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Ushiro

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My Customs

1) (Katon: Afutābānā)- Fire Style: Afterburner
2) (Katon: Haihahaini) - Fire Release: Ashes to Ashes
3) (Katon: Shakunetsu no Kobushi)- Fire Release: Scorching Fists
4) (Katon: Suisei Dengeki)- Fire Release: Comet Blitz
5) (Suiton: Hidora Taihō) - Water Release: Hydra Cannon
6) (Suiton: Ekitai no Eikyō) - Water Release: Liquid Impact
7) (Suiton: Ekitai Seigen) - Water Release: Liquid Restriction
8) (Suiton: Ekitai Tojikome) - Water Release: Liquid Imprisonment
9) (Suiton: Hidora Taihō) - Water Release: True Hydra Cannon
10) (Doton: Bimyōna Shifuto)- Earth Release: Subtle Shift
11) (Doton/Fuuton: Nīdorutaretto)- Earth/Wind Release: Needle Turret
12) (Doton: Rimōtobankā) - Earth Release: Remote Bunker
13) (Raiton: Ningen Denchi)- Lightning Release: Human Battery
14) (Fuuton: Kōkū-Bin)-Wind Style: Air-Mail
15) (Fuuton: Kyōfū no Jōshō) - Wind Release: Rising Gale
16) (Fuuton: Tobideru no Jutsu) - Wind Release: Popping Technique
17) (Fuuton: Henka no Kaze)- Wind Release: Winds of Change
18) (Himitsu Kassō Hōhō) - Secret Gliding Method
19) (Bakuhatsu-tekina Shūsei no Jutsu) - Explosive Modification Technique
20) (Kuro Nokogiri)- Black Saws
21) (Inago no Parēdo)- Locust Parade
22) (Hidora Geijutsu: Andāwārudo Gundan) - Hydra Arts: Underworld Legion
23) (Genjutsu :Mattaku kyōfu)-Illusion Technique: Stark Fear
24) (Genjutsu: Kōseina Gēmu) - Illusion Technique: Fair Game
25) (Kage Beruto)- Shadow Belt
26) (Bekutoru Yajirushi)- Vector Arrow
27) (Kage Shinkō)- Shadow Emerging
28) (Kage no ō)- Shadow King
29) (Shuradō: Kikai-tekina Rīchi) – Asura Path: Mechanical Reach
30) (Shichishitō no Jutsu) - Seven-Branched Sword Technique
31) (Shuradō: Rēzā Shōmetsu) – Asura Path: Lazer Annihilation
32) (Shuradō: Sensō no Kaminoikari) – Asura Path: War God's Wrath
33) (Gakidō: Sentakukyūshū Shīru) – Preta Path: Selective Absorption Seal
34) (Gakidō: Haisui-ba) – Preta Path: Draining Field
35) (Gakido: Kuronosu no Pāji) - Preta Path: Purging of Cronus
36)
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39)
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Navigation






















Sensei bonus
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Christmas Event
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Day 3, 24 Link
 
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Ushiro

Active member
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Fire

B rank

(Katon: Honō Koka Keisei) – Fire Release: Flame Solidification Formation
(Katon: Honō Koka Keisei) – Fire Release: Flame Solidification Formation
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+5 chakra cost to applied techniques)
Damage: N/A
Description: A specialized type of activation technique applied to the user’s Fire Style techniques. The Flame Solidification Formation allows for the user to apply and utilize a substantial reserve of chakra and apply it to their own Fire techniques to allow for a much more advanced degree of shape manipulation upon their creation. This technique is based upon the concept of the solid and physical nature of certain Fire techniques which have the ability to punch through solid obstacles unlike regular intangible fire techniques. The technique takes that principle and applies it to all fire techniques causing fire techniques of the user to be manipulated by this additional shape manipulation and infusion of additional chakra. In terms of fire projectiles this technique will make them effectively solid allowing as well as causing them to explode on impact. Because the explosions are infused with the user’s chakra the user will also be able to angle the explosion away from their body should they wish allowing them to keep safe despite the size and potential devastation of the explosion. In terms of stream-like fire techniques this technique will cause their nature to be akin to waves of water or mud allowing them similar physical characteristics. However, stream techniques do not gain the same explosive benefits as projectiles under the effects of this technique. To fire techniques already solid in nature the Flame Solidification Formation offers no benefit and cannot be applied to them.
Note: Can only be used two times per battle.
Note: Once activated this technique will last for four turns.



A rank

(Katon:kasai hitoya) Fire Release: Fire Prison
(Katon:kasai hitoya) Fire Release: Fire Prison
Rank:A
Type:Supplementary
Range: Short
Chakra:30
Damage:N/A( +10 if they touch the fire)
Description: This jutsu is used to trap a victim inside a virtually inescapable dome of fire.The user will gather his fire chakra in his hands, slamming them into the ground forming a ring around the opponent. The user will then make it rise forming a dome around the opponent. Not only will this trap the victim but it will burn the oxygen inside so if the opponent doesn't escape in three turns, he will run out of breath and die.
-Jutsu can only last for three turns
-Can only be used or taught by Taiketsu Namikaze
-Can be escaped by jutsu like "Hide like a mole" or with a powerful water jutsu

(Katon: Kaisu No Kusa)-Fire Release: Fire Grass
(Katon: Kaisu No Kusa)-Fire Release: Fire Grass
Type: Attack, Supplementary
Rank: A Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user makes three hand seals and then manipulates the ground within a mid-range of them to have small, hot flames come out of the ground around them. The fire is hot enough to severely burn and damage the feet/other body parts of those who touch it. By regulating where they stream their katon chakra, the user is able to exclude certain areas from being set ablaze. Ex. The area beneath their feet.
Note: The fire will burn for two turns.
Note: Once created, the user isn't able to manipulate the fire so that it quits burning a certain area.
Note: Can only be used once every four turns.
Note: It takes a certain time before the flame reach a high enough temperature to severely burn the oppononent, leaving a small gap to react accordingly.

(Katon: Hisan chourui)-Fire Style: Flying Birds
(Katon: Hisan chourui)-Fire Style: Flying Birds
Type: Attack
Rank: A
Range: Mid Range/Long Range.
Chakra Cost: 25
Damage Points: 50
Description: You, concentrate your chakra into your hands and then release a wave of fire. Once, you're done you make flying birds (10) out of the wave of fire and direct them to at your opponent. When, it hits your opponent they start exploding. And, turning you're opponent to dust.
But, on the other side this jutsu can be canceled by a stronger water jutsu.
.Note: The User Can Only Use This Jutsu Twice A Battle.

#1 (Katon: Afutābānā)- Fire Style: Afterburner
(Katon: Afutābānā)- Fire Style: Afterburner
Type: Supplementary/Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: The user clasps his hands together and creates a circular mark in the palm of each hand that emit powerful jets of flame that can propell the user for a total of 5 seconds. The jutsu's timing and jet power are controlled by the user. They can get the user to a target at mid range in 2.5 seconds.
-Usable twice per battle
-Can only be taught by Katonpwnz

Taught to: Negative Knight, Ace, Klad, Ndlovu, Noni, Shady Doctor

(Katon: Sune-Ku Gogyou Tatsumaki)-Fire Style: Fire Snake Tornado
(Katon: Sune-Ku Gogyou Tatsumaki)-Fire Style: Fire Snake Tornado
Type: Attack/Defense.
Rank:A
Range: Mid Range.
Chakra Cost: 30
Damage Points: 40
Description: The user gathers fire chakra around him/her and then creates a giant tornado around him/her. And, after that it form it self in the form of a giant snake/hebi and forms a shield around the user it self a shield of fire. And, your oppont can not touch you.
.Note: The User Can Only Use This Jutsu only once a Battle.

(katon: kouen kei) fire release: flame whip
(katon: kouen kei) fire release: flame whip
Rank: A
Type: Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60 (additional 15 to make it whip)
Description: the user preforms 3 handsigns then shoots a long flame out of his mouth that looks similar to a flamthrower however by doing one more handseal you can make the flame can whip making it extremly difficult to dodge this jutsu
-if handsign is done before hand can hit someone trying to dodge with hurrican fist or doton pillar
-can only be taught by foamy

(Katon: Kanetsu Nami) - Fire Style: Heating Wave
(Katon: Kanetsu Nami) - Fire Style: Heating Wave
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra Cost:30
Damage: 60
Description: Focusing his/her katon chakra the user will put their hands out into the air releasing a massive heat wave. This wave is hot enough to evaporate incoming water jutsu B-Rank and below. And its hot enough to melt metal.(ex: Kunai, Shuriken, Iron sand, gold dust.)

♦ Can be used four times per battle.
♦ Must have complete mastery over Fire.
♦ Must be taught by Mathias



Katon:Kasai Sukin|Fire Style:Fire Skin|
Katon:Kasai Sukin|Fire Style:Fire Skin|
Type: Defence
Rank:A
Range:Short
Chakra:30
Damage:60
Description:After the user performs a single handseal,he channels his entire body with katon chakra and the user coats himself with the katon chakra making him impervious to all katon jutsu's of A-rank and below
Note:
-can only be taught by Igneel
-can only be used 2 times in battle


#2 (Katon: Haihahaini) - Fire Release: Ashes to Ashes
(Katon: Haihahaini) - Fire Release: Ashes to Ashes
Type: Attack/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user performs the Rat handseal and spews a white mist towards his opponent resembling a large eerie skull which follows its target and moves with him if he tries to escape it. The mist is actually a flammable gas and will ignite when it comes into contact with fire or sparks. It is partially transparent so the opponent can still see the other side of it, just not as clearly. Once the mist is ignited, the skull becomes an intense fireball now resembling the head of a demon, capable of inflicting serious burns in a few seconds.
-Usable 3 times per battle
-Lasts for 3 turns


Taught to: Bazz

S rank

(Katon: Pirittokuru no Tankyuu)|Fire Release: Hot Pursuit
(Katon: Pirittokuru no Tankyuu)|Fire Release: Hot Pursuit
Rank: S
Type:Attack/Defense
Range: short/long
Chakra cost: 40
Damage points: 80
Description:The user gather huge amount of katon chakra ,As he feel it he put it into his hand,As the chakra channel into his hand he make dragon and tiger hand seal then he slam his hand into the ground ,as he touch the ground with his hand he release the chakra into the ground creating alot of falme pillars that go towards the enemy into a line shape till it hit him
-can only be used 2 times per battle
-can't use any Katon jutsu on the same turn and Katon above A-Rank on the next
-must master katon and aact
-can't use it on the next turn

#3 (Katon: Shakunetsu no Kobushi)- Fire Release: Scorching Fists
(Katon: Shakunetsu no Kobushi)- Fire Release: Scorching Fists
Rank: S
Type: Attack/Defence
Range: Short/Mid
Chakra: 40
Damage: 80
Description: The user forms 3 handseals and creates large pillar of fire at his side in the shape of a boxing glove with a forearm. It moves with the user and is controlled with the user's own arm. By throwing a punch, the user can fire it strait at the opponent. It can be left to not mimic the user's movements as he performs other jutsu.
-Usable twice per battle
-Lasts for 3 turns
-No other fire jutsu as long as the fist lasts.
-Can only be taught by Katonpwnz

#4 (Katon: Suisei Dengeki)- Fire Release: Comet Blitz
(Katon: Suisei Dengeki)- Fire Release: Comet Blitz
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user forms 3 handseals and exhales a meteor-sized fireball at the opponent trailed by several smaller fireballs that can be used to attack multiple targets. They can all be manipulated freely.
-Usable 2 times per battle
-No A-rank or higher fire jutsu next turn
-Can only be taught by Katonpwnz

Taught to: Goomoonryong, Yashiro, Zero Kelvin, Ryóma

[Katon: Tsuin Kaen Doragon] - Fire Release: Twin Blazing Dragons
[Katon: Tsuin Kaen Doragon] - Fire Release: Twin Blazing Dragons
Type: Attack
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing the following handseals (Ram → Horse → Bird → Tiger) the user takes a deep breath while gathering a large amount of fire chakra inside his lungs to shoot a huge fire stream similar to the one Oil flame bullet but in the shape of two dragons spinning around each other forming a drill of fire as the spinning dragons gain more speed when spinning around each other and the further they travel the faster they spin around each other, whenever the dragon's of fire are used after performing a wind technique that's possible to make a fire and wind combo, the dragons absorb the power of the wind as a fuel and grows rapidly in size as well as power.
~Can only be used 2 times per battle.
~No fire techniques higher than A-rank for the 2 turns.
~Can only be used by ~Crow~

F rank

(Katon: Hagetaka kaen) Fire Release: Condor Blaze
(Katon: Hagetaka kaen) Fire Release: Condor Blaze
Type: Supplementary/Attack
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user will form a row of 10 handseals, he will then disperse into 10 highly compressed katon flames that are shaped like condors. The condors will then soar through the air at great speeds at the opponent. 1 condor will be the user and will travel to the desired location that the user wants and the user will appear from that condor while the other 9 condors soar through the air and attack the opponent. The condors hit the opponent all at the same time. On impact the condors will explode in a huge fiery explosion that covers the area . Once the condors explode all surroundings within mid range will be covered with 6ft tall flames.
-If the user has signed the condor contract then this jutsu will only require 5 handseals.
-No Katon for the next 2 turns.
-Can only use this jutsu once per battle.
-Can only use 2 jutsu on the next turn.
-No Katon jutsu before this jutsu.
-The turn that this jutsu is used, the user can only use one more jutsu so this jutsu counts as 2 moves.
-If the user is caught in the explosion then he/she will die.
-Can only be taught by ~Yard~



 
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Ushiro

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Water
B rank

#5 (Suiton: Hidora Taihō) - Water Release: Hydra Cannon
Type: Attack
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage: 40
Description: The user forms the Ram handseal and creates two Hydra heads from a water source. They then fire spiraling streams of pressurized water from their mouths at the enemy powerful enough to rip off clothing and cause internal damage.


Taught to: EdwardSama, Rohasu

(Suiton: Bakuhatsu Mizu Torappu no jutsu) - Water release: Exploding Water Trap
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user sends their chakra in the water beneath you and your opponent. Afterwards, the user moves their two hands in an upward motion to make the water rise up beneath the user and the opponent. The user must be at a short ranged to their opponent in order to perform this technique, and in addition, both the user and the opponent must be on top of a water source. By releasing their chakra into the water underneath the user and the opponent, the user is able to manipulate the water to rise up and cover him/herself along with his/her opponent. The opponent and the user will be unable to move because of the density and pressure of the water. By surrounding themselves with a thin shield of chakra before performing the technique, they are able to move freely around the water, though the opponent can do the same even when caught in the jutsu (but it would take 3 seconds to cover yourself in chakra completely.) In the water, the user and the opponent is allowed to use suiton techniques only.

Note & Restrictions:
- Can only be used three times per battle
- Can only be taught by EdwardSama (me)
- When you are in the water, only water techniques are allowed.
- Can only use water techniques up to B-rank when you are in the water.
- Needs one full turn until you can use it again.
- Because you need to be close to your opponent to perform this technique, it is impossible to only trap your opponent.
- Requires a water source



( Suiton: Kugi No Ekitai ) - Water release: Nails of Liquid
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: 25 ( + 15 if the whole water source is turned into nails )
Damage Points: N/A
Description: User infuses Chakra on waters of the area and manipulates the water sources turning surface ( and water below surface if user uses 40 chakra for jutsu ) of them into needles that are able of pierce skin, muscles, soft ground like soil and clay. This jutsu is unable to pierce bones and the sizes of nail(s) is/are up to user but a maximum of two feet
Note:
- Requires no handseals - only short amount of time
- Can be used only twice. Once if whole water source is turned into water source
- No water jutsus at the same turn

A rank

(Suiton: Sui Mizu) - Water Style: Acid Water
Rank: A
Type: Attack
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user spits out a portion of water that is acid. When the acid contacts skin, the skin just sizzles and disappears. Just leaving the opponent's raw flesh.

Water release: Tears of Sorrows = Suiton: No namida wa, kanashimi
Type: Defensive/Supplementary
Rank: A
Range: Self/Short
Chakra cost: 25
Damage points: 40
Description: the user focuses water chakra in his/her hands, then the user places the hands in front of his/her face, like if he/she was crying. The user will emit a lot of water, from their mouth and water chakra that just appears to be tears from their eyes. The water will begin to take form, and will quickly grow, into a three meter tall, faceless, human looking, clump of water, with very big arms. The water will place it’s arms in front of the user, thereby shielding the user from harm. This is all done in one fluid motion.
Notes:
• Can only be taught by ZeroGarra.
• Can only be used three times per battle.
• This jutsu lasts for 1 turn.

Water style: Oil clone Jutsu ( Suiton: sekiyu Bunshin )
Type: Supplementary
Rank: A
Range: short –mid
Chakra Cost:30
Damage Points:60
Description: The User creates a clone out of oil that when it disperses it splatters near by objects with flammable oil. You can only summon three of them at a time. The clone can only use techniques using oil and cannot move past mid-range from the user's position.

Naiagara no Mizu | The Waters of Niagara
Rank: A
Type: Defensive/Supplementary/Offensive
Range: Short/Long
Chakra cost: 30
Damage points: N/A
Description: The user claps his hands together while releasing a large amount of water chakra into the immediate vicinity; this causes a great body of water to materialize out of nowhere. The water materializes in three large waves that appear in a very quick succession right after each other. The materialized water appears very close to the user, and all the waves are, even upon materialization, pushing outwards with great force. This can be compared to a pulse of water that is pushed outwards.
-Can only be used 3 times per battle.
-Once the water is sent toward a target, it's impossible to change its direction.
-This is an advanced version of: (Suiton: Suishouha) - Water Style: Water Shock wave.
-Can only be taught by Zero Kelvin.

(Suiton: Sansui Sōchi)- Water Release: Sprinkler System
Rank: A
Type: Supplementary
Range: Short/Mid
Chakra cost: 30
Damage Points: N/A
Description: By channeling suiton chakra to their feet, the user will inject their chakra into the ground as far as mid-range. Then, by stomping/stepping on the ground, the user will force their chakra upwards, using nature transformation to change the chakra into water. This ejects a large amount of water from any three places mid-range from the ground, similar to the function of a sprinkler. The water from the ground will then remain on the battlefield, allowing the user to use the water for any techniques up to S-rank. This doesn't however changes their overall range.
Note: Can only be taught by Selendrile
Note: Can only be used on a battlefield that has no water present
Note: Water lasts for 3 turns; Usable twice per battle



(Suiton : Sawarabi no Shubyou) Water Release : Dance of the Seedlings
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will spew a large drilling water bullet from their mouth, the water bullet travelling towards the opponent at fair speeds similar to that of Drilling Wind Bullet. During its flight, the water bullet will seperate into 20 smaller pebble sized drilling water bullets, diverging far from the path that their predecessor followed, and flying in arcs at great speeds, approaching the enemy from several directions and angles above ground, and striking the enemy in quick succesion. As they strike the enemy, they expand to the size of a bowling ball, dealing severe damage to the opponent. The division of the bullets timing, is pre-determined by the users intentions upon spewing the bullet.
-No Water above S-Rank for 2 turns
-Can only be used 4x.



#6 (Suiton: Ekitai no Eikyō) - Water Release: Liquid Impact
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: An very dense sphere of water is created in front of the user's hand or foot that is 3 meters in diameter. The sphere levitates near the user and is controlled using leg or arm motions that the sphere follows. It can be swung around to strike at enemies with enough force to shatter bones. It may also be shot at a distant target with a thrusting motion and on impact, the orb will lose its structure and release a torrent of water throughout the area.
-Usable 4 times per battle


Taught to: Teno

(Suiton: Suijou Souhou) – Water Release: Aquatic Touch
Rank: A
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will make direct contact with an object before focusing their suiton chakra directly into their intended target. Through the use of this chakra, the user will apply a process of conversion similar to the ones employed in replacement techniques using various mediums e.g. water, sand, etc. Instead of converting one's own body into water, the user will cause the target substance to undergo the state transition in their stead. Unlike the original technique this jutsu is based on (Water Replacement), the converted object will retain both its shape and form, granting it a certain degree of solidity (Similar to Water Style: Sword of Draining) thus allowing the user to keep a hold of the newly liquefied object if they wish to. If the user wishes instead of the whole object being turned into water, only select components (e.g. hilt or blade of a weapon) can be targeted. This technique cannot be used on people/summons, Custom weapons and sentient weapons (e.g. Samehada)

Note: Lasts two turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: Follows elemental strengths and weaknesses



(Suiton: Mizu no Megami no Gifuto) - Water Release: Water Goddesses Gifts
Rank: A
Type: Attack/Supplementary
Range: Short-Mid (made short range of the user)
Chakra cost: 30
Damage Points: 60
Description: The user will perform the Dog sign and user their chakra to have a ring of water to form around them. The user will than swing their hand forwards above the ring releasing ninja tools made out of water (up to 15 tools per use) . The user can shape the water into shuriken, kunai, senbon, swords, etc. and releases them towards the opponent.
Note: Usable 4 times
Note: Must be taught by Korra
Note: Requires a water source



#7 (Suiton: Ekitai Seigen) - Water Release: Liquid Restriction
Rank: A-S
Type: Supplementary/Attack/Defense
Range: Short - Long
Chakra cost: 30 (40 if S rank)
Damage points: 60 (80 if S rank)
Description: The user performs the Dog -> Boar -> Ram handseals and creates a semi-solid wall of water from a water source. Several strong belts of water shoot out from the wall that can swiftly bind an opponent movements by wrapping around his body or attack by lashing out with the belts. A lightning jutsu can be used to electrify the wall and shock anyone in contact with it. Because of this, if an opponent attempts to break free of the belts using Chidori Nagashi, he will only be shocked with his own jutsu. This jutsu can be performed on a greater scale while utilizing a large water source which increases the strength of this jutsu to S-rank. The amount of water needed for the S-rank version is similar to what is created from the Waterfall Basin and Exploding Water Colliding Wave techniques.
-Usable 4 times per battle but the S-rank version costs an extra use.
-No S-rank water techniques next turn



S rank

#8 (Suiton: Ekitai Tojikome) - Water Release: Liquid Imprisonment
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user performs the Bird handseal and materializes 8 semi-solid cubes of water around his target. They are each 1 meter wide and have numerous cords of water linking the cubes which are difficult to break due to their dense composition. After their creation the user may clap his hands together, causing the cords to retract and swiftly pull the cubes towards each other. Anyone caught between the cubes is crushed as a giant water cube is formed around them.
-Usable twice per battle
-No other water jutsu this turn
-No A-rank or higher water jutsu next turn


Taught to: Negative Knight

#9 (Suiton: Hidora Taihō) - Water Release: True Hydra Cannon
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: The user forms the Ram, Snake, and Boar handseals and calls forth a great amount of water from the ground nearby which takes the form of a large hydra with seven heads that attacks enemies with their sharp teeth and heads while also defending the user. Each hydra head is the same size of the Water Dragon Jutsu and can reach up to mid-range. They can also fire spiraling streams of pressurized water from their mouths at the enemy, crushing them with the immense force of the water. This counts as an additional move of the user and is A-rank in strength. The body of the hydra is 8 meters tall and has reptilian limbs allowing it to travel but it cannot move very fast on land. In water, however, it can move as fast as a running ninja.
-Usable once per battle
-Lasts for 3 turns
-No other S-rank or higher water jutsu this turn or next
-The hydra can also be created from a large water source.


