Uchiha Hideout

Lord of Kaos

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Liger Contract

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

1. Kuchiyose: Icarus ϟ Summoning: Icarus
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Attack Points: N/A
Description: After drawing out some blood, the user will touch his summoning seal to call forth Icarus, a hardheaded, smart-mouthed liger pup with a dangerous curiosity streak. Raised by the Hunter Ligers, Icarus stands at the height of a small bear cub, with the ability to stand bipedally, or on his hind legs just like all his other liger companions. For better support and to ensure he doesn't fall, Icarus allows his chakra to attach to the user, keeping him on the user's back through means of a type of chakra adhesive also giving him the passive ability to feel the user's chakra flow. As fiery as his temper, Icarus has an affinity towards Fire, being able to use fireball and stream related techniques up to the user's rank without hand seals. Being raised by Hunter Ligers, Icarus has a very advanced and heightened sense of smell, being able to pinpoint enemy locations and transfer it telepathically to the summoner, a trait of Ligers. Using his fire mastery to the absolute limits, Icarus is able to dig his claws inside his summoner's body and channel fire chakra to burn the wounds shut. Similar to Achilles, Icarus is able to place his paws together in a hand seal manner and transform into a set of nearly indestructible bladed knucklers named White Fangs that I placed on top of the user's hands. The way the knuckles are placed won't interrupt the user from performing hand seals. Similar to Enma but not in the same scale, the three blades of each knuckles which are eight inches long can extend up to a distance of ten more inches. Due to the chakra of Icaurs himself resonating from the knuckles and the Ligers known taijutsu expertise, the chakra will flow into the user, increasing his taijutsu strength.

Notes ϟ

- The fireball and stream related techniques counts as one of the user's three jutsu per turn
- Sealing a wound shut with fire chakra counts as one of the user's three jutsu per turn
- Transforming into White Fangs counts as one of the user's three jutsu per turn
- Just like Achilles, Icarus can be summoned already in his White Fangs form.
- Icarus stays on the field for four turns
- Can only be summoned once per battle
- Must be the first and only Liger summoning to be used in the battle
- Must be taught by Mathias

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

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

3.
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Attack Points: N/A
Description: The user touches his tattoo summoning symbols on his wrists and summons Heracles. Heracles is unlike most ligers in the sense that he stands upon his hind legs and is actually bipedal. Heracles has a scar across his left eye that runs down to his chin, though it doesn't effect his eyesight. He wields a Katana that is unbreakable and can break through earth defenses of up to B-rank with the exclusion of jutsus that a sword obviously can't break through (i.e. shields of diamond and likewise materials). He also stands at the height of a full-grown man, though that is not to say is restrained to human strengths. He is extremely strong and has attack power rivaling that of Lee without the Gates open. He is also capable of walking on all fours as well, with greatly increases his speed (to speeds of the 2nd Gate). Heracles also has the ability to use Earth jutsus up to B-rank that the summoner knows but only when he is standing bipedally. He can also use any Kenjutsu that the user knows.

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

4.
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Attack Points: 80 (for Special Genjutsu)
Description: The smartest of all Ligers, Odysseus stands at the height of a bear standing on his his hind legs and is often called the Liger of the Mist, due to one of his 3 abilities that he can use: Odysseus is able to spit out a thick mist ( twice per battle ) that covers a short-long range, that the user can use to create mist -related jutsus with, that the user nor the opponent can see through. However, this works in well with Odysseus second ability: Odysseus can sense the whereabouts of anything within the mist due to it being his chakra within the air. He then uses his telekinetic communication with his summoner to divulge the location of the opponent. Odysseus can also use any Water jutsu that the user knows up to A-rank, which count obviously to the user's jutsu counts per turn.

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

5.
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Large, angry and quick-tempered describes Sinbad, the boss of Ligers. Sinbad is roughly the size of Gamabunta if Sinbad is sitting on his hind legs. He wields a katana on his back that if the user comes in contact with, shrinks to a normal sword height (sword has no special power other than that). Like most other ligers, Sinbad can contact the summoner via telekinetic communication as well as verbally. Sinbad also has Lightning Affinity and therefore is capable of using Lightning jutsu up to A rank that the summoner can use and can create a S-rank powered lightning blast roar ( unidirectional blast ) twice a battle ( counts as a jutsu of the user ).
*Can only be summoned once a battle.
*Can only be summoned by Lord of Kaos.
*Last three turns.



6.
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: The user wipes his hands over his summoning tattoo, or makes several handseals and summons, Theseus. Theseus, when on all fours, is the size of a grown man standing and when Theseus is standing on his hind legs, he is close to a meter talling than a bear on it's hind legs and proportionately sized also. Dressed in traditional Ancient Greek armor with the skull of the slew Minotaur from his deadly show-down on his skull as a type of helmet, with the horns extending from each side, pointing forward at a downwards angle, as if aimed at a foe's chest. He wields an extremely sturdy gold pair of nunchakus and two axes shaped in the style of an upside-down Greek Omega (Ω) upon his back as well, though he isn't able to use kenjutsu with either. Theseus, having Wind Affinity, is capable of using any wind jutsu up to S-rank that the summoner is capable of using, releasing them through either the axes or alternatively from the horns of his mask. Theseus is very reserved, speaking only when the solution calls for it and being reknown as a fierce warrior amongst the Liger race. The user is also capable of using basic Taijutsu the user knows up to B rank, excluding any that grants a power bonus, and/or speed bonus.
*If Theseus uses any wind jutsu, the jutsu used count towards the user's three jutsu per turn.
*Minotaur skull around his head somewhat limits his vision and makes it difficult to turn his more than 90 degrees*
*Can only be summoned once a battle.*
*Last three turns.*

