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Typhon's Book of Wonders - 6th Ed.
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<p>[QUOTE="Typhon, post: 21750367, member: 22276"]</p><p><strong><p style="text-align: center"><span style="font-size: 12px">Chapter Six: Gifts from Travelers</span></p><p></strong></p><p><strong><span style="color: #8B4513">Earth</span></strong></p><p></p><p>[SPOILER](Doton : Hisan Kobushi)- Earth Style : Flying Fist</p><p>[SPOILER]Type:Attack</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>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.</p><p>Usable two times per battle</p><p>Can only be used/taught by ~Yondaime~</p><p>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.[/SPOILER]</p><p></p><p>(Doton: Doro Dekisui) - Earth Release: Mud Drowning</p><p>[SPOILER]Rank: B</p><p>Type: Attack</p><p>Range: Short-Long</p><p>Chakra Points: 25</p><p>Damage Points: 40</p><p>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. </p><p>Note: Can only be taught by Scorps</p><p>Note2: The enemy needs to be standing on mud.[/SPOILER][/SPOILER]</p><p></p><p><strong><span style="color: #FFD700">Lightning</span></strong></p><p>[spoiler]</p><p>Raiton: Chō Biburāto Raiton ( Lightning Style: Super Vibrating Lightning)</p><p>[spoiler]Rank: S</p><p>Type: Supplementary</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: (+50 to any Raiton or object Charged with this)</p><p>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.</p><p>(Last 5 turns)</p><p>(No lightning 2 turns afterwards)[/spoiler]</p><p></p><p>(Raiton: Puroton Kikou)Lighting Style: Proton Armour</p><p>[spoiler]Type: Supplementary/Defensive</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: N/A</p><p>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.</p><p>Restrictions:</p><p>Lasts for 1 turns once activated.</p><p>Can only be used thrice per battle.</p><p>Can only be taught by Delta[/spoiler][/spoiler]</p><p></p><p><strong><span style="color: #ADD8E6">Wind</span></strong></p><p></p><p>[SPOILER](Futon: Furaingu Fūjin no Jutsu) | Wind Release: Flying Wind God Technique</p><p>[SPOILER]Rank: S</p><p>Type: Supplementary</p><p>Range: Short/Long</p><p>Chakra cost: 60 (10 every turn it’s active)</p><p>Damage points: N/A</p><p>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.</p><p>Notes:</p><p>Can only be used twice.</p><p>Lasts for 5 turns.</p><p>Can only be taught by Leeroy G. Zero[/SPOILER]</p><p></p><p>(Sukai doragon no hōkō)Roar of the Sky Dragon</p><p>[SPOILER]Type:Offensive</p><p>Rank: A</p><p>Range: Short-Long</p><p>Chakra: 30</p><p>Damage: 60</p><p>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.</p><p>~Can only be taught by -Ian-~</p><p>~Can only be used 3 times per battle~[/SPOILER]</p><p></p><p>(Fuuton: Kurasshu) - Wind Style: Crash</p><p>[SPOILER]Type: Defensive|Supplementary</p><p>Rank: A-Rank</p><p>Range: Short(Activating the technique)</p><p>Chakra: 30</p><p>Damage: n/a</p><p>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.</p><p>- Can be used two times per match</p><p>- No wind techniques in the same turn, or the turn after</p><p>- After using it for the second time in a match, the user loses their ability to mold wind chakra properly</p><p>- For elemental techniques the user can neutralize it up to A-Rank, where as non elemental techniques can be neutralized up to S-Rank.</p><p>- Can only be taught by Toshiro[/SPOILER]</p><p></p><p>(Fuuton: Manako no Shippuu) – Wind Release: Eye of the Gale</p><p>[spoiler]Rank: B</p><p>Type: Supplementary/Offensive/Defensive</p><p>Range: Short - Mid</p><p>Chakra Cost: 20</p><p>Damage Points: N/A (+20 damage to anything which moves through the portal)</p><p>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.