Typhon's Book of Wonders - 6th Ed.

Typhon

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Cosmo Memory
Table of Contents


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Chapter One: Self Made Millionaire

1. (Fuuton: Chakra Kenpa no Kaze) - Wind Style: Chakra Sensing Breeze
2. (Fuuton: Pin Kusshon) - Wind Style: Pin Cushion
3. (Fuuton: Kazeyokoana) - Wind Style: Wind Tunnel Transportation Technique
4. (Fuuton: Kyojin Fūma Shuriken no Jutsu) - Wind Release: Giant Wind Demon Shuriken Technique
5. (Fuuton: Seion Mayubachi) - Wind Release: Serene Cocoon of Retribution
6. (Bijutsu: Gundan no Bijudama) - Tailed Beast Skill: Legion's Tailed Beast Ball
7. (Doton: Atlas' Kanwa, Shouhen Seken) - Earth Style: Atlas' Relief, Shattered World
8. (Katon/Doton: Nayami sono Makai Ba-su) - Fire/Earth Release: Agony of the Hellish Birth
9. (Katon: Ryu no Kaijin) - Fire Style: Dragon's Ash
10. (Katon: Tsuchiyakekoge) - Fire Style: Scorched Earth
11. (Tanukiton: Innouton) - Tanuki Arts: Scrotal Arts
12. (Ninjutsu: Kemuri Sekkan) - Ninja Art: Smoke Sarcophogus
13. (Ninjutsu: Tsuin Kemuri-ryu) - Ninja Art: Twins Smoke Dragons
14. (Suna no Jutsu: Subakupusshu) - Sand Technique: Desert Push
15. (Suna no Jutsu: Hītoshinku) - Sand Technique: Heat Sink
16. (Bijuutsu : Fu Kinkou) Tailed Beast Technique: Imbalance
17. (Bijuutsu: Demon's Sand) - Tailed Beast Technique: Akumasuna
18. (Ninjutsu: Gasu Fukumen) - Ninja Arts: Gas Mask
19. (Bijuu Fuinjutsu: Akuma no mado shīru) - Tailed Beast Sealing Technique: Demon's Window Seal
20. (Kumonon Ame no jutsu) - Cloudless Rain Technique
21. (Ame unsou no Jutsu) - Rain Transportation Technique
22. (Epikku sono Gilgamesh) - Epic of Gilgamesh
23. (Mizuchi Kata: Gekirin) - Form of the Water Dragon: Imperial Wrath
24. (Hijaga-jutsu: Were-Jaguar) - Secret Jaguar Art: Were-Jaguar
25. (Hijaga-jutsu: Uerukamu dzukiza Junguru) - Secret Jaguar Art: Welcome to the Jungle
26. (Shibou) - Blubber
27. (Bijutsu: Ichibi Ake no Myōjō) - Tailed Beast Technique: One Tailed Morning Star
28. (Bijutsu: Subakukazedama) - Tailed Beast Skill: Desert Wind Bomb
29. (Shukaku no akuma supōn) - Demon Spawn of Shukaku
30. (Suna gijutsu no shīringu) - Sealing Sand Technique
31. (Kekkai Fuuinjutsu: Kyubu Hojin) - Barrier Sealing Technique: Cube Method Formation
32. (Kuchiyose no Jutsu: Kozeni-ire) - Tanuki Summoning Technique: Coin Purse
33. (Tanuki Kuchiyose no Jutsu: Great Tanuki) - Tanuki Summoning Technique: Daitanuki
34. (Fuuinjutsu: Sabaku no Sakusei) - Sealing Technique: Desert Creation
35. (Suna no Jutsu: Eien no Mono) - Sand Technique: Shai-Hulud

Ownership Passed to Gaara:
(Subu no Jutsu: Sarlacc) - Sand Technique: Sarlacc (Suna no Jutsu: Sabakuarashi) - Sand Technique: Desert Storm (Fuuton/Suna: Gekidoran sono Subaku) - Wind/Sand Style: Raging Storm of the Desert

Canon-ized:
(Kemuriton: Suishin) - Smoke Technique: Propulsion (Ninjutsu: Yomi Haiki) - Ninja Arts: Underworld Exhaust (Ninjutsu: Kemuri Hokousha) - Ninja Arts: Smoke Walkers (Ninjutsu: Kemuritadai no Jutsu) - Ninja Arts: Heavy Smoke Technique (Ninjutsu: Hatsuendan Juugan no Jutsu) - Ninja Arts: Smoke Bomb Bullet Technique (Ninjutsu: Hisou no Hyakki Torifogu) - Ninja Art: Flight of 100 Foggy Birds (Baku Kuchiyose no jutsu: Akumu-Funka) - Baku Summoning Technique: Nightmare Eruption (Futon: Bushōgoma) - Wind Style: Lazy Spinning Top (Mokuton: Furui kamigami) - Wood Style: Old Gods



-Personal Weapon-

1. (Yugudorashiru) - Yggdrasil
2. (Giant Cutter) - Jaiantokattā

-Christmas '18 Bonus-
1.
2.

-Sensei Bonus-

1.
2.
3.
4.
5.

Chapter Two: Beasts of the Wild
Jaguars
1. (Kuchiyose no Jutsu: Xbalanque Hi-ro-tsuin sono Getsuei) - Summoning Technique: Xbalanque, the Hero Twin of the Moon
2. (Kuchiyose no Jutsu: Hunahpu Hi-ro-tsuin sono Taiyou) - Summoning Technique: Hunahpu, the Hero Twin of the Sun
3. (Kuchiyose no Jutsu: Tezcatlipoca) - Summoning Jutsu: Tezcatlipoca, God of Jaguars
4. (Kuchiyose no Jutsu: Nanaki) - Summoning Technique: Nanaki
5.
6.

Tanuki
1. (Kuchiyose no Jutsu: Tankumo) - Summoning Technique: Tankumo
2. (Kuchiyose no Jutsu: Tanuki B.O.M.B Buntai) - Summoning Technique: Tanuki B.O.M.B Squad
3. (Kuchiyose no Jutsu: Tanroketto) - Summoning Technique: Tanroketto
4. (Kuchiyose no Jutsu: Danzaburou-danuki) - Summoning Technique: Tandanzaburou
5. (Kuchiyose no Jutsu: Yashima no Hage-Tanuki) - Summoning Technique: Tanhage
6.

Chapter Three: The Lost Elements

Adamantine
1. (Kongoton: Kongo Kigu) - Adamantine Release: Adamant Construction
2. (Kongoton: Adamant-hamasuta) - Adamantine Release: Adamant Hamster
3. (Kongoton: Etoku Ijin) - Adamantine Release: Adamant Grasp of the Giant
4. (Kongoton: Kongo Hakari) - Adamantine Release: Adamant Scales
5. (Kongoton: Adamant-Shou) - Adamantine Release: Adamant Devastation
6. (Kongoton: Kongo Shiro) - Adamantine Release: Adamant Bastion
7. (Kongoton: Shawa-kongo) - Adamantine Release: Adamant Shower
8. (Kongoton: Kongo Seki sono Hogosha) - Adamantine Release: Adamant Gate of the Guardian
9. (Kongoton: Adamantaconda) - Adamantine Release: Adamantaconda
10. (Kongoton: Kokujō Tengen Myō'ō) - Adamantine Release: Divine Retribution, Black Ropes of Ruination
11.
12.
Students: N/A

Marshmallow
1. (Mashamaruton: Rifutu Ofu!) - Marshmallow Release: Lift Off!
2. (Mashamaruton: Sauzando Ahiru-go!) - Marshmallow Release: The Thousand Ducky!
3. (Mashamaruton: Maru-manu) - Marshmallow Release: Mallow-Men
4. (Mashamaruton: Itokuzu Tsunami) - Marshmallow Release: Fluff Tsunami
5. (Mashamaruton: Maru-Mummy!) - Marshmallow Release: Mallow Mummy!
6. (Mashamaruton: Sasai Puft!) - Marshmallow Release: Stay Puft!
7. (Mashumaruton: Itokuzu-hidora) - Marshmallow Release: Fluffy Hydra
8. (Mashamaruton: Itokuzo-wad) - Marshmallow Release: Fluff Wad
9. (Mashamaruton: Kokkaku-a-itokuzu) - Marshmallow Release: Build-a-Mallow
10. (Mashamaruton: Ma-chi sono doaai) - Marshmallow Release: March of the Peeps
11. (Mashamaruton: Maru Maru no Mi) - Marshmallow release: Mallow Mallow Fruit
12. (Mashamaruton: Suraimu) - Marshmallow Release: Smiley
Students: Kenshin Himura & Coyote

Solar Wind
1. Taiyofuton: Ryokin Omocha [Solar Wind: Charged Kunai]
2. Taiyofuton: Kaze Furea [Solar Wind: Flared Breeze]
3. Taiyofuton: Kaze Chaimu [Solar Wind: Wind Chimes]
4. Taiyofuuton: Rorien no Te [Solar Wind: Lorien Hands]
5. Taiyofuton: Nenshou Ryuusui [Solar Wind: Burning Stream]
6. Taiyofuuton no Jutsu: {Solar Wind Technique}
7. Taiyofuton: Orora Sumashu Yaibas[Solar Wind: Aurora Smash Blades]
8. Taiyofuton: Ororaōraburasuto [Solar Wind: Aurora Aura Blast]
9. Taiyofuton: Sōrāpaneru Metsubou Yane [Solar Wind: Solar Panel Collapsing Roof]
10. Taiyofuuton: Furasshu Bakudan {Solar Wind: Flash Bomb}
11. Taiyofuton: Fukusū no Uzu Tatsumaki [Solar Wind: Multivortex Tornadoes]
12. Taiyofuuton: Rorien no Nisshoku [Solar Wind: Lorien Eclipse]
Teacher: Oraan

Arid
1. (Kansou Houmen: Kikou Sono San Kamigami) - Arid Release: Season of the Sun Gods
2. (Kansou Houmen: Konmei Harou) - Arid Release: Confusion of Waves
3. (Kansou Houmen: Shikke Henjou) - Arid Release: Moisture Relinquish
4. (Kansou Houmen: Gure-Pu Doki) - Arid Release: The Grapes of Wrath
5. (Kansou Houmen: Atsusa Gekido) - Arid Release: Heat of Refinement
6. (Kansou Houmen: Suihou!) - Arid Release: Bubbles!
7.
8.
9.
10.
11.
12.

Chapter Four: Schools of Killing

Ogame School
1. (Kagatsuchi Kata: Hibashira) - Form of the Fire God: Pillar of Fire
2. (Kagatsuchi Kata: Gurensen) - Form of the Fire God: Spinning Crimson Lotus
3. (Oboro Kata: Kagenui) - Form of the Void: Shadow Stitch
4. (Mizuchi Kata: Tanryuu Hibaku) - Form of the Water Dragon: Rushing Rapids, Cascading Waterfall
5. (Mizuchi Kata: Renkaiten) - Form of the Water Dragon: Ripples that Change the World
6. (Kosen) - Iori's Teachings: Tiger Drill
7. (Dokou Kata: Igari) - Form of the Earth God: Boulder Eater
8. (Dokou Kata: Ganjoubachi) - Form of the Earth God: Stout Retribution
9. (Ikazuchi Kata: Shidensen) - Form of Thunder and Lightning God: Purple Lightning Flash
10. (Ikazuchi Kata: Narukami) - Form of Thunder and Lightning God: Rumbling God

Chop-Hanging Rippling Fist
1. (Hikasazanami-Ken Genjutsu: Hi-hirate kuresshendo) - Chop Hanging Rippling Fist Illusion Technique: Hidden Palm Crescendo
2. (Hikasazanami-Ken: Hyoro Darumadoru Kyuushuu) - Chop Hanging Rippling Fist: Swaying Daruma Doll Revenge
3. (Hikasazanami-Ken: Hakai Pentaguramu) - Chop Hanging Rippling Fist: Destruction Pentagram
4.
5.
6.
7.
8.
9.
10.

Chapter Five: Tools...tools! Duct Tape, Zip Ties, and gloves. I need my tools!
Standard
1. (Ninja Gijutsu: EMP Jenerēta) - Ninja Technology: EMP Generator
2. (Ninja Gijutsu: Pip-Boy 3000) - Ninja Technology: Pip-Boy 3000
3. (Ninja Gijutsu: Rimokongurippu) - Ninja Technology: RC Grip
4. (Fuhai-sha) - Corrupter
5.

Cyborg
6. (Hebīāmuzu) - Heavyarms
7.
8.
9.
10.

Chapter Six: Gifts from Travelers
1. (Kuchiyose: Amerikahyou)- Summoning: Jaguar
2. (Doton: Doro Dekisui) - Earth Release: Mud Drowning
3. (Bushi no barasu) - Samurai's balance
4. (Atsui-Appu - Warm Up
5. (Chakra Arashi) -Chakra Storm
6. (Doton : Hisan Kobushi) - Earth Style: Flying Fist
7. (Furīāto: Pawā ashi) - Freestyle art: Power legs
8. (Kōfun jōtai) - The Adrenaline Rush
9. (Tekken) - Iron Fist
10. (Kongou Koku Retsu Zan) - Country Destroying Adamantine Slash
11. (Bushidō: Senka) - Way of the Samurai: Flash Blossom
12. (Iai no Kaimetsu Tekina) - Quick Draw Crippling Method
13. (Shusseki) - Presence
14. (Mugen-dai) - Infinate sword style, endless river of blood
15. (Bushidō) - Way of the Samurai
16. (Bushidō Hijutsu : Hāmonī) - Way of the Samurai Secret Technique: Harmony
17. (Sainan Ken) - Calamity Sword
18. (Ki Seishou no Nami ) - Ki Energy Wave
19. (Iai no San Dankai) - Quick Draw Three Step
20. (Han Sochi no jutsu)- Half Step technique
21. (Sukai doragon no hōkō) - Roar of the Sky Dragon
22. (Fuuton: Kurasshu) - Wind Style: Crash
23. (Bijutsu: Chakra Oshi) - Tailed Beast Skill: Chakra Pressure
24. (Bijutsu: Bijuu Junsei Chakra Arashi) - Tailed Beast Skill| Tailed Beast Pure Chakra Storm
25. (Bijuutsu: Kyouhakuteki Shippo) - Tailed Beast Technique: Menacing Tails
26. (Kemuri Genkotsu Rendan) - Smoke Fist Barrage
27. (Fuuton: Manako no Shippuu) – Wind Release: Eye of the Gale
28. (Genjutsu: Sono Botsuraku) - Illusionary Arts: The Fall
29. (Hebi Kuchiyose: Asmodeus) - Snake Summoning: Asmodeus
30. (Hebi geijutsu: Azamuku hebi no) - Snake Arts: The Deceiving Serpents
31. (Hebi geijutsu: Hebi kiba senbon) - Snake Arts: Snake Fang Needles
32. (Raiton: Chō Biburāto Raiton) - Lightning Style: Super Vibrating Lightning
33. (Raiton: Puroton Kikou) - Lighting Style: Proton Armour
34. (Katon:Ken Yurasu Katon Dageki) - Fire Style: Blade Swing Fire Strike
35. (Genjutsu: Kagirinai Seken Buruburu) - Illusionary Arts: Unlimited World Shaking
36. (Katon: Jigoku no Buresugādo) - Fire Release: Hell Guards Breath
37. (Fuji Kujaku Toku) - Wisteria Peacock Shield
38. (Toku Kuuhaku Kadou Mori) - Shield Vacuum Vortex Lance
39. (Katon: Katon rasen kiri ) – Fire Release: Fire Spiral Drill
40. (Fuinjutsu Mokuton Jumoko Za Man) -Wood Sealing Arts: Nativity Seeds
41. (Bunpuki no Jesshi Keitai) - Bunpuki's Embodiment
42. (Bunpuki no Yuigon) - Bunpuki's Testament
43. (Māku no Bachiatari) - Mark of the Accursed
44. (Enkidu) - Heavenly Binding Chains


Piggy Bank

Source

Kumi

Ryo

Initial

+1000

-



+250

-



-1000

-



+650

+650



+250

+250



+650

+650

CJ Exchange

-100

-

Total

1700

1550
 
Last edited:

Typhon

Active member
Legendary
Joined
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Messages
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Chapter One: Self Made Millionaire

Wind

(Fuuton: Chakra Kenpa no Kaze) - Wind Style: Chakra Sensing Breeze
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: N/A
Description: A wind technique similar to the chakra sensing rain technique, the user infuses their chakra into the surround air create a light breeze across the battlefield. This breeze is capable of sensing the chakra of people or objects it comes in contact with. The breeze will die out after three turns once activated and can only be used twice per battle.
~Deactivates after three turns.
~Can only be used twice per battle.

Taught to: Edward, Delta, Venom, Negative Knight, Toshiro, Kyrielight

(Futon: Bushōgoma) - Wind Style: Lazy Spinning Top
Type: Supplementary/Defense
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage: N/A
Description: The user will form three hand seals and gather the wind around an opponent into a vortex. The wind becomes a medium sized tornado that doesn't harm the target, but traps them in rapidly spinning walls of wind. The wind is in close proximity to the target making them susceptible to fire techniques while they're trapped in the tornado. This can also be created around the user as a means of defense.
-Can be used twice per battle.

(Fuuton: Pin Kusshon) | Wind Style: Pin Cushion
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user preforms three hand seals and raises their open palm towards a target gathering the wind around them into a sphere of dozens of wind needles. Once the needles are formed the user closes the hand causing the needles to all collapse onto the target delivering dozens of cuts. This technique can be used on two targets simultaneously by doubling the hand seals and using both arms.
-Can be used twice per battle.
-Counts as two moves if used on two targets.
-No S rank wind the following turn.

(Fuuton: Kazeyokoana) Wind Tunnel Transportation Technique
Type: Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 45
Damage: N/A (-10 to user)
Description: The user preforms a series of hand seals and creates a tunnel of wind between him and his opponent. This tunnel is crafted not for damage, so the sharpness of the wind is greatly reduce, and instead focuses on the pressure characteristic of wind. The user can then send weapons such as kunai or shuriken through this tunnel at tremendously high speeds. However the true purpose of the tunnel is to transport the user. By jumping into the tunnel the user is catapulted forward by the wind pressure at tremendous speeds. Upon entry into the tunnel the time it takes to reach the destination makes it impossible for the opponent to preform a series of hand seals. Because the pressure is pushing towards the opponent, objects cannot enter from that side and will just be immediately pushed away. When the user passes through their tunnel their body receives minor cuts on the surface of their skin.
~ Can only be used once for battle.
~ After being created it lasts for the duration of the user's turn.
~ The wind makes the user unable to hear or react to changes in the opponent's position when he is travelling in the tunnel.

(Fuuton: Kyojin Fūma Shuriken no Jutsu) | Wind Release: Giant Wind Demon Shuriken Technique
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user will form two hand seals and summon two windmill shuriken, one in each hand. The moment they're summoned the user will focus wind chakra into the weapons and then throw them towards their target. As they travel the wind grows larger and larger forming into a giant wind version of the weapons, large enough to easily sever such things as one of the Hachibi's tails. Once thrown the user can slightly alter the direction of the weapons making them difficult to dodge. the control of direction once thrown is limited as the user can only make broad arching adjustments.
-Can be used three times per battle. Cannot perform multiple times if the user does not have enough shuriken (At least two are required to use once).
-Can't make sharp turns once thrown.
-Must have Fuma Shurikens in the biography sealed with a scroll or Lightning Blade creation technique. Otherwise user must carry them.

(Fuuton: Seion Mayubachi) | Wind Release: Serene Cocoon of Retribution
Type: Attack/Defense
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to user)
Description: The user begins weaving an intricate series of twenty hand seals. During this process wind begins to whip around them and lifts them into the air several meters. The wind builds and builds tightly enveloping the user in a swirling cocoon. The wind becomes so fast and so dense that it begins to take on a solid appearance, making a white, swirling ovular cocoon around the user which can defend them from incoming attacks. At its peak the cocoon creates a faint and soothing humming sound, a calm before the storm. Then at a moment's notice the user will stretch their arms out at their sides causing the cocoon to explode outwards in a torrent of large wind blades that decimates the battlefield leaving large scars in the earth all around. Due to the high speeds and density of the wind cocoon it becomes difficult to control causing minor backlash within, dealing numerous shallow cuts over the user's body.
-Can only be used once per battle.
-No wind techniques the following two turns.
-No Forbidden techniques the following turn.
-Can defend against neutral elements of the same rank, but will no longer be capable of being used offensively.
-Can defend against S-rank fire, but will no longer be capable of being used offensively.

