Tools of the Shadows

Punk Hazard

Active member
Immortal
Joined
Apr 21, 2011
Messages
59,543
Kin
1,664💸
Kumi
11,569💴
Trait Points
50⚔️
Kumi Accounting

Transaction Log:

- Kumi - -M / D / Y ----Source​

+1000 - 04/07/2018 - Initial Kumi​
+7500 - 04/18/2018 - ANBU payment shit​
-5,500 - 09/13/2018- Med purchase​
+2,500 - 09/22/2018 - payday, bitch​
+3,000 - 11/07/2018 - direct deposit​


Total current Kumi: 8,500​
 
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Punk Hazard

Active member
Immortal
Joined
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Messages
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~Katon~
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1. (Katon: Ryūsōken)Fire Release: Dragon's Claw Fist
Type: Offense
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user will release a steady and constant flow of Katon chakra from his body after forming the Horse handseal. While undetectable to the naked eye, the release of Katon chakra generates a tremendous amount of heat. The user will then rush towards the opponent and deliver his blows at high speed, with the heat of the Katon and speed causing the air to expand rapidly as the user delivers the blow, dealing an immense amount of damage onto the opponent upon impact as well as severely burning their body.
~Can only be used twice per battle~
~Can only be taught by Riker Slade~
~Must have mastery of Katon and Taijutsu~



2. (Katon: Netsu Supin) Fire Release: Heat Spin
Type: Offense, Defense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user, while holding his sword, will channel Katon into his sword(s). He will then quickly get onto his back and in begin to spin rapidly in one swift motion. As he spins, he will stream the Katon off of his sword(s), creating a three-foot tall wall of fire to form around him, which will slice and burn any enemies within short-range. The spinning lasts for a total of 5-seconds but can be stopped short if the user chooses. Immediately after spinning, the user can use the momentum to launch himself back on his feet.
~Can only be taught by Rikerslade~
-Usable 4 times per conflict



3. (Katon: Inferunosuraisu) Fire Release: Inferno Slice
Type: Offense
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will take a kunai in each hand and channel Katon into it. He will then spin the kunai in his hands while streaming the Katon, creating two large circles of Katon that resemble wheels. He will then throw the flaming wheels at his opponent, who will then be inflicted significant damage from burning and cutting.
-Usable 4 times per conflict



4. (Fire Release: Dragon Fire
Type: Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage Points:60(+10 when in contact with Wind)
Description: The user channels fire to his fist and it explodes and creates a cyclone around the user. The user then launches himself at the opponent and high speeds, giving them the appearance of a spinning tornado-like torpedo of fire with a dragon's head where the fist is located. Afterwards, the user is left with a few burns left on the hand that does the move
~Must have Rikerslade's permission~
~Must be of Sannin rank~
~This can only be used twice~
~Can be blocked by B-rank water~ or above
~Due to high movement speeds, the user needs a Dojutsu or chakra-sensing method to use accurately~







(Katon: 9000 Ijō no shi no toshi!) - Fire Release: Over 9000 years of Death!

Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Performed like 1000 Years of Death, however, by adding the seals Dragon -> Snake -> Ram, the user channels large amounts of katon chakra to their hands, then makes the seal of the Tiger releasing it thru the hands before force-ably punching it into the enemy's behind.
~Notes~
-Because of damage to the hands, no hand seals may be used for 1 turn
-No other Katon jutsu may be used the turn this is used, and no Katon jutsu above A rank the next turn
-Can only be used 1 time per battle
-Must be taught by -Vegeta

(Katon: Bhasmasur no Dekiai)- Fire Release: Fondness of Bhasmasur
Type: Offense/Supplementary
Rank: S
Range: Short-Long (Created short range, long range maneuverability)
Chakra Cost: 40
Damage Points: N/A (Explosion is 80, individual attacks or capture is 20)
Description: The user will gather their fire chakra, and spew out a dense, corrosive, amount of ash, the ash will then continue to take on the shape of a Humanoid being, with similar length and width as the user. The body is made entirely of dense ash, composed and compacted tightly together to maintain its shape. The humanoid has no facial characteristics nor actual distinguishes to set it apart. His body color is dark red. This being can move by the users control, or set to move as a projectile at a specific target the user has set for it, following the target wherever until he makes contact. This being takes up similar properties of ash, this includes being blazing hot, explosive (if set with a cloud form), and can skin a person alive if he slashes or attack them. Along with just basic attack that this being can perform at the target (punches, kicks, etc), there is a special ability, with the user performing the Tiger hand seal, can cause the being to completely turn into a cloud of ash, from their the user can choose two choices, either allow the cloud to remain and burn the opponent, potentially explode them, or perform one more hand seal (Tiger) and cause the ash to once again compact into a blazing rock of ash, that will trap the opponent, suffocate them, and burn them completely all over the body. The difference between allowing it remain as a cloud, or become a simple rock, is that the cloud is much more capable to explode, while the rock formation can simply be set ablaze burning the target slowly through its ignition, but not completely explode and finish the target off. This also includes the humanoid shaping of the ash, because he is tightly compact, an explosion will not be set powerfully, the humanoid being can at most, attack the opponent through body movements (almost Taijutsu like).

Note: Only lasts for three turns
Note: Can only be used three times
Note: Can only be taught by Noni

Katon: Pengin no Inferuno - Fire Style: Penguin's Inferno
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After forming the dog, dragon, and bird hand seals, the user molds katon chakra and channels it into both of their hands. Once channeled into their hands, the user connects the bottom of their palms and releases the katon chakra, and by using shape manipulation, results in two extremely condensed penguin shaped balls of katon that violently swirl in circles while going forward. The balls of katon swirl in the same direction but always are a meter away from each other, leaving a meter opening in the attack, or so it would seem. The meter space in between the balls of katon is actually super heated air from the two katon balls which would severely burn someone if they were caught in the middle of it.

Note: No Katon over A-rank during the turn this us used
Note: Can only be used thrice per battle
Note: Can only be taught by Penguin.

Katon: Furēmingupengin no Būtsu Ω Fire Style: Boots of the Flaming Penguin
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30 (-10 per turn of sustaining)
Damage: N/A (+10 to leg taijutsu, -10 due to first degree burns during fourth turn of use)
Description: The user forms the bird hand seal as they gather a good amount of katon chakra. After gathering the katon chakra, the user channels their katon chakra into both of their feet. By using shape and nature manipulation, boots of fire form around the user's feet and reach all the way up to their shins. Due to the immense heat of the boots, they grant the user a couple of advantages in combat. First and foremost, the boots increase the user's leg taijutsu attacks, simply due to the heat when the opponent gets kicked. Another cool perk of the boots is that if the user steps on a muddy surface, the mud would harden near instantly where they wouldn't sink, due to the boot's heat. Lastly, if the user kicks at the opponent, embers from the boots would branch off and go towards the opponent. If the opponent were to be hit with this technique, the embers would light their clothes on fire and eventually burn them to a crisp. This ability is used in close quarters, nothing longer. After having the boots sustained for three turns, it begins to burn away the cloth around the user's legs, causing first degree burns on the user's legs.

Ω Can be used twice per battle
Ω Can last up to four turns, then disperses
Ω No S-rank katon in the next two turns
Ω Can only be taught by Penguin.

 
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Punk Hazard

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~Suiton~
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(Suiton: Haha no Be no hogo)- Water Release: Mother's Beloved Protection
Type: Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user will generate water chakra outwards and manipulate it in a way to create a sphere around the user. Initially very difficult to notice for the normal eye, it becomes even clearer to see when it clashes with a technique. Essentially the water acts as a cushion against techniques, absorbing the impact of the attack. The moment the technique is rendered useless, the sphere will begin to form itself around the technique it negated. Creating what many would consider an exact replica of the technique, but this time in a watery form. However, depending on the nature of the technique, it might contain a trait, done by waters unique elemental interaction with different - but logical working - elements. Example is if the sphere touches fire, it will create a replica in a watery form, but very hot to touch. Lightning makes the water shocking. Wind makes the water sharper. Regular water will simply recreate exactly how it was. This transfer will only work on techniques A-Rank and below to (Strong S-Rank fire and below and other elements weak to Suiton ; A-Rank and below for elements strong to Suiton). Not all elements will be able to cope with this, such as, solid earth, wood, steel, etc. Solid elements that might have a chance to be effective (lava, mud, etc), after contact will exist as material devoid of chakra. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique making the sphere nothing more, but a defensive tool. The reflection can be of any sort streams, projectiles, humanoids, self-sustaining techs, etc. As well as elemental variants (ash, gas, unfocused electricity, etc).

Note: Can only be used three times
Note: Can not be used in consecutive turns
Note: Can only be taught by Joker
Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Elemental strength and weakness stays the same

(Suiton: Āmākingu) - Water Release: Armor King
Type: Defense/Supplementary
Rank: B
Range: Short-mid
Chakra: 20
Damage: 40
Description: The user makes three hand seals and focuses their suiton chakra into their hips, making a ring of water around the user's waist. From here, the ring can be extended from short range, to mid range and can be exploited to have multiple, very sharp water spikes all around the ring. These spikes can reach up to a foot long and can either face up, down or outward. This is used to stop (or make the tai/ken moves risky for the opponent) incoming taijutsu/kenjutsu attacks from the front, behind, side or above and to stop underground jutsu that involves the opponent coming up beneath the user.
Note - Only lasts for three turns and then after use, must wait three turns to put into effect again
Note - Can only be taught by Moxxi

Suiton: Pengins o Bakuhatsu - Water Style: Exploding Penguins
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user would begin to take five explosive tags from their ninja pouch and throw the tags in front of themselves as they flash the bird hand seal. After flashing the bird hand seal, five human sized penguins made of sticky water form around the explosive tags, leaving an air pocket inside themselves so that the explosive tags don't get dampened. Once the water penguins form around the explosive tags, the penguins either jump or dash straight forward at the opponent in hopes of wrapping themselves around the opponent. Once the penguin's wrap themselves around the opponent, the user flashes the seal of confrontation to detonate the explosive tag, causing the opponent massive damage.

Note: The user cannot use explosive tags for two turns after this jutsu is used
Note: Can only be used three times per battle
Note: Can only be taught by Penguin.

(Suiton: Rukina don'yokuna rōdō)- Water Release: Lucina's Lustful Labor
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (Depends on technique)
Description: The user will focus their water chakra into their water based techniques, creating a veil of mist around the water techniques. The creation of the veil can be created within the same time-frame the attack is sent by simply performing an extra hand seal during performance. The veil over the body of water is thin, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. This technique acts as a second life to many water techniques: streams, projectiles, humanoids, armors, etc. Essentially the mist around the water will be intangible and initially play no role in the clash of the two original techniques, however, when the users original technique is weakened, the mist ability be put into fruition. The mist will turn into a body of water, and flush itself back into original body of the technique, regenerating it if it was weakened or reforming if it was negated/overpowered. This mist can regenerate specific parts of the water structures or its whole body, and can only be used once for the whole body or body parts (mainly applies to humanoids). The regeneration of the technique happens instantly when attacked and passively. Full regeneration can only occur to water techniques A-Rank and below restoring their initial rank, while S-Ranks can be regenerated, but weakened to an A-Rank. This technique can be used with only water techniques, and extends to many different variants of water- syrup, crystalline, rain, etc. The technique after reformation will have the same bodily movement and abilities it had beforehand. After the mist does its job, it disperses, it will remain dormant around the technique until interaction with a jutsu. When the opponent and users techniques initially clash the forward momentum will slow down, and as it regenerates, allowing the opponent time to react, maneuver, and counter.

Note: Can only be taught by Noni
Note: Can only be used three times
Note: Can not be used on above S-Rank techniques
Note: Does not work on KG/CE variants
Note: Can not be combined with both Ceto, and Davy at the same time, but can so with only one of them
Taught to: Houdini, Joker

(Suiton: Taki Chō Shi no Wana) - Water Release: Waterfall Butterfly Death Trap
Type: Offensive/Attack
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: By weaving six handseals, the user puts both hands forward and creates a construct composed of butterfly wings, a butterfly body and with the head of a Venus Flytrap plant a few feet away from the user's torso. This water beast is summoned with a slow chomping motion already developing as its head is formed, giving off a very intimidating appearance. As the user shoots it forward, the further it goes, the faster it chomps and the more pressure will be placed into its bite although the bite can be fatal at any range depending on how it is used. It is a streamed technique, so once the user sets this in motion, no technique can be used until after this technique is over with. This technique is very fast and very versatile, able to cut corners and take sharp turns very quickly and still meet its mark. Once it comes into contact with the target, the teeth of the Venus Flytrap bites down onto its prey, able to pierce flesh and bone and able to anchor an opponent in their current position by wrapping it's wings and body around the bitten target, making them vulnerable to another attack.

- Can only be used twice per battle
- Can only be taught by Moxxi

Suiton: Satori o Aita Pengin no Chisei ✦ Water Style: The Intelligence of the Enlightened Penguin
Type: Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Suiton: Satori o Aita Pengin no Chisei is a special suiton ninjutsu due to the fact that it is actually a combination of the summoning jutsu as well as regular suiton ninjutsu. To start with this technique, the user would perform five hand seals and slam their hand onto the ground, causing a cloud of smoke to appear, then the user would channel their suiton chakra into the cloud of smoke. After the cloud of smoke dissipates, a penguin made of water that is the size of the stone golem technique would appear, with hundreds of explosive tags embedded in it's body due to the fact that inside the penguin are air bubbles keeping the explosive tags from getting wet. The penguin itself cannot leave short range of the user, however the user can manipulate the penguin to reach up to mid range. The only special property to this penguin is the fact that explosive tags are embedded in it, as the penguin itself is just regular water and follows the strengths and weaknesses of regular water. Due to only water specialists being able to learn this jutsu, they could use the penguin as a water source three separate times throughout a fight, or even manipulate the penguin itself with a single handseal. However, the user can flash the seal of confrontation when needed to cause the explosive tags to explode on the current water construct the user is manipulating from the penguin. This would not increase the water's power, only it's killing potential when close to enemies.

Note: Can only be taught by Penguin
Note: Can only use this jutsu three times per match
Note: No S-rank suiton after for one turn after this jutsu is used
Note: Manipulation of the penguin is A-rank
Note: Can only use the penguin as a water source three times

Suiton: (Kureopatora yūwaku-teki shison) — Water Release: Cleopatra's Seductive Offspring*
Type: Supplementary/Defensive*
Rank: A*
Range: Short - Long*
Chakra Cost: 30 (-10 for every turn active)*
Damage Points: 20 (per attack)*
Description: The user will focus his suiton chakra to create a sentient creature composed of water, whose appearance is always a feline, most commonly a lion. The creature is sentient due to being linked to the users chakra. The creature regardless of its form will always have a light misty blue coloration and the creature's size can vary depending on the users wishes, but at most can be slightly larger then the user. The creature upon being created can passively release a mist from its body covering that of long range and continues to do so whenever there is a lack of mist. The mist itself is equivalent to the cannon D-rank version*( Meaning Byakugan can see through it).*It is used well in conjunction with the creatures special ability. The creature has the ability to disperse itself into mist and merge with any existing mist in the area and travel through it at the speed of a kunai. Able to reform part of its body or its entire being at anytime to attack a target. Its body due to its feline characteristics will always have a sharp property meaning its attacks consist of sharp slashes and bites although the slashes can not tear off a limb or pierce deeply into flesh and muscle. While it is traveling through the mist it is extremely hard to locate due to it being made of mist itself, even fooling chakra sensory and doujutsu due to being composed of the same chakra as the mist it released or any mist it merges with due to them both being composed of suiton chakra.*


Re: Free stuff, woot
(Suition: Yami ni Orimasu) Water Release: Descend to Darkness
Show
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 (+10 each turn)
Damage Points: 80
Description: The user will channel their water chakra into the surrounding air in order to create a number of traditional assassins composed entirely of mist with a slight blueish hue. This is the brother technique of "Wind Release: Leap of Faith" and thus has very similar applications to that of its wind brother. However, it does contain some slight mechanical differences due to its watery composition. The assassin's may be able to disperse themselves into mist, or form into their regular shape at any time, and passively may do so. This allows them to effectively evade physical based attacks and continue their assault. However, they may not attack in mist form. But when in mist form, they do possess a defensive capability to sustain their presence of the field. This mist form allows the assassins to supplement what its brother technique could not do, and that was block against attacks. When used in offensive purposes, the mist will condense its water droplets tightly and essentially "turn" into a water form, quite solid, and able to pierce, stab, and slash the opponent in similar methods to its wind counterpart. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Can only be taught by Joker. Can only be used twice. Lasts three turns. No water S-Rank and above same turn created.

Same/Suiton: Toriton Uragiri Taizu ▽ Shark/Water Release: Treacherous Tides
Type: Defense
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user will release pulses of mist all across the battlefield. The mist itself is intangible, inside the mist are tiny baby sharks, floating around by using the mist as their medium. The mist is infused with the user's chakra, with the purpose of the baby sharks being able to differentiate the user's chakra from the opponents. The purpose of the baby sharks is to remain towards their theme of consuming and growing. Essentially, anything that enters the mist are will automatically be bombarded by the many baby sharks, with the sharks consuming and devouring the substances inside of the mist. The consummation occurs in two ways: if the element/material is solid, they devour it by actually eating the material and chakra away. If the element/material is energy, they will absorb the chakra through their body and skin. This jutsu becomes a hellish defense, difficult to penetrate for the purpose of the user. Sentient beings are not secluded from this jutsu either. And if there so happens to be multiple sources of attack, they will be able to split themselves in accordance to fight off the multiple attacks. All the baby sharks together make up S-Rank related power. The damage inflicted can only be done on contact of the sharks.

▽ Lasts four turns
▽ One turn cool down before re-use
▽ No water S-Rank and above on the turn this is deactivated/destroyed
▽ Can only be taught by Penguin

Enamel of Ethereal ▽ Īsariaru no Enameru
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: A jutsu Mand'alor Indomitable made that requires summoning a singular part of sharks around the user as a defensive precaution against incoming attacks. The user, through the rapid conversion and release of chakra, would begin to summon quite the amount of shark teeth around himself. The shark teeth always point outwards when summoned, making sure not to put the user at risk, almost fashioning these shark teeth as a spiked armor. The jutsu itself is basic, serving as a rudimentary defense equating to S-rank strength, however, much akin to the (Doton: Koka no Jutsu) - Earth Release: Hardening Technique, the user can constantly manipulate these shark teeth to form basic tools of attack (swords, hammers, mails, etc.) to attack the opponent if they enter short range.

▽ Can only be used twice per conflict
▽ Requires a two turn cool down before re-use
▽ Can only be taught by Penguin
▽ Can only use elemental and non elemental abilities while sustaining this armor
▽ Lasts up to four turns

Same Kuchiyose: Densetsu no Soshitsu ▽ Shark Summoning: Makings of a Legend
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: After years of fighting top notch warriors, Mand'alor the Indomitable had come across other warriors restraining him and his usage of certain elements, and now it was time to do that onto others. After performing the summoning ritual, the user would stream chakra into water. This would cause a school of baby sharks, sons and daughters of Gluttony (not visible to the naked eye unless it's focusing strictly on the water). These baby sharks have an ability similar yet different to their father; still having that ability rely of off chakra absorption. These baby sharks feed off of elemental chakra only, and much like baby snakes, these baby sharks are more dangerous than their adult counterpart due to them not being able to control their power. Once these sharks get a taste for a particular elemental chakra being channeled (within short range of the enemy whilst on or in water), they would begin to turn visible to the opponent as they eat away the said elemental chakra, turning to it's respective color. After eating away that elemental chakra from the opponent, stopping their jutsu, these sharks would begin to eat away, any chance they get, at that particular type of elemental chakra for four turns. These sharks, however, have one major weakness. Due to them being babies and needing a constant supply of energy to grow and mature, they can easily die off by the opponent not channeling that specific elemental chakra. It would take two turns for this to be done.

▽ Can only be taught by Penguin
▽ Lasts four turns
▽ Sharks die out in two turns if starved
▽ Can only be used twice per event
▽ Gluttony cannot be on the field with these sharks

Ikarusu no Naizō ▽ Innards of Icarus
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A (60 if used with offensive intent)
Description: Mand'alor Indomitable created a very basic supplementary technique to be used in the ninja world, aiming to trap his targets instead of damaging them. Instead of reverse summoning the user and opponents into a cave or a belly, the user would expend thirty chakra and summon a layer of shark flesh over the surroundings up to mid range. From there, the shark flesh can be manipulated by the user to trap certain individuals. Alternatively, the user can form a hand seal to cause the shark flesh to protrude spikes, damaging anyone nearby.

▽ Can only be taught by Penguin
▽ Can only be used three times per conflict
▽ No shark ninjutsu above A-rank during this move

Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth
Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After signing the shark contract, Ashitaka began to create several techniques for his new ability. One of his most useful and diverse creations was Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth. After performing the necessary hand seals, the user would reverse summon anyone they wanted to within range into a huge cavern with natural light bending from the outside. The walls and the roof of the cavern were made of a crystalline-water, allowing the light to be let in. The width of this hardened water cave, however, only extended forty meters in diameter and forty meters high much like a dome. The "floor" of the crystalline-water cavern was as huge as a lake's worth of water. This is due to the fact that some sharks can be summoned with their own water source, and this is where they reside and it would need to come from somewhere. The crystalline-water cave walls, roof, and the water below are littered with small and large shark teeth varying from size to size. This in no way adds a damage to techniques the user performs. From the highest point all the way down onto the edges of the walls, the shark teeth were pointing towards the center of the cavern except the teeth that would be summoned in the water. Plenty of "basic" shark live in the water below, and if one is not a signed contract summoner for sharks and they become submerged, the sharks speed towards whoever has become submerged and would begin to tear them to pieces with their powerful and sharp teeth (opponent must be bleeding, or be submerged for one turn).