7.
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Attack points: N/A
Description: The user wipes his hands over his summoning tattoo, or makes several handseals and summons, Jason. Jason, when on all fours, is the size of a grown man standing and when Jason stands bipedally, is close to 2 meters taller (standing at a full 3 meters) and proportionately sized also. Jason stands out amongst the Ligers for a few reasons, the most notable being the appearance of his coat of fur, shining a bright gold color, taking on a trait of Lions, from which Ligers are derived. This fur, shining a bright gold, reflects light from it, often making it appear as if Jason has disappeared from the field, making tracking him quite difficult, giving him the a rather useful ability in espionage. Jason is also a noted hand to hand combatant, though not on the same level as Achilles, known for his superior strength. However, Jason is much quicker, moving at speeds similar to Heracles, slightly faster than most Ligers and can use basic taijutsu the user knows up to B rank, though no elemental variations. A common ability of Ligers is their ability to transform into useful items for the summoner, such as Achilles transforming into a set of armor and Icarus transforming into a set of taijutsu enhancing claws. Similar to this line of work, Jason is able to be summoned in the form of a golden cloak of fur, granting the wearer with an ability similar to his own but enhanced; Jason is only able to conceal his appearance, his source of chakra remaining on the field. However, in his cloaked form, this ability increases as he isn't constantly molding chakra while using it, creating the effect of complete concealment but this is still limited. This works by the cloak reflecting light around the user to make it appear as if there isn't any chakra concealed beneath it. However, should the user make any actions that utilize chakra, this concealment is exposed, the user's source of chakra viewable from beneath the cloak. Still, the concealement is less effective, the faster the user is moving (or the liger). The faster you move, the more disturbances flow through the surface of the cloak (or the ligers fur), rippling the light and creating a sort of mirage effect as one moves, becoming clearly visible to other ninjas. Doujutsu users can fully see the liger though they'll have trouble spotting the user if he is cloaked. Sensors are immune to this and can sense the users chakra or the liger's regardless, unless a chakra suppression technique is used.
Note: Can only be summoned once
Note: Lasts 4 Turns
Note: Taijutsu usage count towards the user's three jutsu per turn, as well as using the concealment abilities.

8.
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Attack points: N/A
Description: One of the few female Ligers present, the user forms the summoning handseals or wipes blood across a summoning tattoo and summons Atalanta, the greatest archer of the Liger species. Slimmer than other Ligers, Atalanta is much faster than most of them, being twice as fast as Heracles and slightly faster than Sinbad. Having being abandoned as a cub and left to die on a mountaintop, Atalanta survived the harsh conditions due to training she received from several hunter Ligers that were nearby. This rough environment caused her to become harsh in her actions and words, and a fierce warrior, her skill with taijutsu being notably proficient. However, it is her mastery of the bow that lead her to become renown. Trained by Hunter Ligers, Atalanta is able to make use of her bow and arrows for long ranged combat, using her strength to allow the arrows to fly slightly faster then kunais and shuriken manually thrown. She is able to use any arrow based jutsus of the user up to S rank as well as Taijutsu up to A rank. What is notable about Atalanta's archery mastery is through the usage of 2 key abilities unique to her archery skills: The first, named The Calydonian Hunt, requires her to release a small, slightly curved arrow, though this curve doesn't prevent it from aerodynamically traveling. Imbibed with chakra, this arrow is capable of remarkable travel through the body, causing more damage to the opponent as an arrow is capable of piercing, for example, his leg and traveling and cutting the inside of the limbs as it exits (must always exist that side of the body, a single arrow cannot enter an arm and exist the opposing leg) before detonating in a short ranged explosion, releasing this powerful tusk shaped arrow in the form of shrapnel, causing severe damage to the opponent capable of causing them to bleed out. These arrows can also be detonated prematurely. A common ability of Ligers is their ability to transform into useful items for the summoner, such as Achilles transforming into a set of armor and Icarus transforming into a set of taijutsu enhancing claws. Similar to this, the second ability allows Atalanta to transform into a dark gold bow with several of these tusk shaped arrows (5 of these, each B ranked). This bow is almost indestructible and can be wielded as a makeshift sword, capable of being used for freeform kenjutsu. After these arrows have been utilized, Atalanta's bow disperses as does she.
Note: Can only be summoned once
Note: Lasts four turns
Note: Arrows produced when Atalanta is in bow form are able to perform the Calydonian Hunt's ability but if Atalanta is used in bow form and these arrows are launched, Atalanta can not be summoned in Liger form and vice versa.
Note: Calydonian Hunt's ability counts as a move per turn of the user's. Freeform archery does not count as a move but arrow based jutsus in jutsu form does.
 