Earth

(Doton: Atlas' Kanwa, Shouhen Seken) - Earth Style | Atlas' Relief, Shattered World
Type: Attack
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage: 80
Description: The user forms three hand seals and slams their palms on the ground. This raises a giant statue of the Greek legend Atlas behind the opponent. The statue is roughly the height of Gamabunta and is formed with his back to the target. He holds a mountainous sized boulder on his back designed to look like the earth. Despite its large size it forms quickly, similar to how earth release: mountain smash forms. Once formed his hands let go of the boulder causing it to roll off his back and drop onto the enemy below. When it hits the earth it shatters spilling out into a huge pile of rubble, with the target crushed beneath.
-Due to its size it can only be used once per battle.
-Can only be used by Kage or above.

(Katon/Doton: Nayami sono Makai Ba-su) - Fire/Earth Release: Agony of the Hellish Birth
Type: Attack
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage: 80 (-10 to user)
Description: The user forms three hand seals and slams their palms on the ground. Doing this raises five large feminine statues in a pentagonal pattern mid-range around the target. Each statue is of a pregnant woman on her knees with her hands on her head screaming in agony. The wombs of the women are filled with dozens of jagged fist sized stones. Once the statues are raised the user forms two more hand seals and focuses a large amount of fire chakra into the wombs of the statues. With a third and final hand seal the wombs of the statues erupt in a vicious blaze of flames and shrapnel that decimate the area within the pentagon. The backs of the statues are more reinforced than the fronts which focuses the majority of the explosion towards the center of the formation, though some backlash is felt.
-Can be used once per battle.
-Only one other technique may be used in the same turn.
-No S-rank or above fire or earth the following turn.

Fire

(Katon: Ryu no Kaijin) | Fire Style: Dragon's Ash
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage: +15 to the smoke technique
Description: This technique is used to add a heat element to a user's smoke techniques in a similar way to how Asuma created his ash technique. When performing a smoke technique the user will make three hand seals prior to starting the hand seals for the smoke technique. As they do this they release smoke from their gauntlets and inhale the smoke while adding fire chakra to it in their gullet. They then preform the hand seals for the smoke technique, and rather than releasing it from their wrist launchers they release it from their mouth. This smoke is darker and shows scarce glows of orange fire, and is incredibly hot. Wind techniques of the same rank aimed at this smoke will be consumed as if it were clashing with a fire technique, adding to the strength of the attack.
-Can be used three times per battle.
-Can not be used in consecutive turns.

(Katon) Tsuchiyakekoge) - Fire Style: Scorched Earth
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage: N/A
Description: The user strings together a series of three hand seals while channeling fire chakra through the ground. Upon completion of the third hand seal the organic matter in the soil will begin to burn, releasing smoke as it does. This smoke forces its way to the surface causing various cracks to form all over the battlefield (not large enough for direct effect). The smoke seeps out of these cracks covering the field in a layer of thick smoke that can cause coughing when inhaled and irritate the eyes. This smoke can then be used as a source for smoke techniques.
-Can be used twice per battle.
-Burning lasts for three turns.
-Must be used on solid ground (nothing like sand or water).
-Smoke can easily be dispersed with a big enough wind technique.
-Doesn't affect enemies underground.

Smoke

Students: Roju, Vision, Throth, Gecko

(Ninjutsu: Kemuri Sekkan) | Ninja Art: Smoke Sarcophogus
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The user forms three hand seals and releases a stream of smoke from their wrist launcher that rapidly envelopes a target and condenses around their body. This acts to restrict their movements while also suffocating them if they are caught in it for more than 2 turns. This can also be used to condense pre-existing smoke (created through smoke jutsu from the user) around them to bind the target.
-Can be used three times per battle.
-Must know the location of the target.

(Ninjutsu: Tsuin Kemuri-ryu) | Ninja Art: Twins Smoke Dragons
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user forms three hand seals and then streams smoke out of a pair of wrist launchers. The smoke from each of the launchers forms into a dragon similar to the one produced by Kiho. The dragons race towards the target and can be controlled to change direction by the user.
-Can be used twice per battle.
-Requires two wrist launchers.
-Cannot use smoke techniques above S-rank the following turn.

(Ninjutsu: Gasu Fukumen) | Ninja Arts: Gas Mask
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage: N/A
Description: When in a close combat situation the user will quickly raise their wrist launcher to the enemy's face and release a sudden burst of smoke. The smoke irritates the enemy's eyes and respiratory system causing them to start coughing and blinding them momentarily leaving them vulnerable to attack.
-Requires a wrist launcher.

Approved:

Rain

(Kumonon Ame no jutsu) | Cloudless Rain Technique
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 25
Damage: N/A
Description: The user focuses a suiton chakra into the atmosphere and begins to condense water molecules into rain drops. Rather than creating clouds that release the rain, the rain drops seemingly form out of mid air and fall to the earth. Once the chakra is released into the air it acts on its own, allowing the user to preform other techniques while the rain is active. Similar to the chakra sensing rain technique, since the created rain is imbued with the user's chakra it carries sensing abilities.
-Can be used twice per battle.
-Lasts three turns once used.

(Ame unsou no Jutsu) Rain Transportation Technique
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: N/A
Description: The user focuses water chakra throughout their body and breaks down into rain drops. The rain drops then quickly shoot up into the clouds above where the user is free to move throughout the clouds. They then rain down in the desired location where they reform their body. This happens fairly fast, but is nowhere near instantaneous. The break down of the user's body is quick taking just a second, similar to someone user the water substitution technique. It then takes a couple of seconds to ascend into the clouds where it takes several seconds to move from one location to the other, being logically longer depending on the distance travelling. Finally it takes another couple of seconds to rain down in the desired location and reform. While preforming this technique the user is susceptible to being scattered, blown away or evaporated. If scattered while in rain drop form it will take the entirety of the user's turn to reform their body (even if using this technique as the user's last move, the amount of time to reform stays the same if scattered, independent of who's turn it is after the technique is used). Being evaporated results in the death of the user. They can't preform any techniques until they reform and must reform in the same turn the technique is used.
-Can only be used twice per battle.
-Cannot use any other techniques before reforming.
-Must reform during the same turn.
-Rain clouds must be present.

(Epikku sono Gilgamesh) | Epic of Gilgamesh
Type: Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage: 100 (-20 to user)
Description: This technique is one of the most feared rain techniques ever created and has become the inspiration for numerous flood myths throughout history. The user chains together a string of hand seals while releasing a massive amount of water chakra throughout the ground and into rain clouds. The rainstorm quickly becomes a monsoon as the earth throughout the battlefield begins to crack and release water. The down pour of rain rapidly combines with the water leaking from the earth and forms into a rampaging flood that washes over the battlefield in front of the user. The raging torrent is large enough and powerful enough to turn an entire village into a barren field of mud leaving nothing in its wake. The user can determine the direction of the flood choosing to make it unidirectional or make themselves the epicenter of the technique with the flood expanding outward from their location reaching long range in each direction. The amount of strain the technique causes on the body is immense causing the user to become physically exhausted. As a result they'll be limited in the techniques they can use and a restricted to a slow walk for movement.
-Can only be used once.
-Requires an active rainstorm.
-No Rain or Water techniques for the next three turns.
-No Forbidden techniques for the next two turns.
-No S ranked techniques the next turn.
-User suffers twenty damage.
-Any active rainstorm dissipates after used.
-User is restricted to a slow walk after usage and is constantly out of breath for three turns.

Sand
(Suna no Jutsu: Sabakuarashi) - Sand Technique: Desert Storm
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30 (-10 per turn)
Damage: N/A
Description: The user lifts their arms to the sky and raises a massive amount of sand into the air. Well above the battlefield the sand forms into large clouds that suspend themselves in the sky. The solid nature of the sand blots out the sun creating shade over the battlefield as "raindrops" of sand begin to fall from the clouds all over the battlefield. Since the sand is solid compared to rain which is liquid, this can be quite the distraction to those not accustomed to it. But its true purpose lies in the user's ability to use this sand as a starting point for their sand techniques, given the range is correct. When the rain storm ends the battlefield is covered in a five inch layer of sand.
-Lasts for four turns.
-Can be used twice per battle.
-Requires a large amount of sand.

(Suna no Jutsu: Hītoshinku) - Sand Technique: Heat Sink
Type: Defense/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: This technique is based on sand's ability to absorb and retain high levels of heat for long periods of time. When a heat-based element is used within short range of a source of sand, the user will focus chakra into the sand and have it rapidly absorb the heat from the technique. This can completely destroy a technique if it is a-rank or lower, or reduce the rank by two for higher ranked techniques. Absorbing high amounts of heat also causes the sand to rise in temperature as well, to the point that it becomes scalding to the touch. This gives the sand an added element of danger. Cosmetically, the occasional flame can be seen rising from the sand and distortions of the air around the sand can be seen. If the sand used is a technique, then the sand technique will gain one rank if s-rank and lower, or twenty points of damage if f-rank. If the sand used is a normal mass of sand (e.g. sand just hanging out on the ground), techniques formed from that source after using this technique will gain twenty points of damage.
-Can be used twice per battle.
-Two turn cool down between uses
-Sand retains the heat for up to three turns.

Approved:

(Suna/Fuuton: Subakukazedama) - Sand/Wind Style: Desert Wind Bomb
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user will use their wind release to gather wind and sand together into a highly compressed sphere of wind and sand between their hands. At its peak the sphere will look to be a solid orb of sand around the size of a basketball. Once completed they will fire the sphere at their target at high speeds. On impact it will erupt into a giant storm of wind and sand that shreds apart everything caught within it. The scope of this storm is the same as the explosive radius of a typical tailed beast bomb, leaving a large barren field covered with sand in its wake. The Ichibi can also use this technique by constructing the ball using his tail and mouth.
-Can be used twice per battle by standard sand users
-Can be used once per transformation by the Ichibi
-No sand or wind techniques above S-rank the following turn

Taught to: Pop123, Hell Autarch

(Subu no Jutsu: Sarlacc) - Sand Technique: Sarlacc
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user will manipulate the sand beneath their target to open up into a circular pit. The pit is lined with a ring every foot and with each successive ring the pit gets narrower and narrower. Projecting from each of these rings are long and thin spikes that are easily capable of piercing into flesh. When the pit opens up five tentacles of sand reach up from the bottom and latch on to the target pulling them down towards the bottom. By closing their fist the user causes the walls of the pit to close together piercing whatever is trapped within them. The pit itself remains open until its either destroyed or the user closes it, but the tentacles can only reform once every two turns. The size of the pit can vary depending on the size of the target reaching large enough to swallow a summon the size of Pein's rhino.
-Can be used three times per battle.
-Can be used on normal ground, but requires a series of 4 hand seals during which the user uses their sand to grind up the ground below the target producing the sand.
-Looks:
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Taught to: Pop123

(Suna no Jutsu: Shukaku's Ake no Myōjō) - Sand Style: Shukaku's Morning Star
Type: Attack
Rank: A/S
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: This technique attempts to emulate the tail of Shukaku and turn it into a weapon. The user will gather a massive amount of sand and form it into the shape of Shukaku's tail. The numerous fur-like triangles of sand that cover the tail will stand upright becoming dangerous spikes. By adding chakra to these spikes and compacting the sand the user can increase their hardness to steel-like levels. Once this is done it can be wielded like a club, swinging it and smashing it into targets within short range (of the tail, which can be formed up to long-range). The user can also fire the "spikes" from the tail towards the enemy up to long range. The tail itself is about half the size of the real thing. When this technique is used by a transformed Ichibi, its rank is increased to S and the damage adjusts accordingly. Rather than forming the tail from sand (which can still be done if the user wishes) the Ichibi just uses its own tail for the technique.
-Can be used three times per battle.
-S ranked version can only be used by a transformed Ichibi.

Taught to: Pop123

(Fuuton/Suna: Gekidoran sono Subaku) - Wind/Sand Style: Raging Storm of the Desert
Type: Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage: 90 (-15)
Description: In order to use this technique the user must have first created the Desert Storm technique. Once that's in effect the user chains together a series of five hand seals while focusing a large amount of wind chakra into the clouds of sand above. The user then forms a sixth and final seal which activates the storm. Vortexes of sand and wind descend rapidly from the clouds forming into dozens of violently spinning tornadoes. The tornadoes roar through the battlefield tearing through everything in their paths and carving deep scars into the earth below.
-Can only be used once.
-Ends the effects of the Desert Storm technique.
-No Sand or Wind techniques the following turn.
-No techniques above S-rank the following turn.
-Leaves the user physically exhausted for two turns.

(Suna gijutsu no shīringu) - Sealing Sand Technique
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: This technique was developed by Gaara so that the need to carry scrolls into battle could be bypassed and sealing techniques could be used more rapidly. The user will control their sand to mimic the form of an opened scroll and then engrave that "scroll" with the necessary seals needed for the technique. Once the technique is completely the sand will harden into rock ending the sealing process. This cannot be used for techniques that release something from a scroll, such as lightning blade creation, but rather for techniques take seal something away such as fire/earth/wind/water/lightning sealing technique.
-Can be used 3 times per battle.

(Suna no Jutsu: Eien no Mono) - Sand Technique: Shai-Hulud
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: This technique was created based on an old Sunagakurian legend in regards to how the desert in which the Village resides was formed. Long before humans roamed there existed a species of sand worm that inhabited the world. These beasts were massive and it is said that they churned the earth into sand using their tooth filled mouths as they burrowed through the ground. It is by this method that the legend claims the deserts of the world were created, and thus the Shai-Hulud have a revered status in Suna mythology. This technique uses sand to recreate the legendary worm and birth new deserts when needed. Either from already existent sand or from grinding up the earth below the user will perform a single hand seal and form a massive sand worm similar in size and shape to Katsuya. As the worm travels through the ground it converts the surrounding earth within short range to sand. It can be used to breach like a while and crash down on a target, or rise up from beneath a target to swallow them and pulverize them with a mouth filled with grinding teeth of sand. When complete the worm collapses into a large dune of sand.
-Can only be used twice per battle.
-No other sand techniques in the same turn.

Approved:

(Shukaku no akuma supōn) - Demon Spawn of Shukaku
Type: Attack/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage: 90
Description: This technique can only be used by Gaara upon entering either his complete transformation. Taking advantage of Shukaku's sand body, Gaara will break it down into dozens of miniature versions of Shukaku using its own body. Each replica carries the exact appearance of the beast, but stands just as tall as a normal person. As the Jinchuriki's body still exists within the transformation, they will remain within one of the many copies making them more vulnerable to attacks, though their location can only be determined by either a Byakugan or Sharingan. A sensory technique would be unable to pin point the user's location as they would just sense a mass of Shukaku's chakra throughout the battlefield. Simply destroying these spawn is not enough to dispose of them. As they're made of sand they can simply reform, thus the sand itself needs to be incapacitated. Using their numbers and durability the spawn swarm the enemies and overwhelm them. While this is going on the main body (the one housing Gaara) can still perform techniques, though its limited to A-rank or below.
-Can only be used once per battle.
-Lasts at most two turns.
-Once it runs out the transformation ends.

(Suna no Jutsu: Subakupusshu) - Sand Technique: Desert Push
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: N/A (+10 to taijutsu)
Description: This technique requires trace amounts of sand to have found its way into the nooks and crannies of a person's clothing, hair and body to be effective. Once that is done, the user can take control of that sand and forcefully push it off the target in a specific direction, producing an effect similar to the target being hit by a sudden burst of wind. This can be used to interrupt basic movements, slightly alter trajectories, or create openings for attacks. While a full body usage is more common, the user can also target specific body parts like arms or legs. The user can also apply this to themselves. By using the push to supplant their own movement they can exaggerate a jump or leap in a direction, though this is a simple one time burst which cannot be sustained for increased speed. By using the single-limb variant the use can increase the speed and strength of a strike in close quarter combat. This technique can be set up in several ways. The obvious method is by simply using one's ability to control sand to stealthily plant sand on the target or themselves. Second, a large scale technique that spreads sand such as a sandstorm would be sufficient should the target have been in it for a turn or more. Third, simply battling on a sand-covered field for a turn or more.
-Cannot be used on consecutive turns.
-Can be used 4 times.

Approved:

Kenjutsu

(Kosen) - Iori's Teachings: Tiger Drill
Type: Attack
Rank: S
Range: Short
Chakra Cost: N/A
Damage: 80
Description: The tiger drill is an Ogame school technique in which the swordsman amplifies the piercing power of their thrust through body movement. They will hold the sword at the very end of the hilt in one hand and step forward while thrusting the tip of the blade forward. As they do this they twist the arm holding the sword while simultaneously twisting their body and back leg in unison, creating incredible piercing power similar to a drill. The strength generated from this is capable of piercing through armor such as chain mail or even another sword. This can also be preformed using the the hand in a claw position creating a rasengan-like blow that sends the opponent rotating through the air backwards.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice times per battle.
~Can be seen here if the description isn't clear enough:

Summoning Arts

Secret Jaguar Art: Welcome to the Jungle
(Hijaga-jutsu: Uerukamu dzukiza Junguru)
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 45
Damage: 0
Descritpion: This technique is an adapatation of Jiraiya's crushing toad stomach technique which reverse summoned the user and their opponents into the stomach of a toad on Mt. Myoboku. In this variation the user reverse summons him and his opponent deep into the homeland Rain forest of the Jaguars. Giant trees fill the forest with their thick canopies hundreds of feet in the air and to those below looks like a pitch black night sky. The thickness of the canopy blocks out light limiting vision to both the user and the opponent so that nothing can be seen at long range, at mid range a person's silhouette can be seen while at short range they are fully visible. In this forest it is constantly raining in a heavy down pour that saturates the area. This location is a specifically forbidden section of the forest due to its mysterious and sacred past. People who remain here too long will be forcible removed after three turns by unknown forces.
~Can only be used once per battle.
~Must be capable of summoning the boss Jaguar summon.
~No Jaguar summonings or reverse summonings can be used for the remainder of the battle.
~Inside this area the user is incapable of using Fire or Lightning techniques.
~Must be taught by Typhon.


Secret Jaguar Art: Were-Jaguar
(Hijaga-jutsu: Were-Jaguar)
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra Cost: 60 (-15 per turn)
Damage: +10 to Taijutsu, Wind and Water (and rain if applicable) (-15 to the user per turn)
Description: After years of training with Jaguars the user is taught a secret forbidden jutsu that allows them to access the power of the Jaguar. By summoning energy from a hidden idol that belongs to the Jaguar God Tezcatlipoca the user is able to transform into a were-jaguar. Their eyes become ovular and cat-like granting the ability to see clearly in pitch black conditions, their jaws grow stronger and their teeth become pointed. They grow a tail with spotted fur and their nails grow into razor sharp claws. The transformation grants the user increased strength close to that of a sage mode user. They also gain the passive Jaguar ability to hide their presence from non-senor type ninja. However, it takes a tremendous toll on the body and restricts the use of earth and fire elements. The technique will wear off after three turns and will leave the user exhausted.
~Can only be used once per battle.
~Must have signed a contract with the Jaguars and have been trained in its use.
~Lasts three turns once initiated.
~Gives the user a strength boost similar to, but slightly weaker than sage mode.
~Gives the user +10 damage to taijutsu, wind and water (and rain if applicable).
~The user loses the ability to use genjutsu, fire and earth elements.
~The user takes 15 damage every turn.
~The user is left exhausted when the technique wears off.
~Must be taught by Bahamut.

(Tanuki Kuchiyose no Jutsu: Great Tanuki) - Tanuki Summoning Technique: Daitanuki
Type: Attack/Defense
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: As part of their obsession with the tailed beast, the Tanuki of Hachitakioashisu built a great sand statue of Shukaku in the middle of their village. The statue is around half the size of the real thing and sits cross legged in a meditation position. Signers of their contract are given permission to summon this statue during their battles. Its sandy composition makes it a very durable defense, and its great size is capable of crushing opponents when the statue is summoned above them. As it is made of sand, summoners capable of using sand techniques can use its body as a source. Must be summoned at least 10m above the target.
-Can only be summoned once per battle.
-The statue is a sand technique in terms of strengths/weaknesses.

(Kuchiyose no Jutsu: Kozeni-ire) - Tanuki Summoning Technique: Coin Purse
Type: Supplementary/Defense
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: This technique is similar to Jiraiya's Toud Mouth Binding technique in which a portion of the animal (e.g. the stomach) is summoned, rather than the entire thing. A common quirk in the Tanuki culture is to carry coin purses made from the scrotum of their deceased brethren, and is the inspiration for this technique's name. The Tanuki version of the technique summons the scrotal tissue in which the Tanuki pride themselves. This can be used in several ways, such as creating a protective barrier around the summoner, trapping the enemy, or similar to the toad technique, lining walls and surfaces to create entrapped areas. The inner wall of the coin purse is smooth and fleshy, while the outer surface is covered with course hair. After summoning the Coin Purse, the summoner is able to further manipulate it in the same way that a Tanuki would manipulate their own through the famed Scrotal Arts. This allows the summoner to wield the Coin Purse as they see fit, though it requires the usage of Scrotal Arts which counts as a move for each manipulation and has a maximum rank of A. The summoner has a wide variety of Coin Purse sizes to summon, the smallest being the size of a real coin purse, while the largest could potentially envelope a large summon.
-Can be used twice per battle with a two-turn cooldown between uses.