▽ Can only be taught by Penguin
▽ Can only be used by shark contract holders
▽ Can only be used twice per match
▽ Lasts for four turns then everyone is de-summoned
▽ No shark ninjutsu A-rank and above for a turn after this technique

 
Last edited:

Punk Hazard

Active member
Immortal
Joined
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Messages
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Kin
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Trait Points
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~Fuuton~
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(Fuuton: Zettai Pērudopperugengā)- Wind Release: Absolute Pale Doppelganger [2/6]


Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra cost: 40
Damage: 80
Description: After forming the Snake -> Ram hand seals the user will cause an A ranked replica of himself made of wind to dart from his body in a linear fashion in a direction, once released he cannot change course of this jutsu. This replica reaches up to short ranged moving 25% faster than the user's base speed and delivering sheer blunt force trauma to the opponent by mowing them down as a very strong gust of wind that can result in broken bones, abrasions, and even concussions, similar to its parent jutsu (Fuuton: Aojiroi Dopperugengā)- Wind Release: Pale Doppelganger. However, this replica is connected to the user via a nearly invisible tether of Fuuton chakra which the user will send a portion of his Fuuton chakra through. This pulse of chakra is A ranked and can either cause the replica to explode prematurely with an S ranked omnidirectional explosion (A+A) reaching up to mid ranged of its origin or it can cause another A ranked replica to sprout from the initial replica which will simply fade away and attack a dodging opponent or sudden obstacle with a now S ranked blunt force effect, once the second replica sprouts from the first however the previous replica can no longer explode as it will cease to exist and neither can the second. This means, the user has the option to explode his replica or produce another he does not have access to both sides of this jutsu at once. This second replica still moves in a linear fashion which cannot be redirected and can extend the jutsu another 5 meters at base speed +25% also, making it mid ranged.
Approved here
Note:
- Can only be taught by Elyon
- Cannot mold any other element than Wind while Doppelganger(s) are connected via Fuuton tether
- Can only be done 2x
- No Fuuton techniques higher than A ranked next turn


(Fuuton: Chouyaku no Shinpou) – Wind Release: Leap of Faith
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: 80
Description: The user will channel their fuuton chakra into the surrounding air in order to create a number of traditional assassins composed entirely of tangible wind with a slight greenish hue. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. On creation, the assassins typically descend on their targets from above and stealthily dispatch them through the use of their bladed weapons by targeting vital locations on their victim's body. They don't necessarily have to land on top of their targets but can simply be created so they will land near/next to them. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Lasts for four turns
Note: Can be used twice per battle
Note: No S-Rank or above Wind on the turn this is used

Futon: Tobu Baai Miyou - Wind Style: Let it Fly
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user focuses his wind chakra into his bowels, you know, where the poop comes out from and then while mixing wind chakra with the foul gaseous entity present in there, let's out a thumping one. The wind chakra amplify the gaseous waste and what would be coming out would be akin to spewing a stream of wind technique from the mouth like the "dust wall" technique albeit this is coming out from the user's behind. Aided by wind, the annoying gas would immediately fill the entire vicinity and severely be a form of distraction for those around as the immediate air becomes foul with a orange hue capable of forcing one to hold their breathe, be irritated and be blinded due to the color. Inhaling the gas could cause anyone apart from the user to puke and fill sick. With the annoyance and distraction, chakra focus becomes a bit of a hassle thus reducing the power of techniques used by those with keen sense of smell and taste (Ganmi and Inuzuka only) by one rank. This technique rips a hole in the back of the user's pants.

NOTE
-Can only be used once
-Last 3 turns on the field if not dealt with.
-No S-rank fuuton in the same turn.

Fuuton: Aeolus' Ovoxo] - Wind Release: Aeolus' Arrow
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their wind chakra into one or both of their open palms before channeling wind chakra to create and shoot up to four rods consecutively at the slightest whim. After being fired, each individual rods can be split into ten smaller rods, totaling a daunting rain of miniature rods. Shortly after colliding with something, each rods will "explode" into a cage or rather sphere of some sort with fast slicing winds around and inside it, doing this immediately as it makes contact with it's target. The burst of a single rod has a five meter radial reach (size of the sphere/cage basically). However, if the rods is in contact with an object/person at the time it "explodes", the unfocused burst of wind will spread around the target and then close the target within the cage of fast spinning and cutting winds even if the target is larger than what the normal cage could hold. Increasing the size of the sphere/cage upon contact with a large target to trap it requires +10 more chakra per target it captures. If the user so chooses, he can detonate any amount of the fired rods prematurely to gain a tactical advantage. Alternatively, the user can fire the rods with a thin and barely visible wind chakra thread attached to the end of the shot projectiles, in order to manipulate their flight path/trajectory mid-air and allow for more unexpected offensives. They travel at the speed of an regular fired arrow following the user's tracking speed and appear just like a normal fired arrow, except that the rods are a bit bigger than a regular size arrow. Each spear are of the size of a chakra rod that nagato/pein uses.

Notes:
Can only be used three times per battle
Can only be Taught by Venom
Follows Elemental Strengths and Weaknesses
Power of the technique is equally divided between the number of rods created.



 
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~Doton~
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[Doton: Chika Shoutaku Doragon] – Earth Release: Subterranean Marsh Dragon
Rank: S
Type: Supplementary/Offensive
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: After performing a sequence of three handseals, the user will focus their doton chakra into the ground beneath the opponent's feet, to cause for the formation of an underground reservoir of mud. With a final handseal, the user will create cracks and fractures on the solid layer of rock concealing the newly formed swamp, to expose the underlying marsh. The instant the first fractures begin to permeate, the uppermost layer of the adhesive swamp seeps through and quickly binds the opponent's feet in place, firmly rooting them to the section of rock they're on top of. As the cracks in the ground grow, the thin layer of rock the opponent is positioned on begins to break off into small platforms of drifting stone. The created swamp is similar in composition to Earth Release: Swamp of the Underworld, but much larger in magnitude as well as possessing a much thicker, denser quality to it, allowing for the platforms of rock to easily float upon its surface. Without hesitation, the user will stomp their leg on the ground to initiate the final stage of the technique. By pouring in a larger abundance of chakra into the swamp, the user will materialize a large crocodile-like dragon made purely of swamp directly beneath the rocky platform the opponent is positioned on, utilizing the beast to swallow them whole in its upward ascent before plunging back into the depths of the sticky marsh.

Note: Can only be used once per battle
Note: Can only be Taught by -Venom-
Note: No other S-Rank or above Doton in the user's next turn
Note: Requires both parties to be standing upon solid ground within the logical limitations of allowing the creation of an underground swamp



 
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~Raiton~
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6. (Raiton: Hikari Shotto) Lightning Release: Light Shot
Rank: B
Range: Mid/Long
Chakra cost: 25
Damage points: 40(45 when used with water)
Description: the user cups both hands together, creating a small wave of lightning. then, by opening their hands while thrusting forward their hands release a ray of lightning. when used with a water jutsu, it can be improved.



7. Raiton: Sandan (Lightning Release: Scatter Shot)
Rank: S
Type: Offense
Range: Long- Short
Chakra Cost: 40
Damage Cost: 80
Description: The user firsts channels Raiton to his finger tip and moves in hand horizontally in front of him, creating a horizontal line of Raiton in front of him. On the user's command, the horizontal line shatters into thousands of tiny blades of Raiton that is launched forward at high speeds, shredding the opponent's skin apart.
~Can only be thought by Rikerslade~
~Only usable twice per battle~



8. (Raiton:Hikari furasshu) Lightning Release: Light Flash
Type:Attack
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:60
Description:The user channels lightning to the palm of his hand and with the flick of his wrist, unleashes a wave of lightning that can leave several wounds in the opponent's body and pierce rock. The lightning appears as a quick flash of light, similar to a blur, but ninja of high-enough rank or one who possesses a Dojutsu or sensory abilities see the attack as an arc of light.
~Must be 1 rank or below under the user to appear as a quick blur~
~Due to the fact that the jutsu can barely be seen, it can only be used twice per battle~
~Can only be thought by Rikerslade~






(Raiton: Supaiku Bodi) –Lightning Release: Spiked Body

Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30 (-5 to sustain)
Damage Points: 60
Description: The user will begin to gather a large amount of lightning chakra within their own body. The person will then proceed to make highly concentrated spikes of lightning, which will emerge from a desired location on his/hers body. The lightning spikes emerge from the body like regular chakra by seeping through the skin and then immediately forming the spike seemingly making it look as if the spike protruded from the body and out into the open air. It emerges with enough force to pierce incoming projectiles or skewer some one’s body and paralyze them. The spikes can essentially have any length the user wishes it to have, though the absolute limit of the technique is that it can only reach targets within short-range of the user, though the user has no limit to how many spikes he can emerge from his body through this technique when used. Another note may be, that the spikes can be dispersed at will by the user if he sees fit.
Note: This technique may only be used twice per battle and while sustaining it, the user cannot mold any element aside from Lightning
Note: This technique must be taught by Gutsy Jiraiya

 
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~Custom Weapon~​

9. (Tatakai Saberu)Battle Sabres
Type:Weapon
Rank:N/A
Range:Short-Mid
Chakra:40
Damage:N/A
Description:At first glance, the sabres appear as two silver, black and blue handles of a sword. In reality, the blades can emit make-shift weapons using elemental ninjutsu. By channeling his chakra through the handles, the user can create weapons to suit his situation, depending on the element used.

Elemental Descriptions:
Water: By flowing suiton chakra through the sabres, the user can create two long whips capable of reaching into Mid-Range. The whips can be used to restrain multiple people and animals as large as bears. The whips can be mentally controlled to constrict, giving it the potential to break bones or strangle. The whips are A-rank and after four turns, turn into regular water, unable to be used again for two turns.

Fire: This gives the user to shoot a focused, A-rank blast of fire, much similar to a flamethrower. After using the flamethrower once, the user must wait two turns before using it again. Once per battle, the user can block any incoming fire jutsu A-rank and below by focusing copious amounts of fire chakra into the blades, creating a wide and shield-like burst of flames that acts as a shield of sorts, protecting him from the incoming fire.

Earth: This gives the user the ability to create two hammers. The hammers are A-rank in power and are capable of easily crushing rocks and denting steel. The hammers, when slammed onto the ground at once, creates a shockwave that can knock people withing Short-Range off balance. After four turns, the hammers break apart into pebbles and the user must wait three turns before using the hammers again.

Wind: This ability is simple, it creates two two-foot long swords made of wind. The wind blades can slice through steel. The user can launch the blades by swinging the sabres diagonally or vertically. Once the user does this, he must wait three turns before creating another blade. The blades last four turns without being thrown. This ability is A-rank.

Lightning: This is the most basic ability. When the user thrusts both sabres into the target, he can then release an electrical surge that temporarily paralyzes the victim. The victim stays paralyzed for one turn. The user can only use this ability twice a match, but must a period of three turns before using the ability for the second time, if he chooses. This ability is A-rank.

~The weapon can only use one ability at a time~

~Can only be used by Rikerslade~

~The user must state he has the weapons in his first turn~

~Creating each elemental ability counts as a move~

~With the weapons in hand the user can'd do hand seals~

~Elemental abilities disable themselves if the user isn't touching the hilts~

 
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~Custom Fighting Styles~

Demon God's Fist
♦ Demon God's Fist - Pencak Silat[/CENTER]

Type: Nintaijutsu

Background: Pencak Silat is an martial art specializing in decisive blows and guerrilla tactics. Pencak means Dance or Distraction, and Silat means Attack. It was developed in the Land of Fangs to ward off suppression and succeeded at one point in driving invaders from the Land of Claw, via a resistance led by Silcardo Jenazad (a native of the Land of Fang). The style became so notable that shinobi and martial artists from other countries frequently visited the Land of Fangs solely to train in the craft. Something that was accomplished by many, however it is yet to be heard of anyone trianing directly under Silcardo Jenazad, a complete master.

Description on the Abilities and Inner Workings of the Style: The style has a plethora of moves that could be considered "dirty", like the "Jurus", a set of 18 combo attacks in a single attack (technique) meant to go for vital areas like the eyes, throat, and groin for kill. But has direct and unpredictable approach as well. There seems to be a large number of moves preceded by a jump, as well. However the style is not so simple, experts in the art began to progress it's nature and mixed Earth Ninjutsu into the craft, perfecting the style; through Doton chakra. The user uses Doton chakra by making their skin robust, sharp and abrasive, with a dark almost entirely black tone of color. This allows for even the smallest contact to result in skin cutting, capable of doing penetrating damage, shredding flesh, piercing targets. Essentially making their limbs become virtual shredding hammers. This allows them to even grab the ground firmly to the point of shattering it within the scope of their grip. When entering the style the user adopts a slighlt bent knees position with one arm placed above his head, palm facing out and their dominant hand is closed in a fist, lifted to mouth level.

Combat Stance:
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Hands and Legs under influence of Pencak Silat's abrasive nature:
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This is done by channeling chakra and materializing the robust nature of rock through their limbs, or manually removing the earth from the ground or from existing techniques for offensive and defensive purposes; such is the nature that it can parry and break regular blades, swords and other weapons bare handed. It is a formidable martial art, showing strength against Karate, and able to adapt to anything, any form of terrain or surface to keep balance and accommodate with the style, with a large amount of techniques and high speed movement. Being complicated and bizarre. The technique is perfected through the waving of ones body and limbs before attacking. Unlike Drunken Fist the user does not appear willow or wavering, however they hold flexibility and dexterity of the same level, due to the round and jumping patterns they utilize with both arms and legs, unlike the stumbling and unbalanced rythm of Drunken Fist, this form of unpredictability relies more on deceiving the opponent with our limbs. To better understand in picture what i'm aiming for, look at the second spoiler above. Providing equally useful unpredictable movements simply by hiding their real intentions with hand patterns.

Supreme Silat ( Expert Master of the Style)
^
Expert (Learning the advanced techniques)
^
Disciples (Learning the basic techniques)​
Example Techniques:
(Kenmashajin: ) - Pencak Silat: Rolling Grinning
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A powerful Silat move that involves the user striking at the victim's vital points whilst spinning around the victim either by jumping over them or dashing at them, making it near impossible to dodge once the intial blow has been landed and the user begins circling the target. The targeted areas are mainly the eyes, neck, ribs, and other vital parts of the body. With the hands enhanced by the Pencak Silat's special rocky nature, the user's blows aside from being stronger also slash and tear apart the skin and clothing of the effected body parts. Dealing up to a toral of 8 strikes. The user finishes with a close fist into the gut. The technique's effectiveness is dependant on the user's speed and if they so wish they don't to circle the target, but rather keep attacking the same side unpredictably.

(Kenmashajin: ) - Pencak Silat: Ground Split Drop
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user adopts a side-facing stance and firmly prepares himself. After turning his hands pitch black and coating them in abrasiveness, they leap at the target using chakra to push off the ground faster. Closing the distance inbetween with a single step in an instant, keeping their arms inside their area upon nearing the target the user extends the attack arm outward. Smashing it into the target's chest, the blow strong enough to send an adult person backwards a considerable distance and breaking several rib cages. Alternatively done as a kicking attack instead of a fist, having the user striking upside down and kicking his opponent with a side kick to the face with a rapid spin on their standing hands. In this case the legs are coated as well.

(Kenmashajin: ) - Pencak Silat: Nine Strikes One Kill
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user channels Doton chakra throughout their hands and knees. Creating Pencak Silat trademark appearance, they then charge at the target using their knuckles and knees as the main weapon to deal numerous strikes around the target's chest and torso. Pushing them back and carving their knuckles into the flesh with each strike, fracturing minor bones in the process. The user lands a total of 8 strikes, finishing with a 9th final strike extending their hand out straight, in the form of a spear and piercing the target's torso area. Gruesomely coming out from their back, shredding numerous interal organs in the process.

(Kenmashajin: ) - Pencak Silat: Whirling Stone
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user brushes and slides their hand or leg through either a pre-existing earth technique or from natural rock and using the Pencak Silat trademark ability to add earth into their skin they lift part of the rock and shape it into formidable and sharp gauntlets or boots in order to land stronger blows capable of shattering bones and rupturing internal organs; these can have a normal look, or resemble a wolf's head, snake, etc. The technique is strong enough to play in equal grounds with other elemental techniques following Earth's strength and weaknesses. The technique is one of the few Pencak Silat that have wider range, as the user can shoot these accessories as rapid projectiles. The user can only use earth techniques made by the opponent if they are B rank or lower, even to the point of stopping the technique by infusing their arm with earth chakra and forcefully stealing the rock from the jutsu.
Additional effects and Restrictions:
♦ Must have mastered Basic Taijutsu.
♦ Must have mastered Basic Ninjutsu & Earth Release.
♦ User's hand and feet become more resilient in receiving attacks and blocking.
♦ The user's hands become accustomed to the style, remaining slightly abrasive by nature. This makes their freeforms attacks have a minor cutting/abrasive edge

Tomahōku no Michi | The Way of the Tomahawk
Type: Tomahōku Gijutsu | Ninjutsu

Background: In the Land of Snow, there lies a cavern deep within the savage lands of the Snow. Deep within this cavern, deep within the darkness, lays a vast and enormous lake, created from the snow and cold weather. The cavern itself is held by several enormous pillars of rock, as if someone built this place, and it could easily be assumed. The reason for this, is because, right in front of this large lake lies a single scroll surrounding by numerous Tomahawks. These weapons and the scroll were discovered by a single person not so long ago. This person came to understand the interpretations and drawings on the scroll that came to represent the style which he had just discovered. The discoverer of this scroll and tomahawks would later become master of The Way of the Tomahawk.

Description on the Abilities and Inner Workings of the Style: The Way of the Tomahawk is a unique and new fighting style, only having just been revealed to the Ninja World. While some practitioners of Kenjutsu and knife fighting styles will mistake it for being less graceful and complex, they would soon realize that there is plenty to learn before one can consider oneself proficient with a tomahawk. To even begin to learn and understand the complex nature of the Tomahawk, one must acquire a minimum of two tomahawks to begin with, yet as the training progresses, one must understand that a total of five tomahawks may be used in combat. These Tomahawks are unique form of small axes that are easy and quick to handle, and they are generally quite small with a triangular head, and some have a hole in the center, big enough to fit swords etc. through it. Beginning ones practice, one will first undergo basic stances and trainings. These include different strikes with a tomahawk such as overhand and side strikes. During this training one will come to learn to utilize two to five tomahawks at once with incredible precision and skill, being capable of tracking one’s own tomahawks with ease while also delivering strong and powerful, and even deep wounds and cuts to the target. Besides the close ranged usage of the Tomahawk style, which is the most essential part, there also exists the ranged aspect of the Tomahawk combat. In this aspect a practitioner will learn to throw all their tomahawks with their hands with impressive precision and speed, considering the wind and that the tomahawk is not aerodynamic. When having trained in the ranged field, one can throw all the tomahawks with such precision and skill that they will be capable of hitting a moving target of up to 30 feet away, while also hitting it with whatever part of the tomahawk they seek. Of course due to both needing tomahawks for close combat and ranged combat, the practitioner is required to be in possession of at least 20 tomahawks while in combat. Returning to the aspect of close combat, one will be trained in dual-wielding tomahawks. Starting with two and building the skill up to becoming capable of wielding five at once. Even though the essential tomahawk fighting style revolves around, being in constant offensive position, one is not only trained to deliver various and deadly strikes, one is also trained in “capturing” or “hooking” their opponents weapons such as swords, staffs etc. using their tomahawks to redirect their weapons down, to the side and out of the way. The tomahawk fighting style is specifically made to combat opponents that utilize staffs, swords, hand to hand combat etc. Having said this, redirecting the opponents weapons is an essential part of the tomahawk fighting style, utilized to open up the target and deliver deadly and deep wounds to the targets ribs, lungs etc. If a tomahawk warrior should face another of his kind, he is trained to aim for the shaft of the opponent’s tomahawk in order to quickly disarm him. The techniques and usage of the tomahawks are only limited by the practitioner’s imagination.

After having mastered the usage of the tomahawk, one may think that they have become proficient in the usage of the tomahawk, where in fact, they are still missing an important aspect of the style. One must implement chakra to become a full fletched tomahawk warrior. When utilizing the tomahawk in close combat, one must be capable of transferring their chakra into the tomahawk or tomahawks they are using, making the tomahawks sharper and stronger. Yet the chakra is also needed for more than just making them sharper and stronger, it is also utilized in techniques where the practitioner will use the chakra surrounding the tomahawks to redirect kunai, shuriken, swords and knives etc. The tomahawks that have holes in the center of the heads can be used to interlock the swords in between them, and utilizing the chakra that is transferred into them, it may lock the swords inside them being in capable of pulling them out again. This last note is usually used to simple redirect or push the sword away while then making a quick and deadly offense. Besides having the ability of sharpening the axes and using the chakra and the tomahawks to redirect weapons, it is also used to enhance the size of the tomahawks. This is done in the essence, that the chakra may be used in combat to make the tomahawks have a thick coating of chakra that is compressed to the point where it is capable of physically interact with the surroundings. As such a tomahawk that may be thrown or is aimed to cut someone, the chakra can be used to make a large coating of chakra around the head of the axe which not only enhances the size of the tomahawks head but also increases its blunt and cutting power, while it does not increase the weight of the weapon.