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Lord of Kaos

Supreme
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Nekura Clan Techniques
DROPPED
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Name: Founder: Anshoku Nekura History of the Clan: As is often the case, it is ironic that one of the Ninja World's greatest antagonists were created due to a weakness in the Ninja World's God at the time of his triumph. During the event of the Rikudo Sennin's sealing of the Juubi, the land in which the battle had been waged had been scarred permanently from the foul chakra of the Juubi. The land where the battle had taken place was also the place where the Juubi's most potent techniques were released, in an attempt to eradicate a God. Once the Juubi had been sealed, after its body had been flung into space, the Rikudo Sennin, weakened by his battle, made a mistake. He paused. He rested. The malevolent chakra remaining within the land began its dissipation, unnoticed by the thronging masses that cheered for their God. Like a living thing, it seeked for a master - no, in this case, it looked for a partner, a symbiote, with whom it could maintain it's rampage of destruction. It's sightless gaze falling on a bitter man named Anshoku, it forced itself into it's body, burning the symbol for "Demon" onto his palm. The chakra, in its attempt to then merge back into the Juubi, disappeared, or rather traversed, to the "moon", and spent its time on the dark side of the moon, waiting to be called back to Earth through the opening of a dimensional portal by the Nekura, so it could continue its blind destruction across the world. Special Abilities: The abilities of the Nekura center on the summoning and control of this foul chakra of the Juubi's, that the clan calls "Keigoku". The chakra is warped from the moon by a clansman opening the dimesional portal, through which the chakra enters the battlefield. This is much like a Summoning jutsu, which brings objects from a different place through dimensions. The portals can be opened anywhere on the battlefield. However, note that they cannot be used for transporting the user, opponent etc. over dimensions. Only Keigoku can transport itself through the portals. The portals are silent and do not actually count as a jutsu, however the release of a Keigoku technique from them is a jutsu; furthermore, it's not as if the portals possess any use outside of transporting Keigoku anyway. The power of the Keigoku, however, is not to directly affect physical objects. The Keigoku is so corrupted, that it causes searing pain to an opponent's mind if they have been touched with the energy. Much like how prolonged exposure to a fire can cause extreme burns, prolonged exposure to high-rank Keigoku techniques can cause a complete shattering of the mind and possibly a vegetative state. This also lets the Keigoku pass through physical substances without minds, such as earth, water or trees to reach a target behind it, since it loses none of its powers on the non-sentient object. Should the Keigoku touch a Summoning, it will turn them against its master. Skilled users of Keigoku have been rumored to shift its focus from merely shattering minds to bending them or manipulating them with even direct eye contact initiating a transfer of Keigoku between people. However, this can only be done by extremely high-level Nekura and requires special training from the Clan Head. Similarly, skilled Nekura above a certain rank possess one of the most useful powers. The Drain. Once one of their Keigoku attacks have connected with the opponent, istead of letting their Keigoku dissipate, the Nekura bring the Keigoku back to them and pour the stolen strength from the opponent's mind into theirs. This firms up their mind, and even if they have injuries makes their mind pretend it isn't there and force the body to function as it normall would. Since this isn't really a cure, after the battle the Nekura will feel their injuries again plus an extra 25 damage points due to the strain of forcing their body. As many damage points as the opponent is hit with, that many damage points the user may force their mind to believe it isn't affecting their body. Another side-effect of wielding the Keigoku is that any Bijuu, whether incompletely or fully transformed, believe the Nekura to be one of "them" since the Nekura wield the same chakra that the Bijuu were made of - just not in the same amounts. The Bijuu therefore refuse to attack the Nekura. Each Nekura is given a cloak strong enough to keep out normal weapons strikes. An unwanted ability is that of the Nekura's bodies, after or during a battle, being so filled with Keigoku that they reject any foreign chakra from entering their body, and stop it instantly. This means that medical ninjutsu have to force harder to overcome the natural resistance, making Nekura extremely hard to heal, roughly three times that of a normal patient. Location: The Nekura is based in the summit of a dark mountain at the outskirts of the Demon Country called Minas Morgul. The clan possesses a walled fortress with a drawbridge and moat there, which is impenetrable to non-clansman unless they are under special protection by the Clan Head. The clan is not expected to be permanenelty residing here, however when a meeting of the clan is called, they are expected to appear, or else. Purpose: The minds and spirits of the Nekura have been corrupted by the Keigoku. The dark thoughts of the Juubi have forced themselves into their minds, so much so that the sole purpose of the Nekura's existence is to avenge the Juubi's defeat. However, since the Rikudo Sennin is long dead, the Nekura now seek to bring down his dynasty of Uchiha and Senju, as well as finding a way to release the Juubi. - this is for storyline purposes only; we will not actually try to resurrect the Juubi - Special Info: The Nekura clan is not one that can be joined solely by birth. Should the Clan Head and Council find someone they believe worthy, they can activate the "Demon" mark on their palm and burn it onto the other person's hand also, thus allowing him the ways of the Nekura. This is also how the Clan Head picks his successor. • Clan Head - The leader of the Clan, and the ultimate authority with regard to any Clan decision. The leader is also the strongest at the Clan techniques, and the most skilled. • Clan Council - Two members aside from the Clan Head, who perform as the joint head in the Clan Head's absence, and are sought for adivce by the Head before he makes any decisions regarding the Clan. The two Councilmen are typically extremely wise and knowledgeable. • Black Knight - The most powerful warriors of the Nekura are drafted into the Black Knights. At any given time, there may be only four of these, and they are under the direct control of the Clan Head. Consider them his personal guard or task force. • Paladin - The second tier of powerful warriors, who are slightly less skilled than the Black Knights. They are the strikeforce during wars. • Scourge - The rank and file of basic warriors who know a few of the clan's skills and are not experienced at using them. They constitute the maximum number of people. • Seers - A non-fighting class, they are drafted in to research or spy as the case demands. They will fight during wars, however they are not typically very skilled at fighting per se. ~~~~~~~~~~~~~~~~~~~~~~~ The list of powers levels for the clan are as follows. Seers - Weakest in jutsu. All clan jutsu submitted for checking will have the amount of damage that seers cause only written in them. For other ranks, it is as mentioned below. Keigoku of seers cannot go through any objects. Scourge - Do 25% more damage than seers, any effects from their jutsu are magnified 25%. Keigoku cannot pass through any objects. Paladin - Jutsu are 50% stronger than a seer's, effects similarly magnified. Keigoku can pass through only small bushes, rain, mist, or small rocks. Black Knight - Jutsu are 75% stronger than a seer's, effects similarly magnified. Keigoku can pass through most objects, but not many of them at one go. i.e., it can pass through a tree or two, but not through a whole grove of them. Clan Council - Jutsu are twice as strong as a seer's. effects similarly magnified. Keigoku can pass through any objects, unless they are exceptionally large, like a giant tree, a massive wave or a cliffside. Clan Head - Jutsu are 125% stronger than a seer's, effects similarly magnified. Keigoku can pass through any objects. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requirements: • No people born with Kekkei Genkai. • Must be Sannin and above. • Definitely no Uchiha or Senju. • No canon Kage characters or Jinchuuriki. • People with non-KG special abilities, such as Nara/Akimichi etc. may be accepted, but the decision is entirely in the hands of the Clan Council and the Clan Head.
____________________​
C u s t o m C l a n C e r t i f i c a t e
I, Rei of NB's battle Arena, by the power invested in me by Versuvio, Nexus and Zise, give you the following: Emperor, our loyal member, gave on the date 16-September-2010 a submission for a Custom Clan; after reading the submission and assuring that Emperor has the needed posts and has completed the assigned Sage Mission, I decided that the submitted Custom Clan satisfies all requirements, and am therefore giving Emperor his rightfully earned certificate on this Custom Clan by the following;
Nekura Clan Powered by Rei Copyright ©2010, Emperor , NarutoBase.net​
1. Rank: S Type: Offensive Range: Short - Long Chakra: 40 Damage: 80 One of the Nekura Clan's most secretive and fabled techniques, the Evil Eye, or Jagan, is the signature technique of the Nekura elite. To perform this technique, the Nekura member must know the method of transferring Keigoku through eye contact alone, which comes from special training with the clan head. Once the opponent locks eyes with the Nekura, Keigoku instantly transfers onto his face and eyes, causing him severe searing mental pain that causes him instant incapacitation and could cause madness on prolonged contact. The technique may be used thrice per battle - however, per battle it can only be used once on a particular enemy. So, in a one-on-one battle, it can only be used once; in a one-on-many battle, it can be used thrice on three different opponents. The Keigoku transfer is instant, however, the stronger the mind of the opponent, the shorter the recovery time. For MS-wielders, whose minds are strengthened by Genjutsu expertise, the time of incapacitation is thirty seconds; for normal sages, a minute, and increases by twenty seconds per rank as it descends. The Nekura cannot use any more Keigoku techniques for two turns after. 2. Type: Supplementary/Offensive Rank: A Range: Short-Long Chakra: 30 Damage: 60 Description: The user makes four handseals, causing eight small portals to emerge on all sides around the opponent, a metre away. Keigoku flows from these portals, before forming itself into a multitude of ropes, that seek to ensnare the target. If they are successful in capturing the target and immobilizing him, a ninth portal opens up a few inches in front of his torso, and completes the binding, restricting the opponent from all motion. If the opponent however, avoids being caught in the ropes from the first eight portals, nothing occurs. Upon being bound, the opponent takes 30 damage due to being in contact with Keigoku, and gets a searing headache that disrupts his concentration. This technique may be used only thrice per battle. No Nekura techniques above A-rank may be used during the same turn and the next turn. 3. Type: Supplementary Rank: A Range: Self Chakra: 30 (+10 per turn) Damage: N/A Description: Once the Nekura casts this technique, it generates a small portal in front of him. From then onwards, whenever he shoots out a technique from him or from in front of him, a little Keigoku goes from the portal into the technique ( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well ). However, it does not work when techniques are being cast that come from other directions ( such as spikes from under the opponent, or wind from the sky ) as the portal is not near them. Since the amount of Keigoku used is small per technique, it only gives the opponent a headache and makes him lose concentration for a few seconds if it hits, however the effects stack- i.e, if the first time he loses conentration for two seconds, the next time his already weak mind loses focus for four, then six, and so on. No Forbidden-rank Nekura techniques may be used while this is active. 