Taught to: Shady Doctor

(Suiton: Tengai Dekisui ) - Water Style: Dome of Drowning
Rank: S
Type: Attack
Range: Short/Mid
Chakra Cost: 40
Damage Points: 80
Description: The opponent is trapped inside a ice cube looking thing. The inside of it is filled with water, which makes your opponent drown

Calling Upon the Kraken (Tenshoku Sono Kraken)
Type: Offensive
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80 (10 Damage Points to User)
Description: This technique if the target is standing on a large body of water. An extremely powerful technique that requires a strong bond to the water element as well as a lot of chakra. In addition the jutsu requires a small blood sacrifice to be dropped into the body of water where the jutsu will be used. After the handseals and sacrifice is made, the user will place his hands down on the water and channel their chakra throughout the water. After a while, eight large water tentacles, that resemble octopus tentacles,will emerge from the depths and attempt to trap the target by wrapping around it. If and when ensnared, the tentacles will drag the victim into the water and then retreat back from whence it came.
*Note*: Can be only used ONCE.
*Note*: No S-Rank Water Jutsu after this technique.
*Note*: Must Learn from ~Sanji~

(Suiton: Kaizoku no Uragiri no Ikari)- Water Release: Rage of the Sea King’s Betrayal
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Description: The user will perform three hand seals, and then channel their suiton chakra to their feet. By stomping on the ground, the user will perform nature transformation on their chakra, changing it into water. The stomp on the ground raises a domed, hollow cylinder of water, with the user inside. The cylinder of water is very thin but does not compromise its strength, which allows the user to easily see through it. This can be used to defend against attacks. Once the domed cylinder is formed around the user, they have the option of performing another hand seal, which unwraps the cylinder starting from the back, wrapping it around to the front, forming a straight water wall. The wall will then release hundreds of marble sized bullets of water as it is unwrapping, covering the entire battlefield in front of the user. These bullets can reach up to long range.
- No water techniques above A-rank for the next turn
- Usable twice per battle

 
Last edited:

Ushiro

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Earth
C rank

#10 (Doton: Bimyōna Shifuto)- Earth Release: Subtle Shift
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: N/A
Description: The user focuses earth chakra throughout the ground to make it absorb small objects, weapons, liquid etc and quickly transport them somewhere else either underground or on the surface. The movement of the objects underground is very discrete to keep enemies unaware of it. However, as objects reach the surface shifting earth can be heard. This jutsu is helpful when setting traps and will not work on a living organism.
-Can only be taught by Shin-Akira

Taught to: Scaze, Erzo, Igneel, Mathias, Teno, Negative Knight

(Doton: oshi sacchi) Earth Release: Pressure Sensing
Rank: C
Type: Supplementary/Defense
Range: Short-long
Chakra cost: 20
Damage Points: N/A
Description: The user sends small amounts of chakra through ground around him so he can sense the pressure in certain locations of the battle field. By doing this the user can sense where his opponent is standing and where his opponent is if he/she is underground.
-User must make contact with the ground while using this jutsu.

B rank

(Doton: tsuchi heika) Earth Release: Earth Arms
Rank: B
Type: Supplementary/Attack
Range: Short-long
Chakra cost: 40
Damage Points: N/A
Description: After making 3 hand signs the user sends his earth chakra into the ground around his opponent and raises arms from the ground that can grab his opponent and hold him/her in place.
-The user must make contact with the ground in order to use this jutsu meaning he/she cannot use this while being in the air.
-Must be taught by ~Yard~
-Must have a proper understanding of earth jutsu meaning you must be able to use B rank earth to learn this jutsu.
Note: If used in short-mid range you can add more chakra to the arms of earth and use them to crush the limbs of your opponent.

Earth Release: Expedited Excavation
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: Expedited Excavation is a unique jutsu which is used in conjunction with earth techniques which are typically used in conjunction with an earth source such as the ground. Through means similar to the Sticky Earth Drop and Dropping Lid jutsus, the user will open a portal which will release the earth jutsu from a source of earth inside it. As the size of the portals scales with the size of the jutsu, they can be quite large, though the jutsu will only ever summon one at a time. This useful ability is however majorly limited. Not only will the user will be unable to open portals from a short range radius around an enemy, but they will also be unable to use this jutsu in conjunction with any of the earth jutsu which are released outside of an earth source (earth jutsu fired from the mouth, those which appear from the sky, etc). Furthermore, these portals can only be used in conjunction with earth jutsu, and must be formed at least five meters away from the opponent. After it is released from the portal, the earth jutsu will function as it normally does, with no added benefits. If a jutsu requires hands on the ground to perform, it won't be able to be released from a portal.
Note: Usable four times per battle, with a two turn cooldown.
Note: Cannot be used in conjunction with Mountain Smash or any Forbidden ranked jutsu.



A rank

#11 (Doton/Fuuton: Nīdorutaretto)- Earth/Wind Release: Needle Turret
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user slams his hands on the ground and raises a 10x10 block of earth from the ground with many small holes in it that shoots countless needles of earth in any direction that are cloaked in wind to greatly increase their speed and piercing ability. As long as the user's hands stay on the ground, the turret can continue to fire. The user can use the same turret again later but it will count as another move.
-Can be created 3 times per battle
-No A-rank or higher wind and earth the turn after use
-Can only be taught by Katonpwnz

Taught to: Yusuke, Teno

Doton: San-kai hashira kaden | Earth Release: Three Pillar Household
Rank: A
Type: Supplementary
Range: Short/Long
Chakra cost: 30
Damage points: N/A
Description: By performing a single handseal, the user makes three great plateaus of earth and stone rise up through the ground wherever he wishes. The plateaus rise through the ground very quickly and without warning, and they cause small tremors around them as they rise. The user is able to slightly manipulate the shape and form of the plateaus, before they rise through the ground, to suit his needs. By forming a single handseal, the user is able to emit spikes from the plateaus. This technique is an advanced version of the Earth Style: Earth Flow Rampart.
Notes:
• Can only be used 4 times per battle.
• Can only be taught by Leeroy G. Zero

(Kyousei Doton No Jutsu) – Greater Earth Style Technique
Rank: A
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Descripton: Creates strong pillars, tools and shields made out of earth.

(Doton: Kyokan Mukade)-Earth style: Giant Centipede
Type: Attack
Rank: A
Range: Short/Long
Chakra Cost: 30
Damage Points: 60
Description: After preforming the required hand seals the user will pick a spot anywhere on the ground and focus chakra on it. A huge centipede made from rock will emerge from that spot and lunge at a target with its jaws open. If the target is not quick enough, the centipede will capture in its jaws and a slam it back into the ground. Once the centipede hits the ground it will crumble.
*Note: Can only be used 3 times per battle.
*Note: Faust can only teach this.

Doton:Botoukai Kujo(Earth Style: Sphere demolition)
Rank:A
Typeffense
Damage: 60
Chakra Cost:30
Description: The user preforms two handseals, causing one and a half dozen dense spiked sphere like rocks to violently erupt from the ground, each rock having a diameter of at least a foot. The Spiked balls orbit around the enemy at mutiple angles and directions essentially surronding the enemy in a "greater orb" through their orbiting keeping roughly 10 feet away from the enemy at all times, and upon forming a second handseal, all of the rocks converge in on the enemy, crushing him inbetween he massess of spikes.
~No S Rank or above earth jutsu for the rest of the turn.



Doton - Bourei no Tsuchi | Earth Release - Tyranny of Terra
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will perform a single handseal and slam their hands onto the ground before causing a wide portal to open up above the battlefield (Similar to Earth Release: Sticky Earth Drop). From the portal, a heavy downpour of adhesive rain will be let forth with the exception that the droplets are composed entirely of sticky mud rather than water. Once the droplets of mud make contact with anything, the mud will swiftly harden into sturdy, solid rock. However, since the droplets of mud are made from the user's chakra, they will be unaffected by its stickiness and droplets which come into contact with them will not harden into rock. As a result, this technique can be used to encase the opponent in a makeshift prison of rock or even to convert the surface of nearby water sources and swamps into earth, restricting their usage. Since the downpour spans over the course of two turns, conventional methods of offsetting the technique are negated (e.g. Chidori Nagashi) as at best they'll have a momentary effect. To effectively counter this technique, the opponent can use a continuous lightning-based technique (e.g. the Raikage's Armour) or acquire a suitable shelter/defense to seek cover under. Another way of countering this technique is the destruction of the portal itself with a strong enough technique (following Earth's elemental strengths and weaknesses).

Note: Lasts two turns
Note: Can only be used twice per battle
Note: Cool down of two turns in between usages
Note: Can only be Taught by Ndlovu



(Doton: Telam no Chuun) – Earth Release: Infusion of Telam
Type: Supplementary/Offensive
Rank: A
Range: Short - Long (Can be infused short or long range)
Chakra Cost: 30 (10 for every more construct infused)
Damage Points: N/A (20+ if used offensively)
Description: The user will gather their earth chakra and manipulate it so it activates an ability; where certain structures of earth techniques when protruded from the ground, out of the user's body or from the sky, will have either- sticky adhesive mud or flammable like substance of mud, infused inside the body of the solid structure as a passive ability when being released (still costs a move). What this means is the structure of earth will have the same appearance physically but instead of being completely solid will have a substantial amount of mud inside its physical structure masking its appearance from the opponent's view (will not fool certain dojutsus and sensory). The structure will be able to remain stable since the mud will be compressed and its body structure will still be solid allowing it to remain its base of movement and operation. This technique has some different characteristics which allows it to be of use. The first basic ability is how the user is able to manipulate the sap of mud to be released out of the structure of earth oozing out of its body (the earth structure's body). What makes this significant is, for example, if one was pierced by a stone spike, the user can literally now force the spike to ooze mud out of its structure and into the body of the opponent injecting them with the mud or even around the body restricting their movement. However, when this concept is used, the structure of earth will no longer be of use for manipulation purposes since the mud will literally overtake its body as it oozes out. The second basic ability is, where the user will literally have the mud inside of the body of the earth structure ooze outward in similar fashion, however this mud is flammable mud. Large amount of mud can (however has limitations and dependability) flood the battlefield and restrict anything coming into contact (for the adhesive mud) or be used to set up an explosion (flammable mud) with the use of external resources such as fire attacks, explosive tags, etc. The flammable mud can not be set by itself. The amount of mud that can be infused in the structure of earth mainly corresponds with just how large the structure is. In some cases this can harm the opponent as well if the mud comes into contact with the user themselves. The user can also infuse mud into more then one construct but with more chakra cost required.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be taught by Noni
Note: Can only create flammable mud or sticky mud
Note: If the earth construct is struck by a lightning technique equating to the elemental properties and weaknesses, then the mud within will be rendered useless and out of the user's chakra control but if flammable mud within survives the attack without hardening, then it can still be set on fire



(Doton/Katon: Bāningu ga futtō) - Earth/Fire Release: Burning Boils
Type: Offensive
Rank: A
Range: Short-Long (Made anywhere, with short attack reach)
Chakra: 40
Damage: 80
Description: The user focuses his earth chakra, at a point on a surface, and gathers it to make it form a large boil of mud. The boil itself is just a semi-sphere stuck to whatever surface it was created on. The boil is about a meter in length and because of it being composed of mud it can stick to many different surfaces. Once the boil is made the user then concentrates his katon chakra and channels it through the boil and so that the boil begins to heat up and within seconds the boil explodes from the heat. When the boil suddenly bursts open, boiling hot mud is splattered around the boils short-range. The boil itself can be made anywhere, as long as the mud can stick to that surface, but its effects only reach short range around it.
Note: No Doton above S-rank in the same turn
Note: Can only be used twice
Note: This technique cannot be used directly on the opponent's clones or summons.
Note: Can only be taught by Osmon



(Doton: Tsuchi kakujuu) - Earth style: Earth expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a earth jutsu the user will perform 2 handseals as they release there chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 25 damage points. By the increase in chakra the earth jutsu will grow in size and become more dense addding to its power.

Note: Can only use used on earth the user or the users summon has created
Note: Can only be used once one each earth jutsu creates
Note: can only be used 3 times



S rank

#12 (Doton: Rimōtobankā) - Earth Release: Remote Bunker
Rank: S
Type: Defense/Supplementary
Range: Short-Long
Chakra: 40 (+20 to modify)
Damage: N/A
Description: After forming a row of 5 handseals the user condenses any earthen material (rock, sand, mud, etc) into a large tower-like structure extending from the surface to deep underground. The tower is hollow but extremely durable being made of dense, chakra reinforced earth. During creation, the inner tower may be customized to suit his needs. That is, multiple floors and walls of earth may be formed to make separate rooms along with entrances where needed. Whenever the user wants to modify the tower he must form a handseal and displace other parts of the tower to add things and vice-versa. If the handseal is held the tower may be actively modified within its confines but the user will be unable to perform techniques during this time.
-Usable once per battle
-No S rank or higher earth jutsu next turn
-Modifications are bound to floors, walls and opening/closing entrances
-Can only be taught by Ushiro



(Doton: Koumaru No Ishi) Earth Release: Balls Of Stones
Type: Offensive
Rank: S
Range: All
Chakra Cost: 40 (+20 more for each 2 additional balls)
Damage: 80
Describtion: The user makes 4 hand signs and than he focuses his chakra into his hands and he launches 1 ball of stones from each hand at his opponent whose speed can be increased by Wind Techniques of B-rank and lower. This technique can be used with Hurricane Fist which destroys balls and makes small stones which will fly at high speed at opponent with same strength.
Note: Can only be used 3 times in battle.
Note: User can´t use any Water Technique in next 4 turns.
Note: Can only be taught by Migualon J.J.

Earth: Peble Dragon(doton: peble doragon)
Rank:S
Type:Attack
Range:Short/long
Chakra Cost:40
Damage Points:80
Description: The user slams his leg into then from ground a 2-ton boulder comes out infront of the user then small pebals from the big boulder come out and then the small pebals form into a giant rock dragon which is headed at the opponant.
*2 times per battle only

(Doton: Koudo Ame)-Earth Style: Earth Rain
Type: Attack
Rank: S
Range: Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: After the necessary hand seals, the user will infuse a large amount of earth with chakra then uplift it, raising it into the sky. Then form the material into a large amount of earth spikes. These will be sent crashing down upon the target covering a large area, cutting and piercing the target with large sharpened rocks. These projectiles are infused with chakra adding to their strength and lethality, making them hard as steel.
*Note: Can only be used two times in battle.
*Note: The user can't perform Earth Style next turn after using this jutsu.
*Note: Takes ten seconds to prepare the attack.
*Note: Faust can only teach this.

(Doton: Enchou kangoku) – Earth Style: Dome Prison
Rank: S
Type: Supplementary/Defense
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: This jutsu is used to trap an opponent in a dense dome of rock that rises up and imprisons the them, which can be further manipulated so that spikes will protrude from the inside of the dome piercing the target. The spikes cannot penetrate targets of greater density.
*Note: Can only be used 3 times per battle.
*Note: No S rank earth techniques the following turn.
*Can only be taught by McKnockout

(Doton: Tochi Kyojin) - Earth Release: Earth Behemoth
Type: Attack
Rank: S
Range Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will gather their doton chakra and the release it into the ground. Earth will then rise up from the ground in a form of a Behemoth up to its mid section. The Behemoth can spit out several spear like projectiles that can be use to attack the oppenent. The giant can also use its hands to attack the opponent.

Note: Can be used only once per battle.
Note: Last on the field until destroyed.
Note: Spear like projectiles are A-rank Doton Jutsu.
Note: It cannot move around the field.
Note: Moves made by the behemoth counts as 1 of the 3 moves per turn (shooting spikes counts as a move).
Note: No Doton jutsu while still on the field.
Note: Can only be use/taught by WastedMonkey.

(Doton/Suiton: Boukun Rokujou) – Earth/Water Release: Tyrannical Aggravation
Rank: S
Type: Supplementary/Defensive/Offensive
Range: Short
Chakra cost: 40
Damage points: N/A (80 damage if used to attack the opponent)
Description: The user will release their doton chakra into the ground to cause two colossal armoured prehistoric crocodile-like creatures composed entirely of earth (and coated in adhesive mud) to surface beneath or around their position, each being the same size as the A-Rank Stone Golem. The user will then focus their suiton chakra into each of the creatures to cause the humanoid crocodiles to secrete a dense layer of adhesive water (Similar to Water Release: Starch Syrup Capture Field) from every point on their gargantuan bodies, causing the already present layer of adhesive mud to fuse with the sticky water to make for a very dense, viscous and adhesive mixture. As a result the crocodiles become capable of traversing through even the densest and stickiest of mediums e.g. Swamp of the Underworld. This makes them extremely proficient in swimming through similar liquids, with their maneuverability being heightened the denser the medium they are traveling through. On land, these creatures are extremely sluggish, in water or when they are submerged with solid ground, they match the speed of an average aquatic creature, in adhesive mud and liquid metals, their speed is unsurpassed, partly because they aren't hampered by the sheer viscousity of such mediums. The composition of the adhesive water/mud-like layer grants it properties of being both extremely viscous and an unparalleled level of stickiness. The viscosity of the mixture makes it so that weapons or physical objects can only partially pass through it until they run out of momentum, making Taijutsu and Kenjutsu which involve physical interaction ineffective against these creatures, as the user's body/weapon will cling to them, preventing further maneuverability. This also translates to kunai, swords and other projectiles become trapped inside the mixture. Its stickiness also grants it the effect of being able to congeal semi-solid elements together such as: Sand, Gold sand and Iron sand. Rendering them ineffective as they can no longer reform and reshape, a property they depend on in combat. This interaction is similar to the 2nd Mizukage's oily water breaking down Gaara's sand, but on a much higher level, making it capable of affecting all sand-based elements. One final property granted by the adhesive water/mud-like layer is that the creatures become extremely resistant to burning and heat based elements (due to infusion of water), protecting the hard, rocky interior of the large beasts. Alternatively, these crocodiles can be used whilst the user is submerged in a swamp or they can be spewed directly from the user's mouth, meaning the user doesn't have to be in contact with the ground to use this technique. The crocodiles also possess extremely long jaws capable of biting down with crushing force and spiked tails which can be used for physical attacks. In terms of defensive capabilities, each crocodile can neutralize up to: S-Rank Fire, S-Rank Water, A-Rank Wind, B-Rank Lightning and B-Rank Earth. However, in neutralizing these jutsu, they will be destroyed in the process.

Note: Creatures last for a maximum of four turns
Note: Can only be used twice per battle
Note: Can only be taught by -Venom-
Note: Counts as 2 moves from the users 3 per turn limit.



(Doton/Suiton: Yurasu Bakuhatsu) – Earth/Water Release: Seismic Explosion
Rank: S
Type: Offensive
Range: Mid - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will focus their suiton chakra into the ground beneath the opponent doing 2 hand seals to saturate it with a large quantity of black flammable thick water, similar to that of the one produced in Water Style: Black Clouds, creating an underground reservoir of an intensely volatile fluid. In quick succession, they will string together two handseals whilst releasing their doton chakra into the floor below to cause the ground around their location to cause it to spiral inwards in a clockwise-like motion, generating a large amount of heat and frictional force in the process as the sink hole gathers momentum the longer it is allowed to proceed. This underground friction generates countless minute sparks which set the dark water source alight, resulting in an intense outward and upward slow explosion-like burst of molten rock, aflame dark water and sharp shards of debris. Whilst seemingly powerful, a vigilant opponent may detect the presence of the dark reservoir by noticing the small vibrations in the ground upon its formation which causes the ground to slightly "inflate" in response to the added volume. Furthermore, a moderate interval of time will need to transpire before the antilion-like formation gathers enough momentum to produce the necessary amount of frictional force required to ignite the water source. Conventional methods of offsetting the technique such as Chidori Nagashi and other electrical currents to negate the doton chakra in the ground will prove to be futile, as the electricity will simply serve the purpose of igniting the oil itself, resulting in an explosion regardless.

Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: Requires a cool down period of three turns before next use
Note: No other S-Rank or above Suiton user's same turn
Note: No S-Rank and above Doton in the user's next turn
Note: Counts as two moves



( Doton/Fuuton: Kaze no būdo~ū ) - Earth/Wind Release: Wind Voodoo
Rank: S-Rank
Type: Attack
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description:
The user does a sequence of 3 hand seals ( Rat - Tiger - Dragon ) and flowing earth chakra in the ground under and around the targets. With this done, it initiates the erection of 16 large earthen pillars that are 10m in height and very similar to lightning release 16 pillar bind. The pillars rise up immensely fast but don't directly act as an attack mechanism, though they can cause harm if directly hit by the fast pace rising pillars (20 damage). The pillars rise in a way to surround the target with the target as the epicenter and one blunt pillar also rising beneath the user to rise him above the soon to come mayhem, with the radius of the pillars formation covering a mid range radius. Each pillar has countless holes in them, all pointing inwards to the epicenter of the pillar's formation. Once the pillars rise, they shoot from the holes a mass amount of senbon like needles of wind that shred the target In a storm of wind needles with its raw cutting abilities, leaving all targets within the pillar's radius ripped up by the blast. This makes it dangerous for the user to even use if he's not long range from the opponent or lifted on his designated pillar, because if the user is within the radius of the pillars he'll be ripped up by the wind needles also.

• Usable twice with 2 turn cool down between uses
• Counts as two moves since using two chakra natures back to back
• The jutsu can be performed at long range, but the radius of the pillars is mid range only..
• No Doton or Fuuton above A-rank next turn.



(Doton: Seizon Honnou)-Earth Release: Survival Instinct
Type: Offensive/Defensive
Rank: S
Range: Short - Long (Made Short-range of the user with a long-range reach)
Chakra: 40
Damage: 80
Description:
This is a jutsu that was made specifically for use upon allied summoning creatures. The user will perform one hand seal and focus their chakra onto the summoned animal, by doing so they can create a strong earthen coating. This coating quickly spreads from the users point of contact with the animal, to and over the target limb (arm, leg, tail etc) until it has encompassed all of it. This protects that limb from attack while also allowing the animal to use it to augment their physical attacks, giving it more utility or killing threat. The earthen coating is very dense and this protects the creature from attacks (following elemental adv/disadv) while it can also be shaped into any form the user wishes though it cannot extend further than short range away from the creature. This technique can only cover one limb or body part at a time. The animal can also release the coating from itself simply by focusing its own chakra into the earth that is covering them, causing it to fall off quickly and harmlessly.