Example Techniques:

The Way of the Tomahawk: Undertow
Type: Offensive
Rank: B
Chakra: 20
Damage: 40
Description: Quite the simple tomahawk technique, where the practitioner will throw a single or multiple tomahawks at their desired target, with great precision. The tomahawk(s) thrown will all have the practitioner’s chakra within them. This chakra will when the tomahawks are thrown, immediately cause the tomahawk(s) to gain a large chakra coating that increases its cutting and blunt force. The result of the impact of one or more tomahawks will push the target back while delivering deep cuts and blunt force to the body of the target.

The Way of the Tomahawk: Reckless Swing
Type: Offensive
Rank: A
Chakra: 30
Damage: 60
Description: The practitioner will gather a considerable amount of his chakra into two of his tomahawks which he will be wielding, one in each hand. Afterwards the practitioner will rain down on the target with multiple downward slashes which are all enhanced by chakra both cutting and blunt force, while gaining a chakra coating that causes the blunt force and cutting edge to be so severe and strong that it may blast down onto the target with enough force to force them into a kneeling position, or even if not prepared, blast them into the ground leaving a small crater with their body in it.

Additional Effects and Restrictions:
- In order to utilize this style one must be in possession of 20 tomahawks
- One must have mastery over Ninjutsu to be capable of utilizing this style
- Must be of Kage rank to learn this style
- Practitioners of this style have much faster reflexes and higher perception than the average Taijutsu Master



Musha Shukke Fuu (The Warrior Monk's Way)

Type: NinTaijutsu

Background:
Fighting technique and styles don't just pop out of thin air. Most of the times, there are events that take place, or a following or something that triggered the creation of some type of styles, or religions even that do this as well. The Musha Sukke Fuu's story is no different then these. The creators of such a fighting style are no more then monks. Literally, "Musha Sukke Fuu" Stands for "The Warrior Monks Way." Now, being monks, they are not violent people in the least bit at all. This particular fighting style in derived primarily as a defensive style, however, that's not to take away form the fact that it indeed has offensive capability.

The creation of Musha Sukke Fuu, as a formalized martial art, is attributed to Dong Haichuan in the early 19th century, who apparently learned from Taoist, masters in the mountains of Iwakagure. There is evidence to suggest a synthesis of several pre-existing martial arts taught and practised in the region in which he lived, combined with Taoist circle walking. Because of his work as a servant in the Imperial Palace, he impressed the Tsuchikage with his graceful movements and his skill at martial arts and became an instructor and a body guard to the court. Dong Haichuan taught for many years in Iwa, eventually earning patronage by the Imperial court.

Famous disciples of Dong to become teachers were Ichiro Tamazaki, Kisihmo Kayuga, Raiden Matzui, Ike Lennon, Ma Weiqi , Liu Baozhen, Liang Zhenpu and Liu Dekuan. Although they were all students of the same teacher, their methods of training and expressions of palm techniques differed. The Cheng and Liu styles are said to specialize in "Pushing" the palms, Yin style is known for "Threading" the palms, Song's followers practice "Plum Flower" ( Mei Hua) palm technique and Ma style palms are known as "Hammers." Some of Dong Haichuan's students, including Ike Lennon, participated in the Boxer Rebellion. In general, most Bagua practitioners practice either the Yin , Cheng, or Liang styles of Baguazhang, although Fan, Shi, Liu, Fu, and other styles also used to exist. However with time those other styles and formations of the said style became lost as its creators and followers either died and vanished.

It is said that only four of those who did such still exist, the Four masters of Musha Sukke Fuu. These teachers are Ichiro Tamazaki(尹福), Kisihmo Kayuga(程廷華), Raiden Matzui(宋長榮), Ike Lennon(劉鳳春).Each one resides in a different country, or so they say. There are very few people who even know of the fighting style and the rumors, and even fewer who practice it.The base style known today is really more of a combination of things from the past of the branch teachers, those of the past present. The thing about Musha Shukke Fuu, is even though they are Monks, they traditionally don't mind mixing styles, especially of the same base such as Musha Sukke Fuu. In fact, that's hows it came to be what it is today, or so it is said.

Really, know one ever seems to know, and nothing more of which is ever really mentioned in the history books to prove otherwise. It is a really secretive style to begin with, and finding it would require ones full study and seeking of, and the actual finding of one of the few masters, should they still even exist.

Description on the Abilities and Inner Workings of the Style:

Stage One: The Art of the Spirit (Chakra) Sphere.

The main art of the Musha Shukke Fuu, is the knowledge of creating the Chakra Sphere. This is the most basics of basic fundamentals with the style. Without the Chakra Sphere, the art could not exist. The Chakra Sphere is a small, hollow sphere of chakra that hovers over one's head. It is however, clearly visible to to others and can be touched, and popped rendering it useless furthermore. The Chakra Sphere consists of one's own chakra, and thus can be reentered into one's body in such a way, with of course proper training, in a way that may be used as an attack within said style. User usually concentrates in meditation in order to learn how to do this incredible feat. The stance is nothing short of a learning method for the Chakra Sphere Creation. User sits Indian style with crossed legs and rests his hands together forming a special handseal. This handseal is created by pushing the users palms together, and crossing the middle and ring fingers, as the pinky fingers and index fingers clasp together. The thumbs cross as well. Eyes close, and user sits straight upward and meditates. This allows easier flow of chakra within ones chakra system. After hard training, the user becomes able to do this very quickly, for ease of use in battle without the meditation.

Stage Two: Reduce, Reuse, Recycle.

Once Chakra Spheres have been properly summoned, the next challenge the user faces is having the Chakra Sphere re-enter the body for technique use. This is quite simple to do, and Requires a great deal less of training then first summoning the chakra spheres did. The user simply had to do said technique, and handseals and think about the sphere striking their body, and it should happen with rather repetitive training. This stage of training is perhaps the quickest and easiest stage of training. This reduces chakra output, reuses the chakra that is output, and recycles and leftover from the technique, because the chakra is still trapped within the body.

Stage Three: Striking by Striking.

Once the user has mastered the summoning of chakra spheres, and then mastered how to channel them throughout the body, The user now must undergo training to learn how to strike a foe while doing so, while channeling the chakra sphere. This isn't easy. User must stand in front of a stray dummy, tightly packed of course, and continue striking it until it explodes in a small 'boom' where the user strikes. It sounds easy and repetitive as well, but it is truly a lot harder then it sounds. Once the explosion had been seen, the user will repeat this until mastered, where every strike will be a minor explosion. At this level, the user will have mastered the art of the Chakra Sphere.

Stage Four: Fighting Style

After being able to create an explosive burst using the chakra spheres after they enter the hand, the user must then practice using it with taijutsu strikes. In order to incorporate this, a fighting style was created, in which the user will learn to blend the chakra sphere with aggressive, seemingly linear movements and explosive power that's most often applied from a short range. A practitioner uses coordinated movements to generate bursts of power intended to overwhelm the opponent, while simultaneously attacking and defending. During this stage the user will learn that the spheres can be imbued with elemental chakra as well.

Stage Five: Techniques

This is the stage in which the user begins and starts training techniques within the fighting style that involve training and special usage of the Chakra Spheres. Specialized techniques that deal in both offense and defense, are the techniques listed below within the style. Mastering all these techniques takes time, but when accomplished, the user will achieve the Master rank within the monk society. This style is different from gentle fist, in many areas. Gentle Fist uses quick, and precise strikes to deal internal damage to the chakra circulatory system by injecting chakra into the body. This style however, uses chakra in the creation of spheres of
chakra with which the user is able to take them into his body, and use them to deal damage along with taijutsu. Gentle Fist's movements are also different, in that they are much more agile and fluid. Users of
Musha Shukke Fuu however, are much more linear and have more explosive power. This proves that Gentle Fist and Musha Shukke Fuu are inherently different, and that the style will be used differently.

Example Techniques:

Musha Shukke Fuu (The Warrior Monk's Way)-Aurelian Blast

Type:Offense
Rank:B
Range:Short
Chakra:20
Damage:40
Description: The user concentrates chakra, and forms a small sphere of chakra which orbits the user. The sphere of chakra then enters the user, as he enters into a combat stance. The chakra sphere is a translucent sphere of pure chakra, which orbits around the user slowly, before entering his body. Upon doing so, the user concentrates his chakra and runs up to the opponent delivering a powerful uppercut. Upon the point of impact, a small explosion would happen that does damage to the opponent, and sends him flying upwards.


Musha Shukke Fuu (The Warrior Monk's Way)-The Dark Seducer

Type:Offense
Rank:A
Range:Short
Chakra:30
Damage:60
Description:The user concentrates his chakra, materializing a small translucent sphere of chakra which proceeds to orbit the user in a slow manner. The sphere of chakra would then enter into the user's body, and the user would run at the opponent before delivering a powerful roundhouse kick, which would cause an explosion on impact. The afflicted area would have extensive bruising and even burns from the nature of the explosion.



Additional effects and Restrictions:
- User gains above average strength and speed when compared to the average strong fist master.
- User must be trained by -L-
- User must have Mastery of Taijutsu

(Musha Shukke Fuu: Reddo Hoku) | Warrior Monk's Way: Red Hawk
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The technique starts off by absorbing the chakra spheres materialized to perform the Warrior Monk's Way's techniques. The user will then channel the explosive power to his dominant arm, compressing the power throughout it, creating a reddish hue to form around said arm (only cosmetic). The user will then deliver a punch to the opponent's stomach and release the compressed power of the spheres all at once upon impact, creating a much larger boom, an effect caused by the sudden release of the spheres all at once. The technique leaves massive burns across the opponent's torso and back in the aftermath of the explosion, with matching damage internally and externally.

-Can only be taught by Detective L
-Can only be used three times per fight
-No S rank Warrior Monks techniques for one turn after using this

(Musha Shukke Fuu: Hadesu no suiryoku) | Warrior Monk's Way: Thrust of Hades
Type: Offensive/Defensive
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: After reabsorbing the materialized chakra spheres required to use the Warrior Monk's Way fighting style, the user will, while in close quarters of an enemy, channel the power of the spheres through his dominant leg. He will then stomp on the ground ahead of himself and release the explosive power into the ground below. This results in the explosive effect of the fighting style to result underground, erupting upwards with enough force to propel and shake the ground underneath the opponent. This knocks the opponent off of their feet due to the force shaking the ground, as well launching sharp and heavy debris upwards and into the opponent's body, damaging them simultaneously. The user can also choose to release the sphere deep underground, and release the sphere upwards, causing the boom effect that the fighting style is known for, and hitting the opponent into the air. However, if the user chooses to use this, only a single sphere can be released deep underground, instead of several that would cause the disruption of the ground in the first usage of the technique. The explosive effect happens almost immediately after the user's foot makes contact with the ground, making it a very fast technique.

-Can only be taught by Detective L
-Can only be used four times per fight

(Musha Shukke Fuu: Aurerianusuburasuto) | The Warrior Monk's Way: Aurelian Blast
Type: Offense
Rank: B rank
Range: Short
Chakra: 15
Damage: 30
Description: This jutsu is considered the basic form, and principle behind the entire custom fighting style. The user enters a low stance, focusing primarily upon offense and precision strikes. Upon materializing chakra sphere(s), the user will then absorb the chakra spheres into his body incorporating them into his taijutsu. Through fast paced, precise, and linear attacks with explosive power, the user will attempt to deliver one or multiple taijutsu blows to the opponent. With each landing strike, the user will cause a small 'boom' or explosion with the strike in order to amplify and enhance the effects of the user's blows. The damage caused is mostly external, although with some internal effects. The most common effects are broken bones, bruses, and possibly minor cuts depending on the nature of the taijutsu blow. While using the style, the user will of course have slightly enhanced speed and strength as is evident by a user of Musha Shukke Fuu. Regardless of how many blows the user lands, the amount of chakra and damage will always equate to that of a B ranked jutsu.

Restrictions:

-Can only be used in conjunction with Musha Shukke Fuu jutsu
-Must be a practicioner of the CFS 'The Warrior Monk's Way'
-Can only be taught by Detective L
(Tsubaki no Ken-Sennin)Dance of the Blade Sage
Type:Nin-kentaijutsu
Background:
Once there was a girl who went by the name of Penny. She was a well-known fighter of her age, being an exception swords master but trouble was she wanted to learn how to be a puppeteer. She tried to make the two of the work but she couldn’t find a common ground between the two, so what she did was come out and asked for help. Now one knew how to achieve such a feature, but then she meets a man who was named for some reason but told Penny he can help her dreams a reality.By merging the two styles and adding a twist to it, he recreated his idea into what Penny now uses called the Dance of the Blade Sage. She became far known around the world for her usage of the style.

Description on the Abilities and Inner Workings of the Style:
Dance of the Blade Sage is a style that revolves around the usage of special designed ninja wire and swords. The style is similar to that of the puppet technique, where the user manipulates the wires to control the swords that they wield. Once activated the user is able to freely manipulate the blades.

The style uses a method similar to how Hidan used is scythe, having the end of the handle attached to a spool on his back. Dance of the Blade Sage uses a similar concept but instead of just one sword, the user is able to manipulate up eight blades at once. These blades when out of reach of the user can be manipulated as well through chakra to levitate the swords. This done through a method similar to the (Soushuuha) - Manipulate Advancing Blades but instead of manipulating the blades, the user does so to the ninja wire,now being able to control them more freely.

The wires are made of special wire which can’t be cut so easily, making usage of the style easier. Once the swords are removed from storage (which is usually on the users back in a special case) the user can also use elemental chakra in the blade. This is done by channeling chakra into the blade’s wires and flowing the chakra into the sword itself. Lastly the swords can also obtain elemental chakra in them. The user will manipulate chakra into the swords and using mental commands, can ignite or infuse chakra into the swords with ease.

The swords are kept on a case on the user’s back, which also contains the spool to retract the wires of the swords. The case is made of metal that can absorb chakra, so that the user can channel chakra into the wires through the case and into the swords, which is done very quickly.

The activation of this style is done passively through sheer chakra flow alone. The user can also perform strong fist or other style in between usage of the style.

Sample of the style being activated
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Entire style can be seen here:
Starting from: 2:13- 3:11

The swords of this style are not long, each being roughly the length of a wakizashi being about 30 centimeters long. This allows for easier transport of the blades and more lighter when used in combat.

Example Techniques:

(Tsubaki no Ken-Senin: Kakusa Retabukiko)Dance of the Blade Sage: Hidden Armory
Type:Supplementary
Rank:C-Rank
Range:Short - mid
Chakra: 30
Damage:N/A
Description:
Once the style has been activated, the user will manipulated chakra into the blades, applying the camouflage technique to each sword, allowing them to blend the swords in with the environment around the blades to allow for sneak attacks with ease.

(Tsubaki no Ken-Senin: Kinkyuu Hinan)Dance of the Blade Sage: Emergency Evacuation
Type:Supplementary
Rank:C-Rank
Range:Short - Mid
Chakra: 30
Damage:N/A
Description:
The user manipulate two of there swords, and using the spool while launch them to a near by solid structure. Once done, the user will channel there earth chakra quickly through out the body to decrease there weight by half, then using the spool will retract themselves. Due to the user being lighter the spool will bring the user along with them and bring them out of harms way. This is done quite fast, allowing the user time to avoid a echnique, simply by getting out of range. The user can also use it to get close to enemies behind of them fast. Once done the use's weight is returned to normal.
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Additional effects and Restrictions:
-Must have mastered basic five elements
-Must have completed kenjutsu and ninjutsu training
-Masters of this style has well rounded chakra control

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

Riker Slade, our loyal member, gave on the 6th of June 2015, a request for a Patent on the Custom Fighting Style Tsubaki no Ken-Sennin | Dance of the Blade Sage. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Tsubaki no Ken-Sennin | Dance of the Blade Sage
Powered by Mādara Uchiha
Copyright 2015, Riker Slade, NarutoBase.net

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(Tsubaku no Ken-Sending: Tsubasa no Sutoraiki)Dance of the Blade Sage: Wing Strike
Type: Offensive
Rank: S
Range: Short-Long
Chakra:40
Damage:80
Description:After calling forth all eight blades stored on their back, the user will launch four of them forwards in a spiraling formation while channeling Wind Chakra throughout each of the blades. The wind chakra will spiral around the blades, forming a solid mass of wind around them, giving the blades an appearance similar to that of a drill made of wind. The four blades will strike the opponent in the midsection, with the blades impaling deeply as the wind "drill" causes the enemy to be blown backwards. As the opponent is thrown through the air, the user will direct the remaining for blades towards them, moving around them and doubling back to impale the opponent in the back, finishing them off.
-Can only be taught by Riker Slade
-Can only be used three times per battle .with a 3 turn cooldown period in between uses.
-After using, the user cannot use any Dance of the Blade Sage jutsu for two turns.

(Tsubaki no Ken-Sending: Gokuaku Resshō)Dance of the Bladed Sage: Villainous Laceration
Type:Offensive
Rank:A
Range:Short-Long
Chakra:30
Damage:60
Description:The user will direct two of his blades towards the opponent in a downwards arc, causing them to fly towards the opponent from above in a diagonal arc. The blades will then swirl around the opponent before lodging into the ground, causing the wires attached to them to coil tightly around the opponent's entire body. Due to being infused with chakra and their natural strength, the wires are extremely hard to break and will restrict movement. The user will then quickly retract the blades in the reverse of the formation it went to coil around the opponent, causing the wiring to shred through the opponent's skin as it retracts, leaving them to bleed out. Due to the intense natures, number and size of the wounds, particularly on the neck, the opponent would have a very short window of time before bleeding out. The user can mentally cause the chakra infused on the wiring and sword to transform into one of three natures to in increase damage and add an effect: Wind to make deeper and cleaner cuts, Fire to cause the cuts to become severely burned, or Lightning to numb the body as the wire cuts through it.
-Must be a practitioner of the Dance of the Bladed Sage
-Can only be taught by Riker Slade
-Can only be used four times per battle
-Cannot be used in consecutive turns

(Tsubaki no Ken-Sending: Burakku Naito )Dance of the Bladed Sage: Shadow Knight String
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will infuse two of their blades with Doton chakra, allowing them to merge the blades into the ground below them. This allows the user to effectively stream the blades through the ground, similar to as though one were using the Attack Prevention Technique. This allows the user to stealthily cause the blades to emerge below the opponent, manipulating them so that the wires encircle around their ankles as the emerge and raise into the air, hanging the opponent upside down by their feet as the blades curve to impale them through their chest. The user will manipulate the wires to swing back towards the ground, slamming the opponent into the terrain or another object in it.
Note: Can only be used 3 times per battle and can't use and Dance of the Bladed Sage jutsu next turn.
Note: Blades only pierce target after wrapping in wire.
Note: No Tsubaki no Ken-Sennin techniques in the same turn

(Tsubaki no Ken-Sending: Goddo Sureddo )Dance of the Bladed Sage: God Execution
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage:60
Description: The user will manipulate all 8 of their blades at one time, charging lightning chakra through the wires and into the blade. This causes the blades to glow a bright blue color, though not enough to hinder sight. The user will then launch all 8 blades, with the tips converging, meeting at their ends as they pierce into the opponent. The powerful lightning infused into the blades allows them to pierce through targets, in respects to Strengths and Weaknesses, to reach their target. Once impaled, the user will direct the lightning induced onto the blades forwards, releasing it into the opponent in a form of a massive internal explosion of lightning.
Note: Can only be used twice per battle with a two turn cooldown
Note: No other Tsubaki no Ken-Sannin techniques within the same or following turn

(Tsubaki no Ken-Senin: Kinkyuu Hinan)Dance of the Blade Sage: Emergency Evacuation
Type: Supplementary
Rank: C-Rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description:
The user manipulate two of their swords, and using the spool while launch them to a near by solid structure or the nearby ground. Once done, the user will channel their earth chakra quickly through the blades and wires, using the sturdy nature of Earth Release to reinforce the strength of the wires and blades. Due to the integrity of the wire being strengthened, the user will be able to pull themselves along the path of the wire, similar to a grappling hook, and bring them out of harms way. This is done at the speed of the average Earth jutsu, allowing the user time to avoid a technique, simply by getting out of range. The user can also use it to get close to enemies behind of them fast.
Note: Can only be used once per turn

 
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~Other~

(Ninjutsu: Erementarukurōn Baku) - Ninja Art: Elemental Shadow Clone Explosion
Type: Supplementary/Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (depends)
Description: A basic technique derived from shadow clone explosion jutsu. The user will simply perform their own clone of this techniques version, this time composed of elemental chakra. First, the chakra composed for the clone allows them to only perform their respective element up to and including S-Rank as well as non-elemental abilities. From there, through the use of a hand seal, the user can decide to have the tangible elemental clone explode accordingly to its rank. Water clones explode into adhesive water that binds the opponent, earth explodes into sticky, flammable mud, lightning "explodes" into a burst of unfocused lightning (same power as nagashi), fire explodes into ash and wind explodes into a dome of slicing winds. The clones are created short-range from the user, can travel up to long-range and their explosion reaches a short-range radius. The explosion itself has the power of an A-Ranked elemental technique.

Note: Can only be used three times
Note: Requires one turn cool down before re-use
Note: Follows same logical rules for regular clones
Note: Clone can only possess one of the basic five affinities
Note: Only one clone can be created per usage

(Guile's Sakuryaku) - Guile's Gambit

Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user begins by enhancing their feet with chakra as they bend down to a low position, spring boarding quickly upwards doing a forward motioned back flip, the chakra on their feet forming a blade of chakra that creates a vertical circle around the user following the arc of the flip, causing slicing and blunt force damage to anyone caught in the attack. This attack is best used on an air bound opponent.