Approved:

(Tanukiton: Innouton) - Tanuki Arts: Scrotal Arts
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra: 15-40
Damage: 30-80
Description: If there was one defining feature of the Tanuki species, it would be the unusual and discomforting size and manipulation of their scrotal sacs. Long before the Tanuki became involved with ninja, they used these arts for a number of tasks as well as with their trickery of humans. The scrotal sacs of the Tanuki are renowned for being much larger than their body size would suggest. The sheer size of these sacs made it typical for them to be slung over a Tanuki's shoulder or tied around their waist during their normal daily activities. Along with the unusual size, their sacs are incredibly elastic, allowing for them to stretch and increase their surface area. After becoming an animal contract for ninja, the Tanuki weaponized their famed scrotal arts. They learned to further manipulate the shape of their scrotum while using chakra to harden the skin to create constructs that could be used in battle. These constructs were fairly crude, but could be used as shields or weapons. This ability was restricted to the male Tanuki, and their skill with it is dependent on the summon's own rank, being capable of using the scrotal arts up to that same rank.
-Can only be used by male Tanuki.
-Each summon can use this up to their own rank.
-S-rank can only be used once per summon.

Approved:

Fuuinjutsu

(Kekkai Fuuinjutsu: Kyubu Hojin) - Barrier Sealing Technique: Cube Method Formation
Type: Supplementary/Defensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: N/A
Description: This high level fuuinjutsu technique functions in a similar manner to the dome method formation barrier. The user will clap their hands together causing an invisible barrier to expand outwards and surround the battlefield. This barrier takes the form of a cube which split into smaller 1 ft x 1 ft x 1 ft cubes. The way it functions is that when something enters the perimeter of these cubes they alert the user allowing them to track the movements of anything within the barrier. Besides the shape and detection method, the cube formation differs from the dome formation is another important aspect. The user can cause any number of these smaller cubes to merge together and solidify creating a physical barrier. When the cubes are solidified their sides become visible turning a transparent light blue (similar to the normal color of chakra) with faintly visible kanji for "cube" on the sides. These cubes must be connected to each other, meaning the user cannot create a physical barrier in two different spots within the larger cube at the same time. The cubes also cannot be intersected by something physical such as a person or an earth technique so that a barrier cannot be created through someone or something. These barriers last until the end of the turn they're created or until they're shattered. Once this happens that area within the larger cube becomes a blind spot within the technique unable to preform its tracking function.
-Can be used twice per battle.
-Solidifying cubes counts as a move.
-Solidified barriers are A-rank.
-Lasts for four turns once created.

(Fuuinjutsu: Sabaku no Sakusei) - Sealing Technique: Desert Creation
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: This technique allows a sand use to easily transport all the sand they would ever need for a battle giving them access to their arsenal even if fighting on an ocean. They will carry with them paper tags with one of four symbols drawn on them: north, south, east and west. Each of these seals contains sand from a desert in each of those regions of the world. These four deserts each gave their sand unique properties. When releasing the sand from the seals the user can create varying effects. By placing the seal on the ground they can create a geyser of sand which can damage an opponent's legs and launch them into the air. Waving the seal in front of themselves while releasing the sand will create a large wave of sand similar to the Sand Avalanche technique. Releasing the seal from above the target can allow it to crash down on them and bury them alive. If the user wishes to remove this desert from the battlefield they must place the correct tag on the sand and draw it in. The deserts and the sand drawn from each are as follows:
North: Gobi - The Gobi desert experiences tremendous winds that over time have infused itself into the sand. This gives the sand a neutrality with lightning which it is usually weak against. The drawback to this is that it gains a weakness to fire. The flames feed off the wind of the sand feeding the flames and increasing its heat. This can let the fire melt sand that would typically be able to withstand it.

West: Atacama - The sand from Atacama is rumored to be the driest sand in the world. The sand is infused with earth chakra which acts as a double edged sword. It prevents the sand from becoming wet, but at the same time it increases its vulnerability to lightning. This gives it a strength against water techniques, but a double weakness against lightning.

South: Sahara - The sands from the Sahara are larger in grain size than typical deserts. This gives sand techniques used when wielding this sand a much stronger punch as well as giving defensive techniques more durability. Sand techniques used with this source gain a +10 damage boost, but due to the size of the sand grains its also heavier and slower making techniques move half as fast, for instance the Shield of Sand technique would only be capable of intercepting taijutsu 1.5x the user's base speed.

East: Namib - This is just some normal ol' sand.
-Only one of these sources can be used at one time.
-Can only switch sources if the original has been completely destroyed or removed from the battlefield.
-Resealing the sand costs a move.
-Can only use up to 2 seals per battle.
- Sand only remains infused with with the element for 3 turns.
- Each source can only be used once

Weapon
(Yugudorashiru) - Yggdrasil
Type: Weapon
Rank: S
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: This weapon was created by Shimura Danzo utilizing the power of his implanted Senju Hashirama cells. Using a standard tanto as the foundation he encased it in the strongest wood he could create while also imbuing it with some of the cells from the Shodaime. The resulting weapon was a cane that stood from the ground up to his hip. The top of the cane is rounded giving him a comfortable spot to rest his hand. From there it narrows as it moves towards the ground ending in a needle sharp tip as deadly as any sword. Aside from that it looks rather unassuming, easily mistakable for a normal everyday cane. Due to the composition of the cane it has several unique abilities.
Qlfussrot: By tapping the point to the ground Danzo can create A-ranked roots from the ground up to long range away. The roots can vary in size being small enough to deal comfortably with a person, or big enough to restrict a large boss sized summon. They're pointed at the tip capable of piercing through the target and have the ability to leech 30 chakra per turn. While a person is having their chakra leeched, the roots grow eventually covering the target from head to toe. Due to the constant loss of chakra during the absorption the victim becomes limited to A-rank and below techniques until they escape.

Niohoggr: Using the roots of Qlfussrot, Danzo is also capable of performing his own version of the wood dragon technique dubbed "Niohoggr". He will stab the cane into the earth and form the snake seal causing numerousl roots to grow from the ground and weave around each other taking a form similar in size and shape to the standard wood dragon technique. This version lacks the ability to suppress the bijuu, though it does carry the same leeching ability as the A-ranked root ability. Niohoggr is S-ranked and can only be used once per battle.

Eikthyrnyr: The final ability the cane is called Eikthyrnyr. Due to the high concentration of chakra and trace amounts of Hashirama's cells within the cane, Danzo can absorb the wood and cells back into his body through his right arm to temporarily increase his abilities. Since the wood is extremely concentrated and laced with the cells of Hashirama, it gives Danzo 120 chakra points when taken back into his body. The sudden surplus of chakra and physical energy from the cells increases the potency of his wood, water and earth techniques (+15, +10 and +10 respectively) as well as his taijutsu (+10) for four turns. The downside to using this is that it destroys the cane for the remainder of the battle. Doing this leaves behind the standard tanto that the cane is formed around, which can then be used for kenjutsu.
-Qlfussrot can be used three times per battle.
-Eikthyrnyr only be used once with the boosts lasting four turns.
-After Eikthyrnyr expires Danzo cannot use wood techniques the following turn.
-Niohoggr can only be used once per battle.
-Can only be used by wood users.
-Must be wielding the cane to use its abilities.

Approved:


(Giant Cutter) - Jaiantokattā
Type: Weapon
Rank: S
Range: N/A
Chakra Cost: N/A
Damage: N/A (+10 to Kenjutsu)
Description: The Jaiantokattā is a large knife-like blade that is held in a thick wooden scabbard sporting a matching wooden handle. It is commonly held on the carrier's back with a strap that wraps around their torso. This weapon was originally designed by the Akimichi clan to be a tool used for butchering large animals that couldn't reasonably be butchered with standard cutting tools. As such, the blade was crafted with the utmost skill to be as sharp as possible to allow for precise and expert quality cuts. This allows the wielder to produce the most magnificent cuts of meat without damaging the end product. Beyond the physical impressiveness, the blade was also constructed with a specialized chakra-reactive metal. Combined with the sheer sharpness of the blade, it allows the Jaiantokattā to cut through the very bonds of chakra itself, thus preserving the spiritual integrity of the meat in addition to the physical. For this reason, the meat cut with this blade is said to be beyond flavorful, creating a taste that is unique throughout the ninja world. This sharpness makes the Jaiantokattā a deadly weapon when used in battle, passively increasing the damage of the wielder's kenjutsu by ten damage points. As the name implies, the Jaiantokattā is designed to enlarge with the usage of the Akimichi clan's signature multi-size techniques. When being held in a hand that is enlarged, or if the entire body is enlarged, the Jaiantokattā scales to the same size. With its growth in size, it becomes even more dangerous, sharing the actively boosted damage that the clan's multi-size techniques adds to taijutsu (+15 for partial multi-size, +25 for multi-size technique, +30 for super multi-size technique). The ability to cut through chakra allowed for the usage of the "preparation" technique that is unique to the Jaiantokattā. Preparation follows the standard kenjutsu strengths/weaknesses and is A-rank in strength, short range, and can take on the following forms:
  • Skin: Similar to skinning an animal, the Jaiantokattā can be used to "skin" chakra. This can be used to remove a shell from a technique, or remove an armor or shroud from an opponent.
  • Cleave: This technique is a simple but precise vertical slash preformed with both hands, capable of splitting the target in two halves. By cutting the chakra of a technique, such as a fireball, this can cause it to part as it passes by the user.
  • Dice: A technique that is commonly used to cut produce such as onions, dice involves a series of horizontal and vertical cuts that leaves an opponent or technique in small cubes. This doesn't have much of an effect on shapeless things, like a wave of water or fire or lightning, but it can cause structured techniques, such as a stone golem, to crumble.
  • Fillet: A dangerous cut that can be used to cut off a specific muscle group when used on an opponent, though has no use on techniques.
-Can be wielded by anyone, though the multi-size aspects only apply to Akimichi clansmen.
-Picture:
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Approved:

Tailed Beast Skills
(Bijuutsu : Fu Kinkou) Tailed Beast Technique: Imbalance
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: N/A (+20 Per Technique)
Damage Points: N/A
Description: Utilizing the concept of Duality, this sister technique came to life - as the user will infuse both positive black chakra and negative white chakra into that of a technique of their choice. A positive to negative ratio of 6:4 is used, giving it similar properties to the tailed beast bomb technique in terms of destructive capability, though not on that level of course. Mixing the tailed beast chakra with another technique makes it predictably unstable, and as such it can only be used with supplementary or defensive techniques with no offensive capability. Once this chakra has been mixed in to the other technique, it becomes dangerously unstable itself, causing it to explode with strength equal to the rank of the original technique. This is due the ratio of bijuu chakra infused into it, as seen when a Bijuudama meets it's end point it would explode violently. This can only be used four times per battle, with a cool down of two turns between each use and no Bijuu techniques above A rank in the same turn. Explosions produced through this technique cover a short-ranged radial reach.
-Can only be used with techniques that have no damage.

Approved:
Students: Nobuwa

(Bijuutsu: Demon's Sand) - Tailed Beast Technique: Akumasuna
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: It is common for Sand style practitioners to carry with them a modest supply of sand within gourds to use during their battles. Akumasuna, meaning Demon's Sand, is the name given to the sand carried by the jinchuuriki of Shukaku. The sand comes from Shukaku's own body and is imbued with his chakra, making it more powerful than standard sand. It appears like normal sand but contains indigo streaks much like Shukaku's body, making it easily distinguishable. As this sand is modest in its volume and can't be created during battle, it isn't suitable for large scale techniques, but is typically used for the jinchuuriki's shield of sand technique and other small scale attacks or defenses. Having been infused with the chakra of a tailed beast, the sand loses both its weaknesses and strengths, becoming neutral to all other elements in the same way that bijuu chakra is. It also becomes distinct from normal sand, making it impossible to manipulate for sand users other than the one-tails jinchuriki.
-Must be posted in the user's bio
-Can only be manipulated by the One-Tails Jinchuriki

Approved:

(Bijuu Fuinjutsu: Akuma no mado shīru) - Tailed Beast Sealing Technique: Demon's Window Seal
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (for activation)
Damage: N/A
Description: This seal was created specifically for Jinchuriki as a way of giving their Bijuu a more active role in battle. The Demon's Window Seal is placed on a Jinchuriki's body and gives their Bijuu a window into the outside world, appearing as a "screen" of sorts inside their inner sanctum. This allows them to see in the direction that the seal is facing, with a standard field of view. A common location for the seal is the nape of the Jinchuriki's neck which allows the Bijuu to watch their host's back, though more offensively minded Jinchuriki may place the seal elsewhere. This viewing window is active at all times as a passive function for the seal.Beyond being able to see through the seal, the Bijuu and host are able to activate it to create a temporary gateway into the real world, appearing as an enlarged version of the seal in the air at the desired location. While not large enough for the Bijuu to escape through, it does allow the passage of a limb or tail, or even a technique. Whether it is the Bijuu or the Host activating the seal, the gateway must be created within eye sight. Should the Tailed Beast attack through the gateway with a limb or tail, the strength of the attack is A rank. They are able to use techniques of the fields they can use during its full transformation (e.g. Wind and Sand for Shukaku, or Wind and Taijutsu for Chomei), but with half the added power bonus and excluding any technique that is exclusive to their full transformation. The gateway can only be used for one action per usage, after which it closes.
-Must be stated in the biography, along with location on the body.
-Can only be activated four times per battle.
-Physical attacks count as A-rank in strength, but do not count as a move in the user's turn.
-Activation of the seal counts as a move in the user's turn, as does any technique released through the gateway.

Approved:
Taught To: Nobuwa, King Crimson, Shinta


(Bijutsu: Gundan no Bijudama) - Tailed Beast Skill: Legion's Tailed Beast Ball
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: Similar to (Fūton: Mugen Sajin Daitoppa ) - Wind Style: Sandstorm Devastation, this technique takes advantage of the one-tailed transformation's sand body by opening up numerous mouths across its surface. However, rather than using those mouths for a wind-style technique, this technique uses each of those mouths to create a smaller scale bijudama. Because this requires making a dozen or so of these mini-bijudama they are highly unstable and its a struggle to maintain their spherical form. When released they erupt outward as a blast of bijuu chakra much like when the jinchuuriki eats the bijudama first, rather than as a spherical bullet. With mouths all along its body, this results in an omnidirectional blast of the bijuu chakra extending in a mid-range radius. This technique can be used in both the initial and full transformations, gaining twenty points of damage and extending to long-range when used in the full.
-Can be used once per transformation and only twice per battle
-Cannot be the turn before, or after other bijudama variants.

Approved:

Miscellaneous
(Shibou) - Blubber
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: This "technique" is the result of a high fat diet and years of drinking unhealthy amounts. The person accumulates a large amount of weight through the formation of a thick layer of fat around their body. The thick layer of fat acts as a cushion against incoming blunt attacks, greatly reducing the effectiveness of things such as punches or kicks. It also acts as a buffer between the muscles and organs of the body. For instance a cut that would spill the intestines of a normal sized person would fail to reach the insides of a person using this. This reduces the damage of incoming physical attacks (taijutsu, kenjutsu, most earth/water/wind attacks) by ten points of damage, though has no impact on energy based attacks (fire, lightning, etc.). This ability is designed to make the user a "tank" who can absorb damage. Aside from the direct damage reduction, it also alters the percentages at which specific target damage impacts fatigue and injury. For the arms and legs, the first three levels require an additional 10% before each level kicks in, changing the thresholds to 30%, 50%, 70%, 80% and 100%. The torso sees these thresholds increase by 20% for the first three levels, becoming 40%, 60%, 80%, 80%, 100% (third and fourth levels would trigger at the same time). The user also gains a resistance against critical hits to the heart, though sneak attacks will trigger as normal. As the head lacks the same level of fatty tissue, it is unaffected by this ability taking normal amounts of damage and is susceptible to critical strikes. Being an anhydrous tissue, fat is a poor conductor of electricity. As a result the person is protected from paralytic affects from unfocused lightning techniques. While they're protected from the paralytic effects of the lightning, they in turn become burned in the fatty areas where the lightning meets resistance. They still receive the damage of the attack, just in the form of burns rather than paralysis. Fat is also a very good insulator of heat allowing the person to maintain a relatively stable internal temperature in cold weather, though they may be prone to heat exhaustion. The excess weight also reduces the person's speed and agility by the equivalent of two ranks. They also become susceptible to exhaustion causing them to be limited to two moves every third turn. This technique does not reduce damage from recoil caused by the user's own techniques. An Akimichi biography that uses the three colored pills or calorie control and loses their fat has the affects of this ability removed from their biography until a time when they regain the weight. The injury thresholds will return to normal, though if the drop puts their current damage at a new level they will need to take more damage before the injuries take effect (e.g. I have 40% damage to my arms, and lose the weight, dropping the threshold from 50% back to standard 40%. I would need to take damage to the arms again before the 40% affects activate).
-Must be attached to the character's biography.
-Only available to Akimichi clan characters.
-Only affects areas where layers of fat accumulate.
-Reduces the character's speed by two ranks.
-Limited to two moves every three turns.

approved:
 
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Chapter Two: Beasts of the Wild

Jaguars
Summoning Animal: Jaguars
Scroll Owner: Nanaki
Other Users who have signed contract: Delta, Mudo, Sin, Jinbei, LGeezy, Method
Summoning Boss if existing: Tezcatlipoca
Other Summoning Animals tied to contract: Hunahpu, Xbalanque, Nanaki
Description and Background: Jaguars are a species of big cat found in the Americas. In terms of average size they rank third behind the Lion and Tiger. Much of their habitat consists of dense rainforest which they've adapted to to become an apex predator. Like the Tiger, the Jaguar is a talented swimmer and enjoys spending time in the water. Due to the type of prey the Jaguar often hunts such as caiman and turtles, Jaguars evolved incredibly strong jaws that give them the highest pound for pound bite force of the big cats. Their hunting style also differs from other big cats as they will kill their prey by puncturing through skulls and shells. This powerful bite force allows Jaguar summons to bite through solid objects up to one rank below the summon's rank, based off of doton durability. If a solid element (e.g. steel) is strong against earth due to being harder, the rank is reduced by one again. This ability doesn't apply to energy based elements.

The Jaguars of this contract reside deep within the dense Nakukiurin (Crying Tree Rainforest) which is found in the same country as Amegakure. It is largely undiscovered as the forest offers it ample protection and keeps it hidden from travelers. An ancient clan once lived in the forest but has since disappeared leaving behind a large stone city called Tenochtitlan. The Jaguars have since taken up residence in the city with their leader, Tezcatlipoca, living in the central temple. The trees of this forest are massive and often times have such a thick canopy that its as if its always night below. These dark conditions have led to the Jaguars focusing on stealth tactics in combat. All Jaguars have the passive ability to see in the dark and can mask their presence from non-sensory ninja, meaning they can move without a sound and are skilled at staying out of sight.

(Kuchiyose no Jutsu: Hunahpu to Xbalanque, Hiro-tsuin sono Taiyo to Tsuki) - Summoning Technique: Hunahpu and Xbalanque, the Hero Twins of the Sun and Moon
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Hunahpu and Xbalanque are twin brothers who were born with differing coloration. Hunahpu has the traditional orange fur with black rosette spots, while Xbalanque was born with the more rare black melanism coloration. As the two brothers grew and became more powerful, they began drawing comparisons to the sun and moon, thus earning their nickname as the Hero Twins of the Sun and Moon. Both jaguars are of similar size and stand on all fours with their backs reaching up to about six feet. Hunahpu is proficient in the fire element and is capable of using up to A-rank techniques. He also has the passive ability to sense body heat making him an excellent tracker. Xbalanque is proficient in the wind element and is capable of using up to A-rank techniques. As a melanistic jaguar, Xbalanque is able to extend the jaguar ability to hide their presence from non-sensor ninja to include chakra sensory techniques, making him a stealthy opponent. While masking his chakra, he cannot use any chakra based jutsu of his own without allowing his chakra to be sensed. The twins share a mental link with each other which allows for them to communicate through their thoughts, though this doesn't extend to the summoner. Both summons are considered A-rank individually.
-Can only be summoned once per battle.
-Lasts 4 turns once summoned.

