength will also undermine the earth's corporeality, leaving it to crumble to dust. (Although it does not interact so much on a physical level, it can still be countered by a technique of equal power as the flame will attack the chakra within the technique, and respecting elemental weaknesses and strengths, will falter when overwhelmed or equalized.) The chakra is visible as it takes a translucent gold or black hue, and be can form various shapes and sizes at the users whim, and the user can maintain control over it should they so wish, however they will be limited to non elemental and fire elemental jutsu during this time. This count as one of the user's three moves per turn.
- When this technique ends it cannot be reactivated again for the next two turns, and no fire techniques above S rank can be utilized during this period. It can also only be activated 2x, and the user is immune to have their own chakra devoured by their flames.
- This technique is also capable of working against chakra, or uses of physical/spiritual energy that have a slightly different make-up than usual, such as Senjutsu chakra and Kiyoshi energy. However it cannot target physical or natural energies in their raw, un-combined state; it can do so for spiritual energy however.
- The user can choose to not apply this effect to a created fire technique, and affected fire techniques will appear an imperial black, red and gold in colour.
- As this technique has no effect on its own, its activation is instant and can be performed in the same timeframe as the following technique. The crest will appear upon the creation of the first Black Salamander Fire technique, and this works on ash too.
- When used by an Inuzuka this technique will not adversely affect their Ninken as, accustomed to their presence, this jutsu, while largely indiscriminate, will have the users Ninken labelled as something related to and bound to the user, as a result just as the user is immune to the effects of this technique, so too will Ninken be. (Same for cursed seals as they are a part of the users being)
- Can only be taught by Scaze
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Type: Supplementary/Offensive/Defensive
Rank: S
Range: Self
Chakra: 40 - 25 per turn
Damage: N/A
Description: Inspired by draconic mythos, this technique seeks to imitate the legendary beings that were fabled to have been fire made flesh. Through a surge of chakra the user will activate a technique that, courtesy of having no purpose on its own, is instant and can therefore be performed in the same timeframe as the following technique. The technique, once activated, serves to alter future fire techniques; as the flames of the utilised fire technique flourish into existence they will immediately exude copious amounts of ash. The released ash will immediately compress into the shape of a dragon, mimicking the visage of oriental or western dragons to the users liking. The dragons, made of black superheated ash, are self sustaining and can roam the battlefield freely; furthermore, like clones they are sentient, and are capable of acting in the users best wishes or according to their commands. However the user will always maintain absolute control over a Dragon's sentience, capable of stripping it - rendering the dragon a mere projectile attack, or passively destroying the dragon should they so wish. While the dragons are birthed from fire techniques they do not directly affect the power of the mother technique, instead they coat it, like an armour, with the ashes strength being a replica of the fire technique that birthed it. The dragons however cannot exist separately from their source fire technique which, like a heart, will exist at the core of the ash dragon - heating the ash even further. Should the flame be extinguished, they too will die, and as such techniques that can directly strike at the flames while bypassing the draconic exterior are particularly effective at snuffing out the lives of these legendary beings. Should the dragon exterior be destroyed however, the housed flames will be free to violently burst out as either a unidirectional or omnidirectional attack. Dragons are capable of attacking with either fang or claw, can fly regardless of design and, being made of condensed and superheated ash are capable of carving through earth and lesser techniques like a knife through hot butter, although the user will be capable of interacting with the Dragons freely and without consequence. This is due to a crest that will form upon the users chest upon the creation of their first dragon - the crest, an ornate black necklace made of sculpted ash, marks the user as the 'Unburnt' and acts as the medium of the sustaining of this technique - should the crest be destroyed then this technique will end too, however made of ash, the crest is virtually immune to any technique that will smash or break it apart, as it can simply reform, instead techniques that burn it from existence will work, such as equal or stronger fire or lightning, (So S rank and above) while water, the natural enemy of fire, will also be effective in its destruction. A dragon can, at the command of the user, fuse its body with its flaming heart and adopt explosive properties, then at will, the dragon will be capable of exploding in a violent blast of heat and fire that will affect the area short range around it - to signify this change the dragon will turn gold. (The explosion will always be angled away from the user, thus a dragon could surround the user and explode outwards as a defensive blast, and can be made unidirectional too - reaching up to mid range in a specific direction). This fusion will not combine the damage of the separate techniques, they will simply adopt the damage of the stronger jutsu.
Notes:
- If the crest is completely destroyed then this technique ends, however for as long as the crest persists this technique, too, will remain active. However after four turns it will crumble and fade away, signifying the jutsus end.
- Once this technique is over, the user is incapable of using Fire techniques above A rank for the rest of, and the next turn.
- Dragons are capable of harnessing the furnace that functions as their heart to release bursts of flame from their mouth or body, however should they use up all of the flames of the original fire technique they will crumble an die.
- Can only be used 2x, with a three turn cooldown between uses. (Cooldown begins when the technique ends.)
- Works on techniques that can logically be affected, such as streams - forming long serpentine like dragons, fireballs, bursts of fire and so on. In the case of multiple projectiles making up a single technique, multiple smaller, weaker dragons will likewise be produced. Logically, it will not work on gas and ash fire techniques.
- Cannot be utilized on Forbidden ranked fire techniques, nor can it be used alongside the canon 120 damage fire technique 'Great Fireball Shower'.
- The ash that creates the dragons is obviously incombustible
- The crest is part fuuin, part fire
- Can only be used by Scaze
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Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: After performing the Tiger → Ox hand seals, the user will release huge amounts of fire chakra into the air within range. The user will open either one-three fiery walls(s) ten by ten meters in dimensions. These ten by ten meter fiery red wall(s) can be created at least ten meters away from the desired target, or three meters behind the user himself to be used as frontal protection. The wall(s) can be created in any direction imaginable, slanted, behind, above, aides etc, as long as they stay "flat" like a wall and not curved. These walls are unable to be created underneath the opponent. As the wall(s) are created, countless ripples can be seen, as fire-based weapons emerge from within each individual ripple, ranging from long double edged swords to spears, maces, and even halberds, retaining their average size. The user has complete control of where the weapons will emerge within the portal, this is to avoid self inflicted damage should he choose to utilize the wall(s) behind him. The fire-based weapons will be seen emerging very slowly as if in slow-motion, however at any moment, the user can release all weapons simultaneously as a wave of projectile attacks by causing the ripples to "burst" sending them at increased speed. The speed in which the projectiles travel can be compared to "Fire Release: Great Dragon Fire Technique". Although tangible, the fire-based projectiles can punch through concrete like other similar fire techniques.
Notes:
- Can be used three times per battle
- No other A ranked or above fire techniques in the same turn
- No other Gate of Babylon techniques in the same turn
- No fire techniques above S rank next turn
- Must be taught by Mathias
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Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: Forming a sequence of 3 seals, the user will draw on a large amount of chakra and disseminate it throughout the ground. The surface of the ground will be converted to ash, generating a large demonic courtyard. The structure itself is 15 meters tall and covers 15 meters in every direction across the ground, filled with lances, spikes and other sharp objects of varying sizes which line up along the perimeter of the jutsu, half a meter from the edge of the ash-based floor. On one side of the technique, there is a large gate overshadowed by a larger skeleton, which is the only part of the technique which is 15 meters tall. The ash structures which compose the jutsu are solid, and whilst the structure itself cannot combust through any means, the ash that composes it is heated, meaning that whilst it is active on the field, it will cause burn damage should one make contact with their bare skin (15 damage in moment of contact). However, this is not the only feature of the technique. Each turn, a wave of smaller skeletons, each the size of a fully-grown adult and made of ash, will passively spawn from the structure itself. They possess a limited extent of autonomy, which allows them to act by user instruction or independently. They can pursue a target(s) at running speed equivalent to the user’s base speed, and upon reaching them, they will self-destruct, each individual skeleton causing a short-range explosion. Unlike the original structure, these skeletons are capable of combustion and exploding. Individually, they are easy to deal with, but are highly dangerous as a collective, especially if their numbers build overtime uninterrupted. The strength of each individual skeleton is divided amongst the total number of skeletons that spawn per wave, with their combined strength being equivalent to the current strength of the courtyard e.g. the S-Rank courtyard can generate four B-Rank skeletons per turn. Each skeleton will last for four turns after the turn in which they are created. Once the jutsu expires, whether naturally or being neutralised by another technique, the courtyard and spawned skeletons will lose their form and crumble harmlessly, creating a large deposit of inert ash, and the user must wait a single turn before using this technique again. This technique lasts for four turns and can be used twice per battle. No Fire above A-rank for one turn after this ends.