4. Rank: A Type: Supplementary/Offensive Range: Short Chakra Cost: 50 (+10 per turn active) Damage Points: N/A (+15 to opponent for every taijutsu blow landed) Description: The user will focus and open 4 human sized portals, one on each side of his body and a metre away from him, allowing massive amounts of Keigoku to pass through the portals and flow onto him. This large influx of chakra reacts with the symbol that every clansman has branded on them and causes it to go haywire, so to speak. Instead of projecting and guiding Keigoku, it causes the Keigoku to travel inwards, filling the user's tenketsu with keigoku, warping it's usage and causing the chakra to flow inwards, preventing Ninjutsu or genjutsu usage as long as it is active as the chakra cannot be molded correctly. As the Keigoku flows inwards, it corrupts the user at the very core, literally turning him into a solid manifestation of Keigoku, causing building damage to the user over a series of turns. Taijutsu attacks are augmented through the usage of this, adding properties of being exposed to Keigoku with each strike that lands. Unfortunately, there are more drawbacks than benefits; the longer the user has this jutsu active, the more at risk he is of fatally harming himself from the reverted flow of chakra. If active for longer than two turns, upon deactivation the user can only use taijutsu attacks for two turns as it takes time for the user's tenketsu to start it's correct flow. The user also can not use any Keigoku techniques of S-rank and higher while this is active. While this is active, the user is vulnerable to sealing jutsus that seal away elements and/or jutsus. The Nekura requires special training and must be Black Knight or above to utilize this jutsu. To add to this, this jutsu can only be used twice, lasting at a maximum of 3 three turns each turn with a build up period of at least 2 turns in between usage. 5. Type: Supplemenary Rank: C Range: Short-Mid Chakra: 15 Damage: N/A Description: A simple but effective technique, the Nekura makes three handseals turning any existing Keigoku on the battlefield that he wishes ( such as that from any techniques the opponent dodges ) into a wave of sharp needles that then shoot at the opponent. Whatever the rank of the Keigoku technique this is used on, the needles will be of that same rank.*If struck by the needles, the opponent suffers from drawbacks of the Keigoku attack originally used (common effects are as small as small minor headaches to searing headaches, momentary loss of focus and temporary incapacitation for no more than 10 seconds). Cannot be used on Keigoku attacks of S-rank and higher Can only be used four times per battle. 6. Rank: A Type: Offensive/Supplementary Range: Short - Long Chakra: 30 ( +5 per turn ) Damage: 60 Description: The Nekura clansman opens multiple portals in the sky, each one a few meters wide,causing small drops of Keigoku to fall from the portals like rain, in a shower of individual drops. Any non-Nekura caught in this rain will experience sudden sharp mental pain as the drops touch him. Due to the repeated falling of the Keigoku raindrops, they will not be able to focus enough to use techniques that require intense concentration ( Genjutsu, Fuuinjutsu, Medjutsu, etc. ) and cannot string together more than four handseals without pause.This technique can be used twice per battle; each use lasts for two turns, and there needs to be two turns gap between each use. By sheltering under a suitable defense, the effects of this technique can be avoided. The effects also apply to non-Nekura allies, and so this technique is not useful in combo battles or wars. 7. Type: Offensive Rank: B Range: Short-Mid Chakra: 20 Damage: 40 Description: The user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal within short range of themselves suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary incapacitation for one turn Note: The "sensory/dojutsu blinding" effect lasts long enough for the lightning bolt to travel to mid-range and lasts only during said turn 8. Type: Offensive Rank: A Range: Short-Long Chakra: 30 Damage: 60 Description: The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below ( however the portal from below only appears as the other sides have been fully created ); contact with it makes the opponent's head ache badly. As soon as the box forms fully, taking around the same time it takes to throw a kunai, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for one turn. This technique may be used only thrice per battle. No Nekura techniques above A-rank may be used during the same turn and the next turn. Personal Nekura Clan Jutsu 1. Rank: Forbidden Type: Offensive Range: Short-Long Chakra Cost: 50 Damage Points: 90 Description : One of the most powerful forbidden Nekura technique accessible to only a select few of Anshoku's clansmen. The user creates a portal a few inches in front of his mouth and channels large amounts of Keigoku through it. As he channels the Keigoku through it, he compresses it greatly, causing it to change in nature, becoming incredibly dense, taking up a corporeal form, resulting in a dark purple compressed sphere of destructive force. As it's released, the basketball sized sphere of keigoku disappears through a portal a meter in front of the user. Upon entering the portal, the amount of keigoku inside the sphere increases from being in direct proximity of its power source and the size of it grows exponentially, growing to the size of a 10 meter high sphere of malevolent chakra gaining in size and power. A third portal will then open in a location of the field, at least 5 meters from it's target and a vibrant purple light will begin to emanate from it ( this light doesnt blind nor confuse enemies or sensors) for a brief moment before the enlarged keigoku attack is released at great speeds, carving the earth as it travels towards its target. Upon contact, the sphere hits with great force, causing severe pain to the target and sending them hurling away with the Keigoku sphere. Being a Keigoku natured attack, physical damage is not all that is inflicted upon a target. As the sphere makes contact, the target mind feels massive migraines, and lightheadedness. Prolonged exposure with the Keigoku will cause the target to pass out from exhaustion. However as incredible a technique it is, it holds some rather severe limitations. The user is only able to use it twice a fight, each time with a 4 turn break in between usage. The user also cannot use any Keigoku jutsu the next 2 turns and no S-ranks and above the next turn. Due to the large amount of chakra needed to channel the Keigoku, the user is only able to use one other jutsu that turn. Despite being Keigoku natured, this jutsu is able to be crash through most S-ranked defenses with a tangible shape before dissipating. The sphere is also able to be used against a target before the second portal is created. However this version is notably weaker than the full powered version, being able to be stopped by A ranked defenses. If the enemy is hit with the initial ball, then they will suffer from a mild migraine and slight fatigue. The user is only capable of releasing this jutsu two times before becoming so exhausted he will be unable to move for three turns. 2. Rank: S Type: Offensive Range: Short - Long Chakra: 40 Damage: 80 Description: When using the Jagan, Akuma noticed that should a foe avoid eye contact, the entire technique would be useless. He began studying the Jagan jutsu with great detail and came up with a way to solve this problem. Using the basis behind the Jagan, the basis of transferring Keigoku through eye contact alone, the user gathers chakra in his eyes and focuses on a point. As he focuses, he uses that extreme amount of chakra to force a portal to open a meter from his target. Upon opening the portal, the user channels great amounts of Keigoku to flow out in a concentrated stream of Keigoku, causing great mental agony on contact with a foe. As it is derived from the Jagan, the portal doesn't require hand seals to open them, only a line of sight with the target, and as such, chakra sensors and doujutsu users will be able to see the build up of chakra in the users eyes though this doesn't necessarily give them adequate time to defend. Opponents moving faster than the eye can focus will not be able to be focused on. By moving his eyes in movement with the target, the user is able to cause the streams of Keigoku to follow the target. However if he does this, he is unable to use any other attack as he controls and manipulates the Keigoku. Upon opening the portal to draw the Keigoku out, it takes a very short time to exit the portal. As powerful as the secret jutsu is, it has a few limitations to it's power. Only capable of being used twice with a period of at least 3 turns in between use, the user isn't able to use any Keigoku for 2 subsequent turns as well as jutsus above A rank that turn Thought it lasts as long as the user can focus his eyesight and maintain it on the target, the technique cannot be used longer than one turn obviously. After releasing the technique, the user is left extremely fatigued. 3. Rank: Forbidden Type: Offensive/Defensive Range: Short Chakra: 50 ( +20 per turn ) Damage: 90 The strongest defensive technique of the Nekura Clan, the member opens portals surrounding himself on all sides, and massive amounts of Keigoku emerge from the portal to engulf him and everything in short range of him with Keigoku chakra. When the portals disappear in a few quickly, the Nekura is enshrouded by a three metre tall construct of Keigoku in the guise of an oni, or demon. The construct wields a kanabo, or club, compoaed of Keigoku which it swings at opponents who come close enough. The construct's defensive nature, however, comes from the fact that it is able to perform a modified version of the Keigoku special ability Drain. When an opponent's technique strikes it, it smothers the technique and 'drains' the 'life' of the technique - i.e. - much like a human Nekura uses Keigoku to drain life from a person, the chakra-based construct uses Keigoku to drain the chakra of the incoming techniques. This disallows any chakra-based attack to pass through the technique and strike the Nekura. However, there are a few inherent weaknesses to this. First, the construct cannot drain away the life of people. It can only drain techniques, much like a human Nekura can only drain people and not techniques. Second, per turn, it can only drain away techniques equal to 40 chakra points. Any more will bypass and strike the Nekura. Third, though it may drain the chakra from said techniques, those with a physical substance and enough force will still continue forward, just devoid of chakra at this point and weaker ( -1 rank ). This means that a fast and strong enough physical jutsu of S rank and higher, excluding those grown under the user, will be able to knock the user from the inside of the technique, causing his hold on it to cease and end. Also, if an opponent, regardless of speed, touches the technique, he suffers great mental agony and trauma, similar to being subjected to Tsykuyomi, and also causing strokes and migraines with prolonged contact. However, the faster the opponent, the less damage he takes - opponents in 4th Gate and above can pull back fast enough to ensure only minor headaches The Nekura must have had special training to use this technique and must be Black Knight rank or above. Furthermore, the Nekura can only use this technique once, which lasts until destruction or until the user is forced from the inside of the technique . If this technique is bypassed and the Nekura wounded severely, the technique dies and the Nekura collapses unable to move from his place for the rest of the battle; he can only use Ninjutsu or Genjutsu to fight. If the "oni" uses his club to strike an enemy ninja, it will count as a move of the user's 3 per turn. The club has a reach of up to Mid range of the user. Each oni takes on a difference appearance depending on the user, with some Oni's having different melee ranged weapons, such as a sharp sword in place of a stick or club, all made of Keigoku.
 
