Tia Dalma ( Lili-Chwan ) Prestige Lair

Lili-Chwan

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Index


Universal Abilities & Advanced Ninjutsu

Ninjutsu ( A Rank )
Genjutsu ( B Rank )
Taijutsu ( C Rank )
Kenjutsu ( C Rank )
Kaito's Tai ( C Rank )
Fuuinjutsu ( A Rank ) [2]

Summoning Contracts & Ninjutsu

Box Jellyfish ( A Rank )

Elemental Natures

Basic 5 ( A rank )
Mushroom ( A rank )
Yin ( A rank ) [4]

Fightning Styles

Surreal Palm ( C rank )

Tools & Bio Bound

Chakra Sensory [1]
Yamanaka Clan ( A Rank ) [2]​

☿ List ☿

Prestige Customs (N) ☿ 100 Limit
  1. ( Genjutsu: Saru no Sobaeru ) Illusion Technique: Prankster Monkey
  2. ( Genjutsu: Hyakujuu ) Illusion Technique: Animalia
  3. ( Katon: Jomei no Karasu ) Fire Style: Raven's Purge
  4. ( Raiton: Harinezumi no Mayowasu ) Lightning Release: Deceiving Porcupine
  5. ( Fuuinjutsu: Panikku Osutoricchi ) Sealing Technique: Panicked Ostrich
  6. ( Inton: Hitofuki Kurohyou ) Yin Release: The Aura of the Shattered Panther
  7. ( Inton: Ikkyoryoutoku no Karitori ) Yin Release: The Talon of the Sweeping Harrier
  8. ( Taijutsu: Hakushu Shōten ) Body Art: Hand Clap Focal Point
  9. ( Fukuniku Bukijutsu: Harisakeru Gamagaeru ) Blow Gun Weapon Arts: The Puncture of the Embolic Toad
  10. [CE] ( Masshuru-Muton: Mori no Jusshi ) Mushroom Style: Fingers of Pan
  11. [CE] ( Masshuru-Muton: Shicchi no Ibo ) Mushroom Style: Warts of Mokele-mbembe
  12. [CE] ( Masshuru-Muton: Nijiiro Shuju no Dokusei ) Mushroom Style: Seven Toxic Dwarfs
  13. [CE] ( Masshuru-Muton: Kodama no Bouei ) Mushroom Release: Protection of Leshy
  14. [CE] ( Masshuru-muton: Tenshin Onnauma ) Mushroom Release: Centaurides' Zenith
  15. [CFS] ( Shu-rute: Sai Ningen ⋔ Ringo ) Surreal Palm: Sapiens's Scions ⋔ Apple
  16. [CFS] ( Shu-rute: Sanpo Jinrui ⋔ Shinka ) Surreal Palm: Humanity's Hymn ⋔ Evolution
  17. ( Magen: In-kwawarimi no Jutsu ) Demonic Illusion: Yin Body Replacement Technique
  18. ( Genjutsu: Senkyoushi ) Illusionary Arts: Missionary
  19. ( Genshu Chibou no Genjutsu: Gunkaku Merutodaun ) Genjutsu Masters Hideout Illusion Technique: Arms Race Meltdown
  20. ( Genshu Chibou no Genjutsu: Akumu Samasu ) Genjutsu Masters Hideout Illusion Technique: Waking Nightmare
  21. ( Jūhō Kibaku Fuda ) Heavy Artillery Exploding Tag
  22. ( Ninpō: Ritomasu Fingā ) Ninja Art: Litmus Finger
  23. ( Hanabi Taikai ) Firework Festival
  24. ( Ninpou: Supiritto Gijutsu ) Ninja arts: Spirit Arts
  25. ( Nintaijutsu: Ritomasu Fisuto ) Ninja Body Art: Litmus Fist
  26. ( Fuuinjutsu: Tōtemu Bakuyaku) Sealing Technique: Explosive Totem
  27. ( Fuuinjutsu: Mizu No Kami No Shirushi ) Sealing Arts: Seal of the Water God
  28. ( Fuuinjutsu: Kyō no Yōso Fūin ) Sealing Arts: Master Element Seal
  29. ( Fuuinjutsu: Shishienjin Shinshoku Mushi ) Sealing Technique: The Vitriolage of the Corrosive Beetle
  30. ( Suiton: Mizu Bakuha) Water Style: Water Explosion
  31. ( Suiton: Juuhou Hassuru ) Water Style: Heavy Artillery Fire
  32. [CSC]( Koukurage Kuchiyose no Jutsu: Toppi Shitei ) Box Jellyfish Summoning Jutsu: Coco Macaque
  33. [CSC]( Kouton: Haki) Box Arts: Haka
  34. [CSC]( Kouton: Piripiri Sonson ) Box Arts: Wasp Mele
  35. [CSC]( Kouton: Horimono ) Box Arts: Ta Moko
  36. [CSC]( Kouton: Pishari ) Box Arts: Fa'ataupati
  37. [CSC]( Kouton: Yari ) Box Arts: Woomera
  38. [CSC]( Kouton: Utsu ) Box Arts: Shango
  39. [CW]( Fugu ) Blowfish


Battle & Prestige Crown Tracking

Prestige Crown Award Rate

Passed Missions of B rank and lower and Won Battles against Prestige I or Chunin and lower enemies awards 25 PC. This amount is also gained for those of Prestige I and Prestige II Ranks for completion of a NW arc ( completion is defined as actively participating more than 15 posts/1 battle. Note these can change depending on arc ).
Passed Missions of A rank and Won Battles against Prestige II or Jounin awards 50 PC. This amount is also gained for those of Prestige I and Prestige II Ranks for completion of a NW arc ( completion is defined as actively participating more than 15 posts/1 battle. Note these can change depending on arc )
Passed Missions of S rank and Won Battles against Prestige III or Sages award 75 PC.

Prestige I:

Base health = 8 // Base Chakra = 50 // Base Speed = 6
Ninja Skills up to A-ranks
Genjutsu OR Taijutsu up to B rank, other up to C
Able to submit up to A-rank Prestige Customs of any field on the bio. Access to up to 3 CE/CFS/CSC ( this means collectively, not individually. Normal limits still apply. )​

Prestige II:

Rank-up from Prestige I to Prestige II requires accumulation of at least 200 Prestige Crowns
Base health = 10 // Base chakra 75 // Base Speed = 8
Ninja Skills up to S-ranks
Genjutsu OR Taijutsu up to A rank, other up to B
Able to submit up to S-rank Prestige Customs of any appropriate field on the bio. Access to up to 5 CE/CFS/CSC ( this means collectively, not individually. Normal limits still apply. )​

Prestige III:

Rank-up from Prestige II to Prestige III requires accumulation of at least 500 Prestige Crowns
Base health = 12 // Base chakra 100 // Base Speed = 10
Ninja Skills up to Forbidden Ranks
Genjutsu OR Taijutsu up to S rank, other up to B
Able to submit up to Forbidden Rank Prestige Customs of any appropriate field on the bio. Access to up to 7 CE/CFS/CSC ( this means collectively, not individually. Normal limits still apply. )​

TypeDescriptionAmountTotal
Jounin RankAngel ( Python )+5050

TypeDescriptionAmountTotal
Sage RankIsabella Uchiha ( Lili-Chwan )+xxxxxx
Sage RankAlucard ( Skorm )+75xxx
 