(Nanatsu Shukenja Kaen) Seven Sovereign Flames
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a group of Fire Style Masters who used their emotions to influence their Chakra, the Seven Sovereign Flames are not considered traditional Jutsu in the sense that the user simply gathers Chakra, adds various changes to Shape and Nature, then performs it against their opponent in Battle. Rather, they are the purest form of "Supplementary Enhancement" for all techniques that the user knows that fall under the Basic 5 Element of Fire. The user takes their skill in the manipulation of the Fire Element and combines it with their powerful, sometimes overwhelming, emotions, with the result being seven new types of Fire, each with their own special properties, all derived directly from the emotions infused into them. The Seven Masters all created their Sovereign Flames after succumbing to the reprecussions of their own emotions. One was consumed with hatred and rage, and hurt the one he loved, while another gave up something precious to them, and was consumed with overwhelming grief and sadness. After their own traumatizing experiences, and eventual personal revalations, they all came to understand and accept the flaws in their own emotional states, and used their understanding of these emotions to further their skills in Fire Release, revealing their true colors as it were. The concept of emotions influencing Chakra has been referenced in the series on a few occasions. One of the best examples of this is Karin Uzumaki, a powerful Sensor-Type Ninja with a unique and extremely detailed form of Sensory perception. Using her Sensory abilities Karin once described both Naruto and Sasuke's Chakra at around the same time in the series claiming Naruto's was "bright and warm", while Sasuke's was "dark and cold", which coincided with both of their emotions during the Five Kage Summit Arc. Karin's description of the nature of both Naruto and Sasuke's Chakra supports the concept that one's Chakra is tightly interwoven with the current state of the users emotions, with this Jutsu using different emotions to directly affect and alter the user's Fire Release Chakra in unique and interesting ways.
The Seven Sovereign Flames are directly applied to one's biography, under the Specialties section as an extension of the Fire Element, thus requiring any user of this Jutsu to specialize in the Fire Element. Within this extension of their Fire Element specialty, the user must specify one of the Seven Sovereign Flames, which becomes their "personal" Sovereign Flame, which they naturally embody, allowing the user to imbue their entire Fire Release arsenal into that Sovereign Flame, each with their own unique properties (All of which are explained below). Only one user of this Jutsu can specialize in any given Sovereign Flame at a time, meaning two users cannot embody the same Flame at the same time. The Sovereign Flame that the user specializes in will always be available to the them at the start of a battle (in addition to base/ regular Fire Style), at no additional chakra cost. Additionally, while the Sovereign Flames have their own unique properties, they are all still considered, for all intents and purposes, Fire Style Ninjutsu, and always follow the Elemental interactions and guidelines for regular Fire Style, regardless of any unique or alternative properties they possess. Finally, the effects of the Sovereign Flames scale with the Rank, size, overall power, etc of the Jutsu they are infused into, just like any regular form of Elemental Ninjutsu, with higher ranking Jutsu logically dealing more severe effects upon contact with a target, object or surface.
The Sovereign Flames themselves are as follows;
Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also refered to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.
Alisa's Bliss - The end result from the overbearing joy that she brought into the world, Alisa created this Sovereign Flame. The user must also know and understand their own joy to access this vibrant Sovereign Flame, which is linked directly to the user's happiness. As she was never one to enjoy fights, Alisa's Bliss has no blatanlty offensive properties, creating a yellow flame that grants one's Fire Style with the ability to blind all within Short Range of a Jutsu imbued with this Sovereign Flame, similar in nature to a flashbomb.
Diarmuid's Covetousness - Born from attempting to fill an empty, endless void in his life by accumulating material goods, Diarmuid forged this gangrenous green Sovereign Flame,which is deeply rooted in all things connected with jealousy. Diarmuid's Covetousness grants one's Fire Style with the ability to steal, or copy, the attributes and abilities of other Fire Release Jutsu it is able to make direct contact with, and successfully overpower. This applies to both friendly and enemy Jutsu, and allow attributes that stem from both the manipulation of the Chakra's Nature and Shape. However, any attempt to "steal" or "copy" the abilities of another Sovereign Flame will result in failure, as the conflicting nature of the emotions that constitute the Sovereign Flames will render each other inert. While it has no stolen attributes or abilities, it produces basic flames just like a regular Fire Jutsu, simply with a different color.
Imogen's Sorrow - Imogen's perpetual sadness came from an ultimatum that shattered her life, with the resulting sadness causing her to forge her own Sovereign Flame by accident. The user must also know and understand their own sadness to access this silent, ghostly blue fire, which is deeply affected by the sorrows of ones life. Imogen's Sorrow infuses one's Fire Style with the property to exude an external endothermic reaction in place of the regular exothermic reaction, drawing in heat from the Jutsu's surroundings and forcing the outer reaches of the Jutsu to be "perceived" as cold. But despite this perception, at the core of any Jutsu imbued with Imogen's Sorrow still burns a powerful flame like regular Fire Ninjutsu, causing the usual burns on contact with a target or surface. The difference is the first moments where the Jutsu approaches an opponent, making them believe it's something entirely different from Fire Ninjutsu, thus giving the user a slight advantage.
Schifone's Acrimony - Unfortunatly for it's creator, this Sovereign Flame was created from their abhorrent disgust for the world. The user must also know and understand their own disgust to access this pungent purple fire, which is connected with one's own sense of revulsion. Schifone's Acrimony grants one's Fire Style with the ability to produce an overwhelming scent, as it consumes more of the trace elements found in the air. With these higher concentrations of those trace elements, the flame bombards the opponents sense of smell, overloading it, while also effectively acting as an active marking agent that allows Olfactory Sensors, like Ninja Hounds and the Inuzuka, to track the target to the ends of the Earth, regardless of attempts to remove it.
Phobos' Recreancy - Born from a perpetual, crippling fear of the world, and the darkness within it, Phobos created this Sovereign Flame. The user must also know and understand their own fears to access this deceptively dim black fire, which is deeply rooted in cowardice. Phobos' Recreancy imbues one's Fire Style with the unique property to emit zero light, thus creating a black fire that perfectly blends into darkness, and is well suited for assassinations or deception, as it is identical to the famed Black Flames of Amaterasu, though obviously lacking it's unique ability to never be extinguished.
Rhiannon's Clarity - Rhiannon was a very unique young woman, as she never really had any predisposition for any emotion whatsoever. Eventually she came to understand that this was not the product of apathy, or a disinterest in showing any emotion, but simply the result of achieving a true state of peace, and by coming to acknowledge this, she created this Sovereign Flame. The user must also know have a sense of neutrality to access this surprisingly unique pure, clear fire, which is the result of enlightenment. Rhiannon's Clarity imbues one's Fire Style with the unique property to completely allow light to almost pass completely through it, thus creating the illusion that the user's fire is invisible. Despite this "invisibilty", it still distorts any light that passes through it, created a "wavy" effect that can still be seen by the naked eye.
Note: This Jutsu must be stated in the user's biography, and posted at the beginning of every battle.
Note: Chosen flame must be stated in the user's bio
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
Farao no Hōrei #2. Horusu no Shinsei – Pharaoh’s Decree #2. Horus the Highborn
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per duplication/merge, -10 per turn)
Damage: 80
Description: Drawing on a large amount of chakra, the user will perform 4 handseals, and spew forth a mass of condensed fire. Using shape manipulation, the fire will take on the form of a large falcon 5 meters tall with a wingspan of 10 meters. When released, the falcon is able to act of both its own accord and on instruction of the user. It can circle the foe from above and survey the battlefield, or pursue the target relentlessly, as examples. Due to the tangible nature of the fire, bestowed upon it by way of being condensed, the falcon will easily deflect weapons such as kunai and shuriken, and interact with techniques based on the S&W scheme. Upon hitting a target, the user can trigger the falcon to violently explode, creating a blast that spans slightly above short-range (7 meters), incinerating anything within, at the cost of a move. What makes this technique special is not its sentient nature, but its ability to split into pieces. Should the user desire it, they can forcefully split the falcon into separate pieces, allowing for offensive action that covers more than one angle. The user is able to decide the amount of power that is divided between each individual falcon, with the size of each falcon being indicative of the individual power differences. Obviously, the power of the explosion is scaled according to the rank of the falcon; weakening as the rank drops. At will, the user can also re-merge the individual falcons back into its singular, original form before splitting, or only re-merge some of the falcons. Once this is done, the strength and size of the falcon will return to its original state prior to splitting, whilst a falcon that has partially re-merged will upscale in strength but will obviously not be as strong as a fully re-merged falcon. During flight, the falcon(s) is/are able to rotate extremely quickly, generating a vortex of fire, which counts as a move. Anybody trapped inside the vortex will experience suffocation due to the lack of oxygen and smoke, whilst also suffering from severe burns from the heat of the flames. The high speeds of the rotation of the vortex will restrict movement, and being trapped inside for longer than 1 turn will lead to loss of consciousness and death.
