Vegeta's Custom ways to kill

Vegeta

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Katon




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( Katon: Reiji no shakunetsu ) - Fire Style: Scorching Rage
Type: Offensive/Defensive/Supplemental
Rank: B-Rank
Range: Self
Chakra: 20
Damage: 40
Description: The user will channel their Katon chakra thru their body, releasing the chakra as a surge which will encircle the user in a half meter radius away from the users body in a golden fiery aura of chakra which peaks a half meter above the users head protecting the user and burning anything that touches it.
~Notes~
- Lasts 3 turns
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Taught to: , , , , ,
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(Katon: Bāsākā shakunetsu) - Fire Style: Scorching Berserker
Type: Offensive/Defensive/Supplemental
Rank: A
Range: Short/Mid
Chakra: 30 (-5 per turn)
Damage: 60
Description: After Performing Fire Release: Scorching Rage, the user will focus and maintain the fiery golden chakra surrounding him intensifying the power of the aura. The user can ram the enemy while surrounded in the chakra burning them and delivering blunt force damage as well as 4th degree burns. The user may also clap his hands together with the palms open and outward, concentrating and releasing the chakra in a stream of fire up to mid range, costing -10 chakra to refuel the technique to full strength.
~Notes~
- Lasts 4 turns unless upgraded, then he next lvl restrictions will apply
- Damage to taijutsu is increased +10 due the the flames surrounding the user
- Can be used in the same TF as Scorching Rage at an extra cost of -5 chakra
- User can only use katon elemental jutsu while this is active, but can perform physical taijutsu/kenjutsu and basic ninjutsu attacks
Taught to: , , , , ,
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(Katon: Shakunetsu no akuma) - Fire Style: Scorching Demoniac
Type: Supplemental/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The brother jutsu to Scorching Rage and Scorching Berserker. By farther manipulating the chakra while also molding more katon into the aura, it can be made to shine brightly outwards along the same lines as Fire Release: Fire Whisp as the golden fiery chakra aura grows outwards and upwards 2 more meters, surrounding the user to 2 1/2 meters around/above, it's heat and strength increases from A to S rank in terms of raw damage to the touch. This can also slightly blind the enemy like looking momentarily into the sun just nowhere near as intense, and will hinder their vision for one turn. In addition to this, the golden katon aura will also take on a more reddish hue mixed in with the aura, creating a gold/red fusion of roaring flames surrounding the user. The user can perform punching type motions, firing up to 4 bright 1 meter diameter fireballs at the opponent (also along similar lines of the Fire Whisp technique, strength divided depending on how many are fired off), or the user can make a mad run for the enemy attempting to ram them or use taijutsu/kenjutsu strikes against them. Finally, they can focus the aura around them to a single area, clapping their hands together palms facing outwards, streaming the golden fiery chakra from around themselves siphoning it off them like done in Scorching Berserker, however the strength of the stream would be S ranked and would be able to strike opponents long ranged (as opposed to mid ranged in Scorching Berserker) and would be 3 meters in diameters, this can also be done by pointing a single hand open palmed facing a target as well and would fire off like the Stream version. Using either the Stream or Fireball attacks would cost 20 chakra to refuel the aura back to full strength, otherwise the technique will end.
~Notes~
- Lasts 4 turns
- Can only be used 3 times per battle
- Scorching Rage can not be used again for 2 turns after this ends
- Can be activated in the same time frame as Scorching Berserker passively, however doing so will increase the time till Scorching Rage can be used by 1 turn
- Damage to taijutsu is increased +5 to the +10 from Scorching Berserker for a total of +15 from the intensity of the heat.
- User is bound by the same restrictions as Scorching Berserker in terms of maneuverability and can only use katon elemental jutsu/taijutsu/kenjutsu and basic ninjutsu attacks while active.
Taught to: , , , ,
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(Katon - Shakunetsu no Bakuhatsuha) - Fire Style - Scorching Exploding Wave
Type: Defensive/Offensive
Rank: Forbidden
Range: Mid-Long
Chakra Cost: 50
Damage Points: 90 (-15 to the user)
Description: After using Scorching Berserker to hone and focus the fiery golden chakra, the fiery chakra that rages around the user can be concentrated and drawn in tighter to the users body while molding massive amounts of fire chakra into it. The user will then focus the chakra downwards thru their legs entering into the ground, which will then travel towards the target similar to the Flame Pillars technique. By forming a special 2 fingered seal while lifting their hand upwards, they will cause the concentrated fire chakra to explode upwards violently like a volcano erupting spanning from mid range in width and height causing devastating damage to the field creating a crater short range in depth with golden flames covering the area and debris and smoke littering the air. This is meant as an attack on someone who is avoiding close range or attempting to flee. This cannot be executed on a target that is short range. Due to the fiery aura drawing in so close to the body, the user suffers minor damage from excessive heat.

~Notes~
- This will end the effects of Scorching Berserker, after which Scorching Rage cannot be used again for 3 turns
- No Katon over A rank the next turn due to over using ones Katon chakra
- If caught in the explosion, the user will take the full brunt of it
- Due to the needed process to reach this stage (Ie; using Scorching Rage/Scorching Berserker first) this jutsu can be used 2x per battle
- Must be taught by -Vegeta
ref-
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Taught to: , ,

( Katon Kenjutsu - Shakunetsu no u~ēbu ) - Fire Style Sword technique - Scorching Wave
Type: Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: N/A (Chakra used from related techniques applies)
Damage: 40-80
Description: After using Fire Release: Scorching Rage/Berserker/Demoniac the user can channel the katon chakra surrounding them onto their sword focusing the chakra onto the blade. The user can then do a simple crescent-shaped slash at the opponent along the lines of Slicing Crimson Wave but instead launches the concentrated fiery golden/golden-reddish chakra into a slicing wave of fire short range in length and solid enough to cut, able to hit targets Long range away. Can also be used to defend/attack from attacks of equal rank or lower with-in reason following S/W. The blade's fiery aura would reflect the strength of which jutsu was active when used. In addition, the fiery aura can be drawn onto a weapon upon creation instead of forming around the user allowing this to be created passively in the same time frame as the technique used to power this jutsu (projectile slash will still count as an active usage unless used when activating).
~Notes~
- Lasts for the duration of which technique was active when used, and would cost equal chakra to maintain as the jutsu active when activating this technique (Rage/Berserker/Demoniac)
-If using S ranked version, the duration before Scorching Rage could be used again is increased by 1 turn
Taught to: , , , ,
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(Katon: 9000 Ijō no shi no toshi!) - Fire Release: Over 9000 years of Death!
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Performed like 1000 Years of Death, however, by adding the seals Dragon -> Snake -> Ram, the user channels large amounts of katon chakra to their hands, then makes the seal of the Tiger releasing it thru the hands before force-ably punching it into the enemy's behind.
~Notes~
-Because of damage to the hands, no hand seals may be used for 1 turn
-No other Katon jutsu may be used the turn this is used, and no Katon jutsu above A rank the next turn
-Can only be used 1 time per battle
-Must be taught by -Vegeta
Taught to: , , , , ,

(Katon: Honoo Zugaikotsu Kabe) - Fire Style: Flame Skull wall
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will release fire chakra into the ground and ignite the ground, creating a wall of blue flames to separate the user from their target. Then, the user will manipulate the blue flames and shape it into a large skull, two times the size of the user. The skull will have an opened mouth and would be in the center of the flame wall. The skull can do either two things, release a flamethrower/torrent of flames towards the target or release projectile-like large balls of flames towards the target. Around the large skull of fire will be smaller skulls that do not do anything but simply make the technique look cooler and more intimidating.

Looks similar to this:
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Notes and Restrictions:
- The wall itself is ignited up to short-range from the user, however, the flamethrower/balls of flames released is released either short/mid range from where the wall was set up.
- Can only be used three (3) times per battle
- Needs two turns to use again
- Can only be taught by EdwardSama
to being taught

(Katon: Moesashi no Ame) Fire Release: Rain of Embers
Type: Offensive
Rank: A
Range: Long
Chakra: 30
Damage: 60
Description: the user expels a very large cloud of flame in to the air, however this is merely a distraction, the fire does not disperse but rather condenses into countless tiny embers which very slowly fall to the ground in the target area. When the user performs the Tiger hand seal these embers burst in to flame again, the result is covering the target area an explosion that covers short range from the epicentre of the explosion. This technique also causes large black clouds to form, mimicking the clouds used for Kirin however no lightning is present.
Notes:
- Can only be taught by Shinta,
- Can at most cause three areas of embers to explode although the ember rain covers the entire field,
- The embers do no significant harm until they are detonated,
- Can be used four times per battle,
- The embers can continue raining for up to two turns, after which they become useless. On the turn of detonation, this jutsu must be posted again. The repost does not count as one of the four uses but still counts towards one of the three jutsu for that turn,
- The large black clouds remain on the field for four turns but again serve no purpose for kirin.
to being taught

(Katon: Saiha Ba-suto) - Fire Release: Blazing Blade Burst
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user begins by gathering up an enormous amount of fire chakra into each of their fists or feet. Along the same lines as it's parent technique (Katon: Saiha) Fire Release: Blazing Blade, the user manipulates the fire into dense blades, long and thin with a severe cutting potential almost like boomerangs. However instead of holding the fire and continually feeding it the user releases it with swift punching or kicking motions from these punching or kicking motions multiple blade like projectiles are formed and sent out with the maximum being five. These can range in size from as small as a kunai to as long as five meters. They are able to pierce through dense earth A rank and below. When they come in contact with an opponent they can cause very deep searing wounds that cauterize themselves cutting off blood vessels and stopping blood flow. They can pierce deep enough to cause severe internal damage and can cut off whole limbs if the opponent is struck correctly. These projectiles cannot be controlled once released, but can be very useful in short - long range. Only five consecutive blades can be shot off and after the blades make contact and cut through something they rebound hitting it again before exploding into a dense explosion of fire that can catch even solid earth on fire. The fire burns until it's put out by an opposing force.
Note: Can be used twice per battle
Note: The user is unable to use S rank fire techniques in the same turn
to being taught

(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~
to being taught

Fire Release: Dragon Fire
Type: Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage Points:60(+10 when in contact with Wind)
Description: The user channels fire to his fist and it explodes and creates a cyclone around the user. The user then launches himself at the opponent and high speeds, giving them the appearance of a spinning tornado-like torpedo of fire with a dragon's head where the fist is located. Afterwards, the user is left with a few burns left on the hand that does the move
~Must have Rikerslade's permission~
~Must be of Sannin rank~
~This can only be used twice~
~Can be blocked by B-rank water~ or above
~Due to high movement speeds, the user needs a Dojutsu or chakra-sensing method to use accurately~
to being taught

(Katon: Kakatsu no Verbti)- Fire Release: Jurisdiction of Verbti
Type: Offense/Supplementary/Defense
Rank: S
Range: Short-Long (Created short range, long range movement)
Chakra Cost: 40 (-15 chakra per turn to sustain)
Damage Points: N/A (80 for explosion, 20 when contact with the enemy is made)
Description: The user will gather a large amount of fire chakra, perform 3 hand seals, and release outward from their mouth a dense amount of ash. The user through shape manipulation will turn the ash into a demonic, and aggressive creature. Having a wavy exterior and body composition similar to a human, black in color, with a reddish hue in the outer layer of the creature. This beast of ash is around two meters in length. This beast has a special ability, through its impressive movement and lightweight of ash, it can travel along the ground with great ease and float in the air (movement that can be traced with the naked eye), but also interact with dense, earth-like material, burning anything it touches into ashes, the beast will use this ash it burns for its own deeds, allowing the ash to essentially "stick" on to the beast. This has the beast become larger in size (doubles in size with every interaction it comes with, and the structure must be larger then its body is currently when interacting with it) growing with every earth object it comes into interaction with, however, its overall ability and power remains relatively the same, it simply contains an advantage in brute force. Its second ability, is its adaptability with its own body structure, the beast can split himself in multiple "clones" of itself, each being weaker then the other, with up to eight being able to be made (Each would be C-Rank). These beasts will remain relatively the same, in how it attacks, being able to burn and create explosions relative to its size and rank. They can also come back together, reforging into themselves and its previous state as one body, or simply less bodies then before. Each time they split, the bodies will be decreased in half from its previous size. How the creature moves is specific to the users need, its movements are governed entirely by the user's mental commands. This beast can subdue the opponent by covering them completely with its body, burning them to pulp, it can perform basic body-art movements, where it can skin a person with every attack, or it can be set a blaze to create a large explosion (explosion size is equivalent to the size of its body).

Note: Can only be taught by Noni
Note: Beast lasts for four turns (unless cancelled)
Note: Can only be used twice per battle
Note: Requires two turn cool down before re-use
Note: Cannot use fire S-Rank or above the turn the beast is created
Note: Follows elemental strength and weakness
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to being taught

(Katon: Jigoku sukaru) - Fire Release: Hell Skull
Type: Offensive
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: After several battles, Hidan great love for Fire made him devised a technique aimed to finish his opponents. After performing the Tiger hand seal, the user will mold a large portion of their Fire chakra and then channel some of this fire chakra at base of their feet whilst condensing it. By releasing it against the ground below, the user would create a upthrust force, that would enable them to be able to propel themselves upwards in a height 7 meters. At that moment in the air, the user would then channel all their fire chakra into their lungs whilst using shape manipulation simultaneously and transforms it into a condense fire Skull. When this is done, the user would then expel out the condense fire Skull aimed at the opposing target. Just as the Fire skull gets about 1 meters towards the target, The user will manipulate it in such a way the skull would open its mouth, and swallow the target whole thus burning them into ashes. The fire skull is quite huge having a height of 4 meters and a diameter of 3 meters.

Note:
• Can only be done twice per battles.
• No S-Rank or above Fire in the user's next turn
• Can only be taught by Savage.
to being taught

(Ushiro Honoo) Back Flame
Rank: S-rank
Type: Defensive
Chakra Cost: 40
Damage Points : N/A
Description: The user focuses fire chakra in one arm, then a flame appears around the users hands, the user can shoot out pure fire chakra to cancel out any fire jutsu
Note: can only be taught by Axle
Note: it only has 3 shots
Note: except Forbidden
to being taught

Katon: Moui Kagutsuchi|Fire Style: Fury of the Fire God
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damge Points: 60
Description: The user makes a few handseals, gathering large amounts of chakra in his arms, and slams his hands down onto the earth, releasing all the fire chakra within his arms. Upon the point of contact of his hands and the earth, a small wave of fire spreads out from around the location of the user. The wave of fire starts to spread quickly and becomes stronger as it spreads from the user. Within a matter of seconds, the entire distance of short- mid is filled with fire. Once complete, the only place that becomes clear of fire is the small area where the user is standing.
*Can only use twice*
*After using, the user cannot use any wind jutsus otherwise he will basically be committing suicide by powering the flames*
*If the user stays in the middle of the fire for more than a turn, he becomes several burned*
to being taught

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

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

(Katon: Ryūsōken)Fire Release: Dragon's Claw Fist
Type: Offense
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user will release a steady and constant flow of Katon chakra from his body after forming the Horse handseal. While undetectable to the naked eye, the release of Katon chakra generates a tremendous amount of heat. The user will then rush towards the opponent and deliver his blows at high speed, with the heat of the Katon and speed causing the air to expand rapidly as the user delivers the blow, dealing an immense amount of damage onto the opponent upon impact as well as severely burning their body.
Can only be used twice per battle
Can only be taught by Riker Slade
Must have mastery of Katon and Taijutsu
to being taught

( Katon - Shisan e no ha ) Fire Style - Ashes to Asset
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage points: 60
Description: A unique fire style jutsu based on chakra flow abilities. This particular technique focuses on the unique aspect of some fire release jutsu, namely those based on explosive ash, such as Asuma's technique he used vs Hidan. By forming this explosive ash the user is capable of applying the ash to his limbs or any weapons he uses. By activating this jutsu the user is able to release the ash during taijutsu or other weapon attacks. Though this costs a move slot each time the ash is released. By using the momentum behind physical attacks the user of this jutsu is capable of sending streams of red hot ash from the seals to augment the range of the attacks and cause increased damage in close range. However as to prevent the user suffering from his own jutsu, the ash from this can only be caused to explode with a subsequent technique this technique must be a higher ranked fire technique due to the strength of the chakra stored in the ash release and it's density. In regards to scaling each time the jutsu is used, the user may release an amount of ash with a maximum range of mid. If it was to travel in a straight line from the user to mid ranged. A total of 15 meters, this can also be used to form the ash in to smaller patterns that instead have wider ranges provided they follow the initial dimensions. This ash behaves in an adhesive manner sticking to enemy targets similar to boiling sugar. Alternatively, the ash can be streamed into another Katon jutsu increasing it's damage by +20 while occurring in the same TF but of course costing a move.

~Notes~
- Once activated remains active for the rest of the battle.
- Each time the ash is used it costs a move slot.
- Must be taught by Vegeta
Taught to: , , , , ,

(Katon - Yūgure ni dasuto) Fire Style - Dust to Dusk
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: The follow up jutsu to the Technique - Ashes to Asset, this technique allows the user to supercharge fire chakra in to any ash present on the field from the ashes to asset technique. Causing the ash to become incredibly volatile before triggering a large explosion that causes considerable damage to anyone caught in it's range. The size of the explosion will be entirely dependent on how much ash is present on the battlefield.

~Notes~
- Usable twice per battle.
- Once used the user may not activate ashes to assets abilities for three turns.
- Must be taught by -Vegeta
Taught to: , , , , ,

(Katon: Hephaestus's Hono Buritt) - Fire Release: Hephaestus's Burning Blade
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user channels their Katon chakra to their lungs and expels out a single large kunai shaped projectile of fire. The kunai is really dense thus allowing it to penetrate through most defenses as well. At any point after the kunai is released, the user can choose to have the single kunai explode into hundreds of normal sized ones which would continue to move in the same direction, encompassing an area of 8m. The kunais, regardless of whether it is the larger kunai or the smaller ones will explode when the user weaves a single handseal. Upon exploding, they will release a lot of heat as well as a bright light, covering an area with a roughly 5m radius from the point at which they exploded. The light can lead to temporary blindness for the opponent if he sees it, whilst the heat can deliver first-degree burns.
Note: It depends upon the user whether he chooses to have the larger kunai divide into the smaller ones or not.
Note: The original larger kunai is roughly 5m in length, and 6m in width.
Note: Can be used thrice per battle
Note: Can only be taught by Hell Autarch
to being taught

(Katon: Kuryouken)- Fire Release: Baskerville
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-15 to user)
Description:
The user will begin this technique by channelling fire chakra through their arms and into their hands. Due to the amount of chakra that travels through their arm, the user experiences an incredibly painful level of damage to the limb which causes a degree of numbness. The user then proceeds to clap their hands together and from them a huge amount of superheated ash will spew forth. This ash has a unique composition that unlike normal ash is formed of dense, heavy particles which without the aid of chakra, would only hang in the air for a limited time before falling to the ground.(As a secondary effect the heavy ash is unaffected by conventional wind blasts that could disperse regular ash.) Upon being formed the ash will first quickly surround the user before it billows upwards to form into a large cloud of ash shaped like the head of a Hellhound.

As it surrounds them the user will manipulate the ash so as to not come into direct contact with it, keeping it a distance from their body without jeopardizing its form.Due to the ash's density and heat it will not allow any threat to effect or pass through it unscathed(following elemental adv/disadv). The user can form either one, two or three heads depending on their needs but doing so however will decrease the rank for each respective head (eg. S rank each for two heads).

The Hellhound is intangible in form, allowing it to pass around and through solid/physical obstructions that would hinder tangible objects while remaining unaffected. As the Hellhound makes contact with and passes through targets or techniques it would incinerate them from the exposure while causing a layer of ash to stick to them. The layer of ash would encase the target or technique, forming a compact shell over them that would make it quite difficult to move. The heavy ash by nature is sparingly spread out while in the air which makes it impossible to ignite under normal circumstances, however when it is concentrated in a layer it is able to be ignited by external sources which has explosive results. When the hellhound is sent to attack the entirety of the ash goes with it, so it no longer surrounds the user.

Note:
~Can only be used once per battle
~No katon techniques above S rank in the same turn or the next
~Due to the damage to the users arms they cannot use arm-based taijutsu attacks in the same turn or the next two turns.
~Can only be taught by xHoudinii
to being taught

(Katon: Hepaisutosu no Seiiki) – Fire Release: Hephaestus’s Sanctum
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Mid – Long
Chakra: 40 (-15 per turn to sustain)
Damage: 80
Description: Hephaestus’s Sanctum is a technique in which the user is able to produce flames in the air on the battlefield through the rapid conversion of fire chakra by quickly weaving the Tiger, Boar, and Snake hand seals. The flames produced undergo heavy shape manipulation which are then materialized in at a minimum of a radius of mid-range from the user treating the user as a center point effectively creating a dome of fire around the user. The fire, having undergone extremely precise shape manipulation becomes effectively solid. Upon completion the user may maintain the dome for as long as they please or they may produce from it, through the use of an additional hand seal, spikes that can reach up to a maximum of short-range from their point of creation on the walls of the dome either inside or outside. Should the user desire to end the technique they may either release it as normal or cause the dome to converge on the center point. The dome, being made of the user’s chakra, will not harm the user upon convergence. Once fully converged upon the user the dome will suddenly expand outward creating an immense firestorm that reaches up to long-range around the user.
Note: Can only be used once (1) per battle.
Note: No A-Rank or above fire techniques in the same or next turn.
Note: The user must maintain this technique; as such they cannot use other techniques while this technique is active.
Note: Can only be taught by Drackos
to being taught

Katon: Subete no Shōhi Ago)-Fire Release: All Consuming Maw
Type: Offensive/Supplementary
Rank: B
Range:Short-Long
Chakra: 20
Damage:N/A (+1 rank to first jutsu)
Description:
This is a unique technique utilising the flammable gas form of Katon similar to the canon Mist Blaze Dance jutsu. To begin the user will string two additional hand seals onto the performance of another jutsu. By doing so they will form a cloud of flammable and extremely volatile gas in an area chosen by the user and in an amount proportional to the first jutsu.

Alone this gas is harmless to any targets but due to its nature it is able to be ignited by any heat source in the area it is formed in, however slight it may be. For example any naked flame, heat present in sparks or generated through friction would be enough to ignite the gas and produce violently explosive results. The user can employ chakra control to angle the explosion away from the first jutsu to prevent any unwanted negative effects.

Note:
~Can only be used 4 times
~Cannot be used in consecutive turns
~Can only be taught by Mellow
- only useable on A ranks and below
to being taught

(Katon: Shishamasu) — Fire Release: Death's Hands
(Katon: Shishamasu) — Fire Release: Death's Hands
Rank: B to A-rank
Type: Offensive, Supplementary, Defensive
Range: Short-Mid
Chakra Cost: 20-30 (-15 to sustain jutsu per turn)
Damage Points: 40-60
Description: After forming three handseals, they'll release a surge of katon chakra around any part of their body to create a layer of hot ash or by release it from their own body, and at will they can manipulate existing ash i.e via; ash gourd. This will not burn the user as they will create a layer of chakra between their skin and the ash to protect themselves. At will, the user can release this ash in a stream of sorts from their hands (even from body-movements) for offensive/Supplementary/defensive purposes, even in enormous amounts. This can be combined with other jutsu like Fire jutsu to give them +1 rank in damage up to S rank.
Note: While Jutsu is sustained (for up to 3 turns), Users can only utilize Katon or related Fire style Ninjutsu only.
to being taught

(Katon: Sanshō̄o no Kate) | Fire Release: The Phoenix Feathered Muffler
Type: Defensive/Supplementary
Rank: B
Range: Self
Chakra: 20 (-5 per turn)
Damage: N/A
Description: The Phoenix Feathered Muffler is a simple technique that involves the release of fire chakra that will cloak the user. Although this technique fully cloaks the user - as many defensive techniques do, it does not offer the typical defensive properties that a normal armour would, in fact, outside of the fiery golden glow that will emanate from the users visage, and the techniques special interaction with fire techniques, virtually nothing will change as the shroud is almost completely incorporeal. However, when the user is in contact with a flame that is either devoid of chakra, comprised of the users chakra, or comprised of the chakra of one that the user has a blood contract with, such as summons, the shrouds true abilities will be displayed. The user will be capable of interacting with any flame or fire technique that they produce without suffering from harm or adverse effects - such as respiratory problems - not only that but, should they so wish, they will be capable of interacting with fire as if it were a solid, liquid or gas - such as standing on top of a flame despite its incorporeal qualities or floating within a fire. This ability signifies the user as the 'Unburnt', gracing the user with an ability previously believed to be the sole realm of the Dragon and Phoenix. (Does not grant the user immunity to enemy fire techniques).

Notes:
This technique can be used a maximum of twice, will last until cancelled and has a two turn cooldown between usages. Furthermore a rather intriguing and strange effect of this technique is that, no matter how hard the user may try, they will be incapable of using water techniques while this technique is active. Stranger yet, is that the only solid portion of this technique is a feather comprised of golden ash, seemingly immune to anything but water, that will attach itself to the user's chest.
to being taught

(Katon: kensei no doragon ) - Fire Release: Power of the Ash Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their fire chakra. This is usually used in close combat where the user will release their fire chakra around a part of their body covering them in a cloud of molten hot ash that's as hot as fire, till glowing with an ember but doesn't touch the users skin nor burn them. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by these ash cloud created by the user, it will great a burst of molten hot ash on impact from the user, to burn the target more and producing some additional concussive force. This ash will be released forwards in a wave/blast like a fireblast but the ash will burn on contact and stick to what it touches and continues to burn up to the end of the users next turn.

Note: can stay active for 2 turns at a time
Note: Can't use water jutsu at the same time
Note: Can be used once every 3 turns.
to being taught

(Katon: Moya No Besubiusu) Fire Release: Smog of Vesuvius
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 ( -5 per turn )
Damage: N/A
Description: By spending twenty chakra the user will be capable of activating an ability that will allow them to alter future fire techniques that they create. Fire techniques altered by Smog of Vesuvius will produce an immense amount of thick, black smoke as they burn that will waft out in large, vision obscuring and light blocking plumes. The released smoke is purely fire based, being made up of fine particles of ash rendered inert by the users chakra, which will both haze the air and settle over structures in thick, powdery black layers. The ash, while fairly hot, possesses no offensive capabilities of its own, and as a result largely exists for diversionary measures. For opponents the smoke will produce a distinct, acrid smell that can interfere with their olfactory senses - just as the smoke can inhibit their vision in a similar manner to Kirigakure’s mist (but potentially worse on account of the smokes dark color), however for the user (and their allies, such as summons and animal companions) the smoke will be purely scentless.

Notes:
- The heat of the expended ash won't affect the user in any way.
- The user has to expend an additional 5 chakra when choosing to apply this effect to a fire technique.
- Smog of Vesuvius lasts for 5 turns or until deactivated, can only be used three times, and works with Fire and Fire KG/CE variants that could logically produce it (i.e lava) though the user cannot manipulate this smoke at all.
- Those with a fire specialty can change the color of the smoke, but only along the grey-scale (so from white to black) or to shades of red/orange.
to being taught

(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.
to being taught

(Katon: Hōka) | Fire Release: Pyromania
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: (x2 to the desired technique)
Damage Points: N/A
Description: A variant of ‘Phoenix Feather’d Muffler’, Pyromania is a passive technique that allows the user to infuse extra chakra into a Fire based technique upon creation. The infusion will apply an effect similar to ‘Phoenix Feather’d Muffler’ to the technique, whereby aligning the chakra of the technique to an entity the user will be capable of preventing said substance from being burned, or negatively affected by the heat of the technique. Essentially, Pyromania allows the user to produce a fire technique that does not burn indiscriminately, but rather selectively, as it is capable of filtering out the user, and other desired items from its innately destructive effects. This is highly effective as it not only allows the user to become immune to that particular technique, but unlike the original it also allows them to safeguard allies and other entities from harm upon contact with the flame. Furthermore, just as is the case for ‘Phoenix Feather’d Muffler’, those safeguarded will become capable of interacting with the Fire technique as if it were a gas, liquid, or solid, and thus freely moving around within it without risk of asphyxiation or other adverse effects. This effect is applicable to Fire, and Fire based KG/CE, such as Lava and Scorch.

Note:
Lasts until the targeted technique is destroyed, can only be used on one technique at a time with a two turn cooldown between uses, and can be used a maximum of three times.
to being taught

(Kasai sutairu: Hadesu no konmei) Fire Style: Kings Dominion
Type: Offensive/Supplementary
Rank: Forbidden
Range: Mid-Long
Chakra Cost: 50
Damage Points: NA
Description: After performing three hand seals, the user starts off, by gathering their Katon chakra into the air causing four distinct warriors of flames to manifest above them. In mere moments, the flame entities will be shaped into that of two meter tall warriors of flames. Each warrior possesses in its hands a specific type of weapon as follows: Sword, Arrow, Spear, and an Axe. Immediately, after all of the warrior entities have been created, they will then instantly begin to propel each of their hand held objects down upon the target(s). There will be two arrows aimed at two designated locations on the left and right of the opponent, and will be placed at least five meters away. Instantly, as they make contact the arrows will disperse as they begin to send a wave of heat throughout the ground; heating it to extreme temperatures that makes standing on it near impossible. This heat will extend up to mid-range, hence why this technique has to be performed at least 10 meters away. With the spear, that is thrown simultaneously, it will be aimed directly towards the opponent(s) and once it reaches at least five meters away the spear will radiate off of it a blinding flare which will encompass everything up to short-range blinding anyone in the vicinity, causing the spear to dissipate in the process. To finish up, the Axe and Sword which are also being thrown will pace towards the target at an incredible rate. Right before the sword hits the ten meter mark, it explodes into a maelstrom of smaller miniature swords capable of hitting any targets Short-range of the target. Meanwhile, the moment the axe makes contact with a solid surface it will manipulate the concussive properties of fire and explode into a precise, on target explosion. It is because of the strenuous pressure this puts on the user that it is considered a F-rank jutsu.

Note: Can only be used once.
Note: Ground only stays heated for that turn.
Note: No B-rank or above Fire jutsu next turn
to being taught

(Katon: Rengoku no Honō ) - Fire Release: Flames of Purgatory
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: +10/20/30
Damage Points: N/A
Description: Flames of Purgatory is a technique used to extend the fundamental properties of Katon jutsu. It is considered a passive technique, is instantly activated and can apply to all future fire techniques. The effects of this jutsu are quite simple - the alteration, when applied, will utilise the infusion of additional chakra into the chosen fire technique (10/20/30) to greatly increase the exothermic power of the technique in question. From this the chosen fire technique will be produced in a state that is far hotter than usual. This won't translate into a direct increase in physical damage; what it will result in however is that the affected fire technique will radiate waves of chakra as heat as it travels. The intensity of the heat produced by these chakra waves will be so great that any enemy that stays within the vicinity (short range) of a Purgatory infused fire technique for more than a turn will begin to experience fatigue symptoms, losing (2/5/10) health from the next turn onwards per turn. As a result, it is vital that enemies extinguish the flames of Purgatory infused fire techniques on the turn that they are produced (in which case they will suffer no tangible effects), otherwise their stamina and physicality will be gradually reduced by the waves of heat so intense that prolonged exposure could lead to severe negative effects in accordance to health lost. Naturally, the intensity of the heat waves produced by the flame scales upwards in accordance to the amount of chakra added to the fire techniques creation. The greatest drawback of this technique is the large expenditures of chakra that it's affects require. This technique can be deactivated at will, lasting four turns maximum, with its effects persisting in fire techniques that it is applied to within this period until their very expiration. It can be activated twice. Once this technique ends it cannot be activated for two turns thereafter.
Link to being taught

(Katon: Kage no Nidhoggr ) - Fire Release: Ifrit; The Aspect of Fire
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The rapid expenditure of masses of fire chakra from all over the body and the performance of three handseals will facilitate the creation of a large (up to ten meters tall), chiseled humanoid figure - complete with arcing rams horns that adorn its head and a flowing mane, comprised purely of fire chakra. This figure will be created around the user, completely surrounding him not at all unlike Suasono'; unlike the Uchiha technique however, this Djinn of chakra will lack any corporeal properties and, as a result, will have no inherent ability to defend the user from attacks or cause damage. The purpose of this humanoid is to instead interact with the users fire techniques. Firstly, this technique will passively apply the effects of 'The Phoenix Feathered' Muffler to both itself, the user, and any being that the users indicates to be part of Ifrit's protection - thus affording immunity to the users own fire techniques, and that which is created by a spawn of their chakra such as a familiar, clone or creation (not enemies). In line with this ability comes Ifrit's capability to directly interact with fire techniques. The user will be capable of directing Ifrit to 'grab' a fire technique produced either by himself, or by his creations, with either it's main body, Ifrit's four arms, or by producing tendril like offshoots from his main body to latch onto the technique in question (tendrils can extend up to long range). Once Ifrit comes into contact with a fire technique, he will be capable of establishing governance over it - freely manipulating its form, shape, size and direction according to the users directions. The only restriction to this being that the overall quantity of flame cannot change, but a ball of flames could be stretched into a thin wall of flames. For instance, if the user were to spew a fireball while Ifrit is active, Ifrit would be capable of taking hold over the fireball with it's body and forcing it to stay in place, or orbit around the user instead of continuing linearly towards the opponent - alternatively, by attaching a tendril to the fireball, Ifrit could direct it to travel in an arc towards the opponent. Essentially, Ifrit increases the flexibility that the user has in regards to his usages of Fire Release - opening up new avenues and levels of versatility to an ability that is traditionally indiscriminate and linear. Finally, Ifrit can absorb the chakra of a fire technique of the users (thereby extinguishing its existence) and, through it's sacrifice, extend its stay on the field. A ranks and below will add two turns, while S ranks can add three.

Notes:
Ifrit can be created up to two times, with a two turn cooldown between uses (from when it ends.) He can stay on the field for four turns and, on the turn after he ends the user will be incapable of using Fire techniques A rank or above.
Ifrit's abilities also apply to advanced forms of fire such as Fire based KG/CE (Scorch, Blaze etc)
Link to being taught

(Katon: Sanshōuo no ikari) | Fire Release: Sonata of the Phoenix
Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50 (-20 chakra per turn)
Damage: 90
Description: A technique in which the user is capable of materialising fire from near their body through the rapid release and conversion of copious amounts of fire chakra. The materialised flames are dense yet free flowing in nature, being almost liquid like in consistency, with the user being capable of bending or melding the flames into different shapes or forms so long as they maintain sustained control of this technique. The flames generally take the initial form of two halo like rings (The size of hula hoops, albeit much thicker in that can they overlap to somewhat form a sphere) that blanket around the users body so as to afford the user with a perfect defence, however the manner in which the flames first appear and their subsequent movements are completely subject to the users wishes and intentions. The immense heat of this technique and it's adaptable shape and size allows it to boast versatile destructive capabilities, however what truly warrants this technique it's strength is that whenever the flames collide with an inferior technique they immediately begin to regenerate - drawing on the users chakra supply to do so - so that by the beginning of the next turn the flames will have already restored themselves to full power, hence the name Phoenix. Ultimately, to end the use of this technique, an enemy would have to completely extinguish the flames of this jutsu. However as a result, for as long as the user maintains this technique they will be restricted in the elemental affinities that they can access, mainly being limited to Fire Release (Can still use Fire Release CE provided they only utilise fire elemental chakra.) Lastly, the user is capable of spawning fire techniques from the flames of this jutsu which, combined with the ability to shift these flames throughout the battlefield, essentially allows the user to produce fire techniques of their choice from various angles to assault an enemy, as these flames fundamentally act as an extension of the users body.

- Can only be used 1x.
- Can be sustained for a maximum of four turns.
- Once this technique ends, due to the chakra strain the user will experience exhaustion that will reduce their physical capabilities by one rank, sharp pangs of pain that will occasionally glance through their extremities, and chakra overuses that will prevent the use of fire techniques above B rank for that, and the next turn.
- User takes 40 damage points and suffers from first degree (But not incapacitating) burns on their extremities once this technique ends.
-Cannot create Forbidden Rank Fire techniques from this technique
- Can only be taught by Scaze
Link to being taught

Katon/Fuuinjutsu: Kuro Sanshō̄o no Seimei-Sen | Fire Release/Sealing Technique: Lifeblood of the Black Salamander
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (Fire jutsu with this effect applied cost 10 more chakra to create.)
Damage Points: N/A
Description: This technique was developed in response to the chakra draining and chakra absorbitve abilities displayed by certain water and earth techniques. Made in an attempt to achieve a similar effect for fire, the resulting technique was deemed too destructive and was classed as a jutsu too dangerous to be used. Like the chakra draining properties of earth and water, the developed technique was highly effective at targeting chakra in its incorporeal states - however instead of draining or absorbing chakra this technique invoked the most fundamental property of Katon - Burning, and applied it to incorporeal interactions. Under the influence of this technique the flames of produced fire jutsu will be sculpted and recoloured so that the Kanji for 'Burn' will appear embossed and patterned across the surface of the flame. As a result the affected fire techniques will burn away foreign chakra within their proximity. There will be little noticeable change for physical clashes such as fire against earth or water, although a sensor will be capable of discerning that the chakra of the technique clashing against the flame is disappearing even before the techniques physical body fades. Against techniques that fire would not have much interaction with however, such as lightning or sound, or techniques that it would not affect at all - such as incorporeal chakra barriers, the true strength of this technique is displayed. As the flames come into 'contact' (Not physical as it generally cannot directly interact with these techniques, but instead overlapping on the same area or being in the same vicinity/pane) the opposing chakra will be burned away, as under the influence of this technique the users fire natured chakra will adopt a singularly destructive property when it encounters opposing chakra and, true to its nature, will not absorb but will rather burn - flooding out to attack the chakra and erasing the opposition completely. When such a flame encounters the body of a living being such as a Summon or Human, it will burn away at their chakra supply for as long as they remain near the flame (short range), destroying more of their chakra each turn, starting at the amount of chakra used to create the fire technique for the first turn, and increasing by double each turn (i.e, 40 the first, 80 the second, 160 the third and so on) until they have absolutely nothing left - and as such fire techniques under the influence of the Black Salamander serve as the bane to beings that cannot be burned or posses powerful regenerative abilities. Against techniques however, elemental weaknesses and strengths will apply, and the strength of the fire technique will reduce accordingly as it expends the very chakra that comprises it to burn away at enemy techniques. Upon the first use of this technique on a fire jutsu, a crest of ash will appear on the users chest, appearing as a salamander that, like an ouroboros is seen to be devouring its own tail. The Salamander Crest will act as a medium for sustaining this technique, should the crest be destroyed then this technique will also end, likewise, for as long as the crest persists, so too will this jutsu. Should the chakra of a fire technique under the influence of the Black Salamander be absorbed, then then absorbed fire chakra will act as a virus - rapidly burning away at the chakra of its new host until nothing is left. The only counter then, is to produce a full bodied chakra surge equal to or greater than the amount of chakra absorbed. (Starts at double the chakra cost of the technique this time, i.e a technique costing 30 chakra would burn away 60 the first turn, and so on, this time as it is directly within an opponents chakra system and as such can wreak havoc more easily). The chakra burn is easily detectable however as an opponent will feel as if their chakra is 'boiling' (a little like the discomfort that Naruto felt upon his first uses of the Kyuubi chakra), although an infected can still produce techniques as usual, albeit they cannot utilise forbidden ranks.

Note:
- Made of ash the crest is virtually immune to any technique that will smash or break it apart as it can simply reform and regenerate, and is counted as a fire/fuuinjutsu combination, A ranked in power, that can only be destroyed by water - which is the natural enemy of fire, or techniques that can completely burn or blast it from existence such as fire or lightning. After four turns the crest will fade, signifying the end of this technique. If Symphony of the Dragon is either active or used afterwards, the Crest of the Black Salamander will combine with the Crest of the Unburnt Dragon, the Salamander wrapping around the Dragon's head and, the two crests will combine, becoming destroyable only by techniques equal to or greater than their now combined strength. When they combine, the crest of the Black Salamander, being weaker, will adopt the turn limit of the Dragon's Crest, if it has two turns left then this crest will also crumble in two turns and so on. While it makes the crest harder to destroy, it also has the drawback of potentially ending the duration of this technique prematurely depending on how, and when the crests are created.
- While this technique is active the user is capable of, once per turn, producing raw blasts of S ranked fire chakra from any point of their body which - incapable of interacting with physical substances, will instead interact with and destroy those made of chakra, for instance if used against earth the blast will phase into the earth, erasing it of all the chakra that fuels it and, by destroying its source of strength will also undermine the earth's corporeality, leaving it to crumble to dust. (Although it does not interact so much on a physical level, it can still be countered by a technique of equal power as the flame will attack the chakra within the technique, and respecting elemental weaknesses and strengths, will falter when overwhelmed or equalized.) The chakra is visible as it takes a translucent gold or black hue, and be can form various shapes and sizes at the users whim, and the user can maintain control over it should they so wish, however they will be limited to non elemental and fire elemental jutsu during this time. This count as one of the user's three moves per turn.
- When this technique ends it cannot be reactivated again for the next two turns, and no fire techniques above S rank can be utilized during this period. It can also only be activated 2x, and the user is immune to have their own chakra devoured by their flames.
- This technique is also capable of working against chakra, or uses of physical/spiritual energy that have a slightly different make-up than usual, such as Senjutsu chakra and Kiyoshi energy. However it cannot target physical or natural energies in their raw, un-combined state; it can do so for spiritual energy however.
- The user can choose to not apply this effect to a created fire technique, and affected fire techniques will appear an imperial black, red and gold in colour.
- As this technique has no effect on its own, its activation is instant and can be performed in the same timeframe as the following technique. The crest will appear upon the creation of the first Black Salamander Fire technique, and this works on ash too.
- When used by an Inuzuka this technique will not adversely affect their Ninken as, accustomed to their presence, this jutsu, while largely indiscriminate, will have the users Ninken labelled as something related to and bound to the user, as a result just as the user is immune to the effects of this technique, so too will Ninken be. (Same for cursed seals as they are a part of the users being)
- Can only be taught by Scaze
Link to being taught

Katon: Kūfuku Kobura - Fire Style: Hungry Cobra
Type: Offense
Rank: S
Range: Short- Mid
Chakra: 40(-10 per turn)
Damage: 80
Description:
The user focuses his fire chakra throughout his body and release from his entire body millions of ants made of fire/ash. At first it looks as if the user is cladding himself in fire or ash. Should it be fire, the color would be that of fire and would be darker should it be ash. The armour of fire/ash is a collection of millions of soldier ants made of fire the are release above the user's skin albeit they are unable to affect the user is continually releasing the ants while the fire chakra are all now concentrated just above the skin. After forming the armor of ants, the user can now will them to move out, controlling them and due to their sheer number they are able to overwhelm a large summon, burning it to ashes. The user can will them to split up and move in batches or perhaps, keep some around and send the rest outwards. Though when they are split, their power also is divided to the amount of division. If the fire ants are made of ash variant, they are able to move across some surface without affecting it and they choose who the user wants them to affect. For example, they can move on the ground and not scorch it until they are at their destination. The fire variant however, scorches even the ground as it move along to its destination without a reduction in potency so far what they are moving across is passive in nature. The ants are able to burrow through the ground and come out from it at will. It would just be as if they are travelling like normal, though if what they are travelling through, is chakra infused, then elemental strength and weakness would follow.
-Usable 2x per battle with 2 turns inbetween usage
-Lasts for two turns per usage
-While controlling the ants, the user is unable to use any other jutsu that requires chakra. Trying to do so would break the user's control off them
Link to being taught

Katon: Ka Stáfe ) - Fire style: Mosquito Staff
Rank: S
Type: Attack
Range:Short-Mid
Chakra Cost:40
Damage Points:80
Description: The user begins by gathering up a considerable amount of chakra in his palms followed by clapping them together near his chest.. Once that is done, the user takes his hands apart but as they move away from each other the user uses shape manipulation while releasing fire from his palms and forms a staff made of condensed fire. The staff is approximately the same height as the user and about a foot in diameter and is very much similar to that of the flaming dragon heads that took on a more solidified state of fire.
Close range abilities:
The staff's main use is to be used in close combat, where it is able to be used as a normal staff, though it has the cutting abilities of an S-rank blade able to cut through most objects like butter
Mid range use:
The staff can also be used at a range, in which it gained.its name "Mosquito staff". The user can simply throw the staff like a spear but as It's in mid flight the user does a single hand seal thus transforming the staff as it moves. The staff quickly sprouts from its sides a pair of wings that resemble that of a Mosquito's. This allows the staff to not only pick up speed and killing potential but also also allows the user to control it in mid flight to hit opponents. While being controlled, the staff has to always be moving forward and can't turn around nor make sharp turns..
At any point while flying, the user can do one more hand seal which results in the fire exploding into a 7m wide vortex of flames that would burn things to a crisp.