Last edited:

Lili-Chwan

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Techniques carried from Lili's Bosom of Impending Doom
Prestige-Only Customs

Ninjutsu

[*]( Jūhō Kibaku Fuda ) Heavy Artillery Exploding Tag
[*]( Ninpō: Ritomasu Fingā ) Ninja Art: Litmus Finger
[*]( Hanabi Taikai ) Firework Festival
[*]( Ninpou: Supiritto Gijutsu ) Ninja arts: Spirit Arts
[*]( Nintaijutsu: Ritomasu Fisuto ) Ninja Body Art: Litmus Fist

( Jūhō Kibaku Fuda ) Heavy Artillery Exploding Tag
Rank: N/A
Type: Offensive
Range: N/A
Chakra: N/A
Damage: +20 to Explosive Tags
Description: A heavy-duty version of the standard issue paper bomb, this exploding tag has substantially more power than a regular exploding tag, and is generally used in heavy demolition. Other than being .5 inches longer than a regular exploding tag and with the kanji for “erupt” instead of “explode” in the middle, they cannot be discerned from their weaker counterparts at a glance. These exploding tags can be used in place of weaker ones in jutsu involving them.

*In order to use these, it must be mentioned in the user’s bio that they carry this version of the exploding tag – otherwise, the user cannot use these.
*Taught by KeotsuEclipse*

( 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.

( Hanabi Taikai ) Firework Festival
Rank: C Rank
Type: Offensive
Range: Throw: Short-Long | Explosion: Short-Mid
Chakra Cost: 15
Damage: 10 each (x3)
Description: The user will throw three balls of rolled up explosive notes that are the size of regular marbles (exploding balls hereafter referred to as marbles), after infusing them with chakra; this chakra coats the marbles and allows them to be thrown a greater distance than the marbles would otherwise be capable of reaching, due to their extremely low mass and weight. Due to their small size, and the lack of a kunai to give away their position, these become a viable option in battle, as they are harder to see. Not only that, but each marble can be detonated individually at the user’s command, like regular exploding tags, allowing the marbles to be used for strategic purposes, due to their explosive radius. The damage is caused solely by the explosive tags; the chakra does not amplify the damage in anyway, and is simply used to throw them greater distances.
*Taught by KeotsuEclipse*

( Ninpou: Supiritto Gijutsu ) Ninja arts: Spirit Arts
Rank: A
Type: Supplementary
Range: short-long
Chakra cost: 30
Damage points: 60
Description: The user will concentrate his elemental chakra and will create a spirit of the certain element. This spirit represents some kind of animal with the size from average person to the size of Gamabunta. It is naturaly made from the ceratin element (e.g made of fire, water wind etc.). It has the ability to use techniques from the certain element without any hand seals much more faster than usuall, and it applys the normal elemental weaknesses. However if made of fire the spirit will be extremly vulnerable from water attacks and even 2 ranks lower techniques of the elemental weakness of the spirit, would be able to destroy it. Also the spirit can only perform techniqes that does not require hand seals. *

*Last for 3 turns
*Can only be taught by PowerOfDarkness
*No taijutsu and genjutsu while the spirit is on the field
*Ryuji is the co-creator of this and all spirit arts.
*Taught by Akisha

( 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".

Genjutsu

[*]( Genjutsu: Saru no Sobaeru ) Illusion Technique: Prankster Monkey
[*]( Genjutsu: Hyakujuu ) Illusion Technique: Animalia
[*]( Magen: In-kwawarimi no Jutsu ) Demonic Illusion: Yin Body Replacement Technique
[*]( Genjutsu: Senkyoushi ) Illusionary Arts: Missionary
[*]( Genshu Chibou no Genjutsu: Gunkaku Merutodaun ) Genjutsu Masters Hideout Illusion Technique: Arms Race Meltdown
[*]( Genshu Chibou no Genjutsu: Akumu Samasu ) Genjutsu Masters Hideout Illusion Technique: Waking Nightmare

(Genjutsu: Saru no Sobaeru) Illusion Technique: Prankster Monkey
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user preforms 1 handseal, casting a genjutsu that affects the opponents' brain, making him loose control over his own techniques, by exaggerating on the proportions of said technique. For example, if the person goes to spit a fireball, the stream that is spat is bigger than usual, burning the face and anything near it. Or when the person runs electricity through his the body, loss of control makes it short-circuit and shock the body. Or when the user encases him/herself in earth, the earth constricts around the body, harming and preventing breathing. This does not serve to augment the damage of the technique, if the opponent manages to fulfill the technique, it just makes it backfire. This genjutsu doesn't work on every technique nor on every situation, the user must balance the usage of this technique with situations where increasing the technique would make it backfire. Only one jutsu is affected by the technique, the following ones will not be.

*The genjutsu will only affect people from the same rank and bellow. Sharingan users or other Genjutsu specialists will be able to affect one rank above*

( Genjutsu: Hyakujuu ) Illusion Technique: Animalia
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/a
Description: By preforming 1 handseal, the user is able to cast an illusion where the opponent will feel a great amount of animals of any chosen size, within some limit , around himself. The illusion will manifest itself as body parts, whole animals, living or dead, attacking the user or standing still. While it can create any animal, it is more frequently used to summon animal specimens of one's summoning contract. Blood can be added to further reinstate the realism of the illusion.

( 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.

( Genshu Chibou no Genjutsu: Gunkaku Merutodaun ) Genjutsu Masters Hideout Illusion Technique: Arms Race Meltdown
Rank: B
Type: Supplementary/Offensive
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user makes four handseals, casting an illusion on multiple target(s). If any of those targeted possess some weapon on their person, the genjutsu activates. It makes the target(s) believe that the weapons on their person are melting into superhot metal and enveloping their skin, causing them severe pain. Reflexively, any target(s) holding a weapon in his hand opens it due to the perceived pain, making this illusion useful to both cause damage via mental stress and disarm an opponent.

*Genjutsu Masters Hideout Social Group*

( Genshu Chibou no Genjutsu: Akumu Samasu ) Genjutsu Masters Hideout Illusion Technique: Waking Nightmare
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes four handseals, casting an illusion on a single target. The target then appears to 'wake up' in his own bedroom, unhurt and rested, as if the events of the preceding battle were a particularly realistic nightmare. This makes it difficult for the target to break the genjutsu, as he does not notice it. In reality, the target is immobile as his mind believes he is safe in his bed, allowing the user to strike.

*Genjutsu Masters Hideout Social Group*

( Magen: In-kwawarimi no Jutsu ) Demonic Illusion: Yin Body Replacement Technique
Type: Defensive
Rank: D-S
Rank: Short
Chakra Cost: 10-40
Damage: N/A
Description: This technique is first and foremost a counter genjutsu technique. This is a self-inflicted genjutsu where the user actively disrupts his own chakra internally when he recognizes that he is under the effects of another illusion by forcefully using his chakra control, will power and skill to take control of the enemy technique and shift its target. The effects of this illusion are simple, when the user is under the spell of another genjutsu he will create a black illusionary body before himself that stands outside the realm of the casted illusion. In the moment they stare at one another the body of the user is replaced with the black phantom he created. In summary the phantom takes the place of the user while the user is freed from the illusion and cast back into reality. This technique works by the logic of disrupting an illusion by layering an illusion that conflicts with another. As the user is disrupting their own chakra system, the necessity for hand seals for lower ranked disturbances is unnecessary. However, for higher ranked genjutsu, the seal of confrontation (or Tiger seal) will be needed to appropriately mold a the chakra disturbance high enough to counter-balance.