⇒ Lasts 4 turns
⇒ Splitting and re-merging falcons count as moves
⇒ Usable 2x per battle
Farao no Hōrei #3. Ōshima no Oshirisu – Pharaoh’s Decree #3. Osiris the Overlord
Type: Offensive / Defensive / Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A (same as targeted technique)
Description: This technique is not one that is intended to directly produce or empower fire, but rather, to exert total control over and manipulate pre-existing fire on the battlefield. By tapping into the chakra within a fire technique of the user’s creation and making three handseals, they can harness it and thus directly control it through hand gestures and movements, identical in principle to how the individual fireballs of the Phoenix Sage Fire technique are controlled through their individual chakra masses, and more. For example, the technique could be used to change the trajectory of a fire technique they released that would ordinarily miss due to the opponent evading it, or manipulating a fire technique to branch out and attack. Alternatively, the user could take control of one of their techniques and manipulate it to clash with an opponent’s jutsu. This accounts for the most rudimentary and basic application of the technique. The ability to control jutsu on the field is not merely limited to manipulation of trajectory, but the ability to reform the very structure and composition of the technique itself. Harnessing the chakra within a fire technique, the user is able to apply shape manipulation to it, allowing them to alter the composition and form of the technique. For example, breaking the Great Fireball technique into two fireballs instead of one, and performing shape manipulation to give them the form of weapons. It is also possible to merge components of a technique, even entire techniques themselves, into others using this jutsu. Instead of the chakra mass being broken apart into separate pieces, the individual pieces of chakra are compounded into each other to form a single one. The technique(s) being acted upon will behave according to its new rank (e.g. A-Rank + A-Rank = S-Rank, B-Rank/2 = C-Rank). Whilst this technique is in use, the user can only perform fire release jutsu and elements that have fire as a component.
⇒ Usable 4x per battle
⇒ Usable once per turn
⇒ Control of a technique/usage of this jutsu lasts for the duration of the turn that it is used in.
⇒ Can only be used on one technique per usage
Farao no Hōrei #5. Sōzō no Sugata – Pharaoh's Decree #5. Semblance of Creation
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Forming a set of 3 handseals, the user will focus their Fire chakra around the target, manifesting it around them in a formation which closely resembles the appearance of an atom. The structure itself is singular in nature, meaning that though the ring-like formations of fire around the target appear to be separate pieces, the entire technique is one whole and behaves as such. The atom itself spawns at short-range around the target, and then closes in at an alarming rate. Throughout the atom, volatile energy constantly pulsates throughout, causing it to pulse with light and heat at a constant rate. Once the atom completely converges on the target, which is done by it approaching within 1 meter of the opponent, heat will gather and concentrate in the center of the technique; which is also the location of the target. The heat will form itself into a ball of fire that rapidly expands to encapsulate the space within the atom. The orb of heat will explode once it completes the expansion and fills the atom, which will result in a localised (short-range) explosion that will easily eviscerate anything caught inside. Should the atom’s structure itself make direct contact with the opponent, they will be dealt major burns.
⇒ Usable 3x per battle
⇒ No S rank and above Fire in the same turn
Katon: Zonnenkind – Fire Release: Sun Child
Type: Offensive / Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (+20 to Fire techniques)
Damage: N/A (same as host technique)
Description: This technique is considered as a special application of Fire Release: Gladsheimr. The use of this technique is reliant on the presence or use of any ash-based surface or structure created by the user, as without one, it cannot be used. Once this condition is met, the user is able to perform this technique in two different ways; in the same timeframe as the creation of another Fire Release technique which is made primarily of ash, or as a technique which is applied to an ash-based structure or surface after it has been created. Both usages consume a moveslot, but the latter usage requires 2 handseals. The user will infuse more chakra into the ash, which imparts a special function upon it. In the same vein as Gladsheimr, the ash will passively spawn a number of skeletons each turn, with a maximum of 4 per turn being created. The strength of each individual skeleton is divided amongst the total number of skeletons that spawn per wave, with their combined strength being equivalent to the rank of the technique it is used on. Each and every skeleton possesses the same features and abilities as mentioned in Gladsheimr, with the exception of the largest skeleton, which cannot be created through this technique, unless the ash surface in question is at least similar in size and scale to the ash structures created in Gladsheimr. The duration of this technique is equivalent to the technique it is applied to, e.g. a technique that lasts for 4 turns will spawn skeletons for 4 turns. Once the host technique expires, skeletons will no longer be produced, but the skeletons themselves will remain on the field until they explode or are otherwise neutralised. Whilst this jutsu is applied to a host Fire technique, it cannot be used on another until the host technique expires. This technique cannot be used on Gladsheimr, as it is simply a supplementary ability that extends the special function of Gladsheimr to other techniques.
⇒ The targeted technique cannot have been targeted by any other supplementary jutsu prior to this technique’s usage, nor can they be the target of other supplementary techniques after this ability is activated on a given jutsu
⇒ This jutsu cannot be used on supplementary techniques which create ash
⇒ This jutsu cannot be used whilst Gladsheimr is active, nor can Gladsheimr be used whilst this technique is active
⇒ Usable 3x per battle
Rank: Forbidden
Type: Attack/Supplementary/Defence
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-10 to user)
Description: An advanced Fire and Lightning combination. The user releases their fire chakra from their body, manipulating it so as to create several rings of flame that are arranged in a concentric circular pattern. The rings orbit the user at all angles, acting as a spherical defense. However the user quickly releases their raiton chakra outwards from their body, while performing two brisk handseals. The chakra creating dozens of threads comprised of lightning that branch outwards, coiling around the already rampant flames. The user then sends the flames forwards, the former rings breaking into large crescents which can be sent racing towards the opponent. The fire and lightning combo both incinerates and slices through anything within its path; carving a blazing path of destruction through the land. Alternatively the user can perform a single handseal, thus instead of sending the attack in a single direction, the user is cable of making the attack expand outwards up to mid range. As it does so the rings begin to spin faster and faster, to the point that the rings seemingly form a visually impregnable sphere.
Notes:
~ Can only be used once.
~ Can only be taught by Erzo
~ No Fire or Lightning Jutsu above A-rank in the same and next turn .
~ This technique leaves the user lethargic while the users experiences painful pins and needles in their extermeites due to the overuse of chakra. This lasts for the rest of, and the next turn. Inhibiting the users resourcefulness.
~ Counts as two moves from the users move count
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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.
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Type: Offensive / Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: Advent of Gibil and Girra is a technique where user will firstly release doton chakra within their vicinity as to take a shape of two skulls with an opening at the lowest point of it. These two skulls would be approximetely the size of human heads and their properties would actually be the one of adhesive mud. As soon as the skulls have been formed, user will release katon chakra where they are placed, making it arise from the ground taking shape of two spirits, with two hands, levitating through the battlefield and filling in the previously made skulls. These spirits would be formed of solid fire chakra, being capable of withstanding the weight of mud that would act as a protector from other techniques, however at all times they will have intangible layer of fire flowing through them. Both Gibil and Girra are capable of going to mid range from the user before dispersing however they can only be made in vicinity to the user, aka short range. Each turn they are active, user will only be capable of performing techniques of fire release and his chakra would be drained by ten points. They can stay on the battlefield up to three turns and can be made only twice per battle, however never in consequent turns. Now both Gibil and Girra have their specific traits. Gibil, is mostly known for his solidity. He is capable of extending different parts of his body as to form different solid form of fire that will aid him in battle and that he is capable of relasing which will upon impact form explosion, albeit they can only reach short range. It could be swords, shields and similar. Their size can vary as well as the rank, going up to B rank. However in the case where the extension has been destroyed, the rank from which it was will also effect the rank of the spirit itself. The main attack of Gibil however is to actually condense itself into the mud skull which represents its base after which it will propel towards the target. Because of the highly condensed fire within the mud, upon impact with a solid object it will explode forming a maelstorm which would be of A rank. Gibil would actually prematurely detonate in case where wind based attack is coming his way which would actually just add onto fire because of oxygen feading the flames, making it envelop it before descending towards them (the person who used wind attack). Girra on the other hand, is different from Gibil. Its main property is the one of light. Because of the brightness of its fire, upon its forming, it will blind opponent for few moments as he needs to get used to to its illumination. It is less solid than Gibil, and its main use is to actually send projectiles of fire towards the target. Projectiles size at its peak can be 3 meters in diameter and their shape varies depending on Girra's feeling which are reflected upon them. Projectiles can be of either C or D rank, and it can only release up to 4 projectiles of C rank before dispersing completely. Both Gibil and Girra can in case of danger actually condense themselfs into skulls which represent the base of them as to defend from attacks coming their way. Their reforming however would drain user of the technique by ten chakra points.