</p><p>Note: Lasts for two turns</p><p>Note: Can only be Taught by Negative Knight</p><p>Note: Can only be used four times per battle</p><p>Note: Cool down time of two turns in between uses</p><p>Note: Does not enhance speed of projectiles/techniques</p><p>Note: Only amplifies cutting capabilities of solid or liquid constructs</p><p>Note: Does not affect Fire or Wind-based techniques</p><p>Note: Portal of wind can be created a maximum of ten meters away from the user[/spoiler][/SPOILER]</p><p></p><p><strong><span style="color: #800000">Fire</span></strong></p><p></p><p>[SPOILER]Katon: Tanshin No Atsui Hai | Fire Release: The Lonesome Ember</p><p>[SPOILER]Type: Offensive/Supplementary/Defensive</p><p>Rank: B-Rank</p><p>Range: Short-Mid</p><p>Chakra: 20</p><p>Damage: N/A (20 if clothes ignite, +20 when used with a Fuuton Jutsu)</p><p>Description:</p><p>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.</p><p>Note: The ignited spot can easily be put out by taping it with an open palm or with a little water.</p><p>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.</p><p>Note3: Can't ignite flesh or wet materials.</p><p>Note4: The speed of ignition is slow except on paper or other more flammable materials.</p><p>Note5: Usable 5 times.</p><p>Note6: The ignition spot has to be within the users visual field.</p><p>Note7: Can only be taught by Scorps.[/SPOILER]</p><p></p><p>(Katon: Jigoku no Buresugādo) - Fire Release: Hell Guards Breath</p><p>[spoiler]Type: Supplementary/Offensive</p><p>Rank: A</p><p>Range: Short</p><p>Chakra: 40 </p><p>Damage: N/A (+20 to Fire techniques, - 20 to wind techniques; see description for more information -5 per turn)</p><p>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.</p><p>Notes & Restrictions:</p><p>Note1: Useable 3x Per battle with a three turn cooldown</p><p>Note2: No fire jutsus above S-rank during this move</p><p>Note3: Teacheable by Ace. only</p><p>Note 4: This technique remains active for 3 turns, and requires five chakra per turn that it is active.[/spoiler]</p><p></p><p>(Katon :Katon rasen kiri ) – Katon release: fire spiral drill</p><p>[spoiler]Type: Supplementary</p><p>Rank: A rank</p><p>Range:short </p><p>Chakra: 30</p><p>Damage: N/A </p><p>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.</p><p></p><p>~note: can only be used three times during battle</p><p>~note: no fire jutsu's above A rank the next turn.</p><p>~note: cannot be used more then once in the same turn.</p><p>~note: can only be taught by me.[/spoiler][/SPOILER]</p><p></p><p><strong><span style="color: #DAA520">Sand</span></strong></p><p>[SPOILER]</p><p>(Bunpuki no Jesshi Keitai) - Bunpuki's Embodiment</p><p>[spoiler]Type: Offensive/Defensive/Supplementary</p><p>Rank: B-S</p><p>Range: Short - Mid</p><p>Chakra Cost: 20 - 40</p><p>Damage Points: 40 - 80</p><p>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. </p><p>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. </p><p>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.</p><p>Note: Only one construct can be created per usage, and it disperses in the next turn following its usage.[/spoiler]</p><p></p><p>(Bunpuki no Yuigon) - Bunpuki's Testament</p><p>[spoiler]Type: Supplementary</p><p>Rank: D-S</p><p>Range: Short - Long</p><p>Chakra Cost: 10 - 40</p><p>Damage Points: N/A</p><p>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.</p><p></p><p>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.</p><p>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.</p><p>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.[/spoiler]</p><p></p><p>(Māku no Bachiatari) - Mark of the Accursed</p><p>[spoiler]Type: Offensive/Supplementary</p><p>Rank: A</p><p>Range: Short - Long</p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>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. </p><p>Note: Can be used four times per battle with a one turn break inbetween each use[/spoiler]</p><p></p><p>(Enkidu) - Heavenly Binding Chains</p><p>[spoiler]Type: Supplementary/Offensive/Defensive</p><p>Rank: B-S</p><p>Range: Short-Long</p><p>Chakra: 20-40</p><p>Damage: 40-80</p><p>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. </p><p>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.