~ Only teachable by Shady
~ Only usable once per match
~ Staff lasts 3 turns unless thrown, then it ends that same turn
Link to being taught

Katon: Kami wo Tsunagi Tomeyō / Fire Release: O Humans, Let Us Restrain The Gods
Type: Offensive / Defensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40 (-10 per turn)
Damage: 60 - 80
Description: Performing 3 handseals, the user will concentrate their Fire Release chakra into the earth around them in a 5 meter radius. From the ground, countless chains of tangible fire will sprout forth, rising long-range into the sky to form a defensive perimeter around the user which can prevent most forms of offense. The chains themselves are translucent, allowing the user to see through them and keep their eyes around the battlefield. The user can also manipulate these fiery chains, which all possess spear heads on the end of their lengths, to attack the enemy from where they spawned, surging towards the target and smashing into them, causing extreme lacerations and burns. This being said, the user has total control over the direction and purpose of the chains upon their creation. The user is able to attack and defend simultaneously with this technique, sending half of the chains to attack a target or several targets, whilst keeping the other half to surround them.
Notes: Lasts 3 turns unless cancelled
Usable 3x per battle
Link to being taught
 
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Vegeta

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(Raiton: ranpu suicchi) Lightning release: Light Switch
Type: Supplement
Rank: B
Range: Short-long
Chakra Cost: 25
Damage Points: n/a
Description: The user will form a two handseals and use their raiton chakra to adjust the brightness of Raiton based techs. It can make raiton techniques of B rank and up bright enough to blind the opponent and the user of course (if the user doesn't close their eyes while making the handseals). Due to speed of the light being adjusted which is a flash that stays light up for 3 seconds or until the lightning attack hits or is over and instantly fades back to normal the opponent can't just simply close their eyes as they don't know it's going to happen. Once the target is blinded they will stay that way for one turn.
- This does not increase the power of raiton techs, only adjusts the brightness.
- Can only be used twice per match.
- Must use a lightning technique of B rank or higher before using this jutsu. B rank due to the size and amount of electricity that's in B rank techs that C rank techs lack.
- Must skip a turn before using again
to being taught

(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.
to being taught

(Raiton: Hakai Mecha)- Lightning release: Destruction of Mecha
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: The user will perform one hand seal and release from their body a surge of lightning bolts no more then the size of normal senbons. These lightning bolts however are extremely unique, they do not aim for the user but more so attempt to attach itself towards any metal or conductive material to lightning (Metal, Paper, fabric, etc) that are non-chakra infused. The lightning will tear through these material's with ease completely negating them in use. This however is limited in mobility, this technique can only be used with constructs it affects by destroying them as they are out on the battlefield and not in the opponents pouch.

Note: Can only be taught by Excālibur
to being taught

(Raiton: Hikari Shotto) Lightning Release: Light Shot
Rank: B
Range: Mid/Long
Chakra cost: 25
Damage points: 40(45 when used with water)
Description: the user cups both hands together, creating a small wave of lightning. then, by opening their hands while thrusting forward their hands release a ray of lightning. when used with a water jutsu, it can be improved.
to being taught

(Raiton: Sankakki keimusho) - Lightning Release: Trianglular Prison
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user gathers a large amount of Lightning chakra and performs the Boar handseal. He then shapes the fingers of both his hands to form a triangle after which he channels lightning chakra into his hands and releases lightning from them, shape manipulating it into a triangle like structure made up of electricity. Once formed, the lightning triangle is released onto the opponent, surrounding him. While the prison is surrounding the opponent, the user has to maintain focus over his chakra to not let the lightning disappear. The lightning triangle is about 2 meters high and 3 meters wide. As the opponent is encased, he gets electrocuted by the lightning continuously, from all 3 sides. The electrocution lasts for 5 seconds, after which the user snaps his fingers to make the lightning prison disperse into thousand tiny sharp lightning spears, piercing the opponent and paralyzing him on almost every single point of his body.
Notes:
- Can only be used twice per battle
- The user cannot use any S-Rank or above lightning jutsu in the next turn
- Can only be taught by Nāruto
to being taught
(Raiton: Eregan Rai Jisshi)- Lightning Release: Elegant Electrical Embodiment
Type: Defense/Offense
Rank: S
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: 80
Description: The user will gather lightning chakra throughout their body, and release it on the edge of the users skin all at once. This creates a unique armor of extreme condensed electricity for the user with random electrical wires appear out of it the armor that extends up to short range radius of the user. This doesn't add to Taijutsu but gives a more unique pain and method of attack, numbing on first contact and paralyzing on prolonged contact. Metal weapons will be shredded against the armor as well. Specific usages come along with the armor as well. Defensively, when touching things of solidity, no matter the size, the electricity will be able to ravage along the body, conducting through it, and destroy it to pieces, this makes golems in contact with the opponent vulnerable, roots of wood destroyed with ease, and steel cages less of a threat (this costs a move and is A-Rank) and extends up to the size of the construct it is negating no matter the size, this ability activates whenever the material touches the armor, even when the user is unable to notice the attack. Also, the electricity will prevent earth (KG and CE as well) to be created under the user and their short range radius for the electricity will negate it before its creation/usage (passive) due to the electrical wires created with the armor discharging lightning into the ground. The user can also create electrical whips out of their limbs that are heavily condensed able to restrict the opponent, swing around areas or slice through material/flesh that extend up to mid range. The user can shape the threads to create various tools like spears, spikes, walls, spheres, etc to aid for various purposes, using a hand seal will allow the user to release these weapons as a projectiles (count as a move and is A-Rank). The user can create up to eight constructs at most (with the use of one hand seal) with the power of this technique being split accordingly. While active, the user can only use Lightning and non-elemental abilities. The user will be able to deactivate it mentally with no time wasted. Due to the stress of the electricity the user will be unable to use Taijutsu above C-Rank for three turns, only applicable when armor is active for all 4 turns.

Note: Can only be taught by Noni
Note: Last four turns and can only be used twice per battle
Note: Can not use lightning in same turn deactivated
Note: The abilities that come with this armor can only be used four times before it disperses on its own
to being taught
(Raiton: Risaikura) - Lightning Style: Recycler
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+20 to Taijutsu)
Description: Whenever the user is hit and at the risk of being
paralysed by unfocused lightning, he quickly focus on his own lightning chakra throughout his body and tames the lightning current before it completely paralyses him. This is the same as mixing his lightning chakra with the opponent's lighning, collecting the opponent's lightning current using his own and redirecting them like a lightning rod into his fists, feet or both which he will now use to clad his fists/feet in a translucent but sparking lightning aura. This can be used to aid the user during taijutsu.
NOTE: Lightning aura lasts 3 turns
NOTE: Can only be used three times per battle
NOTE: No Raiton above S-rank the turn this is used.
NOTE: Only works on unfocused lightning like Nagashi
to being taught
(Raiton:Nisshoku): Lightning Release: Eclipse
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 50(-30 per turn)
Damage: 90
Description: The user would weave 3 handsigns and create 4 large portals at least 5 meters from the opponent. The portals would be used to surround him except from below. This means a portal would be above, in front, behind, left and right. The user can place all the portals in an array above the opponent. From each portals, a large dragon entirely made of focused lightning would rain down towards the direction it is facing without the dexterity to divert from its path and would continue until it hits something able to stop it (mid range). The dragon is very large that it would hit and affect a 5m radius impact. The unique aspect of the portal is that it continues to rain down this type of dragon though with different colors until the time for the portal runs out or the portal is destroyed. Each portal would release a dragon per turn without the dragon loosing its power. For example, If the portals release 4 dragons this turn, the four dragons amount to a forbidden rank. The portal release another 4 dragons next turn and they'll also amount to a forbidden ranked attack.
-Portal last for 2 turns until the user stops it or destroyed
-Usable one time per battle
-The user's speed would be reduced by a rank for 2 turns due to over exerting the chakra
-The user suffers 30 damage.
-The user spends 30 chakra every turn its active
-The user can only use 2 moves per turn while its active.
-Unable to use other elemental techniques not lightning while active
to being taught

(Raiton: Kain no enchanto) | Lightning Release: Abel's Sacrifice
Type : Attack
Rank : S
Range : Short-Long
Chakra Cost : 40
Damage Points : 80
Description : The user starts by forming a single handseal to initiate the technique. Once the seal is made, the user's body starts glowing brightly before he sprouts wings made of lightning. The technique gives off chirping noises like that of a lightning jutsu from the user's entity when the justu starts. The light is so bright and concentrated, that the target/s are mostly forced to look away. Targets who really wish to see the user, will see him glow as the area all around him becomes dark due to the side effect of watching something too bright. Finally lightning chakra is released from the user's body as if his soul is emerging out of its host body. The released lightning, which looks like an angel, will fly towards the targets (and split into two different copies for multiple (2) targets; making it A-Rank each) before piercing itself into the said target's body. When the angel pierces itself into the target body, it will paralyze the target due to the electric shock transfered into the target body. His whole body will go numb for 2 whole turns before he can feel any sensation on his body. The user can, with his hand gestures, control the path or direction of the angel's movements.
Note(s):
Can only be used twice.
No other Lightning technique above S rank in the same turn
Can only be taught by Sirius Black.
to being taught
 
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Vegeta

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Doton
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(Doton: Mogura No Kōgeki No Jutsu) Earth Release: Attack of the Mole Technique
Type: Offensive
Rank: B-rank
Range: Long
Chakra: 20
Damage: 40
Description:
By using the Earth Release: Hiding Like a Mole Technique to quickly move around the battlefield, the user appears out of the ground and attacks foes with a Sword or Shuriken. Thanks to the concealment imparted by the ground, the user can pop up anywhere unexpectedly on the battlefield to ambush opponents. Few opponents are prepared to defend themselves from attacks originating beneath them, and this technique excels at exploiting that weakness.
Notes:
- Can only be taught by Nathan.
- Can only be used in conjunction of Earth Release: Hiding Like a Mole Technique
to being taught

(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.
to being taught

(Doton: tsuchi heika) Earth Release: Earth swords
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra cost: 30 (when making the sword)
Attack points: 40
Description: The user cups their hand as if they were holding a handel and molds a strong sword using their earth chakra.
since the earth used is made from the users chakra it can cut through C rank earth.
-The user cannot use any jutsu that require hand seals while holding the sword.
-Sword takes 3 seconds to make.
-Must be taught by ~Yard~
to being taught

(Doton: Tsuchi Kurassha) Earth Release: Earth crusher
Type: Offensive
Rank: A
Range: Short-mid
Chakra Cost: 30
Damage Points: 60
Description: Like "Earth Release: Mud Fall" and "Earth Release: Dropping Lid" the user will make 3 handseals "Rat" "Tiger" "Boar" as they send earth chakra to above the opponent or target and will make a rift above them. What comes out is not mud nor a lid but a huge stone that falls from the rift and crashes down onto the opponent (see picture for the size of said stone). The stone is created several meters above the opponent, leaving enough time to react.
- Can only be used twice per match.
- Must have mastered at least A rank earth.
to being taught

(Doton: Jonī· Kureigu ) Earth Release: Jonny Craig
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage+10 to taijutsu)
Description:The user will clap his hands and form an extremely hard earthen armor over himself or any armor the user has on. The earthen armor will fit rather tightly over the user, similar to "Doton: Domu" and give the user a good defense simply by itself. However, when met with any sort of physical contact or subjected to a large amount of force, many small sharp earthen spikes will erupt from itself, adding onto the damage caused by Taijutsu.This will not hinder the user's mobility in the slightest, similar to the "Earth Spear Technique.Due to the original armor plus the spikes that rise up from the armor due when sufficient force is created, the user gains +10 to all taijutsu actions.
-1 turn cooldown once deactivated
-Can be used 2 times per battle
-Lasts 3 turns
to being taught

(Doton: Kabe-O Honsho No Jutsu) Wall Of Text No Jutsu
Type: Attack/Defense
Rank: S
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: The user will make 5 hand-signs and slam their hands to the ground. A giant hollow wall will rise from the ground with two giant doors, it is as tall as Gamahiro and 3x thicker than Gamabunta's Sword. The user makes another handseal causing the doors to open and letters will burst out from inside the wall into 4 chains made of text made from the earth of the wall that will attempt to wrap around the opponents limbs. If successful the user then makes one more handseal, causing the chains to tighten, crushing the opponents limbs as the chains retract, pulling the opponent into the wall where the doors then slam shut, trapping the opponent inside. The wall will then go back into the ground and close in on it'self, crushing the opponent.

Notes:
- Can only be used once per battle
- Must have mastered Earth
- Must be of at least Sannin Rank
- No A Rank Earth for the next turn
- Due to the walls Size, it takes 15 seconds for it to completely rise and 3 seconds for the doors to open.
- The chains take 2 seconds to get to the opponent per 5 meters. So, 2 seconds for short range, 4 seconds for mid range and 6 seconds for long range.
to being taught

(Doton: Kami no Chesu-Ban)- Earth Release: God's Chess Board
Type: Supplementary/Attack
Rank: A Rank
Range: Short-Long
Chakra: 30 (-10 chakra per turn to keep active)
Damage: 60
Description: The user performs the Boar→Bird hand seals then he clasps his hands together. The result of such is the user releasing his doton chakra all over the battlefield. Being earth related in nature this technique allows for the movement of massive earth structures. The chakra that was released through the ground shoots straight through the core taking the structure over via the user's chakra. Similar to a puppet master and his puppets the user and this technique have a similar relationship. The user an move techniques left, right, forward, backwards, and diagonal. The speed at which these structures are moving is dangerous and anything caught in the path of one of these structures is prone to damage. In order for this jutsu to be used the user must remain in contact with the ground. Once chakra is released this technique remains active for two turns and can be called upon again after releasing the hands through clasping the hands back together. This jutsu based on its rank can overpower the chakra of another in an earth based structure taking over that structure to use it how the user wants. This only applies for c rank and below opponent earth based techniques. For structures created by the user a rank and below can be moved. Movement of structures resembles a rook moving on a chess board, it simply slides. Sliding does not damage or shake the ground.
Note: Can only be used 3 times per battle
Note: 2 turn cool down between uses
Note: Can only affect one object at a time
Note: Moving an object via this move counts as a move of the user's 3 per turn
Note: Objects move at the base speed of the user, the size and structure of an object moving at that speed can cause blunt force damage
Note: For opponent earth jutsu that are in contact with the ground c rank and below can be manipulated
Note: For user jutsu a rank and below can be manipulated
Note: Can only be taught by Gecko
to being taught

Doton: Tenkyo Tsuchi waku - Earth Style: Moving Earth Slide
Rank: C
Type: Sup
Range: Short-Long
Chakra Cost: 15(+10 for each turn active)
Damage Point: N/A
Description: This is somewhat similar to Marvel Ice-Man's Ice Slide. The user focuses his/her doton chakra to the hands and legs and while constantly coating his legs in glossy molten mud, he also continuously releases a stream of mud from one or both his/her hand which he/she extends a little bit forward so that a long Mud slide is formed conveying the user along as it extends. The mud he releases partially solidifies as soon as it is released in such a way that the upper half which will be in
contact with the user's legs is inform of a
glossy mud while the lower half is solid. The
user then while his legs is coated with molten mud creates a small rideable mud wave from
the top molten half of the mudslide. It
appears that the user is riding a very narrow
mud wave on an equally narrow solid earth
sky-way. The user can ride this from his/her
initial position(ground/Mid air) to any direction and can go high into mid air (not very high) and also has quick maneuverability. The user is prone to lightning when using this.
+note+
-can't use any jutsu apart from earth while using this although the user can't make
handseals to sustain this
-Dormant earth slide crumbles one turn
after user passes it(this is due to the user chakra timely depletion from the slide and also prevents unneccesary narrow bridges formed
from the conveyance)
-can carry only one person who holds on to
the user while he rides the mud
to being taught

( Doton Taijutsu - Supēdo no 3 ) - Earth Style Body Arts - 3 of Spades
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30(-5 per turn used)
Damage Points: 60
Description: By molding doton chakra to their feet, the user releases it below each foot manipulating the ground just below each one, about 4 inches deep in the exact shape of their shoes/boots/whatever they are wearing or their bare feet. As they do so, they use the chakra to stick each foot to this section of ground while also dislodging the piece of earth, manipulating it hardening it's consistency to stone like. When the user lifts their feet, they will have the earth stuck to the bottom and can strike with kicks or walk/run/stand with the earth remaining connected to their feet.

-Notes-
- Can be used 3x per battle
- Must be taught by Geets
Taught to: , , , , ,

(Doton : Rohirrim no raido) - Earth Release :: Ride of the Rohirrim
Type: Offensive/Supplementary
Rank: S
Range: Mid - Long
Chakra Cost: 40 (+20 second charge)
Damage Points: 80
Description: The user performs a series of 4 hand seals and slams his hands on the ground, which begins to rumble noticeably throughout the whole battlefield. From the earth at about 8 meters from the opponent Horses rode by men rise from the ground and charge towards the opponent or specified target, the men at the front of the charging horses have spears and will skewer specified target before trampling them with their large horses. The Men and horses behind the line of spears launch a volley of arrows rain down from above and then is followed by the brute force of the charge - the Volley of Arrows is A-Rank and so that Men the Horses and Spears are that of A-Rank too. The Volley of arrows can be launched whenever the user wills it. The army stay together and if the opponent tries to move out of the way they can also move, slightly going to the left or the right - if they do not hit anything and are still on the field they can stop galloping and get into formation again and then charge in a new direction - the use will have to sacrifice more chakra for this next charge and it will also cost another move. Once the Horses have finished with their charge (which is up to the user) they will crumble to pieces of rock, earth arrows and spears will remain on the field.

The user can at any time make another hand seal and the horses and men will suddenly become a sticky mud that will cover anything near to them in the adhesive material, binding it onto the earth. The mud will cover the large area of ground as the large army of Horses stretched back 10 meters and is 15 meters wide, because the horses are galloping the mud would traverse a couple meters with the forward momentum but not enough to become a strong wave that knocks anyone over. The Mud Source is that of A-Rank, even though there is a large area of it.

This Jutsu also has another use where the horses form encircling a target, they begin at 8 meters away and start charging at the target getting closer and closer. They can still do the Arrow Volley technique as the horsemen will shoot the arrows beforehand or not at all and they will all go to the middle or in another specific location (if they opponent tries to escape by going upwards for instance). When they get close enough to the opponent about 3-4 meters in they will also be very close to themselves and so when they crash into each other they will break up into rocks and all come into the middle and crush whatever is in the middle; this would also leave a big dust cloud around the opponent. If the A-Rank volley of arrows is used, when the horses crash into the middle it will be A-Rank as well.

- Can only be used 2 times
- No S-Rank Earth jutsu can be used in the same turn or the next.
- Must be taught by LonelyAssassin
to being taught

(Doton: Doro Rappu) - Earth Release: Mud Wrap
Type: Supplementary
Rank: A
Range: Short ( of mud )
Chakra: 30
Damage: NA (+20 to mud-based techniques)
Description: The user channels additional earth chakra into a mud-based technique or takes hold of earth chakra infused mud already in play. Due to the earth chakra already found in the mud, it can be slightly manipulated further to surround the opponent. The mud basically blasts out and around the opponent covering their body in mud or slashes and tears at their skin with small blade-like creations formed from the mud giving it an additional sharpness. This makes moving harder as well as restricts breathing placing excessive weight on the opponent tripling their weight and cutting their movement speed in half for as long as the mud remains on them. This is due to the earth chakra infused mud that covers the opponent. It has the same effect as Swamp of the Underworld in a more refined and specific way as it makes movement harder. The mud can possibly asphyxiate the opponent if it successfully covers the opponent completely. The mud can be controlled slightly and forced to surround the opponent's head making its way into their nose, mouth, and eyes. However to use this technique the user must have used a mud-based earth release technique.
The additional chakra can also strengthen the mud making it a sort of pseudo-combination allowing for the addition of more damage. Through this additional earth chakra the mud can be proliferated, thus making the original technique both larger and stronger one-rank boost up to A-rank and +20 damage, it can alternatively be used upon S and Forbidden rank mud-based techniques adding +10 damage and giving the intuitive control over the substance mentioned above. This can be used alongside another mud-based technique in the same timeframe to alter or augment the way the user attacks or can be used later on to control mud that is still just lying around.

Note: Can only be used three times per battle with a two-turn cooldown.
Note: The strengthening ability can only be used twice and only once per turn
to being taught

(Doton: Chou Tengen Toppa)- Earth Release: Giga Drill Breaker
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user will perform three hand seals, and then focus his earth chakra to the edges of either of his arms. Similar to "Earth Release Armor", the user will use nature manipulation on his chakra to form a large drill composed of stone and rock on his both/one of his arms. The drill begins halfway up the forearm and extends outward six feet. When desired, the user has the option to fire the drill from the arm via chakra towards the opponent. The incredible drilling and puncture impact of this technique allows it to pierce most walled/flat surface defenses.
Note: Can only be taught by Selendrile
Note: Usable twice per battle
Note: Due to the weight of the drill, the user must have had mastered Taijutsu
to being taught

(Doton: Kotai Bayloz) - Earth Release: Solidified Bayloz
Type: Offensive/Defensive
Rank: S-rank
Range: Short-Mid (Made in Short-Range)
Chakra: 40
Damage: 80
Description: After doing the neccesary hand seals of Ram > Tiger, the user either claps his hands together or slams them on the ground channeling earth chakra on the ground and creating a Knight like monster with the height of 4 meters composed of solid rock, the creature is named after a medieval brave knight Bayloz who fought with several monsters while he himself being one but helping people, it's said that during his final battle he fought with his own brother and both of them died in that battle, the Bayloz looks exactly like a giant medieval knight with a solidified body and the strength of a monster, the Bayloz has high durability and it follows elemental interactions, the Bayloz is connected to the user by manipulating him and controlling him with his chakra, it's like a earth puppet but it gets manipulated by channeling your own chkara to him, due to the hardness of his body he is quite strong able to shatter through A-rank defenses easily (It follows the elemental weakness and strength of course) with the help of its strong fist or legs though he has the speed of a normal kage rank user, another unique ability of the Bayloz is that when in a water or mud surface he can transform into mud, the Bayloz can turn its body into mud completely or partially helping the user stand in mud or water surfaces without a problem, also when hit with weaker jutsus it heals the damage that is caused by the jutsu easily and if a body part of the Bayloz is his then it can be reformed again but needs to be in contact with either a mud or water source.The Bayloz can also interact with other mud sources, using his ability to turn into mud, Bayloz can create mud balls, mud ropes, spikes etc. from either his hands, legs or a part of his body or a mud source.

Note: It can only be used twice per battle and lasts for four turns.
Note: The user is unable to use S-rank and above Earth jutsus in the following turn.
Note: The Bayloz can use the ability to turn into mud thrice in a battle.
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to being taught

(Doton: Kyojiiiiiins!) Earth Style: Titaaaaans!
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-15 per turn)
Damage: N/A (80 per melee)
Description: The users focuses their chakra into the ground by forming a series of 3 hand seals. Almost immediately, their body is taken over by the earth, forming a giant mound as it molds into a 15m tall version of the user, with the user in the nape of the neck. While in this form, the user loses himself to the earth, becoming a rampant beast, being able to maintain their ranks running speed due to the dexterity at which they are able to manipulate their chakra, and having a tendency to deliver very sloppy punches and kicks that have devastating force behind them. Due to the defensive nature of the earthen shell, the user is completely immune to B Rank and below jutsu (C-Rank and below lightning) due to the constant reforming of the body (although this also costs a move). Due to obvious implications, the user may only use S-Rank and below earth jutsu and only by punching the ground to activate it.
Note: Usable twice per battle
Note: Lasts 2 turns or until destroyed
Note: Earth is restricted to A-Rank and below the turn following this jutsu
Note: Can only be taught by Xicer
to being taught

(Doton: Kitei- Momou) Earth Style: Seismic Abrasions
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user concentrates their chakra into the ground below to manipulate the earth found there, stretching to long range from them. While this jutsu is active, the user can redirect seismic vibrations caused by jutsu emerging from the ground to the area beneath the opponent, deceiving them into thinking that the jutsu is emerging beneath them. This is accomplished by changing the density of the earth found there, cushioning some parts while hardening others to redirect the path that the vibrations ultimately take.
Note: Lasts 2 turns
Note: Can be used 3 times.
Note: Only effective on A-Rank and below jutsu
Note: Costs a move slot on every use, but occurs during the same time frame.
Note: Can only be taught by Xicer
to being taught

(Doton: Kurīto) Earth Style: Cleats
Type: Offensive/Supplementary
Rank: C
Range: Short - Mid
Chakra: 15
Damage: 30 (+10 to kick based Taijutsu)
Description: The user concentrates their chakra into the ground below and causes numerous mini-stone spikes to emerge and become imbedded into the bottom of the shinobi's shoes. This would serve numerous purposes, first aiding in kick based taijutsu by causing slicing damage to each kick. Alternatively, the user could also shoot the spikes from their feet at any time, being able to reach up to mid range while retaining C-Rank damage in total. The final quality of this technique is that by being able to dig into the surface that they're running on, the user would have an unparalled grip to the ground, being able to run across shallow mud, ice, or any other slippery surface without so much as a missed step.

Note: Remains active until destroyed or fired from feet
Note: Can only be used thrice
Note: Can only be taught by Xicer
to being taught

(Doton: Sekka no seishin burēdo) - Earth Release: Petrifying Spirit Blade
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid (When thrown)
Chakra: 40
Damage: 80
Description: This technique is based on the principles of the solid style chakras, earth and water. While it only uses earth release the user has incorporated some of the aspects of the other natures and applied them to earth. The technique begins with no handseals and is formed on the users dominant hand or hands, if covering both hands it will count as two usages of the technique but can happen in the same time frame. The hand or hands of the user will be coated in a green aura of raw earth chakra, non harmful to themselves obviously. Taking the appearance of large blades of self sustaining earth chakra that are roughly the length of the average wakizashi around 15 CM in length. These blades essentially augment the users hand to hand freeform and behave in a solid impactful way instead of the ethereal form of fire. Allowing them to cut and petrify with ease. These blades can also be thrown from the limbs to reach longer ranges but once thrown they can not be retrieved. When these blades of chakra are thrown, they become solid earth in the shape of a blade which on contact can petrify someone stunning them for one turn. These blades can also be used in a shroud form to surround the users chosen weapon, in which case they will surround the weapon in a earthen aura which can be thrown as a blade of earth taking a solid form as it leaves the sword. Much like the flying swallow in appearance the fundamental difference of this technique is it's ability of petrification. Much like the added weight rock technique this blade allows the petrification of organic material if used to strike liquid based techniques provided they contain some impurity they'll be forced to solidify with water becoming salt crystals and mud becoming hard earth. This works best on very impure water like mud techniques or ink techniques. But it won't work on large scale water techniques like waves and vortexes or anything with dimensions like Kisame's water prison.

Note: May be used two times per battle. Two turns between uses
Note: The user can combine ranked taijutsu/kenjutsu with this technique but it would not stack damages instead providing a +20 to ranked taijutsu/kenjutsu. The eighty damage represents the damage when thrown or used to attack the opponent with freeform. Throwing the blades counts as a jutsu
Note: Once activated the blades can last for up to 3 turns before they're no longer able to sustain themselves.
Note: No jutsu above A rank in the turn this ends. Can only use earth while maintaining unless the user has yin/yang.
Note: May only be taught by Jhin
to being taught

Doton: Kyojin no Aizengaadu - Earth Release: Troll of Eisengard
Rank: Forbidden
Type: Offensive/Suplementary
Range: Short - Long
Chakra cost: 50(+20 per turn active)
Damage points: 90(-30 to user due to chakra strain)
Description: An advance earth chakra manipulation where the user creates (short range of him) a giant mud troll the same size as the "great stone golem". This mud troll is able to move about up to long range and acts via the user's will. Due to semi-intangibility of mud, the troll is immune to weapons and most physical attacks as they would just pass through it, however is weak to wood, lightning, etc following its elemental weakness towards other elements. The troll regenerates when hit by attacks that aren't enough to destroy it at once as it churns for more mud as it moves on the ground. The troll however can sweep a large area with mud flood and can extend his body. Due to its semi-intangibility, It can't break through most solid matter , however it can be fatal when a human recieves a direct hit. The user however, would be exhausted after the troll is out of play and find it hard to mold earth chakra thus can't use doton for next 2 turns and at the same time he is only able to use 2 moves per turn for next 2 turns
+++Mud flood count as a move out of the 3 moves and is equivalent to A-rank mid range
earth
+++useable only once
+++User recieves +30 damage due to chakra strain
+++No doton for the next 2 turns after troll is out of play.
+++The user can only use two moves for the next two turns after troll is out of play
+++Stays on the field for 3 turns after which it crumbles forming a huge pile of mud. However it can be destroyed before then where, depending on the technique used to destroy it may or may not leave the mud pile behind.
+++No A-rank and above Earth when troll is on the field
Link to being taught
 
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Vegeta

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(Suiton: Mizu Sattou) Water release: Water Rush
Type: Attack/Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 25
Damage Points: N/A
Description: The user releases a small amount of water from the moisture in the air and can then control the water that is created. The user can create and control the water created up to mid range in distance. The amount of water created is enough to fill a small bath tub and only lasts for one turn. However this source of water isnt great enough to create S rank level water techniques.
Notes:
- Can only be used 3x per battle.
- Must skip one turn before using again
- The water can only be controlled up to one turn
- Can only use water jutsu while controlling the water or until you release the water from your control.
to being taught

Suiton: Pengin no Ima - Water Style: Penguin's Current
Type: Supplementary
Rank: C
Range: Short-Medium
Chakra: 15
Damage: N/A
Description: After forming the bird hand seal, the user sends his chakra onto into the ground. This chakra forms an extremely fast current of water to be formed about a meter deep and a meter wide. Anything that enters the current has its speed tripled due to the current's extreme speed. At the end of the current is a wall of water with high viscosity chakra content, cushioning the impact of anything that hits it.

Note: Can only be used twice.
Note: Can only be taught by Penguin.
Note: Lasts a single turn.
to being taught

(Suiton: Muku Kaishin) - Water Style: Fangs of Poseidon
Type: Offensive
Rank: S-rank
Range: Short - Long
Chakra: 40
Damage: 80
Description: This technique is known as one of the highest examples of Water Release. This jutsu was created by John 'Gyojin' Reese to demonstrate the full destructive power of pressurized water. After weaving the necessary hand signals, the user manipulates their chakra to gather as much water as they can within the space around then. While doing as such, they channel the water into the space around their hands, increasing its mass without disrupting its volume until it turns a near-black-blue colour. The user then places their hands in front of their face and releases the sphere. The sphere is about the size of a small water balloon and travels extremely fast. Upon impact with the target, the sphere only deals a force of about 200 pounds per square inch. However, the sphere then explodes into the shape of the head of a sea monster with many rows of massive fangs, and the mouth snaps shut upon the target. The second impact explodes with the force of upwards to two-thousand tons per square inch, enough force to crush the target and anything around them, and create a violent flood that can demolish buildings, uproot trees, and tear into the earth. The bite of the monster head also creates an intense flash of light from the friction.

To even utilize this jutsu, one must have a great reserve of chakra and excellent chakra control. Without these properties, the jutsu will be stabilized properly and will become less potent than it should be. In worst cases, the jutsu can backfire, instantly killing the user from the water pressure or at least severely wounding them. A great amount of water is needed as well, unless the user can use Water Release ninjutsu without pre-existing water sources.
Notes:
- Can only be used once per-match.
- Water source needed to use this technique, unless if user has a Tobirama Senju bio, or Gyojin custom clan bio.
- No water before, or in the same turn as this technique.
- No water for two turns after the use of this technique.
- Can only be taught by Nathan.
to being taught

(Suiton: Mune no sono) - Water Release: Will of the Deep
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: (+20 per blast)
Description: The user will focus their chakra and form five handseals and create a (basketball sized) orb of water that floats in the air next to them, within short range. The main purpose of this technique focuses upon the creators next use of a projectile technique or a technique that originates from them and moves towards the opponent. For when this occurs the orb of water will release a simple blast of water that is B ranked, this blast of water will combine with and accompany the technique that the creator used if it is compatible. It will continue to do this for each compatible technique that the user employs automatically, until it is destroyed or dispersed(A separate +20 chakra cost is applied for each blast.) This technique will take a small constant toll on the users chakra to replenish itself with water as it is being used. Compatible techniques are in general techniques that originate from or close by to the user and travel towards the opponent and can be used with all elements excluding fire and those based on fire if they meet these requirements. Anything which would be weakened by the water or vice versa (anything that weakens the water) are considered incompatible.

Note:
~The orb can release a maximum of 4 separate blasts
~The orb is created short range but the blasts can reach up to long range
~Lasts 3 turns before dispersing
~Can only be used 2 times
~Cannot use water techniques above A rank while this is active
~Can only be taught by xHoudinii
to being taught

(Suiton : Uso o tsuku no nami) - Water Release : Deceitful Wave
Type: Supplementary
Rank: A-Rank
Range: Short - Long
Chakra Cost: 30
Damage points: 60
Description:
The user manipulates a pre-existing water technique/source that they have used (not the opponents) and will imbue their chakra into the water and they will manipulate it again by performing a hand seal. The water jutsu will split into two smaller projectiles and instead of going straight towards the enemy they will move to the left and right, changing into spinning discs of cutting water and attacking the opponent from the sides instead of from in front. The amount of water can be small or large, but this jutsu will only work on projectiles of water or streams, not massive bodies of water like waves that can cover a battlefield and they must be techniques shot at the opponent, not ones that come from around them. However this can be used on still bodies of water that you've used previously (pre-existing source), parting it and making it move to attack from two different sides - for example if there is a puddle of water leftover from Gushing Water Imprisonment, you can split the water and manipulate it into discs and so forth.

-Can only be taught by LonelyAssassin
-Can only be used three times.
-2 Turn Cooldown
- Can also be used on existing bodies of water, although only the amount of water needed for this technique is used. Not the entire body of water.
to being taught

(Suiton Bunshi): Water Molecules
Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 80
Damage : (15 damage per turn )
Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15
Note: can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: after this technique is done the user can't user any A-rank and above water jutsus for 3 turns
Note: can be used as a water source
to being taught

(Suiton: Rapizzusufiasupiningu) - Water Style: Spinning Rapids Sphere
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:
The user begins by gripping their wrist with one of their hands, and gathers chakra into the palm of the hand which's wrist is being gripped, palm open. The user shapes the suiton chakra in their palm, making a sphere which has many gaps in it and is linked together by many strands. The sphere spins as very high speeds, and is about the size of a Magic 8 Ball. The user can slam the sphere onto an opponent, activating it's real ability. The sphere will hurt the opponent enough to form bruises through impact, but the many strands that make up the sphere quickly unravel and wrap tightly around the opponent, constricting him/her. The strands are so tight that they can break skin. Another usage shown is the ability to use this to "slice" apart incoming projectiles by hitting it with the sphere, allowing the strands to wrap around/through it, and break it apart.
-Must be taught by Leathercandle.
-Can be used thrice per battle.
-No S ranked or above water jutsu on the same turn.
-The strands can wrap around the entire body of an opponent, making them look similar to a wrapped mummy, or they can constrict specific parts of the body.
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to being taught

Suiton: Primal umi juugan)- Water style: Primal sea bullets
Type: Offensive
Rank:A/S
Range:Short-long
Chakra:30/40
Damage:60/80
Description: The user will make a single handsign while focusing their water chakra into several spheres made of water each the size of a bullet,The user can choose to create the bullets around the enemy using the moisture in the air, or create them in short range of himself if he so wishes, he can form them anywhere as long as there is moisture in the air,or a water source if no moisture is present. With a snap of the users fingers each one will release a stream of highly pressurized water at the enemy from all sides. This jutsu can also be used directly from infront of the user as a frontal attack rather then a surrounding one. When the User creates a single one it is A rank in power, if more are made it is S rank. When the user makes a single one he can manipulate it more freely to go wherever he wants and then make it release its stream.

Note: In total there's 10 water spheres/bullets, that will surround the enemy, two on the left, two on the right, two above two infront of and two behind.
Note:S rank version Can only be used twice per battle A rank version can only be used thrice per battle
Note: No Water jutsu Above A rank in the same turn, or the following turn
Note:Each Water Sphere is A rank by itself, this does not stack when making more then one, the user can only make 1 (A rank) or 10 (S rank) the 10 water spheres does not equal 10 A ranks but one S rank
to being taught

(Suiton: Mizu Hōō Arashi ) Water Release: Water Phoenixes Storm
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( - 5 per turn )
Damage Points: 80
Description: The user does the snake sign and creates a mist-like atmosphere above the battlefield, that soaks in all the humidity and keeps replenishing itself. The user spends 40 chakra to create the mist and has it start raining down multiple phoenixes (the size of Itachi's crows) all over the battlefield being able to control where all them go towards. At the end of the turn, the user can spend another 20 chakra and replenish the mist atmosphere, rebirthing the attack ( like a phoenix ), dealing another 80 damage and full S rank the next turn, then the final turn the mist last, the user can replenish again with another 10 chakra, and let out a final wave, S rank again.The mist can only be either completely neutralized or completely overpowered.
Note: Mist last for 3 turns
Note: Usable 1 time a mtach
Note: Must be taught my Korra.
Note: While in use, the user can only perform two techniques, and the only chakra nature you can use is Water, Nin, Gen, Tai, Ken.
Note: Two turn cooldown
to being taught

(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
to being taught

Suiton: Nechinechi Senjigusuri | Water Release : Sticky Infusion
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: The user infuses all his water techniques (up to S rank) with the glue like substance from "(Suiton: Mizuame Nababara) - Water Style: Syrup Capture Field", this does not increase the damage or rank of the technique but just gives it sticky properties. This only affects water techniques made after this technique is used and not those already made, also because it is the user's chakra it does not effect himself

-Lasts up to four turns (within the four turns the users water techniques are infused)
-Twice per battle
to being taught
 
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Vegeta

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(Fuuton : Rippou of Katto Uindo ) Wind Release: Cuboid of cutting wind
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will make two hand seals and then create a small cuboid of wind chakra that is compressed and then release it at the target. The user will then make another hand seal to expand the cuboid to surround the target. The target will then deal cutting damage from blades of wind attacking them when they are caught inside the technique.
-Co creator Zen.
-Can only be taught by Zen and Yard.

(Fūton: haipa tatsumaki) – Wind Release: Hyper Tornado
Rank: A
Type: Offensive
Range: Short – Long
Chakra cost: 30
Damage points: 60
Description: The user focuses their wind chakra into their hands and sends it to the sky. They use that chakra to gather clouds above the opponent and alter the weather conditions to the point of which wind will start to spin around the opponent until it turns into a tornado around the opponent.
The opponent will be caught in the eye of the tornado so he/she will be trapped inside and so the user throws a large amount of shuriken into the tornado and uses their wind chakra to control the blades. After doing so the user controls the shuriken with their wind chakra and uses them to violently cut their opponent.

-The controlling of the shuriken counts as one of the users turns
-Can only be taught by ~Yard~
to being taught

Fuuton: Tezawari za Oshi: Wind Release: Feel The Pressure
Type:Supplementary
Rank: C
Range:Short
Chakra: 15
Damage:N/A
Description: After channeling chakra throughout his/her body. The user will quickly release the chakra outward short range around all sides of their body, creating a sphere. By doing this, it creates a wall of thick pressurized air that can slow down the movements of incoming projectiles, jutsu, and even opponents that may be attacking the user at a untraceable speed. This jutsu does not block said techniques but it allows the user to easily side step or block against said projectile. In the case of movements made by the opponent within short range of the user, the user will have to use a little more chakra to produce a thicker air around them. This jutsu doesn't significantly slow down all movements made with the sphere, but it does allow the user to become aware of anything entering the sphere because it is basically made out of the users chakra.
-Usable 3 times per battle
-Must be taught by Sir Hoshigaki
to being taught

Fuuton: Bāsākākikku | Wind Release: Berserker Kick
Type: Attack/Defense
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:
This jutsu was crafted from a wind specialist that wanted a quick acting attack that could serve as a defensive mechanism also so he wouldn't be left with many opening when he attacked. He came up with the idea of the "Berserker Kick". By channeling mass amounts of wind chakra into his lower body, the user would swiftly stomp on a surface as he released the wind chakra from his legs in conjunction with the stomp. The wind suddenly bursts out in a 360 degree manner, but the moment it is leaving the legs, the user applies great chakra control in the form of shape manipulation. The wind would instantly be molded into numerous legs identical to the user's but twice the size. The legs of wind rapidly kick in every direction besides upwards, looking like a bunch of white/translucent legs are bicycle kicking everything away from the user. The 360 degree range of the legs create a sort of "barricade" of legs surrounding the user, the barricade being up to the user's hip. This successfully creates a barricade of kicks that will rip through anything within 5m of the user while protecting him from anything that comes in range. The user can fuel chakra into the barricade to sustain the kicks, but can't perform jutsu whilst doing so. Due to the kicks even going below the user into the ground, attacks from below would be defended from also if reasonable. The attack itself leaves a 5m crater around the user because of the destruction it holds with the wind kicks.