Note: Can only be used twice per battle
Note: No technique of S rank or higher of fire release in the turn they are made.
Note: They can not be made in consequent turns.
Note: They can be on the battlefield up to three turns before dispersing.
Note: When it comes to elemental techniques, user can only use element of fire whilst they are active.
Note: User would be drained proportioned amount of chakra to the rank of the ability that the spirit uses. (e.g. if spirit uses a projectile of C rank, user would be drained by 15 chakra point and similar)
Note: Each ability they use will also count towards the three jutsus limit.
Note: The ability of condensing themself into the skull will cost 10 chakra points as well as reforming back to their original shape.
Note: The jutsu would take two slots of possible three upon its activation.
Note: Can only be Taught by Akasha
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Type: Attack/Defense
Rank: Forbidden
Range: Short-Long
Chakra Cost: 80
Damage Points: 100
Description: The user combines there wind and fire chakra together to create this ultimate attack. First the user will build up there chakra in the air quickly creating a high powered tornado, then by adding there fire chakra to it the tornado will be set ablaze creating a fire/wind combo thats very dangerrous. This attack can be created infront of or around the opponent, but if the user is withing short range of this attack they will take the same amount of damage.
Note: Can only be used once
Note: No s ranks or above the next turn
Note: User will take 30 damage too if its used at mid range
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Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 60
Damage Cost: 120
Description: The user puts his palm infront of his face, facing the target and his other hand up infront of it, however closed together as a fist. He then punches it foward releasing a great amount of chakra, wind to shape and fire for the explosion, forming a giant wolf head around him which then gets sent at the target at a furious speed, so furious it leaves out a howl of terror. As the wolf head makes impact it ends up in a giant explosion.
Notes:
-The users arms are so exhausted after using the technique his unable to perform hand seals for this and the next turn.
-The takes 20 damage on the body due the heavy amount of chakra used for this technique.
-Useable twice.
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This jutsu is simply an expansion of a basic ninja skill learned in the academy. The basic transformation jutsu allows the user to transform himself into virtually anything based around his imagination. The technique is designed to allow someone to use a larger amount of chakra, and shape control, in order to be able to transform inanimate objects around him, that he is touching in a similar way to the canon transformation technique. The user uses shape transformation, and extremely precise chakra control to not physically change it but to change its appearance in a way similar to the transformation jutsu. Like the transformation technique, the object's actual physical properties are not changed. For example if the user was to transform a brick into a feather, the newly transformed feather would weigh the same as a brick, and have the same mass; the reverse is also true. In addition, the transformation will revert after being hit by a elemental jutsu of B rank or below, following the elemental strengths and weaknesses.
#Can only be taught by Vex
#No ninjutsu above A rank same turn or next turn
#Can only be used three times per battle
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Type: Supplementary
Rank: E
Range: Short
Chakra: 05
Damage: 10 (to user's health)
Description: The user of this jutsu takes out a scroll within his pouch that was prepared before battle and holds it in one of his hands. By channeling his chakra into it, it will then poof and summon a coffee mug in its place that had been in Adachi's house prior. After downing the coffee, the caffeine will take quick effect upon the user due to the scientific fact that it blocks the receptors that slow down nerve cell activity. As a result, the user will have a slightly faster heartbeat and bloodflow, and thus, will be unaffected by any jutsu that has a potential factor that could put him to sleep. This coffee was pre-prepared by Adachi himself and sits amongst dozens of other mugs that contain anything from lattes to doubleshot espressos, either steaming hot or icy cold. The reserves within the refrigerator or hot vending system are restocked daily so there will never be a shortage of coffee. Ever.
Note: Effect lasts three turns.
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Type: Offensive | Defensive
Rank: S
Range: Short-Long
Chakra: 40 (-15 per turn)
Damage: 80
Description: There are various ways of performing this jutsu. Most commonly, the user will perform the Ram hand seal and place their palms outwards. Alternatively, a user can point a sword, Katana, or any long weapon towards the desired direction. Once doing so, the user will send out a large amount of raw chakra in front of the palm, or weapon and as it is released through, the user will shape the chakra into an animal. The animals created from this technique varies; it is capable of creating animals capable of flight, or grounded animals. Offensively, the user can use extreme shape manipulation to create animals made of chakra and send it out as a projectile, towards the intended target with the power of an S-rank Shaped Ninjutsu technique. The user can, if they choose to, separate the power of the animal into four different creations. Of course, each one would be smaller and have a lesser strength, but they would be capable of traveling faster than one large one. The maximum height of the animal created from this technique is twice the size of a normal human (about 4 meters), and with a maximum width of three meters. This technique is capable of creating animals that are larger, or smaller than what they are in real life, like creating a Penguin that is twice the size of a regular human or create a bull as small as 2 meters. The minimum size of these animals is two meters. The attack damage comes from the force the chakra-animal projectiles create upon impact, similar to that of the Rasengan technique, but at a larger scale because of the larger size. The offensive animals are sent out as projectiles initially, however, the user can manipulate the movement of the animal by continously feeding the creature with chakra, meaning he/she is unable to perform other techniques while manipulating the movement of the animals. Defensively, the user can create an animal to act like a "tank", like a Bear made of chakra that would sit upright that would defend the user. These defenses are capable of defending against elemental techniques up to A-rank, but if it's an attack lower than A-rank, then it'll be able to stay on the battlefield to take on more attacks (It will last up to three turns, or until it is destroyed). (Basically, it acts as a defense until A-rank damage is dealt to it. e.g. 2 B-ranks, 4 C-ranks, etc.
Notes and Restrictions:
- Usable two times per battle with a two turn cooldown and can only be taught by Greed
- No mythical creatures, like Dinosaurs, or Dragons can be created through this technique.
- No S-rank or above Ninjutsu techniques for the same turn
- The animals do not have the traits exclusive to them. For example, if you were to create a cheetah and send it out as a projectile towards the enemy, it wouldn't be capable of running as fast as it would if it were real. The speed of these projectiles are the same speed as the user when running.
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Type: Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20 (-5 per turn)
Damage: N/A (+20 per technique) (+10 Taijutsu)
Description: The user quickly performs a single hand seal, the Tiger, shortly after a technique has been sent out in such a way that it is created and shaped around a technique within the same timeframe. He will send chakra to that technique and effectively create a shield of chakra around it. The chakra is pressurized and condensed into a solid form of chakra that has a bright blue hue. It takes the shape of whatever the user has ordered it to shape around, for example, if it is an earth projectile shaped like a fist, a layer of pure chakra with solid-like properties will envelop the fist. The solidity of it increases its overall mass and force it can exert as well as acting as an armor of sorts for the technique, which obviously adds damage to the technique it was performed on. However, this only works on tangible elements, such as Water, Earth, Steel, etc; it would not work on elements like Fire or Lightning. And because it is simply a layer of chakra, it cannot be performed on stream-based techniques unless the user is in possession of Yin-Yang. Alternatively, one can perform it on himself, or on another's body. The solidity of the layer of dense chakra will increase the damage every physical based Taijutsu that makes contact with the opponent makes. It is shaped around the user in such a way that it does not restrict movement, and it remains until it is completely broken through a stronger attack, or if chosen to do so by the user. This can also be applied on weapons and other materials of a solid composition. For example, the user can coat a kunai with this chakra layer and throw it, which should deflect other kunais due to the armor it's gained.
Notes&Restrictions:
Note: Can only be used 4x
Note: Lasts 3 turns if coated on oneself or an item
Note: Can only be taught by EdwardSama
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Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: 80
Description: A technique in which when a summon returns to its homeland, the signature poof of smoke is instead replaced by a haphazard build up of chakra that's violently discharged, creating an explosion. The explosion itself stems no more than a few meters (3) away from the Summon's original silhouette, but when utilized by larger, or gargantuan summons, could potentially have devastating, perhaps even terrain changing effects. Should the utilizing summon have an elemental affinity, it would be capable of charging the explosion with said element, producing a elemental explosion. This technique can either be utilized by the summon itself, or activated by the user. The explosion itself starts directly after the summon disperses, building up from the centre and rapidly expanding outwards to the limits of its reaches - being clearly visible and also audible.
Note:
- Can only be used 2x
- Cannot be used on consecutive turns
- No Ninjutsu above S rank for the rest of the turn
- Can only be taught by Scaze
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Type: Offensive, Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 40
Damage Cost: 80
Description: By using this jutsu the user will release a high amount of pure chakra out on his desired arm forming a giant fist around it. As it's created, takes few seconds, the user forcibly punch it into the ground with a devasting force, tearing the ground up and crushes everything within it's range.
~Useable 2 times.