Approved:

(Kuchiyose no Jutsu: Nanaki) - Summoning Technique: Nanaki
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Nanaki is a descendant of Hunahpu, the Hero Twin of the Sun and the son of Seto. Like his father he holds a strong affinity for fire, and has even surpassed his father in its usage. Like most Jaguars he stands on all fours and has the traditional orange and black coloration. When on all fours his back reaches five feet, slightly smaller than Hunahpu. His powerful jaws are capable of crushing any physical defense C-rank or below. While not as physically impressive as some of the other warrior jaguars, his skill in fire usage is unrivaled. Once he enters combat he continually focuses fire chakra throughout his body causing his orange and black fur to turn a fiery red while a flame grows from the end of his tail. While in this Lunatic High his fire techniques gain 15 damage, though he receives that much more damage from water. He can use fire ninjutsu that the user knows up to A-rank and his normal attacks such as clawing and biting gain an additional heat element. Twice per battle Nanaki can use an A-rank attack called Sled Fang. With this attack he focuses fire chakra to his paws while hunkering down. He then uses the build up fire and releases it through his feet to launch himself forwards at rapid speeds (2x kage speed) where he claws through the target, coming to a sliding stop several meters behind them. Once per battle he can use a unique S-ranked fire technique called Cosmo Memory. He rears his head to the sky and howls manifesting a ball of flames high in the air. Numerous smaller balls of fire circle and collapse into the central one, raising its heat while keeping it condensed. Once the final one merges with it the ball releases the pent up heat as a focused blast down at the target. It starts out a couple of feet in diameter and rapidly expands to a short-range radius, incinerating everything in its reach.
-Lasts four turns once summoned.
-Can only be summoned once.
-Lunatic High is B-ranked, counts as a move to activate, and lasts as long as he is summoned.
-Sled Fang is A-ranked and can be used twice.
-Cosmo Memory is S-ranked and can be used once.
-Disperses regardless of turn after Cosmo Memory is used.

Approved:

Summoning Jutsu: Tezcatlipoca, God of Jaguars
(Kuchiyose no Jutsu: Tezcatlipoca)
Type: Supplementary
Rank: S
Range: n/a
Chakra Cost: 45
Damage: n/a
Description: Tezcatlipoca is one of the key Gods of the Aztec people. When he takes his animal form he becomes a Jaguar. He is the boss summon for Jaguars and is around the same size as Gamabunta. Jaguars have the strongest jaws of all the big cats as evidenced by their preference to deliver killing blows by biting the skull of their prey rather than the throat, they also eat turtles by crushing their shells. Using this bite Tezcatlipoca can bite through incredibly strong defensive techniques (A-rank and below). Jaguars are also masters of stealth and ambush made possible by their ability to mask their chakra from normal ninja, though not sensors. Tezcatlipoca is adorned in Aztec tribal gear such as feathers, piercings, armor and a green cloth ties around his waist. His chakra natures are water and wind he can use up to A-ranked water techniques and A-ranked wind techniques.
~Must have signed a contract with Jaguars.
~Can only be summoned once per battle.
~Lasts four turns once summoned.
~Can withstand up to 160 damage (2 S-ranked attacks)


Tanuki

(Kuchiyose no Jutsu: Tankumo) - Summoning Technique: Tankumo
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: The user preforms the standard summoning technique and calls forth Tankumo of the Tanuki. His stands taller than most Tanuki, almost a head taller than an average man and is generally pleasant and care-free. Like most Tanuki he has quite the stomach, but he keeps it hidden underneath a red kimono that's held by a yellow sash. Tankumo carries a small gourd of saki and wears an abnormally large and broad leaf on his head in place of a rice hat. This leaf doubles as a folding fan which he uses to create wind techniques in battle. He has a unique transformation technique in which he turns his body into a larger version of his leaf which the user can wield as a folding fan.
-Can use wind up to A-rank.
-All techniques count as a move in the user's turn.
-Lasts four turns once summoned.
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(Kuchiyose no Jutsu: Tanuki B.O.M.B Buntai) - Summoning Technique: Tanuki B.O.M.B Squad
Type: Supplementary/Attack
Rank: A
Range: Mid-Long
Chakra Cost: 30
Damage: 60
Description: The user will perform the standard summoning technique and summon four Tanuki in the air above their opponent. The four tanuki (Tanbob, Tanozy, Tanmark and Tanbill) will use their bodies to create a parachute of skin that lets them float in the air. From there they bombard the target with weapons such as kunai and shuriken carrying explosive tags. The attack covers a wide area with a continuous stream of explosions decimating everything below. Once the attack is complete the Tanuki remove themselves from the battle to reload their arsenal.
-Can be used three times per battle, but not on successive turns.
-Attack lasts for the turn that they're summoned.
-Cannot be summoned again if they're killed or incapacitated.
-Can be summoned again if not all are killed or incapacitated, but the rank is reduced by 1 and the damage by 15 for each Tanuki not available.
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(Kuchiyose no Jutsu: Tanroketto) - Summoning Technique: Tanroketto
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: Tanroketto, or better known as Rocket, was the former commander of the Tanuki B.O.M.B squad before developing his own personal skills to a point where he could operate solo. While not skilled in elemental ninjutsu or genjutsu, he excelled in hand-to-hand combat and weapon based ninjutsu. With an appetite for explosions he outfitted all of the weapons he uses with his ninjutsu with explosive tags using the (Fuda Kakusu no Jutsu) Tag Hidding Technique. He carries a large scroll on his back as well as several smaller scrolls across his body on a strap going from his left shoulder to right him. He uses these scrolls for the manipulated tools set of techniques as well as other similar weapon based ninjutsu such as rising dragon dance. Rocket has two clips on each of his forearms where a small scroll can be attached. When doing this he can then point his arm towards a target and release a barrage of kunai. Using one scroll in this fashion releases a C-rank barrage of kunai, using two scrolls is B-rank, three scrolls is A-rank and four scrolls is S-rank. Each scroll can be used twice for this ability, meaning if all four are used simultaneously, the S-rank variation can be used twice per battle at most.
-Rocket's weapon based techniques gain +15 damage due to the hidden explosive tags within them.
-Can only used weapon based ninjutsu such as manipulated tools and rising dragon dance up to A-rank.
-Can only be summoned once per battle.
-Lasts for up to four turns.

Approved:

(Kuchiyose no Jutsu: Danzaburou-danuki) - Summoning Technique: Tandanzaburou
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Tandanzaburou is the sister of Tanhage and the second in command of the Tanuki clan. She is one of the three famous Tanuki along with her two brothers. Seh wears a red kimono with a think purple sash that wraps around her stomach. Not as large as he brothers, she stands about a head taller than an average human. As a female of the Tanuki, Tandanza was incapable of using their famed scrotal arts. Instead, she focused on their skills with illusions and became a master of deception. As a skilled user of genjutsu she is capable of using generic genjutsu B-rank and below. The ability that earned her fame however was a unique illusion she created. The illusion is a constant one that is maintained by the sound of her drumming on her stomach. Using it she is able to create terrain-altering illusions throughout the battlefield. While under the affects of the illusion the target is fully aware of the real world around them, meaning they remain in the moment rather than becoming blind to everything around them. The illusions cannot be used to change the appearance of, or hide anything with chakra such as elemental techniques or living things. As the trigger for this genjutsu is the drumming of her stomach she is able to affect multiple targets at once. It can even affect her summoner if she so wishes, allowing her and the summoner to coordinate around her illusions.
-Can only construct an illusion once per turn while using her unique illusion.
-Cannot use other genjutsu while using her own.
-The illusion must be maintained by the drumming of her stomach, should it be interrupted the illusion is broken. It also counts as a move each turn.
-The illusion itself is A-rank in strength.
-Lasts for up to four turns.

Approved:

(Kuchiyose no Jutsu: Yashima no Hage-Tanuki) - Summoning Technique: Tanhage
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Tanhage, also known as Yashima no Hage-Tanuki, is the patriarch of the Tanuki clan and the unrivaled leader. He is one of the three famous Tanuki along with his brother and sister. As the clan leader he is quite old and appears so. He hunches over and has a light brown beard. He wears a sky blue robe and carries an old wooden cane. Despite being hunched over he is still quite large, standing at about twice the height of the average human. Tanhage is a master of the Tanuki arts, being the most skilled in their art of transformation as well as their famed scrotal arts. As is common with Tanuki, his scrotal sac continued to grow throughout his life. It is a sign of his leadership in the clan that his scrotum is much larger than any other Tanuki, and his skill in manipulating its shape is far superior to his clan mates. Whereas other Tanuki may wear their scrotum slung over their shoulder, Tanhage must wear it balled up into a backpack of sorts. This excessive size allows him to use the Scrotal Arts at increased distances, so mid-range up from short and long-range up from mid. Using this ability he is able to create an incredible range of shapes, tools, weapons, etc. using nothing more than his scrotum. While this isn't unheard of among the Tanuki, it is what they are famous for after all, Tanhage was able to develop it even further by combining it with their skill for transformations. Using this he is able to create very life-like imitations of many things, say for instance a tiger, or a boat, using his scrotum. By controlling the density of his scrotum as well as the shape and appearance he is able to build impressive constructs that can be used as powerful defenses or attacks. Beyond his proficiency in the Scrotal Arts, he is also exceptionally skilled in earth style, being able to use it up to S-rank. Within his usage of the earth element, he was able to incorporate 3 of the techniques into his scrotal arts. By adding earth chakra to his scrotal arts he can combo it with the earth spear, added weight, and light weight techniques.
-Can only be summoned once per battle.
-Scrotal Arts follows the same restrictions as the technique aside from the above mentioned exceptions.
-Disperses after four turns.

Approved:
 
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Chapter Three: The Lost Elements​

Adamantine

(Kongoton: Kongo Kensetsu) - Adamantine Release: Adamant Construction
Type: Supplementary/Defense/Attack
Rank: D-S
Range: Short - Long
Chakra Cost: 10-40
Damage: 20-80
Description: This is a basic technique for creating adamantine structures and tool in various ways for any number of purposes. Much like comparable techniques for other elements, the user can create things like pillars, shields, walls, weapons, etc. This technique is limited to basic structures however, and cannot create complex and finely detailed things.
-S rank can be used twice per battle.
-B rank and higher requires at least 3 hand seals to use.

Approved:

(Kongoton: Kongote no Kyojin) - Adamantine Release: Adamant Grasp of the Giant
Type: Attack
Rank: A
Range: Short- Long
Chakra Cost: 30
Damage: 60
Description: The user will form three hand seals and stomp on the ground, rising two arms from the ground in a desired location. The arms will begin to mimic the movements of the user's arms allowing them to be controlled. The arms themselves are fairly large capable of holding a large man with only their heads sticking out in a similar way to how Susanoo had grabbed Danzo. The grasp of these hands is strong enough to bind a target and crack bone, or crush earthen structures according to strengths and weaknesses.
-Can only be used up to 4 times per battle.
-Can't use other techniques while controlling the arms.
-Once control of the arms is lost, the technique ends causing the arms to freeze in place.

Approved:

(Kongoton: Adamant-hamasuta) - Adamantine Release: Adamant Hamster
Type: Defense/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: N/A
Description: The user stomps on the ground causing adamantine to rise up and enclose a target within a hollow sphere. This could be used to create a defensive barrier for the user, or trap the opponent within a prison. The sphere can be returned to the ground with another hand seal, if the user so chooses.
~Can only be used twice per battle.
~Can be broken through using the normal methods that destroy adamantine. (weaknesses listed in the submission, don't want to put them into the description since that would basically be telling the opponent how to break out of the technique.

(Kongoton: Kongo Hakari) - Adamantine Release: Adamant Scales
Type: Supplementary/Defense
Rank: S
Range: N/A
Chakra Cost: 45
Damage: N/A
Description: The user focuses large amounts of chakra to their skin causing it to form scales of adamantine metal in the desired location. As adamantine is incredibly hard this boosts their defensive capabilities. Due to the metal forming as scales rather than a single layer, the user's movements at the joints are unhindered, but due to the weight their speed is reduced by 2 (based off the new speed chart posted by Mugi).
~Reduces user's speed by 2.
~Lasts a maximum of four turns when used.
~Can only be used twice per battle.

(Kongoton: Adamant-Shou) - Adamantine Release: Adamant Devastation
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 45
Damage: 90 (-10 to user)
Description: The user forms the boar hand seal and causes a pre-existing source of adamantine to burst sending out large spikes in every direction. For this technique to be effective the source of adamantine must be of at least moderate size and have been B-rank or above. These spikes are about a meter in length and travel at high speeds. This can be used on adamantine up to long range away, but the spikes only travel mid range from that object. The user is also susceptible to these spikes if they're not careful. As is usual with Adamantine techniques the use of this takes a toll on the user.
~Can only be used twice per battle.
~Does 10 damage to the user.
~Can potentially hurt or kill the user, if they're not careful in its usage.
~Requires a moderate source of adamantine.

(Kongoton: Kongo Shiro) - Adamantine Release: Adamant Bastion
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage: N/A (-30 to user)
Description: The user slams their palms on the ground and uses a massive amount of chakra to create an adamantine structure around the battlefield. The look of the structure will be similar to that of a castle with four tall walls and towers at the four corners. There are several windows with bars covering them around the walls that allow light into the structure. The adamantine that this structure is made of can then be used as a starting point for other adamantium release techniques. But due to the size of this structure it greatly strains the user. They suffer moderate damage and fatigue which limits their abilities temporarily.
-Can only be used once per match.
-No techniques above S-rank the following turn.
-Leaves the user strained and unable to run or move correctly for the following two turns.

(Kongoton: Shawa-kongo) - Adamantine Release: Adamant Shower
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user will form three hand seals and then stomp on the ground. Upon doing this up to four dozen adamantine spears will fire out of the ground upwards, skewering whatever lays above them. These spears can be fired off at an angle as well allowing them to be aimed like a barrage of arrows.
-Can be used twice per battle.
-No adamantine techniques S-rank or above the following turn.
Approved:

(Kongoton: Kongo Seki sono Hogosha) - Adamantine Release: Adamant Gate of the Guardian
Type: Defense
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: N/A
Description: The user forms three hand seals and stomps on the ground causing a large gate made of adamantine metal to raise up in the desired location. This gate is similar in style to the Rashomon gates in size, but less demonic looking. Due to the incredible hardness of adamantine this gate is capable of defending against one S-rank technique or two A-rank techniques. It is invulnerable to those B-rank and below. The user can then open the gates by forming the snake hand seal.
-Can be used once per battle.
-Defends against one S-rank technique or 2 A-rank techniques, then its destroyed.
-Invulnerable to B-rank or below.
Approved:

(Kongoton: Adamantaconda) - Adamantine Release: Adamantaconda
Type: Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage: 90 (-20 to user)
Description: The user preforms a series of six hand seals converting a large portion of the earth three feet beneath the surface into a massive snake of adamantine metal. Once formed the snake springs to life and begins to wriggle and move its body, ripping through the layer of earth above it and knocking the opponent high into the air and damaging their legs. The head of the snake then erupts from a location of the user's choice and shoots towards the target, crunching down on them with hundreds of needle like teeth and smashing them into the ground where its body coils tightly around them, crushing them. The snake itself is large enough to coil around a Gamabunta sized summon. This snake is not a self-acting entity and cannot move after the use of this technique.
-Can be used once per battle.
-No adamantine techniques the following two turns.
-No techniques above S-rank the following turn.

(Kongoton: Kokujō Tengen Myō'ō) - Adamantine Release: Divine Retribution, Black Ropes of
Ruination
Type: Supplementary
Rank: Forbidden
Range: Mid range (for physical attacks used by the Samurai)
Chakra Cost: 50
Damage: n/a (+50 to Kenjutsu/Taijutsu)
Description: This powerful technique is considered the pinnacle of strength in the teachings of Adamantine release. The user smears blood along their dominant forearm and chains together a series of seven hand seals. Once done they draw a sword in their dominant hand which triggers the creation of this physical manifestation of Adamantine's awesome power. Out of the ground behind the user rises a massive adamantine Samurai torso. From its waist to its head it measures fifty meters. The giant will mimic the movements of the user allowing the user to attack through the giant. A replica of the sword drawn by the user is held by the behemoth and both weapons have a series of matching kanji running down the side of their blades. These kanji are used to transfer chakra from the user's sword to the Samurai's sword allowing the user to utilize chakra based kenjutsu through the giant. The size of the blade requires more chakra in order to use these techniques costing the user twice as much as usual. The raw power of the giant causes the attacks performed through it to be devastating in nature. Despite being nearly half the size of a boss summon, the giant's strength is capable of overpowering them. While incredible powerful the giant isn't without its drawbacks. The user can only use kenjutsu and taijutsu while its on the field, but most dangerous of all the injuries received by the giant are transferred on to the user as well. When the giant is destroyed or released by the user its body disintegrates into the air and leaves the user exhausted.
-Can be used once per battle.
-Lasts up to four turns.
-Only Kenjutsu/Taijutsu while active.
-Requires mastery of Fuuinjutsu due to the seals along the blades.
-Chakra infused Kenjutsu techniques cost twice as much when used through the giant.
-No Adamantine release for the remainder of the battle.
-No techniques above S-rank for two turns following its destruction or release.
-User is physically exhausted for three turns afterwards.
-Appearance:
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Marshmallow

(Mashamaruton: Rifutu Ofu!) - Marshmallow Release: Lift Off!
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage: N/A
Description: The user drops a marshmallow and either stands on, or jumps in the air above it and makes a single hand seal. The marshmallow instantly expands dozens of times its size acting as a catapult for the user, sending them flying into the air. This can also be used as a cushion for a safe landing or against an incoming attack.
-Consumes one marshmallow.

(Mashamaruton: Itokuzo-wad) - Marshmallow Release: Fluff Wad
Type: Attack
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage: 40
Description: After having ingested marshmallows, the user forms two hand seals and spits out a condensed ball of marshmallow fluff. The ball is about twice the size of a basketball and hits with moderate concussive force. It splatters upon impact leaving whatever it hits covered in a thick and sticky goop.
-Can be used four times per battle.
-Requires one marshmallow.

(Mashamaruton: Sauzando Ahiru-go!) - Marshmallow Release: The Thousand Ducky!
Type: Supplementary/Defense
Rank: B-A
Range: Short
Chakra Cost: 20-30
Damage: N/A
Description: The user removes a marshmallow known as a peep that is shaped as a small pink duck. They will then jump in the air and drop the marshmallow while making a single hand seal causing the peep to rapidly expand and grow. The B-ranked version of the technique will cause it to grow to a size that can comfortably hold one person. The A-ranked version will cause the peep to grow to a large enough size to hold several people and a medium sized summon.
~Can only be used twice per match regardless of rank chosen.
~Consumes one marshmallow.

(Mashamaruton: Maru-manu) - Marshmallow Release: Mallow-Men
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: N/A
Description: The user removes several marshmallows from his pouch and then tosses them in the air followed by a single hand seal. In a cloud of smoke the marshmallows transform into up to 4 clones of the user. These clones have the capability of using only marshmallow style techniques or non-elemental taijutsu. Because of their marshmallow bodies they are capable of melding moderate injuries such as being sliced or having a hole punched through them, but suffering more serious injuries will render them unable to heal. At any point the user can form a single hand seal causing the clones to explode creating a burst of sticky marshmallow fluff on everything in close proximity.
~Can only create up to four clones per match.
~Each clone requires the input of two marshmallows.

(Mashamaruton: Kokkaku-a-itokuzu) - Marshmallow Release: Build-a-Mallow
Type: Attack/Defense/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage: 20-80
Description: A very basic technique, the user is able to manipulate a pre-existing source of marshmallow to create a number of shapes such as ropes, shields, tendrils, etc. When using solid marshmallows as the source, each rank increase requires an additional marshmallow when used (e.g. D needs one, C needs two, etc.). The state of the marshmallow can be altered from fluff to solid, or solid to fluff when using this technique.
-S rank can be used twice per battle.
-Requires a source of marshmallow and at least 3 hand seals and above for B rank and up.

Approved:

(Mashamaruton: Itokuzu Tsunami) - Marshmallow Release: Fluff Tsunami
Type: Attack
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage: 60
Description: The user will ingest three marshmallows and then release a large wave of marshmallow fluff that races towards the opponent. The wave itself is seven meters tall (21 feet). The amount of fluff released is enough to leave the battlefield covered in a layer of the sticky goop.
~Can only be used twice per battle.
~Consumes three marshmallows.