Note:
~Can only be taught by xHoudinii
~Can only be used twice per battle
~The user must have contact with the creature to use this technique
~The earth coating lasts four turns (unless cancelled or destroyed)
~No S-Rank or above Earth on the user's next turn



F rank

( Doton: Tanso genshi kumu ) Earth release: Carbon atom Organize
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra cost: 50
Damage points: N/A ( + 10 to user when activated due cell re-organizing. )
Description: User focuses large amount of earth based chakra on their cells and re-arranges their configuration converting their skin hard as diamond and turning it into black. This jutsu makes opponent less vulnerable to taijutsu, earth, fire, wind and water attacks while is more vulnerable to lightning attacks ( + 10 to damage ).
Note:
- This can be used once per battle
- It causes 15 damage to user
- User is weaker to lightning attacks
- No earth jutsus for one turn
- Can be only taught by Myartisablast
- Lasts three turns
 
Last edited:

Ushiro

Active member
Legendary
Joined
Apr 23, 2010
Messages
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Kin
768💸
Kumi
99💴
Trait Points
50⚔️
Lightning

lightening element : double lightening sabers cut (raiton :futae raiton gontuo kire)
Type:Attack
Rank: B
Range:Short-Mid
Chakra Cost:20
Damage Points:40 ( +10 at short range )
Description: by letting your lightning chakra through your hands , and making an lightening saber each one of them you can fuse it together in one X like slash directed at your opponent , or if you hit it directly to your opponent it will be more effective.

(Raition: Kumo's Onjou) - Lighting Release: Spider's Affection
Type: Offensive
Rank: B Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user performs 3 hand seals, sending his raition chakra below and around an enemy. Soon after this step has been completed, several lighting strings/ropes will burst out of the ground, latching itself onto the enemy (Wrists, Leg and neck), quickly pulling him down to the ground. If the user doesn't want to use this method, the user can use these lighting "ropes" as "spikes" instead. Making several spikes burst out of the ground under/around the enemy. Possibly killing him if not avoided in time. If the ropes/spikes of electricity makes contact with the enemy, the enemy's body will be paralyze for one full turn.

-Can only be taught by -Venom-
-Can only be used once every two turns.
-Lighting ropes can be used to wrap around something else, other than the enemy's body.



#13 (Raiton: Ningen Denchi)- Lightning Release: Human Battery
Type: Attack/Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage: 40 (+20 to A rank lightning and below)
Description: By generating electricity within his body, the user can increase the power of his next lightning jutsu. The electricity can also be discharged from the user's body to shock a nearby enemy.
-Usable 4 times per battle
-No earth or wind jutsu while the charge is present
-Can only be taught by Shin-Akira

Taught to: william24, -Venom-, -L-, Excalibur

(Raiton: Hishou Kyuutai) - Lightning Release: Flying Orbs
Type: Defensive/Supplementary/Offensive
Rank: A-Rank
Range: Short to mid
Chakra: 30 (self-sustaining but drains -5 per turn)
Damage: 60
Description: The user performs 2 handseals while concentrating raiton chakra around themselves to form 4 orbs of compressed lightning which would then rotate around the user 1 meter away from them. Each orb has the power of C-Rank compressed lightning and is 10 centimeters in diameter. If someone approaches the user and gets hit by one of those lightning orbs, they would receive C-Rank shocking damage while being placed off balance due to being hit and also being slightly shocked the moment they're in contact with said orb. Once an orb lands on a target, it disappears. While opponent is within the medium range radius, the user can direct those 4 orbs at the target from whichever direction they wish by a simple waving motion from their hand or weapon they are holding. When doing so, the orbs can either attack simultaneously or in quick succession. The orbs are self-sustaining so the user is free to use any other techniques when these orbs are active. If the user wants, he can also make the orbs merge together in different circumstances. For example, he can make the orbs merge into one gigantic A ranked orb which glows at a very bright light. This orb can be launched at the enemy at fast speeds. It can cause massive shockings and paralyze and as well as restrict a target's movements for the rest of the turn and the next. This jutsu can be cancelled at will by the user.

~ Twice per battle
~ Lasts for up to 4 turns
~ Must wait 1 turn to use again once the jutsu ends
~ Can only be taught by Klad



Raiton/Doton: Enkei Nokogiri)- Lightning/Earth Style: Circular Saw
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 60
Damage Points: 20x3
Desription: User Creates a Lightning Disk, making it slightly larger, and instead of throwing it aerially at an enemy hauls it to the ground. The Lightning Disk acts as a Circular Saw, that splits into 3 different smaller Lightning Disk that follow one after the other with a 1 foot gap in between each.
Note: Can only be taught by Loki.
Note: Can only be used 1 time per battle.

(Raiton: Denki bakuhatsu) Lightning Release: Electric Explosion
Rank: S
Type: Offense
Range: Short-Mid
Chakra Cost:40
Damage Points: 80
Description: The user starts by sending large amounts of raiton chakra above the palm of their dominant hand and then concentrating it into one tiny ball. Then the user throws the ball at high speeds at the opponent and as it reaches the opponent the user detonates the ball, causing an explosion that effects anything within short to mid range. Direct contact is fatal while being in the blast range causes paralyzation.
~This Jutsu can only be used twice per battle
~This Jutsu can only be used every 2 turns
~Can only be taught by Naruto41698
~The user can't use any Lightning Jutsu until they can use this jutsu again

Lightning Release: Internal Lightning Shock (Naibuteki raikou dageki)
Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a large amount of raiton chakra into their fingers they then stab their fingers into an opponent at close range releasing the raiton chakra violently shocking the opponent's internal organs causing organ failure
~Can only be used once per battle~
~Can only be used by me and who I teach~

raiton : doragon-ken- lightning style: dragon blade
Rank: S
Type: Attack/Defense
Range: short-long
Chakra Cost: 40 ( - 15 for each turn its in use )
Damage Points: 80
Description: by charging the user's lightning chakra, he shall focus it in an blade like huge dragon shaped lightning from his hand " like an dragon chidori spear " but it can be moved like huge link to so that its flicks able if the user want to, and can make huge damages to the opponent , and perfect against others earth jutsus.
~ can only be user 1 times in a battle ..
~ cant stay more then two turns
~ - 10 for each time its in use for the user's health " because it injures his hand

(Raiton: Keshi Makuga Hara) - Raiton Release: Blades of Honor
Rank: S
Type: Offense/supplementary
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: The user will channel Raiton chakra into the earth, channeling it underneath the ground, and with one handseal, spears or lighting will errupt from the ground, under the opponent, stabbing him from underneath.
Note:
-Can be used up to 1 times in a battle.
-doujutsu's can see through ground and can respond to it.
-Only those who has mastered Raiton can use this.
-You can't use any other lightning jutsus in the same turn, hence it will take up all your Raiton chakra.
-In the next turn, you can't use any higher then a B-ranked lightning justu
-Can be taugh only by Dr. House

(Raiton: hekireki taihou) - Lightning Release: Lightning Cannon
Rank: S
Type: Attack
Range: Long
Chakra Cost: 40
Damage: 80
Description: The user points both of his palms together and gathers his lightning chakra in his palms while leaving a distance between them then the user uses shape manipulation to form the lightning into a very condensed sphere of lightning energy that's more condensed than the Rasengan and has the same shape, then the user release the lightning chakra all at once in the direction of the desired place releasing a large beam of lightning that thrust at fast speed in the direction of the opponent.
- 3 times per battle
- No Lightning techniques higher than A-rank for 2 turns
- Can only be taught by ~Crow~

(Raiton: Dendou Kujo Shikata)Lightning Style: Electric Destruction Method
Type: Offense
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user weaves Hare->Rat hand seals, and concentrates their Raiton chakra in 7 places in their immediate vicinity. The user will form 7 azure spheres (size of basket balls) of potent lightning in any formation around them or in front of them. On the user’s command the spheres of lightning will fire countless others spheres of lightning that explode with great force and power upon impact. With the quantity, and speed of spheres being fired, if the spheres are formed in front of the user in formation, it is near impossible to dodge and must be countered. If they are not countered that will obliterate the opponent, by shredding them with their intense power and force.
-If sphere are not all facing the same direction and are in a circle formation around the user, each barrage can from one does B-rank damage.
-Can only be used twice
-Spheres can only be formed in the immediate vicinity of the user
-Can only be taught by Abon



(Raiton: Kyuuzou Furea) – Lightning Release: Surging Flare
Rank: S
Type: Offensive/Supplementary
Range: Short (Long range vertical reach)
Chakra Cost: 40
Damage Points: 80
Description: The user after channeling their raiton chakra throughout every chakra point in their body and performing the handseal sequence of Dragon → Serpent → Tiger, throws both of their arms upwards to release the chakra as a vertical cylindrical column of lightning which surrounds their body and travels up towards the sky. The column encases the user's body as its released and can be altered to have up to a radius of five meters around the user. If the opponent comes into contact with the column, they are suddenly thrown upwards and overloaded with a dangerous amount of raiton chakra, leaving their body paralyzed for two turns. The raiton chakra released via this method is oppositely charged to that of natural lightning, allowing this technique to be used to discharge storm clouds and hence prevent any lightning strikes. As a result, this technique is exceedingly useful in negating the conditions required for Kirin.

Note: Can only be Used Twice Per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Lightning in the user's next turn
Note: Deals 20 damage to the user.



(Raiton: Yuuetsusei no Kyohaku) - Lightning Release: Supremacy of Stella
Rank: C-S
Type: Offensive/Supplementary
Range: Short - Mid
Chakra cost: 15-40
Damage points: 30-80
Description: This is the brother technique to Lightning Release: Zeus' Control. The user will focus their lightning chakra throughout their body before releasing it in the form an outwards pulse which reaches the edge of mid-range in a radial direction in the blink of an eye. The pulse can just barely be perceived with the naked eye but it cannot be reacted to (as in blocked by a technique). The pulse is innately non-damaging and causes no harm to anything or anyone nearby. Its use lies in the fact that it imbues any inanimate non-chakra infused substances (or anything imbued with the user's own chakra) caught in its reach with the user's raiton chakra. The user will be able to now control said objects or constructs with relative ease through the use of hand gestures (in a similar manner to Lightning Release: Lightning Blades Levitation), either sending them towards a target as a projectile or maintaining focus to guide the direction of the objects. The objects will have a specific aura and color of yellow, with electricity running along the body giving the constructs a certain shock value when it comes to offensive property. With this jutsu, the user is able to take control of a large mass of rock and send it at the opponent or even something as small as a kunai to lift and guide its direction, in attempt to perform stealthy attacks. Any constructs taken over can travel up to long range and the chakra used for this technique will be split between all of the objects/constructs the user decides to take control of. Despite the fact that this jutsu imbues inanimate objects within mid-range with chakra near instantly, the opponent will likely realize a technique has been used due to the yellowish glow the affected objects develop, the hand gestures being made by the user to control the objects and the slight sounds of crackling lightning constructs/objects produce when they're manipulated. Logically, a C-Ranked pulse will only be capable of manipulating small tools such as kunais while an S-Ranked pulse will allow the user to manipulate colossal objects and constructs. The difference between this technique and Zeus' control is, the latter can only be used to take control of the opponent's techniques while this jutsu is used to control one's own techniques and non-chakra infused matter. There has been showcases of lightning moving along earth like substances without breaking them apart using this same concept (e.g. Earth/Lightning Release: Electric Rock Pillar). If the user leaves the area mid-range around where the pulse was first released before taking control of a construct, he/she will become incapable of putting this jutsu into effect.

Note: Can only be used twice per battle
Note: Can only be Taught by Noni
Note: Must have Mastery of lightning
Note: The construct is kept active for three turns
Note: Requires one turn cool down before use again
Note: Usable only on solid and logical objects/constructs
Note: Upon activating construct(s) with the usage of this jutsu, the user can not decide to suddenly take control of another contract unless with the usage of this jutsu a second time



(Raiton: raikou myaku) Lightning Release: Lightning pulse
Type: Attack
Rank: S Rank - Forbidden Rank
Range: Short-Long
Chakra Cost: 40 ( 50 If charges for 2 moves)
Damage Points: 80 (90 If charged for 2 moves)
Description: The user will make one handseal charging their raiton chakra and then forms another handseal which then releases a massive amount of electricity from their body. The amount of electricity that's released is based on how much raiton chakra they have charged. For instance, if the user charges it using enough chakra for two moves then the user can only use one more jutsu for that turn. But, will gain an extra rank in power. If Charged with enough chakra for two moves, this jutsu will release a massive amount of non focused electricity from the users body into the air and ground capable of destroying everything on the field and leaving a small crater in the ground around the user. The amount of chakra doesn't take more than a few seconds to charge since it's almost forced from the users body. If only charged for one move then it will release non focused electricity into the air and ground around around the user and opponent and will reach out to mid range.

Notes:

-No Raiton for the next turn if charged for Forbidden Rank.
-No A rank Raiton for the next turn if charged for only S rank.
-If charged for forbidden rank the user takes 20 damage due to the strain on the users body.
-No ninjutsu on the next turn just elemental jutsu.
-The electricity has enough amps and current to kill.
-Charging of 1 move = S rank rank.
-Charging of 2 moves = Forbidden Rank.

 
Last edited:

Ushiro

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Wind
D rank

#14 (Fuuton: Kōkū-Bin)-Wind Style: Air-Mail
Rank: D
Type: Supplementary
Range: Short-Mid
Chakra: 10
Damage: N/A
Description: With one handseal, the user creates a gust of wind that envelopes a distant shuriken or other small object and lets the user manipulate it in midair.
-Usable 3 times per battle
-Can only be taught by Katonpwnz

Taught to: Yashiro, Negative Knight, -Venom-, Baldy, -L-, Uzumaki Naruta

B rank

(Fuuton: Manako no Shippuu) – Wind Release: Eye of the Gale
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (+20 damage to anything which moves through the portal)
Description: The user will perform the Rat Handseal before focusing their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid/liquid objects, constructs or techniques passing through it will have their cutting capabilities greatly amplified, as the disc of wind provides them with a green coating of sharp wind chakra much like the one produced in Wind Release: Vacuum Blade. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. The layer of wind will amplify a construct's cutting properties to the extent, a thrown rock will become as destructive as a bullet, making this technique a very formidable weapon despite its non-offensive nature. This technique will only amplify the cutting capabilities of solid or liquid constructs e.g. rocks, kunai, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the cutting enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques e.g. Wind/Earth or Wind/Water.

Note: Lasts for two turns
Note: Can only be Taught by Negative Knight
Note: Can only be used four times per battle
Note: Cool down time of two turns in between uses
Note: Does not enhance speed of projectiles/techniques
Note: Only amplifies cutting capabilities of solid or liquid constructs
Note: Does not affect Fire or Wind-based techniques
Note: Portal of wind can be created a maximum of ten meters away from the user



#15 (Fuuton: Kyōfū no Jōshō) - Wind Release: Rising Gale
Rank: B
Type: Defense/Supplementary
Range: Short-Long
Chakra cost: 20
Damage points: N/A
Description: The user summons an upward wind current in order to halt the decent of falling objects or lift objects into the air. The scale, strength, and duration of the current can be customized depending on the task to be performed. Although the current cannot be changed once created, it may be cancelled whenever the user desires. This technique is capable of hovering a giant summoning animal above the ground but cannot lift it very high.
~Can only be used three times per battle.
~Cannot be used for offensive purposes.


Taught to: Vision, Negative Knight, Yashiro, Scaze, Baldy, Uzumaki Naruta

(Fuuton: Torikago ) - Wind Release: Birdcage
Type: Offensive
Rank: B rank
Range: Mid range
Chakra: 20
Damage: 40
Description: By performing two handseals, Rat -> Snake, the user will create a ball of dense Wind in the air above the opponent which is barely visible to the naked eye, but can be felt due to the energy of the Wind chakra it is gathering. Then by using shape manipulation, the user is able to form the ball of Wind into thin wires that spread out from the central point of the ball outwards into a dome of sharp, thin Wind-based projections that look like a bird cage around the opponent. Then by a snap of the user's fingers, the dome of sharp Wind projections would close in on the opponent with great speed, cutting him up within it.



#16 (Fuuton: Tobideru no Jutsu) - Wind Release: Popping Technique
Type: Attack/Supplementary/Defense
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user focuses wind chakra at certain points in range, manifesting small balls of pressurized air (max 6) which immediately burst and push away objects near them but have no effect more than 2 ft away. They may be created all at once or in sequence and each one is capable of knocking over an adult. While this technique won't deal much damage to enemies, it is a good surprise attack and could leave them open for additional attacks. If the user creates a ball beneath himself he may evade attacks by launching himself upwards and can do the same for allies. Defensively, this technique could deflect weapon strikes and projectiles with enough precision to even launch objects like shuriken back at the enemy.
-Usable once per turn
-Can only be taught by Ushiro


Taught to: Shady Doctor, Rayder, Zaphkiel, LonelyAssassin, xHoudinii

(Fūton: Aojiroi Dopperugengā)- Wind Release: Pale Doppelganger
Rank: B
Type: Attack
Range: Short
Chakra Cost: 20
Damage: 40
Description: The user of this jutsu will mold his Fūton chakra throughout his body to dart a short distance (5 meters) where, upon stopping, the user will convert his inertia into Fūton chakra to form a pale replica of himself made of wind to attack the opponent or object in a straight line along the line he stopped. This replica is ghost like in appearance and is an exact model of the user by height, weight, and density. It is essentially a well manipulated construct of solid wind that lasts exactly 5 seconds after the user has stopped and may take some time to perceive as it moves really fast and mows down the opponent having the same physical properties of dense, Fūton manipulations (such as Vacuum Blade). The user may also release the replica first along a linear path and then dash behind it or in the opposite direction.
Note: Can only be taught by Zaphkiel
Note: User will suffer +10 damage if he has collided with an object. He can however, shorten his sprint to 3 meters in the case of an emergency but jutsu will still cost 20 and damage will be reduced to 20.



(Futon : Kōha geirufan) - Wind Release : Hardliner Gale Fan
Type: Offense
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Cost: 40
Description:
The user manipulate wind chakra so that it gathers in their legs, they ill then proceed to back flip, the wind in their legs capable of making them faster and higher when they back-flip. When they back-flip they release an arc shaped gust of wind from the back-flip path of their legs that shoots at their opponent. The user doesn't have to actually make the backflip jump, since the gust of wind propels them anyway, making them backflip without them actually needing to do the action, meaning there doesn't need to be any solid ground for them to jump off and can be performed whilst airborne. And so because it can be done airbourne the jutsu can be performed twice in rapid succession to get even high and to emit arcs of wind one after another. User can alternatively perform a roundhouse kick and fire a horizontal arc of sharp Wind from their leg with a 5 meter width that travels in a linear direction but can be fired upwards or downwards for if the user is in midair, this is without the need of a backflip and covers a wider area than vertically.
-Can only be taught by LonelyAssassin


A rank

(Fuuton: Kaze tengai ) - Wind Style: Wind Dome
Type: Supplementary/Attack
Rank: A
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user creates a dome filled with wind with their chakra.
When your opponent is inside, the wind will blow them around, causing them to hit things. Each time they hit something, you get more chakra. This jutsu is like a chakra monster

(Fuuton: Kaze Kei Kadou) Wind Release: Wind Whip Vortex
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will begin to compress a large amount of chakra into their hand, forming it into a whip made out of the wind. The user will then swing the whip towards the opponent, releasing multiple vortexes of wind towards him.
Note:
-After the vortexes are released the whip will dissipate
-can only be used 3 times per match

[Fūton: uyoku enzeru] - Wind Release: Take Flight
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage: 60
Description: the user gathers a lot of wind chakra into his back creating 2 large wings and 2 small wings made out of wind , the 2 large wind wings can be used to fly or to guard the user against incoming attacks, and the 2 small wings are made to increase the speed of the user while he's flying in the air, when the user activates this technique , he's pushed into the air upwards from the thrust of the wind that comes out of his back.
- 4 times per battle.
- as long as this technique is active the user cannot use any fire based techniques
- Can Only be used by ~Crow~

(Futon: Taisan) Wind Style : Disperse
Type : Defense/Supplementary
Rank : A
Range : N/A
Chakra cost : 30
Damage points N/A
Description : The user is able to disperse his body into the wind, making the user one with the wind. The user can decide where he wants to reform back to his original state. Can be used to avoid incoming attacks.

Note : Can only be used Once per battle
Note : Only used/taught by ~Yondaime~
Note : Takes time to reform back into user's original state.
Note : Dojutsus such as sharingan and byakugan can see the user of this jutsus chakra flow as he disperses into the air.

Fuuton: Yokaku Tatsumaki | Wind Release : Foreboding Tornadoes
Type: Offensive/Defensive
Rank: A
Range: Short - Long.
Chakra: 30
Damage: 60
Description: The user release their Fuuton chakra, and by performing the "Snake" handseal creates four tornadoes in a square formation around the opponent; the Tornadoes being capable of being as big as "Four Pillar Bind". The four tornadoes generate a fair amount of pushing force that is all released center-wards towards the opponent. The pushing wind has little offensive capabilities but it does make it much harder for the opponent to move as they're constantly being pressured by opposing conflicting winds. The tornadoes quickly begin to release the Wind blades that they are comprised of towards the opponent, over the space of a few seconds the Tornadoes release all of their wind blades, resulting in the Tornadoes completely disappearing. The countless blades slicing through the practically immobilized opponent leaving nothing but minced meat. Projectiles that enter the Tornadoes domain are sped up due to the pushing winds. By performing the "Ox" handseal, the user can make the Tornadoes move, they all move along the "square" either to the left or the right. Alternatively this can be used as a defense, creating the tornadoes around yourself, in which case the Tornadoes wind pushes outwards, while the blades are also released outwards.