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Rank: B
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A(+20 to 2nd jutsu)
Description:
This is a unique technique initiated by forming an additional two hand seals during the performance of another jutsu. This creates a cloud of semi-transparent chakra around the user that serves no direct offensive or defensive purpose, while due to the insubstantial nature of the cloud of chakra it cannot interact with or negatively effect the opponent or their techniques, and vice versa. This techniques singular function is to draw out a single trait of the initial technique that the user wishes to utilise, unique or not and to then copy this trait into the cloud of chakra, in which it will be held in an inactive state until it is used(Meaning that although the cloud can draw out a trait, it does not exhibit the trait itself, it simply ‘holds’ it.)
This ‘drawing out’ process weakens the initial jutsu slightly(falls by one rank or -20 damage) and the cloud will change colour to indicate it is active and will display a colour based on the element of the technique it was used upon(eg. Red for fire, blue for water, etc) After drawing out a trait it can be used by the caster to alter a second jutsu that the user creates, imbuing it with the active cloud of chakra after forming an additional hand seal during the second jutsu’s performance. This fundamentally changes the second jutsu’s attributes by adding the copied trait and ends this technique. This would essentially transfer the held trait to the new jutsu while reinforcing it overall.(eg. Using this jutsu on the Dragon Flame Release Song Technique would allow the user to copy the heat from the fire or even the almost solid nature of the flames and imbue them into a following technique, etc.)
Note:
~Cannot use basic Ninjutsu techniques S-Rank or above in the user's next turn
~Can only be applied to one technique per usage and can only be used 3 times
~Lasts for 3 turns if not used, after which it will disperse harmlessly
~Can only be taught by Houdinii
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Rank: C
Type: Attack/Supplementary
Range: Short
Chakra cost: 15 (+2 per additional tag)
Damage points: 30 (+5 per additional tag)
Description: This technique allows the user to modify the explosion of an exploding tag(s) to suit his needs. The user imbues a tag with chakra focused in different areas of the tag. It serves to divert the force of the explosion away from the chakra, allowing the direction, size, and strength of the explosion to be changed. For example, the user could place a tag on a tree and cause an explosion which only makes a 3 inch wide hole in it by diverting all of the energy of the explosion toward the tree and limiting its range. If the user is in contact with a tag exploding away from him, he will be blown back by the recoil unless he braces himself or reduces it's strength.
-Max 3 tags per use
-Tags can be detonated whenever the user wishes
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Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: User sends chakra to his 5 senses to increase them substantially increasing his hearing,touch,smell,sight and taste,allowing them to detect incoming attacks more quickly (sight,hearing,touch) and track his opponent's movements even in dense surroundings like a jungle or mist.(sight,hearing,smell)
-Once per battle
-Only taught by Professor Sarutobi
-Lasts for 5 turns or until canceled.
Increases user's reaction speed x1.5
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Type: Offensive
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: Based on the principle of the Hidden Explosive Tags Technique the user slams their hand against a surface and using his or her chakra is able to stream a multitude of paper tags through the applied surface. Unlike the Hidden Explosive Tags Technique these tags will emerge from the surface at any point desired by the user and will form any solid shape within reason that the user desires. These forms created by this technique can range from generic pillars of tags, a carpet of tags to cover a surface, or even simple spheres and solid formations which rest on the surface they are produced from. While merged and streamed through the ground the tags, with the user’s chakra, are hidden from sight and are essentially merged with it protecting their presence. When the tags come in contact with solid matter or an opposing force these tags will automatically detonate producing an explosion proportional to the number of tags used. Alternatively the user can detonate the tags according to their will voiding the need for contact with an opposing force or solid matter. The explosions produced by the tags can be manipulated by the user controlling their directionality. Devious Explosive Tags Technique can be used four times per battle and cannot be used in consecutive turns.
Notes:
Can only be taught by Osmon
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Type: Offensive | Supplementary
Rank: B rank
Range: Short - Long
Chakra: 20
Damage: 40
Description:
An advance concept of Chakra manipulation and transformation technique. The user will pile up 10-15 Explosive tags together and compress, manipulate them using raw chaka in order to hold them up together into a small spherical ball. Now, using the concept of transformation technique, the user will transform the small ball of compressed bunch of explosive tags into anything the user desires( Within logic. Obviously the user can't transform it into another Ninja or a summon) like a ring, kunai, senbon or even a headband, piece of cloth etc. The transformed ball will remain as such unless and until activated for a sti[ulated number of turns or interrupted by an external agent that causes it to explode and revert back to it's original form. Now, at his own will, the user can make a simple hand gesture in order to either revert back the explosive tags to it's normal form or simply detonate. After reverting back to the normal form, the user can direct the tags to anywhere he desires. There is a drawback for this technique that, if the transformed object comes in contact with any external agent that will trigger the explosion of the tag like piercing of a lightning, Burning in fire, smashing with rock; The transformation breaks down and it explodes. Once it is transformed, it will keep up it's transformed state for 4 turns after which it get's re transformed to it's original state and explodes.
- Can only be used 4 times per battle.
- Can only be transformed into anything that is within the size of a normal Katana and within logic.
- Can only be taught by -Best-.
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Type: Supplementary/ Offensive/ Defensive
Rank: B-Rank
Range: Short (Portal Creation/ Orbit) Short - Long (Projectile)
Chakra: 20 (Activation) 5 (Per Turn Active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: The user starts by performing the Seal of Confrontation, drawing blood, channeling Chakra into their hand(s) and performs the Summoning Jutsu for a "Pact" they have with a distant, isolate Land engulfed in boundless armaments. However, instead of Summoning the weapons themselves, the user creates small Space/ Time Portals (similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals, making their general shape identical to that of the weapon the user wishes to Summon. This is done due to the sheer scope of the available arsenal, requiring the user to shape the portal to take the same shape as the visualized weapon, with only that weapon capable of "fitting" through that portal, like cutting a key for a lock. Since these portals are composed entirely of the user's Chakra, they are practically weightless, and their positioning can be controlled by the user at will, allowing the user complete control over their "arsenal" in this state. The number of Portals the user can maintain at any given time is limited to a max of 8, with the user able to freely manipulate the number of portals active at no additional cost. Because of it's massive scope, the user can draw from a virtually infinite arsenal, summoning different styles of weapons from the same type of weapon (For example, in regards to summoning a sword, one has options such as a long-sword, broadsword, rapier, falchion, katana, ninjato, etc, for this one type of weapon, with this example applying to all forms of weapon types). Once the user has selected and summoned their weapons, and have their "arsenal" orbiting their person, they can start to utilize these weapons in combat. Once the portals are directly interacted with, the corresponding weapon is automatically pulled through whether that's into the user's hand, or to deflect incoming projectiles, etc. In the case of the user directly wielding the weapon, this allows them to use the weapon as though they were physically carrying and transporting it, however, as soon as the weapons leave the user's hand/ control, or leave a Short Range radius of the user, the Summoning is immediately undone, reverts the weapon to it's previous state, and returns to orbiting the user with the rest of their arsenal. The only exceptions to this rule are projectiles utilized by ranged weaponry, for example arrows fired from a bow, which are naturally unaffected by this limited range. Finally the user can change the weapons they have with this technique by "visualizing" a different weapon and moulding the portal to fit that weapon, allowing them to switch between various weapons for radical changes in their combat style, however this can only be done on weapons that are not being directly interacted with.
Note: This Jutsu can remain active so long as the user has the Chakra to sustain it. Once deactivated, this technique cannot be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
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Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short (Portal Creation) Mid (Portal Orbit) Long (Projectile)
Chakra: 20 (Activation) 5 (Per turn active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: The user starts by performing the Seal of Confrontation, drawing blood, channeling Chakra into their hand(s) and performs the Summoning Jutsu for a "Pact" they have with a distant, isolate Land engulfed in boundless armaments. However, instead of Summoning the weapons themselves, they create small Space/ Time Portals (similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould these portals into flat ripple-like distortions in the air. Being composed entirely of the user's Chakra, the portals are weightless, and key characteristics such as the positioning, distance, angle, etc of the portals can be controlled by the user at will, granting them complete control over their arsenal. Unlike with the aforementioned technique however, the portals created for this technique are far less complex and intricate, making their creation easier, allowing the user to create more as a result. The user can create and maintain up to a max of 20 portals, and is able to freely manipulate the number of portals active at will, at no additional cost. Just like with Armiger Arsenal, the user can draw from the virtually infinite arsenal that the Land provides. The portals that the user creates are linked directly to the Land, but don't select specific weapons to arm the user with. Instead the Arquebus Arsenal allows the user to draw from any kind of weapon, usually at random, partially pulling that weapon through the portal, before suspending it in place, then, at the user's command, usually with some kind of gesture or a surge in their Chakra, the portal the weapon is suspended from contracts sharply, firing the chosen weapon at the user's designated target with great speed and precision. Due to the forced contraction of Space-Time firing the weapons like projectiles, the portals emit both a bright flash, and a loud explosive sound, clearly telegraphing which portals are firing. Once this is performed, the portal then selects a new weapon, and repeats this process for as long as the user wishes, or is able to sustain it. Finally, once the weapons have made contact with something tangible, they automatically start to disappear, however this is a slow process than the almost instant reaction the "Armiger Arsenal" possesses, taking 2 turns to slowly "fade away".