</p><p>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). </p><p>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. </p><p>Note: The portals must be made at least 3m from the target.[/spoiler]</p><p></p><p>(Rā, Tenpi no Kami)- Rā, The Sun God</p><p>[spoiler]Rank: S</p><p>Type: Offensive/Defensive/Supplementary</p><p>Range: Short </p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p>Note:</p><p>~Lasts for 3 turns</p><p>~Can only be used 2 times</p><p>~Cannot use Sand jutsu for two turns after deactivation</p><p>~Can only be taught by Houdinii[/spoiler]</p><p>[/SPOILER]</p><p></p><p><strong><span style="color: #006400">Wood</span></strong></p><p>[SPOILER]</p><p>Fuinjutsu Mokuton Jumoko** Za Man /* Sealing arts Wood* Nativity Seeds </p><p>[spoiler]Type: Supplementary</p><p>Rank: A rank</p><p>Range: Short </p><p>Chakra: 30</p><p>Damage: </p><p>Description: </p><p>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.</p><p>[spoiler]</p><p>Yellow Lop seed:</p><p>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.</p><p></p><p>Blue Enutroph:</p><p>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 </p><p></p><p>Red Eliatrope:</p><p>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.</p><p>[/spoiler]</p><p>Restrictions:</p><p>-Yellow seed can only be used once per battle Lasts 3 turns.</p><p>- Cannot be paired with Senjutsu </p><p>- Cannot boost S rank and above </p><p>-Blue seed ability can only be used once per battle. effects will last for 3 turns </p><p>- Red seed can only be used once per battle. The pollen lingers for two turns </p><p>- can only be taught by Juha</p><p>[/spoiler]</p><p>[/SPOILER]</p><p></p><p><strong>Kenjutsu/Taijutsu</strong></p><p></p><p>[SPOILER](Furīāto: Pawā ashi) | Freestyle art: Power legs </p><p>[SPOILER]Type: Supplementary</p><p>Rank: A</p><p>Range: Self</p><p>Chakra Cost: 30</p><p>Damage Points: N/A</p><p>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.</p><p>Notes:</p><p>• Can only be used twice per match.</p><p>• Lasts for three turns.</p><p>• After it ends, the user has -5 damage to all his Taijutsu, for the rest of the battle.</p><p>• No A-ranked or higher techniques in the next turn.</p><p>• Can only use two moves in the next turn</p><p>• Can only be taught by ZeroGarra.[/SPOILER]</p><p></p><p>(Kōfun jōtai) | The Adrenaline Rush</p><p>[SPOILER]Rank: S</p><p>Type: Supplementary</p><p>Range: Self</p><p>Chakra cost: 40 (20 every turn)</p><p>Damage points: N/A</p><p>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:</p><p>Heightened senses: Stronger sense of smell, hearing and thought processing.</p><p>Pain reduction: All feelings of pain and numbness are almost nullified.</p><p>Faster reaction time: This doesn’t make the user faster generally.</p><p>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%</p><p>Notes:</p><p>• Lasts for 5 turns.</p><p>• The user cannot use any elemental ninjutsu while this is active.</p><p>• The user cannot use any Genjutsu or clones of any kind when this is active.</p><p>• 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.</p><p>• Because of the strain this technique puts on the user, he cannot use any Genjutsu for next 5 turns.</p><p>• No summoning while this is active.</p><p>• Can only be used Once per match.[/SPOILER]</p><p></p><p>Tekken | Iron Fist</p><p>[SPOILER]Rank: A</p><p>Type: Supplementary</p><p>Range: Self</p><p>Chakra cost: 40</p><p>Damage points: +10 to Taijutsu that involves using ones hands</p><p>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.