• Only Teachable by Shady
• usable 3× with a turn cool down
• No wind Above S-rank in the same turn
to being taught

(Futon - Tenha Kassatsu) Wind Release - Heaven's Impalement
Type: Defensive/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Tenha Kassatsu rescues the user from the brink of peril without having to touch their opponent. By focusing wind chakra to the users fists and thrusting the hands forwards, seven visible bullet shaped bursts of wind will shoot outwards from their hands in a tight grouping towards the enemy, capable of piercing straight through them, while sending them flying backwards to mid range.

~Notes~
- Must be taught by -Vegeta
- Can only be used thrice per battle, with a 1 turn cool down
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(Fuuton - Rekkyaku Kuubu) - Wind Style - Cataclysmic Whirlwind
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: When reacting to a high strike, or a high strike by the user is blocked and countered, the user, while reacting to the strike/counter attack, does a backwards handspring concentrating a slicing blade of wind to their dominant foot slicing vertically into the opponent. They can continue by gathering more wind chakra throughout their body, releasing it clockwise around themselves as they spin on their hands, the wind chakra bursting out like a small tornado surrounding them as they plant their foot with their other dominant foot raised high in a slicing kick, the wind chakra speeding the rotation of the attack.

~Notes~
- Must be taught by -Vegeta
- Can be used 2x's per battle
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Taught to: , , , , ,

Fuuton: Akiro no kingu | Wind Release: King of The Fall
Type: Defense | Supplementary
Rank: S-Rank
Range: Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description:
Akiro no Kingu is an activation technique derived from the Jaakuna gēmu technique. The jutsu is activated with a single hand seal directly after any technique that produces rain or storm clouds in order to produce a defensive mechanism created from wind. Due to the nature of the technique it is activated fast enough to be done in the same time frame as the jutsu used prior. Alternatively, it can also be used on naturally present clouds around the terrain. As the clouds are formed in the terrain, wind coats the shape of the clouds, though the wind around the clouds is unique in the fact it takes on a semi-intangible state. To a normal eye the coat of wind around the clouds would go completely unnoticed other than the slight white sparkle it gives off and the slight distortion in the air above the terrain, though the chakra could be seen with a doujutsu or sensed by sensors. Once the technique has been activated it will stay coated on the chosen set of clouds and will move along with them if they so happened to move, seeing as clouds usually don't stay motionless. The coat also acts as something that keeps the clouds together as a whole, preventing them from scattering and becoming dispersed. With the air around the clouds being Semi-intangible, the rain or other liquids that are produced from the clouds will be able to fall down unscathed, as if nothing was lingering around the clouds at all. The wind only comes into play and reacts to energy based techniques, such as lightning, fire, or other wind techniques (this includes energy based CE/KG). This allows the wind to act as a defensive mechanism to these energies according to the strengths and weaknesses of them. The coat of air around the clouds would effectively prevent any lightning from entering or exiting the clouds without being stopped due to the strength wind has against lightning. On the other hand, this can stop A-rank and below fire from going into the clouds or coming down from the clouds. When coming into contact with other wind, the coat stands equal to it and is able to defend from S-Rank and below wind techniques attempting to go into the clouds or come out. Other than reacting to other energies, the coat has no sort of offensive capabilities, being present only for the sole reason of being a line of defense for clouds so they won't be dispersed in a time of need.

☆ Taught by Shady
☆ Usable 3×
☆ Lasts 3 turns with 1 turn cool down between activations
☆ No wind techniques above A-rank the rest of the turn
to being taught

(Fuuton - Kaze no nagare o gyakuten sa seru) Wind Release - Reversing Wind Currents
Type:Supplementary|Defensive
Rank: A
Range: Short
Chakra: 30 (- 5 chakra per turn to sustain the power of the wind currents)
Damage:N/A (+10 taijutsu)
Description: the user makes use of his wind chakra and manipulates wind currents around him within short range, these wind currents are completely harmless and carry no offensive properties and simply swirl around the user acting as a type of defensive barrier against electrical attacks which causes them to dissipate, however will not block anything that is physical by nature such as the earth or metal or the opponents body.

The wind currents when activated, swirl around the users body forming a type of aura which is limited to short range, the winds are clearly visible and when the user performs taijutsu of any kind it causes the wind to rush towards and around the user, a suction effect is essentially created around the striking limb, the wind moves towards but around users body leaving the users body unrestricted by the winds themselves and the suction effect itself would be around the actual limb used to strike, this rids the user of any wind resistance against his strikes allowing for quick and silent strikes.

The wind causes a vacuum like effect as previously mentioned dragging in all within close range in the direction the user is facing to a certain extent, this essentially means an opponent within short range will be dragged closer to the users strike and this will create a second force, the force of the opponents own movement. This effect slightly increases the users damage from taijutsu attacks.

Due to the vacuum effect created by the winds it makes it more challenging for the opponent to evade and hinders them from moving their limbs with ease due to the wind sucking them in.

- Can only be used three times per battle
- Lasts 3 turns
- Must wait two turns before using again once the jutsu has ended
-Can only use Wind and non-elemental abilities while this is active
to being taught

(Fuuton: Tentai-fū no Yari o Kaitensaseru) Wind Release: Rotating Celestial Wind Spear
Rank: A-Rank
Type: Offensive
Range: Short - Long (When thrown)
Chakra: 30
Damage: 60
Desciption: The user after performing a single handseal concentrates his wind chakra just above the palm of his hand, making his wind rotate violently and condensing it the user creates a very long and solid spear above his palm about 7 feet long and 4 inches thick, the spear would take shape starting from the middle and would proceed to extend rotating outwards as it forms until finally completing the spear, the spiralling of the wind will get thinner and thinner as it reaches both ends of the spear eventually crafting both ends into a sharp rotating points. The creation of the spear is quite a fast process, and once complete, extends up to short range when utilizing it as a weapon.

While the spear is still in the user's hands being used as a weapon, the user contains the wind and condenses it, allowing for extended use making it so when the spear comes into contact with anything that the explosion that would normally be caused does not go off

The spear itself would be very much like a drill due to its rotational current, thus greatly increasing its speed and piercing abilities. Once thrown, the spear gives off a devastating cutting wind aura when it lands, which tears up anything around it within a meter. The aura is equal to a B-rank wind jutsu.

- Spear lasts 3 turns unless thrown
- Can be used a total of 3 times
- No S rank wind techs or above the next turn
- User has to wait 2 turns between each use
- Can only be taught by Kirikoe
to being taught

(Fūton Hijitsu : Shinkū shōmetsu) - Wind Release Secret Technique : Vacuum Annihilation
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description:
This is a Close Combat Technique which uses the ability to draw things using Wind but on a more powerful scale. This technique is used on the user will manipulate the wind to rapidly pull either themselves within Short from Mid range in a linear direction. When this technique is used to pull the user it only has an effective range of 10 meters. The user will use the wind to pull them forward and get into close range so they will crash into a target, can be used to rapidly pull them to the floor whilst in the air and cause a crater in the area when punched, causing the ground to buckle and any opponents to fall over with range. When used to rush forward to directly punch a target, it will cause major damage, enough to shatter bones.

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- Pulling in short range only takes a second, pulling to mid takes significantly longer.
- Cannot be used multiple times in the same turn
- Has two turn cool down
- Can only be taught by LonelyAssassin
to being taught

(Fuuton: Shuuren Funsha Rosen) Wind Style: Convergence Jet Line
Type: Supplementary, Defensive
Rank: A
Range: Short-Long (Entrance made at short range with long range reach)
Chakra: 30
Damage: N/A
Description: The user forms two handseals to manipulate their wind chakra around a large scale attack of their opponents. This could be but is not limited to waves of water, blasts of wind, avalanches of sand, and similar sized jutsu. Manipulating wind chakra on both sides, the user compresses the opposing technique to something of more narrow size. Once the technique is compressed, a jet line stream of air is created on the convergence point, shooting around the top of the technique. At the point that the technique comes into contact with the user, they can then use this stream to propel themselves up and over the technique, avoiding it entirely.

Note: Can only be used on A-Rank and below technique
Note: Requires one turn cool down between uses
Note: Ineffective against fire techniques
Note: Must be taught by Xicer
to being taught

(Fuuton/Taijutsu: Supininguhisui-fū) Wind release/Body arts: Spinning jade wind
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user of this technique begins by building forwards momentum with a short dash towards the opponents location, after initiating the dash he/she leaps from the ground raising the dominant leg in a fully extended manner, they then spin off the ground with a flurry of speed that almost defies gravity, however this effect is achieved because the user begins to release large amounts of wind chakra, similar to the vacuum blade technique to create partially tangible wind which is dragged in to the kicks slipstream, creating a powerful ring like blade of wind chakra that surrounds the user. If used in short range the blade is capable of causing very deep cuts upon an enemy, if the opponent is out of range the technique can be varied to instead fire the ring blade after spinning and building the blade as in short range.
Note: Can only be used four times per battle
Note: For visual effect the technique is capable of picking up dust from the ground, or fallen leaves
to being taught

Fuuton: Surīpingukobura - Wind Style: Sleeping Cobra
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40(-20 to repair)
Damage: N/A
Description: The user would create two large snakes make of wind that curl up around his body and disperses into thin air. Their dispersion does not mean they are gone, they actually remain dormant around the body of the user in chakra form and would remain on the user's person until
foreign chakra tries to touch the user. The wind snakes would manifest once a foreign entity nears the user(2 meters), wrap themselves around the entity and crush it before it can harm the user. Should the object they destroy be inferior to them in terms of power/rank, once they are
done, the snake retreat back into the dormant form while leeching the user's chakra to repair themselves and make them back to their former strength. The snakes are able to reform 3 times. They would be destroyed or undone
though if they happen to defend the user from something same rank as theirs following elemental strength and weakness.
NOTE: Usable 2x per battle
NOTE: No S-rank Fuuton the same turn this jutsu is used
NOTE: Purely defensive, thus can not be used to attack the opponent directly except they are attacking the user and the snakes would defend anyway.
NOTE: User can only use elements related to the wind element and other non elemental techniques while the snakes are active
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Vegeta

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: Hidden Rain's signature weapon.
Umbrella's are shown to be used frequently by Rain ninja in anime/manga, this is an optional weapon to add to their biographies. Their abilities:
  • Gliding: Once high in the air and using a wind technique to create a gust an open umbrella could allow extended periods in air by gliding, with the advantage of wind direction user could move long distances slowly but easily and dropping in altitude. With any given technique that pushes, a user could glide above 25m high in the air and move with the speed of 8m/turn.
  • Senbon Shower: releases a hailing "shower" of senbon. It cannot be dodged by moving away since the needles cover a wide area in all directions, controlled by chakra. Although the needles are said to be able to pierce a five millimetre thick steel sheet, they can still be blocked by a powerful enough shield. Medical ninja can dip their senbon with poison to increase their lethality.
    (Jouro Senbon) - Sprinkling Needles
    Rank: C
    Type: Attack
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: 30
    Description: After hurling their umbrella into the air, the user will unleash a torrent of needles. Using their chakra they can guide these needles towards their opponent.
  • Sheild: The cover of the umbrella is made up of metallic threads, capable of defending against weak physical attacks and projectiles.
  • Added Modification: Wires, the ribcage of the umbralla could be modified to shoot out wires from the end. This could be used to bind targets.
  • Added Modification: Water jet, C rank & Short-Mid range. Shoot a sharp jet stream of water at the opponent from the tip of the umbrella to push them back.
  • Added Modification: Flame thrower, C rank & Short-Mid range. Spews flames from the tip of the umbrella to burn down opponents or ignite objects.
Mirāju ame : Rain Mirage
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: -
Description: The user manipulates their chakra in the rain, allowing it to infiltrate their opponents body on contact, disturbing their chakra flow and implanting a false series of events, this is essentially an extremely advanced version of the false surrounding technique, allowing the user to control what the opponents senses experience.
Note: Usable once per battle
Note: Lasts 2 turns
Note: Cannot be used to remove the opponents senses, only manipulate them to experience an alternate series of events

(Genjutsu: Nagato no Kioku) - Illusion Technique: Nagato's Remembrance
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user performs four hand signs and to trap the opponent in a genjutsu where the opponent sees the hand of the Gedo statue comes out the ground and grab hold of them, immobilising them in reality. The opponent then sees the rest of Gedo Statue rise out of the ground in front of them and where it releases the aura-dragon which moves to attack the opponent. When the Aura-Dragon appears to touch the opponent it causes immense mental stress. This can be cast on two opponents at the same time by altering the illusion to make it appear as though two arms rise from the ground to capture both targets and by making the illusionary aura-dragon attack both of them.
Notes:
- Usable only three times per battle
- Usable only by Ninja from Amegakure
- Usable once every two turns.

Ame Kussetsu no Jutsu (Rain Refraction Technique)
Type: Supplementary
Rank: B
Range: Long range.
Chakra: 20 (+10 per turn)
Damage: N/A
Description: The user will send there chakra into the falling rain via use of the Tiger→Ram→Snake hand seals, redirecting the light in such a way that the opponent's will see the user standing in a different location, by altering the way light is reflected and refracted through the rain drops. As such, the opponent will see the opponent standing elsewhere from their actual location, causing them to aim at the wrong location. This could possible cause the opponent to think they are in a genjutsu or are facing Haze clones as the their jutsu will simply phase through it. The user of this jutsu would also be able to manipulate the direction jutsu may be coming from, by altering the way the light is reflecting through the rain. As such, a jutsu could be sent from the opponent's left but they will see it being sent from a point directly in front of them.
Notes:
- this ninjutsu only effects what the opponents sees, their other senses are left alone,
- lasts four turns or until the user cancels the jutsu,
- can be used three times per match.
- Usable only by Ninja from Amegakure

(Suiton: Mizu Meiden) Water release: Water Maiden
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After performing Water release: Rain Tiger at Will and having it still active, the user will perform the Ram -> Tiger seals and quickly open their arms and clap their hands together causing the rain within short range of the targets left and right, to move quickly towards each other, the speed at which they converge elongating the rain droplets into thousands of tiny sharp blades that pierce the enemy as they move towards each other similar to an Iron maiden.
Notes:
- Can only be used thrice per battle
- Cannot be used in succession
- Can only be used by a member of Amegakure no Sato

Rain
Release

(Ameton: Ame no Henkan) Rain Release: Rain Conversion
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will do the dragon sign and gather his chakra into the rain. They will then use their chakra to have the rain converge and gather on any point of their opponent they want. The rain will gather enough to form an orb of water around the point the user chooses. The user will use their to chakra to make the orb highly pressure making it hard for them to move whatever body part is covered, excessive force may harm the bone structure and shred the muscles around the region. The orb is the size of a basketball.
Note: Usable 4 times a match
Note: Must be taught by Blake Belladonna
Note: Must know Rain Release and must be raining.
to being taught

(Ameton - Ame no rōpu) - Rain Release - Rain Ropes
Type: Supplemental/Offensive/Defensive
Rank: A
Range: Short-Long
Chakra Cost: 30 (-5 per turn to maintain)
Damage Points: 60
Description: By sending their chakra into the rain clouds, the user can condense rain drops together in the clouds, dropping them down from the clouds to whatever height the user desires shaped like long ropes, but its really just rain drops molded together. By manipulating their chakra in the rain ropes, the user is able to grasp hold of them and pull themselves upwards/whichever direction they are pulling towards and swing from rope to rope. Alternatively, the ropes could be used to wrap around and bind and opponent, squeezing them tightly crushing them over time.

~Notes~
- Ropes last 3 turns
- Usable 3x per battle
- Must be taught by -Vegeta
Taught to: , , , ,
 
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Vegeta

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(Butai Ryou Giryou) Elemental Enhancing Skill
Type: Supplement
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: Elemental chakra can be infused into kunai's to increase their abilities. For instance, infusing a kunai with wind chakra would increase the kunai's cutting power to not only stop an incoming kunai attack, but would slice through the kunai easily along with increasing the speed of said kunai. Infusing a kunai with doton chakra would increase the kunai's force tho this is done by the user using doton to increase the strength of his arm when throwing the kunai. Katon chakra would increase sharpness of the blade by heating it up and allowing it to cut through objects easier. Now you can do the same with pushing a certain type of chakra to your feet to increase speed or sending it to a limb to increase it's ability. What this technique is basically the user will send out chakra throughout his body infusing the chakra in his muscles/limbs to increase their abilities depending on the elemental chakra they used. Tho, they can only use one type of chakra for this.

Earth enhancing skill: If the user sends out Doton chakra throughout their body infusing it with their body, they will gain increased strength by 2X, being able to lift boulders and crack concrete with their fists. User can only use Earth techniques while using this.

Wind enhancing skill: If the user sends out Fuuton chakra throughout their body infusing it with their body, they will gain increased speed by 2X of what they had before. User can only use Wind techniques while using this.


Water enhancing skill: If the user sends out water chakra throughout their body infusing it with their body, they will gain increased stamina. Scientifically, muscles rely on water to work for longer periods of time and this reduces the build up of certain acids that makes your muscles feel as if they're on fire when working out too long. This gives a good performance boost making it harder for the user to tire out. User can only use Water techniques while using this.


Notes:
- Can only use one element enhancing skill once per battle and the enhancing effects only last for 3 turns.
- Can only use one element enhancing skill at a time.
- Each enhancing skill counts as one of the users 3 jutsu per turn.
to being taught

( Saido byōtō chakura suiryoku ) - Side-wards chakra thrust
Type: Supplemental/Defensive/Offensive
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A (+10 if used with Tai/Ken from momentum)
Description: The user jumps into the air by up to one meter and then sends out a small gust of chakra from his foot lowest to the ground, sending him a little higher as the user spins their body to the left or right and throws their body weight in the direction they want to go. Using their momentum from the spinning and chakra, they manage to thrust their body in the direction they wish, up to mid range.

~Notes~
-Must be taught by Vegeta
-reference-
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Taught to: , , , , ,

(Ninpou: Dangan Renda) - Ninjutsu: Bullet Barrage
Type: Attack
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user begins by gathering a decent amount of chakra into their palm clutching their hand tightly into a firm fist. Then while performing a punching motion the user releases the vast amount of chakra compressing it through shape manipulation into multiple small dense clusters of chakra that shoot outwards towards the opponent or opponents. These small dense clusters are released all at once and create a widespread burst of chakra bullets that can attack multiple opponents head on. Due to the compression and manipulation of the chakra bullets as they are released the chakra is on par with jutsu that go through form manipulation. These chakra bullets have enough force to break multiple bones such as ribs and do some internal damage such as bruise internal organs and throw the opponent/opponents back a bit but is in no way fatal. Only ten bullets of chakra can be made from this jutsu and they reach out to Mid Range at max. Each bullet is about 5 inches in diameter.
Notes:
-One set of ten bullets can be released from one hand, or two sets of five from both hands
-No other basic ninjutsu the turn this is used
-Can be used thrice
to being taught

(Ninpo : Hane mawaru eafurōkabā) - Ninja Art : Gambol Shroud
Type : Offensive / Defensive / Supplementary
Rank : A
Range : Short
Chakra Cost : 30
Damage Points : 60
Description :
The User releases a burst of chakra from around there body and moves in a certain direction, whether it be forward, upwards, backwards or to the side the chakra will remain where they once stood manifesting into an element to carry different effects. The Shroud of Chakra basically stays there and takes the hit whilst the user moves out the way, though the effects could be different and be advantageous especially in close range.
Raw Shadow
A Supplementary / Defensive use, the user will release a burst of chakra and move away from it. The Chakra will notmanifest into the elemental affinity and will retain the shape of the user's body producing a sort of copy like the shadow clone but it has a tiny amount of chakra to carry some sort of form. The Body can be used to take a hit or as a temporary platform as it can also be formed whilst airborne
Burning Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Fire whilst retaining the shape of the user's body, though it would explode at the user's will causing the opponent (and the user if not careful) to be blown away. The explosion as a 2 meter radius and isn't fatal, it will cause minor cuts and burns over the victim if they are caught by it.
Petrified Shadow
Good to use when the opponent is attacking you in close combat, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Earth whilst retaining the shape of the user's body a stone statue will be left behind as a defence. However it can also be used when the opponent tries to attack with a weapon or with their limbs, the earth manifesting around said weapon or limb to trap them as you make your next attack.
Liquid Shadow
Good to use when the opponent is moving towards you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of water whilst retaining the shape of the user's body, the water can either be sticky or not leaving behind a small water source or trapping a target if they manage to walk into the liquid.
Shocking Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Lightning whilst retaining the shape of the user's body, the lightning will branch off from the left behind body to any target within short range and will shock them with lightning damage.

Restrictions
- Can't be use another ability in the same turn as a different one
- Usable 4 times a battle
- Requires a turn cool down after each use.
to being taught

Ninpo: (Tamashī yakiire yoku) — Ninja Art: Soul Hardening Greed
Type: Supplementary, Defensive, Offensive
Rank: A
Range: Short
Chakra Cost: 30 (- 10 per turn)
Damage Points: + 15 to tai
Description: A technique derived from the "Leech All Creation Technique" and partly inspired by the infamous "Earth Spear Technique" in use. The user will focus chakra throughout their entire body. The chakra has the unique property of assimilation, granting it the ability to assimilate a material upon contact and take on its traits. Unlike the technique from which it is derived from however, it does not convert the user into that material, rather specifically converts their skin, becoming slightly thicker as a result. The converted skin while slightly differing based on the material mimicking, for the most part provides a quick and durable defense to physical based attacks and heat based techniques of the same rank without any harm to the user. Yet with no difference in weight or bulkiness and therefore does not hamper the users movements in anyway. Also similar to its derived technique it constantly reforms as long as the user has physical contact with the material. Requiring the opponent to neutralize it with a technique of equal rank to completely stop the reformation rather then end it for a moment. Something to note is the technique despite being a defensive one, logically allows a minor enhancement to the offensive capabilities of the user. Capable of being used in a manner similar to earth spear, such as using ones hand to pierce the opponent. An additional perk of the technique is despite being a ninjutsu the mechanics of the technique are capable of being produced through earth release if the user is skilled enough in the element. Therefore earth specialists (primary or secondary) will be able to use this as an earth technique as well as being capable of using the technique as an S-rank once per battle (at the chakra cost of an S-rank), following earth's strength's and weaknesses of course.

Note: Lasts three turns
Note: Can be used three times
Note: Can not be used in consecutive turns
Note: No A-rank or higher Ninjutsu in same turn.
Note: Can only be taught by Yusei
to being taught

(Ninpo: Uchū U~ōkā)- Ninja Art: Universe Walker
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30 (-5 per additional platform)
Damage: (+20 to taijutsu)
Description: The user leaps powerfully off the ground and into the air. At the designated location, the user manifests a super-flat, hexagonal platform of chakra that rests vertically in the sky. Using the platform, the user pushes off in order to change his direction. Adding to this movement, the platform’s special characteristic comes into play. When the user connects with it, the platform recognizes the user's chakra. This immediately activates a chakra based, high-tension spring connected to a flat base (which is what the user is standing on) that is intended to propel the user off. This section is located wherever the user connects with the platform. This propels the user from the platform at speeds exceeding his ordinary capabilities. At each successive platform, the user’s speed increases by 25% (up to a max of 100% of their base speed) because of his continually increasing speed being accelerated by the springs. (Ex: The user rebounds off two platforms, each spring increasing his speed by 25%. The user now travels through the air at 1.5x his base speed). As long as the user has his speed increased by at least one platform, the user’s next immediate taijutsu technique is empowered by +20. (Ex: The user rebounds off of one spring, gaining speed. Using the speed and increased force, the user travels towards the ground and punches the opponent with the enhanced strike). The speed gain only applies to the user’s traveling speed while utilizing the springs and is not a sustained ability.
- Usable three times per battle
- Damage increase applies to only one taijutsu technique used in conjunction/after this technique
- No basic ninjutsu above A-rank the same turn
to being taught

(Ninpo: Mokumoku) - Ninja Art: Mute
Type:Supplementary
Rank: A
Range: Short - Long
Chakra:30
Damage: N/A
Description:A relatively simple technique based on the "Hiding with Camouflage Technique" the user reflects light off of any seal he places making them effectively invisible to the naked eye. This affects seals he has already placed and those the user places after activating this technique. Like the afformentioned technique this wlll not stop detection by Dojutsu or sensing abilities. This technique can be applied after the seal is placed or within the same time frame as placing the seal.

Note: Can only be used 4 per battle with 2 turns between uses.
Note: Lasts for four turns and the seals become visible afterwards.
to being taught

(Kuchiyose: Gē No Gehenna) - Summoning Technique: Gate of Gehenna
Rank: A
Type: Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: This summoning is an upgrade of the standard Rashomon in which the user summons a single one of these demonic forms of the main gate of old Kyoto. After slamming their hands on the floor the summoning will begin with the gate being summoned at least ten meters above the field in up to long range. Once reaching the floor the gates true ability will be revealed as the large doors open revealing a puff of smoke as the gate acts as a medium for the summoning technique allowing the user to summon any of his contracts summoning animals to the field using the gate as a medium.
Note: Can only be used thrice per battle.
Note: The animal the user summons must be posted for reference with this technique but the total summoning process only costs one move with this behaving as a medium.
Note: Can only be taught by Jhin.
Note: It cannot summon animals that were already dispersed, or require highly specific circumstances to summon (i.e if a summon requires a water source to be present before being summoned, it will be unable to be called with this jutsu).
to being taught

(Sūpā Gōsuto Kamikaze Atakku) - Ninjutsu Art: Super Ghost Kamikaze Attack
Type: Offensive
Rank: A
Range: Short - Medium
Chakra: 30
Damage: 60 by 1, 30 by 2 (divided x number of ghosts)
Description: This technique is very unique, those that use it are regarded as goofy and childish but also very tactical and intelligent in battle. The user first begins by manipulating their core chakra and forming three hand seals. Then, taking up to 10 small bursts from it to travel to the mouth to where the user will then transform the chakra in their mouth into a ghost resemblance of themselves then expel them having the ghosts float around the user. These ghosts are controlled by the user, although they've been considered to have consciousness they can either guard the user or fly off to harass or even commit a kamikaze offensive to the opponent. When performing their kamikaze attack they'll rush down the opponent up to Mid range, once coming into contact with the adversary they'll explode causing x number of damage divided by ghosts per explosion that touches the opponent (total being 60 damage). When guarding the user they'll also explode but will only deal damage to those that have enough confidence to rush down the user into close range. These ghosts will last 3 turns if not touched, acting as a Shadow Clone but not utilizing it the same way, due to this they're not able to perform any jutsu. This technique can use immense amount of stamina from the user, because of this the technique can only be used a maximum of three times per battle after a single turn break.
to being taught

1) [Ninjutsu: Tetsu no ken] - Ninja Art: Iron Fist
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage Points: N/A
Description: This a simple yet effective technique where the user will make use of their elemental chakra when performing a body movement. Upon moving their chosen body part, they will release chakra of a chosen element to be released from that body part. This chakra will take the form of the chosen element and then linger in the air for one turn afterwards. For example, the user would swing their hand in a slapping motion and from the back of their hand, water is released and lingers in the air in the path of where the motion was made. The user can use any elemental chakra that they can use on the bio using this, taking the form of chosen element and remaining there for one turn.

Note: Can only be used once ever two turns
Note: Can only use one chakra nature per use
Note: If used for a kg/ce/AE the user must wait 3 turns to use it again.
Note: Can only be used 4 times per battle.
to being taught
 
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Atsui-Appu: Warm-up
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A
Damage: (Taijutsu +10)(Ninjutsu +5)
Description: The user jogs in place while punching the air, causing their blood to pump faster making them a little faster and stronger. Because of this early warm-up, the user is also more focused causing their reflexes to sharpen. With this blood pumping sensation, chakra also flows easier and faster, letting the user use jutsus faster.
Note: Can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: must be done at beginning of battle

to being taught
(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

Taught to , , , , ,,

(Guile's Sakuryaku) - Guile's Gambit
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user begins by enhancing their feet with chakra as they bend down to a low position, spring boarding quickly upwards doing a forward motioned back flip, the chakra on their feet forming a blade of chakra that creates a vertical circle around the user following the arc of the flip, causing slicing and blunt force damage to anyone caught in the attack. This attack is best used on an air bound opponent.

~Notes~
-Must be taught by -Vegeta
-Can only be used 3x per battle
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Taught to , , , , ,

(Sutoradoru bunkatsu panchi) - Straddle Split punch
Type: Defensive/Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A very fast, defensive maneuver meant for counter-striking against high attacks (chest and above). The user while being attacked high will spread both legs outwards doing a straddle split, quickly lowering their position while striking with a punch to the lower regain of the body (lower abdomen and below).

~Notes~
-Must be taught by -Vegeta
-Attack happens as fast as the user is capable of moving at the time of use
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Taught to: , , , , ,

(Shinkei Pinchi) - Nerve Pinch
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: This technique deals with targeting the weakest part of the Trapezius muscle which runs from the base of the head to the top of the shoulders above the shoulder blades. The user will concentrate chakra into his fingers strengthening them as he grips the side or base of the neck hard. While doing so he transfers a visible pulse of chakra in the form of a slicing blade from the tips of his fingers into the opponents neck or shoulder blade area. What this accomplishes is severing the upper Trapezius nerve/muscle causing pain, weakness, numbness and paralysis in the upper body, arms, shoulders and spine area. The opponent's arm and shoulder will be limp and numb hard to move and when forcibly moved will cause a deep stinging pain that radiates up the arm and down the back. This has enough power to bring an untrained and unskilled shinobi to heel especially if preformed with both hands upon both sides of the muscle simultaneously.
Notes:
-Pain, weakness, numbness and paralysis in the upper body, arms, shoulders and spine area lasts for two turns
-Can only be used four times per battle
to being taught

Forbidden Taijutsu Art: Lightning Eye Blinding = Rai Taijutsu Giijutsu: One Manako Buraindo
Type: Offense
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user will concentrate Raiton chakra into his index and middle fingers. He will then thrust them into the opponent’s eyes, blinding him instantly. Due to the Raiton chakra the opponent's eyes would be blind and his whole face numbed for the following turn.
Note: No A rank or S rank Taijutsu and Lightning attacks for the next turn.
Note: Can only be used twice per battle.
Note: Can only be taught by PowerOfDarkness
to being taught

(Kyatchi to Kikku) Catch and Kick
Type: Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Using their honed reflex's, the user intercepts an opponents punch or kick by ducking to the inside of the kick or punch, and grabbing the opponents ankle or wrist using one hand. The user then delivers a powerful round-house kick using the opposite leg to the arm that caught the opponent, kicking them with such force in the side of the opponents head that it sends them flying back sidewards to mid-range.
Notes:
- Can only be taught by Shinta,
- Can only be used to intercept taijutsu without full-body elemental enhancements such as lightning armour,
- Can only be used four times a match.
to being taught

(Doton Taijutsu - Supēdo no 3) - Earth Style Body Arts - 3 of Spades
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30(-10 per turn used)
Damage Points: 60
Description: By molding doton chakra to their feet, the user releases it below each foot manipulating the ground just below each one, about 4 inches deep in the exact shape of their shoes/boots/whatever they are wearing or their bare feet. As they do so, they use the chakra to stick each foot to this section of ground while also dislodging the piece of earth, manipulating it hardening it's consistency to stone like. When the user lifts their feet, they will have the earth stuck to the bottom and can strike with kicks or walk/run/stand with the earth remaining connected to their feet.

~Notes~
- Can be used 3x per battle
- No A rank or above Taijutsu the same turn
- Must be taught by -Vegeta
Taught to: , , , ,

(Shi Rōru) – Death Roll
Type: Offensive
Rank: B
Range: Short
Chakra: N/A
Damage: 40
Description: This move is inspired by the maneuver used by alligators and crocodiles. Initiating the technique, a clone or an ally would hold the target in place, constricting their movement. After doing so, the user would proceed to grab hold of one of the target's limbs. Jumping a couple of feet into the air, still having a tight grip on the selected limb, the user would proceed to perform a quick barrel roll. By doing this, the opponent's limb would twist 360°, internally severing their ligaments – Rendering said limb useless. Alternatively, the user can perform this technique on the target's head, causing their neck to be snapped.

♦ Must be taught by Yanks
♦ Can only be used three times per battle
♦ Can only be done with an ally or clone
to being taught

( Toripuru ) - Sunny Triple Strike
Type: Offensive
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: 60
Description: A fantastic close quarter maneuver, the Sunny Triple Strike relies on excessive flexibility and taijutsu expertise. Starting from either a running entry or stationary, the user will leap up with his legs in a full split mid-air and proceed to deliver three kicks to the target. The first kick would be like a standard jumping side kick, but with their extremely strong core they would maintain the split and continue rotating their body to enable a whiplash and follow with a reverse heel kick from the opposite leg and then finish it by continuing the rotation and delivering a final kick with the leg that delivered the original strike. During the course of the taijutsu move, the Shinobi would essentially rotate 540 degrees while delivering the three kicks.
-Can only be used 3x times
-Cannot use S rank taijutsu the next turn
to being taught

(Doragon no Gurappuru) - Dragon's Grapple
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: Meant to be a counterattack, this move requires that the user carry a nunchuck, chain, wire, rope or any item that can be wrapped around an opponent's limb. As the opponent delivers a punch or kick, the user will wrap the item around the limb as it travels towards them, intercepting it. The user will then yank back on the item with enough force to cause the opponent to lurch forward towards them off-balance. As the opponent falls forward uncontrollably, the user will drive their elbow into their face, causing significant damage to the momentum of them falling forward along with the strength of the elbow.

Can only be taught by Riker Slade
to being taught

(Dijīpanchi) - Dizzy Punch
Type: Offensive
Rank: B
Range: Short
Chakra: 0
Damage: 40
Description:
The user begins by punching towards the opponent with massive amounts of force behind it. The punch is aimed towards the side of the body of the opponent (for instance, the edge of their cheek), so that once the punch hits them and continues past them, it spins the opponent around 180°. The user can then follow up by slamming both of their hands onto the sides of the opponent's head, creating a loud noise in such close proximity to their ears that it would disorient them for a moment, similar to the effects of a concussion grenade, leaving them dizzy and unable to hear anything outside of short range for a short period of time.
-Can only be used thrice a battle
-The disorientation/ deafness outside of short range lasts one turn
-Can only be taught by Leathercandle
to being taught

(Taijutsu: Koshi Guruma) - Body Technique: Hip Wheel
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while turning, grabbing his upper body while twisting his hips and pressing in to his opponents side, the users body behaves as a lever for the opponent causing him to be thrown in to the ground with considerable force, because this attack uses the opponents own momentum against him the opponent will suffer detrimental effects should this attack be successful. Due to having the wind knocked out of him and probably broken ribs, losing 15% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back.

~Notes~
- Usable 3x per battle
- Must be taught by -Vegeta
-Reference-
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Taught to: , , , , ,

(Kenjutsu to Taijutsu: Baito Doragon) - Sword & Body Arts: Bite of the Dragon
Type: Offensive, Defensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60 (-10 per finger used)
Description: Bite of the Dragon is both a defensive and offensive type technique that falls under both sword, and body arts. To pull off this move the user must have a good amount of strength, chakra, and precision as this technique is rather a quite complex move. Observing the target the user will match the exact breathing pattern of the foe and channel chakra to one of their dominant hand's fingers. Then as the foe strikes the user is able to catch and absorb the impact of the strike with the mid section of their finger (the users hand is largely reinforced with chakra to be able to catch the damage, with minimal amount of damage). The user will then bring down the top half of their finger onto the target's weapon, causing the absorbed strike to semi-instantly be redirected as slashing damage back at the foe, the way that the user can redirect said blow is created by applying friction to the sides of the finger and the blade/hand. This technique can be used with all fingers on one hand at the same time thus drastically boosting the power that is redirected at the foe. It can also use this technique to block powerful taijutsu strikes.
Notes:
- Can only be used four times per-match.
- Cool down period of one turn before usage again.
- Can only redirect sword/hand damage up to A-rank
- Raw chakra kenjutsu, taijutsu and samurai attacks work, as long as they are either from a bladed weapon, or from a fist of that of an A-rank and below.
- Can only be taught by Nathan.
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Taught

( Burakku Doragon no Gōon hiji ) - Black Dragon's Roaring Elbow
Type: Attack/Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This strike was honed and refined by incorporating the same principles learned by studying NB Taijutsu. The user strikes toward the opponent in close range and shifts his foot slightly forwards turning his body in that same direction spinning themselves 360 degrees, continuing this motion quickly to add tremendous momentum to the final blow. As they do this, the user taps into the most basic of whichever elemental release which can be used to aid in taijutsu strikes, and coats his arm from the elbow down in either elemental chakra or raw chakra following similar principles as Five Animal Five Element Fist, however instead of using each of the 5 basic elemental releases in the attack one after the other, the user applies only the one nature they wish, using chakra control to focus the chakra to striking area for the purpose of this one brutal blow. Raising their arm and elbow up as they release the chakra, they complete the spin to smash elbow/forearm first into the target, as the circle motion of the attack is completed driving the blow forwards by pushing off their back foot, using this with centrifugal motion to aid in powering the elbow strike, making it much more powerful and potentially lethal than just a simple elbow strike. This delivers not only the blunt force trauma from the blow but also different effects from whichever chakra nature was used. If Fire is used burns will occur blistering the skin, if Water is used along with the blow it will leave water covering the area struck, if Earth is used the blow could cause the area to collapse in upon being struck, if Lightning is used the opponent will experience a shocking electrical explosion, if Wind is used they will experience slicing winds and the blow will send them flying back 10 meters, and if Raw chakra is used it will cause the blow to be blunt and traumatic similar to Earth's just not quite on the same scale. This is a devastating blow if performed properly and landed square, and could easily render someone unconscious or worse from the blunt force combined with the elemental nature imbued with the strike.

~Notes~
- Must have trained in basic NB Taijutsu to use
- Usable 2x per battle
- Must be taught by -Vegeta
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(Taijutsu: Fudō fōsu) - Taijutsu: Immovable Force
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (-5 chakra per turn)
Damage: N/A (+1 rank to basic tai and phyical attacks)
Description: Static Friction is the friction between a person and the surface that keeps one from moving or being in motion. The user of this technique will apply chakra in the soles of their feet and in the surface on which they are standing on and alter the properties of both in such a way that the static friction between them will increase exponentially and will go beyond normal maximum static friction - similar to the tree climbing ability that allows the user to use chakra in order to stand on a surface where they would otherwise fall. This means that the necessary amount of force needed to actually put the user in motion, or the force the opponent needs to exert to push the user in motion will be much greater. The user of this technique will be able to exert more force, and thus damage, on an opponent with lesser static friction. This is because the force of our punch heavily relies on how deeply we plant our feet on the ground; the more friction we have with the ground, the more force we are able to exert, and the more easily we can overpower an enemy. (In tug of war, it's not the "strongest" team that wins, it's the one with the largest friction between the ground and their feet. If you were to decrease the friction between the ground and a person by, say, spraying water on their feet, they would easily be overpowered by the opposite team because their feet are not as planted on the ground). This technique makes it harder in general to make the user move from force, wind, quakes, or other means and allows them to better stay put on the ground, and thus, deal more physical damage to an enemy..
Notes & Restrictions:
- Only works on the user when they are on a solid suface
- Lasts 1 turn; Can be used 4 times.
to being taught

(Taijutsu: Sūpurekkusu)Body Arts: Suplex
Type: Offensive
Rank: S-rank
Range: Short
Chakra:N/A
Damage:80
Description:The Suplex is an extremely powerful, grappling-type maneuver of close combat. The user will begin by kicking the opponent in the stomach, causing them to reflexively bend over from the stunning pain. The user will then drape the opponent's nearest arm over their shoulder, gripping them by the waist before lifting them into an upside down position. The user will then immediately fall backwards, heaving the opponent into the ground at tremendous force. The technique can also be executed by standing behind the opponent, wrapping both arms around their waist, lifting them up and throwing one's body backwards, slamming the opponent's upper back/shoulder into the ground below.
to being taught

Taijutsu: Tengoku piasu tsume) - Taijutsu: Heaven Piercing Claw
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: 60
Description: The user of this technique will begin by using an open palm, with no separation between his fingertips, then by thrusting his fingertips in to a sensitive location on the opponents body such as the sternum, or any major nerve cluster the user will cause considerable damage along with debilitating effects that vary on the location struck, for example if the sternum was struck the opponent would have the wind knocked from his body losing 3 total speed levels and being unable to use fast movement abilities such as the body flicker additionally he would lose the ability to mold chakra in his stomach, preventing the usage of abilities that require this, such as fire techniques expelled from the mouth. Should the user strike a nerve cluster in the arms of the opponent, said opponent would be unable to use the arm to perform any actions for three turns, and upon regaining usage of the arm he would be slowed considerably in regards to forming handseals, with a single seal taking as long as two normally, and scaling upwards with two taking the time of four etc. If a leg was struck the opponent would be unable to move under his own volition for three turns and upon regaining the ability to move would still be unable to do so for extended distances, being unable to move six or more meters per turn for the remainder of the fight without collapsing and causing permanent damage to the afflicted leg. This technique can be used in a counter striking method against an oncoming taijutsu attack by avoiding the opponents attack using a variety of stepping motions I.E a sidestep or backstep, but can also be used offensively. The thrusting motion of the attack using the fingertips can be substituted with a bladed weapon if desired such as a sword or kunai. Regardless of being armed or unarmed or what area is struck the attack is capable of causing quite heavy bleeding if successful comparable to the bleeding caused by biting ones own tongue off. Which can have negative long term effects obviously including bleeding out over a number of turns unless the blood loss is somehow stemmed.
Notes:
-Can only be used by those who have completed canon taijutsu (not NB taijutsu)
-May only be used three times
-Only teachable by ReXii
to being taught
(Taijutsu - Sekai no omo-sa) Taijutsu - Weight of the world
Type: Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage points: 80
Description: A unique taijutsu striking combination used in quick succession. From a grounded position the user will spread his legs slightly lowering his center of gravity in almost a very loose horse stance. From here they will deliver a single straight punch to the opponents upper rib cage and almost immediately they would be swinging their other arm as the first strikes, repeating this process to land a total of eight punches with incredible speed. The entire technique takes around three seconds to complete, which is the average time in real life for a trained fighter to deliver these types of attacks. While not that damaging the attacks serve to soften up the opponents rib cage creating a slight separation in the middle of them. This is where the final strike comes in to play. The user thrusts his hand forwards between the ribs targeting the sternum directly the hand is thrust using the fingertips with deceptive power. Should the attack strike the sternum it is aimed to flatten the sternal angle to achieve a similar effect to damaging the throat, the opponents blood circulation and breathing will suffer. Causing him to lose 30% of their speed. While the attack is typically non fatal it's unlikely many could fight in this condition and should they over exert themselves with excessive movements they would certainly run out of oxygen and collapse.