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Lord of Kaos

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Sensei Bonus CJ

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1.(Futon: Boushi Bu-Meran Suraashu no Jutsu)-Wind Style: Spinning Boomerang Slash Jutsu
Type:Attack
Rank:B
Range:short-medium
Chakra Cost:25
Damage Points:40
Description:The user would make a boomerang shaped gathering of wind in each hand and throw them at their opponent and then the user would be able to control where it goes because of the flow of their chakra being in the boomerang. The user could then manipulate the chakra from a distant and adjust the height the boomerang is at and add more chakra to certain parts to make it turn in a certain direction.
*you can only make it move or curve through the air once.
*this jutsu can only be used by Kid Ace2392 or Lord of Kaos and people they teach it to.

Taught to:
1. Melizzle
2.
3.
4.
5.
6.

2. (Futon: Kyokudo Bu-Meran Bakuha no Jutsu)-Wind style: Extreme Boomerang Blast Jutsu
Type:Attack
Rank:B
Range:short-medium
Chakra Cost:25
Damage Points:40
Description:The user would make several (up to 5)wind boomerangs and throws them at the opponent. As they get closer to the opponent, the user makes a hand seal(tiger), and the chakra spinning inside the boomerangs expand and explode.
*This jutsu can only be used twice in battle
*this jutsu can only be used by Kid Ace2392 and Lord of Kaos

Taught to:
1.
2.
3.
4.
5.
6.

3.
Rank: A
Type: Supplmentary
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: During battle once Riptide somehow becomes out of the user's possession, be it by theft or is used as a projectile, Percy makes a one-hand handseal (index finger and middle finger pointed up with the other two fingers balled up with the thumb over those two) and then pulls out a summoning scrolland wipes blood across it or touches his summoning seals and summons Riptide back to his pocket. However, the enemy does not know this. As Percy touches the scroll, water erupts from the scroll and fills the area of short range of Percy with water, not doing any damage though. If Percy touches his summoning tattoo, he can direct the small water from his hand, still with not enough force to do damage. Percy can also choice to have Riptide appear in his hand if it's in sword form or on his back if in Trident form though if one of these options are used, Riptide can only be summoned twice a battle with a wait period of three turns in between.
*Can only be used three times a fight at the most.
*Can only be used by Lord of Kaos.
*After using, it takes a wait period of at least 2 turns in between before it can be used again.
*If the enemy is holding Riptide when this jutsu is in use, obviously they will be able to tell that it's not in their position any longer.
*If summoned into the user's hand or on his back, these two additional restrictions apply:
-Can only be summoned twice the entire fight
-Requires a wait period of at least three turns before it can be used again.

4.
Type: Attack
Rank: A
Range: Close
Chakra Cost: N/A
Damage Points: 60
Description: After using Leaf Dancing Shadow, the user grabs the enemy’s hands and flips over, smashing the enemy’s head into the ground with his feet., while pulling his arms backwards, pulling them out of place.