[/SPOILER]</p><p></p><p>Kongou Koku Retsu Zan| Country Destroying Adamantine Slash</p><p>[SPOILER]Rank: Forbidden</p><p>Type: Attack</p><p>Range: Short-Mid</p><p>Chakra: 50</p><p>Damage: 90</p><p>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. </p><p>(Usable once)</p><p>(User can't manipulate his chakras for three turns afterwards)[/SPOILER]</p><p></p><p>Bushidō : Senka | Way of the Samurai : Flash Blossom</p><p>[SPOILER]Rank: A</p><p>Type: Attack</p><p>Range: Short</p><p>Chakra cost: N/A</p><p>Damage points: 80</p><p>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.</p><p>-Once per Battle</p><p>-Can only be used by a Samurai </p><p>-Must be Aonisaibushi or higher to use.[/SPOILER]</p><p></p><p>(Iai no Kaimetsu Tekina) - Quick Draw Crippling Method</p><p>[SPOILER]Rank: A</p><p>Type: Offensive, Supplementary</p><p>Range: Short</p><p>Chakra cost: 30</p><p>Damage points: 60</p><p>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.</p><p>Note: Can only be used by a samurai biography.[/SPOILER]</p><p></p><p>(Shusseki) Presence</p><p>[SPOILER]Rank: S</p><p>Type: Supplementary</p><p>Range: -</p><p>Chakra Cost: 40</p><p>Damage Points: -</p><p>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.</p><p>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.</p><p>*Usable two times per battle and lasts four turns</p><p>*It doesn't make user's attacks stronger. It only makes them faster and unpredictable.[/SPOILER]</p><p></p><p>(Mugen-dai) - Infinate sword style, endless river of blood</p><p>[SPOILER]Rank: S</p><p>Type: Offensive</p><p>Range: Short</p><p>Chakra cost: 40</p><p>Damage points: 80</p><p>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.</p><p>*Can only be used once per battle.</p><p>*No chakra related techniques may be used in the next turn, including jutsu.[/SPOILER]</p><p></p><p>(Bushidō) Way of the Samurai</p><p>[SPOILER]Rank: S</p><p>Type: Supplementary</p><p>Range: Self</p><p>Chakra Cost: N/A (See description)</p><p>Damage: Zero</p><p>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.[/SPOILER]</p><p></p><p>Bushidō Hijutsu : Hāmonī | Way of the Samurai Secret Technique: Harmony</p><p>[SPOILER]Rank: Forbidden</p><p>Type: Supplementary</p><p>Range: Short</p><p>Chakra cost: 50</p><p>Damage points: N/A</p><p>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).</p><p>-Once per battle</p><p>-Once finished the user can only use techniques A rank and under.</p><p>-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.</p><p>-Can only be used by a Samurai </p><p>-The amount of turns the user can unblock their chakra and reach a state of spiritual zen depends on their rank.[/SPOILER]</p><p></p><p>Fire Style: Blade Swing Fire Strike(Katon:Ken Yurasu Katon Dageki) </p><p>[spoiler]Type: Offensive</p><p>Rank: A rank</p><p>Range: Short-Mid</p><p>Chakra: 30</p><p>Damage: 60</p><p>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.</p><p>Restrictions:</p><p>Can only be used 3 times during battle</p><p>Need Katon up to A rank completed</p><p>Can only be taught by Delta[/spoiler]</p><p></p><p>(Sainan Ken) - Calamity Sword</p><p>[SPOILER]Rank: A</p><p>Type: Offensive</p><p>Range: Short - Mid</p><p>Chakra cost: 30</p><p>Damage points: 60</p><p>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.</p><p>Note: Can only be used 3 times per battle and must have a samurai biography to use.[/SPOILER]</p><p></p><p>(Ki Seishou no Nami ) - Ki Energy Wave </p><p>[SPOILER]Rank: S</p><p>Type: Offensive, Supplementary, Defense</p><p>Range: Short </p><p>Chakra cost: 40</p><p>Damage points: 80</p><p>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. </p><p>Note: Can only be used 3 times and must have a samurai biography[/SPOILER]</p><p></p><p>(Iai no San Dankai) - Quick Draw Three Step</p><p>[SPOILER]Rank: S</p><p>Type: Offensive, supplementary</p><p>Range: Short</p><p>Chakra cost: 40</p><p>Damage points: 80</p><p>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. </p><p>Note: Depends upon the rank of the user in how fast this technique is performed , and may only be used twice per battle.