Note:
- Can only be used 3x
- No wind jutsu above S rank for the next two turns
- Projectiles speeds are still traceable by the naked eye, albeit it might be just barely and only affects basic ninja weapons



Fuuton: Handan no Rixyuutsume(Wind Release: Dragons Claw of Judgement)
Type: Attack
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will perform the dragon hand seal then release their wind chakra into the air and form it into 3 swords the user will then shoot them up into the sky to the point were they are not visible, the user will then gather wind chakra onto the three sword to form Claw made of 3-Blades, the user will then direct the claw towards the opponent hitting the opponent causing devastating damage and making a 3' crater appear.
Note: Can only be taught by Rohasu



(Futon: Itsuwari Usu)- Wind Release: The Deceitful Vortex
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:The user simply forms the mundane Dragon hand seal, putting his hands together, outstretched at chest level, his arms pointing at whichever direction he pinpoints this technique towards. Essentially, in the desired direction of the user, the user will manipulate the air currents in that location, controlling the air to spiral in whatever manner he/she desires, forming a vortex of wind, by manipulating the currents, whose size can range from the size of a limb, accentuating to the size of a slightly overlarge human. It's most primary function, is to use it in conjunction with other elemental techniques. Due to this technique stemming from the manipulation of air currents, the user can, immediately after using an elemental technique, almost in quick succession use this, manipulating the air currents around the technique to spiral and spin, causing the technique sent to be given a spiraling motion, which further accentuates its strength and impact. This technique can be used in conjunction with any Fire, Water, Mud-based Earth Techniques, and even Wind techniques, though not Lightning, of whatever rank. The spiraling motion added to the technique would amplify its impact, increasing its damage by a rank(essentially, +20). In that manner, this technique works in a similar fashion to Wave of Inspiration, being capable of using it right after the previous technique, almost successively. When combined with this technique, the spiraling motion of any technique would cause it to move faster.

Notes:
~ Can only be used 3x per battle
~ Works on techniques up to A rank.



(Fuuton: Kotai kōkū Tekunikku) - Wind Release: Solid Wind technique
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60 (If used offensively)
Description: By using wind chakra, the user will release it into the air in front of them. With the wind chakra, they will manipulate the air to become more solid, 'solidifying' the air, into something that would allow the user to physically interact with. With the use of shape manipulation, the solidified air could be shaped into a multitude of items, like kunai's, hammers, swords, etc. Each offensive action done by these solidified weapons would be able to slice through even the thickest materials due to the slicing and sharp properties of wind (According to elemental strengths & Weaknesses). It can also create shields of slicing winds, about the size of 3/4 the users body, used for defense that is able to defend against lightning techniques, or offensive physical actions like taijutsu or kenjutsu. With the use of a single handseal, the user can choose to make the solidified weapon or item they created previously to burst into a net of slicing winds upon impact, enveloping the target and continuously deal slicing damage to the target for as long as they remain within the net. (Basically, once the weapon made of solidified wind hits a target, it would explode into a net via shape manipulation. The wind would be more concentrated and the net would be touching the targets body, making it cut the body parts its touching.)
Notes & Restrictions:
- Can only be used 3 times with a two turn cooldown
- Only teachable by Ace.
- The 60 damage only applies to the one handseal and creation of the net; if the net is not created, and only the wind weapon hits, 20 damage points will be decreased from 60.
- The solidified items created from this technique must be bigger than a hand, while being smaller than the user. (To avoid people making tiny, tiny balls or something.)
- Once the net is formed, the user will only be able to perform wind based techniques to maintain the net's shape. So basically, if you use the handseal to create the net, you can only use wind jutsus unless you want the net to disappear into thin air.
- Net can only go up to short range.



Fuuton: Eiei Kyuu | Wind Release: Pulling Sphere
Type: Attack/Supplementary
Rank: A
Range: Mid-long
Chakra: 30
Damage: 60
Description: The user first gathers wind chakra in either of his hand and throws it either in a forward or diagonal direction in form a sphere which would be the size of a person's head. With the sphere in position, it starts pulling things towards itself with immense force. With the nearby small objects within the sphere, due to the sheer pressure in the core, it suddenly explodes sending out the objects and particles in all directions except for the side of the user who would remain protected. The other variation of this technique is the user can divide the one big sphere into smaller ones and place them according in their positions utilizing chakra.

Note: Can only be used thrice per battle
Note: Needs two turns cool down between each use
Note: The user must be mid-range away from the technique to avoid getting throwed away
Note: Can create upto 10 smaller spheres
Note: The sphere can suck in small weapons and particles but not big objects like summons or human beings.
Note: Can make a human go off balance if the sphere is near him/her
Note: Can only be taught by Excālibur



(Futon: Jougo)- Wind Release: Funnel
Type: Attack
Rank: A Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user first creates a clone then with that clone both of them gather up Fuuton chakra within their bodies. Once a sufficient amount has been gathered the user and his clone both perform a sequence of 3 hand seals. After doing the hand seals the user or the clone raises their hands to the sky and releases a translucent disk of wind chakra 10m into the air. The disk rotates rapidly and drifts off in whatever the direction the user's hands direct it. Once the desired location is reach the user will clap his hands causing the rotation from the wind disk to "exhale" basically releasing a violent column of rotating wind on whatever it is over top of. While this is happening the clone releases yet another translucent wind disk which travels by ground. Same principles apply it goes in the direction of the clone's hands. Once the disk reaches the desired location the clone claps his hand causing the disk to erupt into a column of rotating wind. When the two disks are below and above each other a funnel effect happens as the two disks rotate opposite each other. Along with the opposite rotations the direction in which the column of air is released are also opposite which would produce rapid lifting then floating in mid air. The bottom disk sends something up and the top sends something down while the two columns shred whatever is in between the two disks. When the columns aren't directly above/below each other, they can act alone but with lower degree of affects. The one above will have enough wind power blowing down to pin enemies to the ground and do B-rank cutting damage, while the column below someone would rapidly and violently toss someone upwards while doing B-rank cutting damage.
Note: Both Disks are 5 meters in diameter and can lift up even summons like the human sized toads.
Note: Must have a clone or partner (other member) that has learned this jutsu.
Note: counts as 2/3 per turn
Note: Can only be used 3 times per battle
Note: Can only be taught by Shady Doctor



S rank

Fuuton:kaze hando|wind style: hand of wind|
Type: Offence/defence
Rank:S
Range:short
Chakra:40
Damage:80
Description: The user concentrates fuuton chakra into his hands creating a vortex of wind around his hands.This vortex of wind is as sharp as a blade.Now the user can attack the his opponent only head on and he can use his hands to defend even against lighning justsu's of rank S and below and it can also be used to deflect kunai's and shurikens
NOTE:
can only be taught by igneel
no hand seals required
cannot use any wind jutsu of A rank and above for 2 turns
Can only be used three times

( Fuuton: Hashira yari ) - Wind release: Pillar spears
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40 ( - 5 to user when he/she uses the spear as weapon )
Damage points: 80
Description: User will send some of his wind chakra into sky and form out clouds. After the user has formed out clouds multiple Spears of wind will rain down at the opponent. Skilled opponent can see through this jutsu with or without any dojutsu. The landed spears will stay sticking out from the ground so they can be picked up and thrown at the opponent.
Note:
- Can be used twice per battle
- Costs 5 chakra if spears are used as weapons

#17 (Fuuton: Henka no Kaze)- Wind Release: Winds of Change
Type: Attack/Defense/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (+15 each turn active)
Damage: 80
Description: The user forms 3 handseals to generates and control wind currents throughout the battlefield that can vary in strength from a breeze to wind capable of lifting large buildings. The user must keep the last hand seal held to maintain precise control of the currents and continue the jutsu.However a fire technique of A rank or above can cut the control of the wind currents
-Usable twice per battle
-No A-rank or higher wind jutsu for the next 2 turns
-Can only be taught by Shin-Akira

Taught to: Teno, Scaze, Negative Knight, Uzumaki Naruta, -Yard-, Noni

(Fuuton: tora no Kamikaze) Wind Release: Tigers of the Divine Winds
Type: Offensive
Rank: S
Range:Short-Mid-Long
Chakra Cost: 40
Damage Points:80
Description: After a series of four handseals, the user will release his chakra on the atmosphere, shaping the wind from his surroundings into 4 tigers. The tigers then will run at high speeds towards the opponent (at approximately the same speed of a living healthy tiger). The user predetermines where and how the tigers will run towards the opponent, then after releasing the tigers, the user is unable to alter their curse, as they go auto. When the tigers (or the closest tiger) come(s) into short range of the opponent, he/they launch himself/themselves like a torpedo, rotating at high speeds slashing and hitting the target.
-Can only be used twice per battle
-No other wind related techniques on the same turn and the following
-Can only be taught by Gin-San

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

Fuuton: Kōha Taika | Wind Style: Gale's Vein
Type: Attack
Rank: S-Rank
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description:
The user claps his hands in front of him whilst channeling mass amounts of wind chakra between his palms in order to create a tiny "seed" of Fuuton in his dominant hand. The seed is created in a split second, letting the user then touch the surface of an earth structure or the ground to initiate the technique. After touching the ground or the earth structure, the seed swiftly drills into the earth to any point on the field up to 20m away from the user, and like any other seed begins sprouting on its own will. The seed sprouts into large "veins" that spread throughout the earth with haste, almost as if it was infecting it. If used on the ground, the veins spread into a short range radius with the seed itself as the center. If used on structures made of earth, it will spread all the way through the structure until the veins completely inhabit the inside of the structure. Once the veins have fully spread, the wind the veins are made of begins violently rotating and expanding at a fast rate; affectively destroying the earth from the inside out. The veins continuously expand until finally creating a massive dome reaching mid range in all all directions with the seed still as the epicenter of it all.

• Usable 2x
• Two turn cool down between uses
• No other wind in the same turn

 
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Ushiro

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Ninjutsu
C rank

#18 (Himitsu Kassō Hōhō) - Secret Gliding Method
Type: Supplementary
Rank: C
Range: Short
Chakra: 15 (+5 each turn active)
Damage: N/A
Description: This jutsu gets its basis from the technique a shinobi uses to walk across the surface of water. To perform it the user must emit a constant stream of chakra from the bottom of his feet which will make him hover just above the surface of the ground. The user then proceeds to emit stronger chakra streams from any side of his feet to act as a propellant and allow the user to seemingly skate across the ground. This can be done without moving but the user can gain speed faster by moving his body in a similar fashion to an ice skater. While on a level surface, the user can reach sprinting speed in 8 seconds if only propelled by chakra. Of course, this technique works on water as well.
-Lasts up to 5 turns


Taught to: Mathias, Gitanshu, Enzup, Broly, Igneel, Abon

#19 (Bakuhatsu-tekina Shūsei no Jutsu) - Explosive Modification Technique
Rank: C
Type: Attack/Supplementary
Range: Short
Chakra cost: 15 (+2 per additional tag)
Damage points: 30 (+5 per additional tag)
Description: This technique allows the user to modify the explosion of an exploding tag(s) to suit his needs. The user imbues a tag with chakra focused in different areas of the tag. It serves to divert the force of the explosion away from the chakra, allowing the direction, size, and strength of the explosion to be changed. For example, the user could place a tag on a tree and cause an explosion which only makes a 3 inch wide hole in it by diverting all of the energy of the explosion toward the tree and limiting its range. If the user is in contact with a tag exploding away from him, he will be blown back by the recoil unless he braces himself or reduces it's strength.
-Max 3 tags per use
-Tags can be detonated whenever the user wishes


Taught to: Negative Knight, Gecko, Noni

(Ninjutsu: Buttai Hensa) - Ninja Arts: Projectile Deflection
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: After throwing a chakra infused kunai, shuriken etc. or any other projectile upto C-Rank which is imbued with user's chakra, user focuses on that projectile's chakra which is of his own, and by hand gestures he can control/change the direction of that projectile in mid-air.

Note: -Can only be used on 4 projectiles at max in one usage.
-Can only be taught by Enzup.



[Kagami Genkaku No Jutsu] - Illusion Mirror Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15
Damage Points: N/A
Description: This is a simple ninjutsu technique based on the principle of the clone technique that are used to project an illusionary image of the user and also based on projecting the sound to different areas using chakra, but instead of cloning the user's own image as illusions and the voice of the user, the user projects the voice and the image of a technique that's used by him or his opponent, meaning that if the user shots a fire technique for example the user can project the image and sound of the fire technique somewhere else, cloning the technique's shape and sound causing after images to form of the technique that's replicated anywhere on the battlefield heading for the opponent's direction or stationary depending on the cloned technique, this distracts the opponent due to him not knowing which technique is real and which isn't, this can be used to replicate nearly all techniques that the user uses or the opponent's according to the situation at hand, providing that it's a projected technique that can be shot [lightning/wind/fire/water] or just stationary techniques [Earth, Ninjutsu], due to the images being only illusions it won't cause harm to the opponent, only confuses him.

Can only be used 5 times per battle.
Can only be taught by ~Crow~

A rank

Freestyle art Power legs = Furīāto Pawā ashi
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.

S rank

Name: Ninpou: Kyojin no Jutsu (Ninja Art: Juggernaught Technique)
Rank: S
Type: Supplementary
Range: Self
Chakra cost: 60 (10 every turn to keep it activated)
Damage points: N/A
Description: This technique allows the user to increase his toughness and strength by a great amount, for a certain amount of time. By diverting a great amount of their chakra into their muscles tissue and skin, the user can harden his body and muscles with a great amount. The technique itself takes a few seconds to fully activate, but in those few seconds the user will grow in a rapid rate, and approximately become twice as big as he was before. The user’s skin will be close to Corundum in hardness, (or what would be a 9 on the Mohs scale) and his bones just as hard, his strength will rival that of Tsunades at her best. The great physical growth comes with some disadvantages, the user cannot use any elemental ninjutsu or any Genjutsu while this technique is activated, aswell as their speed becoming considerably slower due to the bulky mass and he cannot use any S-ranked and above techniques the turn after this technique has been deactivated.
Notes:
• Can lasts for 5 turns.
• When this technique ends the user will not shrink back to his normal size, but his muscles bones and skin will return to its former state.
• Can only be taught by ZeroG.
• Can only be used twice per match.

#20 (Kuro Nokogiri)- Black Saws
Rank: S
Type: Attack/Defence/Supplementary
Range: Short-Long
Chakra Cost: 40 (+10 each turn to maintain)
Damage Points: 80
Description: After performing four handseals the user creates up to 12 black saw blades made of highly condensed chakra created short range of the user but can be manipulated at a distance in any direction. They are 3 ft in diameter and can be turned vertically to block attacks or cut through obstacles by spinning them at rapid speed, capable of competing equally with elemental techniques. They can also be used as platforms to stand on.
-Usable twice per battle
-Cannot be used again until two turns after this jutsu ends
-Lasts 2 turns
-Other jutsu can be performed while maintaining this one



Name: The Adrenaline Rush (Kōfun jōtai)
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.

(Kuchiyose - kashakutaku ) - Summoning: Torture table
Type: Attack
Rank: S rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: The user will perfrom 3 hand seals and slam their hands to the ground performing a special summoning. Suddenly a table like that from a mental institution will shoot up from the earth swiping the targets feet from under them. As this happens the straps on the table will shoot up around the target binding them to the table. The person bound is anable to use their arms or raise their head at all due to the straps that bind them in place. As they are bound, 2 earth clones dressed like mental doctors with scalpels in hand. The table is made of metal and the bands are made from rubber so that lighting wont work.

Note: Useable once
Note: Target must be distracted
Note: User cant use elemental jutsu while concerntrating on this jutsu.



F rank

(Heishi mune houmen) - Dying Will Release
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra Cost: 50
Damage Points: N/A
Description: The user releases 90% of their remaining chakra into a force known as the user's "Dying Will", the user's 5 senses are pushed to the Max, also it greatly increases the users reaction time dramatically improved ten fold, but this jutsu takes alot of pressure on the user's body
Note: can only be used once per battle
Note: only lasts 3 turns
Note: after using this jutsu is cancelled, the user can only used B and below ranked jutsu
 
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Ushiro

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Locusts


#6 (Kuchiyose: Kanshinin) - Summoning: The Watchers
Type: Summoning
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: N/A
Description: The user wipes blood on his summoning tattoo to summon four normal sized locusts that are mainly used to scout an area utilizing honed senses: The sound of footsteps can be heard from 10 meters away and they can feel slight disturbances in the ground that reach them if they are on it. They can communicate telepathically with the user and other locusts up to 7 meters away. From further away they must relay messages across to other locusts and the summoner. There are many others like them so they can be easily replaced.
-Can stay for 4 turns
-Must have signed the locusts contract



#1 (Inago no Mure) - Summoning Technique: Locust Swarm
Rank: B
Type: Summoning
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user wipes blood on his summoning tattoo to summon a swarm of about 500 locusts, each 8 inches in length, that can clone themselves to cover a large area and surround opponents. They are capable of transporting people and objects far distances.
-Lasts for 5 turns
-Cloning counts as one of the user's moves
-Must have signed to the locusts contract

#2 (Kuchiyose: Netsu) - Summoning: Netsu
Type: Summoning
Rank: A
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user wipes blood on his summoning tattoo to summon Netsu, an orange-brown locust 4 meters in height known as the flame locust. With a fire affinity he can perform fire jutsu the summoner knows up to B rank that do not require handseals. By rubbing his legs against another part of his body Netsu may produce a genjutsu inducing sound which makes opponents feel like they are surrounded by raging flames that obstruct their vision and make it difficult to hear.
-Can be summoned once per battle
-Can stay for 4 turns
-The genjutsu is B-rank and mid-ranged and can only be used 4 times per battle
-Fire jutsu and genjutsu count towards the summoner's 3 moves per turn.
-Must have signed the locusts contract

#3 (Kuchiyose: Hado) - Summoning: Hado
Type: Summoning
Rank: A
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user wipes blood on his summoning tattoo to summon Hado, a dark brown locust 4 meters in height known as the earth locust. With an earth affinity he can perform earth jutsu the summoner knows up to B rank that do not require handseals. By rubbing his legs against another part of his body Hado may produce a genjutsu inducing sound that makes opponents see a dome of earth suddenly form around them, leaving them in complete darkness and cut off from outside sounds.
-Can be summoned once per battle
-Can stay for 4 turns
-The genjutsu is B-rank, mid-ranged and can only be used 4 times
-Earth jutsu and genjutsu count towards the summoner's 3 moves per turn.
-Must have signed the locusts contract

for Netsu and Hado

#4 (Kuchiyose: Aogi) - Summoning: Aogi
Type: Summoning
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user wipes blood on his summoning tattoo to summon Aogi, an light blue locust 4 meters in height that carries a giant folding fan and is known as the air locust. With his wind affinity he can perform wind jutsu up to A-rank that do not require handseals unless they can be performed using a fan. He effortlessly wields his fan even though it is more than half his size.
-Can be summoned once per battle
-Can stay for 4 turns
-Wind jutsu count towards the summoner's 3 moves per turn.
-Must have signed the locusts contract


#5 (Sōdaina Inago wa Kokyū) - Summoning Technique: Grand Locust Kokyū
Rank: S
Type: Summoning
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user wipes blood on his summoning tattoo to summon Kokyū, a giant locust the size of Gamahiro who rules all locusts. He has pale white eyes and a steel-hard shell that is dark red in color and carries a flame-resistant pouch full of potent explosives. He has an affinity for the wind element and can create a powerful S-rank tornado that draws objects into his mouth making it possible for him to consume entire forests and even buildings that are broken to pieces in the tornado (only usable twice and counts as one of the user's moves). He can perform wind jutsu that the user knows up to S-rank that do not require handseals and it is possible for him to clone himself like Katsuyu by spitting into multiple forms but counting towards on of the users 3 moves per turn.
-Can only be summoned once
-Lasts for 5 turns
-All techniques used by him count as one of the summoner's moves
-Must have signed the locusts contract

#6 (Kuchiyose no Jutsu: Kaiyō Bumon) - Summoning Technique: Marine Division
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user wipes blood on his summoning tattoo to summon three locusts each 5 meters tall. They all specialize in the water element, individually capable of using B rank and below water jutsu that do not require handseals. Working together they are at their strongest. In collaboration, these locusts can produce a large volume of water around them in the form of a giant humanoid creature controlled by the locusts that remain connected to it or else they will lose control. (A rank) It can attack using its arms and legs which can extend to reach distant targets. (Mid range normally/Long extended) The locusts can use this creature to perform water jutsu A rank and below, forming any needed handseals using its hands.

-All techniques used count toward the user's three moves per turn including creating the water human
-Lasts for 4 turns
-Other locusts of the same kind exist
-Must have signed the Locusts contract



#7 (Kuchiyose: Sōdaina Inago wa Jishin) – Summoning: Grand Locust Jishin
Rank: S
Type: Summoning
Range: Short
Chakra: 40
Damage: N/A
Description: The user wipes blood on his summoning tattoo to summon Kokyū, a giant locust 100 meters in height also known as the “Plague of the Land”. This title stems from an extreme passion for both exploration and destruction. It is said that whenever he appears in an unfamiliar place the entire landscape is left unrecognizable after his tirade subsides, though this is merely a rumor. Kokyū has pale white eyes and a steel-hard body that is dark grey in color and carries a large pickaxe capable of inflicting A rank physical damage. He is a master of the Earth element and as such can perform S rank and below Earth jutsu that do not require handseals. Due to his great size and tough body, he is immune to ninjutsu B rank and below, and earth jutsu A rank and below.