(Mashumaruton: Itokuzu-hidora) - Marshmallow Release: Fluffy Hydra
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: N/A
Description: The user forms four hand seals and then spits out a large mass of marshmallow fluff. The fluff forms into a large three headed hydra capable of moving. Each head is able to release an A-rank bullet of marshmallow fluff, though doing so causes that head to degenerate and only one head can fire a bullet per turn.
-Can be used twice per battle.
-Requires four marshmallows.
-Fluff bullet can only be used once per turn.
Approved:

(Mashamaruton: Ma-chi sono doaai) - Marshmallow Release: March of the Peeps
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user will remove five marshmallows from their pouch and toss them in the air towards the opponent. Once released they form a series of four hand seals. During the seals the marshmallows split and form into fifteen (three per marshmallow) chicken sized birds that dive bomb the target from multiple angles. When they hit they target they deal concussive damage and splatter into marshmallow fluff, covering them in the sticky substance.
-Can be used twice per battle.

(Mashamaruton: Maru-Mummy!) - Marshmallow Release: Mallow Mummy!
Type: Defense/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: N/A
Description: The user takes out four marshmallows and drops them (or throws them) while forming a series of five hand seals. As they form the seals the marshmallows rapidly wrap around their body creating a suit of marshmallow around them. This suit acts as a defense against incoming attacks. This can also be used to wrap around the opponent instead of the user, creating a strong binding.
-Can only be used twice.
-Lasts three turns once used or until the user cancels it or its destroyed.

(Mashamaruton: Maru Maru no Mi) - Marshmallow release: Mallow Mallow Fruit
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: After years of ingesting Marshmallows, users of this style began to suffer unforeseen drawbacks such as obesity and adult-onset diabetes. Searching for a way of overcoming this fate they began working desperately on a specialized marshmallow that would reduce the need for constant ingestion. This culminated in the creation of the Mashu Mashu no Mi, a specially crafted marshmallow in the shape of a spherical purple fruit with black markings covering the outside. Once ingested the "fruit" releases its chakra throughout the body of the user giving them several unique abilities. They are now capable of creating and releasing marshmallow techniques from his body breaking the reliance on using existent marshmallows. The marshmallow is created as fluff and released through the mouth or pores of the skin, but for techniques that require solid variations the fluff solidifies when released. These techniques are purple in color and stronger than standard marshmallow techniques. In addition to this their body takes on several marshmallow-like properties. Their body becomes cushion-y allowing them to absorb the impact of blunt attacks such as taijutsu or certain earth techniques. Their body becomes substantially lighter allowing them to move quicker and jump to extraordinary heights. The adverse affect of this is that certain taijutsu techniques lose all of their strength, as them hitting the opponent would be the equivalent of hitting them with a soft pillow.
-Can be used once per battle.
-Lasts five turns after ingestion.
-Marshmallow techniques gain +20 damage.
-Blunt force taijutsu used by and against the user loses 40 damage.
-User can move twice as fast and jump five times as high.

(Mashamaruton: Suraimu) - Marshmallow Release: Smiley
Type: Supplementary/Attack
Rank: Forbidden
Range: N/A
Chakra Cost: 50
Damage: N/A (-30 to user)
Description: After ingesting a unique marshmallow in the shape of a salamander the user will form three hand seals and punch themselves in the stomach. This causes marshmallow fluff to explode out of their mouth where it immediately gathers into a monstrous creature called "Smiley". The beast has a shape somewhat similar to that of a salamander and is half the size of Gamabunta. Smiley is created with an imbalance of fire/wind chakra causing it to appear red/pink in color and give off a large amount of heat and some fumes. The fumes don't do anything other than create a pleasant sugary aroma around the battlefield. The fluff that composes its body burns to the touch while still remaining incredibly sticky, making it very painful and hard to deal with if covered by it. The heat also makes the fluffy somewhat more liquid, making its body runny causing the ground around it to become covered in the fluff. Smiley is capable of releasing an A-rank wave of fluff once per turn, and no more than three times per battle. It can also release three smaller versions of itself once per turn (twice as tall as a person) that are B-rank and carry the same properties as the original. After four turns or being destroyed, Smiley will dissolve and flood the field with its body. This fluff will cool off after two turns. This technique is not without its drawbacks. Due to the massive amount of fluff the user must expel, they take some physical damage and become incapable of ingesting anything or releasing anything from their stomach for the remainder of the battle. They are also not immune to the heat of the fluff so getting any on themselves would cause them harm.
-Can only be used once per battle.
-Lasts for four turns once created.
-All techniques used by Smiley and his clones count as a move in the user's turn.
-No techniques above S-rank the turn after creating Smiley.
-Nothing can be released from the user's stomach for the remainder of the battle.
-User becomes incapable of ingesting anything for the remainder of the battle.
-Image:
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Marshmallow Release: Stay Puft!
(Mashamaruton: Sasai Puft!)
Type: Attack/Defense/Supplementary
Rank: Forbidden
Range: N/A
Chakra Cost: 60
Damage: 110 (-20 to the user)
Description: The user takes out two hand fulls (10) of marshmallows and takes them in the air while stringing together a series of ten hand seals. Upon completion the marshmallows will greatly expand and form into a giant humanoid marshmallow man. This man is several meters taller than Gamabunta and similar to the smaller mallow-men, he can meld minor injuries such as cuts or holes. Stay Puft! can use marshmallow fluff techniques from his mouth and taijutsu but nothing else. Because of the amount of chakra needed the user suffers some damage and is unable to preform marshmallow jutsu for the following two turns. After four turns or by using a single hand seal, Stay Puft! will dissolve into a sea of marshmallow fluff that covers the battlefield.
~Can only be used once per battle.
~User suffers 20 damage.
~Lasts up to 4 turns once created.
~No Marshmallow jutsu for two turns after creating.

Solar Wind

(Taiyofuton: Ryokin Omocha) - Solar Wind: Charged Kunai
Type: Attack
Rank: D
Range: Short - Mid
Chakra Cost: 10
Damage Points: 20
Description: The user takes kunai or shuriken and charges them with solar wind chakra. These kunai travel just as fast as a lightning enhanced kunai and has the power of a wind enhanced kunai. These kunai overheat and melt very quickly, which is why they cannot go to long range.
Note: The speed and power of the kunai would cause it to go through a regular kunai or shuriken and keep going.

(Taiyofuton: Kaze Furea) - Solar Wind: Flared Breeze
Type: Supplementary
Rank: B
Range:Short - Mid
Chakra Cost: 25
Damage Points: 40
Description: The user, after making 1 handseal, creates a light breeze of extremely hot concentrated solar wind and sends it towards the target. On a bright day when the sun is high in the air, the sun's rays will reflect off of the breeze and cause the breeze to emit a light, blinding all that look at it.

(Taiyofuton: Kaze Chaimu) - Solar Wind: Wind Chimes
Type: Attack
Rank: B
Range:Short - Long
Chakra Cost: 25
Damage Points: 40
Description: User throws 5 kunai that are all connected by strings while expelling a hurricane solar wind from their mouth (looks like and has the same push the user backwards power as Hurricane fist when expelled, however does not have to be directed at the floor. The Blast is powerful enough to lift the user off his feet and send him traveling backwards one range). The solar wind picks up the kunai and causes them to clang together like wind chimes. This noise however, is quite loud, and deafens the opponent, forcing them to hold their hands to their ears in an attempt to drown out the sound.
Note: Can be used three times per battle.

(Taiyofuuton: Rorien no Te) - Solar Wind: Lorien Hands
Type: Attack/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user channels concentrated Solar Wind Chakra into their hands that issues forth a short 5 foot green light source of immense heat that is capable of igniting or burning anything flammable. This is often used as an taijutsu component, capable of blinding and burning the flesh of the opponent.
Note: This does not hurt the user as they are immune to Solar Wind.

(Taiyofuton: Nenshou Ryuusui) - Solar Wind: Burning Stream
Type: Attack
Rank: A
Range:Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Doing 4 handseals, the user creates a 10 foot wide stream of solar wind that is extremely hot to the touch and heads towards a target. It is capable of burning an enemy as it is made up of high speed charged particles from the Sun.
Note: Cannot be used over a large body of water.
Note: Can only be used 3x per battle.

(Taiyofuuton no Jutsu) - Solar Wind Technique
Type: Attack/Defense
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user channels solar wind into the air and forms solar wind constructs (up to 6)(blades, blankets, walls, gusts, etc) that give off extreme heat capable of melting metals, turn sand to glass, ignite flammable substances, and evaporate water of one rank below the strength of this technique. The constructs are made up to 2 meters from the user in every direction (Height/width/length/depth). The user can guide or control the constructs by motioning their hands. The constructs can be given the same cutting, pushing, or pulling attribute as normal wind.
Note: The user cannot form the constructs within long range.
Note: Can only be used 3x per battle.
Note: No Solar Wind techniques in the same turn.

(Taiyofuton: Orora Sumashu Yaibas) - Solar Wind: Aurora Smash Blades
Type:Attack/Defense
Rank: S
Range:Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After doing 5 handseals, the user creates two crescent blades of wind [) (]that come from the sides of the target at the speed of Mountain Smash. These two blades of wind give off such an immense amount of heat that the target will feel it before blades of solar wind would hit them, and cause them to sweat profusely. The target starts to feel weaker, affecting the speed of their movement and handseals by making there body shaky and in need of water.
Note: Can only be used 3 times per battle.
Note: User must wait 2 turns before each use.
Note: If used at Short - Mid Range, User takes 50 Damage and can only use the technique once that battle.
Note: no A ranked and above Solar Wind for 2 turns.
Note: Speed reduction of one rank (per chart.......Sage - Kage - Sannin - etc)
Note: Techniques that require 3 handseals take the time of 4 (etc)

(Taiyofuton: Ororaōraburasuto) - Solar Wind: Aurora Aura Blast
Type: Attack/defense
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: User channels solar wind chakra inside their body and with a handseal expels it in a great heat wave all around their body and in every direction up to long range. The heat wave is capable of making anything that is flammable ignite and cause severe burns on anything that is capable of burning (flesh, paper etc) and melt ice.
Note: No A ranked or above solar wind techniques for one turn.
Note: Though the aura blast goes in all directions, it is not hot enough to turn the ground into lava, but instead it will be like walking on hot coals.
Note: Can only be used 2X per battle
Note: User must wait 4 turns to use this technique again

(Taiyofuton: Sōrāpaneru Metsubou Yane) - Solar Wind: Solar Panel Collapsing Roof
Type: Defense/Attack
Rank: S
Range: Short - (Long) only if sending the jutsu after the 2 handseals
Chakra Cost: 40
Damage Points: 80
Description: the user concentrates an immense amount of solar wind chakra into the air to create a squared horizontal wall of solar wind above him to protect him from incoming attacks. If the wall hasnt been cancelled out by the attack, the user can then perform two handseals at any time and send the wall like a stream up to Long Range towards a target.
Note: Creation of the wall does not require handseals and happens quickly, covering the entire range of the user.
Note: Though the wall forms quickly, it takes one turn for it to fully form. If not fully formed, the technique can still block from above, but cannot be sent towards the enemy and will automatically be cancelled out.
Note: Can only be used once every 3 turns.
Note: If the user is standing on a large body of water, this technique cannot be done.
Note: No Solar Wind Above A Rank Next turn.
Note: Can only be used above the user
Note: The 2 handseals count as an additional move in a turn

(Taiyofuuton: Furasshu Bakudan) - Solar Wind: Flash Bomb
Type: Supplementary/Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user stretches their hand behind them while sending a surge of Solar Wind chakra into and through their hand and forms a large blinding solar wind aura around their hand (5 feet in diameter). While the opponent is blinded the user will condense and compress the aura into a small ball and throw it towards the opponent. While the ball traveles, the constrain that the user held on the ball will be released, causing it to flare up and become twice the size of the natural blinding aura (10 Feet in diameter). The user can condense the chakra into two separate balls, one in each hand, thus separating the power of the technique (Becomes two A Ranked Flash Bombs). Upon contact with any source (Other than anything it is capable of absorbing as they simply get absorbed to make the balls stronger and larger), the balls will release a great heat wave explosion in all directions capable of burning or igniting anything it makes contact with.
Note: Can only be used once every 5 turns per battle.
Note: No Solar Wind above A Ranked for 1 turn.
Note: Blinding and heat wave does not affect user as they are immune to its effects as well as the aura being behind the user when it happens.
Note: If the technique comes in contact with anything it is capable of absorbing the technique will double in size.
Note: If used 5 times, Solar Wind cannot be used for rest of battle
Note: The balls have a short range blast radius.

(Taiyofuton: Fukusū no Uzu Tatsumaki) - Solar Wind: Multivortex Tornadoes
Type: Attack/defense
Rank: Forbidden
Range:Short-Long
Chakra cost: 50
Damage points: 90
Description: The user does 7 handseals and sends his solar wind chakra into the sky. After a minimum of two turns have passed (maximum of 5 turns), the user can at any point open up a large hole in the sky by way of 2-5 handseals (depending on the turns that passed) to summon two to five (depending on the turns that passed) columns of spinning solar wind tornadoes that rotate around a common center. The center of the multivortex will form at the exact halfway point between the user and the target. The winds create such a large suction that the user, if used at short range or mid range, has to defend from the technique as well. These tornadoes give off such an intense burst of heat that it is felt immediately as it descends from the sky. The tornadoes itself turn any earth, earth-like or metal element into an extremely hot liquid state. (earth to lava, metal to molten metal etc.) technique cannot dispel water, but can make it boiling hot to the touch. As the tornadoes touch the earth, they will leave a 1 foot thick layer of Lava across the ground.
Note: Can only be used 1x per battle.
Note: No solar wind techniques for above B Rank for 3 turns
Note: The user is incapable of performing handseals for 2 turns as blood drips down their nose for 1 turn from exertion.
Note: Cannot be used over a large body of water.

(Taiyofuuton: Rorien no Nisshoku) - Solar Wind: Lorien Eclipse
Type: Attack/Defense/Supplementary
Rank: Forbidden
Range: Long
Chakra: 50
Damage: 90 (-50 to user)
Description: An Advanced form of Lorien Hands, the user first release a surge of Solar Wind chakra from their body AND THEN begins performing 8 handseals in the air. As the user is performing the handseals, the hands as well as the eyes glow green with Solar Wind chakra. The user will then project their hands in front of their body while channeling Solar Wind chakra through their hands (in a quick burst) into the air covering the entire battlefield to form a dome like prison. While being formed, the dome uses the sun to give off a green light that will blind the opponent causing the reflex motion to shield their eyes. This as well as casting extreme heat provided by the Solar Wind and amplified by the rays of the sun while inside the dome, burns the opponent beyond recognition with a green heat wave. The extreme heat is enough to ignite anything flammable as well as make the ground turn to lava, which will be cooled after 1 turn.
Note: Reasons user is immune to the light
*The sunlight reflects on the solar wind and travels inside of the dome, the user would have no reason to be blinded.
*Just like Lorien Hands, the effects are immune to the user.
Note: When done without sunlight, blinding doesnt happen.
Note: Heat is strong enough to evaporate up to B ranked water techniques.
Note: Solar Wind Restrictions after usage of this technique
*First Turn - No Solar Wind.
*Second Turn - No Solar Wind above B Rank.
Note: This technique can only be used once per battle.
Note: This cannot be done with a large body of water in the Previously on the terrain(Ocean, sea, lake, Raining, etc)
Note: The forceful push/release of so much chakra at once causes extreme pain to the hands of the user, no handseals for 2 turns.
Note: The handseals must be performed in the air or while raising into the air and not before. The exuding of the chakra can be performed on the ground, and then the user jump into the air and begin performing the handseals. The exuding of the chakra is done so that the user can push their chakra throughout the battlefield, making it easier to perform the dome.


Arid

(Kansou Houmen: Kikou Sono San Kamigami) - Arid Release: Season of the Sun Gods
Rank: B
Range: Short - Mid
Type: Supplementary
Chakra: 30
Damage: N/A
Description: By utilizing the air that lingers on the battlefield the user will cause the air to very quickly be drained of water and become extremely dry and heated. In turn this causes the field to become very barren-like; the ground gets rid of grass/leaves and other living plants and is turned to cracked land. This also causes the target to get a slight form of heat stroke, causing the target to become much slower is movements, reactions as well as handseal creation. This also sets up the battlefield for additional Arid conditions in nature. (separate jutsus)
Notes:
- Last 2 turns
- Usable twice per battle
- Must wait two turns before re-using
- Slowness is cut by half. Meaning ration and handseal creation is half as slow as they would normally be able to do.
- Only usable by Arid Release user
- Only usable/trainable by Coyote

(Kansou Houmen: Konmei Harou) - Arid Release: Confusion of Waves
Rank: B
Type: Supplementary
Range: Short - Medium
Chakra cost: 30
Damage points: N/A
Description: The user will preform one handseal and spread his Arid chakra up to mid range and heat up the air directly to a high temperature. When the user does this the density of the air changes dramatically and from that light passes through it much differently then usual. This greatly alters the enemies ability to locate the user. All they would be able to see is intense heat waves on the entire field. Not only does this effect their ability locate it also effects their overall ability to string handseals and reduces their speed due to the dehydration, the longer the user keeps it active upon them. The use of the technique confuses the enemy and in some ways is like being trapped in a room full of crazy mirrors. This does not affect the user ability to see. The user of this technique is immune to the effects of the power, due to their blood, skin, and very life itself being under these considerations during the training of this intense heat - allows them to function normally.
Note: Lasts 3 turns
Note: Starts of in short range during the first turn then goes up to mid range during the second turn
Note: User can stop at anytime
Note: No wind techniques in the same and next turns
Note: Only usable/trainable by Coyote.

(Kansou Houmen: Shikke Henjou) - Arid Release: Moisture Relinquish
Rank: A
Range: Short - Long
Type: Attack
Chakra: 30
Damage: 60
Description: The Arid user will preform 1 handseal and utilize their chakra to quickly cause the air around the target to be completely quenched of all moisture in the air surrounding the target. This in turn causes the skin to be sucked of water and causes the water in the blood to be drained slightly yet not completely. This puts the target into a form of dehydration, the target will become dizzy very quickly in some sense being confused by a genjutsu when it isn't. Also prolonged exposure to the intense dryness will cause the target to faint. When the target becomes dizzy they wander around and are unable to think straight to off-set their reaction time to other attacks.
Notes:
- Doesn't kill the target
- Lasts 1 turn
- Usable once per battle
- Only usable by Arid Release user
- Only usable/trainable by Coyote

(Kansou Houmen: Gure-Pu Doki) - Arid Release: The Grapes of Wrath
Rank: A
Range: Short - Mid
Type: Supplementary/Attack
Chakra: 30
Damage: 60
Description: After the battlefield has become an Arid wasteland due to the technique "Season of the Sun Gods" the user will preform a row of 3 handseals and begin to control dry air and rumble up the dust, dead grass, smaller rocks to form a large Dust Bowl that will surround the target moving at high speeds. The effects of being caught up in the bowl would be injuries to the skin, slight burns from the hot dust, unable to see the enemy, dust in eyes, lack of breathing. Since the speeds of the dust if very fast these effects are quick acting and lasting. Able to kill the opponent in prolonged exposure (2 turns unless the taregt escapes or stops the dust bowl).
Notes:
- Only usable once per battle
- Only usable able battlefield has become Arid
- Only usable by Arid Release user
- Only usable/trainable by Coyote

(Kansou Houmen: Atsusa Gekido) - Arid Release: Heat of Refinement
Rank: A
Range: Short - Long
Type: Attack
Chakra: 30
Damage: 60
Description: The User of this technique will focus their Arid chakra into their hand, making it highly condensed. The user will then extend his/her hand that the chakra has been condensed in a thrusting motion, releasing a beam of highly condensed arid chakra. This beam though only moves in one direction. Because its Arid chakra, it can easily evaporate/brittle A-rank and lower techniques that require water (Water element, Wood, Ice, etc.)
Notes:
- Usable 3x per battle
- Only usable by Arid Release user
- Only usable/trainable by Coyote

(Kansou Houmen: Suihou!) - Arid Release: Bubbles!
Rank: S
Range: Short - Mid
Type: Supplementary/Attack
Chakra: 40
Damage: 80
Description: The Arid user will preform a short row of 3 handseals, once completed 3 or less pockets of extremely hot air will be in encased in these "bubbles". To the target they will look like spheres that seem to be wavy due to the heat. These 3 air pockets travel along with the user floating around them. The bubbles are roughly the size of cannonball if you made 3 of them, if you only made 2 they would be the size of a carriage wheel and if you only made one they would be the size of a smaller boulder. The effects of these "bubbles" are somewhat varied, they're able to launched at the target hitting them causing an extreme burn or they are able to pop causing the air in the "bubble to be like a explosion of air causing burns and swelling. The bigger the "bubble" the bigger the impact area is and severity. These "bubbles" are also able to weaken water techniques on contact, more so then others based on the size of the water technique used and size of the bubble being used. You are able to combine the 3 bubbles to form the largest one possible depending on the situation. Depending on the water technique used is how each bubble can weaken them. One bubble can weaken a water jutsu B-Rank and below, two bubbles can weaken a A-Rank water jutsu, 3 bubbles can weaken a S-Rank. This goes for each bubble so in turn if you make 1 giant bubble it works the same way as 3 smaller bubbles when it comes to weakening purposes.
Notes:
- Only usable once per battle
- Bubbles last 3 turns or until used
- Unable to preform any Arid techniques while "Bubbles" are being used
- Weakens water techniques by one rank on contact
- Only usable by Arid Release user
- Only usable/trainable by Coyote
 
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Chapter Four: Schools of Killing

Chop-Hanging Rippling Fist

(Hikasazanami-Ken Genjutsu: Hi-hirate kuresshendo) | Chop Hanging Rippling Fist Illusion Technique: Hidden Palm
Crescendo
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: For this technique the practitioner will form two hand seals and then slowly assume the basic stance of the Chop-Hanging Fist style. This activates the illusion portion of the technique. The opponent will see the user slowly lower their body, leaving brief after images. Once the stance has been reached the opponent sees the user disappear in a swirl of wind. In reality the user will have been focusing large amounts of chakra to their legs and will burst forwards once the illusion activates, closing distance at high speeds and unleashes a barrage of eight palms strikes in the blink of an eye, never stopping their forwards movement. The strikes and the damage from them will break the opponent out of the genjutsu (should they still be in it) by the time of which the user will have moves past them by about three meters.
-Can be used three times per battle.
Approved:

(Hikasazanami-Ken: Hyoro Darumadoru Kyuushuu) - Chop Hanging Rippling Fist: Swaying Daruma Doll Revenge
Type: Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: This technique is used to counter strikes towards the upper torso or head of the practitioner. Using careful chakra control they'll momentarily reinforce the point of impact to minimize damage while allowing their upper body to move with the strike by swaying their hips. They'll then use their hips to convert the momentum of their body and rebound towards the opponent at high speeds while striking out with both palms releasing a ripple through the opponent's body that can encompass their entire torso.
-Can defend A-rank and below taijutsu.
-Can be used three times per battle.