Note: Must have mastered and specialize in genjutsu to learn this technique.
Note: This technique can be used without hand seals against genjutsu D-ranked through B-ranked. For A-ranked genjutsu and above and Sharingan genjutsu, this technique will require the shinobi to cast a hand seal.
Note: This technique can be done throughout the battle with the exception against S-ranked techniques. The S-ranked version of this technique can only be used 2 times per battle.
Note: This technique can only be used once every 3 turns.
Note: Any illusion up to S-Rank, Doujutsu, Regular or Sound based, can be countered through this technique.
*Taught by Reborn*

Fire

[*]( Katon: Jomei no Karasu ) Fire Style: Raven's Purge

( Katon: Jomei no Karasu ) Fire Style: Raven's Purge
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Point: N/A
Description: After 1 handseal, allows the user create a localized fast burning ember that reduces a patch of organic materials like leaves, mushrooms, plants, to ashes in moments, releasing a large cloud of smoke. These clouds will hold a specific compound or subtance that the organic material was holding, such as toxins, venoms, poisons, etc, quickly purging them into the air. With a second handseal, the user can control the hot smoke into vanishing harmlessly or aggregate it on an opponent. Can be used on opponent's techniques up to the rank or user's own created with no rank restriction, only size.
Works on dead animals, never bigger than a human, or a small group tiny animals, never bigger than a normal insect.
*requires a 1 turn cool down*
*Can only be used 3 times to overcome opponent's techniques*

Lightning

[*]( Raiton: Harinezumi no Mayowasu ) Lightning Release: Deceiving Porcupine

(Raiton: Harinezumi no Mayowasu ) Lightning Release: Deceiving Porcupine
Rank: A
Range: Physical Touch
Chakra Cost: 30
Damage Points: 60
Description: The user is able to expell lightning chakra from up to 3 adjacent Chakra Points, and insert it on the opponent's Nervous System. This technique works best if the user releases the lightning from the finger's chakra points, and the chakra power has the ability to paralize the opponent's muscles completly. If expelled from any other chakra point, the user can only paralize the arm or leg touched. (This doesn't apply to Gentle Fist users).
*Lasts 1 turn*
*Can only be used twice*

Water

[*]( Suiton: Mizu Bakuha) Water Style: Water Explosion
[*]( Suiton: Juuhou Hassuru ) Water Style: Heavy Artillery Fire

(Suiton: Mizu Bakuha) Water Style: Water Explosion
Rank: A-S
Type: attack
Range: short - long
Chakra: (A rank: 30) (S Rank: 50)
Damage: (A rank: 60) (S Rank: 100)
Descriptions: wit just one seal, the user can make any water substance and water source explode in a huge blast. this just can be mixed wit other water jutsu, even water clone jutsu. note once used the jutsu the water will be still there.. it wont disappear.. it will be just scattered every where and the larger the source of water the greater the damage.
once used = No S-rank jutsus next turn
used twised= no S rank or A rank jutsu next turn
*Created by Hellsbadass*

(Suiton: Juuhou Hassuru ) Water Style: Heavy Artillery Fire
Rank:A
Range:Short-Long
Chakra cost:30
Damage Points:60
Description: After a few hands seals, the user can fire multiple Suiton: Taihoudan (Water Style: Water Gun) from a near by water source instead of the users mouth. the water bullets r fired at rapid succession at the opponent.
side note: this jutsu can be mixed wit wind jutsu to increase the power of the attack.
*Created by Hellsbadass*

Fuuinjutsu

[*]( Fuuinjutsu: Panikku Osutoricchi ) Sealing Technique: Panicked Ostrich
[*]( Fuuinjutsu: Tōtemu Bakuyaku) Sealing Technique: Explosive Totem
[*]( Fuuinjutsu: Mizu No Kami No Shirushi ) Sealing Arts: Seal of the Water God
[*]( Fuuinjutsu: Kyō no Yōso Fūin ) Sealing Arts: Master Element Seal
[*]( Fuuinjutsu: Shishienjin Shinshoku Mushi ) Sealing Technique: The Vitriolage of the Corrosive Beetle

(Fuuinjutsu: Panikku Osutoricchi ) Sealing Technique: Panicked Ostrich
Rank: B
Type: Supplementary
Range: Self
Chakra Cost: 20
Damage Points: N/A
Description: A variation of Generic Sealing Technique, it allows the user to seal him/herself within a chosen storage scroll, which can be done in pre-prepared scrolls with a single handseal or through the same seal used in Generic Sealing Technique. The variation comes from the ability to seal corpses, whereas the user mimics that by using one's own chakra to seal oneself, making it so that there is no sort of resistance or conflict with different chakra systems. The sealing is done very quickly, in a matter of a second, where the user is seemingly sucked into the scroll, head first. Only the user can be sealed within the storage scroll, 1 person, no allies can come in as well.
The user is contained in a black void dimension, allowing only a few minutes before asphyxiation. With a second handseal, the user can unseal him/herself back to the world.

Note: Can only be 1 turn inside the seal, else the user will asphyxiate.
Note: The user is able to feel the scroll through chakra, as well as any chakra source in contact with it. I.e. opponent's standing within a meter of the scroll without Chakra Suppression, or with Chakra Supression in physical contact with the Scroll, exception being Muu and Karin.
Note: Only the user can seal or unseal the scroll.
Note: The scroll, simple paper normally, suffers no defensive bonus, meaning the user is forcefully spat back, with full damage taken, case something destroys the seal, the only connection between the outside world and the black void.
Note: Mastering Fuuinjutsu allows the usage of this technique at half the chakra cost.

(Fuuinjutsu: Tōtemu Bakuyaku) Sealing Technique: Explosive Totem
Rank: A
Type: Offensive/Supplementary
Range: Short/Mid
Chakra cost: 30
Damage points: 60
Description: The user focuses chakra through his body, marking an object he's in physical contact with as a 'totem', causing the Kanji for 'explosion' to appear on the object. When the user activates it, the totem will use the chakra stored inside it to destabilize itself violently, causing an huge explosion of chakra.

Note: Can only be used two times per battle.
Note: Activating the totem does not count as a move if it's done immediately after the seal is applied. Otherwise, it counts as a move.
Note: Can only be taught by Zero Kelvin.