~Notes~
-Must be taught by -Vegeta
-Can only be used 3x per battle

Genjutsu: Supaidā to Sono Pengin Sagari ✦ Illusionary Arts: Falling Spider and their Penguin
Type: Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: (60 to mental stress if unbroken)
Description: After stringing together the Dog -> Tiger -> Bird hand seals, the user points at their opponent as they insert their chakra into their opponent's chakra network, triggering a genjutsu. The genjutsu would start off by making an old wooden house appear around both competitors, ten meters by ten meters in length. The old house would have a senile, dancing penguin with fresh bite marks belonging to that of a spider in one corner of the room, laughing hysterically as his skin begins decaying whilst looking upwards at the cracked and cobwebbed covered roof. On the command of the crazed penguin, by pointing one flipper upwards then slamming it down towards the opponent, hundreds of spiders consisting of black widows, funnel webs, brown recluses, etc. would come down dangling from their webs. Eventually, the webs would wrap the opponent up from head to toe as the spiders sank their venomous fangs into the opponent's silk covered flesh, causing immediate pain. The side effects from the venom, numerous in number, would include things like the opponent's flesh to deteriorate from the enzymes in the venom, immediate flare ups in temperature, and in worst cases could result in death. In reality, the user would become paralyzed from the pain of the genjutsu, breathing very heavily as they break out in sweats. If the opponent wouldn't break the genjutsu in time, within one turn for the toxins to take full effect, they would die in said genjutsu and suffer eighty damage from mental stress, but be broken from the genjutsu.

✦ Can only be used two times per conflict
✦ Can only use B-rank or lower genjutsu next turn
✦ Can only be taught by Penguin.

(Doton Taijutsu - Supēdo no 3) - Earth Style Body Arts - 3 of Spades
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30(-10 per turn used)
Damage Points: 60
Description: By molding doton chakra to their feet, the user releases it below each foot manipulating the ground just below each one, about 4 inches deep in the exact shape of their shoes/boots/whatever they are wearing or their bare feet. As they do so, they use the chakra to stick each foot to this section of ground while also dislodging the piece of earth, manipulating it hardening it's consistency to stone like. When the user lifts their feet, they will have the earth stuck to the bottom and can strike with kicks or walk/run/stand with the earth remaining connected to their feet.

~Notes~
- Can be used 3x per battle
- No A rank or above Taijutsu the same turn
- Must be taught by -Vegeta

Genjutsu: Jankīpengin - Illusionary Arts: The Junkie Penguin
Type: Supplementary
Rank: S
Range: Short-Medium
Chakra: 40
Damage: N/A
Description: The user forms a single hand seal and inserts their chakra into their opponent's brain, disrupting their chakra flow, inflicting upon them a dormant yet powerful genjutsu. When an opposing ninja uses one of the basic five elements, this genjutsu would activate. During the process of channeling that specific elemental chakra, the opponent would begin to feel more energetic than usual, hyper, and upbeat. Their breathing would begin to become faster, their heart pounding from the excitement of using that element. It would mimic a high, satisfying the victim beyond their wildest dreams. Wanting to continue to feel the excitement of the high, the victim would find themselves using element they just used more and more throughout the match to get the rush from the genjutsu, otherwise they would begin to come down from their high, crashing relatively hard. If the victim goes without two turns of using that element, their base speed would be halved, as well as being unable to use S-ranks and above for two turns from the lack of energy and crashing.

Note: Lasts for five turns
Note: Can only be taught by Penguin
Note: Can only be used twice per conflict
Note: No Genjutsu in the turn before
Note: No Genjutsu in the same turn above A-rank

(Genjutsu : Riariti Yokushi) - Illusionary Arts: Reality Check
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will trap the opponent within an illusion where the opponent believe he is no longer a ninja and now works a job paying 7$ an hour while supporting his daughter who's mother is no longer with him and paying college loans.. As the illusion goes on the opponent's physical body will remain motionless until the illusion broken ( or ends) The illusion ends when opponent dies (in the illusion)
Note: Only usable once per battle
Note: Only teachable by Karma




10. (Genjutsu: Dai Enkai) Illusion Art: Great Flame Commandment
Type:Supplementary
Rank:A
Range:Short-Mid
Chakra: 30
Damage:N/A
Description:The user will perform the bird and rat handseals and instill a Genjutsu upon the opponent that causes them to see raging flames emerging from the ground in a ring of fire. The flames are located long-distance from the user and opponent,appearing on the outskirts of the terrain and stretch up 20 meters in height. The complex Genjutsu affects the opponent's sense of touch, hearing and sight. Due to the opponent's brain believing the flames are real, he will hear the roaring crackling of the flames and feel intense heat as though the flames are real. This doesn't impede the opponent in any way and are simply meant to disguise the illusionary flames as real flames. The real usage of the Genjutsu lies in the effect in the opponent's sight. While seeing the flames as though they are real, the opponent will also see the distortion caused by the heat waves the flames give off, as real flames would. As the Genjutsu continues, the distortion will grow worse and worse, increasing and hindering the opponent's vision as the distortion from the heat waves increases causing what the opponent sees to be increasingly blurry as time goes on. Eventually, the opponent's sight will be hindered almost completely, with everything they see becoming completely blurry as though the heatwave distortion were real. The technique lasts a total of five turns if not interrupted. In the first turn used, everything long-ranged from the opponent becomes blurred to the point where they can barely make out shapes of objects and their distance while they are in long-range. The second turn, the distortion spreads to mid-ranged from the opponent with the same effect, and in the third turn, the distortion spreads to short-range of the opponent, blurring what they see completely for the remainder of the technique.

~Can only be taught by Riker Slade~
~Can only be used twice per battle~



11. (Doragon no Gurappuru) - Dragon's Grapple
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: Meant to be a counterattack, this move requires that the user carry a nunchuck, chain, wire, rope or any item that can be wrapped around an opponent's limb. As the opponent delivers a punch or kick, the user will wrap the item around the limb as it travels towards them, intercepting it. The user will then yank back on the item with enough force to cause the opponent to lurch forward towards them off-balance. As the opponent falls forward uncontrollably, the user will drive their elbow into their face, causing significant damage to the momentum of them falling forward along with the strength of the elbow.

~Can only be taught by Riker Slade~


11. (Genjutsu: XO/Hosuto)Illusionary Arts: XO/The Host
Type:Supplementary
Rank:S
Range:Short-Mid
Chakra:40
Damage:N/A
Description:This technique, induced through the Tiger-Hare handseals, causes a trance-like state of euphoria to fill the target's body, similar to the effects of an intense drug high (but this confined to the opponent's senses rather than their state of mind). This intense euphoria enhances, rather than hinders, the target's five senses, but is in no way beneficial. Sensations that the target perceives become multiplied and compounded onto each other. For example, when the target hears a sound, it will appear to be coming from multiple places at once, echoing off of each other and create a cacophonous mess. Vision and touch would similarly be hindered. Images the target perceives become multiplied; what the target sees will become fractured and askew, aligning themselves similar to a kaleidoscope, making it hard to accurately tell the size, position, speed, etc. of what the target sees(cuts tracking by two).Sensations of touch will feel as though they are coming from all over the user's body. Essentially, XO/The Host ruins the target's ability to perceive their environment by causing the mind to believe the potency of their five senses have increased to a point where the sensations they pick up become indecipherable and confusing. This causes extreme disorientation to the target, making movement extremely difficult and leaving them dangerously vulnerable if not countered.

-Can only be used twice per battle with a two-turn cooldown between usages.
-No Genjutsu of any kind in the following turn
-Technique lasts for four turns total (unless countered).



 
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~Village Custom Jutsu~​

(Kirigakure Hijutsu: Mizu Ryuushi Sanran) - Hidden Mist's Secret Technique: Water Particle Dispersion
Rank: A
Type: Defence/Supplementary
Range: Short-Medium
Chakra Cost: 30
Damage Points: -
Description: Once the opponent attacks the user with a water technique, the user will release water and wind chakra through the air. Suddenly, the water jutsu of the opponent disperses and turns into a thick mist correspondent to the amount of water dispersed, giving advantage to the Kiri ninja who are used to fighting in the Mist.
~ -10 damage to user per use
~ No water techniques of S rank and above next turn

(Suiton: Hyouketsu Kiri) - Water Style: Freezing Mist
Rank: A
Type: Defence/Supplementary
Chakra cost: 30
Damage: N/A
Description: A variation of the Hidden Mist jutsu, but instead of releasing normal mist, the user makes extremely cold "freezing" mist. This mist is so cold that the evaporated water of the mist changes into ice crystals. The result of this is that the mist is a lot "heavier" which makes it more difficult to just blow away. It's most effective against people who user IG for example. The cold of the mist makes the joints of the opponent slower functioning, due to his fast breath his longs start to freeze at a rapid rate (he breaths fast the cold air in) but above all the ice crystals start to attach themselves to solid objects more easier than normal water of mist. This makes the opponent loose energy and heat rapidly, which makes his movements yet again a lot slower.
The effect is the same on normal people, for instance the speed of making handseals slows down, same goes for their reflexes. Since the mist is made of the user's chakra, it does not affect him.

(Kirigakure no Kekkai Kinjutsu: Pyrrhus no Shiyouri ) - Forbidden Barrier Technique of Hidden Mist: Victory of Pyrrhus
Rank: Forbidden
Type: Attack/Defence/Supplementary
Range: Short-Long
Chakra Cost: 70
Damage Points: 100
Description: The user will need to place four tags which will have a shape of a square on a determined area. Once the seals are in place, the user will do a row of hand seals and clap his hands together. Suddenly, a huge burst of chakra will come out of the seals and will form a cube covering the area of the seals forming a barrier. Once inside the barrier, the shinobis can't escape and no one from the outside can enter here (unless with time/space techniques). No jutsu can break the barrier while it's active. In some cases, during the history of Kirigakure, some ninjas used the jutsu on themselves and on the opponent to ensure he would be defeated, in an act of sacrifice to save the village. The effectiveness of this jutsu is showed after a period of time, where everything inside of it is consumed by the chakra and dies, leaving nothing behind.
*Barrier needs to caught the user also
*Barrier lasts 5 turns until it destroys everything on it's inside and disappears
*Usable once per battle
*User gets -20 and will also die after usage because he will be caught by his own jutsu in an act of sacrifice


( Kirigakure Hijutsu: Mujogihen ) - Kirgakure's Secret Technique - Artificial Mist Deception
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will focus chakra into his hands, and then slam them into the ground, creating an intricate pattern of glowing blue seals on the ground. The seals possess the ability to leech the user's chakra and then use it to produce a mist thicker than normal ones created by man-made techniques. The mist is continually produced at high rates, meaning blowing it away will not result in the area being cleared of mist, it will just lighten it slightly. The mist since it has the user's chakra, the user will be able to sense where the opponent is.
* Can be used only once per battle
* Leeches user's chakra 10 per turn
* User cannot use Forbidden Rank techniques while it is active of any element.
* Neither user nor opponent can see or sense each other ( via methods other than the creation of this mist ) -
even usages of other Chakra Sensing abilities will be distorted because of the chakra present in the mist itself.

(Suiton: Kyuuketsuki Gesuidou) - Water Release: Vampiric Drain
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: The user will perform two handseals before focusing their chakra into a technique produced mist in order to grant it a unique chakra sapping quality. This technique takes a unique twist on a low-level Kirigakure technique (Water Release Secret Technique: Mist Rain) which drains chakra from the opponent's techniques for the sole purpose of weakening them by a small degree. In contrast, this technique allows the mist to absorb all of the chakra in the opponent's techniques for various purposes. Techniques which seek to locate the user through chakra sensing means (e.g. Rain Tiger at Will or Gaara's sensory sand) will prove to be futile as the substance being used will become devoid of chakra and will no longer be linked to the creator's senses. However, this will not affect ordinary chakra sensing (chakra sensing via the user's own body). Constructs and objects will simply simply dissipate and fall to the floor with nothing retaining their form or structure. The chakra sapping mist will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for non-earthen elements strong to Suiton). Furthermore, this technique will only work on non-solid techniques and certain solid techniques, so Earthen materials strong to water are immune to this jutsu's effects.

Note: Can only be used three times per battle
Note: Can only be used by Kirigakure Shinobi
Note: Chakra draining effects will only work on techniques, not on living creatures.

(Suiton: Fuchi no Watatsumi Hebi) - Water Release: Abyss of the Leviathan
Rank: S
Type: Supplementary/Offensive
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (80 damage if used to attack the opponent)
Description: The user will perform two handseals before focusing their chakra into a technique-produced mist. Through shape manipulation, the user will form portions of the surrounding mist into countless grotesque sea serpent-like creatures which appear to be "swimming" around inside of the mist itself. These hideous creatures are blind by nature, however they're capable of sensing anything (whether or not it possess chakra) in direct contact with the mist. Furthermore, these creatures exhibit certain but limited chakra draining qualities (Similar to Water Release: Grudge Rain Technique), so as long as the opponent remains in contact with the creatures they'll gradually be depleted of chakra (50 chakra per turn). Whenever the user wishes to, he can command the swarm to converge on the opponent from all sides in a furious feeding frenzy with such ferocity that the surrounding mist will begin to boil and churn, before being stained by the crimson blood. Despite the viciousness of the attack, the sea serpents are more than mindful not to harm their creator in the slightest.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.

(Suiton: Shouri no Caelus) - Water Release: Conquest of Caelus
Rank: A
Type: Supplementary/Defensive/Offensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A (60 damage if used offensively)
Description: The user will focus their suiton chakra into the air in order to create a mist which possess a unique chakra-symbiotic quality. The mist itself will first absorb and then embody the properties of whatever it comes into contact with. For example, the mist will absorb fire and in turn, will become scalding to touch or it will absorb a corrosive gas and become capable of corroding matter. The absorption of techniques will begin immediately but the process of embodying the leeched traits will need be to initiated manually through the use of the Serpent handseal and its effects will only activate in the following turn. Not only that, but not all absorbed techniques can have their effects reciprocated but most can e.g. the majority water, earth or wind techniques. This absorption will only work on techniques B-Rank and below (A-Rank and below for Fire and other elements weak to Suiton ; C-Rank and below for elements strong to Suiton). Not all absorbed techniques can have their effects reciprocated e.g. the majority of water, earth or wind techniques. Due to the broad spectrum of the technique, logic will need to be applied to gauge if a technique's effects can be mimicked. Only techniques with unique traits can be embodied by mist (e.g. the stickiness of water, the numbing nature of lightning, the volatility of flammable mud and et cetera). Absorbing and reciprocating a technique's effects does not change this jutsu's elemental strengths and weaknesses. It will remain a Water Release jutsu, simply one with special traits.

Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi
Note: No Water Release above A-Rank in the user's next turn.

(Suiton: Kiseichuu Gesuidou) – Water Release: Symbiotic Cesspool
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will focus their suiton chakra into the ground below to saturate the battlefield with with a large quantity of dense sticky water, similar in composition to the one produced in Water Release: Starch Syrup Capture Field. This user will then cause this adhesive liquid to seep from the ground in multiple places across the terrain as large circular "patches" of fluid, which will attach to anything they come into contact with, quickly binding the target object/person in place. The moment the sticky water attaches to something, it will begin to display symbiotic-like behaviour, attempting to envelop its unfortunate victim completely by slowly crawling up and around it, with this process varying in length depending on the size of the object/organism(s) being targeted. If used on living organism(s), the fluid behaves in a way comparable to quick sand, with the infestation spreading much more rapidly, the more the victim struggles against it. Small objects such as kunai, shuriken, swords and etc will be covered almost immediately, with the added effect of being ingested deep into the ground itself, clearing the battlefield of their presence. Underground travel of people/summons/objects will also be rendered almost impossible as the source of sticky water will ensnare whatever attempts to traverse through it. Alternatively, this jutsu is also extremely proficient against large ground-based summons, as they encompass a vast amount of space and will inevitably make contact with several patches of sticky water, resulting in them being covered at an accelerated rate. Using this jutsu gives the battlefield the appearance of a swamp, with several pond-sized patches of sticky water scattered across the terrain. As a result, this jutsu is often seen as the localized water-based counterpart of Earth Release: Swamp of the Underworld, with the inherent difference of the sticky fluid climbing up the user instead of them sinking into it. Each of these circular patches of fluid are two meters in diameter. This technique also acts as an effective defense against speed-based users, since the sticky patches of fluid can span out from the user's position to act as a "protective minefield". One wrong step can lead to the opponent being captured and ensnared.

Note: Lasts for two turns
Note: Can only be used twice per battle
Note: Can only be used by Kirigakure Shinobi





Mirāju ame : Rain Mirage
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: -
Description: The user manipulates their chakra in the rain, allowing it to infiltrate their opponents body on contact, disturbing their chakra flow and implanting a false series of events, this is essentially an extremely advanced version of the false surrounding technique, allowing the user to control what the opponents senses experience.
Note: Usable once per battle
Note: Lasts 2 turns
Note: Cannot be used to remove the opponents senses, only manipulate them to experience an alternate series of events


Ame Kussetsu no Jutsu (Rain Refraction Technique)
Type: Supplementary
Rank: B
Range: Long range.
Chakra: 20 (+10 per turn)
Damage: N/A
Description: The user will send there chakra into the falling rain via use of the Tiger→Ram→Snake hand seals, redirecting the light in such a way that the opponent's will see the user standing in a different location, by altering the way light is reflected and refracted through the rain drops. As such, the opponent will see the opponent standing elsewhere from their actual location, causing them to aim at the wrong location. This could possible cause the opponent to think they are in a genjutsu or are facing Haze clones as the their jutsu will simply phase through it. The user of this jutsu would also be able to manipulate the direction jutsu may be coming from, by altering the way the light is reflecting through the rain. As such, a jutsu could be sent from the opponent's left but they will see it being sent from a point directly in front of them.
Notes:
- this ninjutsu only effects what the opponents sees, their other senses are left alone,
- lasts four turns or until the user cancels the jutsu,
- can be used three times per match.
- Usable only by Ninja from Amegakure

(Suiton: Mizu Meiden) Water release: Water Maiden
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After performing Water release: Rain Tiger at Will and having it still active, the user will perform the Ram -> Tiger seals and quickly open their arms and clap their hands together causing the rain within short range of the targets left and right, to move quickly towards each other, the speed at which they converge elongating the rain droplets into thousands of tiny sharp blades that pierce the enemy as they move towards each other similar to an Iron maiden.
Notes:
- Can only be used thrice per battle
- Cannot be used in succession
- Can only be used by a member of Amegakure no Sato

 
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Punk Hazard

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Parrot Summoning Contract
Summoning Animal: Parrots

Scroll Owner:



Other Users who have signed contract:



Summoning Boss if existing:

Iris Gloriosa

Other Summoning Animals tied to contract:

Parrot Chicks
Average Parrots
Altorio Parrots

Zé Carioca
Vitória Régia
Saci Pererê
Saci Trique
Saci Saçurá
Lloyd, The Chicken
Nico

Capoeira Lovebirds
Favela Cockatoos
Bico Parrots
Redentor Kakapos


Origin: Parrots are from a secret Rainforest, on top of a remote plateau, called the Altorio Forest.

General Description: Parrots are colourful and majestic birds, with a diverse pallet of colours and a wide range of shapes. They possess strong beaks and claws, and a are beautiful and agile in the air.

Summon General Abilities: The parrots of Altorio are very strong and fast. And average Parrot from Alto Rio is about the same size as a Lion, and is able to carry up to 2 people on their back without loosing any speed. They all can use chakra, though some have acquired unique abilities, such as Elemental Affinity or other Battle related skills. They are very energetic and warm, and speak in a very thick Portuguese accent.

As described in the Monkey Chase Technique, all birds have an innate sense of direction, guiding themselves through the magnetic field of the earth. In the technique, they use that skill and develop it further to use as highly advanced and efficient tracking method. To expand on that, while requiring the actual technique in order to memorize and track electromagnetic signatures across the globe, parrots have a passive ability to sense the signatures around themselves, within a certain limit. This allows them to sense an opponent around the field, or any other source of electromagnetic emission. This however, isn't a perfect or detailed sensing ability such as that of normal Chakra sensing or other sensing abilities. Its much less refined. The higher ranked the parrot, the longer the radius (Varying, roughly, between 50 meters (D ranks) to 1 km (S ranks). Bosses have generally up to 1,5km radius). Exceptions to these will be described in the individual descriptions of each specialized parrot.