(Hikasazanami-Ken: Hakai Pentaguramu) - Chop Hanging Rippling Fist: Destruction Pentagram
Type: Attack
Rank: S
Range: Short
Chakra Cost: 40
Damage: 80
Description: This technique requires a high level of precision and chakra control, but when done properly is a devastating hand to hand technique. The practitioner will strike their target with five quick and seemingly weak strikes. With each strike they will release a ripple of chakra into the enemy's body that radiates out from the point of contact. These five strikes are delivered in a the shape of a pentagram, and each must have the same exact amount of chakra released. This causes the ripples to travel with the same wavelength along the skin and muscles of the target. When the ripples come in contact they build off each other due to constructive interference. They rapidly grow stronger until they create the phenomena of destruction, making the opponent feel as though their muscles have exploded inside their body. This leaves them almost incapable of movement as their muscles are torn to shreds.
-Can be used twice per battle.
-No Chop-Hanging Rippling Fist the following turn.
-Inspiration:

Approved:

Ogame School

(Kagatsuchi Kata: Hibashira) - Form of the Fire God: Pillar of Fire
Type: Attack
Rank: B/A
Range: Short
Chakra Cost: 20/30
Damage: 40/60
Description: The form of the fire god is a stance of the Ogame school in which the swordsman focuses on raw power for their attacks. In this technique the swordsman holds the sword over their head in their right hand with the tip pointed down so the blade is vertical and splitting their face. Their left hand is held horizonatally over their head with the fist bisecting the right elbow. They then flick the sword up while at the same time flicking their left hand up so both the sword and their left hand are now pointing up, and then they will bring the sword down in a whipping motion putting the full force of the attack in the tip of the blade. They use their entire body by dropping to the ground and bringing the left arm down as well to create as much power as possible. This makes their attacks capable of breaking through standard weapons such as kunai, shuriken, and even other standard swords. This technique can be upgraded through the addition of fire chakra causing the blade to glow red and sear through its target.
-Can only be used by a person trained in the Ogame school of kenjutsu.
-Can only be used twice per battle.
-Can be seen here if the description isn't clear enough:

(Kagatsuchi Kata: Gurensen) - Form of the Fire God: Spinning Crimson Lotus
Type: Attack
Rank: B/A
Range: Short-Mid
Chakra Cost: 20/30
Damage: 40/60
Description: The form of the fire god is a style of the Ogame school in which the swordsman focuses on raw power for their attacks. In this technique the user stands with their right arm across their body bent at the elbow so their form is vertical and the wrist is in front of the left eye. The left arm is held perpendicular to the base of the right forearm across the chest and sword in the left hand with the blade extending back behind the swordsman. They will then drive their right elbow back and up while swiping the sword in the left hand horizontally across their body. This creates a circular attack that can strike multiple enemies with tremendous power capable of slicing through standard weapons within short range. This can be upgraded by adding fire chakra causing the blade to release a wave of fire to mid-range when swung.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice per battle.
~Can be seen here if the description isn't clear enough:

(Oboro Kata: Kagenui) - Form of the Void: Shadow Stitch
Type: Defense/Supplementary
Rank: B
Range: Short
Chakra Cost: N/A
Damage: N/A
Description: The form of the void is a style of the Ogame school in which the swordsman makes quick movements to simultaneously dodge an attack and close the distance on their target. With this technique the swordsman rotates their body to narrowly avoid an incoming attack while simultaneously stepping forward to close the distance to their opponent. By doing this they move into extremely close range while the opponent over extends themselves, creating an opening for attack while the opponent is incapable of defending themselves. This can only be used to avoid certain techniques such as other kenjutsu or taijutsu, or even narrow elemental techniques. Larger techniques such as large fireballs would be too large to avoid.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice per battle.
~Can be seen here if the description isn't clear enough:

(Mizuchi Kata: Tanryuu Hibaku) - Form of the Water Dragon: Rushing Rapids, Cascading Waterfall
Type: Attack
Rank: A
Range: Short
Chakra Cost: N/A
Damage: 60
Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. In this technique the swordsman holds the sword with both hands, one hand holding just under the hand guard and the other one gripping the bottom of the hilt. They then preform a vertical downward slash. As they swing down they release the sword with their forward hand and push forward with their hand holding the bottom of the hilt. This turns the downward slash into a forward thrust that extends the range of the attack. They then twist their arm holding the sword and continue the slash downward.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used three times per battle.
~Can be seen here if the description isn't clear enough:

(Mizuchi Kata: Renkaiten) - Form of the Water Dragon: Ripples that Change the World
Type: Attack
Rank: S
Range: Short
Chakra Cost: N/A
Damage: 80
Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. With this technique the swordsman begins by holding the sword straight outward towards the target. They will then circle the sword around to their right and back above and behind their head ending with the sword being held horizontally back over the left shoulder so that the blade is completely hidden to the opponent. Then in a quick acceleration they swing the sword vertically downward with only the left hand on the grip. As the sword is moving down they then grab the hand guard with their right hand and push across turning the vertical strike into a horizontal strike while accelerating it even further. The combination of changing the direction of the slash while accelerating it at the same time makes it almost impossible to defend against.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice times per battle.
~Can only be reacted to by someone with enhanced reflexes (through doujutsu or a technique like the sixth sense).
~Can be seen here if the description isn't clear enough:

(Ikazuchi Kata: Shidensen) - Form of Thunder and Lightning God: Purple Lightning Flash
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30 (+5)
Damage: 60 (+5)
Description: The form of thunder and lightning God is a style of the Ogame school which focuses on raw speed to attack the target. In this technique the swordsman will stand sideways and crouch down with their right shoulder tilted down. They will hold their sword with both hands vertically in front of the back shoulder and behind the head. They will then release their strength and throw their body towards the ground, appearing to fall. The hard fall will create speed which is then shot forward by using all of their strength to push off their back foot to create acceleration. This sudden burst of speed catches the opponent off guard as they're not expecting a lazy fall to turn into an extremely fast movement. The swordsman then finishes with and upward slash across the target's torso. If the swordsman is capable, they can add a lightning aspect to this attack by imbuing their blade with lightning, increasing its cutting ability slightly.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used thrice per battle.
~Can only be tracked by two tomoe sharingan and above.
~Can be seen here if the description isn't clear enough:
Approved:

Form of Thunder and Lightning God | Rumbling God
(Ikazuchi Kata: Narukami)
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40 (+5)
Damage: 80 (+5)
Description: The form of thunder and lightning God is a style of the Ogame school which focuses on raw speed to attack the target. In this technique the swordsman will stand sideways and crouch down with their right shoulder tilted down. They will hold their sword with both hands vertically in front of the back shoulder and behind the head. They will then release their strength and throw their body to the down, appearing to fall. The hard fall will create speed which is then shot forward by using all of their strength to push off their back foot to create acceleration that sends them diagonally towards the opponent. As they approach the enemy they cross their legs creating an unbalance stance causing them to fall sideways. As they fall sideways they then push off their outside foot creating an instantaneous movement across the front of the target which is almost impossible to follow. Once across the front of the target the swordsman finishes with a diagonal slash across their torso. If the swordsman is capable, they can add a lightning aspect to this attack by imbuing their blade with lightning, increasing its cutting ability slightly.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used twice per battle.
~Can only be tracked by three tomoe sharingan and above.
~Can be seen here if the description isn't clear enough:
Approved:

(Dokou Kata: Igari) | Form of the Earth God: Boulder Eater
Type: Defense
Rank: B
Range: Short
Chakra Cost: 20 (+5 for earth chakra)
Damage: N/A
Description: This technique is used to both block an incoming attack and open an enemy's defenses. When faced with an incoming attack the user will position their blade to completely stop the attack. Rather than deflecting it, its positioned so the blades/weapons reach a stalemate and become locked. At this point the user takes a step forward while twisting their blade, pushing their opponent off balance and to the ground while also disarming them of their weapon. This leaves them wide open to a follow up attack. The user, if capable, can channel earth chakra through their blade to increase its defensive capabilities. This technique is only useful against other physical attacks such as kenjutsu or taijutsu. Elemental techniques such as fire, lightning or wind would be un-blockable through this method, though earth and water techniques can be split in half.
-Can only be used by a person trained in the Ogame school of kenjutsu.
-Can be used three times per battle.
-Can defend against B-rank and below attacks physical attacks (A-rank if used with earth chakra).
(Can be seen here: )
Approved:

(Dokou Kata: Ganjoubachi) - Form of the Earth God: Stout Retribution
Type: Attack/Defense
Rank: A
Range: Short
Chakra Cost: 30 (+5)
Damage: 60
Description: The User will hold the hilt of their sheathed sword in one hand and the opposite end of their sheath in the other. When an opponent moves to attack with kenjutsu or taijutsu the user will block the incoming attack by holding their sheathed sword perpendicular to the incoming attack. With the attack blocked they will unsheathe their sword while pushing the blocked item out of the way with the sheath, creating an opening. In the same motion they will slash the opponent with their sword. Someone capable of using elemental chakra can increase the defensive strength of this technique by channeling earth chakra through the sheath. This doesn't do much, but it helps resist A-rank or below attacks designed for breaking through weapons.
-Can defend against A rank and below attacks physical attacks.
-Can only be used three time per battle.
Approved:

(Mizuchi Kata: Gekirin) - Form of the Water Dragon: Imperial Wrath
Type: Attack
Rank: B
Range: Short
Chakra Cost: N/A
Damage: 40
Description: The form of the water dragon is a style of the Ogame school which focuses on bypassing an enemy's guard with a quick alteration of the attack. In this technique the swordsman stands with their left foot forward and knees slightly bent. They hold their sword over their right shoulder with their left forearm horizontal across their chest and their right forearm vertical at their side and their hands gripped on the sword just at their shoulder. The swordsman then steps forward and begins to swing the sword in a straight vertical motion. The obvious defense to this is to meet the sword high as it comes down. But as the swordsman swings down they quickly switch their hand position so the blade deviates to the left before continuing downward, creating an S-shaped attack. The quick movement allows the swordsman to move their blade around the target's defense and hit them.
~Can only be used by a person trained in the Ogame school of kenjutsu.
~Can only be used four times per battle.
~Can be seen here if the description isn't clear enough:
 
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Typhon

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Chapter Five: Tools...tools! Duct Tape, Zip Ties, and gloves. I need my tools!

Standard Ninja Technology

(Ninja Gijutsu: EMP Jenerēta) - Ninja Technology: EMP Generator
Type: Tool
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage: N/A
Description: This ninja tool was created as a means of countering other advanced ninja tools as they became more and more popular throughout the ninja world. It is a simple device, similar in size and shape to a baseball. When triggered, it will release an electromagnetic pulse from its location out to mid-range which disables any same rank or lower technological device within reason and within its sphere of influence. This means if an electrical object is within Mid range and functions via electricity, then the EMP is able to disable it. The electromagnetic pulse itself is invisible, as the human body is insensitive to it. This device will not destroy other technological items, only prevent their usage while the generator is active.
-Can be used three times per battle.
-Lasts three turns per usage.

Approved:

(Ninja Gijutsu: Pip-Boy 3000) - Ninja Technology: Pip-Boy 3000
Type: Tool
Rank: A
Range: N/A
Chakra Cost: 10 per turn
Damage: N/A
Description: The Pip-Boy 3000 is an electronic bracer that is worn around the user's forearm. It is crudely made with a clunky body and a minimal display. The main function of the Pip-Boy 3000 is to monitor the health and chakra of the wearer, showing a basic human diagram with health, chakra levels, status labels, and damage percentages. This can tell the wearer when they are poisoned, when limbs pass damage thresholds, if they've been paralyzed, hydration and hunger levels, or if their chakra flow is irregular. The bracer can alert the wearer when they've entered an area with dangerous environmental conditions such as poison, toxins, radiation, excessive heat, excessive cold, etc. While the device lacks the technological advancements needed to remedy advanced afflictions, it can be used to shock the wearer out of illusions, causing 10 damage for D and C ranked illusions, 20 damage for B and A ranked illusions, and 30 damage for S ranked illusions. This is not automatically triggered when caught by a genjutsu, and instead must be activated by the wearer through chakra. Outside of the in-battle uses of monitoring health and hazards, it also acts as a hub for information and can display a world map, or a local map showing landmarks such as cities, towns, or discovered locations (which will not be shown unless discovered first). The Pip-Boy can also be used to keep track of the user's missions, inventory, contacts, or just mundane notes, and comes equipped with a flashlight and audio player. An advanced model exists solely for use with Cyborg individuals: the Pip-Boy 3000-C. This model serves the same functions as the standard model, however it is directly linked to the cyborg's body. This allows them to receive the information from the Pip-Boy without having to look at it. It has one advanced system called the V.A.T.S system, an advanced targeting system that allows the cyborg to hone in on specific body parts. When using the V.A.T.S system to supplement an attack, should that attack land it will automatically count as a critical strike. As this system is designed for precise targeting, it can only be used with precise, small scale attacks, as described by the standard critical strike rules.
-Self shock costs a move and is triggered by chakra, costing chakra equal to the damage created.
-Self shock disables the Pip-Boy for 1 turn per shock level.
-V.A.T.S can only be used by Cyborgs and can be used four times per battle, with a cool down of one turn between each usage.

Approved:

(Ninja Gijutsu: Rimokongurippu) - Ninja Technology: RC Grip
Type: Tool
Rank: B
Range: Short-Mid
Chakra Cost: 10 per turn
Damage: N/A
Description: The RC Grip is a ninja tool designed to wrap comfortably around the grip of a weapon and give the wielder control over said weapon from a distance. The grip is lined with four columns of vents that run along the length of the grip. These vents expel chakra and can be used to levitate and move the weapon to allow for ranged attacks for what is normally a close quarter weapon. Each grip is linked through chakra to a glove that is worn by the wielder. This glove is used to control the movements of the weapon through gestures, though the hand movements required are simple, more akin to puppetry than an exact one-to-one mimicry. It also allows the wielder to transfer their chakra directly to the weapon allowing them to not only perform simple attacks, but chakra enhanced attacks as well. Cyborgs can have the function of these gloves built into their hands instead.
-The number of grips usable at a time is limited to the number of hands a person has.
-Grips can be applied to weapons during battle, or placed in the user's biography prior.
-Appearance:
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Approved:

(Fuhai-sha) - Corrupter
Type: Tool
Rank: S
Range: Short - Long
Chakra Cost: N/A
Damage: N/A (60 for self destruct)
Description: The Corrupter is a small snake-like device that can be used to take over the control of another piece of ninja technology or nervous system of a target. It is two feet long and thin like a wire with a round head that opens up into a dozen small needle-like teeth. When released it will seek out its target and then bite into it with those teeth, allowing it to integrate its own system into the target's and take control. This is replicated in living beings by biting into them, though due to the complexity of the nervous system it can only take control of the being's motor system. While it can only influence the things it has bitten into, once released it can travel up to long range at sannin level running speed by slithering like a snake or burrowing through normal earth. They can be kept rolled up into throw-able balls, coiled around limbs for quick and easy release, integrated into a Cyborg's body, or stored in whatever way is most comfortable for the user. Normal users can carry two of these at a time and cannot reuse them. Cyborgs can carry four and if integrated into their bodies they can reuse them after recharging them (20 chakra per turn) for two turns, though this requires the Corrupter to still be connect to their body. A Cyborg can use the Corrupter as an extension of themselves (e.g. having them come out of their forearm) and as long as they remain connected the Cyborg can directly control the system that's been hacked. Lastly the Corrupters are armed with a self-destruct capability that explodes with A-rank strength.
-Control lasts for up to three turns and can be broken via overpowering the control by chakra surge. While controlling human targets, the user cannot move or attack the target, requiring his concentration for the task.

Approved:

Cyborg Ninja Tools
(Hebīāmuzu) - Heavyarms
Type: Tool
Rank: A
Range: N/A
Chakra Cost: 10 per turn
Damage: N/A
Description: The Heavy Arms are a ninja technology that was adapted from a construction tool that allowed normal builders to lift objects and materials far too heavy for their average strength. They exist as a skeletal wrapping around the armors that link around the back of the user, using their shoulders to support the weight. When activating them, they enhance the strength of the arms by using a system of hydraulics coupled with motors and chakra. As a result, arm based techniques used by the user become much stronger, increasing their damage by ten points. When converted into a ninja tool, the designer crafted them so they could be decoupled from the wearer's arms and form into a second pair of arms that sat at the sides of their torso. While these arms can channel chakra, they're incapable of being used for forming hand seals and are therefore more suited for taijutsu and wielding weapons. When decoupled the arms can be spun rapidly at the elbow created a buzz-saw of sorts when holding a bladed weapon. The arms can be passively activated and deactivated, and require an input of ten chakra per turn while in use.
Note: Only useable by cyborgs.
 
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Chapter Six: Gifts from Travelers

Earth

(Doton : Hisan Kobushi)- Earth Style : Flying Fist
Type:Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After performing a single handseal and coating the one of the user's fist with earth chakra, he is able to put his hand forth and launch a fist made of earth. For every second that fist travels in the air towards the enemy, it get's bigger and bigger. The further the enemy, the more it packs a punch.
Usable two times per battle
Can only be used/taught by ~Yondaime~
After a few minutes if the user doesn't launch it, the user's hands would grow weary and tired due to the sheer weight of earth on his fists.

(Doton: Doro Dekisui) - Earth Release: Mud Drowning
Rank: B
Type: Attack
Range: Short-Long
Chakra Points: 25
Damage Points: 40
Description: With just one hand seal, and with the enemy standing on mud, the user manipulates the mud to form two hands that grab the enemy's feet, dragging him under, drowning him in the mud very quickly.
Note: Can only be taught by Scorps
Note2: The enemy needs to be standing on mud.