-Can only be summoned once
-Lasts for 4 turns
-No other summons at the same time
-No summons for two turns
-All techniques used by him count as one of the summoner's moves
-Must have signed the locusts contract
- When his axe is used for A rank damage it counts as move per turn



Jutsu

#21 (Inago no Parēdo)- Locust Parade
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage: N/A
Description: Any locusts the user has summoned rub their legs against another part of their body in harmony with others and produce a genjutsu-inducing sound. In the illusion, a large swarm of locusts fly around the targets that prevent them from seeing or hearing anything else. Locusts and the summoner are unnaffected.
-Usable 3 times per battle
-Lasts for 2 turns
-Must have signed the locusts contract
 
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Ushiro

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Hydras


#1 (Hidora Kuchiyose no Jutsu: Vulcanus) – Hydra Summoning Technique: Vulcanus
Rank: S
Type: Summon
Range: Short
Chakra: 40
Damage: N/A
Description: After drawing blood and forming the Snake, Ram, and Monkey handseals, the user summons Vulcanus, also known as the King of Fire Hydras. He is completely red in color with a dark yellow underside, several scars near his eyes showing his years of fighting. He is roughly 70 meters tall with exactly 8 hydra heads , all which carry the regeneration ability of the contract. He is a harsh and cold hearted Hydra, even to his summoners and doesn’t treat them with respect unless they earned it. Vulcanus, as his name might suggest, is a Hydra of the fire element and is able to use S rank and below Fire release that do not require handseals except those released from the mouth. When utilizing techniques released from the mouth Vulcanus can split the attack between any of his heads to a maximum of 5, each one producing a weaker version which combined are the same strength as the original. Vulcanus is most known for his ability to create and wield giant weapons/shields made of solidified fire. This is done by at least 4 heads collaborating to condense, shape, and solidify raw flames; each creation equal to A rank. The number of weapons/shields he can create at once corresponds to the number of heads he has. (4:1, 8:2, 12: 3, etc) His great size makes Vulcanus immune to techniques B rank and below.
-Can only be summoned once per battle
-Lasts for 4 turns
-All techniques used count toward the summoner’s 3 moves per turn.
-Must have signed the Hydra contract to use



#2 (Hidora Kuchiyose no Jutsu: Jupiter) – Hydra Summoning Technique: Jupiter
Rank: S
Type: Summon
Range: Short
Chakra: 40
Damage: N/A
Description: After drawing blood and forming the Bird, Hare, and Ram handseals, the user summons Jupiter, the King of Lightning Hydras and supreme leader of all Hydras. He is 100 meters tall in height, rivaling Gamabunta in size. His scales are of a dark purple hue and he naturally carries the most heads of the contract; 10 in all. Jupiter is harsh, stubborn, and quite egotistical for a leader, but is still a highly respected figure of authority among Hydras. Related by blood to the other Kings, he is the eldest brother and by far the most powerful of them all. He is affiliated with the element of Lightning Release, and is able to use it up to S-rank without the need of hand seals (claws and tail can substitute the use of hands for jutsu like Raikiri), and is immune to the element up to A-rank due to his sheer size. Whenever Jupiter is summoned he passively leaks ration chakra into the air which creates dark thunderclouds composed entirely of ration chakra that are solely for his use and are merely supplementary (can't be used for Kirin). He is able to use the lightning from these as a source of his lightning and be able to attack with any suitable lightning technique from it. By passively spending one of the user's 3 moves per turn, Jupiter can utilize his mastery of lightning jutsu to increase the rank of his next lightning jutsu by 1. S ranks will not go up in rank but gain +20 damage. However, this can only be done once every other turn and twice per battle.
-Can only be summoned once per battle
-Lasts for four turns
-Lightning jutsu count as a move of the user
-Must have signed the Hydra contract to use
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#3 (Hidora Kuchiyose no Jutsu: Neptune) – Hydra Summoning Technique: Neptune
Rank: S
Type: Summon
Range: Short
Chakra: 40
Damage: N/A
Description: After drawing blood and forming the Snake, Ram, and Horse handseals, the user summons Neptune, also known as the King of Water Hydras. He is completely blue in color with a black wave-like pattern across his underside. He is roughly 80 meters tall with exactly 8 hydra heads, all of which carry the regeneration ability of the contract. Neptune is known for having a violent temper, even more so than his brothers Jupiter and Pluto. As the ruler of the seas and a master of the water element Neptune can use S rank and below Water release without the use of handseals. His water jutsu exhibit increased range, short-range techniques increasing to mid, and mid to long. When utilizing a technique released from the mouth the attack may be split between any of his heads to a maximum of 5, each one producing a weaker version which combined are the same strength as the original. Neptune’s signature technique creates a giant trident of S-rank power from a water source. If he pierces a target, Neptune can inject them with a massive amount of water, dealing damage that in most cases causes the target to violently explode. Both creation and injection cost a move each but can be done in the same timeframe. His resilient scales and great size leave him unfazed by physical/elemental techniques of B rank and below.
-Can only be summoned once per battle
-Lasts for 4 turns
-Trident can be created twice per battle and is destroyed when injection is used. One-turn cooldown.
-All techniques used count toward the summoner’s 3 moves per turn.
-Must have signed the Hydra contract to use



#22 (Hidora Geijutsu: Andāwārudo Gundan) - Hydra Arts: Underworld Legion
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user slams their hands on the ground to cause twelve Hydra heads to erupt from the ground within short range and extend toward a target to attack them. Weaker attacks that aren’t fire or lightning based cannot weaken this jutsu as destroying the heads any other way will cause them to multiply and regain their lost strength. They can also make a decent barricade due to their tough scales.
-Usable three times per battle
-Each head is 1 meter wide
-Must have signed the Hydra contract to use

 
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Ushiro

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Genjutsu
A rank

#23 (Genjutsu :Mattaku kyōfu)-Illusion Technique: Stark Fear
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The opponent is placed under a genjutsu where the person he fears most appears next to him and lifts him by the throat which cuts off his airways and prevents his jaw from opening. The target's body starts to become limp as he struggles and his vision fades to black, leading to unconsiousness.
-Usable 2 times per battle
-Target stays unconcious for one turn after
-Can only be taught by Shin-Akira

Taught to: Gitanshu, Professor Namikaze

Genjutsu-Never Ending Pit Of Death
Type:Supplementary
Rank:A
Range:Short
Chakra Cost:30
Damage Points:60
Description:The user cast a genjutsu on the opponent to make it seem as if a huge hole formed under him and he is falling to his death. While the opponent is in the midst of the jutsu, the user may finish him quickly or slowly torture him until he dies.
Tip: It is best used when your opponent is making handseals
* Can only be used once a match*
*Can Only Be Taught By ROTM*

#24 (Genjutsu: Kōseina Gēmu) - Illusion Technique: Fair Game
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: After forming the handseals Ram -> Snake, the user inserts chakra into the target's brain and creates an illusion in his mind where he finds himself in the middle of a forest and hears someone snap his fingers. When the sound is heard, dozens of arrows fly out of the trees and almost instantly pin the target to the ground or nearby tree. The target can see ignited exploding tags on the arrows that hiss loudly but never explode which may cause him to panic. In reality he feels like he cannot move his body and is standing still, leaving him open for an attack.
-Usable 3 times per battle



Genjutsu: Chien Taimu | Illusionary Technique: Time Delay
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will cast a genjutsu towards the opponent by disrupting their chakra flow in their brain. The user will simply point towards the opponent and make a single hand seal Tiger to put them under this genjutsu. While the opponent is under this genjutsu, any action performed will be delayed by two seconds. Either it's a jutsu, any form of taijutsu, or even running. The person under this genjutsu, they will think that they are performing the action right away but may not notice what is actually happening. Whatever is performed it will be delayed by two seconds.

Note: Able to use three times in battle
Note: Must have Mastered genjutsu
Note: Lasts two turns unless broken
Note: Can only taught by -Vision-



(Genjutsu: Indoafisshu)- Indoor Fish
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique is a technique designed for torture. Activated through the snap of a finger, the user places the opponent in an illusion where several skeletal, carnivorous, aggressive fish materialize around the opponent. Upon its materialization, the fishes proceed to devour the opponent in any way the user intends them to; whether by robbing them by their limbs, or simply tearing out chunks of flesh, whatever the degree of gore, the fishes will never kill the opponent. However, the effects of the fishes mauling is felt by the opponent in reality. For example, if their legs were torn off, they'd imagine unbearable pain, and shock from losing their legs. In addition to the mental stress and pain, they would also, due to the reality of the illusion, believe that they can no longer use their legs. Hence, any damage sustained within the illusion is believed to be real until the illusion is released.

Note:
- Can only be used 3x per battle
- No A-rank and above Genjutsu for the next 2 turns



S rank

( Genjutsu: Kiru ) - Illusion technique: Disconnect
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: N/A
Description: User will release chakra for one turn into surroundings. When the one turn has passed user will make handseal Ram, say ''Kai'' ( Release ) and the chakra released to surroundings will cause illusion that confuses opponent's brains disconnecting them from the place and situation opponent is. So in other words opponent's brains will get confused and lose control of their body, freezing for seven seconds where they stand without doing anything.
Note:
- Can be used only once
- Releasing chakra takes one full turn
- No Genjutsu can be used in battle after this.
- The freezing last seven seconds and the user can attack against opponent using ONLY no handsealed jutsu turning that time period.

(Genjutsu: Shi no shokubutsu no shushi) - Illusionary Arts: Seed of the Death Plant
Type: Supplementary/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The User performs a sequence of three hand seals and focuses their chakra into the opponent's chakra network. Once the illusion has been cast, It begins the affects on a subtle scale at first before escalating into one gruesome illusion yet beautiful at the same time. During the turn the illusion has been cast, the target would experience a tingling sensation within their bodies, almost as if a seed had begun sprouting it's roots through the body. The target would also have his sense of smell disrupted by the smell of flowers and pollen, compelling the target to sneeze constantly, which in fact would also disrupt the targets sense of sight as with each sneeze the eyes automatically close. Following in the next turn, the roots begin sprouting into flower buds which escalates the affects of the illusion, now the sneezing becomes uncontrollable as the smell becomes even stronger. The target would even begin tasting the flowers overwhelming even the targets sense of taste. The taste of the flowers or roses depends on the user, for example, a tropicana rose for instance tastes like a blade of grass, the pale lavender colored roses have a distinct taste of Black Pepper where as the dark red ones have a faint soapy taste etc. the tastes depends on flower or rose being used for the illusion. During the following and final turn, the roots and flowers would have spread throughout the target's body, leaving no space for further development, the flowers/roses would then burst forth from the target's body, forcing it's way out and inevitably destroying the target's body from the inside out. Ripping apart every fiber of their being and delivering overwhelming and excruciating pain as the target nears death. In reality, during the final turn whilst the target feels as though he is dying, he only drops to the ground unconscious and completely at the mercy of the user.

Note - Can only be used once per battle.
Note - No genjutsu in the following turn.
Note - The illusion remains in affect for three turns, following the loss of consciousness in the third turn and the end of the illusion.
Note - Can only be taught by Yashiro

 
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Ushiro

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Custom Weaponry/Technology
[Magunasu no epitōmu: Epitome of Magnus]
Type: Tool
Rank: C
Range: Short - Long
Chakra Cost: 15
Damage Points: X
Description: This is a unique technology that is actually made to look alike the casing is a book so as to not draw attention to the contents. Within their are six beacons, all the size of a golf ball. This is a technology specifically designed for deception. How it works is the users will set up a minimum of three of these beacons, then when they activate them, they will connect and form a distortion field of sorts. What this will do is create a hologram. This hologram will reflect and blend into the area where they are placed, for example, in a forest they would show trees. A barrier of sorts to hide what was truly inside. Not only this but they would give off a frequency to disrup chakra sensors from sensing the chakra of those within the barirer. This distortion is released around and would stop sharingan and rinnegan from seeing chakra within, though byakugan would be able to look beyond the barrier and see what was within. It was designed for reconiscance missions, hiding the users in plain sight along with their chakra signatures. If one of the beacons would be damaged, the field would fail and need to be set up again or reactivated. Due to the set up required, generally not the most useful technology when it comes to a fight. If it were to be used in a fight, activating the field would cost as a single move by pressing the button within the "book" container.

Bought here

(Dōgigo) - Semblance
Type: Tool
Rank: B
Range: Short-Mid
Chakra Cost: N/A (-10 per turn)
Damage Points: N/A
Description: A device resembling a watch that is designed to aid in covert operations involving groups of people. Twisting a dial located along its edge makes it passively take chakra from the holder and link itself remotely with up to eight similar bands. By forming the Seal of Confrontation in any position, the wearer and anyone linked to this device can transmit a mental command to it and have the Transformation technique passively applied to them. They appear to flicker for an instant when assuming their disguises instead of being covered in a puff of smoke. Regardless of the user’s skill with transformation, the result is so intricate it is impossible to tell it apart from the real thing. This device maintains the transformations itself so getting injured will not cancel them. Transformations applied by Semblance do not cost a move except when multiple people transform in the same timeframe. In that case it will cost just one move and remain passive.
-Each person may only use this device to transform once per turn
-Moving long range from it cancels the transformation
-Transformations can be cancelled at will



(Dominētā) - Dominator
Type: Weapon
Rank: S
Range: Short-Long
Chakra: N/A (-5 per turn) (20 for NLP, +10 for LE & S, 40 for DD)
Damage: N/A
Description: The Dominator is a firearm that is linked to the holder’s chakra system, functioning as an extension of their body. Small indicators on the weapon’s black surface glow aqua when held by an authorized user. The Dominator features four different modes that can be switched at will:

Non-Lethal Paralyzer - The Dominator's standard mode fires thin chakra bursts that paralyze the target by injecting them with the user’s chakra. In most cases, the target is rendered unconscious and unable to move their body for some time afterward. The effect is improved or weakened based on the target’s rank in relation to the user’s. (Same: one turn unconscious, one turn paralyzed / Higher: One turn paralyzed / Lower: two turns unconscious, one turn paralyzed) This B rank attack deals no damage.

Lethal Eliminator - A supplementary, anti-personnel mode of the Dominator. When it changes to this state, the lower portion of the gun undergoes a rather elaborate transformation which includes swiveling, sliding and flipping around most parts. Acting as a catalyst, it assists the holder as they manipulate jutsu through it, making jutsu capable of becoming more focused and potent. Jutsu used through this mode become capable of penetrating defenses and have a higher chance of killing the target. (+20 damage) This only applies to projectiles originating from the holder and cannot apply to streams or large scale techniques. Usable four times per battle/event.

Stabilizer - A supplementary mode similar in appearance and function to Lethal Eliminator except this mode only assists in maintaining a jutsu’s form at longer distances, improving its range by one level. (short to mid / mid to long) This only applies to projectiles originating from the holder and cannot apply to streams or large scale techniques. Usable four times per battle/event.

Destroy Decomposer - The Dominator's Anti-Material mode. The transformation of the weapon is even more extensive, and appears more neon than black. It is primarily used against armored targets or to clear away obstacles. It fires a powerful chakra burst that annihilates the target, leaving no trace of them. It can create a hole in a target of 1-2 meters in diameter or alternatively explode on impact for a larger area of effect. This is an S rank attack that is usable 3 times per battle/event

-Only usable by Ushiro an those he allows
-When foreign chakra enters holder’s chakra system or the holder is unauthorized, the indicators will turn red and prevent the weapon from being used.
-Lethal Eliminator and Stabilizer are used passively in the same timeframe as the relevant jutsu
-The first two elements used with the Dominator are the only elements it can use for the duration of the battle/event
-Non-Lethal Paralyzer and Destroy Decomposer each cost a move to use
-Projectiles move at the speed of an average lightning jutsu
-Two modes cannot be utilized in the same turn



(Gekkō) - Moonbeam
Type: Weapon
Rank: A
Range: Short
Chakra: N/A (-10 each turn while active)
Damage: N/A
Description: Moonbeam is a peculiar metal staff designed by a master blacksmith. The pole is entirely white and 5 ft long. At the top is a sphere 1.5 ft wide with a perfectly smooth, mirrored surface and at the base is a triangular spike. Moonbeam allows the wielder to merge other inanimate objects with the sphere and have it manipulate them. For example, the user may combine the sphere with a kunai and make the protruding blade slash enemies or shoot it out from any part of the sphere. When not manipulating the objects they remain merged with the sphere, becoming part of it. Any object can be merged as long as it can partially fit inside the sphere which has a limited capacity. Objects infused with chakra are compatible as well except when the chakra is damaging in nature. Once Moonbeam's ability is activated, it will be passively maintained while taking chakra from the wielder.

-Ability counts as a move when activated
-Can be used while on the user, not necessarily in his hand.
-Can block B rank attacks within reason and can only be destroyed by S rank or above.
-Can only be used by Ushiro and those he allows



(Sora no kuni eshaku)- Land of the skies bow

Type: Supplementary
Rank: S
Range:short/long
Chakra Cost:0( shooting arrows 30)
Damage:60 per arrow (the arrows are equivalent to A-rank jutsu)
Description: This bow, specially crafted by the land of the skies blacksmiths, is made of a light but very resistant metal which is deep blue and trimmed with gold alloy. The bow's trims were sharped relentlessly in order to ensure that, over the years, it may still cut through rock or common metals. The bow has a black handle made of tar-covered sharkskin, just like samurai katanas, ensuring maximum grip. The user of this bow can infuse raiton chakra in great quantities and apply shape manipulation in order to create a thick arrow of pure lightning energy which can be later shot in a straight line but at great speeds and a normal chakra bowstring. The arrow have a penetrating power comparable to chidori, but once they struck the opponent they will revert back to lightning energy and shock the particular area numbing it.
But the utility of this ancient weapon does not end here, the bow can be disassembled in two separate blades that the user can use freely as very sharp and light weapons. If infused with raiton chakra, the sharpness of the blades is taken to a whole new level.
Notes: Raiton arrows may be used up to 3 times per battle and shooting up to a maximum of 2 arrows per use.
Notes: The numbing effects of the arrow last for a turn.
Notes: No lightning the same turn the arrows are used.
Notes: The arrows travel so fast that is very hard for the naked eye to be able to react accordingly, however, they are able to see it if thrown from a considerable distance but may be a hard target to avoid or counter if shot or is at a closely dangerous distance.
Notes: Arrows thrown will count as a jutsu, however it does not matter the amount of arrows thrown( although it cannot exceed 2 in the same turn).
Notes: The bow cannot be disassembled and assembled in the same turn.

Taijutsu/Kenjutsu
C rank

(Puraido no fu~yūrī) - Pride's Fury
Rank: C
Type: Attack
Range: Short
Chakra Cost:
Damage Points: 25
Description: The user attacks with a flurry of punches to the enemy followed by a hard left punch to the chest, a right roundhouse kick to the face followed by an immediate left cross to the face sending the enemy flying. Before they are out of reach, the user will grab their arm pulling them back while turning their body in a counter clockwise motion delivering a powerful right spin kick, sending the enemy flying off through the air.
~Notes~
-Must be taught by -Vegeta



A rank

(Bokusā no Kobushi: Ichi Rei-Ni Panchi)-Boxer's Fist: One Hundred-Two Punch
Type: Attack/Defense
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses wind chakra into his fists and throws a quick, continuous flurry of whipping jabs at the opponent with one hand, pushing away and bruising his arms and face and preventing him from making seals. Then the user hits him with a powerful cross that knocks him back. This could also be used to deflect projectiles thrown at the user.
-Can be used 3 times per battle

(Bokusā no Kobushi: Shōgeki no Fukku)-Boxer's Fist: Jolt Hooks
Type: Attack
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses lightning chakra in his fists and quickly dashes very close to the opponent. The user then strikes the opponent with 5 consecutive hooks to the sides of the head and body while shifting his body weight to add power to the punches. The 5th punch drives the opponent's head into the ground. When the punches connect, they leave the point of impact numb and unusable and if they hit the head, the opponent's reaction time will be slower and leave him disoriented or unconsious.
-One direct punch can knock a weaker opponent unconsious
-Can be used 3 times per battle

(Bōseki Burēdo Doroppu)- Spinning Blade Drop
Type: Attack
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user tosses his sword in the air and jumps up to grab it and begins an aerial somersault with the sword in front while infusing it with chakra to perform a powerful downward slash from above. (Works best with a large sword)
 
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Ushiro

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Sniper Arts
B rank

#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

(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

(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.

(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.

(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



A rank

#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

(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



#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

S rank

#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



(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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Ushiro

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Rain
(Ameton: Mizore Soutei no jutsu) - Rain Style: Sleet Binding Technique
Type: Supplementary
Rank: B Rank
Range: Short
Chakra: 20
Damage: N/A
Description: Sleet binding technique is a simple move which effectively uses the moisture in the sky to its upmost potential. Similar to the "frozen rain capture" technique where the user moves the rain clouds higher while maintaining chakra in the rain to cause it to freeze over. The user applies the same method just to a different altitude. Higher up than normal the rain freezes then as it starts to fall friction builds up around it partially melting it and turning it into sleet which falls over the opponent in large volume covering him up. As the opponent is covered by the sleet the user performs one hand seal causing the sleet to tighten like ropes around the opponent.

Note: Rain clouds must be in the sky
Note: Can only be taught by Gecko
Note: Can only be used 3 times per battle



(Ameton: Tengoku no Konbājensu) - Rain Style: Heaven's Convergence
Type: Offensive
Rank: A Rank
Range: Mid-Long
Chakra: 30
Damage: 60
Description: After using the rain tiger at will technique the user already having a presence of their chakra in the clouds performs two more hand seals and claps their hands together. The rain will intensify significantly to torrential level then the user will focus in on a single point above the opponent and the rain will start to bend and converge upon that single spot slowly stopping and gathering up at the point until all the rain is gathered. The user will release his hands and the rain will fall down upon the opponent like a waterfall covering an area up to short range around the opponent. The falling water has the force to break bones due to all that mass as well as gravity amplifying.

Note: Requires a full turn to collect all rain on the battlefield
Note: If the user releases his hands before the turn is up the technique ends
Note: Usable with a clone (Preferred method)
Note: Can only be used twice per battle
Note: Can only be taught by Gecko



(Ameton:enchou kouu tamaishi) Rain Style: Dome Of The Rain Pebbles
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This is a very advance water jutsu. The User can only do this while its raining. The user will do 3 handseals while its raining, causing the rain to form a water dome around him about 6 meters wide in both width and height. Stopping all the rain from coming into the user area. As the dome of rain is complete. The user will do the tiger handseal, causing water size pebbles to shot out from all directions of the rain dome very fast with piercing strength. Once the rain bullet/pebbles have shot off, the water dome disperse

Note: Cant Use S Rank Water and Rain For the same and next turn
Note: Cant Use Water Jutsu in the same turn as this
Note: Can only use A rank Rain for 3 turns after use
Note: Can only use once

 
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Ushiro

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Shadows
C rank

(Kage Shīrudo) Shadow shield
Type: Defense
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: None
Description: The user form a shield layer at 2 ft in front of him which covers him like Garra's sand(or)Yamato's wood cover. The kunais or shurikens will attached to the shadow and remain there, on user command, the tools will be thrown back with the shadow chakra of the user, this will result "Shadow Imitation Shuriken".
- Can only be used by Nara members
- When it is used, the user can maintain the shurikens in the shadow, drop it or throw it back
- Cannot block flaming shurikens or elemental damage

B rank

(Haku)-Fade
Type: Supplementary
Rank: B
Range: Short-Long
Chakra cost: 20
Damage: N/A
Description: Utilizing the fact that the Nara clan shadow jutsus are indisguishable from natural shadows to all but shadow users, the user will wrap himself in his own shadow. As long as the user is within natural shadows he will be invisible to the opponent. However, since the user is wrapped in his shadow he cannot use any other shadow jutsu that require the use of his shadow until this jutsu wears off, or unless he releases this jutsu early.
*Only HiddenShadowNinja can use/teach this jutsu
*This jutsu lasts for 3 turns
*No other shadow jutsu can be used while this jutsu is active
*Fire or lightning jutsus if used will scatter the shadows and stop the invisibility for upto five or six seconds
*Dojutsu and other chakra sensing abilities cannot see through this, as in the guidelines thread, the shadows are indistinguishable to all but shadow users. Not all but shadow users and those able to sense chakra.