Summoning: The person who signs this contract is able to summon parrots from Altorio, and can also be summoned by parrots. In case of an unsuccessfully summoning, or the usage of a very small amount of chakra, the user calls forth a baby chick, without much use in a battle other than being very cute. The canon Summoning Jutsu calls forth common parrots, from average size or smaller, but with no special abilities other then a random small weapon. Using specific amounts of chakra, the user can summon special parrots, with special abilities, all up to the Boss. (Which will be submitted using the official template)


Parrot Summons
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(Oumu Kuchiyose no Jutsu: Zé Carioca ) Parrot Summoning Technique: Zé Carioca
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Zé Carioca is a large green macaw, with a dark umbrella, a brown suit and a coconut hat. He is very polite and joyful, and but very charming with the ladies. He is the son of Parrot boss and thus is holds great political power amongst the parrots of Altorio. He has the ability to enlarge his body and feathers, enabling him to transport up to 2 people on his back, for the cost of 15 chakra. While he is in play, he or his summoner can preform 1 handseal and enlarge any thrown feathers from normal feathers to about 1 meter in height. He has Fire Chakra.
Zé Carioca is Luiz's personal summon. He travelled from Altorio and is able to remain in play without cost for the whole battle. He is of the same rank as Luiz and has the same chakra reservations.
*Lasts 4 turns for any summoner apart from Luiz, and can only be used once per battle*
*Created by Luiz*

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(Oumu Kuchiyose no Jutsu: Tsukai no Saci) Parrot Summoning Technique: Messegers of Saci
Rank: B
Range: Short-Mid
Chakra Cost: 20 (15 for Saci Pererê only)
Damage Points: N/A
Description: The messengers of Saci consist on 3 small parrots, Saci Pererê, Saci Trique e Saci Saçurá. The Saci are the fastest parrots one can summon and are the tricksters of Altorio. The first is a male black parakeet with one leg and a red hootie. The second is a male brown parakeet with a bright pipe. The third is a female grey parakeet with red eyes. They're usually summon in the midst of a dust devil, and speak loud and excitingly fast. Twice per battle, they can fly at such speed that they can prevent even a Sannin from performing handseals at Short Range (If the technique has more than one seal, or a Kage/Sage at if the technique has more than 3 seals, with a burst of speed, striking them with their beaks on specific parts of the body, inducing a small paralysis on the arms and legs, or simply steal whichever weapons or scrolls the opponent has. Saci Pererê has Lightning Chakra and can join his wings like comical hands when he needs handseals.
*Can only be summoned all once per battle, and last 4 turns*
*One can summon only Saci-Pererê, which is the strongest of all twice per battle, or again after summoning all of them (and vice-versa), he lasts 4 turns*
*Created by Luiz*

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(Oumu Kuchiyose no Jutsu: Vitória Régia ) Parrot Summoning Technique: Vitória Régia
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Vitória Régia is a large blue macaw with incredible beauty. She is a very bright and fun macaw, who loves to Samba and party. She wears a beautiful Victoria Amazonica, a large white water lily, from where she gets the name, on her head. She has Water affinity, and is able to swim fastly, underwater. She holds the Naiá, the Moon Dagger on her belly, which is a bright silver katana with the power to suck absorb water on it's blade. A cut from it will drain large amounts of water, constant contact will result on the mummification of the enemy. The weapon can absorb up to 1 S rank water jutsus, 2 A ranks, 3 B ranks and all C and D ranked jutsus per battle.
She is Lili-chwan's personal summon, and has travelled from Altorio, thus she is able to stay with Lili all the battle without cost.

*Without Vitória, there's no Naiá*
*Any summoner apart from Lili-Chwan can only summon her once per battle, for 4 turns*
*After the sword absorbs the water, the user can shoot it out again, but only after the battle ends
*Created by Luiz*

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(Oumu Kuchiyose no Jutsu: Lloyd no Chickin ) Parrot Summoning Technique: Lloyd, the Chicken
Rank: D
Range: Short-Long
Chakra Cost: 10
Damage Points: N/A
Description: Lloyd is a very dum looking parrot that can't fly, because it believes it is in fact a chicken, and thus dresses like one. It dwells among the Altorio parrots, without any apparent purpose, suspiciously looking at everyone, as some say, yet the "chicken" retains the same moronic, intelligent voided looking eyes. No one knows how it got in. It is actually considered to be a failed Parrot Summoning, and once it is summoned, it can appear anywhere on the field. It normally does nothing but standing there looking idiotic. The chicken as some secret agenda, possibly to rule the world.*Created by Luiz*

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(Oumu Kuchiyose no Jutsu: Kuchibashi no Oumu ) Parrot Summoning Technique: Bico Parrots
Rank: D-S
Range: N/A
Chakra Cost: 10-40
Damage Points: N/A
Description: The Parrot Contract allows the user to summon a variety of different parrots. The Bico Parrots are actually not a species within a Clan, but rather a clan-transversal mutation that some parrots developed. This means that the parrots summoned by this technique can have any size or appearance, but will all have the same skills. Parrots are known for their extraordinarily engineered beak, both in beauty and mechanical strength. The Bico Parrots thus focused their ninjutsu skills on their beaks, allowing them to manipulate them at will. They are able to quickly shoot, at arrow speed, and renew their entire beak, as well as remotely control their flight path and their opening width, through chakra. The beaks can be shot and renewed once per turn ( the new beak appearing right away, but can't be manipulated until the next turn ), and can be manipulated throughout that turn. The strength of a parrot beak, and thus, the strength of the attack, is entirely dependent on size, rather than shape ( as most parrot's beaks are identical ). As such, upon summoning, the user will infuse the adequate amount of chakra to summon bigger or smaller parrots. The average size of an Altorio Parrot, as described in the contract ( Lion - 2 people riding ), is equivalent to the cannon technique ( B rank ). With the D rank starting at roughly 1/9 the standard size, it increases by 3 every rank, up to roughly the size of 9 times the standard, which around half a boss summoning (with rivaling wing-span). Bico Parrots were considered for the Macaw Royal Guard, but were then crossed off because they were more of a pacifist group and prefered to sing, even if lousily. They can use their beaks, claws and swords for Kenjutsu.
When a Bico Parrot is in place, the opponent is able to, through 1 handseal, create a beak on his/her body, and shoot it at arrow speeds, equivalent to a B ranked technique. This requires the user to spend 20 chakra and counts as a move.

*Can only summon 1 Bico Parrot per technique*
*D to A-Rank summons can stay in battle for 4 turns*
*S Rank version can only be summoned once per battle*
*S Rank version can only stay for 3 turns*
*Technique can only be used 3 times per battle, once every 3 turns*


6.​
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(Oumu Kuchiyose no Jutsu: Jibo no Oumu ) Parrot Summoning Technique: Redentor Kakapos
Rank: D-S
Range: N/A
Chakra Cost: 10-40
Damage Points: N/A
Description: The Parrot Contract allows the user to summon a variety of different parrots. The Redentor Kakapos are part of the Kakapo Clan, heavy and flightless parrots with finely blotched plumaged, a facial disk and short legs, but have a very unique skill. Redentor Kakapo developed a very strong Earth Affinity, which they allied with their dense and heavy body, to create a powerful shield, making them defensive summons, rather than offensive, in an inherited skill similar to Earth Style: Added Weight series or Earth Style: Earth Spear. In essence, their body can be considered am actively regenerating Earth Spear, in terms of what level of ninjutsu it can withstand, including elemental nature. In essence, imagining the B rank Earth Spear, it can overpower neutral elements up to C rank and B water, but only D ranked lightning. Techniques that would equal the Earth Spear would be neutralized at the cost of the technique, meaning the parrot would withstand the attack but be forced to vanish. Techniques that would overpower the Earth Spear will kill the parrot and carry on. The strength of a parrot, and thus, the strength of the defense, is entirely dependent on size. As such, upon summoning, the user will infuse the adequate amount of chakra to summon bigger or smaller kakapos. The average size of an Altorio Parrot, as described in the contract ( Lion - 2 people riding ), is equivalent to the cannon technique ( B rank ), and is half the average size of a standard Kakapo Parrot, which are larger. With the D rank starting at roughly 1/9 the standard Kakapo size, it increases by 3 every rank, up to roughly the size of 9 times the kakapo standard, which around a boss summoning. Due to their strength, Egg Droping and Feather Techniques are given a +10 boost in damage, which is shared by the summoner while they're in battle.
Redentor Kakapos are very warm and loving parrots, and are very cheerful and happy. They can't move very well, but love to dance either way.

*Can only summon 1 Redentor Kakapo per technique*
*They stay in battle for 4 turns*
*S Rank version can only be summoned once per battle*
*S Rank version can only stay for 2 turns*
*Can only use Earth Techniques up to the previous rank*
*Can only be used twice per battle, once every 3 turns*


7​
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( Oumou Kuchiyose no Jutsu: Nico) Parrot Summoning Jutsus: Nico
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: N/A
Description: The user is able to summon Nico, one of the only two masters of the Samurai Arts among the Parrots of Altorio. Nico is an average sized parakeet with green feathers and white chest. He's relatively faster and more agile than his fellow master, and carries one samurai katana and bears a straw hat typical among samurais.
Nico possesses the ability to manifest it's chakra into a solid state, using it to enhance it's chakra weapons. The technique is similar to Samurai Sabre Technique (which can be used in ranged form for up to mid-range) and allows Nico to mimic Samurai jutsus, using this power instead of the SS Technique. Nico's chakra has a colder feel to it, chilling the bones of his enemies, purely psychological.
Both Nico and Rafael do not call themselves Samurai Masters, for they are the self proclaimed Karaoke masters. Though everyone in Altorio begs to differ, they just don't tell them in their faces.
*each can only be summoned once, for a maximum of 5 turns, after vanishing, they can't be summoned again. Summoning both will count as two jutsus*
[size=-3] [/size]

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( Oumu Kuchyiose no Jutsu: Chonmage no Oumu ) Parrot Summoning Technique: Favela Cockatoos
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: The Parrot Contract allows the user to summon a variety of different parrots. The Favela Cockatoos are part of the Cockatoo Clan, parrots with an ostentatious head crest, but have a very unique skill. They are uncoformist and against the current regime of the Macaws within the Altorio rainforest, so, rejecting their ninjutsu background, the Favela Cockatoos embraced the Samurai methods and culture. Similarily to Gamachu from the Toad Contract, the Favela Cockatoos are capable of using Samurai and Kenjutsu techniques isntead of Ninjutsu and the Parrot Arts. They can be summoned, for they are part of the contract, but they can't summon other parrots or humans.
Their techniques suffer no damage increase, but they acquire a certain orange glow, like a tropical brazilian sun, with a certain warmth. The Favela Parrots are within the Altorio Parrot size norm, as stated withing the contract, their largest being only slightly larger than the average ( Tiger sized, up to 3 people ). Favela Cockatoos usually come into battle with one or two samurai armor pieces, and samurai swords has weapons.
While constantly headbutting with the Macaw Royal Guard, the Capoeira Lovebirds, they are great drinkers, and enjoy partying as much as any other parrot.

*Can only summon 1 Favela Cockatoo per technique*
*They stay in battle for 5 turns*
*Can only be summoned once per battle*
[size=-3] [/size]

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(Oumu Kuchiyose no Jutsu: Nijiiro ) Parrot Summoning Technique: Iris Gloriosa
Rank: S
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Iris Gloriosa is a beautiful rainbow colored macaw with Fire, the queen of Altorio. She is half the size of a normal Summon Boss, although having a rivaling sized wingspan. Twice per battle, she is able to run her fire chakra through her feathers, creating a burning light of multicolors, flashing her opponents and stealing their sight, not through chakra but through the light alone (Not a genjutsu). Her fire jutsus display a strong rainbow glow, burning brighter than normal fire, although at a much weaker effect than her blinding flash, without any added strength. She speaks with a very soft and joyful brazilian accent, like a royal lady, yet very playful and youthful.
*Can only be summoned once*
*Lasts 4 turns*
[size=-3] [/size]

10.​
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( Oumu Kuchyiose no Jutsu: Shin'ei no Oumu ) Parrot Summoning Technique: Capoeira Lovebirds
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: The Parrot Contract allows the user to summon a variety of different parrots. The Capoeira Lovebirds are part of the Lovebird Clan, parrots with sharp and long fingers, small bodies and a plumage with a multitude of bright colors, but have a very unique skill. The Lovebirds are known as some of the smallest birds in the contract, as Capoeira Lovebirds are no different, their sizes being 1/4th of average Altorio Parrot Size Standard, as described in the contract. But through their inherited skill, they are able to engorge their body and feathers and reach sizes of up to 2 and 3 times bigger than Standard. This change is nearly instant, and can be called upon without any handseal or chakra cost once per turn, to either engorge or revert to the normal size. Parrot Techniques used by the Capoeira Lovebirds pertain to their current size. With one handseal, they are able to retain their size and merely increase or decrease the size of their parrot techniques. When they're in battle, the human summoner is able to do the same with his/her own parrot techniques, but, in this case, it counts as a turn. The size differences are described in the techniques, this does not give an extra damage boost. The Capoeira Lovebirds compose the Macaw Royal Guard, and work directly with the Altorio Royalty to keep the order. They are usually summoned with medieval armor and weaponry.
Capoeira Lovebirds enjoy dancing and playing percussion instruments.

*Can only summon 1 Capoeira Lovebird per technique*
*They stay in battle for 5 turns*

Parrot Arts
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(Oumu no Jutsu: Rio no Shanikusai) Parrot Style: Rio’s Carnival
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: 30
Description: Multiple parrots from a multitude of colours, shapes and sizes burst out of the users’s body, hitting a opponents with a barrage of beak slams and claw scratches, and provide a great distraction for the user to flee or attack, amidst the flying birds. The technique works similarly to the Murder of Crows Confusion. The amount of birds that appear depend on the chakra the user puts into the technique, when no longer needed, the parrots disperse. In parties, the user can make the parrots dance Samba.
*Created by Luiz*

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(Oumu Jutsu: Hare Bakudan) Parrot Style: Explosive Feathers
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: 30
Description: After throwing the feathers, the user can make them explode with one handseal, which can be done with one hand only, the size of the explosion being proportional to the size of the feathers. A normal sized feathers, such as those thrown by normal sized parrots or human summoners are of the same power as a paper bomb.
*Created by Luiz*

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(Oumu no Jutsu: Hane Shuriken) Parrot Style: Throwing Feathers
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: 30
Description: This techniques stands as the parrots ability to shoot their wing's feathers towards their opponents, as sharp thrown projectiles. Depending on the size, chakra reservations and overall characteristic of the feathers, this technique can have lesser or greater damage. A Parrot summoner can create feathers on their hands and then throw them, as if they are kunais, for they acquire steel-like properties during the duration of the throw, or charge them with chakra for greater effects. The smaller parrots have feathers that pack the same damage as shaving razors. Normal parrots and human summoners have feathers from the size of small daggers, and pack the same damage. The larger feathers would have a size and damage ability equivalent to Zabuza's sword.
*Created by Luiz*

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(Oumu Jutsu: Tamago Matsuri I) Parrot Style: Egg Festival I
Rank: E-C
Range: Short
Chakra Cost: 5-15
Damage Points: 10-30
Description: This techniques stands as the parrots ability to lay normal eggs and let them hit their opponents. Depending on the size, chakra reservations and overall characteristics of the user, this technique can have lesser or greater damage. A Parrot summoner can create eggs on their hands and then throw them, as if they are projectiles. The smaller parrots will lay 10-15 smaller eggs, about the size of quail eggs. Normal parrots and human summoners have 5-8 eggs of chicken egg size. The larger parrots, laying up to 3 of the biggest eggs, from parrots about the size of Gamabunta, which would be about the size of a human.
*The biggest technique is a C ranked egg that has a damage of 30 points. The others are significantly smaller, a normal egg being D rank. The larger eggs cost the same as a D rank technique but cause a little bit more damage, something like 25. The smaller eggs are E ranked.
*Created by Luiz*

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(Oumu Jutsu: Tamago Matsuri II) Parrot Style: Egg Festival II
Rank: D-B
Range: Short
Chakra Cost: 10-20
Damage Points: 20-40
Description: This techniques stands as the parrots ability to lay especial eggs and let them hit their opponents, these especial eggs extremely thick and heavy like dumbbells. Depending on the size, chakra reservations and overall characteristics of the user, this technique can have lesser or greater damage. A Parrot summoner can create eggs on their hands and then throw them, as if they are projectiles. The smaller parrots will lay 7-10 eggs of about 5kg. Normal parrots and human summoners have 3-6 eggs of about 15 kg. The larger parrots, laying up to 2 of the biggest eggs, from parrots about the size of Gamabunta, would weight about about 300 kg .
*The biggest technique is a B ranked egg that has a damage of 40 points. The others are significantly smaller, a normal egg being C rank. The larger eggs cost the same as a C rank technique but cause a little bit more damage, something like 35. The smaller eggs are D ranked.
*Created by Luiz*

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(Oumu Jutsu: Tamago Matsuri III) Parrot Style: Egg Festival III
Rank: C-A
Range: Short
Chakra Cost: 15-30
Damage Points: 30-60
Description: This techniques stands as the parrots ability to lay special eggs and let them hit their opponents, these special eggs have explosive upon contact or when the user decides to detonate them. Depending on the size, chakra reservations and overall characteristics of the user, this technique can have lesser or greater damage. A Parrot summoner can create eggs on their hands and then throw them, as if they are projectiles. The smaller parrots will lay 5-8 eggs which have the explosion abilities of a paper bomb. Normal parrots and human summoners have 2-5 eggs of about 5-7 paper bombs power. The larger parrots (laying only 1) would follow the same line, the biggest eggs, from parrots about the size of Gamabunta would explode with the equivalent power of Deidara's C3 bomb.
*The biggest technique is an A ranked egg that has a damage of 60 points. The others are significantly smaller, a normal egg being B rank. The larger eggs cost the same as a B rank technique but cause a little bit more damage, something like 50. The smaller eggs are C ranked.
*Created by Luiz*

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( Oumu no Jutsu: Shorei ) Parrot Style: Message
Type: Supplementary
Rank: D
Range: Short (on summoning the feather)/Long (on transmission)
Chakra Cost: 10
Damage Points: N/A
Description: Similar to a summoning technique, this allows the user to summon and vanish a feather from any parrot in Altorio. The feather will be attached to it's owner by chakra, allowing the user to charge chakra through the feather that will be felt by the owner, and the other way around as long as the feather is in the user's possession. Through a common understanding, the different intensities of the chakra information or frequency of information allows messages to be sent through any distance.
*With this I claim rights to the idea behind this technique, reserving to myself the permission for other Bird Summoning Contracts to create their version of Message. Rights for hair (Mammal Contracts) and Scales (Reptile and Piscis Contracts). If other users find a different part to use, I claim no rights as I can't think of them by myself*
*It transfers just a signal, a small fluctuation. 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.*
*Created by Luiz

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( Oumu no Jutsu: Saru Inasu) Parrot Arts: Monkey Chase
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This jutsu relies on bird's innate magnetic compass that allows them to migrate over extensive distances across the globe. Allying chakra to it, a parrot using this technique would be able to pinpoint any chakra signature he had contact with, regardless of distance. This technique serves not as the detection itself for that is innate, but as the locking of a target's signature in the parrot's brain. It requires the summon to be short-range from the target or short range from a place where the target stood for a relatively long period of time (Unless the target is using or used a camouflage jutsu during that time). After the target is successfully locked, the bird can sense it anywhere in the world, with very little interference (Only Muu's camouflage technique would hide himself from this, higher than 15 meters, other means would have to interfere with the ability itself).
*Can only be used by parrots*
*Can only lock on two targets at a time*
[size=-3] [/size]

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(Oumu no Jutsu: Fezāchenjingu gijutsu ) - Parrot Arts: Feather Changing Technique
Type: Supplementary
Rank: B
Range: Self
Chakra: 20 (+5 chakra per turn, if the parrot is displaying continuously changing colors)
Damage: N/A
Description: A simple parrot arts technique created for parrots. A Parrot will spread its wing and channel chakra through one/all feathers, depending on usages. The chakra would allow them to change the color of the feathers and by doing so, the parrot would be able to create a "picture" through their feathers. It can act as a way to communicate through parrot and humans, and/or act as a makeshift TV by continuously changing the color of the feathers to create moving pictures. Furthermore, by spreading their wings out, the parrot can manipulate the colors of the feathers to mimic the background, acting as a camouflage. Should a parrot move while using this camouflaging effect, a ripple like pattern would be seen by the opponent.
*Must have signed the Parrots Contract*
*"Streaming" or "moving" pictures lasts a maximum of three turns.
*Taught by Edward.
[size=-3] [/size]
⧫ ⧫ ⧫

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~Gyojin Karate~

(Gyojin Karate: Kaimen Wari) - Fishman Karate: Sea Surface Splitter
Rank: C
Type: Attack
Range: Short - Mid
Chakra Cost: 20
Damage Points: 30
Description: While focusing water chakra around the desired hand and performing a karate chop, the user can split a water source out in front of him in order to send a shock wave to attack the enemy. The sheer pressure of the shock wave travelling through the water will cause unstable tides as if it was a water "world shaking", causing the opponent to loose balance.

(Gyojin Karate: Jodan Bakusho) - Fishman Karate: Exploding Palm
Rank: B
Type: Attack
Range: Short-Mid
Chakra Cost: 25
Damage Points: 50
Description: The user will thrust one palm forward, aiming at a desired body part belonging to the enemy, causing him to be blown back by using the water molecules in the air to release a shock wave. Due to the water molecules being very little in size, only doujutsu is capable of actually seeing the shock wave being created. A regular ninja will think its a simple palm thrust. Once the shock wave connects, it will be difficult for the enemy to breathe normally for one turn, due to the impact. This palm trust is powerful enough propel large summon up to long range.

(Gyojin Karate: Kaisoku Harakudashigeri) - Fishman Karate: Stomach Drop Kick
Rank: B
Type: Attack
Range: Short - Long
Chakra Cost: 25
Damage Points: 40
Description: This technique requires precise water molecule manipulation. The user will dart forward creating a small shock wave with the water molecules around the feet to increase his speed. Using that incredible momentum, the user will deliver a savage side kick, slightly inclined downward. On impact, a shock wave will be created from the water molecules that were already manifested around the user's feet, sending the opponent crashing into the ground
.
 