</p><p>Note: Requires a samurai biography.</p><p>Note: can only be used three times per battle[/SPOILER]</p><p></p><p>(Han Sochi no jutsu)- Half Step technique</p><p>[SPOILER]Rank: S</p><p>Type: offence</p><p>Range: Short</p><p>Chakra cost: 40</p><p>Damage points: N/A</p><p>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. </p><p>Note: can only be taught by Zenryoku</p><p>Note: Can only be used twice per battle[/SPOILER]</p><p></p><p>(bushi no barasu)- Samurai's balance</p><p>[SPOILER]Type: Supplementary</p><p>Rank: B</p><p>Range: Short</p><p>Chakra cost: 25</p><p>Damage Points: N/A</p><p>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.</p><p>Any alteration to the balance (enemy attacking) will alert the samurai and act quicker.</p><p>Note: +10 kenjutsu/ +10 taijutsu</p><p>Note: Stays for the rest of the battle</p><p>Note: Can only be used by samurai biographies[/SPOILER][/SPOILER]</p><p></p><p><strong><span style="color: #4B0082">Genjutsu</span></strong></p><p>[spoiler]</p><p>(Genjutsu: Sono Botsuraku) - Illusionary Arts: The Fall</p><p>[spoiler]Type: Offensive</p><p>Rank: B rank</p><p>Range: Short-Mid Range</p><p>Chakra: 20</p><p>Damage: N/A</p><p>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.</p><p>Notes:</p><p>-Can only be used thrice</p><p>-No Genjutsu for 4 turns after use</p><p>-Can only be taught by Venom[/spoiler]</p><p></p><p>(Genjutsu: Kagirinai Seken Buruburu) Illusionary Arts: Unlimited World Shaking </p><p>[spoiler]Type: Offensive</p><p>Rank: A rank</p><p>Range: Short-Mid</p><p>Chakra: 30</p><p>Damage: N/A </p><p>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. </p><p>Restrictions:</p><p>Can only be used twice per battle</p><p>Cannot be used twice in the same battle</p><p>Can only be taught by Delta[/spoiler]</p><p>[/spoiler]</p><p></p><p><strong>Miscellaneous</strong></p><p></p><p>[SPOILER]Atsui-Appu: Warm-up</p><p>[SPOILER]Rank: N/A</p><p>Type: Supplementary</p><p>Range: Short</p><p>Chakra: N/A</p><p>Damage: (Taijutsu +10)(Ninjutsu +5)</p><p>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.</p><p>Note: Can only be taught by Axle</p><p>Note: lasts 5 turns</p><p>Note: can only be used once per battle</p><p>Note: must be done at beginning of battle[/SPOILER]</p><p></p><p>(Chakra Arashi)-Chakra Storm</p><p>[SPOILER]Type: Attack</p><p>Rank: S Rank</p><p>Range: Short-Mid</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>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.</p><p>Note: When the chakra has been gathered in the set area, the air will shimmer for a few seconds before the vortex begins.</p><p>Note: The area that is being effected can have a maximum of a 2 meter diameter.</p><p>Note: After using this technique, the user is unable to use any standard ninjutsu for the next two turns.</p><p>Note: Can only be used twice per match.</p><p>Note: This jutsu doesn't suck the opponent toward the vortex and only affect what comes in direct contact with it.[/SPOILER]</p><p></p><p>(Fuji Kujaku Toku) - Wisteria Peacock Shield</p><p>[spoiler]Type: Weapon</p><p>Rank: S Rank</p><p>Range: Short-Mid Range</p><p>Chakra: 40</p><p>Damage:</p><p>Description:</p><p>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.</p><p>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</p><p>Restrictions:</p><p>+shield throw is A rank in power when fused with wind chakra.</p><p>+once per three turns the elemental shield throw and only three times per battle.</p><p>+can only hold regular kunai. no explosive tags can be equipped.</p><p>+user must state at the start of battle that the shield is on their back.</p><p>+only usable by rojuro and those taught to.