Taught to:
1.
2.
3.
4.
5.
6.

5.
Type: Offensive
Rank: B
Range: Close
Chakra Cost: N/A
Damage Points: 40 (-15 to user)
Description: The user opens the second gate and punches the enemy in the gut, causing them to double over and lean forward. He then knees them in the face and then kicks then in the face, lifting them high into the air and as their body goes upwards, the user tucks his body into a small ball and launches himself at the enemy. He hits the enemy and launches him backwards and then the user flies at the enemy again, hitting him once more.
*requirement: 2 gate open*

Taught to:
1.
2.
3.
4.
5.
6.
 
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Lord of Kaos

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Shark Summoning Jutsu

1.
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Able to grow to lengths of 6 meters, Ceto sharks are a genus of sharks closely related to Hammerhead sharks, with Earth affinity. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Ceto sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. The positioning of the eyes, mounted on the sides of the shark's distinctive hammer head give the shark good 360-degree vision in the vertical plane, meaning they can see above and below them at all times. They possess the characteristic elongated head, which is a chakra focal point, thus much more resistant and strong. Rather than biting, they usually slam their heads on their prey, beating them to submission. Capable of driving it's hammer like head into the opponent to deliver bone crushing blows, Ceto sharks are capable of breaking through B ranked defenses of solid based elements. With their chakra, they gain a passive ability of swimming through earth as well as through sea, though their speed in water is faster than when they travel through the earth. Moving at half their speed, Sharks are able to move through earth at the speed of the average ninja.

Should the user choose to attempt to summon a full Shark but fails, he is able to Summon a baby variant of Ceto sharks, spanning from 2-3 meters long and having the ability to bite through C ranked defenses and swimming at half the speed of the a full grown Ceto shark. Should a baby Ceto shark collide into a foe, he is able to cause bone bruising and cracking impacts, dispersing on contact. While only one full grown shark can be made from this summoning, up to 5 baby sharks are able to be summoned. These baby Ceto are also able to utilize an unique ability lost when they become fully grown as they move away from the school of sharks. As baby Ceto, they are able to swim under the user and and burst up from under the water (or earth) at max speeds, crashing into the opponent and causing bullet like impacts. As they collide into the user, they bite each limb with a fierce grip, causing damage as the last shark bits the skull of the opponent, before dispersing, causing A ranked damage. These baby Ceto are only able to attack and defend as a school of sharks.
Note: Lasts 4 turns at max
Note: Can only be summoned once per battle; baby Ceto sharks are able to be summoned twice. But if Baby Ceto sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Earth up to S Rank (up to C rank for baby Ceto sharks).
Note: Using Ceto sharks ability to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using earth jutsu.

2.
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: Phorcys sharks are a genus of sharks closely related to Bull sharks, with Water affinity capable of reaching lengths of 4 meters long and stockier than most Sharks. Light gray and have a greenish tint to them, their bellies are white which allows them to blend into the ocean when viewed from the bottom and sneak up on their prey, creating a process generally called countershading. As with all sharks, Phorcys sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They're excellent swimmers and can exert great strength though their jaws, with a bite force of up to 600 kilograms (1,300 lb), dealing S ranked damage. These sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks. They have the passive ability to swim through any type of water source, allowing them to leave the sea and "swim" through mist, making them deadly in the misty environment of Kirigakure. This is acheived through the use of employing water chakra to keep them afloat through mist and atop rain drops by causing the water to become denser under them as they swim, keeping them elevated. However, with the case of rain, there will never be enough rain to contain the density of these sharks so they inevitably fall back into the ocean by the end of that turn they are summoned, being able to be summoned up to 10 meters above the short range field of the user and able to be directed towards an opponent in order to allow the sharks to bull-dive direct into the opponent, biting them as it does so, with force of an A rank attack. These sharks, by nature, are able to use up to S rank water.


Phorcys sharks are also able to be summoned in their younger form, summoning Baby Phrocys sharks, each with the size of 1 meter. These Baby Phorcys sharks are remarkably similar to their adult counterparts, able to bite through C ranked jutsus and swim through mist at a faster rate, slightly faster than the average ninja runs. As they are smaller than than full grown Phorcys sharks, they are able to last twice as long in the air before inevitably falling back into a water source. A special trait that baby Phorcys Sharks are able to perform that their Adult counterparts are unable to, having become more solitary and hunting alone, is the ability to swarm a target. If in a water source, the user can call these baby sharks up and direct them 20 meters into the air where they are multiplied into 10 shark-clones, all around the opponent. They then swarm inwards attacking him with all different angles inflicting damage equal to an A ranked attack. These 10 baby Phorcys Shark-clones are only able to attack and defend collectively, no one individual shark can be utilized by itself and their power is divided among them, being that more sharks, equals smaller and weaker individual clones. The clones last only until the attack ends.
Note: Only Last 4 turns at the most.
Note: Can only be summoned once per battle; baby Phorcys sharks are able to be summoned twice. But if Baby Phorcys sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon Baby sharks more than once.
Note: They are able to use Water up to S Rank (up to C rank for baby Phorcys).
Note: Using Phorcys to physically attack enemies count as an S ranked ability and counts towards the user's moves, as well as using water jutsu and the swarming of baby sharks.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire.

3.
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Aegeon sharks are closely related to Blue sharks, with Wind affinity. They have a long blade-like snout that is sharp and ideal for piercing and are able to grow to sizes of 6 meters. It is a chakra focal point, thus achieving great piercing power and sharpness. While able to reach great dimensions, Aegeon Sharks are usually smaller than average, yet liner and faster. An Aegeon Shark displays countershading, by having a yellowish to greenish-gray or brown color above and white to yellow below. The coloration makes it difficult for prey to spot the shark because it breaks up the shark's outline when seen from the side. From above, the darker shade blends with the sea and from below it exposes a minimal silhouette against the sunlight. As with all sharks, Aegeon Sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. This is similar to the method mammals use to determine direction of sound. They have the passive ability of swimming through air as well as through sea, and use that to rain down one their prey and impale them through the water. Using their wind chakra to keep them afloat as they travel, they cannot go 2 full turns without water contact in some form, having to at least have the gills submerged in water. Aegean Sharks are also able to use their wind affinity to create a whirlwind that pulls objects towards the shark's center with great force, cutting them, as the shark propels itself forward to pierce the foe with greater momentum, causing the opponent to bleed profusely as they are left with major internal juries, equating to an S ranked attack. Aegean Sharks also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through B ranked jutsus like most sharks.