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Not a custom, but I'm posting this here for future reference since it's not on the water list
(Suiton: Suishū Gorugon) Water Release: Powerful Blasting Rain Trench
Type: Offensive/Defensive
Rank: S Rank
Range: Short-Long
Chakra: 40 (-10 to sustain)
Damage: 80
Description:
After performing the Dragon → Tiger handseals, this technique will summon a large amount of water near the user that will then be used to strike at the opponent in several versatile ways. Shizuku has been known to transform it into a dragon with a gaping mouth to attack though the user can shape it in any way he needs for his intended purpose. The water used will be stationary till it is sent offensively toward the opponent and as long as the user fuels it and the technique isn't fully negated, the Tiger handseal can be sustained and the water manipulated and used. The technique can also be used from nearby water sources, including low rank water techniques, for the same effect. Due to the immense control needed, the technique is considered a highly advanced use of water release, requiring the user to possess a primary water specialty to use.
Note: Can only be used by bios with a primary water specialty
 

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Kuchiyose: Ligers ♆ Summoning: Ligers

Summoning Contract
Summoning Animal: Ligers
Scroll Owner: Madara Uchiha
Other Users who have signed contract: Jinbei, Mathias, -Broly-
Summoning Boss if existing: Sinbad
Other Summoning Animals tied to contract: Achilles, Heracles, Odysseus, Theseus, Icarus, Jason, Atalanta



Theseus

Kuchiyose: Theseus| Summoning: Theseus
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: The user wipes his hands over his summoning tattoo, or makes several handseals and summons, Theseus. Theseus, when on all fours, is the size of a grown man standing and when Theseus is standing on his hind legs, he is close to a meter talling than a bear on it's hind legs and proportionately sized also. Dressed in traditional Ancient Greek armor with the skull of the slew Minotaur from his deadly show-down on his skull as a type of helmet, with the horns extending from each side, pointing forward at a downwards angle, as if aimed at a foe's chest. He wields an extremely sturdy gold pair of nunchakus and two axes shaped in the style of an upside-down Greek Omega (Ω) upon his back as well, though he isn't able to use kenjutsu with either. Theseus, having Wind Affinity, is capable of using any wind jutsu up to S-rank that the summoner is capable of using, releasing them through either the axes or alternatively from the horns of his mask. Theseus is very reserved, speaking only when the solution calls for it and being reknown as a fierce warrior amongst the Liger race. The user is also capable of using basic Taijutsu the user knows up to B rank, excluding any that grants a power bonus, and/or speed bonus.



*If Theseus uses any wind jutsu, the jutsu used count towards the user's three jutsu per turn.
*Minotaur skull around his head somewhat limits his vision and makes it difficult to turn his more than 90 degrees*
*Can only be summoned once a battle.*
*Last three turns.*

Achilles

Kuchiyose: Achilles| Summoning: Achilles
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Attack Points: N/A
Description: The user uses his summoning tattoos to summon the greatest fighter of Ligers, Achilles. Able to communicate via telekinetic communication like all Ligers and named after the Myrmidon warrior from Greek Mythology, Achilles is able to hold his on against enemies of strengths of the 2nd gate and lower. Achilles is the taijutsu expert of the Ligers. Achilles stands at the height of a bear that is on all fours. One attribute to Achilles is that he wears armor fashioned after that of the Ancient Greeks, and the armor is capable of taking direct hits of up to C-rank before starting to break and Achilles himself can take a taijutsu hit of B-rank with little injury but if he is hit with a direct hit from jutsus any higher than B-rank will cause him to "poof" away. Achilles can stand on his hind legs in the same fashion as a human and can use any taijutsu techniques the user can use (excluding those of Forbidden rank, EIG-related [or any that increase the user's speed on a scale of the EIG], or any that add a element chakra into the attack). On his hind legs, his height is around 7-8 feet tall. Due to the him being a Liger, the power behind any of Achilles' taijutsu attacks is +10. Achilles is also able to be summoned as the armor for the user to wear and if on the user, the armor becomes reinforced by the power of the user resonating throughout it and can within stand attacks of up to B rank and/or the strength of the 1st Gate and lower. The armor comes with arm guards and shin guards, in other words complete Greek battle attire to wear.

*Can only fight using taijutsu.*
*Taijutsu used by Achilles counts towards one of the user's three jutsus*
*Armor last four turns if user wears it or if it becomes destroyed by jutsus of A rank and above*
*Last on field for at the most four turns*
*Can only be summoned Twice*

Heracles

Kuchiyose: Hercules|Summoning: Heracles
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Attack Points: N/A
Description: The user touches his tattoo summoning symbols on his wrists and summons Heracles. Heracles is unlike most ligers in the sense that he stands upon his hind legs and is actually bipedal. Heracles has a scar across his left eye that runs down to his chin, though it doesn't effect his eyesight. He wields a Katana that is unbreakable and can break through earth defenses of up to B-rank with the exclusion of jutsus that a sword obviously can't break through (i.e. shields of diamond and likewise materials). He also stands at the height of a full-grown man, though that is not to say is restrained to human strengths. He is extremely strong and has attack power rivaling that of Lee without the Gates open. He is also capable of walking on all fours as well, with greatly increases his speed (to speeds of the 2nd Gate). Heracles also has the ability to use Earth jutsus up to B-rank that the summoner knows but only when he is standing bipedally. He can also use any Kenjutsu that the user knows.


*Can only be summoned once per battle, lasts for four turns*
*Can only use at the most 3 Earth jutsus and each time he uses one, it counts as a jutsu of the user*
*Can only fight with Earth jutsus and sword*
*Any sword use by Heracles (excluding those in jutsu form) do not count towards a jutsu of the user*
*Kenjutsu techniques in jutsu format count as a jutsu of the user*

Jason

( Kuchiyose: Jason ) ♆ Summoning: Jason
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Attack points: N/A
Description: The user wipes his hands over his summoning tattoo, or makes several handseals and summons, Jason. Jason, when on all fours, is the size of a grown man standing and when Jason stands bipedally, is close to 2 meters taller (standing at a full 3 meters) and proportionately sized also. Jason stands out amongst the Ligers for a few reasons, the most notable being the appearance of his coat of fur, shining a bright gold color, taking on a trait of Lions, from which Ligers are derived. This fur, shining a bright gold, reflects light from it, often making it appear as if Jason has disappeared from the field, making tracking him quite difficult, giving him the a rather useful ability in espionage. Jason is also a noted hand to hand combatant, though not on the same level as Achilles, known for his superior strength. However, Jason is much quicker, moving at speeds similar to Heracles, slightly faster than most Ligers and can use basic taijutsu the user knows up to B rank, though no elemental variations. A common ability of Ligers is their ability to transform into useful items for the summoner, such as Achilles transforming into a set of armor and Icarus transforming into a set of taijutsu enhancing claws. Similar to this line of work, Jason is able to be summoned in the form of a golden cloak of fur, granting the wearer with an ability similar to his own but enhanced; Jason is only able to conceal his appearance, his source of chakra remaining on the field. However, in his cloaked form, this ability increases as he isn't constantly molding chakra while using it, creating the effect of complete concealment but this is still limited. This works by the cloak reflecting light around the user to make it appear as if there isn't any chakra concealed beneath it. However, should the user make any actions that utilize chakra, this concealment is exposed, the user's source of chakra viewable from beneath the cloak. Still, the concealement is less effective, the faster the user is moving (or the liger). The faster you move, the more disturbances flow through the surface of the cloak (or the ligers fur), rippling the light and creating a sort of mirage effect as one moves, becoming clearly visible to other ninjas. Doujutsu users can fully see the liger though they'll have trouble spotting the user if he is cloaked. Sensors are immune to this and can sense the users chakra or the liger's regardless, unless a chakra suppression technique is used.
Note: Can only be summoned once
Note: Lasts 4 Turns
Note: Taijutsu usage count towards the user's three jutsu per turn, as well as using the concealment abilities.

Odysseus

Kuchiyose: Odysseus|Summoning: Odysseus
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Attack Points: 80 (for Special Genjutsu)
Description: The smartest of all Ligers, Odysseus stands at the height of a bear standing on his his hind legs and is often called the Liger of the Mist, due to one of his 3 abilities that he can use: Odysseus is able to spit out a thick mist ( twice per battle ) that covers a short-long range, that the user can use to create mist -related jutsus with, that the user nor the opponent can see through. However, this works in well with Odysseus second ability: Odysseus can sense the whereabouts of anything within the mist due to it being his chakra within the air. He then uses his telekinetic communication with his summoner to divulge the location of the opponent. Odysseus can also use any Water jutsu that the user knows up to A-rank, which count obviously to the user's jutsu counts per turn.


*Can only be summoned once, lasts for four turns*
*Can only use three water jutsus during the entire fight*
*Odysseus can only Water Jutsus and use of one counts as a jutsu of the user*

Atalanta

( Kuchiyose: Atalanta ) ♆ Summoning: Atalanta
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Attack points: N/A
Description: One of the few female Ligers present, the user forms the summoning handseals or wipes blood across a summoning tattoo and summons Atalanta, the greatest archer of the Liger species. Slimmer than other Ligers, Atalanta is much faster than most of them, being twice as fast as Heracles and slightly faster than Sinbad. Having being abandoned as a cub and left to die on a mountaintop, Atalanta survived the harsh conditions due to training she received from several hunter Ligers that were nearby. This rough environment caused her to become harsh in her actions and words, and a fierce warrior, her skill with taijutsu being notably proficient. However, it is her mastery of the bow that lead her to become renown. Trained by Hunter Ligers, Atalanta is able to make use of her bow and arrows for long ranged combat, using her strength to allow the arrows to fly slightly faster then kunais and shuriken manually thrown. She is able to use any arrow based jutsus of the user up to S rank as well as Taijutsu up to A rank. What is notable about Atalanta's archery mastery is through the usage of 2 key abilities unique to her archery skills: The first, named The Calydonian Hunt, requires her to release a small, slightly curved arrow, though this curve doesn't prevent it from aerodynamically traveling. Imbibed with chakra, this arrow is capable of remarkable travel through the body, causing more damage to the opponent as an arrow is capable of piercing, for example, his leg and traveling and cutting the inside of the limbs as it exits (must always exist that side of the body, a single arrow cannot enter an arm and exist the opposing leg) before detonating in a short ranged explosion, releasing this powerful tusk shaped arrow in the form of shrapnel, causing severe damage to the opponent capable of causing them to bleed out. These arrows can also be detonated prematurely. A common ability of Ligers is their ability to transform into useful items for the summoner, such as Achilles transforming into a set of armor and Icarus transforming into a set of taijutsu enhancing claws. Similar to this, the second ability allows Atalanta to transform into a dark gold bow with several of these tusk shaped arrows (5 of these, each B ranked). This bow is almost indestructible and can be wielded as a makeshift sword, capable of being used for freeform kenjutsu. After these arrows have been utilized, Atalanta's bow disperses as does she.
Note: Can only be summoned once
Note: Lasts four turns
Note: Arrows produced when Atalanta is in bow form are able to perform the Calydonian Hunt's ability but if Atalanta is used in bow form and these arrows are launched, Atalanta can not be summoned in Liger form and vice versa.
Note: Calydonian Hunt's ability counts as a move per turn of the user's. Freeform archery does not count as a move but arrow based jutsus in jutsu form does.
 
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Don't feel like editing or making a new post, struggle CJ thread returns

12. (Genjutsu: Setsudan Fun'iki) Illusion Arts: Severing Atmosphere
Type:Supplementary
Rank: A
Range: Short-Mid (appears to cover the entire terrain)
Chakra: 30
Damage: N/A
Description:The user will cast an illusion on the opponent through using the Rat handseal. The opponent will experience a steady breeze flowing through the terrain. The illusion affects their senses of touch, sight and hearing, causing them to hear the wind, feel the wind on their body and causes anything they see to appear as though it's being affected by the wind as they would in real life, such as clothes, trees, leaves, hair, etc. swaying. However, the real use of the Genjutsu lies in the sense of touch. The Genjutsu causes, whenever the opponent moves, the wind to take on a very sharp quality, causing deep cuts in whatever part of the body the opponent moves. Should the opponent make handseals, their hands would be cut. Should they move their entire body, they'd feel cuts form on their entire body. Due to their brain believing the cuts are real, the opponent would feel pain from mental stress on the mind. The technique can affect multiple opponents at once, with a maximum of two.

-Can only be taught by Riker Slade
-No Genjutsu the same or following turn
-Can only be used twice per battle



(Hakke Eien no) - 8 Trigrams Eternal
Show
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: This technique will enable the user to release a series of large amounts of chakras from his chakra points on the tips of toes or exerting from his palms (incase he is standing on his hands) enabling the user to move at fast speeds when he kicks/pushes off the ground or kicks/pushes onto a direction within mid-air in order to evade an incoming jutsu, or to move into hand-to-hand combat.
Note:
-This jutsu won't deal any damage.
-Can be taught by Dr. House
 
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(Fuuinjutsu: Disupurēsa Kabei) Sealing Arts: Displacer Wall
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (-10 each turn)
Damage: N/A
Description: The user will weave several hands, erecting form their body a translucent, wisteria barrier that spreads throughout the battlefield. The barrier is intangible and carries no physical or damaging properties, allowing it to spread instantly to its full perimeter. The barrier carries a chakra-detecting property, allowing it to "analyze" techniques that exist within its range. The barrier is capable of detecting infusions or other enhancements throughout the enemy's techniques; upon detection of such a technique, the barrier will activate, forcibly stripping the infusion from the technique, absorbing this power into itself. The barrier does not weaken the technique in any way beyond that, and as such has no effect on techniques that are not passively or actively enhanced in some way. In addition to the previous effect, the user is capable of weaving an additional seal, allowing the absorbed power to be released back into a technique of their own. This action consumes a move slot in the turn used but is passive so as to allow the boost to be applied to a technique used. The user can only do this with one "stored" infusion at a time but is capable of choosing which in the event that multiple have been stripped. In the event that an infusion is stripped and stored, the chakra used is "purified" by the barrier, allowing the power to be applied to the user's jutsu even in the event that the original boost was only applicable to a certain type of technique.

Notes:
- No Fuuinjutsu above A-rank can be used in the same turn or next turn.
- Can only be used three times per battle, lasting for two turns per usage.
- Requires a two turn cooldown between erection of barriers

Katon/Fuuinjutsu: Uranai shinjitsu] - Fire Style/Sealing Arts: The Telling Truth
Type:Supplementary
Rank:B
Range:Short-Mid
Chakra: 20
Damage:N/A
Description: Once a single handseal is made, a barrier will be released by the user that will move outwards from the user's position a the speed of Wind Style: Wind Blade. The barrier has a distinct red hue and is imbued with fire chakra, but is dormant and useless until it is triggered. The trigger being the barrier encompassing anything that has chakra sealed inside of it via fuuinjutsu, or otherwise seals, scrolls, and paper tags. When the barrier passes by a location that triggers this affect, it will react and release just enough of its stored fire chakra into the objects to corrupt the sealing script found within it or medium the chakra is sealed in itself. This would slightly burn it and make it unusable due to such. Paper tags will be destroyed, not set off or detonated. In the case of seals found on the opponent's body, the opponent would only feel a slightly warm feeling on the place of the seal and find that part of the seal has been slightly burned away, doing the same thing to it as it only takes a bit to corrupt the sealing script and thus make the seal useless. Upon reaching the end of mid range, this barrier would disappear.

Notes:
Can be used three times per battle
Can only be taught by Venom
Does no damage to the opponent whatsoever
Cant be combined with anything that enhances barriers
Can be destroyed by techniques following Katon's elemental S/W
2 turn cool down between uses


(Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer s Band
Type: Defensive/Supplementary
Rank: D-S
Range: Short
Chakra Cost: (equivalent to the amount of opposing tech)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, the circles on the wristband emit a bright colorful light signifying to the user that an energy different from the energies known to them has broken their perimeter. The sealing band cannot inform the user about the type of energy being used, but it can and does tell the difference between the various energies it comes across, and thus repeats the same color glows corresponding with that energy when met again. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the foreign energy into the wristband protecting the user. The jutsu is quite helpful for shinobi who don't have any energy sensing abilities, and its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Activates 3x per battle
►Has a one turn cool down
►When a S-Rank technique is sealed, no fuuin in the following turn, and then no fuuin above A in the next
►Seal must be placed in biography
►Can only be taught by ZandaT


(Konmoui|Nentenkei)- Soul Menace|Twisting Punishment
Type:Attack
Rank:A
Range:Short
Chakra Cost:30
Damage Points:60
Description: the user focuses lightning chakra into their palms then the user slams his/her on the opponents chest. When it connects the user turns there palm to the right in a 90 degree angle when the opponent turns their hand it will release the massive wave of chakra into the opponent sending them flying backward.
(Can only be used twice per battle)
(Can only be taught by Daemon)


.(Yuukai Hi Kobushi) Intertwined Flame Fist
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points:80
Description: The user focuses fire chakra into his/her hand and builds is up over time. The user then breathes in deeply while winding back his/her fist. A strong punch is delivered into the air in front of them. Using precise timing the user releases 2 large streams of fire. Using their chakra control. They manipulate the fire stream to spiral around each other and once they are about to hit the enemy both of the streams of fire conjoin into only large blast in the shape of a first that completely incinerates the enemy. After this taijutsu technique is complete, the user's first is left steaming and smoking from its power and thus cannot use they hand for the rest of the turn.
Restrictions:
- can be taught by Daemon
- can only be used 2 times per battle.
- No fire elemental taijutsu can be used in the same turn.
- Look of the technique:
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(Fenikkusu Handou ) - Phoenix Kick
Rank: A
Type:Attack
Range:Short
Chakra Cost:30
Damage Points:60
Description: The user focuses chakra into their leg. The goes for a low kick towards the opponent. But instead of going for a hit, they let their foot hit the ground. The shockwave of the kick hitting the ground is transferred into the ground by the chakra. The user then releases the chakra into the ground underneath the user. Suddenly the chakra shoots up out the ground as a vortex that hit the opponent violently causing severe damage.
- Can only be taught by Daemon

(Fuuinjutsu: Enjo) - Sealing Arts: Aid (1/6)
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: N/A (20 to activate, 10 every turn ; depends on jutsu)
Damage Points: N/A (depends on jutsu)
Description: This seal can either manually be placed on the user, or whenever the user is placed in a position where they are restricted in their elemental usage, it will "bleed" out and reveal itself. The seal is written in Kanji form (援) and is titled "Aid". The seal will act as a systematic tunnel within the depths of the users main chakra source, funneling out chakra to be used on behalf of the user, through the seal as its medium. This allows for the seal to act on its own accord, but also on behalf of the users will, as it is obviously controlled by him. The seal can than be used to release attacks, defenses, or supplementary techniques in other elemental forms, which in specialized cases, would not be allowed with the seal. E.g. Hardening technique armor is generally known in restricting the user to only using earth techniques. The seal plays a role in revealing itself on the surface of the armor, while still having a consistent connection to the users chakra reservoir (hence the +10 chakra points expense). With this seal, in connection with the users direct chakra, and not interacting with the interference of the earth armor, the user can perform jutsus of other elements, with the seal becoming its main medium. The main difference is, jutsus that originate from the body, will be released via the seal (projectiles and streaming) but jutsus that appear out of thin air, the ground, or sky, will be released normally. Moreover, the seal will act as a separate entity, but the chakra will still be of the users, so elemental combinations can still be complete, insofar as it is not a dangerous combination within close proximity of the user, that might logically jeopardize their life (e.g. performing a ash based technique, while wearing a lightning armor; risk being an explosion due to their reactive nature). But as long as it is performed and done within logical grounds, the user will relatively not have to worry about such predicaments.

Note: Can only be taught by Joker. Technique can be performed 2 times, and lasts as long as the restriction is placed on the user, via the other supposed technique. The user may be able to perform forbidden ranked techniques, but this will automatically destroy the seal upon using it. Cannot be used in consecutive turns, every two usages. This technique does not enable the user to perform two separate techniques at once.

(Fuuinjutsu: Goto) - Sealing Arts: Burglary
Show
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20)
Description: The user will release an jutsu from their body or from away their body, while lacing the jutsu with a unique seal. The seal has a property of absorbing characteristics of an opponents jutsu when clashing against the users jutsu. This will weaken the opponent's jutsu by 20 CP and the 20 CP will be transferred to the users technique. However, this doesn't just simply improve in power, rather it steals byproducts that relate to the element and combines it with the users technique. E.g. if the seal absorbs properties of fire, specifically it will absorb either its heat, ash, or gas (this is for the user to decide) and whatever is chosen will coincide in aiding the users jutsu, so this can include heating up an earth or water jutsu, inflaming a fire jutsu to larger size, or make a lightning jutsu violently explode. This works logically with just about any elemental jutsu element, KG and CE included. Lastly, to reiterate, even when the users technique is up by 20 damage, this doesn't mean they will not still clash with the opponents technique, but the clash will be weakened (from the opponent's perspective) and this also follows elemental strength and weakness. In a lot of cases, this can also enhance the size of the jutsu, especially when two of the same elements clash. The process of attaching the seal is performing jutsus from the body through a seal (either on the tongue, or limbs) or slamming their hands on the ground and channeling seal simultaneously with the jutsu. Does not work with techniques that come out of thin air.

Note: Can only be taught by Joker. This does not work with water (unless absorbing the water jutsu of the opponent) mainly so it doesn't clash with Noni's Davy's Devilish Devouring technique. Can only work with S-Rank jutsus and can only absorb S-Rank and below jutsus. Can only be used three times. Can not be used in consecutive turns. Cannot be stacked with infusions.