[/spoiler]</p><p></p><p>(Toku Kuuhaku Kadou Mori) Shield Vacuum Vortex Lance</p><p>[spoiler]Type: Offensive</p><p>Rank: A rank</p><p>Range: Short </p><p>Chakra Cost: 30</p><p>Damage Points: 60</p><p>Description:</p><p>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.</p><p>Restrictions:</p><p>+ must have a shield to use.</p><p>+ can only be used 3 times per battle</p><p>+ usable once per turn.</p><p>+ can only be taught by Rojuro[/spoiler] [/SPOILER]</p><p></p><p><strong><span style="color: #FF8C00">Summoning</span></strong></p><p></p><p>[SPOILER](Kuchiyose:Amerikahyou)- Summoning: Jaguar</p><p>[SPOILER]Type: Supplementary</p><p>Rank: B</p><p>Range:Short</p><p>Chakra Cost: 30</p><p>Damage: N/A</p><p>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.[/SPOILER]</p><p></p><p>(Hebi Kuchiyose: Asmodeus) - Snake Summoning: Asmodeus</p><p>[SPOILER]Rank: A</p><p>Range: Short</p><p>Type: Summoning</p><p>Chakra: 30</p><p>Damage: N/A</p><p>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.</p><p>Note - Can only be summoned once per battle. </p><p>- Lasts for 4 full turns until automatically dispersed.</p><p>- 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.</p><p>- When traveling underground the summon can only be detected by Doujutsu users and those with Sensory abilities.</p><p>- Can only be taught by Yashiro.[/SPOILER]</p><p></p><p>(Hebi geijutsu: Azamuku hebi no) - Snake Arts: The Deceiving Serpents</p><p>[SPOILER]Rank: A</p><p>Range: Short - Mid</p><p>Type: Offensive/Supplementary</p><p>Chakra: 30</p><p>Damage: 60</p><p>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.</p><p>Notes - Must have signed the snakes contract</p><p>- Can only be used 3 times per battle</p><p>- Paralysis lasts for 2 turns</p><p>- The snakes are large enough to completely coil around a full grown humans body</p><p>- Can only be taught by -Yashiro-[/SPOILER]</p><p></p><p>(Hebi geijutsu: Hebi kiba senbon) - Snake Arts: Snake Fang Needles</p><p>[SPOILER]Rank: S</p><p>Range: Short - Long</p><p>Type: Offensive</p><p>Chakra: 40</p><p>Damage: 80</p><p>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.</p><p>Notes - Must have signed the snakes contract</p><p>- Can only be used with/by the Manda summoning</p><p>- Can only be used 2 times per battle</p><p>- Paralysis and numbing lasts for 2 turns</p><p>- Can only be taught by -Yashiro-[/SPOILER][/SPOILER]</p><p></p><p><strong><span style="color: #4B0082">Tailed-Beast Group</span></strong></p><p></p><p>[SPOILER]Bijutsu| Chakra Oshi - [Tailed Beast Skill| Chakra Pressure]</p><p>[SPOILER]Rank: A </p><p>Type: Attack/Defense/Supplementary</p><p>Range: Short-Mid</p><p>Chakra: 30</p><p>Damage: 60 (+20 to Tailed Beast techs) </p><p>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. </p><p>[Able to Repel Only One Technique up to A-rank per use]</p><p>[Usable 3 times] [/SPOILER]</p><p></p><p>Bijutsu| Bijuu Junsei Chakra Arashi - [Tailed Beast Skill| Tailed Beast Pure Chakra Storm] </p><p>[SPOILER]Rank: A</p><p>Type: Attack </p><p>Range: Short-Long</p><p>Chakra: 30</p><p>Damage: 60 </p><p>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. </p><p>[Usable 2 Times]</p><p>[Must be in Incomplete Form or Complete Form][/SPOILER]</p><p></p><p>Bijuutsu: Kyouhakuteki Shippo | Tailed Beast Technique: Menacing Tails</p><p>[SPOILER]Rank: S</p><p>Type: Attack </p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage Points: 80</p><p>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.</p><p></p><p>1 Tailed Shukaku – 80 Damage</p><p>2 Tailed Bakemono – 85 damage</p><p>3 Tailed Kyodaigame – 90 damage</p><p>4 Tailed Saru – 95 damage</p><p>5 tailed Irukauma – 100 damage</p><p>6 tailed Namekuji – 105 damage</p><p>7 tailed Kabutomushi – 110 damage</p><p>8 tailed Kyogyu – 115 damage</p><p>9 tailed Kitsune – 120 damage</p><p>__________</p><p>*Usable once per battle.