The user is also able to summon Baby Aegean Sharks, each around the size of 2 meters. These baby sharks are capable of biting through C ranked attacks as well being able to use up to C ranked Wind jutsu. These sharks also have an unique ability that their adult counterparts do not have, having lost their way from the school, becoming more independent. These sharks are able to attack as a school of sharks, creating a sharp blade of wind as they form the shape of a Blue shark, enhancing the shape of the snout with Wind chakra so when they strike a foe, the wind chakra can slice inwards and deliver injuring wounds from the intense slashing and deep cuts that causes profuse bleeding. This is equal to an A ranked jutsu.
Note: Last 4 turns
Note: Can only be summoned once per battle; baby Aegean sharks are able to be summoned twice. But if baby Aegean sharks are summoned twice, then the user cannot summon a fully grown version and if the fully grown shark is summoned, then the user cannot summon baby Aegean sharks more than once.
Note: They are able to use up to S rank wind (baby Aegean Sharks are able to use up to C rank).
Note: Usage of wind counts as a move per turn, as well the ability to break through Earth and the ability to turn into a massive wind shark/Whirling effect.
Note: Skin resistance to damage pertains to physical damage, not damage from energies such as Lightning or Fire

☼ Kuchiyose: Hydros - Summoning: Hydros ☼
Rank: Forbidden
Type: Offensive/Defensive
Range: Short ( with Long range reach )
Chakra Cost: 50
Damage Points: N/A ( -20 to the user )
Description: At roughly around the same size of Manda, Hydros is a wide shark, closely related to the ancient shark, Megalodon. Hydros displays countershading, by having a white underside and a grey dorsal area (sometimes in a brown or blue shade) that gives an overall mottled appearance. The coloration makes it difficult for prey to spot the shark because it breaks up the shark's outline when seen from the side. From above, the darker shade blends with the sea and from below it exposes a minimal silhouette against the sunlight. As with all sharks, Achelous sharks have great sense of hearing, able to hear minute sounds and perfect sense of smell, able to determine the direction of a given scent based on the timing of scent detection in each nostril. Sharks are known to have an enhanced denticle but Hydros takes this to a higher level, having a bite force estimated to be around also have enhanced dermal denticle, giving them a sharp and strong teeth armor, capable of biting through A ranked jutsus. Despite having a natural Water affinity, Hydros shares a great resistance against it and other elements, allowing her to take damage of A rank jutsus unaffected, and up to one S rank technique. Her method of hunting is to emerge beneath her opponents, creating a gargantuan vortex of Suiton chakra before swallowing them whole. This vortex is of such power that it is able to crush anything that passes through it, essentially grinding and compressing things until they disappear, an S ranked ability of Hydros. This vortex can also be used against underwater attacks and objects on the surface of the water, crushing them as it pulls them down with a powerful pull. In addition to this Vortex, Hydros is able to "summon" other sharks from within him, his massive size allowing this, similar to Kidomaru's boss summoning. By channeling the required chakra, Hydros is able to expel a massive burst of water (same as the quantity in Great Exploding Water Colliding Wave) while releasing a summoning within this water. This counts as a move per turn of the user and can only be used to summon 2 grown sharks at max or 1 group of baby sharks. This shark can swim at the base speed of a Sage Rank shinobi.

Note: Can only be used by a shark signer.
Note: Can only be summoned 1 time a battle
Note: Lasts up to three turns
Note: Can use Water up to and including S-Rank,
Note: S rank vortex ability counts towards the user's jutsu per turn.
Note: After dispersing, the user cannot summon sharks for 2 turns afterwards.
 
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Lord of Kaos

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Sniper Arts

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Sniper Arts CFS Jutsu

1.(Sogeki Geijutsu: Kyougaku!) - Sniper Arts: Surprise!

Type: Attack
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage: N/A
Description: This technique is a variation of the Shuriken Kage Bunshin no Jutsu with the slight twist being arrows instead of Shuriken. The user will create copies of a single physical or chakra based arrow within range.

Notes:
- Requires a Bow
- Must be taught by Mathias

2.(Sogeki Geijutsu: Mohaya yu-bekarazu touhou, Mohaya yu-bekarazu!) - Sniper Arts: Now you see me, now you don't!
Type: Attack
Rank: B
Range: Short - Long
Chakra Cost: 25
Damage: 40
Description: The user will channel his earth chakra into the ground through his feet. He then will cause the earth to start shifting at fast speeds in a zig-zag manner. The user will make a full "Z", zig-zag shifting left/right/left. Each shift travels the distance of 5 yards. So the user will go 5 yards forward/towards the left, 5 forward/towards the right, and so on. From the earth shifting a small cloud of dust will rise from the ground big enough to conceal the users body from the neck down as he shifts.(A means to confuse the opponent by blocking his view, but not entirely.) As the earth is shifting, the user will be shooting an explosively tagged arrow at great speeds in each shift he performs (so three) causing the arrows to reach the target from different angles 5 yards apart. Speed wise, the arrows are faster than throwing a regular kunai, so it will reach the target faster than normal, giving the target less time to react. Due to the dust cloud, the opponent won't be able to clearly see the user and will get confused from the zig-zag shifting the earth is causing. Due to the great field of vision and accuracy a sniper has, he will have no problem accurately hitting his desired target. This whole process is performed in a fast and swift motion.

Note: Requires the use of a Bow.
Note: Can be used three times per battle.
Note: Must be taught by Mathias.

3. (Sogeki Geijutsu: Kouseitan'i Ojigi-Shukun) - Sniper Arts: Elemental Bowmaster

Type: Attack
Rank: B
Range: Short - Long
Chakra Cost: 25
Damage: 40
Description: Through the art of Kyūjutsu, the user will concentrate his chakra into a specific elemental type. Using shape manipulation, the user will form an arrow completely made up of the selected element. Once the arrow is shot, the user can choose to split the arrow into three smaller versions to pierce multiple areas of the selected target. With the use of a single hand seal, the user can turn the arrow into a small blast to defend against certain techniques depending on their size. (Ex. Small/Medium sized fireballs, water shots, mud shots, wind blades etc.)

Wind - If the extra hand seal is used, the wind arrow will turn into a small gust of wind.

Lighting - If the extra hand seal is used, the lighting arrow will turn into a small crescent shaped blade that can cut through solid rock.

Water - If the extra hand seal is used, the water arrow will turn into a small slash of water big enough to evaporate small/fire balls/blasts.

Fire - If the extra hand seal is used, the fire arrow will turn into a small sized blast of fire hot enough to evaporate small scaled water techniques.

Earth - If the extra hand seal is used, the earth arrow will turn into a small rounded shield that can be used to block certain techniques.