Note: This Jutsu can remain active so long as the user has the Chakra to sustain it. Once deactivated, this technique cannot be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
(Kamunagara) – Manifestation of Law
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Kamunagara is not itself an ability that is consciously activated or utilised like one would a jutsu. Rather, it is a product of one’s intent, or emotions, influencing their chakra in such a way that it visibly manifests as a pattern or object that hovers behind or around the user. One such example of this is extreme bloodlust or rage, which has been seen before by Naruto and Zabuza, under the influence of the Kyūbi and sheer force of will respectively. The object, pattern or symbol produced is unique to every ninja, and thus it can be considered as a physical manifestation of their will and being. The color produced is dependent on the type of emotion, e.g. anger will produce red, sadness will produce blue, happiness will produce yellow, etc. While the behaviour of chakra in this technique is able to give off specific auras and incite particular sensations in other people, it cannot paralyse or frighten others on the level of something such as Killing Intent. It also cannot physically interact with or cause any kind of injury to an opponent. This ability, functionally, is passive in nature, as it doesn’t require activation or any form of active input from the user, and is entirely cosmetic.
(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger
Type: Offensive/ Supplementary
Rank: E-Rank
Range: Short
Chakra: 5
Damage: 10
Description: This Jutsu was developed using the special paper Sensei possess to assess a Shinobi's Elemental Affinity as a basis. The user focuses Chakra in their finger/ hand and, by performing a small gesture that best represents the Element they wish to replicate, they produce a small, raw form of the desired Element. While this technique lacks any significant "punch", the technique itself can be used to attack the opponent in a variety of ways, making this Jutsu's true strength lie in it's users imagination. The following is a list of basic examples from the 5 Elemental Natures. Note that these are simply basic examples, and not the sole usages of the technique.
Fire: The user can snap their fingers, using the heat caused by the friction to make a "lighter" from their finger/ thumb. Other uses include low heat Fire's, such as Ash.
Wind: The user can twirl their finger around, using the rotation to create a mini-vortex on their fingertip. Other uses include basic variations of Wind, like small gusts or blades.
Lightning: The user can rub their fingers together, using the vibration to mimic a small electrical charge. Other uses include basic variations of Lightning.
Earth: The user can ball their hand into a fist, compressing their Chakra and make a small rock or pebble. Other uses include softer or lighter variations of Earth, such as mud, dirt or dust.
Water: The user can, using free-flowing movements with their finger, mimic the flow of Water Chakra and create a "stream" of Water in the air. Other uses include basic variants on the Water Element, such as syrup or oil.
Note: Can only be taught by x iiiMPerFeCT.
(Ninpō: Ritomasu Fōmu) Ninja Art: Litmus Form
Type: Supplementary
Rank: N/A
Range: Self - Short
Chakra: N/A
Damage: N/A
Description: A simple technique, with varying applications, Litmus Form takes principles from both of it's related techniques, namely the simplicity of Litmus Finger, and the full body applications of Litmus Fist, and combines them both, to create a full-body application, which is achieved through a very simple method. This technique utilizes the Chakra that naturally leaks from the body [SUP][X][/SUP], and is what allows Chakra Sensor-types to detect other lifeforms, such as enemy Shinobi, to create an unranked, full body cosmetic. It has been shown that this naturally exuded can be directly manipulated, such as with the "Chakra Suppression Technique", allowing the user to prevent this Chakra from escaping the body, making them virtually invisible to Chakra Sensors. This technique follows a similar principle, allowing the user to passively manipulate this ambient Chakra, moulding it much like they would for a Jutsu, applying both changes to the Shape and Element, giving it a basic "form" as it leaves the body. This however, unlike the aforementioned technique, doesn't make the user invisible to Chakra Sensors, as the Chakra is still "leaving" the users body, simply in another "state". This allows the user to re-purpose this Chakra, for example, allowing them to wreathe themselves in flames, or cloak themselves in an aura of electrical energy, vortex of wind, etc, and other purely cosmetic applications, without any actual Chakra cost, or effort on part of the user, leaving them open to perform other actions without interference. These cosmetics carry no damage, or tangible properties, not from a lack of control or influence from the user, but simply due to them being composed of the "dregs" of one's Chakra Flow, Chakra that would otherwise go unused, making any impact on both the user, other beings, and the world around them, almost entirely negligible.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger" and "(Nintaijutsu: Ritomasu Fisuto) Ninja Body Technique: Litmus Fist".
(Nintaijutsu: Ritomasu Fisuto) Ninja Body Art: Litmus Fist
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Long
Chakra: 30 (Plus up to an additional 30 Chakra each turn)
Damage: 60
Description: Developed as a form of Taijutsu supplement, Litmus Fist carries on the concepts of it's parent technique, Litmus Finger, into new fields of use on a much larger, more focused scale. Where the parent technique was focused on creativity and speed through lack of any Hand Seals, this technique is solely focused on collaboration with almost any form or stance of Taijutsu in close quarters combat, especially Free-Form Taijutsu. The user begins by gathering a large amount of Chakra and distributing it equally throughout their body. Once this is done, the user then performs Taijutsu actions, motions, movements, etc, releasing the gathered Chakra in conjunction with them. Just like with the parent technique, these Taijutsu actions and motions are physically representative of the nature of an Element (An example of this would be using friction to perform Fire Release, or fluid motions for Water Release, etc.), which cause the Chakra to take on the properties of, and change into that Element. From there, the user applies Shape Manipulation and the same level of creative freedom from the parent technique to perform various kinds of Ninjutsu enhanced Taijutsu actions, either creating the Element they wish to use from their own Chakra, or using their Chakra to manipulate existing sources, like a nearby source of Water, or the ground beneath their feet, however, any and all offensive actions involving an existing source must originate from within Short Range of the user, same with Elements created by the user. Additionally, the user is able to utilize all canon forms/ states for the Elements they perform, for example, if they use Fire Release they could use ash, or flammable mist, however, the state or form of any attack performed via this technique cannot be changed once released, as the Chakra has already left the body, and been given form.
The user can split the Chakra Pool from this Jutsu into as many attacks they wish to perform, within reason, so the user can perform 1 A-Rank, or 2 B-Rank, etc, or even a combination of different ranked attacks, like 1 B-Rank and 2 C-Rank, etc. However with each division of the Chakra used, so too does each individual action logically lose power, although, this drawback is arguably the Jutsu's best quality, due to fact that the Nature of the users Chakra is only changed when released in conjunction with Taijutsu actions. This allows the user to swiftly and accurately shift between multiple Elements, performing extremely unique combinations of Elements, easily creating their own "style", simply by performing a series of basic actions and combing the Elements those actions unleash. Additionally, at the start of each turn for the duration of this technique the user can expend Chakra equivalent to the amount of Chakra utilized up until that point, restoring the Chakra they have for this technique back up to it's max. Although this action can easily end up eating through the users Chakra reserves, this ensures they can maintain the Jutsu for it's maximum turn limit, receiving the most from this Jutsu in return for the high cost required to maintain it. Finally, while the Chakra for this technique is gathered and prepared throughout the user's body, as it is yet to be molded, repurposed and released into an actual attack, the user can perform other Jutsu whilst this one is active, without consuming the Chakra pool gathered for this technique, however, this cannot be done simultaneously while the user is releasing an attack from this technique, as they are logically using their Chakra to shape that attack and cannot divert neither their attention, nor Chakra flow between multiple techniques.
Note: The user can keep this technique active for a max of 4 turns, and must wait 2 turns after it's deactivation before they can use it again. If the user does not use the full amount of Chakra gathered for this technique by the end of the turn limit, they lose the remaining Chakra. Finally, this Jutsu can be used a max of 3 times per battle.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger".