</p><p>*Reduces Bijuu form by one turn</p><p>*Can be used in both Incomplete or Complete Bijuu form[/SPOILER][/SPOILER]</p><p></p><p></p><p><strong><span style="color: #808080">Smoke</span></strong></p><p></p><p>[spoiler](Kemuri Genkotsu Rendan) - Smoke Fist Barrage</p><p>[spoiler]Rank: B</p><p>Type: Offensive</p><p>Range: Short - Mid</p><p>Chakra Cost: 20</p><p>Damage: 40</p><p>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. </p><p>Notes:</p><p>- Usable only three times per battle.</p><p>- Can make a maximum of ten extending fists. </p><p>- The used smoke cannot be utilized for making another Smoke technique in the same turn.</p><p>- Can only be used by a Smoke user.</p><p>- Can only be taught by Thoth.[/spoiler][/spoiler]</p><p>[/QUOTE]</p>
[QUOTE="Typhon, post: 21750367, member: 22276"] [B][CENTER][SIZE=3]Chapter Six: Gifts from Travelers[/SIZE][/CENTER][/B] [B][COLOR="#8B4513"]Earth[/COLOR][/B] [SPOILER](Doton : Hisan Kobushi)- Earth Style : Flying Fist [SPOILER]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.[/SPOILER] (Doton: Doro Dekisui) - Earth Release: Mud Drowning [SPOILER]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.[/SPOILER][/SPOILER] [B][COLOR="#FFD700"]Lightning[/COLOR][/B] [spoiler] Raiton: Chō Biburāto Raiton ( Lightning Style: Super Vibrating Lightning) [spoiler]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)[/spoiler] (Raiton: Puroton Kikou)Lighting Style: Proton Armour [spoiler]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[/spoiler][/spoiler] [B][COLOR="#ADD8E6"]Wind[/COLOR][/B] [SPOILER](Futon: Furaingu Fūjin no Jutsu) | Wind Release: Flying Wind God Technique [SPOILER]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[/SPOILER] (Sukai doragon no hōkō)Roar of the Sky Dragon [SPOILER]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~[/SPOILER] (Fuuton: Kurasshu) - Wind Style: Crash [SPOILER]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[/SPOILER] (Fuuton: Manako no Shippuu) – Wind Release: Eye of the Gale [spoiler]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[/spoiler][/SPOILER] [B][COLOR="#800000"]Fire[/COLOR][/B] [SPOILER]Katon: Tanshin No Atsui Hai | Fire Release: The Lonesome Ember [SPOILER]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.[/SPOILER] (Katon: Jigoku no Buresugādo) - Fire Release: Hell Guards Breath [spoiler]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.[/spoiler] (Katon :Katon rasen kiri ) – Katon release: fire spiral drill [spoiler]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.[/spoiler][/SPOILER] [B][COLOR="#DAA520"]Sand[/COLOR][/B] [SPOILER] (Bunpuki no Jesshi Keitai) - Bunpuki's Embodiment [spoiler]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.[/spoiler] (Bunpuki no Yuigon) - Bunpuki's Testament [spoiler]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.[/spoiler] (Māku no Bachiatari) - Mark of the Accursed [spoiler]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[/spoiler] (Enkidu) - Heavenly Binding Chains [spoiler]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.[/spoiler] (Rā, Tenpi no Kami)- Rā, The Sun God [spoiler]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[/spoiler] [/SPOILER] [B][COLOR="#006400"]Wood[/COLOR][/B] [SPOILER] Fuinjutsu Mokuton Jumoko** Za Man /* Sealing arts Wood* Nativity Seeds [spoiler]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. [spoiler] 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. [/spoiler] 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 [/spoiler] [/SPOILER] [B]Kenjutsu/Taijutsu[/B] [SPOILER](Furīāto: Pawā ashi) | Freestyle art: Power legs [SPOILER]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.[/SPOILER] (Kōfun jōtai) | The Adrenaline Rush [SPOILER]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.[/SPOILER] Tekken | Iron Fist [SPOILER]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.