Lightning
Raiton: Chō Biburāto Raiton ( Lightning Style: Super Vibrating Lightning)
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: (+50 to any Raiton or object Charged with this)
Descritpion: The User Must be a Master Raiton User. With this The user can Increase the frequency of his Lightning Chakra and with it, make an object that has more penetrative force then that of a Fuuton technique. Killer Bee's lightning prowess is so great, he can even charge weak but sharp pencil-point to pierce straight through a large tree trunk. As stated by Kisame, Killer Bee is able to do this by increasing the vibration frequency of his lightning chakra to surpass the standard penetrative force of wind-chakra.
(Last 5 turns)
(No lightning 2 turns afterwards)

(Raiton: Puroton Kikou)Lighting Style: Proton Armour
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will start by creating proton particals from their raiton chakra inside their body and separating them from the main source of Raiton chakra inside their body . Once completed the user will expel the protons outside his body attaching them on the outside of his body like armor. By doing this it creates an Armour of Raiton Protons that cling to every inch of the users body. By doing this it creates a Magnet affect making all Raiton based Techniques unable to strike or even get near the users body without being diverted away. By expelling Raiton Protons outside of the users body any lightning attack will be unable to make contact as the Protons coming together from opposing Raiton based techniques will cause a negative reaction and push each other away thus making any Lightning jutsu curve around the user leaving him harmless.
Restrictions:
Lasts for 1 turns once activated.
Can only be used thrice per battle.
Can only be taught by Delta

Wind

(Futon: Furaingu Fūjin no Jutsu) | Wind Release: Flying Wind God Technique
Rank: S
Type: Supplementary
Range: Short/Long
Chakra cost: 60 (10 every turn it’s active)
Damage points: N/A
Description: By using wind chakra to create wind bubbles beneath the user’s feet, the user will mimic flight by using the air bubbles created to literally run on nothing more than air. The air bubbles are invisible to the naked eye. This technique can be used to evade some technique.
Notes:
Can only be used twice.
Lasts for 5 turns.
Can only be taught by Leeroy G. Zero

(Sukai doragon no hōkō)Roar of the Sky Dragon
Type:Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:The user will perform the Dragon Seal,then they will begin inhaling the air around them,while manipulating the chakra into there mouth,the user will then exhale will actually roaring it outwards,a razor sharp twister of wind destroying everything within range.The twister travels only in a straight path.This jutsu can also serve as a medium to gather natural wind and revert it into the users chakra flow.
~Can only be taught by -Ian-~
~Can only be used 3 times per battle~

(Fuuton: Kurasshu) - Wind Style: Crash
Type: Defensive|Supplementary
Rank: A-Rank
Range: Short(Activating the technique)
Chakra: 30
Damage: n/a
Description: The technique is based off of the user utilizing their chakra, and inserting it into an intangible substance. The substance acts as a medium to contain for your chakra to be inserted into. As the chakra is successfully inserted into the substance, by utilizing the slicing trait that the wind is well known for, the wind chakra slices through the bonds of the chakra particles within that substance causing it to spread outwards. By manipulating your chakra with great precision, the wind continues ravaging inside the substance, causing it to spread outwards to the point it severs totally, turning into many smaller harmless particles of the substance, making it neutral, and causing it to disperse entirely.
- Can be used two times per match
- No wind techniques in the same turn, or the turn after
- After using it for the second time in a match, the user loses their ability to mold wind chakra properly
- For elemental techniques the user can neutralize it up to A-Rank, where as non elemental techniques can be neutralized up to S-Rank.
- Can only be taught by Toshiro

(Fuuton: Manako no Shippuu) – Wind Release: Eye of the Gale
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (+20 damage to anything which moves through the portal)
Description: The user will perform the Rat Handseal before focusing their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid/liquid objects, constructs or techniques passing through it will have their cutting capabilities greatly amplified, as the disc of wind provides them with a green coating of sharp wind chakra much like the one produced in Wind Release: Vacuum Blade. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. The layer of wind will amplify a construct's cutting properties to the extent, a thrown rock will become as destructive as a bullet, making this technique a very formidable weapon despite its non-offensive nature. This technique will only amplify the cutting capabilities of solid or liquid constructs e.g. rocks, kunai, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the cutting enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques e.g. Wind/Earth or Wind/Water.
Note: Lasts for two turns
Note: Can only be Taught by Negative Knight
Note: Can only be used four times per battle
Note: Cool down time of two turns in between uses
Note: Does not enhance speed of projectiles/techniques
Note: Only amplifies cutting capabilities of solid or liquid constructs
Note: Does not affect Fire or Wind-based techniques
Note: Portal of wind can be created a maximum of ten meters away from the user

Fire

Katon: Tanshin No Atsui Hai | Fire Release: The Lonesome Ember
Type: Offensive/Supplementary/Defensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A (20 if clothes ignite, +20 when used with a Fuuton Jutsu)
Description:
User does 2 hand seals (Ram+Tiger) and focuses his fire chakra into a specific spot on the enemies clothes igniting them in a small cinder that creates smoke. This produces a small cinder spot that erupts in small flames. Its main purpose is to distract and confuse the enemy. However, if the enemy fails to put out the ignited spot it will eventually start to consume the clothes and create small open flames that will slightly burn him. This technique can also be used on paper or other easily flammable materials or to ignite a Fuuton jutsu.
Note: The ignited spot can easily be put out by taping it with an open palm or with a little water.
Note2: Enemy has to put out the ignited spot in the turn its used or in the next turn it will ignite the rest of his clothes.
Note3: Can't ignite flesh or wet materials.
Note4: The speed of ignition is slow except on paper or other more flammable materials.
Note5: Usable 5 times.
Note6: The ignition spot has to be within the users visual field.
Note7: Can only be taught by Scorps.

(Katon: Jigoku no Buresugādo) - Fire Release: Hell Guards Breath
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 40
Damage: N/A (+20 to Fire techniques, - 20 to wind techniques; see description for more information -5 per turn)
Description: Sending out chakra from their body, the user will perform nature transformation to change the nature of their chakra into the properties of fire, and manipulate it to mix in with the air to create a heatwave around them. The heatwave will resemble the shape of an orb and cover everything short range from the creator. This technique is used in multiple ways. Firstly, because the air is heated from the user's chakra, any fire techniques created by the user and shot out by the user, or anyone that has compatible chakra with the users like summonings will be strengthened by infusing the heatwave's heat into the fire technique. When the heatwave fuses with the fire chakra from a fire technique, it would greatly increase in temperature, and thus, become more powerful (next rank). Secondly, any wind technique coming from the user to outside of the orb and from the opponent coming inside of the orb will be weakened, due to the heat gradually weakening the wind technique as it travels within the orb and when the wind clashes with the fire chakra, it would lose power and momentum, because fire is superior to wind. Lastly, with a single handseal, you can manipulate the heat from the heatwave with shape manipulation to a more intangible form of the heatwave that can be released from all directions, counting as an A-rank and reaching up to mid range. Once the heatwave expands out, and once making contact with the target, it would cause 3rd degree, painful burns throughout the body or body parts touched by the heatwave.
Notes & Restrictions:
Note1: Useable 3x Per battle with a three turn cooldown
Note2: No fire jutsus above S-rank during this move
Note3: Teacheable by Ace. only
Note 4: This technique remains active for 3 turns, and requires five chakra per turn that it is active.

(Katon :Katon rasen kiri ) – Katon release: fire spiral drill
Type: Supplementary
Rank: A rank
Range:short
Chakra: 30
Damage: N/A
Description: simply an overzealous waking this jutsu is used from your feet. You will proceed to make 4 handsigns and the Fire chakra will begin to swell up around your feet. The chakra is then expelled into the earth in giant spiralling drill like manner. The fire goes down to fifteen feet and will cover a 8 foot diameter under the user. This prevents enemies from manipulating certain things from under you but also gives you a slight boost into the air from the sheer force/pressure released. The boost is a minimal of 10 feet. So once released the fire is not visible above ground but the force of the release lifts you above into the air.

~note: can only be used three times during battle
~note: no fire jutsu's above A rank the next turn.
~note: cannot be used more then once in the same turn.
~note: can only be taught by me.

Sand
(Bunpuki no Jesshi Keitai) - Bunpuki's Embodiment
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Mid
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description: The technique is based on Sand Attack Heaven Burial, and is a much more advanced variation of the original technique. It allows the user to create constructs anywhere on the field upto Mid-Range from the user, matching a specific part of the users body, such as the creation of a large arm or a leg. By compressing and hardening the sand to withstand damage whilst carrying a lot of force, it allows the user to easily utilize the technique for offensive or defensive purposes.. The structure created using the sand carries the ability to perform the exact same action as the user performs, thus a fist created from sand would deliver a punch only when the user himself performs a punch. The physical strength and size of the technique however depends on the chakra focused on each construct, thus making it very possible for one construct to be weaker than the other.
Note: To explain the size per rank, a B Rank construct would be 5m, an A Ranked construct would be 10m whilst an S Ranked construct would be 15m; in terms of length, width and height.
Note: The S Rank version can only be used twice per battle, with a 1 turn break between each use. Moreover, the user may not use above A Rank Sand techniques in the next turn if the S Rank version is used.
Note: Only one construct can be created per usage, and it disperses in the next turn following its usage.

(Bunpuki no Yuigon) - Bunpuki's Testament
Type: Supplementary
Rank: D-S
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: N/A
Description: Bunpuki's Testament was a technique developed by the first Jinchuuriki of the Shukaku, Bunpuki; specifically designed to counter Water and Rain Release users. The technique involves the user calling forth billions of sand grains from the ground and manipulating them to absorb the moisture in the air. The technique specifically works with the sand grains absorbing water droplets and as such, the technique is designed to disperse clouds or to alternatively negate mist by manipulating the grains to absorb all of the water present in the mist. The technique in a sense exploits the weakness of Sand to Water, and thus in fact allows the user to use the sand to negate Water techniques of the one rank below (S-Rank counters A-Rank Water and Rain) by absorbing them. The technique however specifically targets moisture-based Water techniques and cannot be used to absorb water from other kinds of Water techniques; such as a wave of water. The size and strength of the sand grains depends upon the chakra put into the technique by the user.

Note: The user cannot heat up the atmosphere if this technique is utilized to counter an opponent's technique, with the only exception being if the technique happens to overpower that of the opponent. The atmosphere will also heat up if this technique is used against natural clouds or mist, as in clouds/mist not infused with chakra.
Note: The opponent and the user are rendered incapable of utilizing A Rank and above Suiton techniques for 4 turns if the sand grains happen to absorb most of the moisture in the air. Doesn't affect Water Specialists such as Tobirama.
Note: The S Rank version can only be used four times per battle, with the user being unable to use S Rank and above Sand techniques in the next turn.

(Māku no Bachiatari) - Mark of the Accursed
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The technique 'Mark of the Accursed' is a unique technique that allows the user to differ from the usual manipulation of Sand. Generally, Sand is compressed and hardened however this technique brings in a distinct factor that involves the expansion of Sand structures. Basically, the user channels his chakra either into the terrain or any Sand structure present anywhere on the terrain, infusing his chakra into them and compressing them into thousands of 5cm spherical clumps of sand. Once the user has done so, he can manipulate the clumps to expand and instantaneously explode in a synchronized manner. This results in sand grains scattering across the terrain in an omnidirectional blast ranging upto Short Range from the techniques point of origin, though it's range in terms of height remains an exception as it reaches upto Mid-Range in that case. The sand grains essentially act as shrapnels and pierce right through the targets flesh and bone, as well as any other obstacle present in its course, completely destroying most of the surrounding. If the user somehow happens to be within the blast radius of the shrapnels due to any particular case of scenario, he can choose to utilize a Sand users capability to manipulate sand grains, and can as such alter the characteristics of the blast, changing it from being omnidirectional blast to an outwards 90°, 180° or 270° blast, one specifically targeting the opponent.
Note: Can be used four times per battle with a one turn break inbetween each use

(Enkidu) - Heavenly Binding Chains
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: Heavenly Binding Chains is a Sand Ninjutsu technique that works on the same basis as the Earth techniques Sticky Earth Drop and Dropping Lid, taking in their unique property of opening portals on the battlefield and 'summoning' the jutsu. This technique essentially works with the user opening a single portal (or alternatively upto 8 portals) on any particular location(s) on the field. Upon forming, each portal releases a burst of sand grains that proceed to instanteously harden and 'materialize' in the form of chains. These chains can generally be elongated, enlarged and even contracted, all depending primarily upon the users choice with each chain reaching upto a maximum of 15m from their point of origin. Most notably, each chain has a blade at its front which is capable of acting as a striking weapon when launched at high speeds. The user can also choose to have a single or numerous chains either partially or completely wrap around a target and bind it in place, with the user manipulating the chains to twist and tighten in order to inflict damage and potentially break the targets bones. Alternatively however, the user can simply bind a target without potentially harming him or even have the chains recede into the portal (after having bound the target) in order to drag the opponent towards the chains point of origin. It is important to note that the chains can be utilized for defensive purposes as well, such as the manipulation of the chains to create a 'defensive chain net'. In essence, the technique allows the user to conduct a vast array of actions and introduces a great deal of versatility as the user can manipulate the chains for numerous purposes.
Note: The chains last only a single turn and automatically disperse in the users next turn. Moreover, once this technique has been performed, the user can only use Sand and it's composite natures (Earth and Wind) from the Basic 5 Elements in the same turn afterwards.
Note: The Rank of each individual chain is inversely proportional to the quantity of the chains created. For example, if the S Rank version was used and two chains were spawned, they would be A-rank each. As such, for the sake of simplicity, besides creating a single chain, only an even number of chains can be created (2, 4, 6, 8).
Note: The S-rank version can be utilized thrice per battle and the user may not use any S Rank or above Sand technique in the same turn afterwards.
Note: The portals must be made at least 3m from the target.

(Rā, Tenpi no Kami)- Rā, The Sun God
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user will form five hand seals, using an existing source of Sand to form the familiar Rā within short range. Rā is a sentient humanoid creation standing over 7 feet tall with the head of a falcon, he is entirely composed of Sand and is able to manipulate his body’s shape and size at will for movement, attack or defense. For example he could manipulate his arms into whips with which to lash his enemy but this is a small application of his abilities and is able to be done passively with little effort.

Rā shines in his production of Sand jutsu as well as his interactions with them, for he is able to create and manipulate any Sand jutsu that the user knows without hand seals, including those of its composite natures while following the jutsu’s restrictions which naturally he maintains. In this way Rā holds similar traits to the canon Sand Clone technique and can assist the user in their battles, however Rā’s true abilities lie in his interactions with such jutsu.

Due to his sandy composition Rā is able to reform from any damage that does not destroy him completely, as all of the Sand he is composed of and manipulates is linked together through chakra, allowing the addition of traits and letting him regenerate to previous condition from even small clumps. His greatest defense lies in his ability to absorb both friendly and enemy sand, techniques based on his rank and the strength and weaknesses of Sand, including Sand itself. In this way he is able to nullify these jutsu, and feed upon the chakra that fuels them to sustain himself. This allows Rā to absorb traits from these jutsu with which to alter his Sand, which is especially noticeable with friendly Sand techniques as he may fuse with any Sand source that is available. By absorbing these techniques this refreshes Rā on the battlefield and allows him to further assist his creator.
Note:
~Lasts for 3 turns
~Can only be used 2 times
~Cannot use Sand jutsu for two turns after deactivation
~Can only be taught by Houdinii

Wood
Fuinjutsu Mokuton Jumoko** Za Man /* Sealing arts Wood* Nativity Seeds
Type: Supplementary
Rank: A rank
Range: Short
Chakra: 30
Damage:
Description:
After years of training with his Specialties. The man known as Hashirama Senju developed a few unique abilities. He acquired the process of using three unique seeds which all contain a unique aspect for his fighting style. Having developed his own form of Fuinjutsu tactics that quite differed from that of his brother's style of Fuinjutsu. Having pre made two unique seeds full of vitality and life. They are prepped and stored in the shinobi's ninja pouch.
Yellow Lop seed:
This seed has an inscribed symbol on it which carries a sealing formula as the basis for forming this symbol. The seed carries the ability once thrown at anything with chakra. It will Crack and sprout vines which feed off of the enemies chakra like Multiple infinite embraces. The difference however is that the vines will simply attach to the enemy and won't bind there movements and will flex and allow easy movement. The down side is that the vines transfers the users chakra into the ground and converts it into wood chakra which lays dormant waiting to boost wood jutsu. This will empower any wood jutsu used from the ground with a +20 boost. The chakra taken from the enemy is 30 chakra points per turn. Useable once per battle, however it lasts 3 turns and once the turns are up the vines will wither and fall off.

Blue Enutroph:
This being a small blue sapphire seed. It is consumed by the user and it has a sealing scripture on it that activates when the user takes any type of of impact related damage. The seed melding with the users body can feel impact from within the users body. This will passively channel A rank wood chakra to the impacted area and create a skewer type rod to exude from the user. This will work as a safety mechanism of sorts. The skewer is going to be able to grow into 5 feet in length and can even shoot from the impact point instantly after impact. The skewer however has enough force and power reach up to mid range when shot from the body. However this does not negate the damage taken from the blow

Red Eliatrope:
This seed will be different from the other seeds as it is a defensive seed with a unique ability. This seed has a kanji on it for POLLEN and must be dropped to the ground and stepped on to activate it's ability. Upon being crushed the seeds barrier will activate creating a barrier made out of hundreds of entwined vines. The unique aspect of this barrier is that upon forming instantly around the user the vines will bloom flowers. These flowers will release a paralyzing pollen dust from them onto the battlefield. The pollen will attach itself to chakra or anything exerting chakra during the full turn of being expelled. This pollen will induce an effect that slows the enemies movement down -4 points during the duration. This is caused by the lack of air flow to muscles of the body after inhaling the pollen.
Restrictions:
-Yellow seed can only be used once per battle Lasts 3 turns.
- Cannot be paired with Senjutsu
- Cannot boost S rank and above
-Blue seed ability can only be used once per battle. effects will last for 3 turns
- Red seed can only be used once per battle. The pollen lingers for two turns
- can only be taught by Juha

Kenjutsu/Taijutsu

(Furīāto: Pawā ashi) | Freestyle art: Power legs
Type: Supplementary
Rank: A
Range: Self
Chakra Cost: 30
Damage Points: N/A
Description: The first stage of the leg empowering freestyle tech, the user focuses big amounts of chakra into his legs, this technique allows the user to temporarily increase the strength in his legs, by pumping the muscles and tissue full of concentrated chakra. This technique gives the user 10+ damage to all Taijutsu, which involves using his legs, and a boost of speed, equal to Lee without weights. This technique does have some drawbacks, when it ends, the user will have used a big amount of power in his legs, making them weaker.
Notes:
• Can only be used twice per match.
• Lasts for three turns.
• After it ends, the user has -5 damage to all his Taijutsu, for the rest of the battle.
• No A-ranked or higher techniques in the next turn.
• Can only use two moves in the next turn
• Can only be taught by ZeroGarra.

(Kōfun jōtai) | The Adrenaline Rush
Rank: S
Type: Supplementary
Range: Self
Chakra cost: 40 (20 every turn)
Damage points: N/A
Description: To activate this technique, the user must focus chakra into the disaster centers in the brain, to forcefully activate the state known as adrenaline rush. The disaster centers in the users brain will react to the chakra as if it was a real disaster situation, the centers will therefore immediately jumpstart the user’s body. The disaster center sends a message to the glands just above the user’s kidneys, to release a great amount of adrenaline into the user’s body. The adrenaline will boost the user’s heart rate and his blood flow. The adrenaline also signals the user’s liver to flood the body with glucose blood sugar for fuel. But what really makes the users body reach its limit is instant energy, which is released along with the glucose and the adrenaline. Instant energy, (ATP or Adenosine triphosphate) is energy stored in all muscles, which is released in a crisis situation to boost the user’s body. All these biochemical reactions happen extremely fast, it takes less than a second for the users body to fully unleash the effects of the technique. These reactions causes the users body to peak and reach it’s absolute limit for a short amount of time, but since the effects are chakra caused, and since the user during this technique continuously floods his veins with chakra, the effects lasts longer. The effects are:
Heightened senses: Stronger sense of smell, hearing and thought processing.
Pain reduction: All feelings of pain and numbness are almost nullified.
Faster reaction time: This doesn’t make the user faster generally.
Superhuman strength: Adrenaline rush causes the body to peak in performance, a big adrenaline rush can give a regular mother the strength to lift a car easily, it is estimated that a full adrenaline rush gives a boost of strength which equals 400%
Notes:
• Lasts for 5 turns.
• The user cannot use any elemental ninjutsu while this is active.
• The user cannot use any Genjutsu or clones of any kind when this is active.
• Because of the energy burn the user cannot use A-ranked or above technique for 1 turn after this technique ends, and he cannot use any S-ranked or above for 2 turns after this technique ends.
• Because of the strain this technique puts on the user, he cannot use any Genjutsu for next 5 turns.
• No summoning while this is active.
• Can only be used Once per match.

Tekken | Iron Fist
Rank: A
Type: Supplementary
Range: Self
Chakra cost: 40
Damage points: +10 to Taijutsu that involves using ones hands
Description: After spending years training in Taijutsu, the user has developed a way to push his fists to their maximum capability. By continuously having exposed his hands to extreme environments, (like training punches in hot coals and practicing hand movement in ice water) the users has made his hands incredibly strong. The user focuses chakra into his fists and uses it to amplify the effects of his training, with this the users hands will be close to indestructible, no amount of force or temperature will affect the user’s hands, only extreme amounts of continuously applied incredible damage will damage them. This technique doesn’t make the user stronger in general; it just allows him to deal with attacks more freely since he won’t have to think about his hands.