( Fuuinjutsu: Mizu No Kami No Shirushi ) Sealing Arts: Seal of the Water God
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The seal of the Water God is a special seal developed for the purpose to aid the user in tough situations. The seal itself is a circle of kanji surrounding the kanji for "Divine" in the middle. The user himself is the seal and can manifest it in any part of his body he wishes. The seal only works against Water techniques and is a very good defense against them. The seal activates and draws in any nearby water technique into himself, storing both the water and the chakra it contained inside of it. The seal can then serve multiple purposes:
-Reverence of God: The user will use the sealed, chakra infused, water to boost the damage of another water technique. Once he has absorbed an enemy technique, he does the handseals or rituals, needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is the water technique that the user performed with the addition of damage of the technique he had absorbed. The damage added is equal to the chakra points absorbed. Can be used 2 times.
-Divine Will: The user will use the sealed, chakra infused, water to combo with another elemental technique. Once he has absorbed an enemy technique he does the handseals or rituals needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is an elemental combo of both water and the element of the technique he performed. The rank of the combo is equal to rank of the elemental technique used although becoming a dual elemental technique. Can be used 2 times.
-Touch of Drought: The user will manifest the seal in both his hands and absorb any nearby moisture or water into the seal in a mere moment. This can be used to negate weather patterns such as clouds or mist but also to make it harder to breathe or to drain water sources. This can also be used to, upon touching an enemy, induce a temporary dehydration to the enemy, making him stumble and lose focus as well as stamina and strength, as he feels dizzy and weak. The effects last one turn. Can be used 2 times.
Note: Absorbing a technique counts as a move and can only be done 3 times. Cannot absorb more than one at a time.
Note: The seal can be combined with techniques that can logically be combined with a "water burst" from his body, as its follows logic and reasoning
Note: The seal can only be used max 3 times and the effects used depend on the user but neither can be used more than 2 times
Note: The user must wait a turn before using it again
Note: The seal has to be stated in the biography
Note: Only McRazor can teach this

( Fuuinjutsu: Kyō no Yōso Fūin ) Sealing Arts: Master Element Seal
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: A simple basic sealing technique, this elemental seal is designed to work as an advanced substitute to the normal, basic ninja special weapons such as exploding tags, smoke bombs, flash bombs, etc. In a method similar to that of the Contract Seal or the Thunder God Seal, the user will mark anything through touch with a circular seal, which contains the kanji for the chosen element or elements in the middle, no bigger than his own palm. As he does this, he focuses his chakra inside the seal, varying the amount according to his own needs. The raw chakra is then manipulated by the sealing formula and bound to the medium. The seal will then be charged with the given element and its properties and can then be used for a variety of effects. Different seals can be created depending on the will of the user and can vary in how they trigger, how strong they are, how its released, their type (destructive, defensive) and even what specific effects they create.

Trigger: The seal can be set to trigger and release the sealed chakra on command (confrontation handseal), proximity of specific chakra signature, proximity of any foreign chakra, after a set amount of time or a custom set of conditions that might suit the situation.

Strength: The user can infuse anything from 10 chakra points up to 30, into the seal, giving him freedom in what power he can release when used. This creates a directly proportionate effect in terms of rank, meaning that, for example, 30 chakra points will produce an A-rank damage or effect.

Release Method: The user can set the seal to release chakra outwards all around, outwards in a localized burst from the seal, directly infusing the medium in which the seal is placed, etc.

Type: The seal can be destructive in the effect it produces or defensive. Destructive will basically create an explosion or otherwise damaging attack using the seal as the trigger point and using the same element and its given properties. This explosion will be confined in short range around the sealing mark for explosions up to A-Rank, were as A-Rank explosions will trigger an explosion up to mid range in size. Directional blasts can reach mid range if B-Rank or below or long range if A-rank. The user has control over the size, as long as these max sizes are obeyed. Defensive use can be applied in both physical means (like unsealing a large amount of earth chakra creating a large boulder wich will defend from an incoming water attack) or disruptive means (unsealing lightning chakra directly on to an earth technique can be used to cancel its chakra and cancel the technique).

Note: Seal can only be placed in a passive medium (kunai, paper tag, scroll, etc) not on a living medium, but always through direct contact.
Note: The seal itself is A-Rank in strength and follows all normal sealing rules and limitations, meaning that if the medium is destroyed so is the seal.
Note: When placed on the medium, the seal is, like all other seals, undectectable until triggered

Note: Can only be taught by Scorps

( Fuuinjutsu: Shishienjin Shinshoku Mushi ) Sealing Technique: The Vitriolage of the Corrosive Beetle
Type: Supplementary/Defensive
Rank: D-S
Range: Short-Mid
Chakra: 10-40
Damage Points: N/A ( - Equivalent Damage )
Description: Similar to Four Violet Flames Battle Encampment, the user will produce a square barrier of purple flames which will corrode the damage from opposing techniques, which can be manipulated and moved around within range. The defensive barrier will shave the damage of any technique that clashes with it until it expires, as the purple flames corrode and consume the power within it, without damaging any living entity, unlike it's simbling technique. Depending on the chakra spent producing the barrier, it will be able to deal with a single technique of equivalent tier, shaving the damage until nullification, consuming it whole, or any number of lower tiered techniques. For example, a D rank usage ( 10 chakra ) will shave 20 damage, negating the damage equivalent to a generic D rank technique that clashes with it and expires, or any E rank technique that clashes with it until time expiration. People interacting with the flames won't feel any damage effect, but will have their techniques rejected. Inner Modes or Active skills like Eight Inner Gates, Sage Mode, Doujutsu, Chakra Sensory, etc, are not affected by this technique. This barrier entails a defense against techniques that pass through it, not against skills applied to a user that passes through the barrier. This is not the case with techniques like Elemental Taijutsu or the Raikage Armour, where they use their chakra to coat around their bodies.

Note: Up to B rank, it requires 1 turn cooldown after expiration, and last up to 3 turns. A Rank and above can only last up to 2 turns and require 2 turn cooldown. A rank can only be used 4 times, S rank can only be used 2 times.
Note: A barrier will be overpowered without debuffing damage if hit with a technique 2 ranks higher, or with a difference of 20 chakra when interacting with techniques S rank and above. It is neutralized if it weakens/consumes a technique of equal tier, and is restricted to a maximum of 3 techniques of lower tier.
Note: This technique can thus be boosted externally once, with a chakra/damage debuff boost or a chakra tier boost. Damage boost won't have effect in this technique.
Yin Release

[*]( Inton: Hitofuki Kurohyou ) Yin Release: The Aura of the Shattered Panther
[*]( Inton: Ikkyoryoutoku no Karitori ) Yin Release: The Talon of the Sweeping Harrier

( Inton: Hitofuki Kurohyou ) Yin Release: The Aura of the Shattered Panther
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short
Chakra Cost: 30-50
Damage Points: 60-100
Description: Shattered Panther is a full-body surge of Yin energy that manifests itself as a black purge of black energy. When caught within by the surging black aura, sentient entities will feel their senses shattered, like being fragmented and pulverized by a blast of glass debris, inflicting excruciating mental pain, proportional to the power of the technique. Effects can be countered by surges of Yin and Yang techniques of similar chakra cost. Damage caused by the aura will occur at the end of the opponents next turn similar to genjutsu. The surge of black aura is inefficient in dealing with physical techniques, regardless of their elemental nature, but highly efficient at disrupting Genjutsu, being elementally stronger than Basic Gen and equally strong as higher tiered Genjutsu, YY and/or other spiritual based techniques, such as Hungry Ghost, in regards of defending or neutralizing them, going by chakra power. Against Anutu, it is considered elementally weaker, which also factors in to countering the damage before it triggers.
Note: B rank can be used once every 3 turns, A rank can only be used 6 times per battle and S ranks can only be used 3 times per battle.
Note: Genjutsu can't be used in the same turn as the A rank application. Genjutsu and Yin techniques can't be used in the same turn as the S rank application.