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description:
A double layered genjutsu. The user will perform a sequence of two hand seals and trap the opponent in a double layered genjutsu. As soon as the opponent is trapped in the genjutsu, he will suddenly feel a chill breeze blowing towards him. As the breeze is blowin, the opponent's leg, hand and whole body muscles start to shrink and he starts to grow old and feeble suddenly. His hands and legs starts to shake continuously like a person who has nerve weakness. His body suddenly loses his strength such that he won't even be able to raise up his hands nor make any hand seals. He won't be able to take more than a step from his current position due to his feeble legs. He is made believe that he has aged up rapidly and his entire body has become weak. If by any means the opponent snaps out of the genjutsu, the second genjutsu kick's in. In the second genjutsu the opponent will feel a severe cold air surrounding him(around 5o C). Once again the opponent's hands and leg start to shiver rapidly due to the coldness of the air surrounding him. If the user uses any water technique against the opponent now , due to the opponent being trapped in a genjutsu where he is made to believe that severe cold air surrounds him, the water jutsu will hit the opponent as a very cold water( around 5o C since 0 Deg will turn it to ice. ) . The part of the body of the opponent that gets hit by the water technique B rank and above will go numb as cold water has the property to make the body go numb. Numbness only lasts for a turn. While traditional methods (normal releases) will release only one genjutsu at a time, strong enough pain or an external chakra source will release both at the same time. A strong armour like a S rank Earth armour can protect the opponent from the severe cold air since he won't be able to feel the coldness. Both the genjutsus lasts as long as the opponent releases it.
Restrictions : Can only be used three times per battle. No genjutsu above A rank while this genjutsu is in play. Each Genjutsu is of B rank in strength. Two turn gap before using this genjutsu again. Both the Genjutsu are casted at the same time. Can only be taught by -Best-
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Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user will perform 3 handseals, casting an illusion on the area around. Any target within range will then immediately feel all they senses dilate and stretch, as if someone is impossibly pulling their neck. This illusion creates a constrain on the brain's interpretation of stimuli, not unlike Agnosia. In essence, all the user's stimuli perception arrive as if strained from a very long and thin channel, making them not only really delayed but also incomprihensible. The user does not have to comprehend or possess the stimuli being stunted, like targets with extrasensorial abilities, chakra-wise, superhuman, awareness of other forms of energy or substances, etc, because Isolated Giraffe creates an universal strain by stretching the brain's perception. The targets affected by this genjutsu will feel like they're stretched out into the void, and become isolated from reality. To better understand this genjutsu, think about the sensorial organs as windows to the outside world and the brain as the organ responsible for the target's interpretation of the information that comes from those organs. Isolated Giraffe inserts chakra in the brain, which slows down and distorts the channels that link the organs to the brain and, thus strain the path of the external information, in a way that it isolates the target from the senses
*Can only be used thrice per battle*
*Can't be used on consecutive turns
*Can only be taught by Edward*
*The technique's effect only happen in the genjutsu. In actuality, the opponent his reflexes and such work fine.*
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Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: Egret's Purview is a dormant type of genjutsu whose activation precedes a motion of sorts made by the one who is placed under it. However before that user would drift any type of paper in the air, as if they were drawing with a brush (including explosive tags and similar) as an outset to the genjutsu whilst releasing their chakra towards their opponent. The genjutsu affects only the neurons sent by the brain through the spinal cord which have effects on the muscles and movement of the same. Essentially, person who is under the illusion will have parts of the body through which muscle-movement neuron transmits turn into paper which incessantly extends forwards. Once under the illusion if they try to make movement of sorts with their body (extending, flexing, abducting and similar), parts of the body through which the neuron in questions moves will fluently transmute into never ending coil of paper which progressively enlarges as long as the signals to the brains are shipped. If the illusion has not been broken but they change the signals they are sending for motion E.G.; from leg to arm, the said arm would also go through the changes, without the part of the body who was initially converted changing back to its original form. Unlike the sharingan technique which completely turns body into that of paper as well as causes the burning effect, this technique only affects parts of the body through which the muscle moving neurons are moving.
Note: Can only be used thrice per battle
Note: Can only be Taught by Akasha
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Type: Offensive | Defensive | Supplementary
Rank: B-S Rank
Range: Short-Mid
Chakra: 20-40
Damage: 40 – 80
Description: The user will make five hand seals causing a genjutsu to occur. The user induces a genjutsu where everything within the genjutsu can and will induce an explosion on touching it. If the target tries to hold an object, the object will explode on contact. This will happen with everything excluding things the opponent was already in contact with when the illusion was first initiated i.e if the target tries to physically touches the user; an explosion will occur that acts as a defense for the user. The explosions are simulated to be “real” and such induces false pain on the target, though this doesn’t harm them in reality, it however can cause mental stress if a strong enough explosion is used. The explosions power can vary on ranking and can have different effects while the genjutsu is active.
B-Ranked – Is strong enough to induce minor burns to the target if contact is made, but causes the weakest amount of mental strain being 40
A-Rank – Is strong enough to deal 60 damage worth of mental stress, and causes more intense burns from the explosions. The shock it can induce is enough to disarm a person in reality if they hold a weapon or object.
S-rank – Induces 80 damage worth of mental pain and the explosions of the genjutsu are enough to even create false sense that the target lost a limb from the explosion. The sound of the explosion is also loud enough to induce false deafness in the target, making them unable to hear. The user also makes it impossible for the target to move the limb they seemingly lost in the genjutsu in reality. The user can also add the explosive properties to his own real techniques, to which they will explode if contact is made with the target or a targets technique but this doesn't increase the elemental techniques power as the explosions are not real. Can remain active for 4 turn and can be used twice per battle leaving the user unable to use A rank and above genjutsu in the next turn. No other genjutsu this turn above B-Rank as well, while once a rank is picked, all the explosions will adhere to that power.
Genjutsu: Omoi no Kamui | Illusionary Arts: The Mind of Creation
Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
A powerfull technique were the user takes control of the enemy's 5 senses and makes him experience anything he can imagine. These illusions however are bound by the normal natural laws of Narutoverse (gravity, kinetics, etc) making it impossible to create unreal (in the context of Narutoverse) situations or scenarios. They can and may also be used to cause the enemy pain or distress or simply serve as a distraction or to camouflage the user in an escape or an attack. The genjutsu itself is done by performing 3 hand seals (Tiger+Ram+Horse) while inserting your chakra into the enemy's brain, disturbing his chakra flow and quickly gaining control over his senses. If the user is within short range of the enemy he can perform this technique with either 1 hand seal (Ram) or by looking directly into the enemy's eyes.
Note: Can only be used thrice per battle
Note2: User can't perform other Genjutsu in the same turn
Note3: User can't perform any technique above S-Rank on the same turn
Note4: Can affect multiple enemies
Note5: Can only be taught by Scorps
Genjutsu: Senkyoushi | Illusionary Arts: Missionary
Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A (40 if done with hand seals)
Description:
The user will induce a simple but precise and useful illusion onto the enemy making him feel a blow was just delivered to the back of his knees. As a reflexive response, in reality his legs lose strength and the enemy falls on his knees immediately. While quite simple, the technique serves many purposes and leaves the enemy vulnerable. The technique can target other areas and deliver similar blows to induce other similar reflexive actions. If the user does 2 handseals (boar+rat) he can cause the enemy to experience pain and even target the enemy's neck from behind, making the enemy experience severe pain and loss of limb control for a few moments, collapsing to the ground as if a precise blow was given to a nervous cluster in the neck. Off course in reality, no damage is done but the body is fooled into reacting in a reflexive manner to the illusionary blows.
Note: Can only be taught by Scorps
Note: For the hit to cause damage, the user needs to do the handseals.
Genjutsu: Sofuto Bodi | Illusion Technnique: Soft Body
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, rather than altering the enviroment at all this illusion will instead alter how the victim perceives their body, causing them to feel as though their body has suddenly become excessively malleable and rubber like. While this illusion doesn't cause paralysis it does prevent the opponent moving their body effectively due to them believing they are suddenly rubbery, they will mess up attempting to form handseals, and will be unable to run until they break free from the illusion, additionally damage will be caused each turn after the first should the illusion not be broken as the mind is degraded by the rubbery illusion. While the victim is incapable of forming handseals or running, they may make bodily movements, and they're capable of moving via walking.
Notes:
-While this illusion can be layered, it can not be layered with any paralysis genjutsu.
-Can only be used 3 times per battle.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the 3 times per battle limit, I.E two victims is two usages.
Genjutsu: Meiro No Shitsumon | Illusion Technnique: Maze Of Questions
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, this illusion will cause the victim to hear multiple questions posed by the user, these questions repeat constantly, over and over again in the victims head, becoming louder and faster as time progresses. This technique will cause the victim to be unable to hear anything on the battlefield due to the noise, they'll also be unable to perform certain advanced techniques, this includes fuuinjutsu due to the complexity of writing seals, medical ninjutsu due to the fine chakra control needed, or anything similar that states it requires fine or advanced chakra control. Should the victim not release this they will take damage from the constant noise.
Notes:
-The user can select the questions that will be repeated themselves should they wish, allowing for in character manipulation.