~Notes~
-Should this attack land successfully the afflicted may not move more than 5 meters per turn by moving directly with their own body.
-This attack also prevents the opponent from using any body flicker or variants of such.
-The initial eight hits have a stunning effect, should all eight hits land cleanly the ninth is almost completely unavoidable.
-Should the final strike land the speed debuff remains active for four turns.
- Can be used 1X per battle‏
- Must be taught by ReXii
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(Hachimon: Kyokushin kaikan) - Eight Gates: Full Contact ♦ Ultimate Basic
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: The user opens atleast the 4rd Gate, the Gate of Pain, located in the spinal cord, which increases strength and speed. Opening of this gate releases such enormous amounts of chakra that the user is great empowered. In this state the user throws back his arms and circulates the air around their hand (either hand works) in a much similiar effect of "Konoha Ryujin" by shaping the air currents however under the influence of the Hachimon, the effect and power is greatly empowered. As they don't shape the air at all, but rather gather it. The energy and the wind then will be released by a simple punch, while simply to the regular eye, in reality the user has thrown a singular fist charged with the weight of the gates open and the air amassed through the preparation. The attack is so powerful that one victim said he felt like being "hit with a mountain" such is not the case however, not literally. It also leave behind a deep crater, with the area of effect being a "dome" of crushing air up to Mid range infront of the user.
~ Cannot use any other Taijutsu in the same turn after using this technique and no S rank or above in the next one.
~ Can only be used once per battle and twice per event, only by EIGMs.
~ User cannot use the hand they used it with to perform any seals in the same and next turn.
~ Any attacks blocked through the hands will deal recoil damage, taking 1/4th of the technique's damage despite the defense used through the hands.
Preparation:


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Attack:


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(Hachimon: Shou-Lao) - Eight Gates: Undying Dragon ♦ The Living Weapon
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user opens the 6th Gate, the Gate of View, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that the user is great empowered. In this state the user throws back his arms and rapidly performs a punch motion with both fists at the air or he/she can also rub their palms against each other. Doing so at high speed will make both hands of the user catch on Fire. Once done so, the user will punch the target with a scorching fist into the air (if they aren't already there) and continue with a combination of up to 6 flaming blows to the body. The user concludes the assault by manifesting the flames in the form of an Aura, shaped like a Dragon of large magnittude and proportions above or infront of the target. The Dragon upon launching "eats" the target and drags them into the ground, leaving a giant crater with black smoke resting along the body of the victim. If used in distanced combat, the user can skip the flaming combo of punches and launch the Dragon forth.
~ Use of technique will result in -15 damage to the user's hands, leaving them unable to use S rank Taijutsu next turn.
~ No techniques above S rank in the same turn.
~ Can only be used once per battle and only by EIGMs.


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Vegeta

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Kenjutsu
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( Katon Kenjutsu - Shakunetsu no u~ēbu ) - Fire Style Sword technique - Scorching Wave
Type: Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: N/A (Chakra used from related techniques applies)
Damage: 40-80
Description: After using Fire Release: Scorching Rage/Berserker/Demoniac the user can channel the katon chakra surrounding them onto their sword focusing the chakra onto the blade. The user can then do a simple crescent-shaped slash at the opponent along the lines of Slicing Crimson Wave but instead launches the concentrated fiery golden chakra into a slicing wave of fire short range in length and solid enough to cut, able to hit targets Long range away. Can also be used to defend/attack from attacks of equal rank or lower with-in reason following S/W. The blade's fiery aura would reflect the strength of which jutsu was active when used. In addition, the fiery aura can be drawn onto a weapon upon creation instead of forming around the user allowing this to be created passively in the same time frame as the technique used to power this jutsu(projectile slash will still count as an active usage).
-Notes-
- Lasts for the duration of which technique was active when used and ends when it would have, and would cost equal chakra to maintain and follows the same restrictions as the technique used before activation (Rage/Berserker/Demoniac)
-If using S ranked version, the duration before Scorching Rage could be used again is increased by 1 turn
- If used for A rank, No fire jutsu above S rank in the following turn, if used for S rank, no fire jutsu above A rank in the following turn
Taught to: , , , ,

(Kenjutsu: Sōdo Yajirushi) Sword Art: Sword Arrow
Type: Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will channel raw chakra into their sword and perform a simple thrust to trick an enemy into thinking that the thrust was the extent of the attack. However, as the user fully extends his arm he will use shape manipulation to release the stored chakra in the form of a green arrow that measures about three feet in length, that travels at a considerable speed. The arrow would be incredibly sharp, so much so that it's able to split apart techniques of the same rank and below. Once the chakra is released the user can will it to split into four parts in order to attack multiple opponents, or a single opponent from different sides.
-Can only be used twice per battle
to being taught

(Supurasshusutā) Star Splash
Type: Offensive
Rank: S-Rank
Range:Short-Mid
Chakra:40
Damage:80
Description:The user holding their sword in their hand will take on the a simple stance ,where they will gather their chakra into their blade till it begins to glow a light green color, as they reach a peach of chakra then user will then run at full speed, so fast it is difficult to keep track of the user when he/she moves in a zigzag pattern , with the opponent losing focus then user will then schannel chakra into their feet and jump into the air taking a full 360 turn and as they return around the user will unleash barrage powerful thrusts with there sword that will create several chakra thrusts similar to the Samurai Sabre Technique to strike the opponent .These thrusts are not sharp on the sides that it will only bruise the target but the center of the thrusts(the point) is very sharp and can stab into the target leaving gashes in the targets skin and severely bleeding. This can also be performed while on the ground without having to jump into the air, while it can be used up to twice times per battle with a cooldown of two turns between each use.
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Vegeta

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Genjutsu
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(Genjutsu: Hakui Onna) Illusionary Arts: Woman in White
Type: Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user will perform the Rat Handseal. Once the genjutsu has been cast the target is placed in a dense forest like area surrounded by trees and plants, the sky above the area is enveloped in dark clouds giving the surrounding landscape a much darker and grimmer appearance and the atmosphere seems to be filled with grief and despair. As the illusion progresses and once the sky fully darkens, the target will immediately be surrounded by roots coming out of the ground and various tree branches wrapping around the victims arms, thus the victim is robbed of their mobility and is unable to move in reality if he/she doesn't deal with the illusion. A woman dressed in white suddenly appears out of nowhere, the woman will begin to walk towards the victim dragging her body in a slow manner. Once she is near the trapped victim the woman in white will put the palm of her hand on the victim’s chest, roots will then begin to extend out of her fingers and will then rip through the targets chest causing them immense amount of pain. Once the damage is done the tree branches and roots from beneath the victim will continue to envelop until their entire body is wrapped up, then the victim will be dragged into the ground, as the woman in white watches on. Due to the complexity and dangerous nature of the illusionary pain, it may cause the victim to fall unconscious if they don't release the illusion, besides delivering mental damage.
Notes:
- Can only be used twice per-match.
- Must wait two turns before using this technique or any genjutsu again.
- Can only be taught by Nathan.
to being taught

(Genjutsu: Howaitotatchi) - Illusionary Technique: The White Touch
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: The user will do the tiger sign and trap the opponent into a simple but effective genjutsu. The opponent will start to see their vision start to blur out, like they are going blind, until the vision is whiten out making them believe they are going blind and are unable to see. This gives the user a chance to strike them.
Note: Usable 5 times a match
Note: must be taught by Blake Belladonna
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Illusion Arts: The Beach Life (Genjutsu: Bichiraifu)
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes five hand seals and cast an illusion on their opponent. The opponent's mind believe they are on a beach laying in the sand with their friends and has just had a dream of fighting(the fight they are in right now). In reality the opponent is just immobilize.
to being taught

(Genjutsu: Gyuunyuu no Kajousesshu) Illusionary Arts: Overdose of the Milk
Type:Supplementary
Rank: B -Rank
Range: Short
Chakra: 20
Damage: N/A
Description:
The user will make a set of 3 hand seals, to which the user then channels his chakra into the brain of the target causing a genjutsu to occur. The user will create a fake sense of a sudden spike in blood pressure, by emulating caffeine overdose. This done through a hormone in the body, to which the caffeine blocks the mental signal to the arteries. This genjutsu starts off as a normal on but as time goes by the effects of the genjutu becomes more severe. During the first two turns nothing really happens, creating a false sense of nothing after the handseals are made. After 3 turns has passed the real effects kick in as the first two was used to create a build up in blood pressure due to the amounts of caffeine used. The targets body starts shake and limbs become tighter, making it hard to move. There veins start to become visible. The restraint created from the overdose causes them within the genjutsu unable to make hand seals. In reality the target is unharmed, but body is frozen in place.

Requires 3 turns for effects to activate
Can be used two times per battle
to being taught

(Genjutsu - Yuugen Sho) - Illusionary Arts - Phantasmal Fists
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60 (if the strike connects)
Description: The user begins by molding chakra and sending it into an opponent's system, putting both hands palms out facing the enemy triggering the illusion. They will then begin to circle both hands outwards like making a sideways 8 as the user disappears from view, only the encircling hands remain as the background goes black and more hands appear encircling the area 360* horizontally around the target. In reality, the user swiftly maneuvers to behind the enemy, molding Futon chakra to the hands and strikes, thrusting with both hands together like a blade hard enough to pierce bone.

~Notes~
-Can be used 2x's per battle
-Must be taught by -Vegeta
-reference-
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(Genjutsu: Spasticity) - Illusion Technique: Spasticity
Rank: A
Range: Short - Mid
Type: Supplementary
Chakra: 30
Damage: N/A
Description: The user performs a set of 4 hand seals and casts the target within an illusion, In said illusion the target would see it starting to rain across the entire battlefield, as the droplets of rain touches the targets body it undergoes a drastic change. The target would experience an altered skeletal muscle performance in his/her muscle tone, like an unusual "tightness", stiffness and/or "pull" of the muscles, making it hard for the target to grasp things like kunai's, swords etc, along with failure to perform hand seals and/or move around correctly. This change in body structure within the illusion would trick the opponents brain into believing that grasping things and performing handseals in reality is just as difficult, resulting in failure to perform hand seals and/or proper movement.
Note - Can only be used twice per battle.
- Effects of the illusion lasts for an entire turn.
- No genjutsu may be used in the following turn.
to being taught

Demonic Illusion: Thriller
Type: Supplmentary
Rank: B
Range: Mid
Chakra: 20
Damage: N/a
Description: The Thriller genjutsu is a very odd and unique one. After weaving one hand seal and invading the targets mind with chakra, they will perceive hundreds upon hundreds of zombies coming up from the Earth all around themselves. One in particular is wearing a bright leather outfit. Anyhow, once the zombies have risen music from an unknown location will start to play and drown out all other sound stimuli besides the Zombie in the red leather clothes. That zombie will then start singing and leading synchronized dancing with all of the other zombies. His voice is the only sound that is loud enough to to be heard over the music. In the meanwhile, the user is hidden among the zombies while the target is vulnerable.

Song and Dancing used in the genjutsu
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(Genjutsu: Yoru Wa Yamideari Kyōfu no Furu) - Illusionary Arts: The Night is Dark and Full of Terrors
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The technique is a simple and straightforward illusionary technique that affects the opponents senses. The technique works with the user weaving a single handseal and expelling smoke from his mouth which instantly materializes into a 'shadow figure', with the shadows face being that of whoever the user chooses. The shadow-figure is completely capable of manifesting weaponry from its body and the user can choose to have the original one divide into two or more shadow-figures. Alternatively however, the user can choose to 'give birth' to the shadow figure; more or less for aesthetic purposes. It depends entirely upon the user how he chooses to expel the shadow figure, with the size of the shadow being slightly larger than that of the user. Once this has been done, the shadow figure disperses and disappears from the field. This begins the second stage of the Genjutsu which continues for a specific period. It allows the user to materialize the shadow figure at any place on the field for any purpose at all, such as to stab the opponent or to bind the target in place before the shadow disappears once more. Any damage dealt by the shadow figure is felt and experienced by the target, for example the loss of limbs would incapitate the target, rendering them incapable from using that particular limb. However, in reality, no damage is actually dealt upon the target and it is completely mental stress that forces the body to assume that it has been injured.
Note: Activation costs a move slot, however the technique remains passively active afterwards. The manipulation of the shadows can easily be made part of the same timeframe as another technique. When the form appears it takes a couple of seconds to take it's form before it can strike.
Note: The effects of the illusion disparate when/if the illusion is broken.
Note: Can only be used four times per battle, and each use lasts for four turns.
Note: Can only be taught by Hell Autarch
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:: (Genjutsu: Piasuhōru) - Illusionary Arts: Piercing Hollows ::
Type: Offensive/Supplementary
Rank: B
Range: Long
Chakra: 20
Damage: 40
Description: The user takes out his sword and holds it pointing downwards momentarily before dropping it. When the sword is dropped, a genjutsu is effected where the opponent sees the sword stick into the ground(or water or whatever terrain) and fully submerge in it. A couple of seconds later, the sword emerges from the ground piercing through his foot. The opponent takes mental damage and cannot move from the spot due to the illusion.
Useable 3x.
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Weapons


(Saiyajin Jakketo)-Saiyan Armor
Type: Weapon
Rank: S
Range: Short-mid
Chakra: 40
Damage:
Description: The Saiyan Armor is fabled to comprised of both ninja wire and chakra metal which is the reason for being very light stretchy as the wire through out is in layers which give it manouvorability, yet, at the same time really durable. Because of the armor’s unique characteristics it makes the wearer capable of reducing up to 25 damage from physical attacks. The armour when forged was inlaid with doton chakra similar to the cannon light weight technique making it so it doesn't hinder the users speed while granting another ability; the Armor can release an instant surge of S rank earth chakra into the users body for a split second similar to the (Doton: Chōkeijūgan no Jutsu) - Earth Release: Earth Release: Ultra Light-Weight Rock Technique, allowing the users speed to increase for a sudden movement in a linear direction up to mid range (2x speed), where their speed returns to normal. This ability activates instantly, lasting for one movement, and can be used only thrice per battle. Another aspect of the armor is the user can release their chakra into it using it to harden the armor similar to the cannon B rank earth Hardening technique, increasing the defensive powers of the armor to that of A rank earth following the s/w of earth release.
Note: Reducing the weight costs a move, can be used twice, with two turns between uses and can only move up to mid range.
Note: Hardening the armor can be used 3 times, is A ranked, can be used once per turn, protecting the users body where the armor covers.

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(Za Kindachi Kyuui) The Kings Peace
Rank: S
Type: Weapon
Range: Short
Chakra: N/A
Damage: N/A
Description:[/B] Thousands of years ago, there was a lone some village in the Land of Eki, where all the villagers to a vow of peace. Never to fight even if their own life is endangered, the only exception was the protection of family and loved ones. Kids were taught this from an early age, meditation was also practiced at minimum 4 times a day to keep everyone at one with themselves. Within this village were great craftsmen throughout out all the land, that made tools with the heart for defending. Other bigger Villages and tribes with well over a thousand people wanted these craftsmen and their creations to in attempt to become rulers of the entire land of Eki. The village hidden in Ketsueki, the biggest in all the land and by far the most powerful, came to the lone village destroying everyone's homes and killing the people of the village in search for the craftsmen and what they seen as "weapons". One of the Five craftsmen gave his son a pair of Gold earrings with what appears to have aqua colored diamonds[from chakra being stored within them] after the son put the earring on they became one with him. The intruders eventually found the last craftsman and his family hiding within a tunnel built under their home, each being pulled and executed, the son being the last one pulled from the tunnel, when they tried to kill him a barrier of chakra appeared reflecting their jutsu. This son with the only tools ever found, made by the legendary craftsmen , after 20 years went on to become King of all the land of Eki, finally bringing Peace. The earrings became known as "The Kings Peace", and their abilities are known to Block and/or Reflect nearly anything threatening the holder.
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Note: The earrings can activate without the holders awareness but will always cost a move and drain proportional chakra to the technique defended from, preventing the user from molding his chakra at the same time for another technique.
Note: Only works with offensive Ninjutsu techniques (elemental or not) traveling towards the user.
Note: Blocking [right earring] is the ability through which the earrings bring forth a shield of chakra, shy of 50cm from the user, in the path of an incoming technique, just enough to block it from damaging the wearer and Reflection[left earring] is the ability to bring forth a dampening shield of chakra, in the path of an incoming technique, which diverts the attack's path and sends it back towards its origin, albeit weaker by half (B-Rank becomes C-Rank for example).
Note: Each ability can only be used once every 3 turns and can only defend against up to B-Rank. By sacrificing the ability to reuse one of the applications, the user is able to forcefully will the earrings to defend from a technique up to S-Rank. However, in this case, that application becomes unusable for the rest of the match and they need conscious control from the user to perform said defense.
Note: Have to be taught how to use the earrings abilities by Smirk(Stussy)
to permission to use

(Uwabe Dake) Semblance
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Said to be an artifact owned by the Sage of Six Paths, in truth it was owned by a follower of Ninshu. This artifact, while its appearance is unorthodox should never be taken lightly as in the hands of a person whom has the ability to utilize its full potential will surely show how potent it’s latent abilities are. At first glance, it’s two ruby earrings – roughly3 inches in size– their composition being rubies that can act as a conduit of the owner’s chakra while also being indestructible by nature. This translates to it being unable to be corroded, smashed, and melted or any type of condition that may detrimental effects to its composition. It is also grafted to only respond to the chakra of its current holder – with foreign chakra that is infused within it being nullified completely. Abilities wise the earrings itself naturally in tune with its owner – always constantly passively connecting to its user so they may utilize its ability when needed. The following abilities mentioned below are what this weapon offers with some being active and or passive in nature.

Nenriki Houka | Pyrokinesis (D – S Rank) - The first and active ability of the weapon, which when activated causes the earring to turn pitch black in coloration instantly, this being caused by the user’s chakra “burning” the surface of the earrings in order to give life to ash. Superheated by chakra, the user is capable of telekinetically controlling the ash. The user, at the cost of a move is capable of shaping the ash into constructs of ash by forcefully mending the ash together in order to form basic shapes, spikes, shields or even waves of ash. This is all up to the user's own imagination of how they desire to form the ash, while the amount of chakra determines the overall power of the constructs ranging from D to S rank. In the case of S-ranks, there is a two-turn cooldown that begins when the constructs can no longer be sustained and the user is unable to use other Fire Techniques above A-rank in the same turn after use. As for A-ranks, there is a one-turn cooldown that begins when the constructs end. Mulitple contstructs can be made at once, though their power is divided, as well as being able to sustain them by paying a proportionate chakra upkeep (5 for D-B, 10 for A, and 15 for S) to sustain said constructs for up to two turns. Constructs are also only able to reach up to mid ranged away.

Fushichou no Kodou | Heartbeat of the Phoenix (B) – The second active ability of the weapon, active in nature to which the weapon upon a mental command by its user will siphon – 5 chakra per turn and lasts up to six turns per usage. This chakra is then converted into omnidirectional pulses of heat that travel across the terrain relative to that of a lightning technique however this in combination with a seal located on the inside of the earrings acts in tandem with one another. The seal in question creates a mental map within the user’s mind to which when the pulse of heat passed through something it registers whatever it may have come into contact with. Anything that has their own heat, be it naturally produced such as body heat and or artificially i.e via chakra will burn a bright red in color – allowing the user to know the location of the heat is coming from where as objects without any will by a dark red coloration. The earring is constantly releasing these pulses, thus allows for continuous updates of anything that is also moving. While it may cost a move to activate it, the user may come into battle with this ability active.

The earrings are capable of being used once in contact with the user or within one meter of them, but how the earrings is worn is up to its user as it can be attached to a belt, in a pouch etc.
to being taught
Artifacts
(Kuromeku Hojūnankō) – Kromzek Restorative Salve
Type: Artifact
Rank: A
Range: N/A (Contact)
Chakra: N/A
Damage: N/A
Description: A restorative salve which, rather than restoring health or chakra, acts to replenish the user’s body’s ability to produce techniques. It is crafted in the depths of Kael Drakkel by the northern Kromzek clan. It appears as a small jar with a snow-white paste. The salve is simply applied to the user’s body, typically their stomach as this is where chakra is primarily molded, and immediately takes effect. As this suggests, it allows one to increase a single technique’s usage limit by a varying number. When applied for a D to B-Rank technique, this grants it three additional uses. When applied to A or S-Rank techniques, this grants two additional uses. And when applied to an F-Rank technique, it grants a single additional use. This salve is unable to allow one to go above the usage limit for that technique. It also cannot overcome debilitating drawbacks, such as restrictions which prevent a certain rank or skill for a period of time. It simply restores technique uses. This salve can be used once before the item expires and becomes useless.

(Inshō) – Visage
Type: Artifact
Rank: B
Range: N/A
Chakra: N/A
Damage: N/A
Description: In the crypts beneath the Dead Plains rests a vast array of coffins, each identical. The cold winds permeate through the frozen tomb, making exploration nigh impossible. Yet an infamous expeditionary group, the Kromrif Expeditionary Vanguard, plundered some of the coffins. One such coffin contained a simple ceremonial mask. It is unclear the purpose of the mask, as is what it is crafted from. It appears in perfect condition despite being locked away in a tomb for centuries. On the perimeter of the mask are six magatama, each pointing in different directions. Unique to the mask is its use as a voice modulator; when equipped by an individual, they become able to alter their voice freely to fit nearly any purpose.

(Aikon no Resheph) – Icon of Resheph
Type: Artifact
Rank: A
Range: N/A
Chakra: 70
Damage: N/A
Description: Resheph, the Northern Kromzek God of War and Plagues, is the patron deity of the Glacial Mount mountain keep of Kael Drakkel. Plundered from the Dead Plains, the Icon of Resheph is a small statuette of an image of the god. The icon appears to be forged from Hangurian Ore, an oddity given where it was plundered from. It is suggested that, at some point, the Freehold of Hanguri had intimate contact with the people of Kael Drakkel and traded with them frequently. An alternative theory is that when Alexandros warred with the Freehold he plundered vast amounts of Hangurian Ore and returned it to the North. The icon is unique in that it has the power to infuse the user’s body with a chakra akin to that used in Medical techniques. This purges diseases and toxins from the user’s body, regardless of rank, at the expense of a sizable amount of chakra. Naturally, utilizing the Icon requires one to be alive and capable of molding chakra into the icon in order to release the stored medical energies. The Icon has three uses before it expires.
to purchase

(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.
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Vegeta

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Summonings
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Summoning Animals:
Creator of the contract (With help from Yard)
Summoning Animal: Narwhal
Scroll Owner: -Vegeta
Other Users who have signed contract: None yet
Summoning Boss if existing: None yet
Other Summoning Animals tied to contract: Will create later
Description and Background: Nicknamed "The Unicorn of the sea", the narwhal, or narwhale (Monodon monoceros), is a medium-sized toothed whale and possesses a large "tusk" from a protruding canine tooth. The narwhal males are distinguished by a long, straight, helical tusk, which is an elongated upper left canine.

Like the beluga, narwhals are medium-sized whales. The males are slightly larger than the females. The average weight of an adult narwhal is 800 to 1,600 kilograms (1,800 to 3,500 pounds). Narwhals do not have a dorsal fin, and their neck vertebrae are jointed like those of other mammals, not fused as in dolphins and most whales.

The male narwhals occasionally dive up to 1,500 metres (4,900 feet) in depth, with dives lasting up to 25 minutes. Narwhals, like most toothed whales, communicate with "clicks", "whistles", and "knocks". However, these ones can communicate with their summoner. Narwhals can live up to 50 years old.
-reference-
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Approved
(Kuchiyose No Jutsu: Narley ikkaku)- Summoning Technique: Narley the Narwhal
Type: Summoning
Rank: S Rank
Range: Short
Chakra: 40
Damage: 80
Description: The user bites their thumb, then presses it into their right palm to summon Narley the King of the Narwhal summons to the field. Hailing from north of the Hidden Moon country, Narley is midnight blue in color, and is nearly 40 years of age, the eldest and most powerful of the Narwhales. Narley is 6 meters in height and 8 meters long, and has a silver sharp, long, straight helical tusk which is an elongated upper left canine tooth short range in length, using it similar to a sword or spear, as well as a Y shaped tail that he can strike with in a whipping manner, doing major damage from his great strength. A Master at the element of Suiton, he can use water jutsu's up to S rank without the need for seals. He also has a blow hole on top of his head that he can spew water from, creating a rain like effect thru-out the field, or a small source of water for water jutsu's to be used (Only large enough for B rank and below).
~Notes~
-Must have signed the Narwhal contract
-Must be summoned in a water source, however can breath outside of water when surfaced
-Using it's horn or blowing water from the blow hole count as a move towards the 3 move limit
-Must be taught by -Vegeta
-Last 4 turns
Approved
(Kuchiyose No Jutsu - TSUCHI ikkaku) Summoning Technique - Tsuchi Narwhal
Type: Summoning
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: Tsuchi Narwhal. Narwhal of Earth release. He can use up to S rank earth ninjutsu without the need for seals. It's main ability is that you can summon him with his tail in your hand. He is giant and weighs several tons, has a bad eating disorder, and doesn't like people talking about his weight. Anyways. He passively uses earth chakra to make himself very light weight so that he can cheat scales and feel like he's average weight. Like how Tsunade uses her reverse aging jutsu passively. Except that when he's summoned in the users hand, he will wait for the user to swing him at their opponent and then he'll release the light weight jutsu making him weigh his normal weight and crush the opponent. The user can also use Doton to increase his weight further. He's huge and non athletic, he's the biggest narwhal but only due to being so fat unlike the boss summon.‏ If needed the opponent can throw him before he returns to his normal weight, therefore launching an attack at the opponent. The user does not need to speak in order to tell him which jutsu's to use. The user just needs to release a bit of chakra from their palm, squeezing his tail causing slight pain sort of like trying to make a horse run faster. A small squeeze means to release his light weight rock jutsu. A hard squeeze means to increase his weight. However if the user yells the word "ready!?" upon summoning him, that means he needs to get ready to be thrown. If the user wants to throw him and have him increase his weight to crush the opponent, they just yell "ready!?" upon summoning with a tight squeeze of the tail.‏ The Narwhal weighs 6 tons. Nearly twice the amount of the largest known Narwhal.

~Notes~
- Must be taught by -Vegeta
- Must have signed the Narwhal contract
- Stays on the field 4 turns
- Can be summoned 1x per battle
Approved
(Ikkaku geijutsu - Ikkaku Ikkaku) - Narwhal Arts - Narwhals Narwhals
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: By biting their thumb and pressing it against their right palm the user is able to summon up to 2 tusk like canine teeth into their hands like swords. The "tusks" are hardened bone and can withstand steel weapon attacks up to their rank without breaking. They are pointed as they get smaller near the top like a spire.

~Notes~
- If 2 are created they are A rank in strength each
- Must have signed the Narwhal contract
to approval
(Ikkaku geijutsu - Wakamono no tsuyo-sa) - Narwhal Arts - Strength of youth
Type: Defensive/Offensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user bites their thumb, then presses it into their right palm performing a summoning technique for Narwhals then places their hand on their chest, releasing the summoning seal upon themselves that activates across their entire body or on a specific area. Opening this seal connects straight to the Narwhal's home sea's north of the Hidden Moon, and summons the tips of many young Narwhal tusks, covering the body in these 2 inch pointed tips giving the user a defense against incoming strikes. The spikes can last up to 3 turns if the user so wishes, or can be released at the users will up to mid range from the user.

~Notes~
- Usable 2x per battle
- Must have signed the Narwhal contract
to approval
(Kuchiyose No Jutsu - Kasai soshite Vu~iento Ikkaku) Summoning Technique - Fuego and Viento Narwhal
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80 (combined)
Description: The user bites their thumb, then presses it into their right palm to summon the Narwhals of Fire and Wind release. Fuego is a hot headed Narwhal while his sister Viento has a cool calculated mind. Upon creation each will burst into the air using their respective element (Fuego propels himself like a rocket with fire while Viento uses wind to lift her high into the air). Both can use their specialty up to A rank without the need for seals, and once per turn can perform a combination attack, Fuego shooting a spiraling vortex of Fire from his horn and Viento shooting a spiraling blast of wind, the attacks would conjoin then shoot forwards as a spiraling vortex of fiery wind short range in diameter with S rank strength slicing and incinerating anything caught in it's wake.

~Notes~
- Must have signed the Narwhal contract
- Summoning takes 2 moves to use leaving one more move that turn
- They stay on the field for 4 turns unless dispersed by damage or the user
- Each attack is A rank in strength combining together for S rank strength
- Combo attack counts as 1 move, though their individual usage of their specialties up to A rank count as separate moves
to approval

Signers of the Narwhal contract: ,

from Korra
(Kuchiyose no Jutsu: Kyodalja) - Summoning Technique: Giant Snakes
Rank: B-Rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description:
The user will summon a generic Giant Snake whose size can vary from a 10 meter long snake to ones the size of a boss summon, rivaling 100 meters long. These snakes vary in appearance and size and serve only as basic warriors, having only the normal characteristics of snakes. Although they are quite simple snakes, they are very enduring and resistant and, when big enough (about 50 meters long) they can take up to B-Rank damage.
Note: requires snake contract.
Note: can only be summoned once

(Kuchiyose no Jutsu: Sōtōja) - Summoning Technique: Dual Headed Snakes
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description:
The user summons a double-headed, snake to attack his enemies. The snake is not big but is very fast and dangerous. Its bite carries a B-Rank physical damage and its body is small and slippery. Its mass is somewhat larger than the user but not by much.
Note: Requires signing of the Snake Contract
Note: Can only be summoned once

(Kuchiyose no Jutsu: San Kashira Ebi) - Summoning Technique: Three Headed Snakes
Rank: A-Rank
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description:
The user will summon a generic, 70 meter long Three Headed Giant Snake. These snakes vary in appearance and size and serve only as basic warriors, having only the normal characteristics of snakes. Although they are quite simple snakes, they are very enduring and resistant and they can take up to B-Rank damage.
Note: requires snake contract.
Note: can only be summoned once

(Kuchiyose no Jutsu: Manda) - Summoning Technique: Manda
Rank: Forbidden Rank
Type: Offensive/Defensive
Range: Short
Chakra cost: 50
Damage points: N/A (-10 to user upon summoning)
Description:
Manda is a gigantic, 100 meter long snake who serves as the "leader" of all snakes. Fierce and aggressive, Manda is a shrewd warrior. To summon Manda, the user takes a big gamble, as he can easily turn on its summoner if he so deems it. Not only that, but the sacrifice and the amount of chakra needed damages the user, making summoning Manda a forbidden act. Manda has some unique abilities. Extremely fast and strong, his tail acts as a sharp mace that he can fling at the enemies with ease, speed and tremendous power (capable of overcoming even A-Rank defenses). Manda is also capable of using his chakra for 2 unique techniques: he can borrow underground (even if its affected by up to A-Rank techniques), tunneling through the earth at enormous speed or shed his skin, using a sort of substitution technique, where he trades places with his shed skin. While underground, Manda can sense the vibrations through the earth and pinpoint the location of his enemy. While completely immune to techniques A-Rank and below, Manda can take one S-Rank attack and survive by shedding his skins afterwards, although this can only be done once.
Note: requires snake contract
Note: can only be summoned once

(Senei Jashu) - Hidden Shadow Snake Hands
Rank: C
Type:Supplementary
Range:Short-Mid
Chakra Cost:15
Damage Points:N/A
Description: Senei Jashu is a Ninjutsu technique that manifests a snake, which extends from the sleeve. The ninja can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them.
Note: Must be able to summon snakes

(Jasenshi) Spinning Snake Thorn
Rank: C
Type: Offensive
Range: Short-Mid
Chakra cost: 15
Damage points: 30
Description: A technique exclusive to (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes in which they will release drill-like projectiles from their mouths at the target.
Note: Requires signing of the Snake contract
Note: Can only be used by (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes

(Senei Ta Jashu) - Multiple Hidden Shadow Snake Hands
Rank:B
Type:Supplementary
Range:Short-Mid
Chakra Cost:20
Damage Points:N/A
Description: Senei Jashu is a Ninjutsu technique that manifests a torrent of snakes, which extend from the sleeve. The ninja can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them.
Note:Must be able to summon snakes

( Akai Shima Moyō no Hebi ) - Red Banded Snake
Rank: B
Type: Offensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user will release several snakes from his sleeve that attack the opponent and then lifts them into the air, where the snakes then detach from the user and then spins around the opponent whilst attacking them multiple times before dispersing.
Note: Must have signed the snake summoning contract.

(Kyodaija Kawarimi) Snake Body Replacement
Rank: B
Type: Supplementary
Range: Short-mid
Chakra cost: 20
Damage points: N/A
Description: Snake summons have the ability to shed their skin in a manner of body replacement technique which is used for the replacement technique and the snake hides underground. During the battle with gamabunta and katsuyu, Manda used this technique to evade from toad oil flame bomb; the skin was deceiving however it had a transparent opacity, which in between attack wasn't noticeable.
Note: Must have snakes summoning contract.

(Hebi Kage Bushin) Snake Clone Technique
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage points: N/A
Description: A jutsu develop for spying and gathering information which involves the user summoning a small snake from his sleeve. The user will then have the snake transform into a pure reflection of themselves. The user is able to know exactly what the clone is doing. The clone is only able to use basic snake ninjutsu and taijutsu up to B rank. The clone is linked to the user and is controlled at a distance through mental commands, unlike normal clones which can act independent from the user.
Note: Counts towards the users clone limit.
Note: Only one can be made at a time

(Hebi Risu no Jutsu) – Snake Explosion Technique
Rank: A
Type: Attack
Range: Short – Mid
Chakra cost: 30
Damage points: 60
Description: The user turns their hands into a number of huge snakes that hit the opponent upwards. Next, one snake grabs the opponent in its jaws and drags the opponent into the piles of snakes. The user then sends a pulse of chakra into the pile, detonating the snakes.
Note: May only be used once per battle

(Mandara no jin) – Myriad Snake Net
Rank: A
Typeffensive
Range: Mid
Chakra cost: 30
Damage points: 60
Description: The user will release a torrent of serpents out their mouth. This wave will rise and rush towards the target and covering them.
Note: Must be able to summon snakes

(Dakōmō) Snake Steel Net
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Description: Once the user has used (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes, snakes emerge from the summoned snakes mouths in order of two's and from those ones others are summoned through the mouths in a continuous order in an attempt to capture their target. As the snakes continue to multiply, they become smaller and smaller the farther they are from the epicentre of this technique.
Note: Requires signing of the Snake contract
Note: can only be used by (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes

CJ's taught by others
(Kuchiyose: Akumu) ~ Summoning: Nightmare
Rank: S
Type: Offence/Defence
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: Once the user bites his thumb and smears it on his tattoo and slams their hand on the ground they will summon Nightmare a snake thats big as Manda and is black with blue stripes. Nightmare is a personal snake of Johninto and is able to use to use Lightning up to S rank (counting towards the users move count).
Note: Has to be taught by ~Johninto~
Note: She may stay for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract
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(Hebi Kuchiyose: Milotic) - Snake Summoning: Milotic
Rank: S rank
Type: Offensive/Defense
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Once the user bites their thumb and smears it on his tattoo and slams their hand on the ground they will summon Milotic a snake that is slightly smaller than Aoda. Milotic is a personal snake of Blake Belladonna and is able to use to use Water Ninjutsu up to S rank (counting towards the users move count). Milotic is the fastest snake in the water able to swim at great speeds ,which are just a bit slower then Lee without weights, while in the water and is also able to go into great depth of any ocean. On land Milotic can move just as fast as a normal giant snake summoning. Milotic is able to take no damage from B rank jutsus and below.
Note: Has to be taught by Blake Belladonna
Note: She stays for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract

(Sunēku no shūen ) -Snake's Demise
Rank: A
Type: Attack/Supplementary
Range: Short- Mid
Chakra Cost:30
Damage Points:60
Description: The user will perform 5 hand signs then slam their hand on the ground that summon two snakes (the size of a normal anaconda) that then burrow underground. They will then come out of the ground underneath the opponent and wraps around them. The two snakes will then bite the opponent then will inject a paralyzing venom that will make the opponent numb and finally paralyze them.
Note: The paralyzing effect kicks in after 1 turn but the numbing effect will start right away.
Note: The snakes must be biting the opponent to keep the effects lasting. If the opponent breaks free the effects wear out in 2 turns.
Note: Must be able to summon snakes.
Note: Usable once. Snakes last 3 turns on the field.
Note: Must be taught by Korra

(Doton/Sunēkuātsu: Jigoku no sunēkupitto) Earth Release/Snake Arts: Snake Pit of Hell
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will do the snake sign and cause the ground underneath the opponent to drop 15 meters down and 10 wide causing them to loose their balance and fall down the hole. Once down the user will expel from their mouth a torrent of snakes that head towards the hole. The snakes will keep multiplying but will get smaller making it where their would be an army of snakes of variety sizes. The snakes will go down the hole filling it trapping the opponent in the pit and attacking them endlessly. Each snake has venom that can cause paralyzing effects to the opponent the longer they are getting bitten. After 1 turn they will feel numb and after 2 they will start to feel paralyze.
Note: Usable twice with needing to wait 3 turns before using again.
Note: The snakes stay on the field for 3 turns.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna

(Hebiātsu: Hebi no Norowareta Niwa ) - Snake Arts: Cursed Garden of Snakes
Rank: S rank
Type: Offensive/Defensive/Supplementary
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user will stomp their foot onto the ground and uses their chakra to create multiple tunnels through out the ground underneath the user and the opponent throughout the entire terrain. The user will then do the snake sign and have a snake come out of their sleeve and goes underground and travels throughout the tunnels laying up to 100 snake eggs throughout the tunnels. The snake eggs will quickly hatch and release many different sized snakes to come out of under the ground and attack the opponent and covering the entire terrain. The snake sizes are as big large size anacondas. The snakes all poses a basic venom that when they bite the opponent they cause numbness right away and after two turns if the snakes are still biting the opponent will cause paralysis.
Note: Must be able to summon snakes
Note: This jutsu takes two turns. One to completely set up and the next to actually be used.
Note: Usable twice with a 3 turn cool down between uses.
Note: All the snakes last for 2 turns.
Note: Must be taught by Blake Belladonna

(Hebiātsu: Sunēku no Ishii) - Snake Arts: A Snake's Dying Wish
Type: Offensive
Rank: C-S
Range: Short -Long (for activation) (short - mid for explosion)
Chakra: 15 - 40
Damage: 30 - 80
Description: This jutsu involves sacrificing a snake summoning to try and end an opponent once and for all. The user place an explosive tag onto their snake summon and do the snake sign having the tags multiply until all of the snakes scales are now explosive tags. The user will than do the ram sign and and send a pulse of chakra into the snake causing it to explode and having all the tags go off also resulting in a huge explosion. The impact and strength of this jutsu depends on the length of the snake summoning making it stronger if the snake is longer. 1m-10m = C-rank explosion, 11m - 20m = B-rank explosion, 21m - 30m explosion, 31m - 49m A rank explosion, +50m S rank rank explosion If the user uses this with summons as big as Manda than the user must find a way to protect himself from the explosion.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna
Note: Usable 3 times a match with a 2 turn cool down of snake ninjutsu

(Hebiātsu: Sunēku no Fukushū) - Snake Arts: Snake's Revenge
Type: Offensive
Rank: S
Range: Short
Chakra: 40 ( -15 per turn to the opponent)
Damage: 80
Description: The user will first off summon three tiny snake (that are 1 inch in length) and have them attach to their hand. Once the user makes contact with the opponent the user will have the snakes burrow into the opponent's skin. Once in the snakes will start feeding off the opponent's chakra growing in size till they get to the size of large anaconda (8.8 m) and burst out from the opponent. The snakes while feeding off the chakra take time to grow and will have be feeding for at least 3 turns before the come bursting out. The opponent could destroy the snakes using a strong enough full body surge like Chidori Nagashi to kill the snakes.
Note: Usable 2 times a battle
Note: Must know snakes
Note: Cannot use any snake ninjutsu or any snake summonings while this is being used
Note: While this jutsu is being used the user can only use two jutsus a turn since they have to focus on having the snakes drain the chakra.
Note: Cant use any snake ninjutsu for the 2 turns after this finishes.
Note: Must be taught by Korra.
(Hebiātsu: Manda Sukēru) - Snake Arts: Manda Scales
Type: Defensive/Supplementary
Rank: S
Range: Short (Self)
Chakra: 40 ( -5 per turn to the user)
Damage: N/A
Description: The user will channel their chakra through out their entire body. By being able to summon Manda the user will summon a layer of Manda's scales that covers their entire body giving their body the strength of Manda's scales. The scales will be able to take up to A rank jutsus and is able to take one S rank jutsu but the user will have to shed the scales off their skin to survive it. The user will be able to get rid of scales anytime they chose but than won't be able to use this jutsu again for 3 turns.
Note: Last for 2 turns
Note: Only usable by Snake users
Note: Can't have Manda on the field at the same time
Note: Usable twice per a match with a 3 turn cool down
(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Type: Offensive
Rank: E Rank
Range: Short
Chakra: 5
Damage: 10
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.
Note: Must post this in the user bios to be able to use them
Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect.
What they look like
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(Hebiātsu: Yōso no sukēru) - Snake Arts: Scales of the Elements
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30 ( -5 per turn to the user)
Damage: N/A ( +15 damage to snake ninjutsu)
Description: The user will make the Tiger than Snake hand sign and gather an elemental chakra nature. When the user uses any snake ninjutsu they infuse the elemental chakra into the snakes scales giving them different properties and extra damage and strength against elemental ninjutsu. The snakes will than go by elemental rank difference in strength and weaknesses. This works on every snake used in snake ninjutsu like using thise with multiple hidden snake hands all the snakes scales would change.
Fire - The scales on the snakes will be fiery red (pic) when infused with fire chakra. The scales give off fire making it where if they bind an opponent they burn the opponent causing 3rd degree burns. The snakes fangs can also give off fire giving them burning properties when they bite down into opponents burning them in the inside of the area where they bite down.
Water - The scales on the snake will be light blue and white (pic) when infuse with water chakra. The snakes when they bind someone they can have water form from their scales and have the water injected into the opponent causing irregular breathing to an opponent. The snakes can also have the water form behind them extending their length by 5 feet.
Lightning - The scales on the snake will be black and yellow (pic) when infuse with lightning chakra. The snakes scale will be constantly giving off electric sparks. When they wrap around opponents they can all give off an electrical discharge at the same time shocking the opponent to the point they can become and paralyze. The snakes can also bite down and give off the discharge inside the opponent's bodies causing more internal damage like organ failure.
Earth - The scales on the snake will be gray and hard as rocks (pic) when infuse with earth chakra. The scales are as hard as rocks and gives the snakes able to do more blunt damage and cause broken bones and deflect ninja tools. When the snakes wrap around the opponent the opponent they can cause broken bones and internal damage.
Wind - The scales on the snake will be light green (pic) and have a constant wind breeze come out from their scales. The snakes can give off a sharp blast of wind that can cause deeps cuts on the opponent. .
Note: Usable 4 times a match.
Note: Must be taught by Korra.
Note: Must know Snakes Summoning
Note: Can only use 1 element at a time and requires a 2 turn cool down between usage.
Note: Each use last for 3 turns.
Note: Once a scale has been changed to one element it can't be changed again.
to being taught
(Hebi no Shukuen) Snake Feasting
Type: Defense
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user manifest a snake from one or both of their sleeves. This snake or these snakes are from Ryuchi Cave which can defend against A rank and below attacks being it elemental or normal ninjutsu and even inanimate objects. The snake(s) eat the attack they are defending from inanimate objects and jutsu. At this moment after eating the attack/inanimate object they disperse(no smoke but as if it just got burned). The attack is sent to a disclosed location in Ryuchi Cave that seals the attack inanimate to be never seen again. The size of the snakes grows depending on the situation. When the snake comes out is like the size of a snake from the "Hidden Shadow Snake Technique". The snake(s) can grow up to a large size(see spoiler for highest size). When the jutsu is used with one snake it can defend against A rank attacks and if used to manifest two snakes each snake can defend against B rank attack.
Note: Can only be used 4x per battle and only once every two turns.