( Inton: Ikkyoryoutoku no Karitori ) Yin Release: The Talon of the Sweeping Harrier
Type: Supplementary/Offensive
Rank: A-S
Range: Short-Long
Chakra Cost: 50-60
Damage Points: 100-120
Description: The Sweeping Harrier is a combination between Elemental Ninjutsu and Genjutsu, rooted in Yin's ability to materialize the user's imagination. It exists in a duality between both categories, being the Plummage and the Talon. Talon entails the materialization of a massive elemental Harrier bird, similar to the Phantom Dragon technique, long range from the user, mid-range behind a target. The Raptor will cry out before sweeping down onto the opponent to deal deal harrowing physical damage, based on the tier used. This technique can only be used with Basic Elemental natures, and, similar to Phantom Dragons, it is the manifestation of a Yin curse ghost, which allows a single ghost to embody the technique, for example, Hungry Ghost will be deployed which afflicts the clashing technique with a -20 debuff, whereas Thieving Ghost will be able to seal off the clashing jutsu and create Magpy keys.

Note: This technique can only be used 3 times per battle, requiring a 2 turn cooldown between usage. The Ghost technique has to be posted alongside the jutsu as a reference.
Note: While using this technique, the user is unable to perform other Elemental techniques of the element used in the same turn, nor said element techniques higher than A rank in the turn after it expires and no Yin techniques in the following turn.

Mushroom Release

[*][CE] ( Masshuru-Muton: Mori no Jusshi ) Mushroom Style: Fingers of Pan
[*][CE] ( Masshuru-Muton: Shicchi no Ibo ) Mushroom Style: Warts of Mokele-mbembe
[*][CE] ( Masshuru-Muton: Nijiiro Shuju no Dokusei ) Mushroom Style: Seven Toxic Dwarfs
[*][CE] ( Masshuru-Muton: Kodama no Bouei ) Mushroom Release: Protection of Leshy
[*][CE] ( Masshuru-muton: Tenshin Onnauma ) Mushroom Release: Centaurides' Zenith

(Masshuru-Muton: Mori no Jusshi ) Mushroom Style: Fingers of Pan
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This serves as the main release of the Mushroom element, materializing the generic fungal net-type described in Primary Release.The user is able to release a large net of fungus, from her hands or from the ground which can withstand the impact of huge boulders of rock and cease their movement. The user can decide to preform this jutsu to trap the opponent. The net will form any structure the user wants, being it a hand, a shield, pillars, etc.
Depending on the rank used, the user is capable of controlling small fungal constructs or a lake's worth of fungus. Through mushroom's chakra parasitic ability, this technique is capable of interacting with other jutsu by shaving off some power when colliding with an enemy chakra-costing technique. Up to B rank, it shaves 10 damage, or 5 chakra. Higher than B rank, it shaves 20 damage or 10 chakra, similar to Water Style: Mist Rain.

Note: A rank can only be used once every 2 turns up to 4 times per battle. S rank can only be used once every three turns, 3 times per battle.

(Masshuru-Muton: Shicchi no Ibo ) Mushroom Style: Warts of Mokele-mbembe
Rank: D-S
Type: Supplementary/Attack
Range: Short-Mid
Chakra Cost: 10-40
Damage Poins: 20-80
Description: The user creates a large amount of mushrooms throughout the ground/body. The user is able to grow both types of Alternative Release mushrooms described in the CE submission (Releasing Poison or Spores, which will grow into Main Release Fungus) or enhanced versions of any existing mushroom species in nature. Enhanced will mostly translate into stronger and faster acting Medicine or Poison, or stronger light, in Bioluminescent species.They won't have any added characteristic appart from those shown in nature. The change in rank pertains to the size and strength of any offensive, defensive or supplementary, mostly pertaining to Poison/Toxicity properties, Healing/Antidote properties as they will acquire the same elemental S&W as Mushroom thus strong to most Biological elements or Medicine techniques, Poison-type elements both Organic and Metalic (Ninjutsu), and use the rank to combat specific techniques.

Note: One species per usage, there can't be mixed usages.
Note: Description is in the CE submission*
Note: B rank requires the user to wait 1 turn between usage, A rank 2 turns and S rank 3 turns. A rank can only be used 4 times and S rank 3 times per battle or event.

(Masshuru-Muton: Nijiiro Shuju no Dokusei ) Mushroom Style: Seven Toxic Dwarves
Rank: A
Rank: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Creates one large mushroom anywhere within range, either red, orange, yellow, green, blue, indigo or violet. The mushroom will release a cloud (Spore/Toxin/Hallucinogenic-Based) over the course of 3 turns, at the end of which it will decay. The mists will take 1 full turn to spread through the max reach (about 20 meters all around the mushroom)

Red - Creates a spicy Red topped mushroom green spikes. The mushroom will release a spore-based cloud, a blinding mist of spores that will secrete a liquid that causes burning irritation to the eyes, nose and throat of anyone who inhales them, and creating itching blisters all over their skin. This throws off scent-based and taste-based abilities , as well as blocking visibility by being an opaque mist.

Orange - Creates a fiery Orange topped mushroom with brown patterns. The mushroom will create a spore-based cloud that will enlarge any Mushroom technique create within it, increasing it's rank or adding a damage of +20. This can also be used to create Mushroom-Water or Earth combination by infesting any technique of either element used within the spore cloud, adding Mushroom's strength to them, but keeping the same rank and damage.

Yellow - A sick Yellow topped mushroom with golden dust. The mushroom will release a a toxin-based cloud that will induce the effects of mushroom poisoning stated in the element submission. This also allows the user to channel any Poison or Venom and spread a cloud of that ( Medjutsu Poison, Poison Release, Summon-based Poison/Venom ) by using an additional jutsu slot.

Green -Creates a vibrant Green topped mushroom with white stripes. The mushroom will release a spore-based cloud, which will be able metabolize any small particles in the air (Poison, toxins, sand, lethal chemicals, following the weakness and strengths of the element) up to the maximum range of this technique, absorbing and neutralizing them into their harmless by-products, up to one rank above of this technique.

Blue - Creates a baby Blue topped mushroom with a bright purple spiral all around. The mushroom will release an hallucinogenic-based cloud, an odorless, colorless mist with hallucinogenic properties, making the opponents feel detached from their bodies, in a dormant, senseless state, similar to Psilobin drugs. The opponent remains awake but looses the ability to control the body.

Indigo - Creates a pale Indigo topped mushroom with a grayish hue. The mushroom will emit a a spore-based cloud, a poofy mist of spores which will allow the cap and surrounding surfaces to withstand large impacts, absorbing it's momentum and send it back, bouncing the impact. (5 meters max) Poofy spores aren't breathable. If the opposing jutsu would be neutralized, it will bounce back as a blast of debris. If it would be overpowered, it will be sent back towards a target with 20 damage reduced. Follows mushroom element's S&W.

Violet - Creates a dark Violet with black waves. The mushroom will release an hallucinogenic-based cloud, an odorless, colorless mist with hallucinogenic properties, making them see a party of dwarfs all around them, which will forcefully distract them from the fight.The dwarfs become more numerous throughout the course of the hallucination.Otherwise, the user is capable of charging chakra through the hallucinogenic mushroom, using any Genjutsu up to A rank through the mushroom, turning it into an hallucinogenic-based illusion.