-Can only be used 3 times per battle.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the 3 times per battle limit, I.E two victims is two usages.
Genjutsu: Saisho No Tsumi | Illusion Technnique: First Sin
Type: Offensive
Rank: A/S
Range: Short
Chakra: 30-40
Damage: 60-80
Description: Forming three handseals, the user will cast a genjutsu upon their opponent, this illusion will cause the victim to see a large tree growing from the earth between himself and the opponent, knocking them both backwards in his mind, this tree will seem to grow endlessly till it's the size is capable of engulfing mountains in height and it's branches will cover the whole area in shade. Once the tree has grown to it's full height, thousands of apples will begin to fall from the tree from such a height that they reach terminal velocity striking the ground and the opponent like fleshy meteors causing serious mental damage. Optionally while the tree is growing a single large snake with yellow eyes will wrap around the opponent restricting his movement, appearing from the ground beneath the target as though it's burrowed it's way out of the earth much like the tree. The snake will hold the victim stationary while the apples bombard them each turn until released.
Notes:
- Using this illusion without the snake will be considered an A rank usage, while with the snake is an S rank usage due to it's paralysis element.
-Can only be used 3 times per battle at A rank and twice at S rank. No Genjutsu above A-rank next turn after using S-rank variant.
-This illusion can be cast on multiple people in range with only one move slot used, however it will count towards the per battle limit, I.E two victims is two usages.
(Genjutsu: Abusaromo no Iwari) — Illusionary Technique: Absalom’s End
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique causes the opponent to be suddenly impaled from behind by one or several blades, this will prevent the opponent from moving as the blades are all curved and hooked to prevent mobility. Once this has happened figure/figures will step in front of the victim holding the blades, these figures can either be simply visually similar to creations of the sea of life, or they can be a corrupted version of people important to the victim, such as their parents, lovers, friends, or other relatives. This doesn't cause additional effects, the damage caused will be mental damage caused by the blades.
Note: While the victims can't run or walk they can make handseals, so it's not a full body paralysis.
Note: Can only be used twice.
Note: No Genjutsu above A-rank next turn.
(Genjutsu: Karaku Natta Kagami) — Illusionary Technique: Blackened Mirror
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique causes the opponent to be trapped in a genjutsu completely, the user however will not be cast in the illusion trapping the opponent, inside the illusion the user will take on the form of the opponent, however they will have dark grey chitinous skin, red eyes and red lines across their body. This corrupt version of the opponent will then attack them, grasping them around the waist in a bear hug and lifting them off the floor immobilizing them and attempting to crush them.
Note: Prior to the bear hug the opponent is not paralysed inside the illusion however the bear hug will immobilize them
Note: Can only be used twice.
Note: No Gen above A-rank next turn.
(Genjutsu: Ronginusunoyari) — Illusionary Technique: Spear of Longinus
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique causes the opponent to be suddenly raised into the air by a cross, nails will slam through their hands and feet causing blood to spill down the wooden frame. Once this has happened a figure of the users choosing will step in front of the victim holding a long rusty spear, these figures can either be simply visually similar to creations of tiamat, or they can be a corrupted version of people important to the victim, such as their parents, lovers, friends, or other relatives. This doesn't cause additional effects, the damage caused will be mental damage from the spear being thrust through the victims heart.
Note: Victims of this jutsu are not entirely paralysed by it, being able to perform jutsu that require no seals, they however can’t make seals or move under their own momentum in the illusion.
Note: Can only be used twice.
Note: No Genjutsu above A-rank next turn.
(Genjutsu: Ten'nomegumi) — Illusionary Technique: Heavenly Grace
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique places a delayed trigger in the opponents mind, waiting to be triggered at a later point. From that moment forwards whenever the opponent uses a technique that creates a source of bright light the genjutsu will trigger, causing the victim to visualize the jutsu they used being multiple magnitudes of brightness higher than usual, causing their retinas to rupture and bleed and blinding them for the remainder of the turn this jutsu is triggered in. Aside from the blinding effect this genjutsu doesn't paralyse in any way. The illusion can only trigger once per person it's applied to, but will remain dormant until it triggers regardless of how long that might be.
Note: A source of bright light can vary, but generally speaking any fire or lightning jutsu would cause the genjutsu to trigger along with anything similar. Additionally genjutsu kai will cause this to trigger however it won't cause damage simply blinding the victim.
Note: Can only be used thrice and can be placed on multiple targets, counting as a single technique usage.
Note: No Genjutsu above S-rank next turn.
Type: Defense - Offense
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80
Description: After being attacked, the user will move aside and catch his opponent’s wrist. Then the user will twist it really fast, and because of the pain the opponent will bow a little bit. Once this happens the user will concentrate large amount of chakra into his knee and kick his opponent, at the same time braking his wrist and also breaking his nose.
Note: the user can’t use any A or above rank taijutsu attacks for the next turn.
Note: the user can’t run due to his leg being shocked because of the chakra. However if the user is in sage mode or other mode that increases his spead or energy, he can still run.
Note: Can only be used 2 times per battle.
Note: Can only be taught by PowerOfDarkness
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Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: (+50 to taijutsu based attacks)
Description: To tap into Satsui no Hado, a fighter must be so consumed with the desire to win that they are willing to kill. As a result, only people who push themselves to be the best at all costs can take advantage of it. However, the untrained mind can be driven to a temporary insanity if they have not prepared for it. For those who do succeed in controlling it, they develop an almost cold, cynical detachment from themselves. Using this the user also develops a new fighting style called; Ansatsuken or the "assassination fist" this allows any of the user taijutsu based attacks to have more destructive power as the user now has amplified his intent to kill ten-fold. During the time this is in use the a kanji with the symbol of destruction which appears on the user's back. Also during this mode, the user focuses on three major principles:
Hadō (Surge)
It is the founding principle behind Ansatsuken. Through Hadō, a martial artist utilizes his/her will (or intent) to draw in chakra and project it out at an opponent as a concussive force upto Short Range.
Shōryū (Rising Dragon)
This is a set of techniques where a martial artist uses chakra to propel himself/herself upward at the airborne opponent. During the ascent, he/she is invincible to most attacks. However, his/her descent renders him/her vulnerable.
Tatsumakisenpū (Tornado Kick)
The martial artist's body is supported and spun above the ground on a column of spiralling chakra for a limited time of one turn. With this the user is able to "float in the air" for a certain amount of time.
With these priniciples the user is able to deliver powerful blows to the opponent at the cost losing himself in the process.
(Usable Once Per Battle)
(Users Chakra Manipulation is ceased for 2 turns afterwards)
( Once in the grip of this bloodlust, no Nin or Gen jutsu can be used. }
(Last 3 Turns)
The Adrenaline Rush (Kōfun Jōtai)
Rank: S
Type: Supplementary
Range: Self
Chakra cost: 40 (20 every turn)
Damage points: N/A
Description: To activate this technique, the user must focus chakra into the disaster centers in the brain, to forcefully activate the state known as adrenaline rush. The disaster centers in the users brain will react to the chakra as if it was a real disaster situation, the centers will therefore immediately jumpstart the user’s body. The disaster center sends a message to the glands just above the user’s kidneys, to release a great amount of adrenaline into the user’s body. The adrenaline will boost the user’s heart rate and his blood flow. The adrenaline also signals the user’s liver to flood the body with glucose blood sugar for fuel. But what really makes the users body reach its limit is instant energy, which is released along with the glucose and the adrenaline. Instant energy, (ATP or Adenosine triphosphate) is energy stored in all muscles, which is released in a crisis situation to boost the user’s body. All these biochemical reactions happen extremely fast, it takes less than a second for the users body to fully unleash the effects of the technique. These reactions causes the users body to peak and reach it’s absolute limit for a short amount of time, but since the effects are chakra caused, and since the user during this technique continuously floods his veins with chakra, the effects lasts longer. The effects are:
Heightened senses: Stronger sense of smell, hearing and thought processing.
Pain reduction: All feelings of pain and numbness are almost nullified.
Faster reaction time: This doesn’t make the user faster generally.
Superhuman strength: Adrenaline rush causes the body to peak in performance, a big adrenaline rush can give a regular mother the strength to lift a car easily, it is estimated that a full adrenaline rush gives a boost of strength which equals 400%
Notes:
• Lasts for 5 turns.
• The user cannot use any elemental ninjutsu while this is active.
• The user cannot use any Genjutsu or clones of any kind when this is active.
• Because of the energy burn the user cannot use A-ranked or above technique for 1 turn after this technique ends, and he cannot use any S-ranked or above for 2 turns after this technique ends.
• Because of the strain this technique puts on the user, he cannot use any Genjutsu for next 5 turns.
• No summoning while this is active.
• Can only be used Once per match.