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Summon Technique: Snake Stomach (Kuchiyose: Hebi Hara)
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Point: N/A
Description: The user make six hand seals and slams his hands on the ground. The user summons a snake's stomach just like what Jiriaya summons a Toad's stomach. The stomach can be control by the user to make the stomach expand or tighten in any point in the stomach to crush anything that isn't hard as steel or higher density.
-only used 2 times per battle
-it stays on the field for 4 turns or unless the user releases it
-must have 2 turns in between uses
to being taught
(Kuchiyose no Jutsu: Gokudere) Summoning Technique: Gokudere
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities(senjutsu) as him.
to being taught
(Sunēkuātsu: Sunēku no Sapōto) Snake Arts: Snake Support
Type: Offensive/Defensive/Supplementary
Rank: C-A
Range: Short
Chakra: 15-30
Damage: 30-60
Description: When the user is in close combat/hand to hand with the opponent the user will channel their chakra to a region of their body. Using the same principle as Hidden Snake and Hidden Multiple Snakes hand the user will have a snake or snake emerge from their body (while staying connected to their body) to attack the opponent or defend the user from taijutsu attacks. The snakes are connected to the users body and can emerge from any location of it like the back, shoulder, chest, etc. Depending on how much chakra the user channel more snakes can emerge at once. If the user channel enough for a C rank than only 1 snake can emerge. If enough for a B rank than two snakes and if enough for an A rank than 3 snakes can form from the user body. The snakes has venom that mess with the opponents nervous system the longer they are exposed/untreated. After 1 turn they will feel numb and after 3 they will have their electrical signals cut off and will become partially paralyzed. After 5 turns the venom blocks motor neuron pathways to skeletal (voluntary) muscles, causing full paralysis.
Note: Must know Snake Summoning
Note: Must be taught by Korra.
Note: Usable 3 times per battle with a 2 turn cool down of snake ninjutsu
to being taught
(Hebiātsu: Mede~yūsa no Gifuto) - Snake Arts: Medusa's Gift
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will summon 4 snakes from their sleeves and have them shoot out and go after the opponent. These are special snakes since when they bite down onto the opponent they forcibly inject senchakra into the opponent slowly turning them into stone. Right away the spot they bite on turn into stone with each turn have the process of turning into the stone progresses. By the time 1 turn pass where the snakes bite onto the place has no physical changes and only has the chakra injected into the opponent . After 2 turns the area that was bitten completely turns into stone. While after 3 turns the process starts to spreads more turning more areas into stone. After 4 turns and not being countered the opponent turns into complete stone.
Note: Usable 2 times a match
Note: Must know snakes and Snake Sage Mode
Note: Cannot use snake jutsu while they snakes are out
Note: Must be taught by Korra.
Note: must know Snake Sage Mode to use this
to being taught
(Hebi Senpo: Sukēru Bakudan) - Snake Sage Arts: Scale Bomb
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user does the snake sign and starts gathering their senchakra into their hands. In their hands the user creates a ball of snake acid/venom infused with senchakra. Than the user will have the ball of venom be in cased with snake scales giving it some protection and adding some blunt force if the opponent gets hit by it. The user will than grow it to the size of Chō Ōdama Rasengan. The user will than either throw it or slam it against the opponent. When the opponent gets hits with it the scale first burst out and cut the opponent all over the body. The acid/venom will that hit the opponent burning their skin and getting into their cuts. The venom will than get into the opponents body through the cuts and start to cause paralysis to the opponent after being expose to it for 2 turns.

Note: Usable 2 times a battle
Note: Must know Snake Sage Mode
Note: Cant use any other SM jutsus the same or next turn
to being taught
(Senpo: Ryūchi no Ken) - Sage Art: Fist of the Dragon
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Forming the dragon handseal the user then pushes their hands forward breaking the seal and transitioning into a forward palm-strike like motion releasing forward a torrent of senjutsu chakra. This motion resembles a double push palm with closed fists. A dragon of senchakra is then created, using the mass of senjutsu as a basis along with the rotational force caused by the double push palm. The dragon is long and slender (roughly ten meters in length and four meters in diameter) and can be sent out to Mid range doing a fair amount of damage to the opponent if it hits him. It appears to look similar to a Chinese Dragon long and slim and it can cause blunt damage. The users fists are slightly sharpened by the senjutsu chakra as it creates an aura around the hands meaning they also pierce deep into the opponent's body if contact is made. The jutsu is able to create massive damage to the terrain. Leaving a crater in the earth. It is also strong enough to negate S rank elemental techniques, as well as Forbidden Rank raw chakra techniques being on par with elemental releases and stronger than raw chakra.
Note: Cannot use other Sage Art techniques in the same turn
Note: Usable by Sage Mode users
Note: Usable 2 times a match
to being taught
(Senpo: Raito o Kai) - Sage Art: Devoid of light
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user does the Ram > Dragon > Dog > Tiger sign and gathers natural energy and swallows it, they then spit out a black ball ,the size of a Odama Rasengan, of senchakra out of their mouth. It flies straight into the sky and then explodes, making a huge blanket of black fog that is infused with senchakra and that is pitch black and is impossible to see through. The fog spreads to mid range instantly. The fog being laced with senchakra is able to block chakra sensors and doujutsu users from seeing through the fog. Sage Mode users are still able to sense their opponents due to them sensing through life force and not chakra. The fog stays on the field for two turns or until the opponent gets rid of it. While this jutsu is being used the user can only do two other jutsus in a turn as they have to keep focus on keeping the fog on the field.
Note: Usable by Sage Mode users
Note: Lasts two turns.
Note: Usable 2 times a match
to being taught
Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


Note: Must be posted within the bio or in the beginning of a fight.

Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.

Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.
to being taught
Hebiātsu: Pitviper kurōn | Snake Arts: Pitviper Clone
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra 30
Damage: N/A
Description:

This is a variant of the "Snake Clone" technique that any user of Snake ninjutsu can perform, though used with the Selective species of snakes known as the Crotalinae, or "Pitvipers".. The user would release numerous Pitviper from his sleeve/arm, which would combine and transform into an identical clone of himself with unique abilities that come with the specific snake species. It's skin would be made of the pitviper scales, but in the color of skin so it wouldnt be a noticeable thing. Besides the ability to use normal Ninjutsu up to A rank, the Pitviper Clone would be capable of also using snake related Ninjutsu up to and including S-ranks. Being created from this advanced species, the clone also receives the defensive aspect of the Pitvipers, along with the innate sensing and passive ability to camouflage itself with its surroundings; All being basic abilities explained in the Selective species technique mentioned above. Each clone would be able to act on its own accord like any other clone technique, though this would only work up to mid range. If the clone goes past mid range it will simply lose its clone form and return to its original form of a group of Pitvipers equaling the combined rank of A-rank and dispersing 1 turn after losing the clone form.

Note: Only usable 3x and can create up to 2 clones per usage which counts towards the clone count
Note: Since made up of Numerous small Pitvipers, it only holds the sensing of the smaller Pitviper range (explained in original technique)
Note: For defensive intent and purposes, the clone would be considered an A-rank snake.
to being taught

(Hebi Kuchiyose: Serperior) - Snake Summoning: Serperior
Rank: S rank
Type: Offensive/Defense/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Serperior is a personal snake of Korra's from the Ryūchi Cave. Serperior is snake that is 3.3 m long. Serperior is a small snake that is sued for a special purpose. Serperior is a snake thats snake senses is better than any snake. He can sense/track people through smell, being able to distinguish light from dark to keen eyesight, infrared-sensitive receptors in deep grooves on the snout, which allow them to "see" the radiated heat of warm-blooded prey mammals, and having contact with the ground is very sensitive to vibration; thus, the snake can sense other animals approaching by detecting faint vibrations in the air and on the ground. Serperior senses are maxed out being able to detect people throughout long range in a battle and 1 landmark away in the NW. Serperior can also merge with the user so he can be attached to the user giving him directions of where opponents can be. When merge tho he cannot give the user senchakra for Sage Mode as this jutsu a way to stay close to the user.
Note: Has to be taught by Korra
Note: She stays for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract
Looks like
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Kuchiyose no Jutsu: Rayquaza)-Summoning jutsu: Rayquaza
Type: Summoning
Rank: S
Range: Short
Chakra: 40(-5 perturn)
Damage: N/A
Description: Rayquaza was said to be one of their strongest summons in the world, this snake is said to be capable of flight and lives in the ozone layer, so if one who has signed the snake contract wishes to summon him they must find a way to him, or have him to come to the user through some method. Rayquaza is 23 feet long and using its extreme mastery of the wind nature is able to manipulate wind currents to make himself fly, however while he can do this normally he refuses to do it in battle without a chakra sacrifice from the user so the user must give 5 points of chakra to Rayquaza each turn hes summoned. Rayqauza is able to use all wind jutsu the user knows and once per battle can summon a large tornado force wind that blows away any lighting jutsu, and clears weather. The wind is strong enough to knock down anyone standing in the way to the ground, it is S-ranked.

Note: Can only be summoned once per battle.
Note: Stays on the field for no more than 4 turns.
Note: Every ranked ability counts as a move.
Note: No wind jutsu the same turn as Rayqauzas wind jutsu and no wind jutsu from the user the next turn.
Note: Each turn Rayquaza is flying counts as a jutsu out of the users 3 per turn.
to being taught

(Hebiātsu: Sukēru Kakuchō Yoroi) - Snake Arts: Scale Expanding Armor
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This jutsu is an expansion of using snake scales in snake ninjutsu. The user will channel their chakra onto a projectile jutsu they just used and cover the jutsu in scales from Manda. The scales will be able to give the jutsu its used on a layer of defense. The scales can take up to 1 jutsu up to S rank. Once the scales with the jutsu collide with an upcoming jutsu they will shed and allow the jutsu they are covering to continuing on towards to intended target. This jutsu can only be attached to projectile like jutsus. This can only be used on phyiscal elements like Earth, Water, Sand, Bones, Steel, etc. Cannot be used on enegry elements as the scales would be destroyed before they could cover the jutsu. This can only be used upon the release of a jutsu that is released from the user as they will summon the scales onto the jutsu in the process.
Note: Must know snake jutsu
Note: Must be taught by Korra
Note: Usable 2 times a match with a 1 turn cool down between uses
Note: Cannot have Manda on the field while using this.
to being taught

Hebi Kuchiyose Cubeleous- Snake Summoning Cubeleous
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: This snake is summoned through normal means of drawing blood and using a tattoo or hand signs. His fire jutsu will be his main arsenal being capable of using up to S rank jutsu through battle(canon or customs). But only one S rank fire jutsu per turn. He is the same size as but a different color, while being jet black in color, and 15 feet long. His scales have a unique set of abilities in that they light up crimson when using fire chakra or jutsu. But they also Carry a deadly venom secretion under the scales. Once Cubeleous uses any fire jutsu the scales will passively release the venom but as it is heated from the scales and body it will seep out in gaseous form up to 5 meters around the summon. This venom has the ability to reduce muscle strength and speed of any body effected. Dropping all taijutsu by the effected person by 1 rank and speed by 3 points. The venom is absorbed through the skin. Being a fire specialist he is capable of using fire concealment but on a higher level. He is capable of concealing his presence in fire A-rank and below at the expense of a move. He is also not effected by burns from fire A-rank and below. His speed is twice that of an Unofficial Sage-rank ninja.

Restrictions:
+ Can only be summoned once per battle.
+Remains on the field for four turns.
+Using a fire jutsu takes up a turn. Venom gas will be passively utilized during any fire jutsu.
+ No other summons on the field at the same time or three turns after being dispersed.
to being taught

(Kuchiyose Hebi Helios) Summoning Snake jutsu Helios
Type: Supplementary
Rank: A rank
Range: Short - mid
Chakra Cost: 30
Damage Points: 60
Description: The user will begin by performing one of the two standard ways of summoning an animal to the field. This snake in question is named Helios. He has a golden glow from his scales that are constantly lit up and glowing due to his lightning affinity. He is approximately 15 feet long with a 3 feet diameter at his thickest region.The glow is further amplified by the plasma discharge that constantly secretes from his scales. This plasma/slime allows his lightning to charge faster and even move him faster then usual. It allows him to move at twice the speed of Unofficial Sages because of the lightning affinity that is further boosted with the natural secretion of plasma/slime. The plasma/Slime will help to make his movements slick and his evasions with ease. The plasma will act as a conductor for the lightning and makes it so lightning is constantly circulating throughout him at peak levels all the time. The plasma has acidic like properties to them but not nearly as deadly as hydrochloric acid. Better no that the plasma resides within Helios it won't affect him acidic wise. He can also in no way control the ph or the amount that is secreted either. He basically can just leave puddles/trails of it upon moving around. Helios of capable of emitting pre charged lightning jutsu from the canon list that don't require handseals. Being that he is a lightning specialist, he can boost his attacks by one rank once every other turn and up to S-rank.

Restrictions
: the user can summon Helios1 time per event
: remains on the field for 4 turns.
: no other summons during this summon and one turn after Helios is dispersed.
Note:Can only be taught by me.
to being taught

(Sunēku gijutsu: Eipekkusuintento) - Snake technique: Apex Intent
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: A technique that for all intents and purposes functions exactly the same as killing intent but instead uses a release of chakra from all over the users body while making direct eye contact with the enemy. When this strikes the enemy they're afflicted with a powerful killing intent native to only those of the snake contract. This version of killing intent can be used by the snake summons themselves or by the user. If used by either it follows the same restrictions as the normal killing intent but the rank varies depending either on the rank of the snake. For example a B ranked snake will create a B ranked killing intent. Or it will be increased in affect by one rank for the user versus his normal killing intent. This is based mostly on the incredible intimidation caused by the eyes of a snake, as shown throughout the series by Orochimaru who's killing intent was enough to completely paralyse an opponent beyond movement, when he fought Kakashi or Sasuke, this killing intent will be so overwhelming it will force the victim to make eye contact with the serpentine eyes instilling them with a sense of fear and dread stronger than the normal killing intent. This ability can be used by snake summoners other than Orochimaru but they must have access to snake sage mode to replicate the paralysing gaze of the snake. If used by Orochimaru during his sage mode it will increase in power by two ranks, but will cut the duration of his sage mode by one turn.
Note: May be used thrice times per battle.
Note: This may be used by anyone who has the snake contract provided they have sage mode. With the exception of Orochimaru who may use it at any time given his unique body.
Note: May only be taught by Jhin
to being taught
CJ's created by Me
(Hebiātsu - Akireusu no shi) Snake Arts - Death of Achilles
Type: Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: 40 (15 per turn after initial bite)
Description: By molding chakra and wiping blood on their summoning tattoo, the user summons 2 snakes 1 inch in diameter and 1 foot long that travel down the users pant legs entering the ground behind each heel. Being small in size, it takes the 2 snakes 1 turn to travel to mid range, and 2 turns to travel up to Long range. the snakes are fairly weak, and only live for 2 turns as is but they have 1 purpose in life upon being summoned, to seek out the opponent and bite into their Achilles tendon on each of the opponents legs. Upon biting, they pump venom into the enemy that begins to numb their legs. After 1 turn movement speed will drop 1 rank and after 2 turns the legs begin to go completely numb making speedy movements impossible. After 3 turns the victim will have the same limitations as the 1st turn, then on the 4th turn they will return to normal speed.

~Notes~
- Can be used 4x
- Must be taught by -Vegeta
- Must have signed the Snake contract and completed Snake Ninjutsu training to use
Approved
Taught to: , , , ,
( Hebi Kuchiyose - Raditz ) Snake Summoning - Raditz
Type: Attack/Defense/Supplemental
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: By wiping blood on their snake tattoo and molding chakra, the user can summon Raditz to the field. Raditz is a snake that lives in muddy, murky environments near Ryūchi Cave and thrives in it being able to move swiftly thru-out it. He is 40 meters long and 3 1/2 meters diameter with black and brown scales and has a wide enough head to support several people. He is relatively older than most snake summons, however he doesn't seem like it as his speed is that of a Sage Ranked Tai specialist. Living in this muddy murky swampland he studied for years to master Earth release, becoming able to use all jutsu up to S ranks without the need for seals and can use Snake Ninjutsu as well. His years of studying Earth release in his natural environment has led him to gain some special abilities, he created his own techniques for using muddy environments in his attacks by coating his scales in a specially molded earth chakra. Instead of sinking in a watery/swampy or muddy environment as seen when Manda was assaulted, he is able to move about freely as if swimming with ease and doesn't sink. He is able to be summoned above ground as well as underground, and if he is summoned under a normal earthen environment, upon summoning him the area he is summoned in will be converted to mud upon his summoning, allowing him to emerge from below ground. Due to coating his scales in specially molded earth chakra, he is immune to attacks B rank and below following logic and S/W. Due to his immense size coupled with his scales, a melee attack from either his head or tail will do tremendous damage. A bite from him would cause paralysis after 2 turns to the affected area, and he is large enough to easily consume someone whole.

~Notes~
- Must be taught by -Vegeta
- Cannot be on the field if Manda is present
- Stays on the field for 4 turns or until dispersed
- In the turn summoned, no Snake Ninjutsu above A rank after Raditz is summoned
- If changing the consistancy of the ground during summoning, it counts as 2 moves though occurs in the same time frame
to approval
Taught to: , , , , ,
( Hebi Kuchiyose - Boitatá ) Snake Summoning - Boitatá
Type: Attack/Defense/Supplemental
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Boitatá, the most proficient of all Snakes in usage of Katon, is a personal summons of Vegeta Valentine. He is comparable in size to Aoda with bull-like horns on his head. From just behind the top of his skull is what looks like quills coming off him in a staggered pattern down his body. His tail is pointed having an ax shape to it with a spear tip in the center. The razor sharp horns as well as heavy blunt/sharp tail can be used for striking and would also carry burning damage from him always molding his Katon. Its eyes are stunning and bright, and he is very strong even by large Snake summons standards. A fierce, powerful, menacing Minister of Death whom thanks to his natural affinity to Katon and burning things, hates nature, especially the forest. He is an avid swimmer moving as fast as he can on land (Kage rank Taijutsu Master). His fangs contain a powerful snake venom, and one bite from him would not only burn someone severely but would also paralyze them as the venom quickly makes it way thru their system, taking 2 turns for total paralysis to set in, lasting for one turn.

Abilities:
- Can communicate with humans and snakes alike
- Uses Katon with no seals, and basic Ninjutsu (only Hiding with Camoflage and Chakra transfer technique)
- Cannot be harmed by B ranks and below
- Can sense with heat/scent/vibration and can also sense things thru their natural energy
- Can access Natural Energy only to use Sage Art: Inorganic Reincarnation, and can use the Chakra Transfer technique to dispel the user from Genjutsu up to A rank

~Notes~
- All abilities cost a move other than sensing
- Must know Snake Sage Mode to summon Boitatá
- Only those allowed by Vegeta may summon Boitatá
- Can be summoned 1x per battle and stays for 4 Turns.
- Cannot be summoned to the field if Manda is present, unless Manda was summoned by an opponent
- No summons for two turns after or at the same time
- Can only use Inorganic Reincarnation once per match.
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Originally Posted by -Yard-
(Jeet Kune Do) The Way of the Intercepting Fist
Type:
Taijutsu
Background:

Jeet Kun Do is a hybrid martial arts system and life philosophy founded by martial artist Bruce Lee with direct, non classical and straightforward movements. Due to the way his style works they believe in minimal movement with maximum effect and extreme speed. The system works on the use of different 'tools' for different situations. These situations are broken down into ranges (Kicking, Punching, Trapping and Grappling), with techniques flowing smoothly between them. It is referred to as a "style without style". Unlike more traditional martial arts, Jeet Kune Do is not fixed or patterned, and is a philosophy with guiding thoughts. It was named for the concept of interception, or attacking your opponent while he is about to attack. He believed that combat was spontaneous, and that a martial artist cannot predict it, only react to it, and that a good martial artist should "Be like water" and move fluidly without hesitation. Water is infinitely flexible. It can be seen through, and yet at other times it can obscure things from sight. It can split and go around things, rejoining on the other side, or it can crash through things. It can erode the hardest rocks by gently lapping away at them or it can flow past the tiniest pebble. The user needs to calm his mind completely, focus and wait for the opponent to strike. They will then use the opponents attacking force against them as the user moves in a relaxed state with fluid motion to take advantage of the opponents openings as the opponent attacks. Someone who masters Jeet Kun Do would have great reaction time, triple of what they had before being able to react instantly to normal taijutsu users. In close range a Jeet Kun Do master (like Bruce) can move a limb in the blink of an eye with great force, quickly catching the opponent off guard. Jeet Kune Do seeks to waste no time or movement, teaching that the simplest things work best.

Description on the Abilities and Inner Workings of the Style:

Economy of motion is the principle by which Jeet Kun Do practitioners achieve:

Efficiency: An attack which reaches its target in the least amount of time, with maximum force.

Directness: Doing what comes naturally in a disciplined way.

Simplicity: Thinking in an uncomplicated manner; without ornamentation.

This is meant to help a practitioner conserve both energy and time; two crucial components in a physical confrontation. Maximized force seeks to end the battle quickly due to the amount of damage inflicted upon the opponent. Rapidity aims to reach the target before the opponent can react, which is half-beat faster timing, learned in Wing Chun and Western boxing.
"When the distance is wide, the attacking opponent requires some sort of preparation. Therefore, attack him on his preparation of attack." "To reach me, you must move to me. Your attack offers me an opportunity to intercept you."This means intercepting an opponent's attack with an attack of your own instead of a simple block. It is for this concept Jeet Kune Do is named. JKD practitioners believe that this is the most difficult defensive skill to develop. This strategy is a feature of some traditional Chinese martial arts, as well as an essential component of European épée fencing. Stop hits & kicks utilize the principle of economy of motion by combining attack and defense into one movement thus minimizing the "time" element.

Simultaneous parrying & punching
When confronting an incoming attack, the attack is parried or deflected and a counter attack is delivered at the same time. Not as advanced as a stop hit but more effective than blocking and counter attacking in sequence. This is practiced by some Chinese martial arts. Simultaneous parrying & punching utilizes the principle of economy of motion by combining attack and defense into one movement thus minimizing the "time" element and maximizing the "energy" element. Efficiency is gained by utilizing a parry rather than a block. By definition a "block" stops an attack whereas a parry merely re-directs an attack. Redirection has two advantages: It requires less energy to execute; it utilizes the opponents energy against them by creating an imbalance. Efficiency is gained in that the opponent has less time to react to the nullification of their attack while having to worry about defending an incoming attack.

Low kicks
JKD practitioners believe they should target their kicks to their opponent's shins, knees, thighs, and mid section. These targets are the closest to the foot, provide more stability and are more difficult to defend against. However, as with all other JKD principles nothing is "written in stone". If a target of opportunity presents itself, even a target above the waist, one could take advantage of the situation without feeling hampered by this principle. Maintaining low kicks utilizes the principle of economy of motion by reducing the distance a kick must travel thus minimizing the "time" element.

Five ways of attack
* Simple Angular Attack (SAA) / Simple Direct Attack (SDA). Is a simple motion (punch or kick) which moves with no effort to conceal it, directly to the target on the most economical route. It can be indirect, beginning on one line and ending on another. Such as a punch that starts to the stomach (mid line) and ends on the chin (high line). SAA is an attack that is launched from an unanticipated angle that is achieved by moving in such a way as to create an open line into which to strike.
* Attack By Combinations (ABC). This is using multiple rapid attacks, with volume of attack as a means of overcoming the opponent.
* Progressive Indirect Attack (PIA). Simulating an attack to one part of the opponent's body, followed by attacking another part, as a means of creating an opening.
* Hand Immobilization Attack (HIA) and its counterpart Foot Immobilization * attack, which make use of trapping/parrying to limit the opponent's function with that appendage.
Attack By Drawing (ABD). The goal when using attack by draw is to "draw" the opponent into a committed attack by baiting him into what looks like an exposed target, then intercepting his motion. One can execute a motion that invites a counter, then counter attack them as he takes the bait


Additional effects and Restrictions:
- Can only be taught to Sannin and above who have learned basic taijutsu.
- To master the user must learn the style of fighting, all of it's techniques and spar with the creator in a Taijutsu only match.
- A master of this will gain a calm mind which is needed for most martial arts.
- User of this style gains 3x the ability to read through enemy taijutsu and movement, capable of reacting with enourmous speed when compared to an average Strong Fist user. This, however, doesn't refer to running speed which suffers no differance and in essence the movement speed of the users body is only slightly above that of a normal Strong Fist user. However, coupled with the increased reaction time it makes the user capable of defending against most moves of Strong Fist with ease.
- The reaction speed boost and heighten capability to track movement are less than that of a 1T sharingan and can't be added to the normal tracking/reaction speed of a Sharingan. Further more, it doesn't add to the normal tracking/reactions speeds of Swift Release or of EIG and is, in basis about the same as the first while much less than the second.
- Can only be taught by -Yard-

____________________
P a t e n t C e r t i f i c a t e

-Yard-, our loyal member, gave on the 26th of February 2012 a request for a Patent on custom fighting style (Jeet Kune Do) The Way of the Intercepting Fist. I, Scorps of the Custom Fighting Style Bureau, by the power invested in me by Nexus, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Jeet Kune Do
Powered by Scorps
Copyright 2012, -Yard- , NarutoBase.net
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(Ame Odori) Rain Dance
Type: Attack/Supplementary
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: After using a technique that causes rain to fall from the sky, the user will then push chakra to their feet and will be able to push off of the drops of water with their feet, tho they must be quick when doing so. This jutsu derives from a ninja's ability to walk on water no matter how thin or small the water source is so it does not require suiton chakra to perform, this is just a more intense version the requires fast reflexes and movement to accomplish.

Notes:
- The user can move freely on the water drops.
- Must know my "Jeet Kun Do" in order to perform this as it allows you to move a limb in the blink of an eye

(Shintai Hitoshii Mizu) Movement Of Water
Type: Attack/Supplementary
Rank: A
Range: Short
Chakra Cost: 30 on Activation (-10 per turn)
Damage Points: N/A
Description: The user after mastering "Jeet Kun Do" will add chakra to their movements, reinforcing every blow and every step they make. This making their impact of strikes match their speed. This also has a bonus effect on run speed with the user being able to move a single limb in the blink of an eye while being able to move their body in a fluid, relaxed like motion. This is basically the user adding chakra to the Jeet Kun Do style, increasing speed and force of impact on strikes to make the true abilities of the Jeet Kun Do style stand out. This gives the user the speed of Lee without weights in short range if the user has mastered Jeet Kun Do and Basic Taijutsu. This method is the heart of Jeet Kun Do and is what allows it to help create successful combo's.

Notes:
- Must know Jeet Kun Do
- Must know basic Taijutsu
- Must be of Sannin Rank
- Lasts 4 turns
- No A rank or above Taijutsu for 2 turns after.
- Users movement is still trackable through normal eyesight.
- Can only be used once per battle.

(Doton: Sono Monogatari Karejiko) Earth Release: The Legend Himself
Type: Defensive/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A +10 To Taijutsu
Description: The user will make 3 handseals and will make a body of earth rise from the ground similar to the Earth Clone technique. However, the earth appears to not look like the user, but another man. This figure carries the resemblance of Bruce Lee, he can perform Jeet Kune Do Style Taijutsu along with Basic Taijutsu. What makes this so special is that him being made of earth release, he can use Jeet Kune Do in a more stronger advanced style, using the earth release chakra for making strong yet quick strikes that can easily break bones due to the force of impact and his rock like structure. He can reform instantly when struck so long as he is standing on an earth source unless the earth chakra is negated which would cancel the technique.
Note: Can create 1
Note: Can only be used once per battle.
Note: Counts as a Shadow clone technique.
Note: He stays on the field for 4 turns.
Note: He must stay within mid range of the User.
Note: Despite being made of earth/earth chakra, he cannot perform earth release.
Note: Must be a Jeet Kune Do Master to use this
Note: Can Reform 2 times unless his earth chakra is negated or he is destroyed with a lightning attack of one rank lower or higher.

(Raiton: Koudo Setsuju Hirate) Lightning Release: Advanced Intercepting Palm
Type: Defensive/Offensive
Rank: B
Range: Short
Chakra Cost: 20
Damage: 40
Description: This is an advanced form of The intercepting fist. The user will run electricity through their hands and When the user is being punched or kicked the user with fast reactions as well as fast movements that "Jeet Kune Do" provides, will quickly react by taking palm and swiping the punch or kick away. The user can either hit the opponents Fist/hand/foot directly or hit their wrist, mid forearm, ankle or mid leg section to swipe away the attack. but will send a shock through the opponents limb, paralyzing it, making them unable move it for one turn. The user can then strike the opponent. This technique wastes no movement and charging of the chakra will take two seconds. The movement of the user himself is limited to his own skill of what he has learned wether he is a specialist in Taijutsu or a Taijutsu master and Jeet Kune Do's abilities which is being able to move limbs in a fast pace, the speed they can intercept would have to be a little slower than the users speed. It cannot intercept swift users, EIG users, Sage Mode users or any other speed enhancing modes/techniques that would grant the opponent those levels of speed or speed that's above the user. Due to the boost that Jeet Kune Do training provides, the user tries to be faster as well as to move like water to get around opponents attacks as they were taught to. So it is by this the user can only intercept Non Enhanced Taijutsu. The movement speed of the user is only slightly above that of a normal Strong Fist user. However, coupled with the increased reaction time it makes the user capable of defending against most moves of Strong Fist with ease.
Note: Can be used 3x per match
Note: This can still only swipe away Taijutsu up to B rank.
Note: Must know Jeet Kune Do.

(Jeet Kune Do: Ichi Inchi Panchi Gikou) Jeet Kune Do: One Inch Punch Technique
Type: Attack
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: The one inch punch is a skill which uses explosive power to generate tremendous amounts of impact force at extremely close distances. When performing this one inch punch the practitioner stands with his fist very close to the target, A quick movement of the wrist produces the force needed, the wrist is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the bottom two knuckles.

Note: Must know Jeet Kun Do.
Note: Each punch counts as one of the users moves per turn.
Note: Must have mastered Jeet Kune Do.

(Jie Quan Dao: Hi denpō sutorētorīdo) Jeet Kune Do: The Non Telegraphed Straight Lead
Type: Offensive/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40 (If striking)
Description: The Non Telegraphed Straight Lead is the backbone of all punching in Jeet Kune Do. It is used both as an offensive and defensive weapon to 'stop' and 'intercept' an opponent's complex attack at a moment's notice and derives from moving in a fluid like nature that allows you to strike without telegraphing. The momentum of the punch begins with the user pushing off their rear foot, turning their foot, while turning their hip along with it in the same direction, this way they get an even stronger turning motion, as they bring their arm outwards, extending their arm with a quick snap of the elbow ending with a quick flick of the wrist making your fist turn at a 45 degree angle just before the moment of impact so that you strike with a snapping like motion, utilizing your body movements altogether so that your strike is at top speed and maximum impact. The momentum of the fist, through momentum-impulse transfer (derived from multiple body segments), translates into high impact force at the point of impact. Meaning that by doing the steps above, pushing off your rear foot, turning your body, snapping your wrist, you are aiding the impact of your strike by utilizing multiple movements of your body, transferring the momentum of each movement of your body through your strike so that it ends with it being at maximum impact and speed. By putting all of these elements together, one will perform the straight lead with structural sound-ness.

Notes, Additional info & Limitations:
- Must have learned basic Taijutsu
- Can defend against taijutsu up to B rank
- The user can use this to make multiple combo's and strikes and incorporate it with other taijutsu within the style.
- Must be a Jeet Kune Do Master

(Jie Quan Dao: Sutorēto burasuto) Jeet Kune Do: Straight Blast
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The Straight Blast is one of Bruce Lee's most famous signature moves. The technique operates on the principle of using a sustained offense as a means of forcing an opponent to move on the defensive it’s also known as “chain punching.” The move consists of putting both fists perpendicularly above one another and moving them in a circular motion (starting forward and downward) in a tight formation with fists kept facing forward bent at the wrist outward and clenched vertically, compounded with the user moving toward an opponent. This is intended to throw off the opponent while effectively dealing a barrage of 6 or more centrifugally forced punches toward them. Executed at the right time, this barrage of strikes uses short range punching power and speed that is very difficult to deal with. Striking targets for these punches are the nose, chest/torso, throat, side of the neck, base of the skull, and groin.

- Must have learned basic Taijutsu
- Can be used 2X per battle
- Must skip one turn before using again
- Must know Jeet Kune Do

(Jie Quan Dao: Hebi Piripiri) Jeet Kune Do: Serpent's Sting
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This Jeet Kune Do technique takes advantage of the eye jabs an grapples in the style. The user first begins by standing in a traditional Bai Jong stance, slowly weaving their arms slightly, moving in a fluid like motion. Then the user will throw a quick, non telegraphed straight forward two finger jab to the opponents eyes with their dominant arm in a fluid like motion, only extending their fingers an instant before impact. The goal is to at least make the opponent blink as a natural reaction to protect their eyes. As the user begins the initial strike, they bring their other arm forward as well so when the opponent blinks, the user will quickly follow up with a strike to the opponents diaphragm hard, leaving the opponent gasping for air, causing the opponent to be dazed and paralyzed for the remainder of the technique. While dazed, the user moves around to behind the opponent as they place their right arm around the front of their neck, left arm behind the neck and choke the opponent unconscious while they are dazed. The opponent will require one turn to recover from being unconscious.

- Must have learned basic Taijutsu
- Can be used 2X per battle
- Must skip one turn before using again
- Must know Jeet Kune Do

Jie Quan Dao: Doragon no Haaku | Jeet Kune Do: Dragon's Grasp
Type: Offense
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This is a combination utilizing "Movement of water" & "Rain dance". The user after entering "Movement of water" and activating "Rain dance" will send an upward angled strike into the opponent's solar plexus hard, making the opponent dazed and paralyzed until the combo finishes. The user will keep adding force into their strike sending the opponent into the air by 10 meters. The user will then dash from rain drop to rain drop to above the opponent and then dash downwards utilizing the rain drops and begin striking the opponent repetitively in a series of 10 strikes as the user dashes downwards off a rain drop at the opponent upon each strike. Since the user is dashing downwards off the rain drops as they deliver each strike while being so close to the opponent it gives each of their strikes enough destructive force to break ribs. After the 10th strike, the user finishes with a final kick to the opponent's center sending the opponent smashing into the ground with enough force to fracture their spine on impact.

- This deactivates "Movement of Water" after use from exhaustion and user suffers double the drawbacks, therefore, no B rank taijutsu next turn
- Can only be used once per battle
- Must know Jeet Kune Do

(Jie Quan Dao: Long Zheng Hu Dou) Jeet Kune Do: Dragons Clash With Tigers
Type: Attack
Rank: Forbidden rank
Range: Short-long
Chakra: 50
Damage: 90 (-15 to the user's wrist upon impact )
Description: The final technique of Jeet Kune Do. To perform "Dragons Clash With Tigers" the user starts by activating "Movement of Water". The user will then get in range of the opponent by dashing at the opponent whilst releasing chakra to aid their strikes/movements as mentioned in Movement of water, moving their arms in circular/swaying patterns. The user moves their arms in such a way that their arms accumulate wind currents that surrounds their fists/arms and is warped around their body as the user runs and forms from the rapid repetitive chakra enhanced movement of the arms. The user will then jump, lunging at the target and once in striking distance of the target and the wind currents begin to form the body of a tiger which envelopes the user thus resembling a tiger performing a pounce, as they perform the pounce they will send their dominant fist into the opponent's chest region with the wind currents that were around their fist being delivered to the opponent upon the strike with them receiving the majority of the wind currents from the user's fist, thus giving the strike greater impact from the center of wind's currents being directed/delivered through the first initial strike. The impact of the strike itself and with the aided force of the wind currents crushes the bones in the center of the opponents chest where their fist strikes with enough force to crack the bone of their spine. The opponent will then be sent away in a blast of wind that impacts the rest of their body on a much lesser scale, enough to send them away up to 10 meters. However, upon the strike the users wrist is damaged and must take one turn to recover.

- Can be used once per battle.
- Must know Jeet Kune Do
- No handseals next turn from damaged wrist.
- No taijutsu in the next turn as well as no A rank Wind jutsu and higher next turn.
- Reduces Movement of Water by one turn and when it wears off, user takes double restrictions, meaning no B rank taijutsu instead of "A rank" as stated in the movement of water restrictions.

to being trained by Yard-Sama
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₪ (SenKen) - Thousand Blades ₪
Type: NinKenjutsu
₪ Background ₪ Legend tells of a young ninja by the name of Yusei, a warrior in training whose greatest weakness was that of Close Quarter Combat. Travelling the world he looked for a way to overcome the latter and truly become strong. His travels brought him far and wide but it was only when he stumbled upon Mount. Sakura did his journey into the art of fighting truly begin. He learned under the four great Sages who each taught a specific art. Their arts were respectively Basic Ninjutsu, Kenjutsu, and Taijutsu. Learning under them Yusei came to understand and love each aspect to the point he was unable to choose the route he would pursue. He instead chose to take his favorite aspects from each art and combine to fit his own style of fighting with the mountains cherry blossom filled scenery as his inspiration. One that combined the core concept of using basic chakra manipulation to create a condensed blade or blades of chakra that could be used as a means for kenjutsu. Or having the blade(s) scatter into thousands of smaller blades that took the appearance of harmless cherry blossom petals collectively that could act as an extension of the users body through taijutsu or Kenjutsu.
₪ Description on the Abilities and Inner Workings of the Style ₪
The user will have his chakra manifest and condense into an extremely compact blade or several exhibiting an extreme level of sharpness. From there the opponent can wield the blade as he would a normal one to preform kenjutsu oriented techniques. Or he can further manipulate them through ninjutsu to have the condensed blade or blades "scatter" into thousands of smaller blades taking on the appearance of harmless cherry blossom petals from which the style draws its name. In reality however these petals are of an extremely sharp and quick nature allowing for the user to easily use them as a defense or offense. These petals can become an extension of the users body, through direct body movements - taijutsu, allowing ranged combat. Stances differ based on the approach the user takes regarding use of the style as one can easily transition from kenjutsu to ninjutsu to taijutsu. By doing as mentioned before either using a blade to perform kenjutsu oriented techniques. Or using Ninjutsu to materialize several blades in a condensed form around the user and having them attack the target or scatter and attack. Then comes using the scattered petals to augment taijutsu and increase range by having the petals become an extension of the users movements, this can be via body movements or sword movements.(Although never directly making contact with the user, as the petals can harm him as well.)
Visual Depictions of the Style
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₪Master₪ - Mastered all techniques and gains all benefits associated
₪Senior Apprentice₪ - Begins learning advanced techniques
₪Junior Apprentice₪ - Begins learning intermediate level techniques
₪Apprentice₪ - Begins learning basic techniques)
₪ Example Techniques ₪
(Senken: Zenmetsu sa seru) - Thousand Blades: Annihilate
Rank: A
Type: Offensive
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: The user manifests complete glowing swords, numbering in the thousands, that form four rows. These rows float just above the other, and circle around the user and his opponent in a continuously moving, column-like array. It abandons defense in favor of a concentrated offense. This form can be meant for attack from all sides; or rather, to concentrate power into fewer blades. While the user can control these swords, he commonly calls them to his hands for actual melee combat. When in his hand, they lose their glow, and take the form of a katana. While they seem solid in this state, the swords can just as easily dissipate back into the multitude of tiny blades that they are made up of. It takes few blows from a Senkei blade to gravely injure an opponent due to the sharpness of the blade foremost but its ability to scatter upon making contact is what is truly dangerous. The Senkei also cages the user with his enemy, allowing neither combatant to move very far from each other, though the area is still large enough for maneuverability. The most effective use of the Senkei form is that it allows for use of all the swords at the same attack level, making it highly versatile as a way to launch a direct attack from all sides via
May only be used 3 times per match.

(SenKen: Hogo suru) - Thousand Blades: Protect
Rank: S
Type: Offensive
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: Considered to be the absolute defense of the style. The user manifests complete glowing swords, few in number, five to ten. In a row around himself, floating and circling around the user. Upon contact with any material will proceed to scatter and shred said material to pieces protecting the user form all harm. However this technique is preset, passively feeding of the users chakra to maintain itself. Meaning the user can not take control of the swords and send them at the opponents like other techniques. Despite being the absolute defensive technique of the style it does allow the user to attack in a way other then controlling the swords. Via taking hold of one of the swords circling him, having it lose its glow and become a standard katana proceeding to use it in a normal kenjutsu fashion as he would a normal sword, although with the ability to have it scatter at anytime.
May only be used 2 times per match.
Lasts for 4 turns.
₪ Additional effects and Restrictions ₪
The chakra is condensed and shaped heavily to become sharp and thus plays equally in its interaction with elements.
Masters of the style have increased Agility, Reflexes, and Flexibility when compared to a normal Strong Fist Master.
Users of the style rely on swift, graceful movements and the sharpness and cutting abilities of senbozakura swords

P a t e n t C e r t i f i c a t e

-Vegeta, our loyal member, gave on the 2nd of July 2016, a request for a Patent on the Custom Fighting Style Thousand Blades | SenKen. I, Lord of Kaos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Thousand Blades | SenKen
Powered by Lord of Kaos
Copyright 2016, -Vegeta, NarutoBase.net

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( SenKen: Chire ) Thousand Blades: Scatter
Type: Offensive/ Defensive/ Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user begins by gathering Chakra within their hands, and creates, depending on the amount of Chakra gathered, a number of blades in their hand(s) or surrounding their person. The user then can either engage in Kenjutsu with the formed blades, or “scatter” them and perform Taijutsu-centric movements and actions, with the scattered blades following the user’s actions, and allowing them to fight at a distance with their created blades. This technique encompasses the fundamental concepts of the Fighting Style, and allows the user to apply those in an unrestricted manner, allowing users of the Fighting Style to attack and perform the basics of the Fighting Style in a freeform manner.