(Ryouga Kage Kubi Shibari) Superior Shadow Neck Bind Jutsu
Type: Offensive
Rank: B
Range: Short
Chakra cost: 20
Damage: 40
Description: This jutsu is an advanced variation of the shadow neck bind jutsu. In this variation, once the opponent is trapped, the user splits their shadow into two hands. One wraps around the back of the head, back around across the throat, and then around to the back of the head again. The other hand wraps around the back of the head and pushes the head down. Basically it's a rear naked choke with shadow hands. As this type of choke restricts the blood flow to the brain instead of just the opponents airway, it takes only 20-30 seconds for the opponent to pass out from the choke.
*Only usable once per battle
*As with all Shadow jutsu, it is weak to strong light sources (A-rank and above Fire, and Flash Bombs). However, as the opponent must first be caught with the Kage Mane jutsu to use this, they won't be able to preform jutsu once caught. So it must be an outside source
*Possesses the same drawbacks as other shadow jutsu, i.e. user must not move and a loss in control will auto cancel the technique

(Kage Hōrudo)- Shadow Hold
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 15
Damage: N/A
Description: The user gives his shadow jutsu adhesive properties to bind opponents to the user's shadow. Someone with immense strength can break free fom the shadows but when used with Shadow Imitation it becomes more difficult. The user is unaffected by this jutsu.

A rank

#25 (Kage Beruto)- Shadow Belt
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: With two handseals user creates several, 2 ft wide, belts of shadow that wrap around the target and crush it. They can also grab and move large objects.
-Usable 3 times per battle
-Can only be used by a Nara clan member
-Can only be taught by Katonpwnz

(Kage Masuku)- Shadow Mask
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: The user creates a pattern of shadow all over his skin that lets him perform shadow jutsu originating from the shadows on his body. This allows jutsu such as Shadow Sewing to be used in mid-air.
-Lasts for 3 turns
-Can only be used by a Nara clan member
-Can only be used twice per match

#26 (Bekutoru Yajirushi)- Vector Arrow
Type: Attack/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The user materializes numerous arrow-like belts from his shadow that can both cut and pierce the opponent acting somewhat as blades. These arrows can restrain an opponent by wrapping around his body.
-Usable 3 times per battle
-Can only be used by a Nara clan member

(Kage Kumo) - Shadow Spider
Rank: A
Type: Attack/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user materializes an orb from his shadow from which multiple shadow tendrils emerge. They allow the orb move swiftly in the way a spider does and pursue targets. Targets caught by the spider's tendrils can be pulled into its body where they are immobilized and suffocated by the shadows covering them. It is strong enough to hold three people inside of itself without losing much speed. The body of the spider can be destroyed with an A-rank attack but is more vulnerable to light-emitting attacks such as fire or lightning.
-Usable 3 times per battle
-Lasts for 3 turns
-Can only be used by a Nara clan member



(Kage no bādosutoraiku) Shadow Bird Strike
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user's shadow rises from the ground and divides into many shadoes which then combine in mid-way into a form of a bird which have wind with sharp pointy shadow. It's speed depends upon daytime. When the bird miss the attack. it redivided into many shaodws and perform "Shadow Sewing"
Notes
- Can used by Nara members shared by Renges
- Must have finished Nara training
- Cannot use any B or greater shadow justsu for next 2 turns

(Kage: Hisan Gosunkugi)- Shadow Flying Spikes
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 35
Damage Points: 60
Description: Once the user infused his shadow chakra into his kunai, he can throw it and when it get's close enough to the enemy the shadow will mold out of the kunai to create 5, 3 foot long shadow spikes coming off the kunai facing the way that the point of the kunai is facing. This is able to increase the span of impact that a ordinary kunai cannot do.

Notes:
-Only usable by Nara clan member
-Only usable when Shadow training is complete
-Can only be used 3 times per battle
-Unable to use if chakra reserve is below 20% (towards end of battle likely)

(Kage: No fīrudo) -Shadow Field
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user gathers his chakra in his shadow and uses it to expand his shadow in a circle with a radius from 2 meter. Thanks to the users chakra in the shadow he is able to feel every movement in it. However the shadow can't trap the enemy like the shadow mimic no jutsu.
Note: One must have finished his shadow training.
Note: One must be member of the Nara Clan (Social group).
Note : Can only be used by Nara's
Note: Can only be used with permission of MikeyDread

(Kage Kobushi Sentou)- Shadow Fist Punch
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60 (if holding kunai +5)
Description: The user will focus chakra into there shadow, their shadow then exteneds from their feet then molds it into 10 fists which then begin to pumel the opponent. The fists can also hold kunai and throw shuriken, if the fists hold kunai then they begin to slash ths opponent countless times.
Note: Requires a row of 4 handseals.
Note: Can only be used 4 times in battle.
Note: Must have finished Shadow training.
Note: Only Orange-Hokage can teach this jutsu.

S rank

(Kawa Kageoni) - Shadow Demon Hide
Type: Attack
Rank: S
Range: Short-Long (depends on position of opponent´s shadow)
Chakra Cost: 40
Damage: N/A
Describtion: The user manipulates opponent´s shadow and focuses his chakra into it. Than the user manipulates his own shadow and combines his body with opponent´s and hides in it for as long as he wants to.

Note:
*Usable once per battle
*Can only be used by Nara
*Can only be taught by Migualon J.J.

(Kage no Ki)- Tree of Shadows
Type: Attack/Defence/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: The user forms 3 handseals and materializes his shadow into one large tendril much stronger than Shadow Sewing that can branch out many times to cover a large area and deal more damage to impaled opponents. The tendril can pierce the earth and branch out underground to uplift sections of earth for defence and offence.
-Usable 3 times per battle
-No A-rank or higher shadow jutsu next turn
-Can only be used by a Nara clan member

#27 (Kage Shinkō)- Shadow Emerging
Type: Attack/Defense/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: After forming 2 handseals, the user slams his hands on the ground. Using the darkness underground, the user causes a large mass of shadow tendrils larger than Shadow Sewing to emerge from the ground anywhere within range and impale the opponent before branching out to inflict multiple wounds.
-Usable 2 times per battle
-No B-rank or higher shadow jutsu next turn
-Can only be taught by Katonpwnz
-Must be a member of the Nara clan to use.

F rank

#28 (Kage no ō)- Shadow King
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage: N/A
Description: The user forms the rat handseal and makes a pattern of shadow all over his skin. While in this form, only 2 jutsu can be used per turn, not including the turn this jutsu was used, and only shadow jutsu may be used. The speed of shadow jutsu are doubled, they require no handseals, can be done simultaneously, and moves such as Shadow Sewing can originate from the user's body. Dojutsu can read the speed of the shadows and they are not hidden while moving through another shadow. When this jutsu ends, no shadow jutsu can be used for the rest of the battle and for two turns the user's movements are slowed and painful.
-Usable once per battle
-Lasts up to 3 turns
-Can only be used by a Nara clan member
-Can only be taught by Katonpwnz
 
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Ushiro

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Rinnegan Techs/Animal path summons

#29 (Shuradō: Kikai-tekina Rīchi) – Asura Path: Mechanical Reach
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: Through the Asura Path, the user can quickly extend and retract his limb(s) at will with a thick metal cord connecting it to the rest of the body. The user retains full control over the extended limb and can even manipulate it to attack at a distance, bind enemies, evade certain techniques, etc. It can also be used in conjunction with other techniques. Rinnegan bios without an Asura Path corpse will need to use additional limbs to perform this technique.
-Lasts for two turns and cannot be used on the head, only the arms and legs of the body.
-Requires the user to have the (Shuradō) - Asura Path active.
-Can only be used by Ushiro

#30 (Shichishitō no Jutsu) - Seven-Branched Sword Technique
Type: Offensive/Defensive/Supplementary
Rank: B-A
Range: Short-Long
Chakra Cost: 20-30
Damage Points: 40-60
Description: The user creates chakra rods from their arms or other chakra rods in contact with them which in turn produce more rods, a process that can be repeated indefinitely. Through this process a variety of tools and structures can be formed. The rods can be produced with enough speed and force to impale a person with virtually no resistance. Their inherent durability makes them suitable of being used as a defense against attacks of equal strength. Chakra rods may be merged through contact or severed whenever the user wishes while in contact with them. By severing rods as they are in motion it is possible to launch them as projectiles. Multiple users can perform this technique collaboratively to create structures faster and with more mass making them stronger which counts as a single move.
-Only usable by Rinnegan users including linked paths
-Structures retain their strength when separated from the user.
-Collaborative usages increase the technique’s rank by +1
-A collaborative usage of the A ranked version is usable 3 times per battle with a 1 turn cooldown



#31 (Shuradō: Rēzā Shōmetsu) – Asura Path: Lazer Annihilation
Rank: S
Type: Offensive
Range: Short-Long
Chakra: 40
Damage: 80
Description: An advanced version of Lazer Explosion, the user creates four chakra cannons from his body that shoot very dense and concentrated beams of chakra at blazing speeds, causing widespread destruction. The dense concentration of the beams makes them strong enough to play in equal terms to elemental techniques of the same rank.
-Usable twice per battle and requires a 2 turn cool down period.
-Requires the user to have the (Shuradō) - Asura Path active.
-Can only be used by Ushiro.



(Kuchiyose no Jutsu: Kyodaina Tōsokurui) – Summoning Technique: Giant Cephalopod
Rank: A
Type: Summon
Range: Short
Chakra: 30
Damage: N/A
Description: The user will summon a Giant Cephalopod creature about the same size as the Giant Ox. It shares features of both the squid and octopus: Its eyes and mantle resemble that of squid while the tentacles resemble that of an octopus. The creature has several piercings that link its own chakra with that of the user, a feature that makes it so that the creature manifests the Rinnegan and as such, has its vision shared with the user. This cephalopod lacks an internal or external skeleton and as such, has a very malleable body. However, it is also very strong, able to immobilize giant creatures larger than itself while being immune to physical attacks of C-rank and below. Using its chakra, the cephalopod may manipulate its own body structure, allowing it to stretch, condense, and contort in unnatural ways for a variety of purposes like binding enemies then crushing them, evading attacks, and forming blunt weapons to attack with. (A rank, counts as a move) It can, as well, expel powerful jets of water from its mantle which it may use to attack enemies or propel itself at high speed both in water and on land. (A rank, counts as a move)
-Can only be used by Pein/Nagato through the Animal path
-Can only be used by Ushiro
-Can only be summoned once
-Can only survive in water or rainy environments
-Lasts for 4 turns



(Kuchiyose: Kyodai Wani) – Summoning: Giant Crocodile
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: A giant reptilian summon resembling a crocodile about the size of the Giant Dog with a number of body piercings, linking its chakra with the user and as such manifests the Rinnegan. Its physiology is strange as its underside mirrors its back, appearing to be another crocodile when flipped over. Having another pair of eyes on its lower half and 6 limbs capable of inverting to accommodate its orientation, this summon functions the same whether or not it is upside down. Its tough hide and large size make it unfazed by B rank and below physical/elemental techniques, along with earth techniques up to A rank. It has the ability to control any earthen substances in its immediate vicinity to a high degree which it uses in three different ways. Covering itself in earth and hardening it creates a protective layer over its body that also aids it offensively. (S rank, usable twice, counts as a move of the user). By manipulating the surrounding terrain, the crocodile may travel quickly through the earth and even return the earth it moves through to its original state (A rank, counts as a move of the user). Its final ability allows it to consume large quantities of earth including other’s earth techniques up to A rank (counts as a move of the user).
-Can only be used by Ushiro
-Can only be summoned once per battle
-Lasts for 4 turns
-Can only be used by a Rinnegan bio with Animal Path active



(Kuchiyose: Ko Kujira) – Summoning: Miniature Whale
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: A 2 meter long, toothed whale with a number of body piercings linking its chakra with the user which manifests the Rinnegan. This whale has the ability to merge with any physical medium like rock or water and travel within it while also being able to influence a large area around it, up to a 10 meter radius. In transparent mediums, the whale appears to be enormous as a representation of its field of influence. It can control the medium in its merged with, making it capable of manipulating it with strength from C to S rank. The whale is not hurt when the medium is damaged and must be hit directly. While merged, it senses its environment through the vibrations in its medium but can also spawn eyes anywhere on the medium’s surface to see. It spends most of its time merged while absorbing water from its surroundings to stay hydrated. Its influence on its medium prevents others besides the user from manipulating it.
-Can only be summoned once per battle
-Lasts for 4 turns
-Merging counts as a move
-Cannot merge with mediums created by an opponent's jutsu
-Medium manipulation counts as a move, S-rank usable twice per battle
-Can only be used by a Rinnegan bio with Animal Path active

Approved here

#32 (Shuradō: Sensō no Kaminoikari) – Asura Path: War God's Wrath
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short-Mid
Chakra: 40 (-15 each turn to sustain)
Damage: N/A (60 per attack)
Description: The user produces 100 arms from his body which combine into a single pair of arms, increasing their size and armor to hulking, armored proportions; each arm being five times the user's size. These arms possess the focused strength of a 100 arms and can vent jets of chakra from them like the Chakra Propulsion Boots technique for increased maneuverability and striking power. The monstrous strength gained by this technique rivals Tsunade's at her best. Each arm can withstand one A rank attack before being destroyed. An attack with one arm deals A rank damage, both arms deal S rank damage, and neither count toward the user's three moves per turn.
-Usable twice per battle
-Lasts for 2 turns
-Must wait 2 turns before using again
-Can only be used through Asura Path or with it active.
-Can only be used by Ushiro



#33 (Gakidō: Sentakukyūshū Shīru) – Preta Path: Selective Absorption Seal
Rank: S
Type: Defense/Supplementary
Range: Short-Mid (Long for single technique)
Chakra: 40
Damage: N/A
Description: Through use of the Preta Path the user will create a sealing barrier similar to the original Blocking Technique Absorption Seal. Instead of universally absorbing all chakra, this barrier absorbs chakra of a particular nature or form. (Goes by the categories of the jutsu list. Eg. Raiton, Mokuton, Normal Ninjutsu, Fuuinjutsu, etc.) In exchange for this limitation, the user may expand the barrier’s range very fast and cover everything mid-range from the user as a large sphere also extending beneath the ground. Alternatively, the barrier may be expanded even further into long-range with the condition of targeting just one specific jutsu to be absorbed, as long as the user knows or has witnessed the jutsu before. However, this barrier cannot absorb jutsu with components from different categories (like Steel) without specifying that particular category or technique. Nor will the components be absorbed (Fire and Earth) if Steel is chosen. Techniques falling under multiple categories (eg. Water/Lightning Release) will only absorb one of them and leave the other unaffected.
-Can only be used by Ushiro
-Requires Preta path to be active
-Counts as one of the uses of Blocking Technique Absorption Seal
-Choice can only be changed if this technique is used again



#34 (Gakidō: Haisui-ba) – Preta Path: Draining Field
Type: Defense/Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-10 each turn to maintain)
Damage Points: N/A
Description: Though the Preta path the user will create a spherical barrier centered around them that absorbs chakra within or in contact with the barrier over time and disperses it within the user’s body. Jutsu affected by this technique are absorbed gradually and are generally weakened, diminishing in strength and effectiveness (-10 chakra/-20 damage each turn) and being completely absorbed when their chakra reaches zero. Jutsu maintained with a chakra cost are disabled until they leave this technique’s range if their costs are equal to or less than the absorbed amount. In the latter case, they are also weakened. If their costs are greater than the absorbed amount, the jutsu are unaffected. If an opponent attempts to form jutsu originating even partially within the barrier area, they are prevented from being completed due to the absorption of chakra interfering with the jutsu’s creation. However, this does not apply to jutsu which happen internally or those expelled from the body.
-Requires Preta Path to be active
-Lasts up to two turns
-No Preta Path techniques while in use
-Does not affect the user's jutsu (Paths, clones, Animal path summons included)
-Can only be used by Ushiro

Approval

#35 (Gakido: Kuronosu no Pāji) - Preta Path: Purging of Cronus
Type: Defensive
Rank: S
Range: Short
Chakra Cost: 40 (+15 per turn to sustain)
Damage Points: N/A
Description: The user absorbs chakra affecting them internally, regardless of strength or form, and disperses it in their body by spinning their chakra in the opposite direction. Chakra can also be extracted and absorbed from others through direct physical contact. In order to properly target jutsu and absorb them the user must be aware of their existence. If the jutsu has a recurring or continuous effect, this jutsu can be sustained to nullify it for its duration.
-Counts as a use of Blocking Technique Absorption Seal
-Requires Preta path to be active
-Cannot perform other Preta path techniques while sustaining this one
-Can only absorb one jutsu in a single timeframe

Approval
 
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Ushiro

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Ganmi
( Ganmi Genjutsu: Mihoufu ⋓ Minori ) Taste Illusionary Arts: Fruitful Bounty ⋓ Harvest
Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Harvest is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceives the world around them with the 5 basic senses, similar to False Surroundings. It does not change how the targets see people, animals, or even themselves, only creates or alters terrains, and inanimate objects or beings. The Secondary Taste allows the user to alter the way the opponents feel their surroundings, or how the surroundings make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. They fall under one of 5 category:
• Anger: The changes done to the terrain will be perceived negatively. This is usually meant to create a decoy of focus onto the surroundings, rather than entities within the battlefield. The target will chase after the terrain or target the terrain or a specific inanimate object. Ex: Create a red curtain behind the opponent, which will prompt him to direct his attacks at the curtain. A wall created with this will be a target to destroy, not to avoid.
• Disgust: This is meant to guide the target away from the terrain creations, and guide them into a specific place or just make them lose focus on their surroundings or specific directions. The target will be disgusted by the terrain constructions and move away from it. Ex: Create a wall of mucus that will prompt the target to move away from it, or go around it, not targeting it but rather avoiding it.
• Fear: This is meant to paralyze or make a person suspect of the terrain changed. The object of the illusion will cause great fear upon the target. Ex: Create a black wall that will seem too big, too imposing, too insurmountable for the opponent to destroy or evade, or do anything but stare at it.
• Happiness: This is meant to calm and attract the target to the terrain feature. This could attrack someone into it, or guide them in this way. Ex: Create a yellow pillar which the target will focus on and travel to, rather than avoiding or wanting to destroy.
• Sadness: This is meant to remove the will of the opponent into doing anything. The terrain will elicit more extreme action of either defend from it or attack it. Ex: Create a blue wall that saddens the opponent, making him sad and exhausted and prompt him to do something gratifying, either destroy it or hide from it.

A person targeted by this technique can still perceive damage from the surroundings, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the terrain, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, trees appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu. The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.

( Ganmi Genjutsu: Satoukashi ⋓ Shuen ) Taste Illusionary Arts: Sugary Pastry ⋓ Banquet
Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Banquet is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive others,based on the 5 basic senses, similar to Myriad of Mockingbirds. It does not change how the targets sees the terrain or themselves, only creates or alters people or animals, and any techniques other people or the illusionary people use. The Secondary Taste allows the user to alter the way the opponents feel about others or thrown techniques, or how they make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description.They fall under one of 5 category:
• Anger: The changes done to someone else will evoke destructive sentiments, opponent will want to target that person aiming to destroy it. Ex: Put the face of the target's enemy on someone else, prompting him to attack him.
• Disgust: This is meant to guide the target away from person, and avoid him/her without paying attention to small details like handseals or whatever they're saying. Ex: Make someone's hands turn into pus, which will prompt the target to avoid that person or even looking at their hands.
• Fear: This is meant to paralyze or make a person suspect he person affected by the illusionary change. The object of the illusion will cause great fear upon the target. Ex: Create the face of a dead person behind someone, which will cause fear upon the target when looking at that person.
• Happiness: This is meant to calm and attract the target to the person. This could attract someone into it, or guide them in this way. Ex: Make someone's face look like a cute puppy, prompting someone to get close to them.
• Sadness: This is meant to remove the will of the opponent into doing anything. The person will elicit more extreme actions of either defend from it or attack it, but mostly just disable the target. Ex: Turn someone's face into their dead allies, prompting them to become exhaustively sad.

A person targeted by this technique can still perceive damage from the illusions, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the other beings, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, animals appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu. The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.

( Ganmi Genjutsu: Kyoushokora ⋓ Koumenzaifu ) Taste Illusionary Arts: Chocolate Pleasure ⋓ Indulgence
Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Indulgence is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive themselves, based on the 5 basic senses, similar to The Voodoo of the Headless Chicken.They fall under one of 5 category:
• Anger: The changes done to himself will be perceived negatively. This is usually meant to create a decoy of focus that change or body part, and make the target want to destroy it. Ex: Create a reptile skin on someone's hands which will make them want to destroy it, and, with it, the hand itself.
• Disgust: This is meant to guide the target away from the change. The user will not want to use the body part or focus on it. Ex: Create blisters on someone's hand, preventing them from wanting to use the to make handseals or hand gestures.
• Fear: This is meant to paralyze or make a person suspect of the changed body part. The object of the illusion will cause great fear upon the target. Ex: Turn their feet into demons that will scare the target into paralysis.
• Happiness: This is meant to calm and attract the target to the terrain feature. This could attract someone into it, or guide them in this way. Ex: Make someone's hands into a strawberry cheesecake, so yummy, making them want to eat their hands.
• Sadness: This is meant to remove the will of the opponent into doing anything. The body part will elicit more extreme of either defend from it or attack it. Ex: The user's eyes are blind, what's the point of even seeing or doing anything?

It does not change how the targets see other people, animals, or even the terrain only creates or alters body parts, and techniques used by the target. The Secondary Taste allows the user to alter the way the opponents feel about themselves and their techniques, or how certain parts or his techniques make them feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. A person targeted by this technique can still perceive damage, being constricted or even cut, by altering the body directly or by using the opponent's techniques against him, within the illusion. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the target, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, the opponent appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu.The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.
 
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Custom element Japanese name: Risou
Custom element English name: Líthos Stone
The element is based on: Earth + Lightning
Facts that prove the element to be possible (in the manga context):

Líthos stone or otherwise known as Lodestone is a type of naturally magnetized rock attracted to iron and other metals. In the anime we were able to see how substances were capable of being magnetized and possessing magnetic properties. We see this especially with Magnetism release in both Iron Sand and basic Magnetism. Both substances have displayed the ability to expel magnetic currents as well as attract other metals. We were shown with the Basic release of Magnetism possessed by Toroi of Kumogakure, that it is possible to create as well as affect preexisting magnetic currents. He was capable of easily creating magnetic currents by simply making physical contact with a substance. Additionally, in the anime we were shown how magnetism can be used through a medium as shown with Iron sand. Due to the magnetic fields present in the sand it enabled the user to hold the sand together while also possessing magnetic properties.

How it works:
Líthos stone is a type of rock capable of utilizing magnetic currents to attract things towards it or by manipulating the currents in any other fashion. First off, in order to produce Líthos Stone an earth substance must first be present and that is when the user will utilize the Earth element in order to form a base for this element. On to where the rock retrieves its magnetic properties, which is due to Lodestone being found naturally magnetized and being found closer to the earth surface it believed that it is because of lightning that it retrieves its magnetic abilities. This all leads to the user applying their lightning elemental nature in order to bestow the rock with its magnetic abilities. It is because lightning bolts possess strong magnetic fields that it allows for the rock to pick them up whenever contact has been made. Unlike the majority of magnetic substances found on the earth which have a low resistance to demagnetization; this is to say that Líthos Stone itself is a magnetic material which is mainly due to its in homogeneous structure that it is capable of serving as a permanent magnet. After its creation the rock will have an appearance of a brownish to black substance. Also, due to how Líthos Stone possesses its own magnetic field it makes it difficult for certain substances to overcome its magnetic field without succumbing to it. The magnetic fields of this rock are capable of being manipulated as wanted and it can even pass on its magnetic properties with contact or when an object is in its close proximity. While utilizing this rock the user is able to control the rock so, that the magnetic fields can be used to damage a target. If desired any object affected by the magnetic currents can be utilized by the user as their own type of weapon and, with equal or greater force.