[/SPOILER] Kongou Koku Retsu Zan| Country Destroying Adamantine Slash [SPOILER]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)[/SPOILER] Bushidō : Senka | Way of the Samurai : Flash Blossom [SPOILER]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.[/SPOILER] (Iai no Kaimetsu Tekina) - Quick Draw Crippling Method [SPOILER]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.[/SPOILER] (Shusseki) Presence [SPOILER]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.[/SPOILER] (Mugen-dai) - Infinate sword style, endless river of blood [SPOILER]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.[/SPOILER] (Bushidō) Way of the Samurai [SPOILER]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.[/SPOILER] Bushidō Hijutsu : Hāmonī | Way of the Samurai Secret Technique: Harmony [SPOILER]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.[/SPOILER] Fire Style: Blade Swing Fire Strike(Katon:Ken Yurasu Katon Dageki) [spoiler]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[/spoiler] (Sainan Ken) - Calamity Sword [SPOILER]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.[/SPOILER] (Ki Seishou no Nami ) - Ki Energy Wave [SPOILER]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[/SPOILER] (Iai no San Dankai) - Quick Draw Three Step [SPOILER]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[/SPOILER] (Han Sochi no jutsu)- Half Step technique [SPOILER]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[/SPOILER] (bushi no barasu)- Samurai's balance [SPOILER]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[/SPOILER][/SPOILER] [B][COLOR="#4B0082"]Genjutsu[/COLOR][/B] [spoiler] (Genjutsu: Sono Botsuraku) - Illusionary Arts: The Fall [spoiler]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[/spoiler] (Genjutsu: Kagirinai Seken Buruburu) Illusionary Arts: Unlimited World Shaking [spoiler]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[/spoiler] [/spoiler] [B]Miscellaneous[/B] [SPOILER]Atsui-Appu: Warm-up [SPOILER]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[/SPOILER] (Chakra Arashi)-Chakra Storm [SPOILER]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.[/SPOILER] (Fuji Kujaku Toku) - Wisteria Peacock Shield [spoiler]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.[/spoiler] (Toku Kuuhaku Kadou Mori) Shield Vacuum Vortex Lance [spoiler]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[/spoiler] [/SPOILER] [B][COLOR="#FF8C00"]Summoning[/COLOR][/B] [SPOILER](Kuchiyose:Amerikahyou)- Summoning: Jaguar [SPOILER]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.[/SPOILER] (Hebi Kuchiyose: Asmodeus) - Snake Summoning: Asmodeus [SPOILER]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.[/SPOILER] (Hebi geijutsu: Azamuku hebi no) - Snake Arts: The Deceiving Serpents [SPOILER]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-[/SPOILER] (Hebi geijutsu: Hebi kiba senbon) - Snake Arts: Snake Fang Needles [SPOILER]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-[/SPOILER][/SPOILER] [B][COLOR="#4B0082"]Tailed-Beast Group[/COLOR][/B] [SPOILER]Bijutsu| Chakra Oshi - [Tailed Beast Skill| Chakra Pressure] [SPOILER]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] [/SPOILER] Bijutsu| Bijuu Junsei Chakra Arashi - [Tailed Beast Skill| Tailed Beast Pure Chakra Storm] [SPOILER]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][/SPOILER] Bijuutsu: Kyouhakuteki Shippo | Tailed Beast Technique: Menacing Tails [SPOILER]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[/SPOILER][/SPOILER] [B][COLOR="#808080"]Smoke[/COLOR][/B] [spoiler](Kemuri Genkotsu Rendan) - Smoke Fist Barrage [spoiler]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.[/spoiler][/spoiler] [/QUOTE]
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Typhon's Book of Wonders - 6th Ed.
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