*Only one mushroom at a time*
*Must wait 2 turns after the mushroom decays in order to use the jutsu again*
*The user and her summons aren't affected by neither mist.*

(Masshuru-Muton: Kodama no Bouei ) Mushroom Release: Protection of Leshy
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user is able to erupt a beautiful orange mushroom that looks like a intricate coral, anywhere within range. This large being will then start gathering Natural Energy for one turn. After the turn has passed, the mushroom will act as a vacuum against opponent's that gathered Natural Energy, cleansing them from it, while at the same time it will act as a guardian from all the natural beings in the battle field, and will prevent the opponent from gathering new Natural Energy. If the mushroom is touched, it will let out a burst of Natural Energy that will petrify even the most experienced of Sage Mode users.

*The user can, with one handseal, make the mushroom go underground and appear on a new location, without loosing any of the aforementioned abilities*
*The mushroom stays active until it is destroyed*
*Can only be used 3 times per battle*

( Masshuru-muton: Tenshin Onnauma ) Mushroom Release: Centaurides' Zenith
Rank: A
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description:User takes advantage of the specific release of mushroom release to create specific species or types of mushrooms to create a chakra-enhanced pre-developed yeast. This yeast can be produced as normal weapons (Arrows, kunai, shuriken, staffs, swords, etc) that can be thrown at the enemy or like walls, pillars, structures, etc that are created either from existing organic matter (wood, grass, leaves, flesh), water/moist or from the users body.The yeast is manifested as a soft, dense, foam/sponge-like structure, whose color varies from user to user. The yeast mature and react differently according to the substance that touches them, this is more noticeable when exposed bone is pierced or pierces through the yeast structures, as they will infect the bone, culminating in the dissolution of exposed bones (ex: Kaguya) into dust, rendering them mushy, then dry, then desintegrating them. While this would simply mean that a normal person would just be sick and weakly, preventing the usage of high level Taijutsu and bursts of speed, for a Kaguya it would mean the loss of their KG for the duration of the disease. It requires 2 turns after infection for the culmination of the symptoms.

*Can be used only once every 2 turns, and only 4 times per battle*

Surreal Palm

[*][CFS] ( Shu-rute: Sai Ningen ⋔ Ringo ) Surreal Palm: Sapiens's Scions ⋔ Apple
[*][CFS] ( Shu-rute: Sanpo Jinrui ⋔ Shinka ) Surreal Palm: Humanity's Hymn ⋔ Evolution

( Shu-rute: Sai Ningen ⋔ Ringo ) Surreal Palm: Sapiens's Scions ⋔ Apple
Rank: D
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 10
Damage Points: N/A
Description: Allows oneself to detach their head onto the chaos that confounds the senses. When targeted by sense altering illusions, such as blindness, deafness, or the such, the user will move his/her torso around, lowering or rising one's stance. As it happens, the head will seemingly detach from the rest of the body, while the headless body will simply appear completely black, hair falling to the sides but a complete see-through hole where the face should be. The face will stay behind as a dummy target for the opponent's illusion, with a large apple in front of it, while multiple tiny apples will appear all around the target in a grid. The black body can move behind the tiny apples, almost like multiple eyes whenever the see-through hole aligns just right. This is all a distraction, as the physical body of the practitioner isn't bound to the black avatar, and can move, unseen, independently.

*The practitioner can dodge incoming threats, as the motions are powered by chakra, but can't move from the same axis, behind the tiny apple grid, nor exit short range from the point of casting*
*The practitioner can connect this basic evasion technique with a different one, but casting any form of genjutsu will disrupt this one*
*Can only be used twice every three turns*

( Shu-rute: Sanpo Jinrui ⋔ Shinka ) Surreal Palm: Humanity's Hymn ⋔ Evolution
Rank: C
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: Allows the divergence of chaos through the continuous rebirth of the self. Charging chakra through the body, the practitioner is able to empower his/her motions, moving up to mid-range from the point of casting, by running, jumping or rolling. Within the illusion, the user will appear to continuously rebirth, separated from each reincarnation, which appear more and more eccentric in appearance and size. The first avatar will look exactly like the practitioner before the start of the technique, carrying every damage and restraints, while the following reincarnations may appear much different, and free. The practitioner as enough freedom to give each reincarnation as much detail as wished, creating copies of himself or others, or merely creating deformed humanoids or various colors. With the exception of the transitions between each rebirth, every avatar follows the exact same movement and position of the practitioner, neither can move independently.

*The practitioner can connect this basic evasion technique with a different one, but casting any form of genjutsu will disrupt this one*
*Can only be used once every three turns*
Box Jellyfish Contract

[*][CSC]( Koukurage Kuchiyose no Jutsu: Toppi Shitei ) Box Jellyfish Summoning Jutsu: Coco Macaque
[*][CSC]( Kouton: Haki) Box Arts: Haka
[*][CSC]( Kouton: Piripiri Sonson ) Box Arts: Wasp Mele
[*][CSC]( Kouton: Horimono ) Box Arts: Ta Moko
[*][CSC]( Kouton: Pishari ) Box Arts: Fa'ataupati
[*][CSC]( Kouton: Yari ) Box Arts: Woomera
[*][CSC]( Kouton: Utsu ) Box Arts: Shango

( Koukurage Kuchiyose no Jutsu: Toppi Shitei ) Box Jellyfish Summoning Jutsu: Coco Macaque
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: Allows the user to summon and vanish members of the Coco Macaque Clan.These are Cubozoan Larvae that don't mature into polyp or medusa, retaining their larvae shape through their life cycle. These larvae are all linked together by chakra, so much so that, by charging chakra through one will be felt by the others. The user of this technique can thus summon a larvae on him/herself, allowing the user to charge chakra through the Coco Macaque that will be felt by anyone else with access to a different Coco Macaque. Through a common understanding, the different intensities of the chakra information or frequency of information allows messages to be sent through any distance.

This made the Coco Macaque not very intelligent, since they aren't fully capable of thought, and rumor has it that the entire Coco Macaque Clan was created as a slave caste by previous Barons. They behave more like tools rather than actual summons, despite being summoned as one. They possess no nematocysts in their skin, which would leave them defenseless. To counter it, each Coco Macaque as the kanji for "Box", an inherited sealing storage which can be accessed manually by charging chakra through one of the Coco Macaque, unsealing the "Box" key in any Coco Macaque, or by having someone foreign to the Cubozoa Contract gain physical contact with a Coco Macaque, where the foreign chakra will activate the seal on that individual.

The sealing is pretty similar to any of Ten Ten's techniques, summoning small spears made of dried nematocysts, with scalpel-tip, that can spill cubozoan venom. These act as tiny needles, and each unsealing summons 1 spear, no bigger than 2 cm, that pierces the target in close contact (does not shoot off by itself). Each is considered E rank, though it costs no chakra. It's, in essence, an artificial nematocyst, and, stand alone, produces little damage. The seal itself is good for one spear each, unable to open to unseal another spear.