Note: Can be used a max of 4 times per battle.
Note: Lasts 3 turns with a 1 turn cool down in between
to approval

( Senken: Saishū bureido ) - Thousand Blades: The Final Blade
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40 (-5 per turn)
Damage: 80
Description: Considered to be one of the ultimate techniques of the style, it merges all its fundamentals. The user will manifest an amazing amount of blades in their scattered form. The scattered blades will be manipulated to come together and form into that of a being/creature. Said being is purely unique in terms of appearance between users of the style. It manifests as what the user wishes or believes his blade to embody. Be it a warrior or a dragon, the being surrounds the user acting as a defense. With its scattered blade composition shredding whatever it touches. It also pushes the styles offensive capabilities to the max. The being able to manipulate its form to create, release and extend limbs. Or even release portions of itself as projectiles. Naturally the use of the technique differs alot depending on the shape the user wishes the scattered blades to take. Humanoid like beings or ones with arms in general can be capable of also holding a condensed blade in their hands. The being is capable of acting on its own or mirroring both the taijutsu and kenjutsu actions of the user be it technique based or freeform. The size of the creature is up to the user but at most rivals that of the Great Stone Golem. The scattered blades will passively take chakra from the user to sustain and repair itself from damage thus the enemy must fully destroy it rather then gradually weaken it

₪ Lasts for 3 turns.
₪ May only be used 1 times per match.
₪ No other thousand blade techniques while this is active
Taught people




(Hachibushu: Gongen Wyzen ) Eight Deva Guardians: Incarnation Wyzen
Rank: B
Type: Offensive
Range: Short-Mid
Chakra cost: 20
Damage points: 40
Description: Using the form of Naga, the user focuses chakra into their leg and performs a slow leg sweep. As the leg cuts through the air, the user manipulates the air currents generated into a large stampede of oxen. The herd of oxen charge toward to opponent destroying all in their path. Each ox is made up of cyclone like formations. The number of oxen is variable and solely depends on he users choosing. The larger the number of oxen created results in each ox being fractionally weaker but the herd always combining into B rank. This allows the user to have a wider spread of coverage while sacrificing the strength of the individual ox.
Can be used four times per battle
Can only be taught by Daemon

(Hachibushu: Vajra Yasha ) Eight Deva Guardians: Vajra Yasha
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: Using the form of Yasha, the user focuses chakra into their arm and performs a rotating jab or uppercut. As the arm cuts through the air and rotates, the user manipulates the air current generated into a large flock of birds. The flock of birds quickly rush over the opponent like a wave. The birds not only do damage on impact but can shred the opponent due to the sharp violent winds provided by this technique. Unique to Vajra Yasha, the user can control the flight path of the birds on release allowing the birds to curve around defenses and attack the opponent at varying angles. The number of birds are variable and solely depend on the user's choosing. This gives the user the option of pinpoint attacks with the flock of birds or widespread volleys. Despite the amount of birds created, the sum of their strength will always be equivalent to A rank.
Can be used three times per battle

(Hachibushu: Asurazu Rāsu ) - Eight Deva Guardians: Asura's Wrath
Type: Supplementary/Offensive/Defensive
Rank: S
Range:Short - Long
Chakra: 40
Damage: 80
Description: Asura's Wrath is an Eight Deva Guardians technique, based off of the Naga substyle of the technique. The user will focus chakra into their leg and perform a leg sweep. As their leg cuts through the air , the air around the origin of the kick begins to rotate and is shaped into a wolf. The wolf starts off small (roughly the size of a human) and as it travels forward begins to grow in size as it fully develops. It's full size grows to the size of 8m x8m x 8m size and reaches this size when it reaches mid range, allowing it to be fully formed as it enters long range. The wolf can either claw, bite or ram into the target based on the user's needs before dispersing. The wolf is made up of sharp, rotating air currents that is a trade mark of this style and will cause deep cuts as well as blunt force trauma. This technique can only be used twice per battle with a three turn cool down in between usages.

(Hachibushu: Chishi-sei no Augus ) - Eight Deva Guardians: Lethality of Augus
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short (With Mid Range Reach)
Chakra: 40 (-15 per turn)
Damage: N/A (80 if used to attack)
Description: Lethality of Augus is an Eight Deva Guardians technique which pushes the style to its limits. Mainly focusing on the Kinnara sub-style of Eight Deva Guardians, which resolves around full body rotations such as spins, flips, rolls etc. Lethality of Augus initiates with the user rotating their body in nearly any manner giving the technique flexibility in how its used. Once the user rotates their body, they manipulate the currents of air generated by this spinning and shapes it into an primate of choosing, such as an gorilla, orangutan etc. This causes a beast of neutral air to enclose the user at its base forming over the user's body as a shield of incredible size rivaling the size of the Konoha Ryujin technique which the entire style is based off of. This shield is extremely quick to form defending the user from techniques of the same strength. The brute force of this shield can used offensively in close quarter scenarios crushing opponent's under its might and force. Much like Konoha Ryujin, this primate creation can be maintained and sustained at the cost of 15 extra chakra points per turn. This allows the user to control the primate of choice as a giant extension of themselves using its size to reach into Mid range dealing 80 damage if the hit lands. Attacking with the Lethality of Augus costs a move per turn. While maintained, Lethality of Augus still retains its defensive properties but limits the user's offensive options. While encapsulated by Lethality of Augus, the user loses the ability to use Elemental Ninjutsu, however the user still has access to other Eight Deva Guardian and Taijutsu techniques by using the the limbs of Lethality of Augus to swipe through the air to produce the air currents or using its legs or arms to use Taijutsu techniques on the user's command. Lethality of Augus can be used twice per event lasting 4 turns each usage. Once Lethality of Augus is destroyed or deactivated, the user cannot use S rank or higher Eight Deva Guardians techniques for three turns. If not used in maintained usage, this technique can only be used two times per twice per battle with a three turn cool down in between usages.

(Hachibushu: Mura no Murabit ) - Eight Deva Guardians: Mumbooku, Pillager of Villages
Type: Offensive/Defensive
Rank: A
Range:Short - Mid
Chakra: 30
Damage: 60
Description: Mumbooku, Pillager of Villages is an Eight Deva Guardians technique that utilizes two substyles of the technique at once. The two substyles involved are Kinnara and Naga. The technique initiates by the user performing a sweeping kick through the air (The user has the freedom to determine how the kick is done given the situation). Using the momentum of the kick , the user transitions into a full body rotation by using their other leg to lift off from the ground. This rotation can be done as a corkscrew, front flip, backflip etc that fits the situation at hand. As the user kicks through the air, the force of their kick cause an updraft of air that spirals upward and is shaped into a snake. As the kick converts into a full body rotation, the force of the rotation causes a draft of air to form as the body cuts through the air. This accumulation of air currents shape themselves into a tortoise. The snake formed has a 1m x 1m x 10m length while the Tortoise is confined to a short range space, standing at 3m x 4m x 3m. The snake races at the opponent and swallows them whole, lifting them skyward. The snake then arcs back toward the user and slams into the newly formed Tortoise, crashing the opponent into the tortoise's shell causing blunt damage as well as shredding. This technique can be done three times per battle with a two turn cool down in between usages. Finally, the snake is the only portion of this technique that can reach into mid range, and both the snake, and the tortoise carry a durability of B-Rank each.

(Hachibushu: Karō no te ) - Eight Deva Guardians: Hands of Kalrow
Type: Offensive/Defensive
Rank: B
Range:Short
Chakra: 20
Damage: 40
Description: Hands of Kalrow is a Kinnara based Eight Deva Guardians technique. By quickly rotating their body, the user picks up a gust of air that begins to rotated itself around the user's body forming the shape of a Pangolin. Hands of Kalrow takes after the pengolin's ability to curl in on itself forming a ball to protect itself from predators. As a result, Hands of Kalrow can be generated in two ways: The Uncurled and Curled form. The Uncurled form resembles a normal pangolin with its body fully extended. The Curled form of Hands of Kalrow, generates the Pangolin in it's curled form with its tail tucked into it's body and its head curled into its mid section, revealing its' armored back, thus resulting in an Pangolin shaped orb around the user's body. The size of the Pangolin is variable for the usages of the technique, when made in its "uncurled" form, the Pangolin encompasses a 2m (W) x 2m (H) x4m (L) dimension. When formed in its "curled" form. the Pangolin encompasses a 3m x 3m x 3m space. Hands of Kalrow is normally used for quick defenses and assaults in close range situations, capable of shredding targets on contact while providing a quick defense. But soon after it's created and it's intended usage is complete, Hands of Kalrow disperses making it a technique that is not sustainable by the user, naturally. Hands of Kalrow can be used four times per battle with a two turn cooldown period in between usages.

to being taught


[/spoiler]

 
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Vegeta

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Clan Jutsu's
Valentine
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Valentine Clan Abilities:
Being a member of the Valentine Clan, Vegeta has improved transformation abilities, ability to passively absorb senjutsu (although only sufficient to source the chakra for the modes used for the Clan Techniques), physical strength and durability increase due to the senjutsu chakra regulating around the user at all times (+15 damage to all taijutsu, +10 damage to all ninjutsu), due to training with natural energy, he has the ability to detect living things through their life force, and he has also gained a naturally high resistance to toxins and pathogenic matter, as well as a longer lifespan. Vegeta also carries on him a special stick that can be used to knock out the excess natural energy from himself if he loses control of the natural chakra. Vegeta is of Dark Crusader ranking, the inner circle of the clan. He has attained near mastery of the clans abilities and has access to all the clans techniques. Due to his mastery of the arts of the clan, he has lived for hundreds of years. Vegeta's transformations last 1 turn longer than normal. He also has, on the right side of his chest, the Valentine clan's Curse Mark which is placed on all members of the Clan upon joining and is automatically activated upon death. The curse seal has the appearance of a Black Heart placed on the right side of the members chest. Vegeta was led by the upper echelon, naturally, down the path of Pride, the dominant sin that drove his actions in his human life before he became a member of this misanthropic brotherhood.

Valentine’s Cursed Seal (Tanabata Juinjutsu)
Type: Supplementary
Rank: S
Range: Short-Long (can only be applied at close range)
Chakra: 40
Damage: 80
Description: A technique that brings a member of the Valentines under the control of the user. The techniques works similarly to Hyuuga’s Juinjutsu, and is only taught to the high ranking members of the clan and select officials of the Rain village/Akatsuki as a countermeasure against betrayals. The seal is placed on all members of the Clan upon joining and is automatically activated upon death. The seal has numerous functions, primarily causing an extreme paralysis with a single Seal of Confrontation, the same way Danzo’s Juinjutsu works. The curse seal has the appearance of a Black Heart placed on the right side of the members chest. When activated sealing scripts pour out of the heart and bind the body.
The secondary function of the seal is to completely this destroy the victim’s body. The function activates automatically upon Death but can also be forcefully triggered by a user of this technique. When activated, the Black heart on the chest breaks apart and splits into two. This makes the seal unstable and the effects extends to the victims body, the seal absorbs natural energy at an extreme rate quickly petrifying the victim into a statue form. This both kills the victim (If he’s alive) and completely destroys the D.N.A rendering the body unusable.
Alternatively, the technique could also be applied on opponents in the middle of battle by striking the chest. The seal has the same effects of paralysis and petrification even on Non-Valentines. Also, activating the seal against an opponent counts as one of the user's 3 jutsu per turn.
Note: Can only be 3 times per conflict.

(Galian bīsuto) Galian Beast
Type: supplimentary
Rank: S
Range: Short
Chakra: 40
Damage: (+30 to a Taijutsu movement when used in combination)
Description: The Galian Beast is the third Transformation available to Valentines and is also the first they acquire. Like all transformations of the Valentine Clan, The Galian beast too represents a horror or terror faced by society. If Chaos is the physical representation of occult and satanic practices, Death Gigas could be considered the horror of science, a mutated unstable lab experiment and the Galian beast can represent the horror of the wild, untamed animals of nature.
The galian beast transformation takes root in one of man-kinds oldest fears, lycantropes, the valentine takes on the form of a highly muscular, armour clad lycanthrope with large horns protruding from its head. (see image)
In this form, the user gains enhanced strength equal to a sage mode user and the speed at which the valentine can move doubles due to the enhanced musculature and dexterty afforded by the wolf-like form, also, due to the huge claws, horns and teeth, damage inflicted by taijutsu is greatly increased (reflected in the damage section above)
-usable by all valentines
-lasts 4 turns
-the user may not any Valentine Techniques for the following 2 turns.

(Nanatsunotaizai) Seven Deadly Sins
Type: Off/Def/Supp
Rank: S-Rank
Range: N/A
Chakra: 40 (40 cost per turn in abilities that last more than one turn)
Damage:N/A
Description: Though the valentine creed is strict about abandoning the vulgarity of human nature, eventually their personalities show through. To channel this to the benefit of the clan they are guided down one of seven paths by the clan's upper echelon, depending on their personality. These paths hone their abilities, allowing them to harness their emotions and hone them into a weapon. Each path bestows an ability upon the young valentine as a result of harnessing the dominant sin that drove their actions in their human lives before they became members of this misanthropic brotherhood. Thanks to this practice, the valentines have been able to become at peace with their petty needs and transcended it to advance further in their desire to rid themselves of everything that made them "human", thereby separating the valentines from the herd of human cattle that marches slowly towards their and the world's inevitable death.
The abilities that are conferred are as follows:

Wrath is the ability to condense natural energy into a single point, building up pressure and releasing it to amplify the physical blows of the user. This ability causes the users physical attacks to cause pressure shock waves through any medium upon the release of a blow. The shock waves upon contact with human flesh can cause devastating damage to the internal organs and bone structure. This technique adds 30 damage to any taijutsu or other attack that involves landing a physical blow. The shock waves can also be used to disrupt incoming attacks of solid material.
Technique lasts 3 turns and augments any attacks used in that time.

Pride is the ability to sharpen, dull and all around manipulate the Senjutsu Chakra that makes up the aura surrounding the Valentine. This can be used to defend against weapon strikes, and even create slashing and piercing attacks up to mid range. It can be manipulated to create sharp arrow-like strikes, can be altered to create dull, strong, and unwavering strikes like a hammer. With a stabbing or punching motion the aura can create piercing damage. An example of using this technique would be the user dulling the Senjutsu Chakra around his finger and using the aura to defend against sword strikes, or sharping the aura significantly and stabbing that finger into an opponent to puncture through the muscle and flesh, directly striking the internal organs, with piercing like blows. Dependent on it's use this aspect of the technique can cause significant damage but usually isn't deadly by itself unless skillfully and purposely directed. The aura created lasts 4 turns. The aura around the valentine takes on a pale golden color. The damage and power of this aura is A-Rank and using it counts as a move.

Sloth is the ability to force natural energy into an area around a targeted object or person. The air the target is travelling through becomes far more dense, slowing the target dramatically, (for those who dont grasp the concept, it is like trying to run underwater as opposed to running on dry land) The speed of the target is halved while this technique lasts. The natural energy lasts for 2 turns

Greed (+20 damage to taijutsu) A very basic technique. The Valentine simply uses his heightened transformation abilities to increase his or her muscle mass for a brief period of time increasing strength and speed momentarily. This increase in strength is enough for the user to lift five times his own body weight and the speed increase is roughly one and a half times their base speed. Dependent on their rank and skill this can be maintained for longer periods of time being more useful the higher your rank. This jutsu is not affected by the turn restrictions due to it being a very basic Valentine technique. When a stronger state is entered the technique is negated.
Restrictions:
Squire: Can last 1 turn
Dark Neophyte: Can last 2 turns
Dark Knight: Can last 3 turns
Dark Crusader: Can last 4 turns
Dark King: Can last 5 turns


Envy is the ability to use the natural energy around the user to redirect an opponents attack back on them, it doesn't change it in anyway, it is simply redirected back upon the caster. This ability can only redirect attacks equal or lower ranked to this ability, that are not multi-directional and the user must be able to detect and react to it. Cannot be used on genjutsu.

Lust is the ability for the user to take on the form of the perfect object of desire, literally becoming the perfect being that no mortal can help but lust after. This physically perfect specimen displayed before the opponent will cause their hormonal system into overdrive with their desire, distracting the opponent from concentrating properly (1/4 reduced reaction speeds) and leaving them subconsciously unwilling to harm the user (-10 damage to any technique the opponent uses) This effect lasts for 4 turns, or until the opponent forcefully interrupts the hormonal state via physical pain equal to breaking a genjutsu of the same rank.

Gluttony is the ability to harness masses of natural energy from the surrounding area, drawing it into the users body and expelling it into one jutsu, This jutsu adds +40 damage to any elemental attack the user uses directly following this technique.

Notes and Restrictions:

-Each clan member below Knight rank can only possess one ability due to their human lifespans being too short to train in more than one.
-Knights, Due to their vastly increased lifespans have had many years to train and hone their craft, allowing them access to two abilities.
-Crussaders and the Dark King can access all abilities
-Can only be used twice per battle.
-Can only use one emotion at a time.

Death Gigas (Kyoujin Ojou)
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (20/turn)
Damage: N/A
Description: Death Gigas is the second transformation of Valentines, after Chaos. Like all transformations of the Valentine Clan, Death Gigas too represents a horror or terror faced by society. If Chaos is the physical representation of occult and satanic practices, Death Gigas could be considered the horror of science, a mutated unstable lab experiment. The transformation is slow to take effect and reaches mature form after two complete turns has passed since the activation.
Activation: The user performs a series of hand seals activating the body as it begins to absorb natural energy continuously. Immediately after activation the user’s physical prowess improves comparable to that of a standard Sage mode user. This involves body durability and physical strength alone. The technique is the most premature state of transformation and there is no visible difference in appearance.
Initial Stage, Giga Dunk: The user achieves stage one after 1 complete turn has passed since activation. By this stage, the user has absorbed enough natural energy to induce a change in his appearance. His body begins to bulk up, increasing both muscle mass and height. Natural energy’s distribution on a cellular level result in the user transforming into a hulking monster. The intense amount of natural energy present in the users body makes his skin green and he gains berserking tendencies similar to Jugo’s Clan. Despite that he still maintains his composure and is able to make logical actions. The transformation raises the user’s speed comparable to standard Sage mode and his physical strength 2x (For Taijutsu techniques and Ninjutsu that involve physical strength).
Final Stage, Live Wire: Live Wire is the final stage of Death Gigas manifesting the real form of this transformation. The stage requires immense amounts of Natural energy that only a Valentine could handle. The mode raises the muscle mass to maximum the human body could allow (4x the users base strength). Even when all natural energy is used up to induce this sudden growth, the transformation still continues to collect more. As result a green aura appears around the user because of the condensed senjutsu chakra leaking from the body, bolts of electricity appear as well. The stage is named after this particular appearance, “Live Wire” refers to the wires of electricity flowing through the body. The final ability granted by this stage is not the boost in physique, its a cellular mutation. The initial stage Giga Dunk spreads natural energy across the body on a cellular level, reaching this stage suggests that the mutation took effect and the cells have been augmented. Sage mode makes the body stronger, Death Gigas makes the humans cells stronger: A human cell has a fixed capacity of absorbing energy, the amount of energy body always maintains within itself is roughly 100 watts. Exceeding this limit too much results in cellular damage and the primary advantage of Death Gigas is that this limit is exceeded way beyond normal with the help of natural energy. This makes the user incredibly resistant to damage, granting complete immunity to techniques up to A rank (within reason this mainly applies to blunt force impact or energy based techniques, cutting techniques will still cause damage just a greatly reduced level e.g. An A-rank cutting attack would do the damage of a C-rank). The user also gains tremendous physical strength allowing the user to lift up large summon with relative ease (Ordinary Sage mode allows the user to lift objects many times larger than himself. Reference: Naruto lifted the toad statue right after entering sage mode) as well as to jump huge distances easily across the field.
Disadvantages:
-Once the transformation is initiated it cannot be stopped or prevented, unless done forcefully using Anti Senjutsu equipment. (Check clan description)
-Altogether the transformation Lasts 5 turns, and requires 2 turns to mature leaving the actual transformation usable only for 3 turns.
-Genjutsu cannot be used once Giga Dunk stage is reached. The user cannot use Ninjutsu above A rank except raiton once Live Wire is reached and the user is left severely exhausted once the transformation ends.
Restrictions:
-Usable once per battle.
-Dark Knight Rank or Higher
- Grants a +20 damage boost to Raiton jutsu in live wire stage

Chaos (Ranmyaku)
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40 (+10 per turn)
Damage Points: N/a
Description: Chaos is a morphing technique born of negative and dark memories and the sins of the user; it’s a person dark side taking physical form, an executioner and harbinger of death who comes during the user’s state of mental imbalance. Chaos has a satanic appearance, large black wings, pale skin and yellow glowing eyes. Adding to the theme, the hairs grows longer and stiffens making spikes along with the users cloth, being shredded in various areas. Gauntlets and knee guards appears that reflect a demon’s limbs and metallic ribs cover the abdominal area. The user’s chakra becomes similar to that of a cursed seal, dark and purple-ish in color. The area where the user’s heart is present begins to glow.
Advantages:
-Grants flight
-Murderous intent improves by 5 fold. And user becomes emotionless therefore providing immunity against genjutsu, killing intent and any other technique that affects the users emotions. User is still affected to genjutsu that do not affect the emotions however.
-User gains the ability to sense murderous intent, distinguish between several people and determine the strength of each person’s killing intent.
-User’s Fire and Lightning techniques do additional damage (+15) due to natural energy.
-User’s Genjutsu improves by 1 rank, excluding forbidden techniques. I.e. B rank genjutsu becomes A rank, and A rank becomes S rank. But S rank and forbidden ranked genjutsu don’t improve.
Restrictions:
-Lasts 4 turns
-User is unable to use Sage Morph techniques for 2 turns after the mode ends.
-Cannot be activated at the same time as other mode, including other transformations.
-Usable By Dark Crusader and above

Kamizuru
(Kuchiyose no Jutsu: Kyodaibachi) Summoning Technique: Giant Bee
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description:
The Giant Bee (巨大蜂, Kyodaibachi) is a giant-sized bee which was summoned by Suzumebachi. Its anatomy slightly differs from normal bees by having a jaw of razor sharp teeth, a deadly stinger, and wings capable of pushing back enemies within short range (C-Rank ability), which makes this insect is a difficult opponent. It can also spit massive amount of honey from its mouth to trap and ensnare its victims. Its honey attack is B-Rank and has a Long range reach. It can take C-Rank techniques and remain undamaged. Its main advantage is that it can fly with up to 3 people on its back.
Note: Can only be summoned once
Note: All its abilities count as moves

(Hachimitsu No Jutsu) - Honey Bee Technique
Rank: D
Type: Supplementary
Range: Short
Chakra Cost: 10
Damage Points: 20
Description: The user generates bees from the sleeves that upon contact with their target explode sending a sticky honey that captures the opponent. Binds the target for 1 turn.
Note: Can only be used by members of the Kamizuru Clan.

(Hachi Bunshin no Jutsu) - Honey Clone Technique
Rank: C
Type: Supplementary
Range: Short
Chakra cost: 15
Damage point: N/A
Description: The user makes a clone made of bee wax and when injured enough it dissolves back into wax. The user can also create a honey clone to seem like the target or someone else as a means to confuse the target. Clones can use Bee related techniques and Taijutsu up to C-Rank.
Note: Can only be used by members of the Kamizuru Clan.

(Hachi Bakudan No Jutsu) - Bee Bomb Technique
Rank: C
Type: Attack
Range: Short-Long
Chakra Cost: 15
Damage Points: 30
Description: The user releases bees from their sleeves that upon contact with their target explode.
Note: Can only be used by members of the Kamizuru Clan.

(Hachi senbon No Jutsu) - 1000 Bee Technique
Rank: C
Type:Attack
Range:Short-Long
Chakra Cost:15
Damage Points:30
Description:The user releases a cloud of bees that shot out their stingers at the opponent.
Note: Can only be used by members of the Kamizuru Clan.

(Iwa no Haibu Jutsu) - Rock Hive Technique
Rank: C
Type: Supplementary
Range: Short - Mid
Chakra cost: 15
Damage points: N/A (- 10 per turn to enemy target)
Description: The user manipulates their chakra and then creates a Bee hive that's made of rock to rise from the ground. This hive houses the larva of the bee's which consumes chakra of any opponent that may be caught inside the rock hive. It can also be used to produce a steady source of bees for bee techniques.
Note: Can only be used by members of the Kamizuru Clan.

Kamizuru Clan CJ's taught to me by Blake Belladonna

(Hachi torappu) - Bee Trap
Rank: B
Type: Offensive/Supplementary
Range: Long
Chakra Cost: 20
Damage points: 40
Description: The user will have their bees surround the opponent in a tornado by the all the bees spinning in a different direction. Than the Bees will release honey to out their mouth while spinning in their tornado that covers the opponent's body completely in honey completely restricting their movements.
Note: Must be a Kamizuru member
Note: Must by taught by ~Korra~

(Hachi no hakai) Bee's Destruction
Type: Attack
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user will call forth there bees and have them engulf the enemy inside a cloud of Bees. The bees will use their stingers to drain the opponent's chakra making them weak the longer they have the bees stinging them.
Note: Must be taught by ~Korra~
Note: Must be a member of the Kamizuru clan.

(Hachi no tatsumaki)-Tornado of Bees
Type: Attack
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will manipulate his normal sized bees (manga context) to surround the enemy in a tornado like shape. Some of the bees will go after the opponent striking them while the other bees shoot out their stingers at the enemy from different directions and angles.
Note: Usable 4 times a battle
Note: Must be taught by ~Korra~
Note: Must be a member of the Kamizuru clan

Kamizuru Clan CJ's created by Me

(Harikēnbī hakai wana)-Hurricane Bee Trap
Type: Attack
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will call forth their normal sized bee's (Manga context) from himself to move towards the enemy to surround the enemy in a hurricane-like swarm. Some of the bees will go after the opponent striking them exploding on contact while some other bees shoot out their stingers at the enemy from different directions and angles and the rest of the bee's spit out honey from all sides that covers the opponent's body in honey completely restricting their movements.
~Notes~
-Must be a member of the Kamizuru clan
-Can only be used thrice per match, with 1 turn cool-down between
-No Kamizuru jutsu's above C-rank the next turn after use
-Must be taught by -Vegeta
Thanks to Korra for the idea ^^
to approval
Taught to ,

(Hachimitsu No Jutsu: Atakku Feromon) - Honey Bee Technique: Attack Pheromone
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The pheromones of the Honey bee are mixtures of chemical substances released by individual bees into the hive or environment that cause changes in the physiology and behavior of other bees. This jutsu deals with the pheromone named the "Alarm Pheromone" there are two main alarm pheromones that have been identified in honeybee workers but this jutsu deals with the first the "attract pheromone". This one is released by the Koschevnikov gland, near the sting shaft, and consists of more than 40 chemical compounds.
The Alarm pheromone is released when a bee stings another animal, and they attract other bees to the location and can cause the other bees to behave defensively, i.e. sting mercilessly or charge in attacking the opponent by exploding or releasing honey upon them restricting their movement. The alarm pheromone emitted when a bee stings another animal smells like bananas and can be distinguished by a Kamizuru Clan member allowing them to track a hidden opponent up to Long Range along the same lines as Dynamic Marking can make tracking an opponent much easier for an Inuzuka Clan member. This also allows the bees and the Kamizuru Clan member to distinguish someone who has fled and been found once again as the pheromone hangs heavily upon the stung individual.
~Notes~
-Smoke can mask the bees' alarm pheromone. So Smoke Ninjutsu can be very useful against the Attack Pheromone.
-Effects last 6 turns
-Can only be used by members of the Kamizuru Clan.
-Must be taught by -Vegeta
to approval
Credits to Howard for the idea ^_^
Taught to ,

(Adobansudo Hachimitsu No Jutsu) - Advanced Honey Bee Technique
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: The user generates bees from their sleeves (up to 8, each C-ranked when detonated) that upon performing the seal of confrontation and applying chakra upon the bees can explode creating varying effects. Based upon the Honey Bee Technique, this technique plays on the same principle of Kamikaze Bees but, instead of simply exploding and releasing honey upon the opponent, once imbued with a chakra nature they can release said nature in the form it normally would appear. EG, if katon chakra is used an explosive force followed by a dense fire ball takes place. If instead fuuton chakra is used when a bee explodes a dense blade of wind is created with cutting and slicing properties or if raiton chakra is used a small pulse of electricity is created that can cause paralysis and numbness for a turn.
~Notes~
-Can only be used by members of the Kamizuru Clan.
-Can only be used 3 times per battle and only once per turn
-Only 1 element may be used at a time
-Can only be used once every two turns
-Bee's appear the size of 2 normal bee's
-Must be taught by -Vegeta
Once again, Thanks to Howard for the idea ^_^
Taught to ,

completed


Haibutagu) - Hive Tags
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: N/A (-5 for activation)
Damage: N/A
Description: These tags were developed by Korra in conjustion with her Bee Summonings. These tags resemble the color of honey while having a bee hive pattern on them. Upon release these tags release a small swarm of bees that consist of 10 that are double the size of a nomral size bee. These bees will either get close to or sting the opponent and than explode but instead of a straight explosion these bees will explode into sticky honey. A single bee's worth of honey is enough to make it hard to move a hand or foot. If an opponent gets caught with multiple bees it would cause them to be stuck in place and unable to move.
Note: Must be placed in the user's bio or in the beginning of the battle
to being taught

(Middohanī ) - Mad Honey
Rank: N/A
Type: Supplementary
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Mad Honey is a special type of honey Korra has her Bee summons use instead of normal honey that contains grayanotoxins . The honey can affect opponents and none bee users or medical ninjutsu with effects varying with how much is exposed to an opponent. The opponents get exposed to the honey by either consuming any or having contact with it. Mad Honey can cause nausea, vomiting, blurred vision, circumoral paresthesia, tongue numbing, fainting, drowsiness, drunkenness, and seizures. For these effects the users must be exposed to at least a cup of Mad Honey with the effects following in order the more turns the opponent is in contact or consuming honey. After 1 turn the opponent will experience nausea and tingling. After two turns the user will experience weakness and have their speed drop by one level. After 3 turns the opponent will experience drowsiness and drunkenness while their speed drops by 2 levels. After 4 turns the user will experience vomiting, blurred version, circumoral paresthesia, numbing and fainting and seizures. Mad Honey can also cause cardiovascular system problems resulting into 1st to 3rd-degree heart block, asystole, and myocardial infarction. The opponent would need to exposed to half of their body size worth of Mad Honey and be exposed or have consumed the honey for at least 5 turns straight and would have their speed drop by 3 levels.
Note: Must be posted in either the user's bio or at the beginning of a fight
Note: This honey replaces regular that the user's bee uses
Note: Must be taught by Korra
Note: Must know Bee Summoning
Link to being taught

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Swift Release

(Hayaton No Jutsu) Swift Release Technique
Type: Offensive/Defensive
Rank: C-Rank
Range: Short
Chakra: 15
Damage: 30
Description: the basic technique of Swift Release, the user will do the Boar handseal and use his chakra to move at increased speed in short range. He can use this to perform free form taijutsu attacks or to dodge small scaled techniques. However, the technique is very short lived and can only last 1 to 2 seconds, being good enough for one or two punches or a simple side step.

(Hayaton: Kage Ken) Swift Release: Shadow Punch
Type: Offensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description:
A simple taijutsu move combined with the abilities of Swift Release. The user will do one handseal (Boar) and infuse his body with chakra, flashing towards his target to deliver a simple punch. While exceedingly fast, the technique bares the same limitations of any other Swift Release technique.

(Hayaton: Oni no Mohō Suru) Swift Release: Demons Mimicry
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description:
The user will do the Boar handseal and disappear in a flash of speed. As he moves around the target, his immense speed creates afterimages that can effectively be confused with clones. The user needs to move in a circular or spherical pattern around the enemy to produce the effect. The afterimages will all mirror the movement of eachother which is the movement the user is doing himself. A very useful distraction, the technique can produce up to 9 copies of the user and unless the user has a doujutsu or a sensory ability, he won't be able to tell the difference between each afterimage. Although perfectly visible, the images flicker slightly and are to some extent translucent, not being easily confused with clones. While the target is distracted the user can attack with weapons or taijutsu. Although the enemy will see the user moving to attack, he won't be able to notice which afterimage is going to attack.

(Hayatōn: Mueishō) – Swift Release: Shadowless Flight
Rank: A
Type: Offensive, Defensive, Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: After making a single hand seal the user can move at fast speeds through the release of the swift release and then strike their opponent at multiple angles. The jutsu is effective against strength based close-combat Taijutsu users such as Tsunade and Sakura. However sharingan of tomo 3 is capable of reading the movements and can react to the opponents attacks.
Note: Can only be used by a swift user bio.

Hayaton: Kajiya no Ryūkō) Swift Release: Blacksmiths Form
Type: Offensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user will do 2 handseals and infuse his body with chakra which he will use to rotate a fiercely high speeds while he unleashes a barrage of weapons all around. This technique is nothing more than using Swift Releases ability to make the user move faster to produce an omnidirectional attack by powering his ability to throw basic weapons much faster than normal. If the user uses Explosive Tags in his weapons he can add +20 explosive damage.

(Hayaton: Takai Hebi no Kamu) Swift Release: High Serpent's Bite
Type: Offensive/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
In response to an enemy attack, the user will produce both a defense and counter by making one handseal (Boar) and infusing his body with chakra. As he does this, he moves at extremely high speeds in what can be described as virtually instant, out of the way of the technique and behind the opponent. Upon reaching behind the opponent, the user is free to either do a simple, powerful taijutsu attack and take advantage of the speed to a surprise effect or, by losing the surprise effect, produce a weapon or ninjutsu attack.

(Hayaton: Hayai Ishiki Jutsu)- Swift Release: Swift Senses Technique
Type: Supplement
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user jump starts their senses with swift chakra to extreme limits, the result of which being a sensation where ordinary movements appear sluggish and dull and hyper speed movements appear as normal ones, though normally if a user's senses surpass their speed of movement they wouldn't be able to take action as their super speed senses outpace ordinary movements but when this technique is used during other swift release jutsu like "shadow less flight" as example it enables them to maneuver at their high speeds for very brief windows. This technique allows a swift user to be capable of tracking movements of shadow-less flight's speed.

Notes:
- Lasts 3 turns
- This jutsu doesn't increase the users speed, only senses.
- this jutsu can be used to speed read/ track movements at inhuman levels.
- Can only be used once per battle.
- Must have a swift bio.
- No wind or lightning jutsus can be used in the same turn as activation.

(Hayaton No Jutsu)- Swift Release: Swift Technique
Type: Supplement
Rank: B
Range: Short-mid
Chakra Cost: 25
Damage Points: N/A
Description: The user through the use of swift release will perform the "Boar" handseal and move from Short to mid range. This technique is similar to that of shadow-less flight and can be used to dodge certain attacks by using swift release to quickly move out of the range of the attack similar to how other jutsus like Doton no jutsu let's you escape certain attacks by moving out of range or out of the way of certain jutsus. This can be preferred over other jutsus that can allow this due it's much faster and is still pretty basic. The user can escape attacks that for one, he can track, attacks that are projectile-ish but not huge attacks like kirin. The user could dodge an attack like fireball jutsu however, the attack that the user dodges cannot be wider than 10meters in diameter. Otherwise the user would still be hit due to the user can only travel by 10meters since this technique is short to mid range so this cannot be used to dodge large scale techniques only small projectile like techniques like fireball jutsu, Fire Style: Exploding Flame Shots and other small scale projectile like techniques, as well as few attacks that are like blasts as long as they aren't large scale as said before due to this has a 10meter range limit so any attack that is 10 meters in diameter would still hit you if you try to use this as a counter.This jutsu would allow someone to dodge small Amaterasu flames, but not large scale flames that are 10 meters in diameter or flames that appear all around/cover you as there has to be away to escape out of it. This jutsu would only allow you to dodge the same type of techniques that Doton no jutsu can allow you to dodge, only this is much faster.
- Can't use wind or lightning jutsus in the same turn.
- Can't use any other swift techniques in the same turn.
- Can only be used 3X per match.
- Must wait one turn before using again.
- Must have a swift release bio.
to training

(Swift Release: Pegasus Ryūsei Ken) Swift Release: Pegasus Meteor Fist
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30(+10 Per set of ten punches)
Damage Points: 60
Description: The user gathers Swift Chakra into his arms and to a lesser extent his legs, he slowly moves his arms around in a circular motion in front of him this process takes a mere three seconds. During this time the user regulates his breathing and focuses on the manipulation and gathering of his Swift Chakra. Once he has gathered enough Swift Chakra he is able to punch much faster dealing 10 speed induced punches easily in the time it would take to perform a single muscle bond punch. He can group these punches together in small groups of ten but can't do more than 30 punches at any given time. He may also run at the opponent getting a running start before he begins the barrage of punches. The Swift punches are much stronger than a usual punch as the user's arms are moving at an astonishing speed barely traceable by the human eye it takes well trained eyes to see and predict the punches. The punches can fracture bones and bruise internal organs. Due to the constant manipulation and gathering of Swift Chakra the user can only use Wind and Lightning this turn. I only made this jutsu Short-Mid because the user can get a running start they are still just punches and cannot reach out to Mid Range.
Notes:
-Can only perform 3 groups of 10 punches
-No other Swift Jutsu custom or canon can be used the same turn
-No Fuuton or Raiton jutsu can be used in this turn after this jutsu is perform
-Only Taijutsu, Fuuton and Raiton can be used the turn this jutsu is used(Before the use of this jutsu)
-Must have mastered both Fuuton and Raiton
-Can only be used twice per battle and never in the same turn
-Due to the advanced chakra control needed the user must be at least Kage rank
to being taught

(Hayaton - Haya Shindō) - Swift Release - Swift Vibrations
Type: Supplementary/Offensive/Defensive
Rank: C-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: Molding their Swift chakra, the user very rapidly moves their hand/hands manipulating the chakra's shape and condensing it, giving it form and substance with an after effect of a shocking static field around the hand/hands. This allows the molded and formed chakra to either be thrown at swift speeds at a person/object, or to coat another object/weapon, drastically increasing it's speed and cutting potential. Because of Swift chakra's nature and the static field created from moving the hands so rapidly, the damage would have not only cutting properties, but slight shocking/numbing effects as well. Alternatively, an entire limb could be vibrated back and forth at such speed, it can create a small burst of natural wind pushing objects/people backwards. The effects are not maintainable for more than the turn used.

~Notes~
- C-B rank can be used 4x
- A rank can be used 3x
- S rank can be used 2x, and using one will decrease C-A usage by 1x
- If used C-B rank, 1 turn cool down is required in between uses
- If used A-S rank, 2 turn cool down is required in between uses
- Can only be used by -Vegeta
-ref-
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(Hayaton: Senjigusuri Hayai) - Swift Release: Swift infusion
Type: Supplementary/ Offensive
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: 30
Description: The user infuses a kunai with his Swift Chakra, letting it move much faster, as well as increasing its piercing power due to the sheer speed added.
Note: Can only be taught by Rexii
Note: Speed of the kunai is barely trackable by normal eyesight
to being taught
( Hayaton - Watashi no menomaede furasshu ) Swift Release - Flash before my eyes
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30 (-5 per turn)
Damage Points: 60
Description: The user makes the Boar seal, molding his swift chakra thru out their body, then run in a circle around the opponent at Swift speed surrounding them in a short-mid range radius. This will lead to a funnel effect, creating a cylindrical shaped tornado from the pure speed of the user running cutting thru the viscosity of air. The tornado will draw out oxygen from the inside which will begin to asphyxiate the person inside, as well as make all Katon jutsu the same rank and below fail as there will be no oxygen left to fuel them inside of the massive churning vortex of wind. The vacuum effect would take a few seconds to kick in. If caught in the vacuum for two turns the opponent will pass out.

-Notes-
- Usable 3x per match, 1 turn cool down between
- No jutsu other than Swift release may be used while active
- Can only be used by Geets
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Nekura

( Noroidzi Hari no Nami ) - Cursed Blood Needle Wave
Type: Supplemenary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: A simple but effective technique, the Nekura makes three handseals turning any existing Keigoku on the battlefield that he wishes ( such as that from any techniques the opponent dodges ) into a wave of sharp needles that then shoot at the opponent. Whatever the rank of the Keigoku technique this is used on, the needles will be of that same rank.*If struck by the needles, the opponent suffers from drawbacks of the Keigoku attack originally used (common effects are as small as small minor headaches to searing headaches, momentary loss of focus and temporary incapacitation for no more than 10 seconds).
Cannot be used on Keigoku attacks of S-rank and higher
Can only be used four times per battle.

(TZogesuzumebachi no Ame ) - Rain of Stinging Wasps
Rank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 30 ( +5 per turn )
Damage: 60
Description: The Nekura clansman opens multiple portals in the sky, each one a few meters wide,causing small drops of Keigoku to fall from the portals like rain, in a shower of individual drops. Any non-Nekura caught in this rain will experience sudden sharp mental pain as the drops touch him. Due to the repeated falling of the Keigoku raindrops, they will not be able to focus enough to use techniques that require intense concentration ( Genjutsu, Fuuinjutsu, Medjutsu, etc. ) and cannot string together more than four handseals without pause.This technique can be used twice per battle; each use lasts for two turns, and there needs to be two turns gap between each use.
By sheltering under a suitable defense, the effects of this technique can be avoided.
The effects also apply to non-Nekura allies, and so this technique is not useful in combo battles or wars.

( Nekura Ichizoku Hijutsu: Zokugie ) - Nekura Clan Secret Technique: Unholy Conversion
Type: Supplementary
Rank: A
Range: Self
Chakra: 30 (+10 per turn)
Damage: N/A
Description:
Once the Nekura casts this technique, it generates a small portal in front of him. From then onwards, whenever he shoots out a technique from him or from in front of him, a little Keigoku goes from the portal into the technique ( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well ). However, it does not work when techniques are being cast that come from other directions ( such as spikes from under the opponent, or wind from the sky ) as the portal is not near them.
Since the amount of Keigoku used is small per technique, it only gives the opponent a headache and makes him lose concentration for a few seconds if it hits, however the effects stack- i.e, if the first time he loses conentration for two seconds, the next time his already weak mind loses focus for four, then six, and so on.
No Forbidden-rank Nekura techniques may be used while this is active.