Jutsu Usage Examples:
(Lithos rirīsu: Shūsei unmei) Lithos Release: Amending Destiny

Type: Offensive/Defensive

Rank: B

Range: Short-Mid

Chakra: 20

Damage: 40

Description: The user creates a structure of Líthos stone that they will immediately hurl at a target aiming to overcome any metals in the way and hit the target with the blunt force of the rock.



(Lithos rirīsu: Revu~iatan no gōon) Lithos Release: Roar of the Leviathan

Type: Offensive

Rank: A

Range: Short-Mid

Chakra: 30

Damage: 60

Description: The user slams their hands on the ground and creates two slabs of Líthos stone on the left and right of the target. The magnetic currents will be controlled to forcefully pull the target in two directions until they have been ripped apart.



(Lithos rirīsu: Kamigami no tegami) Lithos Release: Beckoning of the Gods

Type: Supplementary

Rank: C

Range: Short-Mid

Chakra: 15

Damage: NA

Description: The user slams their hands on the ground infusing it with their Líthos chakra. By doing so they convert the ground into Líthos and, this technique will serve to attract all metal based substance to it making them useless.

Conditions to be able to use it: Mastery over Earth and Lightning
Is weak to:

Fire: When heat is applied to this magnetic rock it can cause for it to become demagnetized.


Wind: Líthos is weak to wind because wind deals with slicing and slashing or otherwise physical abuse which causes disorder in the magnet being affected, diminishing its magnetic ability in the process.


Lightning: Lightning has enough heat and strength to demagnetize and pierce through the rock.

Is strong against:
Earth/Water: Lodestone is harder and denser than the average rock making it capable of breaking earth and stopping the flow of water.


Radiation/Solar Wind: As shown with the earth's own magnetic field it has been proven that a magnetic field can stop/prevent Radiation/Solar Wind from spreading.

Co-creator: Sasori
Students I passed this custom element on too: ? & ?

[FONT=&]
P a t e n t C e r t i f i c a t e

I, Lord of Kaos, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:
Ushiro, our loyal member, gave on the date November 27th 2017 a request for a Patent on his custom element (Lithos Stone Release); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;[/FONT]
[FONT=&]
Risuoton

Powered by Lord of Kaos

Copyright © 2017, Ushiro, NarutoBase.net
[/FONT]
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(Lithos rirīsu: Shūsei unmei) Lithos Release: Aquarius
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: This technique allows the user to produce Líthos Stone from either their body or a source of Earth. Aquarius is capable of producing a plethora of objects, tools, and constructs essentially limited by the rank of the technique applied and the user’s own imagination. As constructs of Líthos Stone they possess the ability to manipulate magnetic fields, effectively causing them to be able to attract and repel. B rank and higher applications can be used with a two hand seals. S-Rank applications can be used four times per battle. S-Rank applications cannot be used in consecutive turns and the user is unable to use Líthos Stone above A-Rank in the following turn. The maximum size of a construct can range from a 15 meter tall wave to as small as a shuriken; from S ranked to lower ranked versions, respectively.

(Lithos rirīsu: Shūsei unmei) Lithos Release: Armour of Achilles
Type: Supplementary/Defensive
Rank: B
Range: N/A
Chakra: 20 (+10 to affected jutsu)
Damage: N/A
Description: A technique developed specifically to increase the endurance of armors as well as earth/solid based familiars/structures by performing a single hand seal or one that is in tandem with the rest at the end of a technique. By simply infusing additional chakra via 2 handseals into that of an solid based substance such as one from the ground or the user's body, or an armor already present; the user will begin to enforce it with Lithos stone. Armour of Achilles is a technique that works upon magnets ability to attract together forces. Essentially, the lithos stone applied to the technique will align its magnetic poles in order to attract together the material/contents of said technique. The magnetic force will serve to strengthen the bonds of the jutsu making it more difficult to tear apart the material of the substance; considering how magnets are pulling each other together it makes it more difficult to break apart said technique. Due to this added endurance it gives said armor/technique the ability to defend up to twenty additional damage points. Let it be noted that this technique does not require constant maintenance considering how the user does not need to actively input chakra to keep the magnetic field in place since Líthos stone is a permanent magnet. It can be done in the same timeframe as the creation of a physical based technique or once it is already on the field, but will cost as a separate move.

Note: Can only be used five times.
Note: Cannot be used on the same technique more than once, eg: using it on the same stone golem technique twice.



(Eien no chūsei kokoro) Lithos Release: Undying Loyalty
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-10 per turn)
Damage: NA
Description: A technique designed to give the user extra control over their solid based techniques. This jutsu is applied by adding a hand seal at end of one of the user’s matter based ninjutsu. This technique allows the user to coat their technique in a layer of lodestone giving it the properties of Lithos Stone. Essentially, this jutsu will give the technique magnetic properties and allow the user to manipulate one of their technique with the aid of their control over magnetic fields. One of the main uses of this technique comes into play when the duration limit on one of their techniques has ended. Instead of allowing their technique to dissipate or fall apart the user will have used their Lithos chakra to magnetize the techniques allowing it to remain its form and structure. For example, the user can use this on the Stone Golem technique and if it had a duration limit, the moment the duration limit passed, the golem would normally fall apart and become chakraless, but the user will use the control over magnetic fields in order to hold the technique together in the same shape it was initially, using the chakra from the technique enforced by Lodestone to keep the technique going for as long as the user continues to fuel this technique with just chakra every turn.

Note: Can only be use four times with a turn cool down with each use.
Note: This cannot be used with elements that are weak to Lithos Stone.
Note: The user cannot use this technique again while another technique that is on the field is currently affected by it.

(Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Domain of the Gods
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: NA
Description: A technique that serves the purpose of weakening enemy jutsu. The user will first perform two hand seals at the end of one of their techniques and cause kanji transcripts to emerge on it. The main purpose of this technique comes into play once the user’s jutsu has made contact with the opponent’s. Once contact has been made, the kanji transcripts will begin to release Lithos stone from itself. The lithos stone will find itself onto the opponent’s jutsu and will begin to affect the opponent’s technique inversely with the help of the magnetic properties of Lithos stone. The user will be able to weaken the opponent’s jutsu by twenty damage points because the Lithos stone will utilize its magnetic properties to pull or rather attract the opponent’s jutsu in the opposite direction. The opponent's jutsu can essentially be drawn upwards, downwards, left or right depending on the situation. This technique will essentially decrease the momentum of the opponent’s jutsu once contact has been made. It important to note that this technique will not work on all techniques weak to Lithos.

Note: Can only be used four times with a turn cool down.
Note: Requires two of the user's three moves per turn.

(Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Tools of the Vanguard
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30(+10 to sealing tag)
Damage: NA
Description: The user will infuse one of their sealing tags with Lithos chakra the same moment they are about to utilize it. The Lithos chakra applied to the sealing tag will cause it to be more difficult to remove. This, however, only applies in certain situations. For instance, if the opponent is wearing a metallic armor or weapon then the tag will quickly attach itself to said object. This technique can ,in a way, be used to hone in on targets because of its new found magnetic properties. The main ability,however, comes into play when it is attached to a target/barrier. Due to the attractive force of Lithos stone and whatever object it is attached to, it will require more force than normal to remove the tag. Regarding the specifics, the seal would now require strength, following the strengths/weaknesses of lithos, equivalent to A-rank to be removed or destroyed.


Note: Can only be used four times with a turn cool down

(Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Bravery of Joan
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: NA
Description: The will first throw out a sealing tag that has Lithos chakra sealed inside of it. The main purpose of this technique is to redirect the enemy's matter based substances. To start, the user must first attach the sealing tag onto an incoming attack or creature which can be done by attaching the sealing tag to a kunai, sword or another technique. Once attached, the sealing tag will activate and begin to pour out Lithos chakra from it. This jutsu works by using the magnetic fields of the Lithos stone to manipulate the the directionsof an opponent’s technique. To further explain, the Lithos chakra will utilize it magnetic fields to redirect an object by influencing its structure and movement with magnetic fields. Due to how this technique works, it will not be effective on techniques that are strong to lithos stone. The end result will be the opponent technique covered in a thin a layer of Lithos chakra. Considering the functionality of this jutsu it is only able to be used on techniques of equivalent or lower rank. This technique will essentially allow the user to redirect an opponent's attack if it is able to be influenced by magnetic fields. Lastly, there is another function of this seal that allows the user to attach the seal to the opponent themselves. This will cause the opponent to feel a powerful binding force equivalent to the rank of this technique overcome their body. If the opponent finds themselves with this sealing tag they must release a chakra surge higher than this technique's rank to break this technique. If this is not done then the target will become immobilized.


Note: Can only be used four times with a turn cool

(Lithos rirīsu: Shūsei unmei) Lithos Release: Tenacity of the Monk
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20 to technique)
Damage: N/A (+20 to technique or +1 Rank)
Description: A technique created to increase the magnetic strength of Lithos stone. The user will first perform a single seal at the end of one of their Lithos based jutsu and create a layer of Lithos over it. This will effectively increase the strength of the lithos technique because when two magnets are in close proximity their strength can increase. Their strength can increase even more when the two magnets are closely bound together. This sort of magnetic stacking is known to increase the power of a magnet, but there is usually one problem with this. The problem is that the two magnets will be attracting each other in the opposite direction at first, but with the user’s chakra skills the user can realign the magnetic fields in the right direction. The end result will be two magnets stacked on top of each other and aligned in a way to empower the the technique’s overall magnetic strength.

Note: Can only be used four times with a turn cool down.

(Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Dante’s Cage
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will perform three hand seals and erect around an opponent up to mid-range away a red and opaque barrier. This barrier will entraps all targets within five meters of where the user uses it. Also, this barrier is spherical in shape and blocks the opponent in from all directions. The purpose of this barrier is to affect opponents with a powerful magnetic field. This magnetic field will affect everything within the barrier. When utilizing this technique the user will be able to use it in a variety of ways. For one, the user can choose to use the magnetic fields to attract all magnetic based objects or any object that can be affected by a magnetic field to the surface of the barrier. This can cause for potential weapons or any other tool on the victim to be dragged away. Another way one can use this jutsu is by utilizing the magnetic fields to pull on an opponent’s body and restrict their movement with a powerful pull. For instance, if the victim was wearing an armor then the user could utilize this technique to pull on the opponent’s body from all angles and restrict their movement. Lastly, one can use this technique in a way similar to the first method. This time around if the opponent is wearing an armor that can be affected by magnetic fields then the user will be able to use this barrier to rip the armor from the victim’s body, but this will cause the technique to end if used for this purpose. The effects of this barrier are equivalent to this technique’s rank.

Note: Can only be used four times with a turn cool down.
Note: Can last up to fourn if desired.

(Lithos rirīsu: Shūsei unmei) Lithos Release: Law of Force
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is a technique created to give the user more control over specific items or objects. Beforehand the user will coat a specific non-human entity/object/item in a layer of Lithos. These objects of course must not negatively harm magnetic fields when in their presence. By covering the objects beforehand this will allow the user to easily manipulate said object at the start of a battle or once they have summoned the affected tool. This jutsu will essentially allow the user to passively manipulate said object with magnetic fields without them having to physically hold said object. For instance, if the were to coat their sword with this technique then the user will be able to passively float said object and utilize any of its ability without ever having to physically touch said object. Upon arriving to battle or being summoned these objects will be able to float or rather levitate up to five meters in the air due to magnetic fields in place. Another example, would be if the user had a non-human entity such as a puppet. The user would be able to move this puppet around and utilize any of its abilities without having to physically touch the puppet. One important thing to note is that this technique does not exempt the user from having to spend chakra or a move to utilize an ability from the affected tool if it had one. Due to Lithos Stone being a permanent magnet this technique does not require any continuous chakra input and does not hinder the user from using other jutsus.

Note: Must be stated in the user’s biography what objects are affected.
Note: Can only be applied to up to five objects.
 
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Tatakai no Gendōryoku - Warring Impetus

Type: Nintaijutsu

Background: After he began making use of his Six Paths of Pain in battle, Nagato found the Asura’s path’s unique body structure and abilities were ideal for close quarter combat. He figured, in theory, a resilient body capable of self-modification should be able to majorly outperform any other ninja in terms of strength and speed. This made him curious as to how far he could push its limits. So he experimented, modifying its body with the goal of generating the greatest amount of force possible with the least effort. Finally, after much trial and error, he discovered he could combine methods of mechanical force multiplication, power generation, and Asura path abilities to achieve his desired product. The end result was a style fitting of a vanguard that emphasized both offense and defense.

Description on the Abilities and Inner Workings of the Style:

At its base, Warring Impetus takes full advantage the Asura Path’s self-augmentation abilities and mechanized body to improve its combat ability on the fly. This is done by configuring the body’s structure and integrating engines into it. These engines work similarly to real world engines and may generate power through combustion and/or hydraulics, the former converting chakra into burnable fuel as demonstrated by the Flaming Arrow Missiles technique, and the latter substituting liquid for condensed chakra. When the relevant body parts are mechanically optimized for a particular task and powered by engines, the force they exert and the speed at which they move are improved dramatically while the effort required to do so is minimized.

It is difficult to describe all of the possible applications of this Warring Impetus since the abilities of the Asura path vary so greatly. Some include include creating weaponry and tools enhanced with engines, enhancing physical attacks by releasing concentrated energy, and generating heat and compressing air for combat use with the aid of engines and turbines.

Appearance-wise, a user of Warring Impetus techniques would begin to less resemble a human as their body becomes more armored and changes in structure. Several openings would appear on their body to allow ventilation and the release of jets when needed. The channeling of energy through the body when using techniques would be partially visible as a glow.under the surface of their armor.

Initial activation:
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Several precautions are typically put in place to prevent usage of techniques from damaging the user’s body. Destruction of the user’s limbs from impacts, over extension, or explosions is minimized with reinforced armor and shock absorption mechanisms. As for when the user is moving at high speeds, the enhanced perception of the Rinnegan is crucial for keeping track of their own movements and surroundings and preventing tunnel vision. The need to stop, change direction, or maneuver aerially is usually assisted by jets to supply an opposing force. The use of jets for propulsion purposes is always mentioned in the description of individual techniques.

Example Techniques:

(Tatakai no Gendōryoku: ) - Warring Impetus: Rise
Type:Supplementary/Defense
Rank: B
Range: Short
Chakra Cost: 20 (+5 per turn)
Damage Points: N/A (+20 to taijutsu)
Description: This is the fundamental technique of Warring Impetus that all others expand upon. The user will configure the internal structure of his body to optimally convert power into movement, an engine created in his torso generating additional power. A thin but dense armor fitted with shock-absorbers reinforces his body to withstand the increased strength and speed granted by his modifications. (provides defense against attacks up to C rank). While Rise is active the user becomes capable of crossing large distances in a short amount of time, lifting objects many times their own weight, and attacking with enough force to destroy steel walls.These modifications are always in place as a default state but the user’s abilities are not notably enhanced until the engine is activated which can be done passively on its own or automatically when a Warring Impetus technique is used. Once activated, Rise will remain active until the user chooses to deactivate it.
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(Tatakai no Gendōryoku: ) - Warring Impetus: Shield Breaker
Type: Attack/Defence
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user creates a large drill-like weapon around their fist with spikes protruding from its surface. The drill contains its own engine supplying it with the power to rotate extremely fast. Their body also becomes wider and heavier as they become more armored and additions are made to support their internal structure. (provides defense against attacks up to B rank) Charging the enemy at full speed, the user will thrust the drill into them, tearing through them like nothing was there. This technique’s power comes from the strength of the user’s thrust and their momentum behind the drill’s great piercing ability granted by its rotation.
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(Tatakai no Gendōryoku: ) - Warring Impetus: World Breaker
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The users transforms his arm into a far larger, bulkier arm that seems to encase the user like a shell with several large turbines protruding from it. Jets will emit from the back of his fist as he strikes the ground beneath him like a high-speed piston and creates large fissures in the earth. He will also release highly condensed air mixed with combustible chakra from his fist into the ground which is ignited to cause a massive explosion to radiate outwards and destroy everything around him, leaving only a giant crater in the aftermath. The arm used for this technique is destroyed in the process.

Additional Effects and Restrictions:

-Must have a Rinnegan bio with a remotely linked Asura path
-Must have mastered taijutsu
-Warring Impetus techniques can replace/repair any damaged or lost body parts at the cost of an additional +10 chakra per section.

(Tatakai no Gendōryoku: Kaizen) - Warring Impetus: Rise
Type:Supplementary/Defense
Rank: B
Range: Short
Chakra Cost: 20 (+5 per turn)
Damage Points: N/A (+20 to taijutsu)
Description: This is the fundamental technique of Warring Impetus that all others expand upon. The user will configure the internal structure of his body to optimally convert power into movement, an engine created in his torso generating additional power. A thin but dense armor fitted with shock-absorbers reinforces the body to withstand the increased strength and speed granted by the modifications. (takes no damage from freeform attacks/Adds +2 to speed lvl) These modifications are in place by default but the user’s abilities are not notably enhanced until the engine is activated which can be done passively on its own or when a Warring Impetus technique is used. While Rise is active the user becomes capable of crossing large distances in a short amount of time, lifting objects many times their own weight, and attacking with enough force to destroy steel walls. Once activated, Rise will remain active passively until the user chooses to deactivate it. The first time Rise is activated in a battle, the user can use their improved speed to evade an attack within reason.
-Must be mentioned in the user's bio or the start of a battle.
-Rise cannot be activated or deactivated twice in the same turn



(Tatakai no Gendōryoku: Akuseru) - Warring Impetus: Accel
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra Cost: 20 (+5 per turn)
Damage Points: N/A
Description: Derived from Rise, Accel grants the user a temporary boost in speed. This is achieved by storing chakra within the engines augmenting their physical abilities and releasing it, increasing their movement capabilities well beyond their previous limits. The user gains a x2 boost in speed for up to three turns, during which the user can use their momentum to increase the power of their melee attacks. This essentially increases the damage of applicable Warring Impetus techniques and Taijutsu +20.
-Can be used in the same timeframe as other Warring Impetus techniques
-After this technique ends it can't be used again for the same number of turns it was active and the user's speed will be decreased by 2 during that time
-Usable 4 times per battle

Approved

(Tatakai no Gendōryoku: Gekiretsuna Entorī) - Warring Impetus: Tempestuous Entry
Type: Attack/Defense/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user creates a large drill-like weapon around their fist with spikes protruding from its surface. The drill contains its own engine supplying it with the power to rotate extremely fast. Their body also becomes wider and heavier as they become more armored and additions are made to support it. (adds a B rank defense to existing armor) Propelled by jets, they will charge the target at full speed and thrust the drill through them like nothing was there. The user can pierce through obstacles in their path and travel underground. Additional armor remains until destroyed and can be removed at any time.



(Tatakai no Gendōryoku: Desusutā) - Warring Impetus: Death Star
Type: Defensive/Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user creates a large spherical armor covering their entire body that resembles a monochrome soccer ball. Several mechanical appendages inside link the user to the sphere and hold it in place while suspending the user within. Although the armor is thick and heavy, the appendages manipulate it without issue since they are powered by a pair of engines connected to the user’s back. Hollow cylinders within the appendages channel combustible chakra through them and out of openings in the sphere to create explosions outside it that can damage nearby enemies and propel the sphere through the air like a cannonball. The sphere can by fully maneuvered, made to spin rapidly to allow the user to forcefully roll through obstacles or be split into parts held by the appendages to be used as melee weapons with the same explosive capabilities.
-Usable twice per battle
-Lasts for three turns unless destroyed
-Must wait two turns after this technique ends before performing it again



(Tatakai no Gendōryoku: Hītoendo) - Warring Impetus: Heat End
Type: Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user creates a thick gauntlet covering his arm with prominent knuckles. An engine within generates thermal energy that can be used offensively. When attacking with the gauntlet the hand begins to glow with extreme heat. Striking with their fist results in a powerful blow that releases a large amount of thermal energy into them capable of melting the hardest of materials. The rapid buildup of thermal energy causes the target to explode, dealing severe internal damage. Alternatively, by slamming their palm on a surface, the user can channel energy through it and make it detonate, producing large burning explosions. This can be up to mid range in one direction or short range around the user. Multiple gauntlets can be created but their power will be split between them however the user wishes. After a gauntlet is used to attack it is expended and destroyed.
-Usable 3 times per battle
-No S rank or higher Warring Impetus techniques next turn

Link to approval

(Tatakai no Gendōryoku: Sekai no Surēka ) - Warring Impetus: World Breaker
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user makes bulky armor emerge from their body featuring 2 additional crane-like limbs attached to an extremely heavy cylindrical pillar about the same size as the user. With engines integrated with the armor pumping concentrated chakra through itself and these limbs, the user is able to wield the pillar without difficulty. When attacking with the pillar power is built up and released for a fast, earth-shattering thrust striking the target. Just before impact, turbines attached to it release highly condensed air mixed with combustible chakra out of its tapered front end. The mixture is ignited to cause a massive explosion to radiate outward and incinerate the target. Jets emitted from their armor keep them from being blasted away. This armor provides an A rank defense that remains until destroyed and can be removed at any time. This does not stack with similar armors.
-Usable twice per battle
-No S rank or higher Warring Impetus techniques in the same or following turn
-Continuing to use this technique after the initial turn will require a move slot.