(Karei ni ikou! Rooringu...Sandaa!) - Keep it classy! Rolling Thunder!
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user begins by lowering his head while tucking his arms in a boxing stance and starts a swaying movement pattern, weaving his torso back and forth and using the torque to add power to a barrage of left and right hooks as he sways. Each hook follows from a diferent angle than the previous one. The Rolling Thunder is comprised of five rolling punches - If the final rolling punch connects the user follows with an uppercut directly to the chin. This sends the foe hurled through the air and sprawling across the field. Because the technique is based on the user's swaying dexterity, if used while in Drunken Fist, the attack's overall efficiency increases, gaining +10 damage.
~ Usable twice per battle.

(Fuuinjutsu: Disupurēsa-jū ) l Sealing technique: Displacer beast
Type: Supplementary
Rank: B Rank
Range: Short - Mid
Chakra: 20 (+10 per movement)
Damage: N/A
Description: The user of this technique begins by adding a unique sealing formula in to any already made sealing formula, this unique formula maintains a connection to the user. Allowing them to freely maneuver the sealing script itself, directly from the container of the seal. Be it a scroll or a kunai. The sealing formula can be moved through any tangible medium, such as the earth, or water, even tree's. The sealing formula can move at a speed equal to the users base speed only. This effectively allows the user to move his sealing script freely via hand gestures to relocate seals he or she uses. An example of usage would be with (Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique, where as the special tag could be relocated to accommodate for user movement.

~Notes~
- Moving the seal requires hand movements.
- Cannot be used on ftg seals
- Must be taught by Vegeta

[Fuuinjutsu: Boukun no Ryoudo] – Sealing Technique: Tyrant’s Dominion
Type: Supplementary
Rank: B
Range: N/A (+1 range to technique applied to)
Chakra Cost: N/A (+20 to the technique used prior to this)
Damage Points: N/A
Description: The user will have a seal on their body that can be activated whenever they use a technique that sends chakra through or into the ground. Upon activation, the seal will pump extra chakra into the technique and thereby extend it’s range by one (e.g. short-range techniques will be able to reach mid-range and mid-range techniques will be able to reach long-range). The chakra used for this technique will be added to the cost of the jutsu that preceded this. This technique counts as a move but occurs in the same timeframe as the technique it's applied to.

Note:
Can only be used three times per battle
Must have a one turn cool down the least between each usage
Seal must be place within user's bio
Can only be taught by Venom

(Fuuinjutsu: Goshiki no Shōheki) - Sealing Arts: Five-Colored Barriers
Type: Supplementary
Rank: A
Range: Short-Long (depends on the range of the barrier)
Chakra: 30
Damage: 60
Description: The user will perform the Dragon handseal during the creation of a barrier technique, allowing them to induce a layer of Elemental Chakra to the barrier that amplifies it's effects, giving the barrier it's used on one additional rank. The user can choose one of the five Nature Elements at a time, with each Nature Element granting an additional property, either offensive or defensive, to the barrier depending on the Nature Element. Fire Releases increases the barrier's offensive capabilities through increasing its heat and allowing it to burn those who make contact with it. Earth Release increases the barrier's defensive capabilities through reinforcing it, due to the Earth's sturdy nature. Water Release increases the barrier's defensive capabilities by inducing malleability to it due to water's freeflowing nature; as an attack or object of inferior rank strikes the barrier, its shape and form distorts as though made of rubber, before snapping back into place and reversing the trajectory of the attack. Lightning Release grants the barrier electrical properties, allowing it to shock and paralyze those that come in contact with the barrier. Wind Release grants the only supplementary usage of the technique, allowing the user to move the barrier across the terrain after its initial creation due to Wind's nature to easily transverse. Though with this, the barrier takes on the elemental strengths and weaknesses of the chosen element. So if infused with wind, it will now be weak to fire and strong to lightning attacks.

Note: Can only be used three times per battle
Note: Technique lasts as long as the barrier it is induced into lasts
Note: Can only be used on A-Ranks and below and no Fuuin for two turns

(Doton: Doki no Jaaku) - Earth Release: Wrath of the Wicked (3/6)
Show
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: The user activates an innate ability of theirs which allows them to create earth techniques normally constructed from the ground from nearby mud/swamp sources. Techniques created via this mechanism will not differ in any way to those "grown from the ground", not even in composition as the mud/swamp they're made from will harden/petrify into solid rock virtually immediately on being used. This process highly resembles the seamless transition of the fluid earthly material spewed in several doton techniques into the sturdy, solid structures they become. The petrification of the mud used to create any given technique will happen as the structure is created rather than when its completed so that during no point in time will it be anything other than solid rock in composition. One limitation to this ability is that the source of mud/swamp used to construct a technique must be sufficient in size/quantity to create the structure in question. Applying this ability to techniques which require maintenance as the Stone Golems or the Earth Dragon will not result in their premature termination. Earth techniques which remain on top of and/or connected to the ground after creation will not sink into the swamp but will be capable of remaining on top of it. Activating this ability is instant and does not consume any time whatsoever. The reason this jutsu's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes other Earth Release techniques. This technique can only be applied to one technique per use and takes up a jutsu slot. However it occurs in the same-timeframe as the jutsu it's applied to.

Note: Can only be used four times per battle
Note: Can't be used with other instant activation jutsu or jutsu that work in the same timeframe




13. (Fuuin: Hakari no Doragon) - Sealing Technique: Scales of the Dragon
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: N/A (-40 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji for "Impervious" that automatically activates upon the user being struck with a Taijutsu attack. A barrier instantly forms over the user (before the user can be harmed) and mitigates the damage dealt by the strike and any subsequent strikes encompassed in the technique or freeform combo. Whether a Taijutsu technique deals one single hit or a multitude of them, each activation of this seal will defend one single Taijutsu attack/combo, be it freeform or a technique. The effect of the barrier is to reduce rather than eliminate the damage the user takes from being struck physically by the opponent so it will only halve the damage of any Taijutsu technique no matter how powerful (e.g. S-Ranks will fall to 40 damage, D-Ranks will fall to 10 damage). Due to this seal only reducing damage rather protecting the user completely, it acts as a failsafe more than anything else in case the user is caught unawares by someone much faster than them. The user’s body will sustain the remaining damage after the barrier halves it’s power.

Note: Can only be used twice per battle
Note: User still takes half the damage
Note: Only applies to Taijutsu techniques
Note: No S-Rank or above Fuuin in that turn or next

14. (Fuuin: Bachi no Kindachi) - Sealing Technique: Damocles, The Curse of Kings
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (80 chakra for double usage)
Damage: N/A
Description: The user will have four seals on their body (must be stated in the biography) with the Kanji for “Curse” that can be passively activated (instant but still counts as a move) whenever the opponent uses a technique. The seal will will release an intangible barrier that expands outwards in all directions. The barrier instantly reaches long-range in every direction and serves to absorb chakra from the given technique in order to weaken it by a quarter . The amount of chakra absorbed is proportional to the power of the technique but one thing that remains the same is that the remaining technique will fall to three-quarters it's original power i.e. a 120 damage technique would fall to 90 damage (Forbidden Rank). The barrier is destroyed soon after coming into contact with the technique if it exceeds a traditional S-Rank in power but not before it leeches a quarter of it’s chakra in order to weaken it by the same degree. The user can instead activate two barriers rather than one to reduce the targeted technique to half it’s original power rather than a quarter. This will count as two of the user’s three moves per turn. This means this technique does not counter other jutsu in itself but rather aids the user in countering more powerful techniques by weakening them. Due to the barrier’s intangibility, it will can work on solid techniques as well as liquids, gases and energy-based techniques. It will also only shatter against non-physical techniques due to their ability to clash with the intangible barrier. The reason this seal needs to be passively activated (still counts as a move) is so the user can use a technique in the same-timeframe to counter the opponent's weakened jutsu. This technique can be used thrice per battle, be it three usages of the single version, three usages of the double version or any variation/combination of the two.

Note: Can only be used three times per battle
Note: No Fuuinjutsu techniques can be used in the user's same and next turn (when single version is used)
Note: No Fuuinjutsu techniques can be used in the user's same and next two turns (when double version is used)



15. (Fuuin: Houtei no Kami) - Sealing Technique: Gift of the Gods
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: The user will place a seal with the Kanji for “Rebirth” on a solid technique of any kind. The seal will make a given technique that usually lasts for a limited amount of time (e.g. the Great Stone Golem which goes lifeless after you stop fueling it) last indefinitely or rather until it’s destroyed. This seal can be applied to any solid element or technique as long as physical contact is made. This jutsu doesn't necessarily sustain jutsus without limit or cost. If the technique is destroyed, this will inevitably end and each turn the technique is maintained 10 chakra will be sapped from the user.

Note: Can be used thrice per battle
Note: Works on any solid element or technique
Note: Only one seal can be applied per technique



16. (Fuuinjutsu: Negasonic Jūdai no Dantō) Sealing Arts: Negasonic Teenage Warhead
Type:Offensive/Defensive
Rank:A
Range:Short
Chakra:30
Damage:60
Description:The user will form the Dragon-Tiger-Snake handseals and release from their bodies several red, transparent barriers. The barriers are extremely condensed and malleable, giving the appearance of several "streaks" or "bands" that surround the user's body in a spinning motion. Three created in total, one of the barriers circulate around the user horizontally and two of them diagonally(one clockwise and one counterclockwise). The barriers are all spaced three feet apart, with the one closest to the user located a foot away from the user's body, covering a total area of four feet. The velocity and strength of the three barriers causes them to resonate off chakra, with the rapid speed causing these resonations to overlap and appear to meld together into a force field. The three spinning barriers offer protection to the user, preventing any objects or techniques of lesser rank from penetrating through and touching the user. The technique also offers offensive usages, as any persons that make contact with the barriers would be met with damage through the concussive force of the barriers slamming into their bodies at high speed, sending them flying backwards from the damage. Due to being transparent, the barriers do not impair the user's vision.
-Can only be taught by Riker
-Must have mastered basic Fuuinjutsu
-Can only be used twice per battle with a two turn cooldown between usages. Each usage lasts for 3 turns.
-The barriers are capable of moving with the user, remaining in their perspective positions. As they are manifested around the user's body and are self-sustaining(due to being barriers), he is free to perform other techniques while it is active.



17. (Gakido: Gijutsu Shadan Bō) Preta Path: Technique Blocking Rod
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: This technique is a variant of the Preta Path's Blocking Technique Absorption Seal. The user will produce a chakra rod from their body, releasing it to pierce into the ground below them. Due to the rod's ability to transmit chakra and techniques, the user will be able to infuse into the rod chakra as he produces it; the chakra is then released, taking the form of the Preta Path's sealing barrier and spreading all throughout the terrain below. The barrier works to absorb any chakra infused into the ground below, preventing the usage of techniques that stem from the ground by anyone on the field (includes techniques that transform the ground or attempt to meld into the ground). Techniques that make contact with the ground's surface without going below or transforming the ground, such as a barrier or Water Dragon Biting Explosion, would remain unaffected.

Note: Technique lasts for three turns
Note: Can only be used twice per battle
Note: Must have had the Preta Path active
Note: Usage counts as one of the user's six usages of the Preta Path's absorption technique



18. (Taijutsu: Sūpurekkusu)Body Arts: Suplex
Type: Offensive
Rank: S-rank
Range: Short
Chakra:N/A
Damage:80
Description:The Suplex is an extremely powerful, grappling-type maneuver of close combat. The user will begin by kicking the opponent in the stomach, causing them to reflexively bend over from the stunning pain. The user will then drape the opponent's nearest arm over their shoulder, gripping them by the waist before lifting them into an upside down position. The user will then immediately fall backwards, heaving the opponent into the ground at tremendous force. The technique can also be executed by standing behind the opponent, wrapping both arms around their waist, lifting them up and throwing one's body backwards, slamming the opponent's upper back/shoulder into the ground below.

19. (Fuuinjutsu: Bodiāmā) Sealing Arts: Body Armor
Type: Defensive
Rank: A-rank
Range: Short
Chakra:30
Damage:N/A
Description:The user will form the dragon-tiger handseals, creating a powerful barrier that covers the user's body. The barrier takes the shape of the user and spans about three inches away from their skin. The barrier, initially invisible to the naked eye, serves to protect the user. When enemy's attack draws near, the barrier becomes active, appearing as a translucent red color, and deflects the attack in respects to strengths and weaknesses. The technique was created as a means of allowing the user to engage in Taijutsu maneuvers without having to worry about techniques like Chidori Stream, allowing them to execute their maneuvers. The barrier does not cause any additional damage or enhancements to the user's body, even though it is tangible, and comes into effect when struck by a person or technique.
Notes:
-Can only be taught by Riker
-Must have mastered Basic Fuuinjutsu
-No Fuuinjutsu above A-rank in the next turn
-Lasts for four turns maximum and can be used twice per battle
-Technique respects elemental strengths and weaknesses, meaning that higher ranked elemental Ninjutsu will break through, and elemental ninjutsu of the same rank cancel out with the barrier.
-Barrier is self-sustaining, meaning user is free to perform other techniques while it is active

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Enochian Techniques

Akuma no Wana|Devil's Trap
Type: Supplementary/Offensive
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: This technique is considered the Malefic Val counterpart to Celestial Intent. Through harnessing Nature Energy from their bodies or their surroundings, the user is capable of creating masses of Malefic Val. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Malefic Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from human targets. Upon contact with the target, the Val will cover them, releasing the crushing force onto them. C-A rank versions of this technique can be used to simply restrain a target without damage, pinning them to a surface such as a ceiling or a wall(Supplementary), or as an attempt to completely crush the target, dealing damage in respect to the rank used(offensive).
Note: S-rank version can only be used by Archangels and above
Note: No other S-rank Val techniques can be used within the same turn(If S-rank version is used)
Note: Restraint version of technique needs to be maintained; performing other techniques causes it to disperse
Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle
Note: S-rank and above require the usage of two handseals

Seresutiaruintento|Celestial Intent
Type: Offensive/Defensive
Rank:C-S
Range:Short-Long
Chakra:15-40
Damage:15-80
Description:This technique functions as the basic creation and release jutsu of Divine Val for the Enochian clan. By harnessing Nature Energy from their bodies/surroundings, the user can infuse it into their chakra and manifest their Divine Val into constructs of various degrees of shapes and sizes, such as raw blasts of Divine Light, spears, blocks, etc. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Divine Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from human targets. Upon contact with the target, the Val will cause it to become overloaded with energy and burst apart in what appears to be an explosion of Divine Val, allowing to be used to defend and attack alike. Skilled Enochians are capable of isolating this effect to particular parts/segments of the target as opposed to overloading the entire target, such as destroying an arm or leg as opposed to overloading the entire body of a human target.
Note: S-rank version can only be used by Archangels and above
Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle
Note: No other S-rank Val techniques may be used in the same turn(If S-rank version is used)
Note: S-rank and above requires the usage of two handseals

Kami no Kakuhenkan|Divine Transmutation
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-10)
Damage: N/A
Description: The user will activate a Sigil, located on their back/chest, with an influx of chakra. The Sigil will blend copious amounts of Nature Energy from the environment into the user's chakra, granting upon their bodies the physical properties of Divine Val and causing their body to glow brightly, appearing as though their Divine Val has covered their body in an aura as it adopts the properties, including its weightlessness. This allows the user to leap great heights and float/transverse though midair like ordinary constructs of Val, granting a form of pseudo-flight. While in this form, the user is limited to S-rank and below Val related techniques only so as to not disturb the Sigil. Due to the weightlessness of this form, the user will become unable to use Taijutsu techniques. However, they can still damage an opponent on contact due to being made of Divine Val, causing a target to experience severe burns on impact by being overloaded with D. Val. Damage dealt through this method equal up to 60 damage collectively, meaning while the user can chain together any number of hits, they will always add up to 60 damage max. While in this form, the user cannot be absorbed by techniques that absorb Ninjutsu; upon contact with such techniques, the user will simply be reverted to their original forms.
Note: Can only be used by Enochians of the Archangel rank
Note: Can only be used three times per battle and lasts four turns per usage with a cooldown of one turn

Ten no Kaisō|Hierarchy of the Heavens
Type:Supplementary/Offensive
Rank: A
Range:Short
Chakra: 30
Damage:N/A
Description: Hierarchy of the Heavens are among the most useful Sigils of the Enochian clan, consisting of Runes that run along the user's arms. The Sigils grant that which is branded with them the property of empowerment, and depending on the Sigil used, the user can empower their own bodies or objects for destructive and offensive usages.

-Energy-Focusing Sigil: The user upon touching an object will burn into it a powerful Sigil that also manifests itself on the user's forearm. The Sigil takes the appearance of a triangular Rune pointing downwards, crossing at the tip with another triangular Rune facing upwards with an X-shaped Rune intersecting through the middle of it, with additional Runes throughout that translate to “Blast” in the Enochian language. The Sigil grants the object it is scryed on explosive properties, accomplishing this by flowing tremendous amounts of Divine Val throughout the object. The large amount of energy causes a very unstable build-up, causing it to glow slightly. Upon collision with another object or technique, the unstable Divine Val laced throughout the object will violently expand outwards as it becomes disturbed. The Divine Val will reaches five meters around the object it was imbued to in an omni-directional manner once it is set off, overloading anything that may be caught in its field to the point of bursting within strengths and weaknesses. The damage dealt from the exploding Val is equivalent to A-rank, being usuable a max of four times per battle and requiring a cooldown of two before being used again.

-Primordial Vessel: This Sigil was created to enhance the physical capalities of the user, granting their bodies the property of empowerment. This Sigil appears as several Runes that translate to “Strength” in the Enochian language, and increases the flow of Nature Energy through the user’s body. The Sigil focuses this increased flow to enhance the physical energy of the user, creating an increase in strength comparable to that of Tsunade or Sakura and a boost in speed equivalent to that of a Second Gate user. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a two-turn cooldown between usages and only capable of being used 3 times overall. Within the turn of activation, the user will be unable to utilize Val techniques above S-rank.

-The Sword of Michael- This Sigil is located along the back of the user's forearm, written in the Enochian language for "Supplement." This supplementary, A-ranked Sigil can be activated upon adding an additional handseal while forming a technique, causing the Sigil to glow as it inscribes onto the user the property of empowerment. Upon activation, the Sigil directs the flow of Nature Energy that is channeled through the body of the Enochian into the technique being used, boosting its power through the infusion of Nature Energy into its form. This increases the usage of Val techniques up to S-rank by one rank and +15 to techniques of other techniques directly released from the body. This Sigil can be activated within the same timeframe as the attack being supplemented, but will inevitably cost a move each time. The Sigil can only be activated four times per battle with a two-turn cooldown in between each usage by Enochians of the Archangel rank and above.

Ketsugō Shi|Binding Death
Type: Defensive
Rank: B-S
Range:Short
Chakra: 40
Damage: N/A
Description: The Enochian clan utilizes several Sigils during battle to accomplish various effects. These Sigils consist of several Runes (symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. Binding Death is a series of Sigils that are etched all along the user's ribcage. These Sigils primary usage is the protection of the Enochian from various threats and forces.

-Bone of the Righteous Mortal: This Sigil grants upon the user the property of immunity; specifically, immunity to chakra infusions. The Sigil accomplishes this by drawing in large amounts of Nature Energy and blending it with the user's chakra, creating a flux of Divine Val throughout their body. This Val, harmless to the user due to being his own, flows within his chakra system for the duration of four turns (-10 per turn), rendering any attempts to infuse chakra into the user's body ineffective as the energy would simply dispel the intrusion, in respects to normal strengths and weaknesses (Will dispel up to S-rank infusions of raw chakra; A-rank chakra infusions equal to elemental Ninjutsu; and B-rank intrusions for chakra natures strong to Divine Val). The Sigil will continuously draw in Nature Energy, replenishing the Divine Val inside so it retains its power (A-rank) for the duration of the four turns. While active, the user is limited to S-rank and below Val techniques.

-Warding Sigil: In order to ensure that they remained concealed from the outside world during their time of recluse, the Enochian clan developed this extremely complicated Sigil. Achieved through extremely skillful and precise usage of Divine Val, countless Runes were burned throughout the ribcages of clan members, with the lettering loosely translating to "Concealment" when put together. The Sigil remains dormant until it is activated with the seal of confrontation, upon which it will glow slightly (not visible due to being inside of the user). The Sigil runs Nature Energy through it for as long as it is active, causing an Enochian's very existence to, in a way, become one with the Nature Energy of the world around them. Their chakra, Val, and even life force become indistinguishable from that of pure natural energy, concealing them to all methods of sensory excluding those that can detect Nature Energy or rely on the detection of movement, such as the Barrier: Dome Method Formation technique. Users can detect Nature Energy would, however, be unable to distinguish the user among the rest of Nature Energy within the surroundings.The Sigil costs the same amount of chakra as a B-rank technique to activate and consumes -10 chakra per turn it is active. The Sigil sustains itself for five turns maximum, sapping -10 chakra per turn. Once per turn while the Sigil is active, its effects are capable of being applied to a technique the user performs at the cost of one of their three moves, though this does not extend visually. While active, the user is limited to S-rank and below Val techniques.