Main Usage: The way the user summons these Coco Macaque is by drawing blood, performing 2 handseals, and clapping the hands together, spitting a swarm of these small larvae that can spread around through water, the air or the underground. They will cover an area of around 15 meters radius. The Coco Macaque will then stay beneath the surface of any inanimate passive substance, like tree trunks or the ground itself. For 4 turns, each Coco Macaque will process chakra and detect chakra, thus, when in close contact with foreign chakra, they will rise the spear. After the 4 turns, they will simply dry up and die, even in humid surfaces, never, at any point, reverse summoning themselves, because they don't have the autonomy to do so, creating dry shells of larva with the "Box" inscription, beneath the surface of the terrain.

Supplementary Usage: The user is able to use these Coco Macaque as actual Ninjutsu, by summoning just a few individuals. They require no blood, and only 1 handseal. This allows one to summon a small larvae on their body, or in the body of any Box or fellow summoner. Each Coco costs 5 chakra, the same as an E rank technique, and each usage can summon up to 4 Coco Macaque at once, counting as 1 jutsu as a whole. These Coco Macaque stay alive indefinitely, yet, while having the seal, do not have the ability to summon needles, they serve purely as messengers between Boxes and Humans.

*The main ability transfers just a signal, a small fluctuation, up to any range. It is neither able to break someone from a genjutsu or block an attack like Minato's technique. It's like morse code. It's purpose is the same as morse code, being a form of primitive communication.*
*Main usage is a Summoning Technique that costs 20 chakra, happens short range and spreads out to mid range. Can only be used once per battle. Supplementary usage is a Ninjutsu Technique that cost 5 chakra per larvae up to 4, happens up to long range directly on members of the Cubozoa Contract, as long as a line of sight exist between the user and the target. Can be used 4 times per battle*

*Each artificial needle infuses a tiny bit of venom, like a tiny needle burning. The more needles come in contact with a target, the more the pain increases. Lethal injection requires 60 needles to actually pierce the skin, though it has excruciating pain levels above just 1/4 of that. Needles can surgically pierce most clothing and armor materials, except they only have 2 cms, making them useless if triggered by a boot, or a chest armor, for example. Each Coco Macaque unseals only 1 spear, drying off and falling harmless to the floor afterwards. Once dead they do not transmit chakra.

*Can be used by other Boxes*

( Kouton: Haki) Box Arts: Haka
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: Haka stands as an enhanced form of Killing Intent (Sakki). Works in all manners exactly like it, overpowering one's mind and paralyzing the targets with images of their death and torture, with the exception of one simply thing. Along with the chakra, the user secretes a fast wave of venom in it's gaseous state. This chakra-modified venom focuses solely the secondary effect of Irukandji syndrome, from the venom used by a certain specie of box jellyfishes, which is a sense of impending doom. While the Killing intent is chakra based only, thus easily overpowered by will alone, if the opponents are as strong as the user, Haka creates an added physical and physiological response to it, preventing even targets as strong or stronger than the user to break it by will as easily, having them suffer the same paralysis as if they were 2 ranks bellow.
*The venom wave only reaches Mid-range, thus the Haka continues as normal Killing Intent for longer ranges*
*Human users can't preform this technique, but the strength of Haka is based on the summoner's rank*
*The higher the user, the stronger the technique*
*Haka lowers the Target resistance to Killing Intent by 2 Ranks, even in bios that claim to be fearless*
*Venom produces ONLY the sense of impending doom. It has no Hemolytic of Digestive proprieties, neither does it produces pain*
*The user can control the Haka in order to not affect allies, even in radial uses*
*This technique is basically only a stronger version of Killing Intent (Sakki)*

( Kouton: Piripiri Sonson ) Box Arts: Wasp Mele
Rank: C
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: Similarily to ( Kouton: Haki ) Box Arts: Haka, this technique consists in a controlled burst of Irukandji venom, modified to enhance the impending doom syndrome with lethality or other venomous effects. Instead of focusing on fear and completely overpowering the opponent, Wasp Mele acts more discretely. It induces a certain feeling of shock and damage, as if they've been hit by a powerful attack. More physiological than physical, the effects is only able to make the target hesitate when performing techniques, and can even interrupt a succession of hand-seals. But it is easily brushed off and ignored afterwards. It has bigger effects on summons and clone jutsus. If a shadow clone is hit with the Wasp Mele, or any other sentient clone/technique, it will be tricked to immediately disperse. Similarly, summoned animals are tricked into reverse summoning themselves.
*It travels fast, up to 10 in less than a second, and hitting the full range (20 meters), in less than 2*
*Works on a Clone or Summon created with a technique up to and including A rank, or similar if the technique creates more than 1 clone/animal*
*Ineffective against resurrected bios, such as Impure World Resurrection or mushroom Nzumbes, or Boss summonings"
*Can only be used by Boxes*
*Can be manipulated to not affect the user or allies*
*Requires a 2 turn cool down*

( Kouton: Horimono ) Box Arts: Ta Moko
Rank: B
Range: Self
Chakra Cost: 20
Damage Points: N/A
Description: This stands as the ability that Archipelago's Box Jellyfishes have to stretch out their tentacles 3 times the original size. Each usage allows the Box to stretch 2 tentacles, and then return them back to normal.
Human summoners mimic this technique by summoning a box on their back, with long tentacles, which wraps around the user's arms, legs and face, giving them the appearance of Moko, elegant carvings wore by Maori villagers, which can then manipulate and stretch the tentacles up to Mid-Range. The tentacles have the particularity of having one side with nematocysts and one side without. The side that attaches to the skin is without nematocysts.
*Each usage of the technique stretches 2 tentacles*
*Summoning the tentacled box uses the same technique, but requires 3 handseals*
*The tentacles last 3 turns on human summoners, after which, the user must wait 1 turn to summon them again*
*Human summoners have higher resistance to the poison, but are not immune*

( Kouton: Pishari ) Box Arts: Fa'ataupati
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user secretes a large amount of venom, which assumes the shape of a big jellyfish. Then the user is able to control the jellyfish with a conjunction of various slap-like motions, gestures, making the jellyfish move (Up, Down, Sides, back, Front) and even change in shape (Become taller, blunter, sharper, bending, etc), in a large area around the user, up to Mid-Range around the user. The jellyfish can move as fast as the user can move. The jelly can be separated into up to 5 smaller jellyfishes.
*While controlling the venom, the user can't preform other jutsus except Taijutsu*
*The venom can be controlled for 2 turns, after which it falls motionless*
*The jutsu can only be used twice*
*Human summoners have higher resistance to the poison, but are not immune*
*Can only be used by Boxes*

( Kouton: Yari ) Box Arts: Woomera
Rank: A
Rank: Short
Chakra Cost: 30
Damage Points: 60
Description: Allows the user to summon several (up to 10) isolated nematocysts, of various sizes (from the tiny pin-sized nemoticysts of normal boxes to the massive spear/staff sized nematocysts of gigantic boxes). These can be wielded like weapons or thrown like projectiles (in the same manner as one throws kunais or shurikens). The user claps his hands and summons the nematocysts in front of him or in his palms, grabbing them to use. The nematocysts have only one autonomy, if the tips are stimulated, the injection mechanism is triggered, sending an infusion of Box venom directly related with the size of the nematocyst, otherwise, they're innanimate.
*charging chakra through the nematocysts while physically wielding them allows them to gain a certain steel-like quality, like a sword or a kunai. Throwing them or loosing physical contact will rever them back to soft organic material*
*triggering mechanism allows only one infusion, aftewards the namotocyst is reverse summoned*
*human summoners are more resistant but not immune to the venom*
*Can only be used once every 2 turns*
*Range pertains to the range of the summoning of the nematocysts and not their throwing, which is the same as the range at which the user can throw a kunai*