Kongou Koku Retsu Zan| Country Destroying Adamantine Slash
Rank: Forbidden
Type: Attack
Range: Short-Mid
Chakra: 50
Damage: 90
Description: The user first applies chakra to most of his body until it radiates off of his skin, then by rearing back the user then preforms a powerful chop to the earth itself with a subsequent wave blast surrounding him on both sides. Although the wave increases the range of it somewhat, the true damage property is a point-blank range. If the opponent is near when this move takes place it means near instant death as the chakra pressure seems to crush there bodies once released.
(Usable once)
(User can't manipulate his chakras for three turns afterwards)

Bushidō : Senka | Way of the Samurai : Flash Blossom
Rank: A
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 80
Description: This is an attack that uses the art of Iai (instant sword-draw-and-resheath) to decimate ones opponent. The user will unsheathe their blade and walk or run past their opponent and will slash his front and back at such a speed that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are. This attack is mainly to end a match without lethal force.
-Once per Battle
-Can only be used by a Samurai
-Must be Aonisaibushi or higher to use.

(Iai no Kaimetsu Tekina) - Quick Draw Crippling Method
Rank: A
Type: Offensive, Supplementary
Range: Short
Chakra cost: 30
Damage points: 60
Description: By using the art of Iaido the user will quickly draw their katana at a incredible speed striking upwards towards the targets torso causing them to become open and then the user will follow in with a horizontal slash across the chest and arms to deal a devastating blow and rendering the targets arms useless by slashing the tendants within the arms and then will flick the blood from the katana and re-sheave the katana.
Note: Can only be used by a samurai biography.

(Shusseki) Presence
Rank: S
Type: Supplementary
Range: -
Chakra Cost: 40
Damage Points: -
Description: This technique was developed under the idea that a kenjutsu or taijutsu match is determined by how well you can read attacks. This can be done via sensing one's ''presence''. In this case, this ''presence'' refers to the preparatory movements, shifts in the centre of gravity, glances and sounds that go into making an attack. These factors are what cause one's ''presence'' to be given off. By using this technique, once can sense the opponent's ''presence'' in order to read the opponent's attacks, avoid and block them. On the contrary, if you know how erase traces of your own ''presence'', it will be much harder for someone to read your movements and so, your attacks will be much more unpredictable.
With the usage of this technique, the user greatly increases his offence and defence as he can react to even the fastest attacks, such as Iaido(though for iaido up to the users rank) and can make his own attacks much harder to read.
*Usable two times per battle and lasts four turns
*It doesn't make user's attacks stronger. It only makes them faster and unpredictable.

(Mugen-dai) - Infinate sword style, endless river of blood
Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user will first channel a massive amount of chakra in their dominate arm, and hold their sword in the dominate hand, pointing the blade at the ground. Next he/she will point the sword's blade to face in the same direction as the user, and pull it back behind them. Then the user will rush toward the opponent and once the target is close enough the user will slash them upward diagonally. If the target is caught by the first slash, the user will begin to release their chakra from their dominate arm, and start slashing. The end result will be a total of 70 slashes, and depending on the target they will by this time be dead or in critical condition. If survived the target will bleed to death, hence the name river of blood.
*Can only be used once per battle.
*No chakra related techniques may be used in the next turn, including jutsu.

(Bushidō) Way of the Samurai
Rank: S
Type: Supplementary
Range: Self
Chakra Cost: N/A (See description)
Damage: Zero
Description: Samurai quickly learned that Ninjutsu would be a very dangerous weapon, and an incredibly difficult one to combat. But, they soon developed a countermeasure that helped them combat the ever-growing amount of Ninjutsu users: infusing their armor with their own chakra. By releasing their spirit into their armor (400 chakra), Samurai infuse their armor with special properties, dropping all energy based damage by 25% and all physical damage by 50%. Shinobi also quickly learned the power behind the spiritual armor and stole the technique. However, while it did indeed grant them protection, it was not without its consequences.

Bushidō Hijutsu : Hāmonī | Way of the Samurai Secret Technique: Harmony
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra cost: 50
Damage points: N/A
Description: On his travels the First Shogun of the Land of Iron Samurai's faced many shinobi in combat and accumulated a wealth of knowledge over his long life. He met the fire temple monks who he eventually became friends with, they taught him the basics of elemental chakra and through heavy meditation and reaching a state of spiritual zen he learnt to unlock his elemental chakra for a moment which he eventually came to master. Not knowing handseals he still could not use ninjutsu but he could channel the elemental chakra like he normally would with normal chakra [Samurai Sabre Skill]. This allowed him to use elemental taijutsu/kenjutsu (e.g. NB taijutsu).
-Once per battle
-Once finished the user can only use techniques A rank and under.
-Can only be taught by the Current Shogun and Second in Command (as long as they have the Shogun's permission) to people he deems worthy.
-Can only be used by a Samurai
-The amount of turns the user can unblock their chakra and reach a state of spiritual zen depends on their rank.

Fire Style: Blade Swing Fire Strike(Katon:Ken Yurasu Katon Dageki)
Type: Offensive
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user channels fire chakra into their blade making the outer hew glow a crimson red,by swinging the blade the fire chakra will be released into the form of firey slashes which strike out across the ground towards the opponent/opponents.
Restrictions:
Can only be used 3 times during battle
Need Katon up to A rank completed
Can only be taught by Delta

(Sainan Ken) - Calamity Sword
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user will concentrate chakra into their sword and jump above the target slashing downwards and expelling the concentrated chakra in the form of a large square sword that strikes the target through the chest and stomach. This technique does not cause physical damage like cutting but rather internal damage to the tenketsu within the struck area also targeting the gates and destroying them.
Note: Can only be used 3 times per battle and must have a samurai biography to use.

(Ki Seishou no Nami ) - Ki Energy Wave
Rank: S
Type: Offensive, Supplementary, Defense
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user focuses their chakra and uses Ki which is basically a shout performed by a samurai when using an attack as a way of releasing the energy in a energy wave that can repel incoming attacks. This can be used to repel a enemy even if they arent performing a technique and are within close vicinity. The surge of chakra is also a way of releasing or breaking the bonds of genjutsu over the user.
Note: Can only be used 3 times and must have a samurai biography

(Iai no San Dankai) - Quick Draw Three Step
Rank: S
Type: Offensive, supplementary
Range: Short
Chakra cost: 40
Damage points: 80
Description: This technique is an adaption to half step where the user will make a simple three stepping method when a target attacks them. The user will move to the side the target when they attack and then taking a short step backwards quickly drawing their katana whilst stepping forwards again to slash the target using the momentum of the step forwards aswell as the quick draw. This technique is done in a matter of seconds.
Note: Depends upon the rank of the user in how fast this technique is performed , and may only be used twice per battle.
Note: Requires a samurai biography.
Note: can only be used three times per battle

(Han Sochi no jutsu)- Half Step technique
Rank: S
Type: offence
Range: Short
Chakra cost: 40
Damage points: N/A
Description: This is a style of Chinese martial arts where the user uses precise chakra control to move half a step out of the way when being attacked at close range. The user is then facing the side of the enemy. The enemy can only react to this attack and counter if they are advanced taijutsu users because they have been trained in advanced levels. This advanced technique can be followed up with an attack to counter their move.
Note: can only be taught by Zenryoku
Note: Can only be used twice per battle

(bushi no barasu)- Samurai's balance
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 25
Damage Points: N/A
Description: Through years of mediation, samurais have learn to stay calm in battle and relax their muscles, which flows blood much more easier allowing the samurai to think or move faster that he normally could. Meditation helps them to find a source of balance between them and nature, and becuase they treat their swords as part of their own body, dramatically increases their techniques.
Any alteration to the balance (enemy attacking) will alert the samurai and act quicker.
Note: +10 kenjutsu/ +10 taijutsu
Note: Stays for the rest of the battle
Note: Can only be used by samurai biographies

Genjutsu
(Genjutsu: Sono Botsuraku) - Illusionary Arts: The Fall
Type: Offensive
Rank: B rank
Range: Short-Mid Range
Chakra: 20
Damage: N/A
Description: This is a very tricky genjutsu, which can only be used at rare times. This genjutsu works when the enemy’s feet is off the ground. Whether it is when he is jumping, or falling, as long as his entire body is off the ground and logically away from reaching it for some time, the user can perform one hand seal, placing him within this genjutsu. When falling/dropping, he sees the ground perfectly clear and everything, but for some weird reason he can’t land back on the ground yet. It’s like he is falling and falling to somewhere far beneath the earth’s core, a hole far pass the earth’s core. It is a tricky genjutsu because the eye sight, balance and kinesthetic senses of the victim are also slightly altered. When he is falling and if he looks down upon the ground to see why he hasn’t made contact with the ground, the ground would seem as though it is dropping. The ground will have an appearance of a section of the ground lowering slowly or fast depending on the fall. The ground would seem to shake, like how any type of ground would look when it is being lowered. Simply, in reality, the victim will fall helplessly towards the ground. As he impacts the ground, the genjutsu will be released immediately upon the impact.
Notes:
-Can only be used thrice
-No Genjutsu for 4 turns after use
-Can only be taught by Venom

(Genjutsu: Kagirinai Seken Buruburu) Illusionary Arts: Unlimited World Shaking
Type: Offensive
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will begin by making 2 handseals and then channel chakra into the opponent, mainly focussing on the inner ear. Once the genjutsu is in place the user will trigger the sensory inside the opponents inner ear causing him to believe the ground beneath his has started to shake. At first it is only a mild tremous enough to make one stumble, but this genjutsu works by, the more the opponent tries to stabilise himself the greater the shaking becomes. Inside the genjutsu as the opponent is trying to keep stable the ground will shake more violently with every attempt the opponent makes making it harder and harder to keep their balance causing them to keep stumbling all over the place essentially losing control of their body. Outside of the genjutsu the opponent will be stumbling around due to the affect the genjutsu has on the inner ear, except the symptoms are not as severe as inside the genjutsu. Inside the genjutsu the opponent will be unable to control their bodily movements making them stumble uncontrollably, while outside the genjutsu it would be a small stumble to the left and right making the opponents body unable to keep its center of gravity. The user is still able to see the world as it is and none of this other senses apart from his balance are affected.
Restrictions:
Can only be used twice per battle
Cannot be used twice in the same battle
Can only be taught by Delta

Miscellaneous

Atsui-Appu: Warm-up
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A
Damage: (Taijutsu +10)(Ninjutsu +5)
Description: The user jogs in place while punching the air, causing their blood to pump faster making them a little faster and stronger. Because of this early warm-up, the user is also more focused causing their reflexes to sharpen. With this blood pumping sensation, chakra also flows easier and faster, letting the user use jutsus faster.
Note: Can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: must be done at beginning of battle

(Chakra Arashi)-Chakra Storm
Type: Attack
Rank: S Rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user makes three hand seals and gathers a large amount of chakra in one specific location within a mid-range of themselves. They then begin vibrating and rotating the mass of chakra an extreme amount. Anything caught in this area will be twisted and pressured an extremely great deal by the swirling vortex of chakra.
Note: When the chakra has been gathered in the set area, the air will shimmer for a few seconds before the vortex begins.
Note: The area that is being effected can have a maximum of a 2 meter diameter.
Note: After using this technique, the user is unable to use any standard ninjutsu for the next two turns.
Note: Can only be used twice per match.
Note: This jutsu doesn't suck the opponent toward the vortex and only affect what comes in direct contact with it.

(Fuji Kujaku Toku) - Wisteria Peacock Shield
Type: Weapon
Rank: S Rank
Range: Short-Mid Range
Chakra: 40
Damage:
Description:
This hand held shield is made of chakra metal which makes it so the shield can resonate with the user's chakra, be it elemental or regular chakra. The shield is shown as whatever colour the user deems fitting for his style. It has taken years of training to perfect utilizing a shield in battle and taijutsu combat with the shield, but well worth the effort put into it. This shield is round in shape and covers close to half the user when blocking attacks, it also has a strap on the backside for carrying purposes. The strap has built in holder's for kunai (similar to a gun strap holding bullets) making for easy access to kunai but it only hold's three kunai in place securely. The main ability behind this shield is that once per Three turns the user is able to infuse the top of the shield with Wind based chakra and by rotating the wind on the face of he shield it boosts the throwing speed and power Rotation of the shield upon contact with a target. The user even has the ability to make the edge of the shield like a saw blade with wind chakra adding a slicing and cutting ability to the wind natured shield. The shield is returned to the user by either rigging it with wire or by ricocheting off of things. The user of the shield must catch the shield by its strap which slightly hangs down while being thrown, many shinobi have said that this was the true form of Rasenshuriken. While in wind state shield mode the iser can use it in close combat as well smash the enemy in the face or chest with extra force due to the wind chakra on the face of the shield.
It also has the ability to block explosive kunai's and up to C rank Taijutsu, while also adding a +5 boost to damage while using the shield in conjunction with taijutsu and any shield developed taijutsu made at into Freeform or actual jutsu's
Restrictions:
+shield throw is A rank in power when fused with wind chakra.
+once per three turns the elemental shield throw and only three times per battle.
+can only hold regular kunai. no explosive tags can be equipped.
+user must state at the start of battle that the shield is on their back.
+only usable by rojuro and those taught to.

(Toku Kuuhaku Kadou Mori) Shield Vacuum Vortex Lance
Type: Offensive
Rank: A rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
The user while holding there shield outwards in front of themselves, arm extended channels wind to the front of the shield creating a sucking vortex which pulls objects and enemies towards them. The suction tunnel will only attract objects not attached to the ground and only up to the weight of an enemy. Once in range the user can then reverse the rotation of the vortex and extend the wind outwards from the shield, creating a spiralling lance which pierces the enemy after being pulled close enough. The wind lance will extend up to 10 feet.
Restrictions:
+ must have a shield to use.
+ can only be used 3 times per battle
+ usable once per turn.
+ can only be taught by Rojuro

Summoning

(Kuchiyose:Amerikahyou)- Summoning: Jaguar
Type: Supplementary
Rank: B
Range:Short
Chakra Cost: 30
Damage: N/A
Description: This summoning of one of the big feline cats, is a strong one, very fast aswell, these jaguars, can come in a few forms, one known as a black panther, and white panther. The Jaguars are special and can use their first element very well.

(Hebi Kuchiyose: Asmodeus) - Snake Summoning: Asmodeus
Rank: A
Range: Short
Type: Summoning
Chakra: 30
Damage: N/A
Description: After performing the necessary requirements for performing the summoning technique, the user summons Asmodeus which is a small black and white snake about 50 cm in length, Asmodeus doesn't have any combat skills and can't be used for any type of defensive measures like majority of the other snake summons, but Asmodeus was born with a special gift that makes him just as important as any other powerful snake, Asmodeus' snake senses are almost double as sensitive as regular snakes, he is able to detect even the slightest bit of a vibration 120 meters away, Asmodeus can still however travel underground like all snakes and thanks to his miniature size he wouldn't be easily detected by regular ninja even if he travels close to the surface of the ground, Shady also has the ability to contact any other snake summoning via telepathy as well as its summoner.
Note - Can only be summoned once per battle.
- Lasts for 4 full turns until automatically dispersed.
- Summon is able to detect any vibration (this includes any movement and any sound since sound is produced through high frequency vibrations.) across the entirety of the battlefield, And also up to 120 meters maximum, but cannot sense any chakra.
- When traveling underground the summon can only be detected by Doujutsu users and those with Sensory abilities.
- Can only be taught by Yashiro.

(Hebi geijutsu: Azamuku hebi no) - Snake Arts: The Deceiving Serpents
Rank: A
Range: Short - Mid
Type: Offensive/Supplementary
Chakra: 30
Damage: 60
Description: The user performs a single hand seal before thrusting his left arm upwards and releases a single snake from his left sleeve and in the direction of the target, this is used as a distraction, and while the user is releasing the snake into the air he also releases another one from his right sleeve which quickly slithers across the ground and coils around the targets body, before constricting and paralyzing the target.
Notes - Must have signed the snakes contract
- Can only be used 3 times per battle
- Paralysis lasts for 2 turns
- The snakes are large enough to completely coil around a full grown humans body
- Can only be taught by -Yashiro-

(Hebi geijutsu: Hebi kiba senbon) - Snake Arts: Snake Fang Needles
Rank: S
Range: Short - Long
Type: Offensive
Chakra: 40
Damage: 80
Description: Once Manda is summoned onto the battlefield the user manipulates him into gathering a large amount of his chakra and compressing it all into his fangs, then in a burst Manda releases the chakra all at once from his fangs in the form of thousands of fang shaped needles, the needles cover a wide range of the battlefield and can be used to attack multiple targets, also due to the natural venom which a snake carries within its fangs, the fang needles would be able to numb multiple parts of the body (All parts that come into contact with the fang needles) and paralyze the target.
Notes - Must have signed the snakes contract
- Can only be used with/by the Manda summoning
- Can only be used 2 times per battle
- Paralysis and numbing lasts for 2 turns
- Can only be taught by -Yashiro-

Tailed-Beast Group

Bijutsu| Chakra Oshi - [Tailed Beast Skill| Chakra Pressure]
Rank: A
Type: Attack/Defense/Supplementary
Range: Short-Mid
Chakra: 30
Damage: 60 (+20 to Tailed Beast techs)
Description: Using the bijuu's powerful chakra the jinchuuriki creates massive amounts of chakra pressure deflecting attacks away from them, pushing the opponent away or strengthening Tailed Beast Skills. Since the bijuu is made of mostly chakra, the techniques can happen from any point of the bijuu or Jinchuuriki. The technique even has the ability to uplift massive amounts of Earth or Water, giving the illusion of Elemental Based techniques but in actuallity is simply the manipulation of the powerful chakra to affect the terrain.
[Able to Repel Only One Technique up to A-rank per use]
[Usable 3 times]

Bijutsu| Bijuu Junsei Chakra Arashi - [Tailed Beast Skill| Tailed Beast Pure Chakra Storm]
Rank: A
Type: Attack
Range: Short-Long
Chakra: 30
Damage: 60
Description: Based on the same principle as the Tailed Beast Ball, the Tailed Beasts, and, by extension their jinchūriki, can create a wide range of small blasts made of chakra. Created by utilizing only positive black chakra, the user can fire a veritable storm of chakra blasts nearly covering the arena. Taking advantage of the fact that Tailed Beasts are beings of pure chakra, the Tailed Beast Chakra Storm can be fired from practically any part of the body though the mouth and tails are the most commonly shown. The blasts can be fired individually or can be collected into one large blast and then fired - only to detonate in mid-air and become another storm of blasts. This works to keep enemies off guard by hiding the larger blast within smaller ones, only to dramatically increase the storm of chakra once it explodes.
[Usable 2 Times]
[Must be in Incomplete Form or Complete Form]

Bijuutsu: Kyouhakuteki Shippo | Tailed Beast Technique: Menacing Tails
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: To use this technique, the user must either be on Incomplete or Complete Bijuu Form. The user will focus and create a tiny, tough concentrated ball of chakra, just like a smaller version of the menacing ball on the tip of each of his bijuu tails. The user will them aim and fire it at its target. This technique’s power, however, increases with the amount of tails one has. The same technique, used by two jinchuurikis, is more powerful if used by the one with more tails.

1 Tailed Shukaku – 80 Damage
2 Tailed Bakemono – 85 damage
3 Tailed Kyodaigame – 90 damage
4 Tailed Saru – 95 damage
5 tailed Irukauma – 100 damage
6 tailed Namekuji – 105 damage
7 tailed Kabutomushi – 110 damage
8 tailed Kyogyu – 115 damage
9 tailed Kitsune – 120 damage
__________
*Usable once per battle.
*Reduces Bijuu form by one turn
*Can be used in both Incomplete or Complete Bijuu form


Smoke

(Kemuri Genkotsu Rendan) - Smoke Fist Barrage
Rank: B
Type: Offensive
Range: Short - Mid
Chakra Cost: 20
Damage: 40
Description: The user upon releasing smoke out of a helping tool, for example wrist launcher, will proceed to manipulate smoke to create multiple extending fists that will stretch out to cover a wide radius, punching a desired target with great speed, in comparison to Fuguki Suikazan's Hair Spears. The user must use precise chakra control and ably compress the smoke into the created fists to do damage. Having sensory skills will give these fists a better accuracy because due to speed of this technique, it's not easy to aim perfectly. The purpose of the fists is that they can launch a target into the air, or knock it down.
Notes:
- Usable only three times per battle.
- Can make a maximum of ten extending fists.
- The used smoke cannot be utilized for making another Smoke technique in the same turn.
- Can only be used by a Smoke user.
- Can only be taught by Thoth.
 
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