Spiritus Sanctus: This Sigil takes the form of several Runes that spell out "Seirei" when combined. This powerful Sigil was created to fulfill the desire for the Enochian clan to establish more advanced mental protection, specifically from mental pain, and thus instills upon the user the property of mental resilience. This Sigil upon activation draws in large amounts of Nature Energy, strengthening and reinforcing their spiritual energy to enhance the strength of their consciousness and mind. Thus, this Sigil protects the user from techniques that causes mental damage, being able to be activated three times per battle with a two turn cooldown between usages. Seraphim and below are capable of protecting up to B-rank techniques, with Archangels and Horsemen being able to protect from A-rank techniques and the Morningstar being able to protect up to S-rank techniques that cause mental damage. Activating the Sigil costs chakra proportionate to the rank the user wants to defend against (so if he wants to defend up to A-rank, he'd spend 30 chakra), and lasts for a maximum of four turns (-10 chakra per turn). While in use, the user is limited to A-rank and below Val techniques.

-Armor of the Leviathan: A powerful defensive Sigil, it consists of several Runes that translate to "Shield" in the Enochian language. The Sigil bestows upon the user the property of enhanced durability, activated upon the formation of two handseals the expenditure of S-rank chakra. For three turns, twice per battle, the user's body is reinforced by a layer of Nature Energy that flows a few millimeters from their body, thus allowing it to protect their clothes as well. Befitting to the translation, this shield protects the user's body from damage, granting them durability equivalent to the Third Raikage while active. The Sigil consumes -10 chakra per turn active, and renders the user unable to perform above A-rank Val techniques while it is active. It cannot be used in successive turns once deactivated, but can be deactivated at will at any point.

Kami no Shiwaza|Handiwork of God
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A(Depends on Sigil)
Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils focus on the interaction between the objects they are placed on and the Nature Energy around these objects.

-Corruption Sigil: The Corruption Sigil was created after Enochians moved back into the Ninja World and discovered that there were many who had found usages for Nature Energy, written in Runes that translate to “Taint” in the Encohian language. Knowing that such people could become enemies, the Enochian developed this Sigil as a countermeasure, activated with the formation of two handseals and granting the Enochian’s body the property of corruption, altering their bodies to corrupt the Nature Energy that passes through them. Twice per battle for two turns each, this Sigil accomplishes its effect by altering the way Nature Energy flows through the user’s body. Rather than being absorbed and stored in the user’s body as though it were a battery, the flow of Nature Energy passes through the user, being absorbed into their body and then released, like water flowing from a pipe into a polluted chamber and then out again through another pipe. Upon passing through the user’s body, a portion of the Nature Energy becomes mixed with some of their chakra, and is transformed into Divine Val which is blended into the rest of the Nature Energy as it flows back into the atmosphere. Effectively, the user's body “pollutes” the Nature Energy surrounding them with Divine Val. As a result, any non-Enochian that attempts to absorb Nature Energy during the two turns this Sigil is activated will become severely burned internally from the Divine Val mixed in, causing damage equivalent to the rank of the Sigil (A-rank). While this Sigil is in use, the user is incapable of utilizing any Val techniques/Sigils above A-rank, along with a three-turn cooldown before this Sigil can be used again.

Transportation Sigil: Upon the formation of the Boar handseal, this A-rank Sigil grants upon the user the physical properties of Nature Energy; upon activation, it causes the user to appear as though he's dissolved into mid-air. In reality, the Sigil will have transformed the user's body into Nature Energy, allowing them to blend into the ever present Nature Energy around them, allowing a method of travel to another location as fast as the user can run, achieved by travelling through the Nature Energy all around them, and re-materializing in a desired location. This Sigil can only be used four times per battle with a three-turn cooldown in between. While in use, the user's body, while in the form of Nature Energy, cannot be controlled by other Nature Energy users. This technique can be used to transport other objects along with the user so long as they maintain physical contact with the object. During the turn of activation, the user is unable to activate any other Sigils above A-rank. While in this form, the user is unable to attack. Attacks that are able to target natural energy are able to effect the user while in this state should an opponent be capable of locating their person.

-Path to Heaven: This Sigil (A-rank), upon activation, grants upon the user’s body the property being able to physically interact with Nature Energy around them as though it were a solid platform; fittingly, the Sigil is written in Runes that translates to “Platform” in the Enochian language. After weaving two handseals, the user will be able to walk, stand, sit, run, etc. on the Nature Energy around them, granting a form of pseudo-flight at base speed (can alternate between walking on ground and interacting with Nature Energy freely). The user can even utilize this Sigil to dodge or escape from another technique upon activation (cannot be used to dodge techniques in subsequent turns of its duration). This technique can even be used to escape from techniques such as Swamp of the Underworld that ensnare the legs by allowing the user to hoist themselves out of the trap. The user can activate this Sigil three times per battle, lasting so long as they have the stamina and chakra to keep it activated (-10 per turn) and can be deactivated at will.

-Purification of the Immoral Soul: This Sigil was created by Lucifer as a means of punishment to those he viewed as corrupt or impure, namely any human who wasn't Enochian. This Sigil takes a complex and intricate appearance, consisting of numerous Runes combined together. Upon physical contact with an opponent, this Sigil is replicated, burned into their flesh on the point of impact. The Sigil instills upon the target the property of Nature Energy attraction, causing large amounts of Nature Energy to be drawn into their bodies and blended into their chakra system. However, this spells disastrous to those who aren't in tuned with using Nature Energy. When placed on a target that isn't accustomed to the flow of Nature Energy, this Sigil causes an overload, disturbing the balance in their chakra system and causing the target to petrify as a result. This S-rank Sigil can only be used twice per battle by Enochian of the Horseman rank and above and requires a two turn cooldown. No other A-rank or above Sigils or Val techniques may be used within the same turn if successfully applied.

-Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far (x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are (rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns (-10 chakra per turn) and can only be used three times per battle (A-rank).

Jigoku no Banken|Hellhound
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50(-10 to extend or launch a projectile)
Damage: N/A
Description: This technique, considered the ultimate technique of Malefic Val readily available to the Enochian clan, is invoked through the formation of three handseals. The technique creates around the user a shroud of Malefic Val, with the foul energy surging out from the user's body in a manner that resembles a dark aura. The mass of Malefic Val is semi-contrated, being tangible enough to defend the user against one physical A-rank attack per turn. Furthermore, the shroud carries offensive usages as well, granted through the manipulation of the shroud's shape and form. Once per turn, the user can fire off a fraction of the shroud as a projectile towards a target up to long-range. The projectile's shape and size is limited by the user's imagination, capable of reaching as big as Sasuke's Susano'o arrow and as small as a kunai. This projectile, upon making contact with the target, can unravel to surround it, halting its momentum and holding it in place through the intense force of Malefic Val, or deal concussive-like damage upon impact, inflicting A-rank damage. Alternatively, the user can also manipulate and extend the shroud up to mid-range from their person as a stream that the user can shape into various forms, limited by imagination(such as a hand, a hook, a whip, etc.) that remains tethered to the rest of the shroud. This can allow the user to grab and restrain objects, depending on the shape, causing the crushing force to be emitted onto the target, or deal impact damage, both equaling A-rank in power.
Note: Can only be used once per battle
Note: Lasts for three turns total
Note: While in use, the user is unable to use any other Val techniques or Sigils above A-rank
Note: Once deactivated, the user is unable to use Val techniques/Sigils for three turns

Daten-tai no Ame|Rain of Fallen Celestials
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 90
Description: This technique, considered the ultimate Divine Val technique readily available to the Enochian clan, is invoked through the production of three handseals. The user will create a large 10 meter mass of Divine Val 30 meters in the sky above them, appearing similar to miniature version of a sun. Forming an extra handseal after the initial ones, the mass will unravel, releasing a shower of constructs made of Divine Val. Each construct is humanoid shaped, with large cosmetic wings jutting from their backs. These constructs are not sentient, but are simply powerful projectiles that rain down across the terrain up to mid range from the user in each direction, causing it to become engulfed in Divine Val as the constructs crash into the ground and objects in the terrain. The sun-like construct unravels all at once, meaning the constructs all fall at once towards the terrain below, damaging whatever objects and constructs may be caught inside.

Note: Can only be used twice per battle
Note: Requires a four turn cooldown between usages
Note: No Val techniques or Sigils above A-rank can be used in the turn used and the following turn

1st. PCCJ Tengoku no Hosuto|Host of Heaven
Type: Offensive/Defensive/Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40
Damage: N/A(Depends on application)
Description: The Host of Heaven is a powerful Sigil located on the chest of those Enochians deemed worthy/powerful enough to wield it. This Sigil is considered a deviant of the Handiwork of God, enhancing the user’s ability to control Natural Energy to a higher degree than normal for various usages, both defensive and offensive.

The Spear of Destiny(A)
Through the formation of three handseals, the user will cause the flow Natural Energy within a short-range radius of the target to rapidly flow inwards, sustaining and controlling it to surround and compress onto the target enough to restrain their movements and hold them in place, rendering them completely immobile without damaging them. Upon “wrapping” the target in Natural Energy, the user can freely manipulate the positioning of the object through moving the Energy, causing the target encased inside to move along with it. Alternatively, through the gesture of forming a fist, the user can have the Natural Energy rapidly compress onto the target, crushing them beyond function. When used on living creatures, such as humans or summoning animals, there is a delay between the coating of Natural Energy and the compression in the case of the latter usage, granting the target enough time to respond to the feel of the Energy around them and to circumvent being damaged by the technique. Inanimate objects or constructs produced through techniques can be crushed virtually immediately, so long as it doesn't result in direct harm to the opposing bio. This jutsu can only be used being up to 4 times per battle. This technique cannot be invoked in consecutive turns.


Holy Ammunition(S-rank)
Upon the formation of three handseals, the user will cause the flow of Natural Energy to be directed towards a target. As they do so, they will cause their own chakra to be transmitted towards the target as well. This influx of chakra will blend with the pure Natural Energy infused into the target, transforming it into Divine Val. The sudden creation of Divine Val causes the target to burst apart from the inside out. This technique effectively allows the user to spawn a surge of Divine Val within an object as a means to destroy it, with the execution of this technique being quite rapid. However, this technique can only be used on jutsu or inanimate objects given that they are not infused/made with more chakra than this technique and within respect to strengths and weaknesses, in addition to living targets. When used on living targets, the Natural Energy becomes visible as it moves towards the target, appearing 5 meters away from all around as visible blue waves, similar to the way chakra appears to those that can perceive it. This is to allow a target to be able to perceive and avoid the Nature Energy, should they have the ability to, circumventing the infusion and avoiding the technique's effects. This Sigil can only be utilized three times per battle, requiring a two turn cooldown between usages. No Enochian techniques S-rank and above can be used within the same turn.

Holy Host(S)
This Sigil allows the user to manipulate Natural Energy into whatever shape he desire after three handseals, condensing its form to the point that it becomes visible as a sharp silver color with a slight golden hue, or as a transparent, ethereal-like hue. Due to their highly condensed forms, these constructs of pure Natural Energy are able to physically interact with other objects around them. The size of these constructs are limited only to the user’s imagination, and can be freely manipulated once created though sapping up -10 per turn to be maintained. These constructs are capable of being made through ambient Natural Energy or from Natural Energy within, released as a surge from the user’s body into the desired form upon the formation of three handseals, and can clash evenly with elemental Ninjutsu of the same rank, with the power divided evenly between each construct when multiple are created. Additionally, the constructs created through the Holy Host technique can be applied as extensions of the user's body, such as arms or legs to supplement Taijutsu or wings to mimic flight, etc. within reason. Such constructs cannot be used for handseals, or to create motions for jutsu controlled through motions of the limbs. This technique can only be initiated four times per battle, and constructs cannot be created within consecutive turns. While constructs are being manipulated, no Enochian techniques above S-rank can be activated.
 
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Sound Release

(Ototon: Oujou Ganmou) Sound Style: Death Wish
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 90 (-40 to user)
Description: This technique is the parent technique of Sound style: Deaf Wish, being purely offensive, and much more powerful. This technique must be utilized on a rain source, be it pre-existing rain, or chakra infused rain. The user will do two handseals sending their sound chakra into the clouds with the exception of the clouds five meters around the user. This is to protect the user from the full brunt of this technique. By doing this, it will amplify the rain drops with sound chakra. Unlike the child technique where it releases noise and not sound waves, as the rain drops fall from the ground, on the users command the sound that resonate within the rain drops will release powerful and destructive sound waves that has incredible force outwards which deals major blunt damage, enough to cause craters into the ground. Even though the user will not be in the line of attack, due to the force and aggressive nature of the attack, the aftermath of the "detonations" will reach the area the user is in, feeling like wind blunt damage hitting the user as long as the sound waves explode (Minor wind blunt damage) This technique causes a large strain on the users body due to him channeling his sound chakra into the clouds all around him, and then detonating the sound within the rain.

Note: Can only use once
Note: Last for one turn only
Note: Due to the huge strain, the user cant mold S rank or higher jutsus for the next two turns
Note: The user cant use sound for the next two turns
Note: If the user was to leave the 5 meters around him, or be at the edge of the 5 meters, he will take the full brunt of this technique

(FuuinOtoRaiton: Supīdofōsu) - Sealing/Sound/Lightning: Speed Force
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user places a pre prepared seal A ranked seal on his chest. The seal is adorned with a golden circular symbol, symbolizing the inter-connectivity of the user with the world around him. The lightning bolt (as it appears), is actually numerous intricately carved golden kanji for words such as 'quick' 'speed' and 'velocity', each of the kanji comes together to form the golden glowing bolt on the user's chest. The key to the seal, which causes it to open, is a simple tap to the chest. Upon doing so, the user's body is flooded by a large amount of Lightning and Sound chakra, which the user is constantly putting into the seal when outside of battle. As the seal opens and the sound and lightning chakra surround the body, the vibrational aspects of the two types of charka cause the user to begin vibrating at an extremely fast pace, causing rapid contraction and dilation of somatic muscle tissue all over the body. This increases the user's speed to the speed of Lee without weights whilst tripling his reactions, and causes trails of golden lightning to follow the user (purely cosmetic). While the seal is active, the user is restricted to Sound jutsu, and the elements that make it up. Consequently, the user's taijutsu due to the excessive muscular activity and because of the vibrational facets of both sound and lightning, is boosted by +20. This jutsu must be used before any other Speed Force based jutsus can be used (to be submitted later).

Note: User can only use Sound, the elements that make it up, and Taijutsu in this state
Note: Usable only twice per battle
Note: Lasts until deactivated
Note: The seal itself is A-Ranked

Genjutsu/Ototon: Futten) Illusionary Arts/ Sound Release: Boiling Point
Type: Offensive/Supplementary
Rank:A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Upon the release of a Fire Style jutsu, the user utilizes the sound of the crackling flames as a medium for a sound genjutsu. The effects will take place as soon as the jutsu is created, causing the opponent to feel their own body temperature severely rise as their skin appeared as if it were boiling and bubbling due to the sheer intensity of the flames.

Note: Last 2 turns

Note: Can only be used 3 times per battle

 
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Ganmaken|Gamma Fist

Type: NinTaijutsu

Background: "Internal damage with no external wounds." The history of the Gamma Fist fighting style is closely related to this concept, thought up by a certain shinobi. This shinobi was one within the unique population of Sound Release users, employing the Advanced Ninjutsu alongside his impeccable Taijutsu skills to win many a battle. The shinobi, growing bored of his time in his village, became a warrior nomad, seeking out strong opponents all around the world to further sharpen his skills. His journey led to him coming across another warrior who also specialized in Taijutsu. Naturally, the two engaged in battle, with the nomad finding himself incapable of defeating his adversary due to him enhancing his body with a special Ninjutsu, making his skin incredibly durable and dense. Finding himself unable to match his NinTaijutsu, but also unable to sacrifice his honor and using his prowess in Sound release, the nomad was defeated after a long fight. After licking his wound, he began to rigorously train his Taijutsu skills, challenging the man many times, but still finding himself unable to penetrate his armor-like skin. After countless training sessions failing to yield the results he was looking for, the nomad began to curse his inability to get over his honor and use his Sound Release prowess. Whilst mulling over what he could do, a new idea dawned on him, the creation of a new means of combat. Remembering the legend of the Hyuga clan, a group that focused on internal injuries, the nomad created a means of replicating such an effect through combining specialized Sound waves with his Taijutsu strikes. He engaged the man again, using this style to bypass his durable skin to attack him from within.

Description on the Abilities and Inner Workings of the Style: The Gamma Fist fighting style works in a similar method to the Gentle Fist, being inspired by the style of the clan. However, in comparison to the aforementioned clan's fluid and precise methods, the Gamma Fist fighting style is far more crude and violent. The style is executed by the user by flowing low energy, high frequency waves of concentrated Sound through their bodies. Due to being waves of Sound, the acoustic energy is faintly audible as it resonates through the user's body until released upon striking a target. Upon striking a target with their body through Taijutsu, the user will release the Sound waves into the opponent's body, using the contact between their bodies as a medium for the transfer of the waves. The waves, just like when they resonate through the user's body, remain high frequency and low energy, similar to that of a Hindering Sound wave, allowing it pass through the user's body and into the opponent's as though intangible, bypassing their flesh and entering the bodies of the targets. However, while initially harmless as it flows through the user's body and during the moment of contact, the waves change in form once successfully transferred into the opponent's body; once inside the waves change to become high energy and low frequency, taking the form of a Destructive Sound wave on the inside of the target's body, with the shape of the Sound wave changing in order to deal cutting and piercing damage to the target's internal body. This is where the mantra of the style, "Internal injuries with no external wounds," is given meaning: by bypassing the outer flesh and skin of the target, the Sound waves are capable of dealing severely higher damage to the opponent's internal body, making the damage harder to counteract should the user manage to land a blow.

Example Techniques:

Ganma Ken: Mezu|Gamma Fist: Mes
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: One of the beginner techniques of the Gamma Fist fighting style, the user will channel their Sound chakra throughout their body in the form of a low energy, high frequency wave, focusing the Sound through their dominant hand. Upon entering close quarters with the opponent, the user will perform a palm thrust towards the opponent, releasing the Sound wave into their body upon contact. Once within, the Sound wave instantly transitions to that of a high energy, low frequency wave that causes piercing and cutting damage to the area struck. In addition to pain and internal bleeding, the wave also causes paralysis to the area struck for one turn.

Ganma Ken: Sai Dai Rin|Gamma Fist: Largest Ring
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Considered the strongest technique of the Gamma Fist fighting style, the Largest Ring technique can only be performed by those considered true masters of the fighting style. The technique is executed through the user placing their fists against the body of the opponent while focusing the low energy high frequency Sound waves through their body. Contrasting the rather mild form of contact, the Sound waves are incredibly destructive upon actual contact, bursting apart on the inside of the target's body in the form of a multitude of waves shaped like blades. The waves resonate all throughout the target's entire body, severely damaging their internal organs and muscles. Due to the sheer amount of damage, the technique carries fatal consequences to those struck, leaving them completely paralyzed before their imminent death.

Ganma Ken: Injekushon Shotto|Gamma Fist: Injection Shot
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Upon getting behind the opponent, the user will hold the opponent in place by placing their arm across their neck. Upon grabbing the opponent, the user will flow a high frequency low energy Sound wave through their leg, driving their knee upwards into the opponent's back as their upper body is pulled backwards. Upon impact between the knee and opponent's back, the user will release the Sound wave into their body, transitioning into a piercing Destructive Sound once inside that causes tremendous internal damage to the target's spine. If successful, the technique will cause paralysis for a full turn to the opponent's body.

Additional effects and Restrictions:
-Must have mastered Taijutsu
-Must have mastered Sound
-Must have reached S-class by posts

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

Riker, our loyal member, gave on the of 2016, a request for a Patent on the Custom Fighting Style Ganmaken|Gamma Fist. I, Vex, of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Ganmaken | Gamma Fist
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Copyright 2016, Riker, NarutoBase.net

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Ganma Ken: Mezu|Gamma Fist: Mes
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: One of the beginner techniques of the Gamma Fist fighting style, the user will channel their Sound chakra throughout their body in the form of a low energy, high frequency wave, focusing the Sound through their dominant hand. Upon entering close quarters with the opponent, the user will perform a palm thrust towards the opponent, releasing the Sound wave into their body upon contact. Once within, the Sound wave instantly transitions to that of a high energy, low frequency wave that causes piercing and cutting damage to the area struck. In addition to pain and internal bleeding, the wave also causes paralysis to the area struck for one turn.
-Can only be used five times per opponent
-Cannot be used in consecutive turns

♪ Approved ♪

Ganma Ken: Injekushon Shotto|Gamma Fist: Injection Shot
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Upon getting behind the opponent, the user will hold the opponent in place by placing their arm across their neck. Upon grabbing the opponent, the user will flow a high frequency low energy Sound wave through their leg, driving their knee upwards into the opponent's back as their upper body is pulled backwards. Upon impact between the knee and opponent's back, the user will release the Sound wave into their body, transitioning into a piercing Destructive Sound once inside that causes tremendous internal damage to the target's spine. If successful, the technique will cause paralysis for a full turn to the opponent's body.
-Can only be used four times per opponent
-Cannot be used in consecutive turns

♪ Apprpoved ♪

Ganma Ken: Kauntā Shokku|Gamma Fist: Counter Shock
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will dash towards the opponent at high speed, delivering a double palm strike to the chest of the target upon getting in close quarters. Upon delivering the blow, the user will release a wave of high frequency, low energy sound waves into the body of the opponent. Once inside, the wave will spread throughout their bodies, converting into Destructive Sound waves once fully spreading throughout their bodies. The Sound waves deal damage to the muscles of the opponent's body, resulting in severe paralysis should the waves successfully be delivered.
-Can only be used four times per opponent
-Cannot be used in consecutive turns
-Paralysis lasts for a max of one turn
 
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