( Kouton: Utsu ) Box Arts: Shango
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Shango are a specialized type of Box Jellyfishes that are able to hibernate underground, until a foreign chakra steps within their close vicinity. Once it happens, they quickly lash out at their prey, shooting their thread-like tentacles and wrapping around the opponent, carving the skin and injecting their poison. This happens in a blink of an eye, almost as fast as Gaara's sand defense. They're trap-summons, and, upon preforming 6 handseals, they're summoned into the ground anywhere within range. Although able to stay indefinitely on the field, they are short lived after being triggered (1 turn). Each of them is roughly the size of a fist.
*Can only summon up to 4 per usage*
*Can only use 1 time per battle*
*Can't be summoned already in the direct vicinity of any opponent (right beneath their feet).
*Only one of the Shango can use Box Arts
*Triggering a Shango does not count towards the user's jutsu count*
*Foreign chakra is anything outside the Box Contract, as such, it will not react to fellow summons or summoners (even if used by different members), but will react to allies*
*Triggering reacts by pressure and chakra, trying to detect living animal organisms, thus, unless the jutsu mimics animal life (Shadow Clones, Organic Elemental Clones, Summon Animals) it won't get triggered. Again, Shadow Clones, Summoning Animals, Organic Elemental Clones (Wood Clones, Mushroom Clones, etc) will trigger the trap.*
*User can't preform any other summon in the same and next turn*

Custom Weapon, Tai and Buki

[*]( Fugu ) Blowfish
[*]( Taijutsu: Hakushu Shōten ) Body Art: Hand Clap Focal Point
[*]( Fukuniku Bukijutsu: Harisakeru Gamagaeru ) Blow Gun Weapon Arts: The Puncture of the Embolic Toad

( Fugu ) Blowfish
Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Fugu is a hollowed 1.5 meter long wooden stick, made with the Chakra Tree wood. It is a personalized weapon, allowing only the user to wield or manipulate it (Even if the opponent has Wood chakra or similar). By charging chakra into the Fugu and blowing through it, the user can shoot out Chakra-materialized thread needles, which gain substance and properties based on the technique used. These thread needles are the same size as vaccine needles, thus, to the naked eye, they become hard (yet not impossible) to see when in motion. Upon hitting a target, they serve to infuse their element into the target's body, albeit in a very small area.

#1: Needle Shooting - The Main purpose of the Fugu stick is to be a blowgun weapon. The user is capable of loading it with Needles or performing Needle-based Bukijutsu or Ninjutsu through it. This can be done chakralessly, by physically loading the hollow tube with ammunition and then blowing through it or spinning the tube, which can launch the needle up to mid-range with great speed and accuracy. Once per turn, the user is capable of passively infusing 10 chakra into the Fugu stick, to boost the needle's damage and range by one tier ( +20 damage, +1 Range ). This is done in the same time frame as the technique used.

#2: Needle Materialization - Through the user's Fuuinjutsu mastery, the user is capable of performing Jutsu through the Fugu Stick, which will then materialize the jutsu with all its properties and damage into the shape of a threaded needle. This Ability does not bypass handseal requirements or range restrictions, such as turning a Rasengan or a shield Jutsu that goes up to short range into a raw chakra-style thread needle that can be shot up to short-range, to deal damage or release itself in the original shape. Similarly, one can create a chakra needle from a Genjutsu technique, and that will also be bound by the range that the Genjutsu had originally. The needle can then be used to pierce a target and deal the damage and auxiliary effects of the original technique. Alternatively, it can unseal the technique back into its original shape, expanding to full size and dealing the damage that way. Another example would be turning the Summoning Technique into a needle to summon the desired animal in the spot pierced by the needle. This ability is done by performing hand seals interwoven with the Fugu. A rank techniques can only be turned into needles 5 times per battle, and S ranks can only be turned into needles 3 times per battle. Forbidden Ranked techniques can't be turned into needles. After S ranked usage, this ability cannot be used for two turns.

#3: Form Manipulation - The user can change the form, density, and height of the Fugu stick at will, allowing the user to wield the Fugu like a staff, or for greater accuracy. The user is able to change the size of the Fugu stick up to 3 times it’s original size and even able to change it’s form into that of a different weapon, albeit limitedly, taking the shape of generic weapons through which the user can perform other categories of Bukijutsu, such as Kenjutsu for a sword or 9 Verses of Shakujo for the homonymous weapon. Losing the hollow tube will revoke the access to the #1 and #2 abilities, but the ranked form change can be embued into attacks of defenses using the weapon itself, acquiring the S&W of Neutrality to Tai/Ken and Elemental Ninjutsu. Form Manipulation can be actively used once per turn. This ability can collectively be used 5 times a battle and costs 30 chakra to perform, burning a cost of 5 chakra per turn to sustain. To transform into a different weapon altogether, the user must expend 40 chakra and these changes last up to 3 turns each with a cooldown time of the same length.

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(Taijutsu: Hakushu Shōten) Body Art: Hand Clap Focal Point
Type: Offensive
Rank: A - S
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80
Description: Inspired by his Gathering Clouds sword technique’s ability to create shockwaves of air pressure, Hakushu Shōten is a taijutsu attack created by Kōtetsu Inuzuka that allows the user to slam his hands together with tremendous strength to produce a radial shockwave of air pressure that reaches up to mid-range away from the user’s position and gradually spreads outward to a maximum of 10 meters wide as it travels. In addition to dealing concussive damage to an enemy and being capable of shattering or dispersing techniques of equal strength, this technique is able to push whatever it comes into contact with into mid-range. Due to this technique not being reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to taijutsu will apply to the technique.

Notes:
- The A-ranked version of this technique can be used four times per battle.
- The S ranked can only be used twice and requires a single turn cooldown between uses.

( Fukuniku Bukijutsu: Harisakeru Gamagaeru ) Blow Gun Weapon Arts: The Puncture of the Embolic Toad
Type: Offensive
Rank: D-S
Range: Short
Chakra Cost: N/A
Damage Points: 20-80
Description: While handling a Blow Gun-type of tool, the user will perform a violent jab, one hand holding the tube of the blow gun and the other covering the bottom hole. This will allow the weapon to pick up the air drag around and inside the hollow core, creating a more dense and weighty jab for them to then impale their target. The attack is made with sheer strength and expertise, and will puncture through the opponent's defenses dealing a great amount of damage, before the user taps the hand that was covering the whole, unleashing the accumulated air into a devastating air-blow that will expand the puncture wound chaotically, as the air embolism within the body of the target explodes.
Note: Requires a Blow Gun/Hollow Tube and Medical Mastery.
Note: B rank can only be used 6 times, A rank can only be used 4 times, S rank can only be used 2 times. Above B rank requires a cooldown period of 2 turns between usages.

(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique ( Passive )
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.

Ninja Rank: Prestige Rank Tier I
Chakra: 500
Health: 80
Speed: 6
Tracking: 20 x 2 = 40
 
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