Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: (+50 to taijutsu based attacks)
Description: To tap into Satsui no Hado, a fighter must be so consumed with the desire to win that they are willing to kill. As a result, only people who push themselves to be the best at all costs can take advantage of it. However, the untrained mind can be driven to a temporary insanity if they have not prepared for it. For those who do succeed in controlling it, they develop an almost cold, cynical detachment from themselves. Using this the user also develops a new fighting style called; Ansatsuken or the "assassination fist" this allows any of the user taijutsu based attacks to have more destructive power as the user now has amplified his intent to kill ten-fold. During the time this is in use the a kanji with the symbol of destruction which appears on the user's back. Also during this mode, the user focuses on three major principles:
Hadō (Surge)
It is the founding principle behind Ansatsuken. Through Hadō, a martial artist utilizes his/her will (or intent) to draw in chakra and project it out at an opponent as a concussive force upto Short Range.
Shōryū (Rising Dragon)
This is a set of techniques where a martial artist uses chakra to propel himself/herself upward at the airborne opponent. During the ascent, he/she is invincible to most attacks. However, his/her descent renders him/her vulnerable.
Tatsumakisenpū (Tornado Kick)
The martial artist's body is supported and spun above the ground on a column of spiralling chakra for a limited time of one turn. With this the user is able to "float in the air" for a certain amount of time.
With these priniciples the user is able to deliver powerful blows to the opponent at the cost losing himself in the process.
(Usable Once Per Battle)
(Users Chakra Manipulation is ceased for 2 turns afterwards)
( Once in the grip of this bloodlust, no Nin or Gen jutsu can be used. }
(Last 3 Turns)
One of my more fun techniques, this technique is as it explains a Supplementary technique used to create unrivaled strength when using taijutsu. Through Hado, the user can launch his chakra at a opponent up to short- range which can be used to extend one's reach in a short range fight. The Shoryu makes you invulnerable when using taijutsu against an airborne opponent. However the moment you begin falling back to the ground you are once again able to be attacked. Lastly, the Tornado Kick allows you to create a spiraling amount of chakra beneath your self allowing you to propel yourself in the air for a short while. Downside is, absolutely no ninjutsu or genjutsu during this time, and also you lose the ability to manipulate your chakra at all for two turns afterwards due to the overload of chakra.
It really does seem like a fun technique. That's the main reason why I wanted it lol. Definitely not one to use lightly though given the final restriction on it. No questions here. I read the questions you answered in another training thread and it clarified pretty much everything I could think of.
Anyways, moving onto Heavenly Custodians.
(Suiton: Tengoku Kanrinin) – Water Release: Heavenly Custodians
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: A technique in which the user releases suiton chakra from either their body, manipulates a water source, or the moisture in the air to create familiars. Should the user use this technique to manipulate the moisture in the air they can only create familiars within short-range of their position; however, should the user manipulate a water source the creation of the familiars can reach up to long-range. The familiars created from this technique share certain characteristics. This includes the nature of their composition and their basic abilities. The nature of the compositions of the familiars is that of a thick, viscous, glue-like water which is highly condensed to make them effectively solid. Additionally, the familiars are imbued with a limited form of sentience which feeds upon the user’s chakra allowing them to act autonomously from the user and respond to his or her will. This technique can produce two familiars, each unique from each the other. The user can create either one or both of the familiars but can never create two of the same familiar. Should the user create one, it will possess S-Rank capabilities. Should the user create both they will both possess A-Rank capabilities. Both familiars are shaped into humanoids upon creation and are roughly the same size as the user. They both move at the speed of an average kage ranked ninja.
Vothdar; Vothdar is one of the unique familiars that possesses the unique ability to manipulate his being and form into a sticky water with properties identical to that of Water Release: Grudge Rain Technique. Through this Vothdar becomes capable of draining 50 chakra with those he comes into contact with and can store that chakra within his body. To absorb chakra Vothdar simply needs to come into physical contact with an opponent and initiate the technique to manipulate his composition at the cost of a move. Alternatively, Vothdar can also absorb the chakra from an opposing technique allowing him to reconstitute himself and create a sort of self-regeneration. What this means is that Vothdar must be completely destroyed within elemental weaknesses and strengths of Vothdar's creation strength (A/S Rank). in order to be neutralized. Additionally, for each 50 chakra or technique absorbed the user can then have Vothdar merge with the user’s water techniques. This in essence causes Vothdar to enhance a water technique by +10 damage for each technique or 50 chakra drained from a target. Doing so will terminate Vothdar.
Vol Anari; Vol Anari is the other of the unique familiars that possesses a powerful variation of the Hiding in Mist Technique as its ability. Vol Anari can disperse its body into a thick, heavy mist and can move about the battlefield in this state at the speed of a Kage Ranked ninja. This can be done either passively or at the cost of a move to evade a technique within reason and elemental weaknesses and strengths. However, Vol Anari’s ability comes with a twist. Through its sentience Vol Anari becomes able to, in its mist state, surround an opponent and similar to Gaara’s sand manipulation abilities quickly condense on the opponent’s body and crush them under immense pressure as Vol Anari reforms. This is done at the cost of a move and the strength of the pressure is equivalent to the rank of Vol Anari’s body. Meaning if Vol Anari is created in conjunction with Vothdar the technique will produce an A-Rank strength. If Vol Anari is created alone, it will possess S-Rank strength.
Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of four turns.
Note: After this technique expires or is prematurely ended no Water techniques above A-Rank for the same and next turn.
Note: Can only be taught by Drackos.
So this is probably one of my favorite creations so far which at its core is just a technique that creates water familiars. So I'll try to sum it up quite nicely. You can create the familiars from your body, from an existing source of water, or from the air within short-range. So both familiars have some basic shared qualities and these are that they are composed of a glue like water, are effectively solid in form, and are essentially sentient creations allowing them to act autonomously from you meaning you are free to use other techniques. So the technique is able to create two unique familiars. You can create either one or the other or both but never two of the same. For example you can create Vothdar and Vol Anari or you can just create Vothdar. But you can never create two Vothdars. So if you create one then it is S-Rank. Both created would mean A-Rank each.
So Vothdar is based on Grudge Rain. So any techniques or enemy that Vothdar comes into contact with he is capable of absorbing chakra from it. He can drain up to 50 chakra per turn of contact with an opponent or alternatively absorb a technique (within elemental weaknesses and strengths). The absorption has two uses. The first is that it allows Vothdar to self regenerate. You can't kill Vothdar by weakening him slowly. You have to completely overpower and neutralize him. Anything else will just allow him to regenerate. The second use for this is that for each 50 chakra absorbed from an opponent or each technique Vothdar can be sacrificed to empower a water technique by +10 damage for each opponent/technique. Essentially, if your opponent isn't careful you can empower a water technique by huge quantities.
Vol Anari is based on Hiding in Mist. He can passively or actively disperse his ofrm into a mist and will act like Gaara's sand. Able to engulf targets and crush them with strength equivalent to how powerful Vol Anari is. What's cool about this is that it also lets the familiar protect themselves to a certain degree allowing them to disperse their form to avoid damage from physical techniques.