Approval

(Tatakai no Gendōryoku: Ōita) - Warring Impetus: Grand Divide
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user transforms their arm into a large mechanical blade or creates one from their body. Nearly the same height as the user, the blade emits thermal energy generated by the engine near its base and concentrates it on the edges of the blade, giving it immense destructive power and cutting ability. When attacking with the blade, the user can release all of its stored energy at once as a massive shockwave that can divide even large scale techniques, however doing so will destroy the blade. The blade is capable of splitting in two and spinning around an axis to create a throwing weapon that can be detached from the user and launched at an opponent much like a giant shuriken. The weapon can be drawn back to the user and caught by using their chakra like a magnet similarly to Flaming Arrow of Amazing Ability, and, if the weapon is still in flight, be directed somewhat on its way back.
-Usable twice per battle
-Lasts for three turns
-Shockwave destroys the blade and ends the technique
-Requires a two turn cooldown between uses

Approved

 
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Ushiro

Active member
Legendary
Joined
Apr 23, 2010
Messages
13,005
Kin
768💸
Kumi
99💴
Trait Points
50⚔️
Kumi Log

Available Kumi: 2800

Transaction Log:

+1,000 - 11/04/2018 - Initial Kumi
+200 - 13/05/2018 -
+250 - 12/06/2018 -
+250 - 10/07/2018 -
+450 - 02/10/2018 -
+650 - 24/10/2018 - Mission

 
Last edited:

Ushiro

Active member
Legendary
Joined
Apr 23, 2010
Messages
13,005
Kin
768💸
Kumi
99💴
Trait Points
50⚔️
Basic Information

Name: Astra - アストラ
Nickname: The Six Stars - Division 1
Gender: Unknown
Age: Unknown
Clan: Unknown

Looks: Astra consists of six people of varying height, age, and build. They can be difficult to recognise for those who aren’t familiar with them as their appearance frequently changes depending on the setting, although they seem to prefer professional attire. Outwardly, these six bear no outstanding features or similarities until thoroughly inspected. Small black piercings embedded in their bodies can usually be found hidden beneath hair or an article of clothing. Each S.T.A.R (Samsara-Type Auxiliary Revenant) wears special contacts that hide their Rinnegan without affecting their vision. Occasionally, their eyes glow a bluish-green color and reveal parts of their Rinnegan.

Personallity: Astra displays a kind and friendly demeanor, adapting other personas when the need arises. They work in the shadows, blending into the background as they put their observational talent to use searching for anything and anyone they can use to their advantage. Astra is very secretive and cautious about attracting attention unless they're indulging in pointless debate or experiments to satisfy their boundless curiosity. Despite the powerful abilities and skills at Astra's disposal they avoid direct conflict, instead relying on cunning and underhanded tactics to get their way, at times to their own detriment. They can sometimes be seen crafting small trinkets or sculptures of questionable utility or artistic value.

Village Information

Land of Birth: Unknown
WSE Clan: Kaizen

Rank//Chakra Info

Ninja Rank: Jonin
Chakra/Health Level: 2350/90x6
Specialty: Combat Specialist - Increased Speed Specialist - Apex Tracker Specialist - Mechanic - Warring Impetus
Elements: Fire - Water - Earth - Lightning - Wind - Rain
Abilities: Six Paths Technique - Ninjutsu - Taijutsu - Genjutsu - Kenjutsu - Fuuinjutsu - Medical Ninjutsu - Hydra contract - Sniper Arts - Warring Impetus - Lithos Stone - Scoria - Algae - Palladium Foam - Custom Jutsu

Background Info

History:
Few people knew of Astra’s existence, even before the Collapse. To some they were demons. To others, angels. Most remained peacefully unaware of their presence. The name “Astra” was inspired by an underground organization that conducted illegal research for the sake of bringing a new “golden age” to the Freehold. They called it Project Astraea. █████’s involvement with the group began after an investigation into an unexplained disappearance led them to discover a hidden lab and notes about failed transplants for a rare doujutsu. Before they could escape with the information, █████ was discovered by someone who had been monitoring them long before their meeting. They discussed the Project and the doujutsu's purpose within it which led to a negotiation. █████ volunteered to receive the doujutsu and willingly assist in the Project in exchange for their silence. This is how █████ received the Rinnegan.

█████ was previously part of a unit tasked with handling the rising levels of crime and civil unrest within their district of the Freehold. █████ had a talent for profiling gained from specialized training they received in their youth. They used their talents begrudgingly since the Ministry of Health and Public Safety Bureau - the organization in charge of the unit - placed strict regulations on how they operated and what happened to those they captured. █████ took their work seriously as they wanted the high brass to trust them enough to access classified information, information that could help them find the reason why people kept going missing, and why the MWPSB did nothing about it. █████ had originally joined to ease their fears of being victimized by incompetent rulers and would do anything to prevent it. In order to improve their standing, █████ secretly spread exaggerated rumors of corruption and convinced those with the inclination to start uprisings before sabotaging them themselves. After gaining enough clearance to access restricted information, their investigation led them to a certain research facility and what seemed to be a once-in-a-lifetime chance to become free. It was a decision they would inevitably regret.

█████ assisted with Project Astraea for several years, during which their Rinnegan abilities were greatly developed among other skills. █████ grew fond of their new company and relative freedom compared to life as an officer. As the Freehold's financial situation worsened, however, the expectation and pressure from their sponsors to produce results increased. As a result, the organization became greedy and more cruel in their methods, becoming less concerned with improving the Freehold than they were gaining power for themselves. This attracted the attention of the MWPSB and ignited a bloody conflict between the two. █████ anticipated this conflict and was prepared to abandon the Project. █████ secretly developed Astra in advance after discovering a shocking truth deliberately hidden from them since joining the Project. █████ attempted to use Astra as a decoy while they went into hiding but when people they cared about began dying, █████ called upon a forbidden power in order to stop the fighting. As they wished, the battle ended but no survivors could be found in the aftermath. The bodies of several people, including █████ went missing. Before their deaths could be confirmed, the Collapse occurred and most records regarding █████ were lost.

Years later, █████'s whereabouts are still unknown as Astra explores the world in their stead. Their most recent adventures have led them to promote their clan Kaizen and start an investigation of a dangerous cult.

Other

[Combat Specialist]
► Kenjutsu and Taijutsu increases passively by 10 damage.

[Increased Speed Specialist]
► Your base speed is increased by 2 additional levels. This makes your movement faster than those of your rank. This increase stacks on with Active speed increases such as Leg Weights or Eight Gates.

[Apex Tracker Specialist]
► With more heightened senses, the user is capable of gaining a now increased x2.5 tracking.

[Mechanic]
► You can use all Scientific Ninja Tools you have access to in battle.

[Master of Disguise]
► A great deal of consideration is put into Astra's appearance. With the right materials, they can cosmetically alter their appearance and flawlessly impersonate just about anybody. It is partly due to their visual prowess that they can do such precise and detailed work. They are also proficient with the transformation jutsu but prefer to avoid using chakra for disguises.

[Rinnegan]
► An additional 750 chakra points added to base chakra level
► Complete immunity to Visual Genjutsu
► Equal full mastery of all of the 5 chakra natures. The user has no specific elemental specialty, being able to use all elemental chakras with increased speed with the same ease. Users are also able to choose one Elemental Specialist jutsu to use per event.

( Doujutsu: Rinnegan ) Eye Technique: Samsara Eye
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: N/A ( -5 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. Dispicted as the eyes of the SO6P, the Rinnegan awaken on Madara Uchiha after he obtained his EMS and implanted Hashirama's Senju cells in himself. Having both lineage from the SO6P allowed him to awake the Rinnegan. When Madara activates the Rinnegan, he seems to not suffer any kind decrease in his EMS abilities in terms of tracking speed, clarity of perception or seeing chakra. Eventually his eyes were bestowed upon Nagato Uzumaki and in him manifested lower abilities (equal or comparable to a 3 Tomoe Sharingan). While Nagato was never able to deactivate his eyes, Madara could switch at will between his EMS and Rinnegan eyes, although he wasn't able to go from 3 Tomoe to Rinnegan directly. Eventually Obito transplanted Nagato's (and subsequently Madara's) Left Rinnegan into himself. By doing so he gained access to both Doujutsu at the same time although losing the ability to deactivate the Rinnegan and as such, losing chakra constantly to maintain it.
Note: Constantly passively active in Nagato and Obito bios
Note: Requires activation ( spending move ) for Madara bios but remains active indefinetely afterwards if the user chooses to. After having a complete Madara bio with Rinnegan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated EMS before and had it active for 1 full turn.



(Tatakai no Gendōryoku: Kaizen) - Warring Impetus: Rise
Type:Supplementary/Defense
Rank: B
Range: Short
Chakra Cost: 20 (+5 per turn)
Damage Points: N/A (+20 to taijutsu)
Description: This is the fundamental technique of Warring Impetus that all others expand upon. The user will configure the internal structure of his body to optimally convert power into movement, an engine created in his torso generating additional power. A thin but dense armor fitted with shock-absorbers reinforces the body to withstand the increased strength and speed granted by the modifications. (takes no damage from freeform attacks/Adds +2 to speed lvl) These modifications are in place by default but the user’s abilities are not notably enhanced until the engine is activated which can be done passively on its own or when a Warring Impetus technique is used. While Rise is active the user becomes capable of crossing large distances in a short amount of time, lifting objects many times their own weight, and attacking with enough force to destroy steel walls. Once activated, Rise will remain active passively until the user chooses to deactivate it. The first time Rise is activated in a battle, the user can use their improved speed to evade an attack within reason.
-Must be mentioned in the user's bio or the start of a battle.
-Rise cannot be activated or deactivated twice in the same turn


[Equipment]
► Each Star is equipped with: Basic ninja tools (shuriken, wire, bombs, etc), fuma shuriken, senbon, canister style flash bombs, sealing tags, earplugs, sunglasses, a weighted chain, bow and arrows, and various scientific ninja tools Assassin's Arsenals. Some of their projectile and throwing weapons have black edges which are made of the same material as the chakra disruption blades and produce the same effects. Each Star has a torus-shaped ring fashioned out of chakra rods around their ankle.

A layer of Lithos is applied to 3 beacons from Epitome of Magnus, a slab of chakra rod material made to resemble a black briefcase, and a giant roll of black cloth.

(Lithos rirīsu: Shūsei unmei) Lithos Release: Law of Force
(Lithos rirīsu: Shūsei unmei) Lithos Release: Law of Force
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is a technique created to give the user more control over specific items or objects. Beforehand the user will coat a specific non-human entity/object/item in a layer of Lithos. These objects of course must not negatively harm magnetic fields when in their presence. By covering the objects beforehand this will allow the user to easily manipulate said object at the start of a battle or once they have summoned the affected tool. This jutsu will essentially allow the user to passively manipulate said object with magnetic fields without them having to physically hold said object. For instance, if the were to coat their sword with this technique then the user will be able to passively float said object and utilize any of its ability without ever having to physically touch said object. Upon arriving to battle or being summoned these objects will be able to float or rather levitate up to five meters in the air due to magnetic fields in place. Another example, would be if the user had a non-human entity such as a puppet. The user would be able to move this puppet around and utilize any of its abilities without having to physically touch the puppet. One important thing to note is that this technique does not exempt the user from having to spend chakra or a move to utilize an ability from the affected tool if it had one. Due to Lithos Stone being a permanent magnet this technique does not require any continuous chakra input and does not hinder the user from using other jutsus.

Note: Must be stated in the user’s biography what objects are affected.
Note: Can only be applied to up to five objects.

Artifacts: (Hanuri Sensō Cheisā Kutsu) – Hangurian War Chaser’s Shoes
(Hanuri Sensō Cheisā Kutsu) – Hangurian War Chaser’s Shoes
Type: Artifact
Rank: C
Range: N/A
Chakra: N/A
Damage: N/A
Description: A pair of worn shoes recovered from the Ruins of Chungsu and sold on the Ninja World Marketplace after being refurbished. These shoes augment the user’s travel speed in the Ninja World, reducing their travel time by 5 minutes. The shoe’s bonus to travel time cannot stack with other items equipped on the user’s person that also reduce travel time in the Ninja World; meaning two pairs of shoes, or an item like it, would not additively reduce the user’s travel time. However, the bonus from the shoes can be stacked with bonuses granted to specific landmarks, like a road or bridge. This bonus can also be stacked with consumable items, like the Runner’s Liquid Courage, to further reduce travel time.
Scientific Tools: Dominator, Semblance, Epitome of Magnus, Kote x3, (plus max number of all canon tools this bio can use due to Mechanic)


(Dominētā) - Dominator
Type: Weapon
Rank: S
Range: Short-Long
Chakra: N/A (-5 per turn) (20 for NLP, +10 for LE & S, 40 for DD)
Damage: N/A
Description: The Dominator is a firearm that is linked to the holder’s chakra system, functioning as an extension of their body. Small indicators on the weapon’s black surface glow aqua when held by an authorized user. The Dominator features four different modes that can be switched at will:

Non-Lethal Paralyzer - The Dominator's standard mode fires thin chakra bursts that paralyze the target by injecting them with the user’s chakra. In most cases, the target is rendered unconscious and unable to move their body for some time afterward. The effect is improved or weakened based on the target’s rank in relation to the user’s. (Same: one turn unconscious, one turn paralyzed / Higher: One turn paralyzed / Lower: two turns unconscious, one turn paralyzed) This B rank attack deals no damage.

Lethal Eliminator - A supplementary, anti-personnel mode of the Dominator. When it changes to this state, the lower portion of the gun undergoes a rather elaborate transformation which includes swiveling, sliding and flipping around most parts. Acting as a catalyst, it assists the holder as they manipulate jutsu through it, making jutsu capable of becoming more focused and potent. Jutsu used through this mode become capable of penetrating defenses and have a higher chance of killing the target. (+20 damage) This only applies to projectiles originating from the holder and cannot apply to streams or large scale techniques. Usable four times per battle/event.

Stabilizer - A supplementary mode similar in appearance and function to Lethal Eliminator except this mode only assists in maintaining a jutsu’s form at longer distances, improving its range by one level. (short to mid / mid to long) This only applies to projectiles originating from the holder and cannot apply to streams or large scale techniques. Usable four times per battle/event.

Destroy Decomposer - The Dominator's Anti-Material mode. The transformation of the weapon is even more extensive, and appears more neon than black. It is primarily used against armored targets or to clear away obstacles. It fires a powerful chakra burst that annihilates the target, leaving no trace of them. It can create a hole in a target of 1-2 meters in diameter or alternatively explode on impact for a larger area of effect. This is an S rank attack that is usable 3 times per battle/event

-Only usable by Ushiro an those he allows
-When foreign chakra enters holder’s chakra system or the holder is unauthorized, the indicators will turn red and prevent the weapon from being used.
-Lethal Eliminator and Stabilizer are used passively in the same timeframe as the relevant jutsu
-The first two elements used with the Dominator are the only elements it can use for the duration of the battle/event
-Non-Lethal Paralyzer and Destroy Decomposer each cost a move to use
-Projectiles move at the speed of an average lightning jutsu
-Two modes cannot be utilized in the same turn



(Dōgigo) - Semblance
Type: Tool
Rank: B
Range: Short-Mid
Chakra Cost: N/A (-10 per turn)
Damage Points: N/A
Description: A device resembling a watch that is designed to aid in covert operations involving groups of people. Twisting a dial located along its edge makes it passively take chakra from the holder and link itself remotely with up to eight similar bands. By forming the Seal of Confrontation in any position, the wearer and anyone linked to this device can transmit a mental command to it and have the Transformation technique passively applied to them. They appear to flicker for an instant when assuming their disguises instead of being covered in a puff of smoke. Regardless of the user’s skill with transformation, the result is so intricate it is impossible to tell it apart from the real thing. This device maintains the transformations itself so getting injured will not cancel them. Transformations applied by Semblance do not cost a move except when multiple people transform in the same timeframe. In that case it will cost just one move and remain passive.
-Each person may only use this device to transform once per turn
-Moving long range from it cancels the transformation
-Transformations can be cancelled at will



[Magunasu no epitōmu: Epitome of Magnus]
Type: Tool
Rank: C
Range: Short - Long
Chakra Cost: 15
Damage Points: X
Description: This is a unique technology that is actually made to look alike the casing is a book so as to not draw attention to the contents. Within their are six beacons, all the size of a golf ball. This is a technology specifically designed for deception. How it works is the users will set up a minimum of three of these beacons, then when they activate them, they will connect and form a distortion field of sorts. What this will do is create a hologram. This hologram will reflect and blend into the area where they are placed, for example, in a forest they would show trees. A barrier of sorts to hide what was truly inside. Not only this but they would give off a frequency to disrup chakra sensors from sensing the chakra of those within the barirer. This distortion is released around and would stop sharingan and rinnegan from seeing chakra within, though byakugan would be able to look beyond the barrier and see what was within. It was designed for reconiscance missions, hiding the users in plain sight along with their chakra signatures. If one of the beacons would be damaged, the field would fail and need to be set up again or reactivated. Due to the set up required, generally not the most useful technology when it comes to a fight. If it were to be used in a fight, activating the field would cost as a single move by pressing the button within the "book" container.



( Kote ) - Gauntlet
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Shinobi Gauntlet (忍小手, Shinobigote), often shortened to just Gauntlet (小手, Kote), is a scientific ninja tool that is worn on the forearm. The Gauntlet was developed as a way to allow anyone to use complicated jutsu without the need for training or the requisite skills.To use, Scroll Cartridges that have had jutsu sealed into them are loaded into the Gauntlet's chamber. At first appearing as a normal sealing scroll, upon absorbing a technique it shrinks down to the size similar to a real bullet and can then be loaded into a tool to be activated later. When a nature transformation technique is activated from a Scroll Cartridge, the user make a unique single handed hand seal corresponding to the intended jutsu's nature using the hand of the arm that the Gauntlet is worn on. This causes the Gauntlet to release the jutsu from its Scroll Cartridge, firing it wherever the Gauntlet is aimed. Because the Gauntlet's jutsu require no chakra to perform, the user can gain an advantage in battle by releasing what would normally be chakra-taxing techniques in quick succession.
Note: Academy Student to Genin Ninja can have up to Forbidden ranks sealed, done in either battle, training, or the Ninja World. Chunin can have up to S ranks and Jounin and up ninja can have A ranks and below sealed within a Kote.
Note: Only up to 3 Kotes can be owned, counting collectively as a single Tool slot.
Note: Only Basic Ninjutsu, Elemental Ninjutsu (Basic, Custom, and listed Advanced Elements), and non Fuuinjutsu based Advanced Ninjutsu fields can be sealed ( and these often must be approved for your bio, thus isn't a blanket over all techniques of these fields ). Modes and similar cannot be sealed as well.


Jutsu Sealed:
(Fuuton: Manako no Shippuu) – Wind Release: Eye of the Gale
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (+20 damage to anything which moves through the portal)
Description: The user will perform the Rat Handseal before focusing their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid/liquid objects, constructs or techniques passing through it will have their cutting capabilities greatly amplified, as the disc of wind provides them with a green coating of sharp wind chakra much like the one produced in Wind Release: Vacuum Blade. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. The layer of wind will amplify a construct's cutting properties to the extent, a thrown rock will become as destructive as a bullet, making this technique a very formidable weapon despite its non-offensive nature. This technique will only amplify the cutting capabilities of solid or liquid constructs e.g. rocks, kunai, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the cutting enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques e.g. Wind/Earth or Wind/Water.

Note: Lasts for two turns
Note: Can only be Taught by Negative Knight
Note: Can only be used four times per battle
Note: Cool down time of two turns in between uses
Note: Does not enhance speed of projectiles/techniques
Note: Only amplifies cutting capabilities of solid or liquid constructs
Note: Does not affect Fire or Wind-based techniques
Note: Portal of wind can be created a maximum of ten meters away from the user

(Sōruiton ♦ Ewa ) – Algae Release ♦ Eywa (A-rank chinese dragon)
Type: Offensive/Defensive/Supplementary
Rank: D-S Rank
Range: Short-Long
Chakra cost: 10-40
Damage points: 20-80
Description: Eywa encapsulates the user's universal control over Algae. Through the use of a single handseal, the user can birth algae, or re-shape preexisting algae into various offensive, defensive, or supplementary structures of varying strengths and sizes. By exploring the full spectrum of Algae’s semi-solid, formless and aggregate nature various effects can be achieved, such as waves and blasts of sludge-esque algae, densely packed algae for hard walls, rigid spears, spikes and the like, or shaped yet flexible structures such as whips or tendrils and so on. Algae can adopt various hues and colours, continuously grow and proliferate if left unattended. Birthed algae can either be released from the user's’ body, from a source of water (whole or aggregate), a pre-existing source of algae, or from moisture saturated earth, and its strength and size will vary according to the amount of chakra utilised to create it. In the case of reshaping existing algae however, the size and strength will correlate to that of the original structures. Eywa also facilitates the creation of seaweed-esque structures, and the release of Algal spores that can be triggered at a later date.( These being generic spores that entail generic applications explored and alluded to within the CE submission.)
- At the cost of 10 chakra per turn, the user can sustain control over created structures for continuous manipulation that allows structures to be guided through land, sea or sky, this however limits the user to the usage of Algae, the elements it is composed of, and non elemental abilities. It can be maintained for a maximum of four turns.
- By expending 5 chakra the user can amplify the colour pigments of the created algal bloom for the effect of bioluminescence- bioluminescence is prevalent across a variety of algae species and - in accordance with Algae's generalist catch-all nature, and the nature of Eywa as a generalist technique of such an element, the effect of bioluminescence can be summoned in Eywa Algae. Bioluminescent algae will glow with an intense light.
- S ranked applications require two handseals and can only be utilized thrice.
-No S-Rank or above Algae in the user's next turn when the S-Rank version is utilized

(Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This technique is a stronger version of exploding water colliding wave technique. The user will first perform the ram hand seal and then spits out a large amount of water that covers an entire area, with massive waves that can crush the opponent. The user then forms the water into a giant orb, instead of releasing like weaker version of the technique.

[Sealing]
► The Deva path carries a variety of pre-prepared tags and scrolls for techniques they know requiring certain items like fuiinjutsu, ninjutsu, and summoning. They include writing utensils to create or modify such techniques. Some of the sealing scrolls contain ammunition, clothes, and disguise equipment.



壱 - Deva Path (Star-1)

弐 - Asura Path (Star-2)

参 - Human Path (Star-3)

四 - Animal Path (Star-4)

五 - Preta Path (Star-5)

六 - Naraka Path (Star-6)

Theme Song and Background Music
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Battles Won/Lost: 0/3

Updating Astra v3. Six Paths of Pain skin.


Ryo Log

Available Ryo: 1600
Deposited Ryo:
Available Artifacts:

(Hanuri Sensō Cheisā Kutsu) – Hangurian War Chaser’s Shoes
Type: Artifact
Rank: C
Range: N/A
Chakra: N/A
Damage: N/A
Description: A pair of worn shoes recovered from the Ruins of Chungsu and sold on the Ninja World Marketplace after being refurbished. These shoes augment the user’s travel speed in the Ninja World, reducing their travel time by 5 minutes. The shoe’s bonus to travel time cannot stack with other items equipped on the user’s person that also reduce travel time in the Ninja World; meaning two pairs of shoes, or an item like it, would not additively reduce the user’s travel time. However, the bonus from the shoes can be stacked with bonuses granted to specific landmarks, like a road or bridge. This bonus can also be stacked with consumable items, like the Runner’s Liquid Courage, to further reduce travel time.
Transaction Log:

+250 - 12/06/2018 -
+250 - 12/06/2018 -
+450 - 02/10/2018 -
+650 - 24/10/2018 - Mission
 
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