Note: Requires the use of a Bow.
Note: Can be used three times
Note: If the user chooses to multiply the arrows he can not perform the hand seal to convert them into their other forms and vice versa.
Note: Must be taught by Mathias

4. (Sogeki Geijutsu: Kakutou Ya Dagekinami) - Sniper Arts: Grappling Arrow Shockwave
Type: Supplementary/Attack
Rank: B
Range: Short - Long
Chakra Cost: 25
Damage: 40
Description: While airborne, the user will shoot an arrow at great speeds towards the ground. The arrow is attached to a very strong chakra string. The string is attached to the bow's grip so that once the arrow makes contact with the ground, it can reel in the user to avoid aerial techniques or simply to get back into the ground faster. As the user is coming down with great force, he charges earth chakra into his feet. Once his feet make contact with the ground, a 360 degree wave of earth (B-Ranked) will be made and spread out in the form of a shockwave. This is due to the intensive landing and earth chakra concentration when stomping/landing on the ground. The user will receive no harm to his feet when landing at such speed, the reason being because while landing, the user softened the earth while stomping the ground and creating the shockwave, and thus landing on a pillow of earth as the shockwave forms. This technique does not necessarily have to be used while being airborne, the user can choose to be reel'd into other objects or even gain height by hooking onto flying objects.(Not kunais or anything of that sort. More like stabbing through a summoning, or maybe even a flying piece of earth etc..)

Note: Requires the use of a Bow.
Note: Can be used three times per battle.
Note: When used to gain height, the shockwave will not form unless the user stomps/lands onto the ground.
Note: Must be taught by Mathias.

5. (Sogeki Geijutsu: Kyougaku Atakku!) - Sniper Arts: Surprise Attack!
Type: Attack
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage: 60
Description: Before a solid/chakra based arrow is released from their bow, the user will further focus chakra throughout it highly compressing it. This will leave the projectile unstable, ready to detonate within the command of the user, having the blast reach anything within a short range radius of the arrow.

Notes:
- Requires a Bow
- Can be used five times per battle
- Must be taught by Mathias

6. (Sogeki Geijutsu: Niji Danmaku) - Sniper Arts: Rainbow Barrage
Type: Attack
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user imbues large amounts of chakra into his bow which manifests a web-like crosshair in front. The user will then pull back the string of the bow as if he were about to shoot. However he will keep his hand at a stand still pulling back the string as he channels elemental chakra into the crosshair.(Water,Wind,Fire,Lighting) Once the element is chosen, the user will release up to 100 arrow shaped blasts of the selected element. Once all 100 arrows are released the chakra that was used to create the web-like crosshair will combine together creating one big shaped arrow. This is when the user will actually let go of the string of his bow and release that last powerful elemental arrow.

Note: Can only be used twice per battle
Note: Requires the use of a bow
Note: Pure chakra can also be used without having to choose an element
Note: Earth chakra will not be able to be channeled into the crosshair due to the weight that it would cause to shoot the last arrow.
Note: No S-Ranked or above of the selected element used for one turn after use
Note: No Sniper Art techniques for the next turn
Note: Must be taught by Mathias

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1. (Sogeki no Geijutsu: Shushō)- Sniper Art: Prime
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage: N/A
Description: The user enhances his bow with chakra so it may shoot arrows faster and more accurately. Only doujutsu can follow the speed of the arrows and the effect of this jutsu can be increased if used more than once.
-Lasts for 3 turns

2. (Sogeki no Geijutsu: Senpū Kōgeki)- Sniper Art: Whirlwind Assault
Type: Attack/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user quickly darts to different positions by channeling chakra into his feet for a boost in speed and shoots a barrage of wind infused arrows from his bow at a target. The user's speed increases to 1.2x his original speed for a turn. This technique is best used when your position is unknown to confuse the target and attack him from his blind spot.
-Usable 3 times per battle and once per turn

3. (Sogeki no Geijutsu: Buruzuai)- Sniper Art: Bullseye
Type: Defense/Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-5 each turn)
Damage: N/A (+10 to kyujutsu and Sniper techniques, -10 to other ninjutsu)
Description: The user imbues large amounts of chakra into his bow which manifests a web-like crosshair in front. It acts as a barrier against frontal attacks and strengthens arrows shot from the bow with once they pass through the one-sided barrier.
-Usable once per battle
-Lasts for 4 turns
-Can protect the user from 3 C-rank, 2 B-rank, or 1 A-rank attack
-Only 2 jutsu per turn may be used while this is active excluding the turn it was used

4. (Sogeki no Geijutsu: Tsūretsuna Ichigeki)- Sniper Art: Crushing Blow
Type: Attack/Defense
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user shoots 2 arrows from his bow into the air over a target. Then by forming a handseal, the earth chakra stored within the arrows are released and forms 2 circular shields made of stone at the head of the arrows that smashes the opponent beneath them. This can also be used as a defense against attacks. Each shield has a 12 ft diameter.
-Usable 3 times per battle

5. (Sogeki no Geijutsu: Jūden no Dangan)- Sniper Art: Bullet Circuit
Type: Attack
Rank: A-S
Range: Short-Long
Chakra Cost: 30 (+10 with clones)
Damage: 60 (+20 with clones)
Description: Six arrows surging with lightning energy are shot from the user's bow at high speed to accurately strike multiple targets. They each follow their own designated path and are seen as bright streaks of light. Metal wires may be attached to and made more durable by the arrows' lightning so they could paralyze targets ensnared by them. When performed in collaboration with a minimum of 2 shadow clones, an additional 6 arrows can be shot by each clone for a stronger attack.
-Usable 3 times per battle
-No S-rank or higher lightning techniques next turn
-Must have a bow

6. (Sogeki no Geijutsu: Fukusū no Namida no Dangan)- Sniper Art: Multiple Tearing Bullets
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user shoots numerous arrows from his bow infused with a large amount of wind chakra at a target that augments their speed and generates rapidly spinning wind vortexes resembling drills that can be guided and will tear through a target and any obstacles in their way. The vortexes protect the arrows and allow the arrows to continue after they have hit a jutsu of the same rank.
-Usable 2 times per battle and once per turn

7. (Sogeki no Geijutsu: Roketto-dan)- Sniper Art: Rocket Bullets
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: Several arrows shot at a target that produce intense flames around them and emit jets of flame propelling them at extreme speeds. The fire chakra within the arrows protect them from being damaged by the flame.
-Usable 3 times per battle
-No A-rank or higher fire jutsu next turn

8. (Sogeki no Geijutsu: Nagareboshi)- Sniper Art: Shooting Star
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: A single arrow infused with a large amount of water chakra is shot from the user's bow at a target. Great volumes of water are then summoned from the arrow and takes the form of a rapidly spinning missile capable of causing major damage to everything in its path and flooding the area ( short range of the arrow's trajectory ) with water.
-Usable twice per battle
 
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