( Bakudō no Shichijūkyū: Kuyō Shibari ) - Way of Binding Number Seventy Nine: Nine Sunlight Traps
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user makes four handseals, causing eight small portals to emerge on all sides around the opponent, a metre away. Keigoku flows from these portals, before forming itself into a multitude of ropes, that seek to ensnare the target. If they are successful in capturing the target and immobilizing him, a ninth portal opens up a few inches in front of his torso, and completes the binding, restricting the opponent from all motion. If the opponent however, avoids being caught in the ropes from the first eight portals, nothing occurs. Upon being bound, the opponent takes 30 damage due to being in contact with Keigoku, and gets a searing headache that disrupts his concentration.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.

( Fōsurai ) - Force Lightning
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal within short range of themselves suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary incapacitation for one turn
Note: The "sensory/dojutsu blinding" effect lasts long enough for the lightning bolt to travel to mid-range and lasts only during said turn

( Dark Convergence ) - Kuro Shuusoku
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: 50 (+10 per turn active)
Damage Points: N/A (+15 to opponent for every taijutsu blow landed)
Description: The user will focus and open 4 human sized portals, one on each side of his body and a metre away from him, allowing massive amounts of Keigoku to pass through the portals and flow onto him. This large influx of chakra reacts with the symbol that every clansman has branded on them and causes it to go haywire, so to speak. Instead of projecting and guiding Keigoku, it causes the Keigoku to travel inwards, filling the user's tenketsu with keigoku, warping it's usage and causing the chakra to flow inwards, preventing Ninjutsu or genjutsu usage as long as it is active as the chakra cannot be molded correctly. As the Keigoku flows inwards, it corrupts the user at the very core, literally turning him into a solid manifestation of Keigoku, causing building damage to the user over a series of turns. Taijutsu attacks are augmented through the usage of this, adding properties of being exposed to Keigoku with each strike that lands.
Unfortunately, there are more drawbacks than benefits; the longer the user has this jutsu active, the more at risk he is of fatally harming himself from the reverted flow of chakra. If active for longer than two turns, upon deactivation the user can only use taijutsu attacks for two turns as it takes time for the user's tenketsu to start it's correct flow. The user also can not use any Keigoku techniques of S-rank and higher while this is active. While this is active, the user is vulnerable to sealing jutsus that seal away elements and/or jutsus.
The Nekura requires special training and must be Black Knight or above to utilize this jutsu. To add to this, this jutsu can only be used twice, lasting at a maximum of 3 three turns each turn with a build up period of at least 2 turns in between usage.

(Hadō no Kyūjū: Kurohitsugi ) - Way of Destruction Number Ninety: Black Coffin
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below ( however the portal from below only appears as the other sides have been fully created ); contact with it makes the opponent's head ache badly. As soon as the box forms fully, taking around the same time it takes to throw a kunai, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for one turn.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.
( Nekura Ichizoku Hijutsu: Akuma no henkan ) - Nekura Clan Secret Technique: Demonic Conversion )
Type: Offensive/Defensive/Supplemental
Rank: A
Range: Self
Chakra: 30 (-5 per turn)
Damage: Depends on Clan Rank
Description: Based upon Nekura Clan Secret Technique: Unholy Conversion, this upgraded version has the user generate 1 to 4 portals which form directly in front of their hands and/or feet (being 12 inches in diameter and 2 inches away). This does not effect anything in the users appendages such a swords or kunai's it just creates sustainable portals in front of the users hands/feet that follow the user at all times. From then onward, whenever the user performs a technique that comes directly from their hands or feet that has a portal in front of it, a little Keigoku goes from the portals and into the technique similar to Unholy Conversion "( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well )." This follows the same damage guidelines as Unholy Conversion, however this can be intensified depending on the Clan rank of the user. This technique can also be applied to Taijutsu involving the hands and feet. During a strike the portal will pull closer to the user while attacking. The user while attacking would have their hands and/or feet pass thru the miniature portals during their strike, causing the limb to be coated in enough Keigoku to cause the opponent to be hit by the mental anguish associated, however it would be more effective making them lose focus immediately and not be able to form hand seals for 1 turn following contact, and halved speed hand seals for the following 2 turns. The portals stay open as long as the user desires to maintain them with a small chakra upkeep each turn. The turn this is created, no other Nekura techniques may be used after activation until the following turn. No Forbidden Ranked Nekura techniques can be used while this is active. This can only be used 1 time per battle.
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Hyuga

(Dōjutsu: Byakugan) Eye Technique: The All Seeing White Eye
Type: Supplementary
Rank: C - Rank
Range: Short-Long
Chakra: 15 (-5 per turn to keep active)
Damage: N/A
Description: One of the Three Great Dōjutsu (San Daidōjutsu), the Byakugan is the dōjutsu kekkei genkai of the Hyūga and Ōtsutsuki clans, inherited from Kaguya Ōtsutsuki. Bearers of this Dõjutsu have almost featureless white eyes. When the Byakugan is activated, the user's pupils become more distinct, and the veins near their temples bulge as the blood flow to their eyes is increased. While having the Byakugan deactivated, shinobi with have a normal eyesight and no special addition to their vision. While low rank Hyugas will need to perform a sequence of hand seals ( Horse → Tiger with lifting just index fingers → Boar with nearly straightened fingers → Hare → Rat → Dog → Horse → Dog → Hare → Rat → Boar with nearly straightened fingers → Snake with the right index finger lifted straight up) to activate their Byakugan, Hyuga masters and Otsutsuki clan members will be able to do so without the need for any hand seals and even have it active passively for long periods of time. Once activated, the user gains access to all of the abilities the Byakugan bestows upon them. While, like other Dojutsu, its main ability is to see chakra and the chakra flow in sentient beings, the Byakugan adds a complete new detail and dimension to that ability. Not only can they see chakra flow, but also the circulatory system and even the 361 tenketsu (even of their own). Added to this ability, once activated the Byakugan grants the user a near perfect field of vision 360º around himself (up to long-range if they're a master). This field of vision has only one blind spot; slightly above the 3rd thoracic vertebrae and facing backwards. The last ability the Byakugan has is the ability to zoom in and out, focusing on specific things, piercing beyond matter and energy alike. This specific ability allows the user to see pass most barriers as well as physical matter (like rock walls, ground, etc) but also energy, being able to focus beyond chakra that might be in front of them or other energies. The zooming ability is enhanced as the user becomes more adept at using his eyes and can even reach distances above 20kms away.
Note: For Hyugas, activation spends a move from the users own move count but once the user reaches Sannin Rank and has gained mastery over Gentle Fist for 1 month, he can activate it passively without spending a move. Because of its low chakra cost to maintain, the user can keep it active throughout the whole fight as long as he has chakra and stamina to do so.
Note: Genjutsu that requires Eye Contact when used against a Byakugan user requires direct eye contact between enemy pupil and user's pupil
Note: Hyugas must be activated to use Gentle Fist (Jyuken)
Note: Its tracking abilities are equal to that of 3 Tomoe Sharingan.
Note: Only Hyugas possess the ability to utilize Jyuken, However, all Otsutsuki clan members possess the ability of passive activation.

Hakkeshou Kaiten) - 8 Trigrams Heavenly Spin/Rotation
Rank: D
Type: Defence
Range: Close
Chakra Cost: 10
Damage Points: N/A(+20 if used to block an attack)
Description:The user pushes chakra out of all their tenketsu and spin creating a dome shield that can fend off most attacks.

(Tenketsu Shouda) - Chakra Point Pound
Rank: D
Type: Attack
Range: Short
Chakra Cost: 10
Damage Points: 20
Description: The user hits the tenketsu of the heart with gentle fist causing damage to their heart.

(Hyuuga Ryuu Taijutsu) - Hyuuga Style Taijutsu
Rank: D
Type: Attack
Range: Short
Chakra Cost: 10
Damage Points: 20
Description: A mini barrage of gentle fist that equal 16 strikes.

(Byākugan Sandageki) – Byakugan Three Strikes
Rank: C
Type: Offensive
Range: Short
Chakra cost: 15
Damage points: 30
Description: The user grabs the opponents extended arm, flipping them around and then strikes them thrice on the back, sending them flying.

(Chou Hakkeshou Kaiten) - 8 Trigrams Giant Rotation
Rank: C
Type: Defence/Attack
Range: Short-Mid
Chakra Cost: 15
Description: A rotation on a bigger scale that leaves behind a huge crater.

(Hakkeshou Kuuten) - 8 Trigrams Heavenly Sky
Rank: C
Type: Attack/Defence
Range: Close
Chakra Cost: 15
Damage Points: 30
Description: A rotation where the user makes his/her chakra into razor sharp lines and spins to attack and defend all in one move.

(Hakke Kuushou) - 8 Trigrams Air Palm
Rank: C
Type: Attack
Range: Close-Mid
Chakra Cost: 15
Damage Points: 30(+5 if they hit an object)
Description: The user pushes chakra out of their palm that blows away their opponent.

(Shugo Hakke Rokujuuyonshou) - Protective 8 Trigrams 64 Strikes
Rank: C
Type: Attack/defense
Range: Close
Chakra Cost: 15
Damage Points: 30
Description: A defense that can block off attacks and an attack that closes 64 tenketsu and limits chakra flow for one turn after the opponent is hit by it.

(Hakke Rokujuuyonshou) - 8 Trigrams 64 Strikes
Rank: C
Type: Attack
Range: Close
Chakra Cost: 15
Damage Points: 30
Description: Attack that closes 64 tenketsu and limits chakra to half for one turn after the opponent is hit by it.

(Byakugan Sanashige) – Byakugan three Kicks
Rank: C
Type: Offensive
Range: Short
Chakra cost: 15
Damage points: 30
Description: The user kicks the opponent once on their knee, and then kicks them twice on their face in rapid succession, sending them spiraling upwards

(Hakke Shinten Kuushou) - 8 Trigrams 4 Heavenly empty palm
Rank: B
Type: Attack
Range: Close-MId
Damage Points: 40(+8 if opponent hits an object)
Description: A burst fire of empty palms that do more damage.

Hakke Hyakunijuuhachishou) - 8 Trigrams 128 Strikes
Rank: B
Type: Attack
Range: Close
Chakra Cost: 20
Damage Points: 40
Description: Attack that closes 128 tenketsu and limits chakra to half for three turns after the opponent is hit by it.

(Jūkenpō: Shiroikiton) - Gentle Fist Style: White Spirit Release
Rank: B
Type: Offensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user performs a series of high-speed strikes before charging their chakra into their hands and releasing it in a burst.

(Hakke Kakuu Raishuu) – Eight Trigrams Aerial Attack
Rank: B
Type: Attack
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user runs at the enemy at full speed before jumping and hitting one of the foe’s vital organs. Alternatively, the user may jump from a high distance and palm the foe continuously until all their chakra points blast.

(Hakke Seirei Hirate) – Eight Trigrams Spirit Palm
Rank: B
Type: Offensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user grabs the enemy on the chest and sends them flying. Then they strike with a powerful hit with their palm.

(Hakke Saikou Kaze) – Eight Trigrams Ultimate Wind
Rank: B
Type: Attack
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user will strike the enemy with Eight Trigrams Empty Palm three times, sending them crashing into a plateau of stone, before using it again to collapse the plateau onto the enemy.

(Shukūken) - Palm Heel Strike
Rank: B
Type: Offensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: This attack consists of a quick, precise thrust of the users' palm to an opponent's body. Like other Gentle Fist techniques, it sends chakra into the target to cause internal damage which will temporarily paralyze an opponent.

(Jūkenpō: Chou) - Gentle Fist Style: Block
Type: Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A (+10 if the opponent makes direct contact)
Description: The user exerts chakra from several tenketsu from a single part of their body, this chakra is gathered roughly ten centimeters away from the user's skin and forms a small shield of chakra, no bigger than twice the size of an average palm conveniently useable as a way to block tai/kenjutsu attacks(upto B-Rank) but is weak to elemental techniques as it's merely raw chakra which does not require advanced chakra manipulation. If the opponent makes physical contact with the shield they will suffer slight damage across the part of their skin which connected with it. The shield itself is no bigger than twice the size of an average palm and can block Tai/Kenjutsu attacks up to B-Rank as well as Elemental attacks up to C-Rank within reason.
Note: Can only be used five times.
Note: Courtesy of Tybone.

(Jūho: Tamashii Baindingu Saakuru) - Gentle Step: Soul Binding Circle*
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40*
Description: The user channels chakra into one of their feet. Once they do, they will quickly stomp the ground and in the same motion, release a wave of chakra that quickly travels above ground surface. More specifically, the chakra manifests as a white omnidirectional ring that, upon contact with an enemy's body, the chakra will briefly paralyze their feet. It is similar to Palm Heel Strike, insofar as it causes one's muscles to be slightly damaged. This can also be applied through a kick, should it connect with the target, and forces the user's chakra into a specific bodily area with even more potent effects. The attack, itself, lacks tangible properties and ergo, phases through physical techniques (e.g., Earth and Water) without being hindered.

Note: Each application is useable only twice per battle.
Note: Paralysis lasts one or two turns—first and second applications, respectively.*
Note:*Courtesy of Nakiri.

(Hakke Sanbyakurokujyuuisshisa) - 8 Trigrams 361 Strikes
Rank: A
Type: Attack
Range: Close
Chakra Cost: 30
Damage Points: 60
Description: Attack that closes 361 tenketsu and seals chakra completely for two turns after the opponent is hit by it.

(Zessho Hachimon Hougeki) - 8 Gates Assault
Rank: A
Type: Attack
Range: Close
Chakra Cost: 30
Damage Points: 60
Description: Attack on the 8 gates them self that stops flow of chakra completely for two turns after the opponent is hit by it.

(Hakke Hazangeki) - 8 Trigrams Mountain Crusher
Rank: A
Type: Attack/Supplementary
Range: Close
Chakra Cost: 30
Damage Points: N/A(+60 if used as an attack)
Description: An up-close attack were the user pushes a huge amount of chakra into their opponent's body that destroys the internal organs and can level any wall.

(Jūkenpō: Ichigekimi) - Gentle Fist Style: One blow Body
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: Using their ability to expel chakra from every chakra point on their body, a member of the Hyūga clan can hit their opponent with a blast of chakra that will send them flying away from the user. It was also shown when Kisame's Water Prison Technique trapped Neji that the user can use it to target weak point in the technique that they see with their Byakugan in order to dispel it.

Jūho Sōshiken) – Gentle Step Twin Lion Fists
Rank: A
Type: Attack
Range: Mid
Chakra cost: 30
Damage points: 60
Description: The user forms two large lion-shaped shrouds of chakra around their hands, then thrusts them forwards at the opponent in a spinning motion to confuse and throw off the opponent's aim before striking them.

(Hakke Kasui Hirate Nami) – Eight Trigrams Stream Palm Wave
Rank: A
Type: Attack
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user attacks the enemy target with a two-handed Gentle Fist several times from all angles before dashing in front of them and charging chakra within their palms to strike the enemy, draining their chakra.

(Hakuro Tenbu) – Heavens Dance of Hazy White
Rank: A
Type: Attack
Range: Close
Chakra cost: 30
Damage points: 60 (- 15 to user from explosion)
Description: The users hand turn white, with chakra coating and flowing through them. Then they take several swipes at the opponent, and finishes by bringing together both their hands. This creates a large explosion that damages and knocks back the opponent.

(Hakke Kūshō) Eight Trigrams Vacuum Palm
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: This technique is similar in practice to Eight Trigrams Palms Revolving Heaven, but has a specific target rather than a general area. To perform it, the user precisely pinpoints the enemy's vital points with the Byakugan and releases a high-speed palm thrust. A "vacuum shell" compressed using the Gentle Fist is formed to attack the opponent's vitals from a distance, blowing them off their feet with tremendous force before they even notice they were hit.

(Hakke Kūhekishō) - Eight Trigrams Air Wall Palm
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: A much stronger variant of the Eight Trigrams Empty Palm. It can be performed in 2 different ways: 2 gentle fist users attack alongside each other, using the normal Empty Palm technique, each sending a wave of chakra from their palms with great force, which combines into one huge single blunt burst of chakra or, by using both hands, the user is able to produce the same effect by using the Empty Palm technique twice, one for each hand at the same time. Similar to a large wind technique, this attack was strong enough to push back one of the arms of the Jubi and works by using the chakra to push the air outwards in a blunt wall-like blast.*
Note: Can be used with a clone to make the second user.

(Hakke Hazan Hogeki) – Eight Trigrams Crumbling Mountain Crusher
Rank: S
Type: Attack
Range: Short
Chakra cost: 40
Damage points: 80
Description: The user strikes the enemies vital area whiles discharging chakra within the enemies body until it bursts from his back into the form of a small thin beam that rapidly enlarges into a massive mountain-destroying wave of chakra.

(Hakke Irounaku Kaiten) – Eight Trigrams Absolute Heavenly Spin
Rank: S
Type: Offensive, Defense
Range: Short
Chakra cost: 40
Damage points: 80
Description: This jutsu is a larger more powerful version of the Eight Trigrams Palm Heavenly Spin.

(Jūkenpō: Hakke Kūhekishige) – Gentle Fist Style: 8 Trigrams Air Wall Kick
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: A variation of the 'Air Palm' where instead of using ones hands to release a large wave of chakra the user simply kicks into the desired direction and exerts from the chakra points located in the sole of their foot a large wave of chakra capable of blowing their target away with brute force. When this technique is used whilst the bottom of the user's foot is in direct contact with their target the wave will be sent into their body causing major internal damage whilst pushing them backwards.
Note: Must be from the Hyuuga Clan to use.
Note: No Gentle Fist above A-Rank in the same turn.
Note: Only useable thrice per battle.
Note: Can only be taught by Tybone.

(Jūkenpō: Jūho Shihoukou) – Gentle Fist Style: Gentle Step Lions Roar
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Using their ability to exert chakra from every single one of their 361 tenketsu a Hyuuga releases a full body surge of chakra, covering their entire body in a shroud of chakra resembling a giant lion's head which spans outward using the user's body as it's epicenter covering the area around them up to a three meter radius whilst pushing away anything, or anyone within that radius as it spans outward manifesting a near absolute defense. Like "Gentle Step Twin Lion Fists" from which this technique is derived the user, by thrusting both their arms forward can thrust the shroud surrounding them towards their opponent, travelling towards them in a spiralling fashion although it can only travel in a linear direction.
Note: Must be from the Hyuuga Clan to use.
Note: Requires mastery of Gentle Fist to use.
Note: No Gentle Fist above A-Rank in the same turn or the next.
Note: Only useable twice per battle.
Note: Can only be taught by Tybone.
to being taught

Zekkendō: Mazāzu Rozario | Way of the Absolute Sword: «Mother's Rosario»
Type: Offensive
Rank: A -ranked
Range: Short
Chakra: 30
Damage: 60
Description: A sword technique which is based on the concepts of the Hyuga Clan’s main style of fighting, Gentle Fist. This while it was developed by said members of the clan, it can be used by anyone but not towards the extent of which a Hyuga can. The user will channel chakra into their blades, where they manipulate the chakra mostly towards the tip of the blade. The user will then make five consecutive stabs towards the target’s tenketu’s using ones Byakugan , forcing them to be closed and sealed. The user will then unleash another five strikes perpendicular striking five more chakra points and sealing them away. The impact will create an X shaped pattern on the chest of impact in which the user dealt. Once down, the user will deal one last strike towards the chest directly in the center of the X and cause a burst of chakra to push the enemy back a few feet away. This sword technique emulates the Gentle Fist by using the chakra in the sword to insert and forcefully close the tenketsu’s. In the case of non Hyuga users(Samurai and Kenjutsu Specialists), they will simply stab into the chest of the target normally without sealing away the chakra points of the enemy.

*Blocked chakra points will be sealed after attack for one turn, restricting the opponent of techniques A-rank and above*
*Can be used twice per battle*
*Can be used by non Hyuga bios, however don’t gain the chakra sealing due to lacking knowledge of Gentle Fist and the Byakugan.*

(Jūho: Tamashii no Hairetsu) Gentle Step: Soul Array
Type: Defensive
Rank: S -ranked
Range: Short
Chakra: 40 (-10 chakra per turn)
Damage: N/A
Description: A technique that was inspired by the Hyuga’s Eight Trigrams Absolute Heavenly Spin which was created to deal/handle with faster moving opponents. The user will channel there chakra from all tentektsu’s in an emergency and release the chakra instantly as a layer of chakra over the user’s body. This layer of chakra manifests as an extension of the clan’s “absolute” defense technique. The layer of chakra leaves a light blue hue of chakra resonating around them. This actual nature behind this technique is that much like the rotation this chakra is constantly spinning around the user’s body and limbs rapidly to the point that it’s hard to notice. The spinning layer of chakra acts like a constant shield which the user can use to defend against techniques that directly target the body. This adds some protection to the natural blind spot of the user’s Byakugan. When clash against an enemy in close rnage combat, the revolving chakra will “push” off the enemies back and allows some distance to be cleared for the user(5m). The revolving chakra can play on equal terms with elemental chakra up to S-rank.

*Can be used once per battle, lasting four turns*
*No jutsu above A-rank while being maintaining this technique.*

(Jūho: Tamashii no Honshitsu ) Gentle Step: Soul Essence
Type: Supplementary
Rank: B- Rank
Range: N/A
Chakra: 20
Damage: N/A
Description: A simple technique using the concept of Gentle Step Twin Lion Fist or Eight Trigrams Stream Palm Wave's chakra absorbtion. While this technique alone has not purpose, when combined with other techniques its fast enough to be used in the same time frame pretty much being instantly activated. While using a Hyuga Rotation Based or Air Palm/Projectile Based Techniques, the user is able to apply chakra absorbing properties like its parent technique, draining chakra from techniques that come into contact with it. Enemy techniques lose 1 rank points of damage, allowing for techniques like the Air Palm which is weaker to elemental techniques play on equal terms.

*Can only be applied to Gentle Fist Techniques revolving projectiles or rotation based Techniques.*
*Can be used four times per battle, only being able to applied to one technique per use*
*Cant be used be used again in next turn, requiring a cooldown*

(Jūho: Hokyou) Gentle Step: Reinforcement
Type: Supplementary
Rank: A-ranked
Range: Short
Chakra: 30 (-5 chakra each turn)
Damage: N/A
Description: A technique among the Hyuga based on the Gentle Fist Style: One Blow Body where a Hyuga would normally use their ability to expel chakra from all their chakra points at once. This technique is a reinforcement or augmentation of the Gentle Fist; releasing chakra constantly from one’s limbs. This technique focuses on the reinforcement of one's limbs dependent on locations which are aimed mostly at the arms which include the elbows and hands to augment the fighters strikes or in the legs including the knees all the down to the feet; in which the technique takes the form of a sharp shroud of chakra though it is harder to see at a distance to the naked eye but more visible up close . This techniques design is when impact is normally made by a gentle fist strike, chakra is pushed into the enemy's’ body forcefully by the Hyuga from the chakra points at the same time however with this one due the constant chakra already flowing outwards. The impact is much stronger as the chakra already being pushed out combined with further chakra being released from same chakra points , chakra shroud and many other locations increasing the techniques overall impact. This however comes at the cost of not being able to use it in multiple limbs at once due the excessive amounts of chakra being used at once. It's limited to only two limbs but those limbs must also be the same meaning one arm and one leg can’t be augmented at the same time but rather two arms or two legs at once. Based on the limbs used the following effects take place on the user:

Leg Refinement – Through this variant it increases the kick based techniques by the user by one rank. This also increases the user’s speed slightly due to using the released chakra from the soles of the feet to “push” against the surface allowing them further their running speed and jumping distance. This speed increase is x1.5 there base speed. Also due to the sharp nature of the shroud, it leaves minor cuts on the targets skin when impact is made.

Arm Refinement – Through this variant it increases the hand/punch/arm based techniques of the user by one rank. The user’s punching impacts have a “push” effect behind them similar to its parent technique which solid impact from the user will send the target back several meters (5m). Also due to the sharp nature of the shroud, it leaves minor cuts on the targets skin when impact is made.

While active a cosmetic hue of chakra lines appear around the selected augmented limb as a sign of the techniques activation as well as when impacts are made; more "burst" like impacts of sharp chakra appears.

*Can only be used four times per battle, once per turn lasting two turns each.*
*Can’t be used at the same time as other modes or body enhancing techniques that correspond to each other(i.e can’t use Leg Refinement and Leg Weights at the same time as this technique would cancel it out)*
*Can only be used again after two turn cooldown *
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(Katon/Futon - Sukueasākuru) - Fire/Wind Release - The Squared Circle
Rank: S
Type: Supplementary
Range: Mid
Chakra Cost: 40 (10 per turn to maintain)
Damage Points: 80
Description: The squared circle, where men become men. This jutsu is made to keep opponents from simply running away when confronted in cqc. The user begins by performing the Dragon seal, gathering Katon chakra thru their body and releasing it 360 degree's around themselves (Does no damage till it forms) forming 3 ropes of dense fire roughly 2 inches in diameter and spaced 1ft > 3ft > 5ft off the ground in the shape of a square roughly 7 1/2 meters away from the user in the epicenter (15 meters squared). The ropes while burning anyone that touches them also are dense and elastic enough to spring someone back off of them if thrown into them hard enough. As the ropes form, the user then molds his wind chakra, releasing to the ground at the 4 corners, creating 4 posts a 1/4 meter wide to form from the ground to just above the last rope, The user dulls the chakra on the top of the pillars, making it solid enough to stand on without being cut by the user or anyone else, but the sides of the pillars from the ground up will cause slicing damage equal to B rank if touched. If an opponent attempts to run and jump out of the ring, the wind chakra in the corners can released outwards from their respective positions, setting the 3 ropes of fire ablaze sending flames shooting upwards 5 meters into the air, burning for the remainder of that turn causing a combined 90 damage, but costing an additional 20 chakra as well as a move, then ending the jutsu completely at the end of that turn.

~Notes~
-Uses 2 moves of the 3 moves allowed per turn to activate
-Can only be used once per battle, however can be maintained as long as chakra is put into it every turn by the user
-If the jutsu is ended by sending the wind pillars into the ropes, no other Katon jutsu's or any Forbidden ranked jutsu can be used that turn
-Must be taught by -Vegeta
Taught to: , , , , ,

(Raiton/Doton: Hakai no Sekai) - Lightning/Earth release: World of Destruction
Type: Offense
Rank: A-rank
Range: Mid - Long
Chakra: 30
Damage: 60
Description: The user will gather their chakra and stomp their foot on the ground to rise a large rock section up to 10 meters long in size and 2 meters in radius, off the ground around the area where the opponent is located. After two hand seals the user will then charge lightning chakra through the rock section, the lightning will begin to spiral around the rock section while breaking it apart. As the lightning is spiraling apart and the rock section is being broken apart, tendrils of lightning will begin to grow in size to the point anyone close in the radial area would be pierced from the lightning as well as being terribly shocked that would result in numbing the opponent. The rock section will soon turn into rock debris that will follow with the tendrils of lightning basically creating a vortex of lightning with rocks chunks. The rocks would be released outward as projectiles and move anywhere in distance same to the lightning tendrils. The rocks and tendrils of lightning move and are sent at a unpredictable manner making it difficult to understand where they are being launched, further decreasing the possibility of an easy way of evasion.

Note: Counts as two moves in the three move jutsu slot
Note: Must have Lightning up to A-Rank
Note: Must have Earth up to A-Rank
Note: Can only be used three times
Note: Can only be taught by Excālibur
to being taught

Katon/Fuuton: Moeru Yōna Pengin no Bāningu ha Ω Fire/Wind Style: Burning Leaves of the Flaming Penguin
Type: Offensive
Rank: C
Range: Medium-Long
Chakra: 15
Damage: 30
Description: If the user is in a forest, they can begin to start gathering katon chakra. Once that is done, they insert that chakra into leaves around the opponent. With those leaves now beginning to burn and smoke, the user flashes the bird hand seal and begins to cause a gust to occur by the opponent. This gust would not only blow the leaves off the trees towards and around the opponent, but the wind would also increase the fire's heat and move the smoke from the leaves around. This would cause the opponent major annoyances and small burns if the leaves around him touch their skin.

Ω Can be used four times per battle
Ω Can only be taught by Penguin.
to being taught

(Kaen Rai kousen) - Blazing lightning Beam
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user with perform one handseal gathering a large amount of fire and lighting chakra into their middle and index finger. The user will then point air their target releasing a concentrated blast of fire, with a 1 inch diameter. Around the fire the lightning will be wrapped/coiled around it, hitting the target in sync at great speeds.

Note: No water jutsu in the same turn.
Note: Useable 2 times
to being taught
 
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Fuuinjutsu
(Fuuinjutsu: Disupurēsa-jū ) l Sealing technique: Displacer beast
Type: Supplementary
Rank: B Rank
Range: Short - Mid
Chakra: 20 (+10 per movement)
Damage: N/A
Description: The user of this technique begins by adding a unique sealing formula in to any already made sealing formula, this unique formula maintains a connection to the user. Allowing them to freely maneuver the sealing script itself, directly from the container of the seal. Be it a scroll or a kunai. The sealing formula can be moved through any tangible medium, such as the earth, or water, even tree's. The sealing formula can move at a speed equal to the users base speed only. This effectively allows the user to move his sealing script freely via hand gestures to relocate seals he or she uses. An example of usage would be with (Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique, where as the special tag could be relocated to accommodate for user movement.

~Notes~
- Moving the seal requires hand movements.
- Cannot be used on ftg seals
- Must be taught by Vegeta
Taught to: , , , , ,

(Fuuinjutsu: Umi no gurandoshīru ) Sealing Technique: Grand Seal Of The Sea
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This technique is a powerful fuuinjutsu ability employed by those who specialize in water techniques along with being skilled in the art of fuuinjutsu. Normally employed on larger scale techniques ideally those that flood or otherwise cover a battlefield. Upon releasing a water jutsu the user of this technique will apply one additional handseal to the technique. Causing a sealing script to blend in with the water. Once the jutsu is completed and at it's full size, one more handseal will cause the sealing script to activate forming a large invisible glass like barrier around the outside of the water jutsu or across it's surface. To those outside of the water it would appear akin to a giant fishbowl with no exits. To those inside the water the barrier would be almost undetectable without the aid of sensory techniques. The purpose of the jutsu is to essentially reinforce any prison of water used to trap someone in. The barrier will be symbiotic with the water in that it will take on twice the amount of damage points the water technique had. This will become the damage required to shatter the barrier. Also the barrier could be broken with an equally ranked fuuin displacement technique. So for example if this technique was to be used with an A ranked water technique, the barrier would require 120 damage total to be broken. To clarify, the barrier is treated as an A rank, and the jutsu itself would be an A rank meaning to break both at the same time would require 120 damage. If this jutsu was used with a B rank, it would require 40 damage to break the Brank barrier and 40 damage to break the B rank water binding jutsu used, as the barrier takes on the strength of the jutsu.

- Once this technique has been used, the user will not be able to use any fuuinjutsu for two turns.
- It should be noted that this technique can in no way increase the offensive damage of a technique it it simply used to create barriers to prevent entrance or exit.
- Can only be taught by ReXii. Usable four times per battle.
- Can only be used on A ranks and below
- No other jutsu while focusing on the barrier
to being taught

Hebi ketsugō Shīru - Snake Binding Seal
Type: Offensive
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: Similar to Hidden Shadow Snake Hands, the user manifest two snakes to shoot out from their sleeve towards the target, however instead of biting they immediately begin to coil there way around the them. While coiling the snakes will merge with the target, turning into snake-looking fuuinjutsu seals that continue to coil around the targets arms or legs with the open mouths of the snake coming to rest either side of the neck. The seals prevent the opponent from summoning toads and using toad related ninjutsu, including Frog Kata for the duration of the seal.
Notes:
- Lasts four turns or until removed by another fuuinjutsu.
- Can only be used three times per match.
- No Snake ninjutsu/summoning or fuuinjutsu on the turn after this jutsu is used.
- Must know the snake summoning and snake ninjutsu to be able to use.
- Can only be taught by Shinta
to being taught

(Fuuinjutsu: Matomemasu) Sealing Jutsu: Bring Together
Rank: A
Type Supplementary
Range: Short-Mid(length the range of the seals can reach up to draw someone or thing)
Chakra Cost: 30
Damage Points: N/A
Description: The user places seals on different objects(inanimate). These seals are connected via their kanji symbols. The seals are activated to draw each other close together. The seals can be activated one at time or multiples at once. These seals primarily for weapon users that uses multiple weapons and can't get them back since they are to far away to reach but can be used to draw in almost anything to another seal. The seals are activated with a hand seal. The speed that the weapon comes together is Sannin rank running speed

-Can only place four seals which is the max, no more can be placed until one of the seals is removed.
-The user automatically has a seal on themselves(must have this jutsu posted in the beginning of a match or in the bio) so that leaves three other seals to be used.
-Placing a seal, removing a seal and attraction(bringing them together) counts towards the three moves per turn
- Cannot be used with the projectile clone jutsu
to being taught

(Fuuinjutsu - Shiketsu no Rikudo) Sealing technique - Six paths of Hemostasis
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: A unique sealing jutsu designed with the sole intent of sealing the natural flow of chakra through a persons body temporarily. The technique is applied to any weapon the user happens to be wielding at the time. Covering the weapon in visible sealing script that differs from traditional sealing scripts in color. Being a dark crimson almost black still but more red. This script can also be applied to the opponent via direct touch, cutting out the middleman so to speak. When applied this technique directly targets the chakra flow of the opponent. Causing it to move much slower throughout the body in a similar way to hemostasis in medical fields. Hence the name of the technique. By causing the opponents chakra to move throughout the body slower it can create clots of sorts around the tenketsu. Not only does this cause the afflicted person to take longer to mold chakra it can also prevent them from using certain powerful jutsu over time as the chakra flows slower over time. Provided the seal remains. Overall the effects of this jutsu effectively adds time to how fast they can make seals, slowing the creation of their technique somewhat. A technique that requires one handseal would now take the time of four. Two hand seals, it would take them as long to perform them as it would normally take to do five, and so on. Additionally the afflicted will find themselves requiring the time of performing two hand seals for techniques that usually require none. This is applicable the moment the seal is applied.
In terms of limiting the usage of powerful ninjutsu. The moment this seal is applied the afflicted loses access to techniques of a forbidden ranked nature. The afflicted then lose access to S ranks on their next turn, then A ranks on the subsequent turn. The afflicted would always be able to access B ranks and below. The clotting of the Tenketsu causes chakra to leak from the afflicted body, causing them to lose 20 chakra each one of their turns by default before using any jutsu. In a similar way to how the Hyuuga expel chakra forcefully the clotting causes this without the afflicted intending it, thus the chakra is wasted.

~Notes~
- This seal lasts for 5 turns, after which the afflicted regains usage of up to S ranks however the clots of chakra prevent access to enough chakra for higher ranks.
- This seal can be removed prematurely by one skilled in fuuinjutsu, practicioners in fuuinjutsu can remove it with a sealing displacement technique, however it can also be removed with a full body surge of equal or higher rank.
- Will not work on EIG
- Must be taught by -Vegeta
- Can be used 2X per battle
Taught to: , , , , ,

(Fuuinjutsu: Anmoku no jikkō) Sealing Arts: Unspoken Execution
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per per turn)
Damage: N/a
Description: Anmoku no jikkō is a sealing technique created by Uzumaki's who needed a counter to foes with sensing abilities. The seal lays dormant horizontally across the neck, and is activated with the user's chakra being focused into the seal. Kanji for the seal then appears before swiftly emitting a chakra barrier shaped like a sphere that emcompasses short range around the user. This barrier is linked to the seal and has the special ability to erase the chakra signature of the seal's vessel while inside its dimensions. With its signature now erased, this technique acts as an advanced chakra suppressant that hides the user's chakra from all forms of chakra sensing, whether it be directly from the body or from an outside source. Opponent's with sensing will now have to rely on their basic, or in some cases above average, five senses as they continue the battle while in this realm. For example; Inuzuka's would have no problem using their nose, while Uchihas would be unable to see the user's chakra, but still uses the advanced reaction speed that comes with the current level of their eyes. The barrier moves with the seal as its epicenter while only lasting for a limited time.

NOTES
►Usable 2x per battle
►Lasts for 4 turns upon activation
►Has a 2 turn cooldown
►Can only be taught by ZandaT
to being taught

(Fuuinjutsu: Goshiki no Shōheki) - Sealing Arts: Five-Colored Barriers
Type: Supplementary
Rank: A
Range: Short-Long (depends on the range of the barrier)
Chakra: 30
Damage: 60
Description: The user will perform the Dragon handseal during the creation of a barrier technique, allowing them to induce a layer of Elemental Chakra to the barrier that amplifies it's effects, giving the barrier it's used on one additional rank. The user can choose one of the five Nature Elements at a time, with each Nature Element granting an additional property, either offensive or defensive, to the barrier depending on the Nature Element. Fire Releases increases the barrier's offensive capabilities through increasing its heat and allowing it to burn those who make contact with it. Earth Release increases the barrier's defensive capabilities through reinforcing it, due to the Earth's sturdy nature. Water Release increases the barrier's defensive capabilities by inducing malleability to it due to water's freeflowing nature; as an attack or object of inferior rank strikes the barrier, its shape and form distorts as though made of rubber, before snapping back into place and reversing the trajectory of the attack. Lightning Release grants the barrier electrical properties, allowing it to shock and paralyze those that come in contact with the barrier. Wind Release grants the only supplementary usage of the technique, allowing the user to move the barrier across the terrain after its initial creation due to Wind's nature to easily transverse. Though with this, the barrier takes on the elemental strengths and weaknesses of the chosen element. So if infused with wind, it will now be weak to fire and strong to lightning attacks.

Note: Can only be used three times per battle
Note: Technique lasts as long as the barrier it is induced into lasts
Note: Can only be used on A-Ranks and below and no Fuuin for two turn
to being taught

(Ameton/Fuuinjutsu - Tefunuto no arashi) - Rain Release/Sealing Technique - Storm Of Tefnut
Type: Supplemental/Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: By manipulating chakra in a preexisting source of rain the user of this technique is capable of manipulating the rain to become heavier than normal, much heavier as well as increasing it's velocity drawing all the rain to a central point of his choosing, usually the opponents body capable of causing moderate damage due to the blunt force, temporarily dazing them (This is an S ranked attack). Once this is done the rain will cover the opponent forming a large orb roughly 8 meters in diameter trapping the opponent inside the orb. By making an additional handseal the user will cause a sealing symbol to appear on the orb creating an A ranked barrier around the outside of said orb. The water prevents the opponents movement and in a similar way to the Kirigakure unique rain jutsu, will be capable of draining the opponents chakra however the drained chakra will be used to fuel the barrier increasing it's rank by one for each turn the opponent remains trapped inside. Culminating with a barrier of forbidden ranked integrity trapping the opponent inside and causing him to drown after being trapped for three turns.

~Notes~
- While maintaining the barrier the user may not use any jutsu above A rank.
- Usable 1x per battle
- Must be taught by -Vegeta
Taught to: , Howard

Fuuinjutsu/Doton: Dōtoku (Sealing Arts/Earth Style: Morality)
Type:Supplementary
Rank:A
Range:Short
Chakra:30 (Activation) (Then -15 per turn)
Damage:N/A (-40 to all physical techniques if still activated at the time of the strike)
Description: This technique comes in the form of a seal, resembling a tattoo, that is passively inscribed on the user's chest before battle and directly connected to his chakra center via his own chakra once activated. It can also alternatively be applied to the user during battle via sealing tag.. The seal is infused with an abundance of very light and free type of earth chakra, similar to that of "Earth Release: Ultra Light-Weight Rock Technique". Designed to close the gap between Taijutsu/Kenjutsu and Ninjutsu, this seal may be activated at will, whenever the user wishes, due to being so intricately connected to his chakra, but may only be used in combination with a Taijutsu or Kenjutsu technique. Whenever he wills it and performs such a technique, the seal may activate. When it does, the user will become infused with the lightened earth chakra and thus his entire body will be lightened several times over whilst performing certain actions during the technique. Any technique that requires, jumping, dashing, rolling, or any sort of potentially evasive action is now maximized due to the user's now lightened body. His jumps are higher, his dashes and rolls are faster, and things of that nature. Due to this, whenever he uses a jutsu that employs any of these actions, he is able to use them to simultaneously dodge incoming ninjutsu techniques since he is able to do these actions far beyond what a normal ninja would be able to. While the user still is not able to simply leap above things like Majestic Annihlation, he may still dodge any ninjutsu technique that is up to 10 meters in any dimension in its size with the aforementioned ways. While this jutsu may be used in combination with a taijutsu or kenjutsu move in the same timeframe due to it only being activated once these moves are used, it of course takes up a move slot.
-Can be activated twice per battle
-Lasts 3 turns each activation
-Can only be used with Taijutsu or Kenjutsu techniques
to being taught

Fuuinjutsu: Do~ūmu no jikan*(Sealing Arts: Doom's Time)
Type:Supplementary
Rank:A
Range:Short-Mid
Chakra:30 (-10 Per Turn)
Damage:N/A
Description:*The user will perform a single handseal and release millions upon millions of razor thin barrier stemming from himself and spanning out in every direction. The barriers will only react if another body touches them, and nothing else. So any elemental or otherwise technique will not be affected by the barrier whatsoever. Whenever another being reaches this barrier it will be activated. The barriers will begin to constantly be made and pushed outwards towards the opponent (but never extending past its range) so that with every centimeter the opponent tries to move towards him, they must resist the barriers being made and pushing out to them. This does no harm to the opponent, but it slows them down and thus gives the user more time to react, giving the user the equivalent of the additional reactions and tracking of Tobirama when this technique is in use (ie; Tobirama's reaction is 3x so it slows them down x3). The barriers, stemming from the user, move with him as well and thus he may move as he wishes.
-Can be used twice per battle
-Lasts 4 turns
-No A rank and above fuuin til the next turn
-Speed boosts for the user are nullified while this technique is active
Taught to: , , , , ,

Fuuinjutsu: Do~ūmu no bodi (Sealing Arts: Body of Doom)
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra: 20 (-10 per turn)
Damage: N/A
Description: This seal may be passively applied to the users bio, or it can be applied in the form of the Kanji for "Repeat" forming on the user's body in mid battle. When this seal is applied it remains active until the end of the battle. When active, it forms an almost skin tight barrier over the user and any weapons he may holding at the time, the color of such barrier being dependent on the user. This barrier is basically dormant and does absolutely nothing until 2 conditions are met. The first is that the user must be using a taijutsu or kenjutsu technique. The second is that while using the aforementioned type of technique, the user is touching a chakra or elemental technique made up of another being's chakra. When these two conditions are met, the barrier will absorb 10 chakra (note that this doesn't mean it takes anything away from its rank or power) from the jutsu it is touching and immediately use that chakra to passively infuse itself with whatever type of chakra that it absorbed. It should be noted that this gives the barrier no inherent power nor defenses, but what it does do is combine the chakra absorbed with the power of the Taijutsu or Kenjutsu move in order to give it an infusion, making it play on equal terms with the whatever chakra it is touching at the time. This will also allow the users Tai/Ken techniques to interact with an opposing jutsu without the user getting hurt, as again, the raw power of these types of techniques from the user now have the same chakra infusion as a type of coating over them against the technique they would be used against. For example, due to having an elemental coating over it, the user could the D rank Slap technique to slap a D rank fire ball out of the way. And again, the barrier is merely providing protection, the users tai or kenjutsu is providing the power to truly compete. If the barrier absorbs chakra from an opposing technique, it will negate the cost of 10 chakra for that turn due to the chakra absorbed fueling it. To clarify, the barrier itself does no damage and provides no defense. It only coats the users taijutsu and kenjutsu techniques in the same opposing chakra that the user is touching at the time, allowing the user to interact equally with a jutsu he normally wouldn't be able to using those fields without being hurt. Without a taijutsu or kenjutsu move used with this barrier, the barrier is pretty much useless.
-The activation may be passively done alongside Taijutsu/Kenjutsu techniques
-Only works on the Basic Five Elements and Raw Chakra
-Can only be used four times per battle
Taught to: , , , , ,

Fuuinjutsu: Nankaina oshie - Sealing Arts: Arcane Teachings*
Type:Supplementary*
Rank:A
Range:Short*
Chakra:N/A (30 for the activation of the seal, +20 chakra on the technique)*
Damage:N/A
Description: To understand this technique, one must understand that handseals are simply a way to mold and shape the chakra that goes into a technique. Each handseal shapes the chakra in a unique way and when chained together to form techniques, they make the users chakra form a certain way to release it. One can mimic this temporarily by using a sealing technique to focus ones chakra through it, mimicking the use of handseals. This seal combines these two aspects into one seal. By having a tattoo of all 12 handseals on one of the users arms, he may focus chakra into them when using a technique. The seals will passively rearrange themselves along the users body corresponding to the seals and the order of them that are used in the technique. When each seal on the user's body is filled with chakra, the technique will be released. Thus, the user can replace the handseals of any technique that is released from his body. This, however, can only be applied to the basic 5 elements.
-Must be present in the users bio.
-Can only be used 2 times per battle, once per turn in one technique, 2 turns apart.
-Last use revokes the users elemental specialty, requiring for all techniques the normal number of handseals after that point.
-Can only be used on techniques that are released from the users body.
-First activation of the seal costs 30 chakra points and counts as a move. Each technique used through it costs 20 more than normal.
Taught to: , , , , ,

Fuinjutsu: Arakune no Okubyō - Sealing Art: The Cowardice of Arachne
Type: Supplementary/Defensive
Rank: A
Range: Close
Chakra: N/A (-5 when the user forcibly moves it from a spot)
Damage: N/A
Description: The use has a fuin tattoo in form of a large spider on his body which passively can move around the body of the user like a tattoo moving around a body. The spider has nothing much to do than sensing and responding whenever a foreign seal(which is not of the user) is marked/placed on the user. The spider moves immediately towards the foreign seal and devours it and becomes bigger in size. This specifically is meant to destroy the source of a sealing jutsu(like marks and tags) placed on the user only, instead of negating the effect of the seal itself. By sealing the external sealing source within himself via devouring, Arachne is able to neutralize a sealing technique.
NOTE: Arachne leeches the user's chakra for it to devour sealing marks. The rank of the foreign fuin seals determines
the amount of chakra Arachne leeches. 20 if the seal is B-
rank and 30 if the seal is A-rank in nature.
NOTE: Can devour a single fuin sealing marks/tag. However
the user can sacrifice 20 chakra to repair/refresh Arachne's
sealing ability. Refreshing Arachne can be done 2x per battle
NOTE: Must be mentioned on bio about Arachne passive
ability as Arachne is a tattoo that is drawn on the body
before hand
NOTE: By default, it is drawn on the user's back. But the user
can spend 5 chakra to change its position. This is different to
when he moves in fear of a foreign body which is passive
to being taught

(Fuinjutsu: Kamei no Gokuin) - Sealing Technique: Command Seal
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal that look like one of the symbols below (see spoiler) on either of their hands that will lie dormant until passively activated. The seal only works on jutsu that transform or are donned on the user's body and can only be activated whenever one of these techniques are in use. On activation of the seal, the seal become linked to any jutsu present on the user's body and serve as link between it and the user thus making the seal be the one sustaining the jutsu for as long as the seal remains un-destroyed. This does not however add any power to the jutsu in question as the jutsu can still be negated like normal. The only work of the seal is to make the jutsu remain if not destroyed though as long as the user is able to sacrifice his chakra sustaining the seal itself. The seal passively leeches 20% chakra per turn of the jutsu it is sustaining from the user, meaning if the seal is sustaining an A-rank earth armor, then the seal leeches 20% of 30 chakra per turn to keep sustaining the armor. The seal does not work on basic weapons or body armor, but can work on techniques that forms or mimics them. Works well with techniques like the hardening technique, lightning plasma ball, chakra cloak, etc. Also since the fuin is now the one sustaining the jutsu, the user now have access to use another jutsu/element if the jutsu in question restricts it beforehand. In escence this seal allows the user to keep the armor and focus on other chakras for the duration.

Note: Can only be used on S-rank and below and it doesn't extend the duration of techniques (e.g. Plasma Ball would still last only last 3 turns)
Note: Can only be used once per battle
Note: Can not work on modes

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to being taught

Fuinjutsu: Shinsei - Sealing Art: Sacred
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are metallic in nature. Because most of this metals are prone to be manipulated by someone who has affinity for them, e.g: Kunai made of steel or iron would be able to be manipulated by someone who has the iron or steel kg. Thus the sealing formulae inscribed with the kanji "Sacred" only serve to protect the metallic tool/object by reacting to and sealing foreign chakra meant to infuse the said object. In other words, the seal blocks and absorbs chakra that is designed to take control of the marked weapon. This would however, not stop a normal technique from hitting or affecting the tool if its a technique that is not doing the aforementioned effect, nor would the foreign chakra be sealed. The seal can be applied to each and every metallic tools/object/weapons the user has at the beginning of the battle or/and in the middle of a battle. This can be done in the same timeframe as other techniques and cost a move slot. The seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks S-rank and below foreign infusion.

Technique can be used once every 2 turns
Usable 3x per battle
Note: Would not apply to weapons created by the weapon clone jutsu.
to being taught

(Kekkaijutsu: Kare Kyūden)- Barrier Technique: Withering Palace
Type: Offensive/Defensive
Rank: C-A
Range: Short
Chakra: 15-30
Damage: 30-60
Description: On the user's limbs there are five different colored seals bearing the kanji, 宮, for palace. Each colored seal represents a different element, and four sets are placed on the user's skin (one on each of the arms and legs). When an attack approaches the user, they will focus densely molded chakra over the entirety of the desired limb. This allows the user to make contact with a technique without harming themselves in the process. Upon contact, the user further focuses chakra into one or a combination of seals (up to two), releasing the chakra within. Each seal releases a separate basic elemental chakra, infusing the barrier with said element(s). The chakra transfers from the user arms and rapidly forms around the entirety of the incoming technique, mixing with the released chakra from the seal. The released barrier forms around the whole object all at once, and does not gradually expand to cover the technique. Immediately upon forming around the technique, the barrier is then compressed into the size of a marble and implodes, destroying the technique within it. This can also be used on solid objects with the same effect, such as boulders, structures on the battlefield, etc. The user is also capable of using two separate barriers at the same time (one from each hand at A-rank strength). This could enhance their ability to defend from certain techniques that approach from separate directions. However, this also counts as two usages of the technique.
- Usable four times per battle
- No other fuinjutsu on the same turn
- Each elemental seal can be used once per battle
to being taught

(Fūinjutsu: Hagane Hie no Ikkō) – Sealing Technique: Chilling Steel of the Militant Buddhist
Type: Defensive
Rank: B-Rank
Range: Short
Chakra cost: 20
Damage points: N/A
Description: This technique is a general, sealing-assisted execution of the hard style martial arts exercise known as the ‘Iron Shirt.’ The execution of Hagane Hie no Ikkō requires the user to find his central equilibrium using Zhang Zhuang and then aligning his breath, movement and chakra circulation. This immediate stress plus the spike in heart rate, will activate a small seal that is passively applied to the users chest. This seal further assists the flow of chakra, spreading it and adding a dense sort of chakra to flow around users muscles and body, strengthening it. These actions and chakra flow, combined with the user’s general physique and resistance to damage, can lessen the damage taken by the physical elements of an attack by 20 damage points. The seal functions autonomously, requiring no input from the user.
-Must be included in the user’s bio or stated at the beginning of a fight.
-Can only be taught by ZK.
-Can only be used by a Tai specialist.
to being taught

(Fuuin: Yoroi no Koutei) - Sealing Technique: Assassin's Armour
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal on their clothes with the Kanji for “Armour” that is active all the time (must be stated in the user’s biography). The seal will be imbued with the user’s earth chakra and as such, the user’s clothing will be hardened and appear darker in colour similar to the canon technique Earth Release: Earth Spear making it akin to wearing armour. It will develop a metallic sheen in addition to the hardening which is purely cosmetic. It will not decrease the flexibility or mobility of the clothing nor will it increase the weight of it in any way, similar to the canon technique. The user will essentially become capable of withstanding damage/impacts as the hardened clothes absorb damage either completely or to a certain extent. The user's clothes will be capable of blocking kunai, shuriken, swords and other bladed weapons (Kenjutsu up to and including C-Rank). This technique will also render D-Rank and below Taijutsu useless if used on clothed portions of the body and decrease the damage of Taijutsu techniques above C-Rank by 10 damage points. Though it hardens the clothing if the is destroyed or removed the hardening loses effects and it holds no defensive ability against elements that are strong to earth.

Note: This technique is always active
Note: Must be stated in the user's biography
Note: Must be posted at the beginning of a battle
to being taught

(Fuuin: Genron no Genchuu) - Sealing Technique: Principles of the Paramecia
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal placed on their clothes with the Kanji for one of the basic five elements. The seal will be infused with elemental chakra of the chosen element (must be stated in biography) and will exhibit a unique effect depending on which of the elements is chosen. The seal will activate passively (instant but still counts as a move) when it’s first triggered.

Ruler of the Skies: This seal will activate whenever an unfocused current or stream of electricity is used within the vicinity of the user. The seal will release the user’s fuuton chakra in order to insulate the current of electricity as it comes into contact with the clothes, essentially neutralizing it before it can affect the user. The clothes will also become weightless as a byproduct of the infusion of wind chakra, allowing freer and more fluid movements. For the next three turns, the user’s clothes will be coated in a layer of invisible wind that can create an updraft to enable levitation and seamless flight.

The Earth Emperor: This seal will activate whenever the opponent comes into physical contact with the user’s clothes. The opponent’s weight will double (similar to the Added Weight technique) as earth chakra is released into them. For the next three turns, the user’s clothes will become darker in colour to signify the change and each additional contact with the clothes will double their weight further. The initial weight gain will last for three turns but each additional contact will extend it’s duration by one turn. Regardless of how much the opponent’s weight is raised by this technique, it can simply be neutralized through the use of Chidori Nagashi.

The Lightning Lord: This seal will activate whenever the opponent comes into physical contact with the user’s clothes. Upon being struck, the user's clothes will be imbued with ration chakra, making them static and shocking to the touch. Direct contact with clothing will cause the opponent's limb/body part to go numb for one turns and if a second contact is made in that time with the same part, that limb will be paralyzed for two turns as the lightning shocking stacks. These effects only apply to direct contact with the clothes themselves (an example would be the opponent's exposed fist striking the clothes). The user’s clothes will remain infused with ration chakra for five turns after activation and they will develop sparks of lightning across them to signify the change.

King in the North: This seal will activate whenever a fire technique comes into contact with the user’s clothes. The dormant chakra will activate immediately and essentially "moisturize" the clothing by imbuing it with suiton chakra without actually making it wet. This technique will not increase the user's susceptibility to lightning in any way either. It will also give the user's clothes (but not the user himself) immunity being ignited or burned up to a certain extent, translating to an immunity to C-Rank and below Katon techniques. This will last three turns but there will be no visual change to the clothes.

Sovereign of Fire: This seal will activate whenever the opponent comes into physical contact with the user’s clothes. Upon being struck, the user's clothes will be imbued with katon chakra, making them heat up considerably. Direct contact with clothing will cause the opponent's limb/body part to be burned. Momentary contact will only result in a first degree burn but more prolonged contact will lead to third or fourth degree burns. The user’s clothes will remain infused with katon chakra for three turns after activation and they will develop localized areas of orange-light (similar to smoldering coals) to signify the change.

Note: Only one element can be chosen per use
Note: Can only activate each seal once per battle
to being taught

(Fuuinjutsu: Anchisuperu) - Sealing Arts: Anti Spell
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Only useable once the opponent has activated a chakra cloak of some sort, the user will make a single handseal and release a barrier from their body that expands at the speed of a standard sound genjutstu. This barrier does no damage, it doesn't block their vision (it's completely see through), and otherwise the opponent won't know it's there unless they have some sort of way to sense it or see the chakra of it. It's completely harmless to the opponent. However, what it does do is cut off the opponents connection to any type of chakra cloak they may be using. It drains any energy based chakra (Raw, Fire, Wind, Lightning, etc) on the outer side of the barrier. Note that it does not drain the opponents chakra from his body. It will drain the chakra cloak only and only until it is completely gone, after which the technique will end. The draining and ending of the cloak is almost immediate. This technique will only work on cloaks that can be classified as Supplementary, and will work on all of them regardless of rank due to the fact that these cloaks carry no inherent damage to them. To stop the opponent from simply reactivation the cloak, the barrier lasts 3 turns

Note: Does not work on solid armors
Note: Can be used 2 times per battle
Note: 2 turn cool down between uses
Note: Doesn't work on Jinchuuriki chakra cloaks
Note: Cannot be combined with techniques that augment/enhance barriers
to being taught

(Fuuinjutsu: Baundoenchanto) - Sealing Arts: Bound Enchantment
Type: Supplementary
Rank: C
Range: Short
Chakra: 15 (-5 per turn)
Damage: N/A
Description: This seal may only be used on weapons that are in contact with the user. This seal may also be passively applied to the users weapons or formed onto a weapon the user is holding by expending a move. Only activated when the user is utilizing a jutsu to enhance or otherwise affect said weapon, this seal (which is marked with the kanji for "bind") will activate and drain chakra from the user to fuel said jutsu , even when the user uses another jutsu. It will permanently (or for as long as the user chooses to keep paying chakra) bind the enhancement to the weapon by doing so, as it is constantly being fueled. Each turn the weapon will be able to be used as if the enhancement that was made on it was newly activated, so that they may block and attack with the weapon it was used on without breaking the freeform dodging/blocking rules.
- Only one of these seals may be active at a time on a single weapon
- Only works on weapons
to being taught

Fuinjutsu Kaijin Naraku - Sealing Arts Ash of Hades
Type: Supplementaty
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: (+20 to earth)
Description:
The user places a specific sealing tag onto the ground. Then by Clapping there hands together (does not require the hands to remain together) the tag will activate. This will send out a fire based ash which will work with the organic material throughout the ground. Turning the organic material into a strong B rank fire ash. This can boost the qualities and damage of any earth jutsu used for two turns (from the ground). Melding earth jutsu and the ash together into a combination of strengthening the earth's damage output. It will add +20 Damage to any earth jutsu and will also give those earth jutsu used a fire based attribute as well. This will cause severe burning upon impact of the ash based earth jutsu's. It can be seen by normal methods and doujutsu user's will be able to detect exactly what is happening. You can also feel the heat radiating from the ground as well as smell the burning organic material throughout the battlefield.

Restrictions:
+useable once per battle.
+Cannot be paired with forbidden ranked earth jutsu
+lasts for two turns.
+cannot use Fuin for one turn after the usage has finished.
+ Can only be paired with two earth jutsu per turn.
+ can only be taught by Juha
to being taught

Fuinjutsu Ranpu EcitureKagami- Sealing Arts Light Eciture Mirror
Type: Supplementaty
Rank: B rank
Range: Short-Mid
Chakra: 20
Damage:
Description:
The user of this technique will have to first have any type of active barrier in place before using this jutsu. The barrier in question will be the focal point of this jutsu and will be enhanced or modified due to this sealing tag. The tag once placed upon any barrier will give the barrier a new type of quality. Making anything inside the barrier disappear by using the light to refract and hide anything inside.* The barrier itself will even become hidden to the naked eye. Making it seem like the user just up and vanished. Some might think of it as teleportation but in reality it is a simple mirror trick where the barriers properties are altered slight to hide objects inside it and the barrier itself.
The other quality this tag adds is that anything that comes into contact that is energy based with the barrier. It will redirect back towards the enemy. This will work for energy based jutsu up to and including C rank. Working like a strong deflector to bounce the energy off of the barrier and back at the enemy. The barrier once hit by anything will disrupt the mirror effect of hiding itself and the user however.*
The user inside the barrier can only use jutsu that originated from the ground during the usage of this. As any energy based objects from inside the barrier will disrupt it.

Restrictions:
-Cannot use any other barriers or seals while this is active.
- Cannot use S rank and above jutsu during this usage or it will disrupt the mirror effect.
-This ability will last as long as the barriers last.
- can redirect up to 2 C rank energy blasts per turn
-can only be taught by Juha
to being taught

(Ten no ryū no keiji) Fire Style/Sealing Arts: Revelations of the Celestial Dragon
Type: Supplementary/Offensive
Rank: S
Range: Short-Long (Mid-Long)
Chakra Cost: 40
Damage Points: NA (80)
Description: The user first performs three hand seals, and begins to focus their fire chakra in front of them. In a matter of seconds a massive dragon composed entirely out of flames will manifest itself in front of the user. This dragon rivals the size of the Great Stone Golem Jutsu. Immediately as the dragon is created, the user user streams a sealing tag coated in a layer of chakra onto the dragon in order to avoid damage to the seal. It is possible for the seal to be placed on the dragon due to how the dragon holds the property of being solid. Once the sealing tag is in place, the dragon then propels itself into the sky at an accelerated speed; it continues to move upwards until it is directly above the target which must be at least five meters away. When in position above the target, it is then that the sealing tag in the dragon activates and a wide array of metallic wires rain down from above towards the target. None of the wires are aimed directly at the enemy, but instead are used to pierce the land around target in a circular manner until a prison of wires has been formed around them. The maximum distance these wires can be placed at is ten meters; which is precisely why it has to be performed at least Mid range distance away. At the same time as the wires are raining down; flames from the fire dragon will begin to be imbued into the wires until the dragon has been completely dissipated into the wires. Once completed, the victim will be confined inside of a dome of flames/wires with height/width being at least five meters or a maximum of ten. While entrapped inside of the barrier, its temperature will skyrocket making one quickly fatigued. The main offensive purpose of this technique comes from the user's ability to launch fire coated wires that have been heated to extreme temperatures towards the targets from just about any angle available. These wires are able to easily pierce through human flesh if wanted or can be used to restrain an enemy, but will cause severe burns to their body if doing so. If wanted, the user can choose to release the flame infused wires to directly attack the target when they are first raining down feel the sky. Alternatively, there is another method of utilizing this technique, where the user can simply propel the dragon directly towards an enemy after placing the sealing tag on it. While the dragon is in motion the user activates the sealing tags causing the metallic wires to instantly be expelled from the dragon and be heated to scorching temperatures from the flames. These wires now can be used to submerge underground to surprise an enemy and throw them off or simply burst until a wide scale array of wires that can be used to attack nearby enemies or the target themselves in a variety of ways. How the wires are utilized is up to the user, but cannot exceed five meters in length. When the dragon itself makes contact with a target will explode on impact, and will send small patches of flames throughout the air up to five meters in a circular manner, but are simply freeform fires.

Note: Can only be used twice with a two cool down between usages.
Note: No Fire or Fūinjutsu above B-rank next turn
to being taught

( Fuinjutsu: Sairentoarāmu ) - Sealing Arts: Silent Alarm
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 ( +3 to the caster when broken )
Damage: N/A ( 60 if an element is sealed away )
Description: A seal that does exactly what the name suggests creating a silent alarm when triggered. The user is able to place a seal upon a surface such as a weapon, a door, a window, a tree, or a circular area within range on the ground that has a five meter radius. This seal has an intuitive link to the creator through their chakra signature and their chakra supply itself similar to a shadow clone, and when broken has similar effects to the dispersal of a shadow clone as explained further in the technique. Until the seal is broken an alarm alerts the caster whenever a creature touches or enters the warded area. This is similar to techniques like (Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique but doesn't require the user remain inside the area of the barrier or seal to know when it detects something. This is a mental alarm alerting the creator when the seal is broken. When the seal breaks it will merely return ten percent of the chakra used to create the seal to the user along with all of the information of what has happened in the warded area including things that have entered the area or techniques that have been used. The seal breaks when the alarm is triggered to facilitate this action, and can even be accompanied by a barrage of sealed weapons or a substance such as ink, water, fire, or poison to combat the intruder. If done in this way the user must seal the substance with ( Han'you Fūin ) - Generic Sealing Technique beforehand, they can then create another link connecting the Kanji of that seal with the new Silent Alarm seal. What this means is when the alarm seal is triggered the released chakra will instantly activate the other seal as they become intertwined in a sort of "push" and "pull" relationship. Contrary to this if someone breaks the ( Han'you Fūin ) - Generic Sealing Technique seal to try and "disarm" the trap, the alarm seal is instantly triggered as well alerting the creator. The seal breaks when foreign chakra, natural energy from a person, or a touch should the alarm try to be nullified. This action is passive and is the seal itself activating the trap meaning if the person who created the seal is nearby they could attack in tandem to it. The aim of this is to give the seal creator time to react to the intruder or even produce an offensive should they have the time. Upon breaking the connected seal will release what was sealed inside of it in a large mass roughly the size of the Water Prison Technique in a forward torrent releasing an A ranks worth of the substance (follows S/W) upon the person who broke the seal.
Note: When initially using ( Han'you Fūin ) - Generic Sealing Technique to seal a substance a move is used, but the seal activates it passively afterward
Note: The user can place and have three alarm seals active but only two can be trap based
Note: The opponent will always have time to react to the sealed element/substance
to being taught

(Fūinjutsu: Butsuri Kyōsaku) – Sealing Technique: Physical Arctation
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 chakra cost to applied seal)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement to a seal, or an adjustment to sealing script, applied to other seals such as the generic Sealing Tag technique. Physical Arctation is based on the principles of Sealing Technique: Artifice and Revision. This technique is designed to slightly adjust their sealing script so to emulate the effects of the Living Barrier. Through an infusion of chakra the applied adjusted script will release an intangible barrier on its target, much like an armor. Those entrapped within will experience the disruptive effects of the Living Barrier, but to a lesser degree. The barrier creates a seal which effectively seals away 40% of the target’s maximum chakra reserves while also preventing the target from using techniques above S-Rank. Unlike the Living Barrier, Physical Arctation will remain active until the seal which it has adjusted is destroyed. Because of the nature of this technique it can be used within the same timeframe as the technique it is applied to. Physical Arctation can only be used two times per battle, with two turns in between each application. Its effects cannot be boosted to restrict the target further.
to being taught

(Fūinjutsu: Mugen Kyōsaku) – Sealing Technique: Infinite Constriction
Type: Supplementary
Rank: C
Range: Short – Mid
Chakra: N/A (+5 chakra cost to applied technique)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement passively applied to the Infinite and Multiple Infinite Embraces. When created the Embraces, both B and A-Rank versions, create a cuboid structure around its target(s). With the supplement Infinite Constriction the cuboid construct is modified to become far more malleable and instead fit itself around a single target trapping them within it. In order for this supplement to operate generic black sealing script will spread on the barrier produced; the script, while plainly visible, will not obscure vision of the target trapped within the Embraces. This can be best visualized as a tightly fit spandex suit which forms around the target and traps them within it, effectively making the Embraces a far more potent restricting technique. Because of this technique’s nature it can be applied within the same time frame as the Infinite Embraces and its variants. Infinite Constriction does not supplement the strength or durability of the Embraces and its variants.
to being taught

(Hebi Fūinjutsu: Sunēkuhaipu) – Snake Sealing Art: Snake Hype
Type: Supplementary , Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will do hand seals and draw blood and summon a special white snake the size of the one Sasuke used to protect him self against Deidara's clay. The snake will then open its mouth and releases four strings of sealing formula that looks like smaller snakes that wrap around the opponent and binds their movement. The snake will than have the formula starts retracting back till it gets into the snake's mouth. The snake will the eat and opponent and complete the seal causing the opponent to be completely sealed inside its stomach unless overpowered. The user could also use this to seal dead corpses to store and use this to store weapons inside the snake the the user can not hold. When unsealing the snake will just spit out the body or weapon with the formula wrapped around it still till its completely outside its body and then retracts the formula only.
Note: Usable 1 times a match
Note: Must know Snake Summoning
Note: If the opponent destroys the formula strings before they are binded than they can prevent this.
Note: Lasts a maximum of 4 turns on the field.
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Fuinjutsu: Tsuihō II - Sealing Arts: Banishment II
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description:
A sister technique to but instead of applying the seal to passive objects, the user applies the seal on his physical techs. The seal would only activate upon any foreign techniques that seeks to permeate, infuse, absorb the user's technique or seek to reduce the technique's power in any form, either by absorbing its chakra or by reducing its damage. Upon activation, the seal would instantly seal the foreign chakra or technique in question before it affects the user's technique. Won't disturb normal clash with other jutsus as the jutsu only prevents the aforementioned effects. For the seal to affect the user's technique however, it must be created from within short range of the user.
Applied in the same timeframe as the technique in question
Usable once every 2 turns.
Link to being taught
 
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Vegeta

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Senjutsu
Pitto No Kenjin) - Sage of Pits
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 more to SM per turn cost)
Damage: N/A
Description: One of the more naturally talented Snake Sage Mode users, Shady, had found a way to develope his sage mode to more fit the snakes he used. Specifically, he found a way to adapt his own bodily functions to be like that of the Crotalinae Species, or Pitvipers; A Species of snake that he himself discovered. Whenever the user enter sage mode, whether it is Perfect or Imperfect form, he would sacrifice more chakra in order to gain more unique snake features belonging to Pitvipers. This would pertain to their scales, senses and their passive abilities mentioned for basic Pitvipers. This includes their naturally advanced sensing through their pit organs. And the natural ability to camouflage their scales. Due to the minor change to the anatomy, the user would have access to these passives when entering sage mode.

Note: A passive ability that is activated along with Snake Sage Mode but must be placed in the bio and posted upon use (but not taking up a move slot)

Note: Must have learned Pitvipers Sub-species of Snakes
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( Senpo - Kōshoku-kage no Ryū) Sage Arts - Dragon of the Crimson Shadow
Type: Offensive/Defensive/Supplemental
Rank: S
Range: Short - Long (Created Short)
Chakra Cost: 40(-20 to sustain)
Damage Points: 80
Description: The Dragon of the Crimson Shadow is a technique only achievable by one who specializes not only in SM but Katon as well, and can only be activated when already in Sage mode. The user begins by making the Dragon seal molding Katon chakra thru out their body as they draw in masses of Natural energy from around themselves, mixing their ratio until a fiery senjutsu mixture is achieved. A red hue dark in color almost like dried blood appears around the user as the senjutsu chakra leaks from every point on the user, the burning energy shrouding him similar visually to a bijuu cloak but shaped like the face of a Dragon with the user between it's eyes. The intense heat emanated from this energy making the user appear blurry and wavy like looking at a hot road in the desert, and the Natural Energy flowing thru the body of the user already in Sage mode protecting them, healing them faster than the heat could harm them. Upon command, the Energy will expand outwards manipulating the solidness of the flames using great chakra control forming the body of the Dragon growing up to roughly the size of a cannon moderate-sized giant snake summons,, forming into the shape of a Chinese Dragon with the user engulfed in the fiery senjutsu chakra like a pet protecting it's master. Having a somewhat sentient mind similar to elemental clones, it is linked to the user thru their chakra and can be controlled/communicated with through mental commands of the user. When fully formed it encompasses short range around the user and mid range in height coiled, however, the beast when outstretched is up to 30 meters long from end to end. It has limited control of it's arms as far as usage as they are quite small, however they are solidified enough to make contact and be used for various purposes and have a short range reach. The Dragon is capable of firing off a stream of fire up to long range spreading outwards length and width wise like a flamethrower or shooting out a great Fireball solid enough to cause blunt impact damage before exploding in a maelstrom of flames, both usages counting as a move, and can also launch it's body quickly forwards striking like a Viper, piercing/burning anything it makes contact with baring S/W's. It is solidified enough to provide a defense against solid objects with-in reason and will burn and plow thru solid earth of the same rank or below. Alternatively the user can use a melee attack with the face of the Dragon as the striking point and the body trailing behind, releasing the attack devouring the target into it's furnace like jaws being able to launch it long range, however using this attack will end this technique immediately after.

-Notes-
- Must be able to use Senjutsu and have Fire Mastery to use
- Using this will end Sage Mode 2 turns sooner per use.
- Can be used 2x per battle lasting 3 turns, with a turn cool down in between usage
- The user is restricted to Katon/Ninjutsu/Taijutsu/Genjutsu/Senjutsu while active
- Releasing the stream of fire is S rank, counts as one of the three moves per turn, and can be used once per turn.
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(Hebi Senpo: Sukēru Bakudan) - Snake Sage Arts: Scale Bomb
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user does the snake sign and starts gathering their senchakra into their hands. In their hands the user creates a ball of snake acid/venom infused with senchakra. Than the user will have the ball of venom be in cased with snake scales giving it some protection and adding some blunt force if the opponent gets hit by it. The user will than grow it to the size of Chō Ōdama Rasengan. The user will than either throw it or slam it against the opponent. When the opponent gets hits with it the scale first burst out and cut the opponent all over the body. The acid/venom will that hit the opponent burning their skin and getting into their cuts. The venom will than get into the opponents body through the cuts and start to cause paralysis to the opponent after being expose to it for 2 turns.

Note: Usable 2 times a battle
Note: Must know Snake Sage Mode
Note: Cant use any other SM jutsus the same or next turn
to being taught

(Senpo: Ryūchi no Ken) - Sage Art: Fist of the Dragon
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Forming the dragon handseal the user then pushes their hands forward breaking the seal and transitioning into a forward palm-strike like motion releasing forward a torrent of senjutsu chakra. This motion resembles a double push palm with closed fists. A dragon of senchakra is then created, using the mass of senjutsu as a basis along with the rotational force caused by the double push palm. The dragon is long and slender (roughly ten meters in length and four meters in diameter) and can be sent out to Mid range doing a fair amount of damage to the opponent if it hits him. It appears to look similar to a Chinese Dragon long and slim and it can cause blunt damage. The users fists are slightly sharpened by the senjutsu chakra as it creates an aura around the hands meaning they also pierce deep into the opponent's body if contact is made. The jutsu is able to create massive damage to the terrain. Leaving a crater in the earth. It is also strong enough to negate S rank elemental techniques, as well as Forbidden Rank raw chakra techniques being on par with elemental releases and stronger than raw chakra.
Note: Cannot use other Sage Art techniques in the same turn
Note: Usable by Sage Mode users
Note: Usable 2 times a match
to being taught

(Senpo: Raito o Kai) - Sage Art: Devoid of light
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user does the Ram > Dragon > Dog > Tiger sign and gathers natural energy and swallows it, they then spit out a black ball ,the size of a Odama Rasengan, of senchakra out of their mouth. It flies straight into the sky and then explodes, making a huge blanket of black fog that is infused with senchakra and that is pitch black and is impossible to see through. The fog spreads to mid range instantly. The fog being laced with senchakra is able to block chakra sensors and doujutsu users from seeing through the fog. Sage Mode users are still able to sense their opponents due to them sensing through life force and not chakra. The fog stays on the field for two turns or until the opponent gets rid of it. While this jutsu is being used the user can only do two other jutsus in a turn as they have to keep focus on keeping the fog on the field.
Note: Usable by Sage Mode users
Note: Lasts two turns.
Note: Usable 2 times a match
to being taught

Senjutsu: Shin Kusanagi) - Sage Technique: Constriction Of Jormungandr
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This technique is a unique take on the inorganic reanimation ability. Designed to impede an opponent greatly. By focusing their natural energy in to the Moisture in a targeted radius up to twenty meters in diameter the user will cause the air molecules to become infused with large amounts of natural energy and control them in one of two unique ways. The first method involves the density of the moisture and will allow the user to in essence create a zone of high pressure that will greatly inhibit the movement of the opponent as though they were very far underwater and under a great amount of pressure. Causing them to lose any active speed modifiers while in the zone reverting to their base speed, and reducing that base speed level by 3 levels. Additionally it will take them twice as long to form handseals and they will be unable to string four or more handseals per turn due to the crushing weight. The second seemingly more simple method involves pushing the moisture molecules closer together to create what can be perceived as thick air, like in muggy weather, making it more difficult to breathe. While in the zone of low oxygen the opponent will be entirely unable to use fire release jutsu due to the dense moisture dampening the fire, they will also suffer effects of vertigo and confusion to begin with suffering blurred vision that will cause them to lose levels of tracking speed each turn they remain in the zone. After 3 turns in the zone the opponent will pass out due to a lack of oxygen in the body much like drowning. However both zones once placed can not be relocated and can be escaped by an opponent.

Note: May be used twice per battle. Two turns between uses.
Note: This technique can only be used during sage mode.
Note: Both variations drain two turns of sage mode upon activation, but are both self sustaining once used.
Note: May only be taught by Jhin
Note: No senjutsu techniques above A rank in the turn the zones end.
to being taught

(Senjutsu: Muki kansō) - Sage Technique: Inorganic Desiccation
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: This technique is a unique take on the inorganic reanimation ability. Essentially the ability allows the user to reach in to natural substances and pull the natural energy from causing them to become desiccated and damaged. When used against earth for example the earth would become seemingly older and barren causing it to crack and fracture in to dust (in case of a mud, it would dry out the mud). When used against water the liquid would become stagnant and their bonds will break down, so that the mass of water breaks down into a fine mist, to basic moisture in the air (like that produces when we breathe) nullifying the water. When used on techniques this can be performed at range with no physical contact. Due to the technique being natural energy based it's capable of defending from all techniques S rank and below that are not dual nature, such as lava or ice. And additional use of this technique is to draw out chakra from nature into the air, to disrupt currents in the air, this can be used to nullify the flow of wind release techniques. Not only this, but due to the short burst of chakra being pulled out through this technique, the users next sage technique will gain at +1 rank in damage, or +20 damage to S rank and above.

Note: May be used twice per battle. Two turns between uses
Note: Reduces sage mode by 1 turn
Note: This technique can only be used during sage mode.
Note: May only be taught by Jhin
Note: No senjutsu techniques in the turn following this above A rank.
to being taught

(Senpo: Kenja no Dai Haka) - Sage Arts: Grand Grave of the Sages
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user of this technique must be a master of sage mode and the summoning technique. Though the contract they use is irrelevant. By forming two handseals and then clapping their hands the user will activate a unique reverse summoning technique used only by those who are sage mode users. The user and opponent along with any items or summonings present will be reverse summoned to a place known as the graveyard of the sages. This place has a very unique structure the main path will resemble the back of a snake paved to be a road that stretches as far as the eyes can see and even further still. But is only 15 meters in width. Either side of this is a steep drop leading in to a pool of venom. Being incredibly deadly to fall in to. Elevated above the enormous venom baths are huge statues of toads facing each other lining the path of the snake. It's said that the snake is known as the world serpent a forgotten beast of old that faced the toad soldiers in battle so fierce all were petrified from over usage of natural energy in the fierce conflict leaving this terrifying monument. In this field the users of sage mode have a considerable advantage. Namely all senjutsu techniques formed in this area gather the mass of natural energy in the area translating to a +10 boost to any senjutsu techniques. Additionally the high level of natural energy stored in the environment makes it entirely impossible for the enemy to make use of the environment unless he too uses sage mode in regards to manipulating the ground for techniques such as earth. Meaning techniques created from the surroundings such as earth techniques will simply not work unless they exceed B rank. However this does come some drawbacks. The initial reverse summoning actually requires natural energy to perform meaning the user will need to be in sage mode and using it will also cut sage mode duration by one turn.
Note: Can only be used by masters of sage mode
Note: Once performed the user and opponents may not leave the area without space time ninjutsu or other reverse summoning techniques or the user runs out of sage mode duration which will cause them to return to the original area. The user's death also reverse summons the opponent back.
Note: An S rank or higher Omni directional elemental blast (i.E tornado wall) would collapse the cave, causing the opponent and user to be reverse summoned out.
Note: Can only be taught by Jhin
to being taught

(Senpo: Detoroito Sumasshu) - Sage Art: Detroit Smash
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:
The user will channel natural energy into their fist and perform a downward punch. While simple in nature this punch is able to change the wind pressure around the epicenter of the punch due to the natural energy. With the sudden change in wind pressure an updraft is created, which in turn creates a massive swirling vortex of wind and natural energy, which expands to reach up to short range away from the epicenter becoming an effective barrier. Due to the natural energy both the updraft and the vortex can play on equal terms with most elemental jutsu while having advantages against some; with the updraft gaining an advantage against liquids and gases being able to disperse them and send them away from the body, thus being able to counter up to S rank liquids and gases. While the vortex having a rotation to it has an advantage against lightning being able to counter up to S rank Lighting. Against everything else it is neutral.

- Usable two times.
- Two turn wait between uses.
- No Sage Arts A rank and above next turn.
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(Senpo: Derauea Sumasshu) - Sage Arts: Delaware Smash
Type: Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will concentrate a massive amount of natural energy into one of their index fingers extending their respective arm out while bending the finger back with their thumb to a painful degree. The user continues to force immense amounts of natural energy into their finger as their arm and hand begin to glow slightly with their veins being outlined in a glowing aura before finally releasing the finger flicking it out towards an opponent. As they do this they release all of the built up natural energy creating a dense torrent of natural energy that picks up the wind around the users fingers creating an intense gust of wind accompanied by a dense, destructive and forceful burst of natural energy that collides with anything in it's path. Due to the sheer amount of stress placed on the finger it is broken by the release of so much energy.
This torrent of natural energy is strong enough to pierce through the human body and it has a three inch radius being up to long range in length from where the user releases it. It is also strong enough to deal with any elemental nature on par with it nullifying anything S rank or below, continuing on if what it nullified was weaker than S rank. This torrent acts like a percussive shockwave when it comes in contact with a solid object traveling through it while also causing a fair amount of damage to it with it radiating out throughout the medium. It will crush and crumble earth, bend and break steel as well as other solid objects or elemental releases or blast away liquids like water or poison etc. If it comes into contact with an energy based object the shockwave with blow fire away and destabilize lightning while also breaking down wind or elements of a gaseous nature due to the colliding shockwave-like aspects. This applies to things weaker to, or neutral to it. Things that are stronger will be partially weakened in the ways specified but not completely nullified or destroyed. If it strikes a person at full strength it can pierce through them creating a six inch hole through their body while also radiating through the body like it would any solid medium breaking and snapping bones, bruising and tearing muscle and organ tissue as well as bursting and rupturing nerve endings causing excruciating pain all throughout the body. If it strikes a person after being weakened it has enough force to create the rippling effect breaking bones, tearing and bruising muscles and organs as well as rupturing nerve endings but cannot create the piercing effect which is the most substantial damaging aspect.
Note: No other Sage Arts can be used in the same turn or the turn directly after
Note: It breaks the finger involved and can only be used twice per battle once per index finger
Appearance [ ]
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Senpo: Hebi Sēji Hontai) Sage Art: Snake Sage's Body
Rank: A
Type: Supplementary
Range: Short
Charka Cost: 30
Damage Points: N/A
Description: Snake Sage Mode users discovered the ability to summon the scales of the White Snake Sage. With summoning the scales, they have the ability to absorb natural energy and transfer the energy to the user. The user would summon the scales along their body. The user doesn't have enhance protection but just summons the scales along their body. These scales attach their selves to the user and gather natural energy and transfer the energy per turn at a 10% rate of the user's chakra for the following four turns. The percentage is based on the user's max chakra reserve so for an example if the users has 1000 max chakra reserve 10% of that chakra is converted into senjutsu chakra which is 100 so that is what is transferred to the user that turn and the following turns. The first turn the scales are summoned it auto converts 10% of the chakra and when the chakra is converted, the user enters Sage Mode that turn also; if they have not already. While this technique is converting chakra the user can only use two other jutsus until this technique ends. This can be used for all forms of Snake Sage Mode(Imperfect and Perfect Sage Mode) This cannot be used to prolong Perfect Sage Mode as per the rules but can be used to enter Perfect Sage Mode and get to its max level of senjutsu chakra which is 40% max chakra reserve.
-Only summoned by users of Sage Mode
-This technique last four turns or when the user cancels the technique.
-Can only be used twice per battle one turn cool down in between usage if a Perfect Sages but two turn cool down if Imperfect Sages. Perfect Sages can used this technique three times per battle
-No other Sage Mode jutsus in the same turn as this technique is used in besides Sage Mode its self of course.
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(Senpo: Majo no fukusō) - Sage Art: Witch's Garb
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra: 40 (-5 per turn)
Damage: 80
Description: Witch's Garb is a Senjutsu technique that is based on the principles found in Sage Art: Inorganic Reincarnation. The user imbues their clothing with dense senjutsu chakra causing their clothing to glow white. Similar to the parent technique, the user's clothing has now been given a "life" of it's own able to be actively manipulated by the user in ways they never could before, thus adding to their close range lethality. The user is allowed harden, soften, sharpen, extend. etc. their clothing however they see fit as long as it is within reason, although it costs a move to do so after the initial activation. Witch's Garb, under the user's control, can be used in conjunction with other taijutsu techniques, occupying the same time frame as the taijutsu technique. For example, the user would be able to extend their cloak into a spiked protrusion to stab the opponent as the user uses a taijutsu technique. Witch's Garb can only be used twice per battle and lasts a total of 4 turns each usage. Can only be used in Snake Sage Mode. Can only be taught by Daemon
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(Senpo/Fuuinjutsu: Burakkushīru) - Sage Art/Sealing Technique: Black Seal
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (+20 to Taijutsu)
Damage: N/A (+ 20 to Taijutsu )
Description: Sage Art: Black Seal is a Senjutsu Seal that is triggered by the user clasping their hands. Once their hands are clasped, thick white lines travel up their body, originating from their arms and spreads to their extremities. The Black Seal itself is the white lines that cover the user’s body. This fuuinjutsu works by absorbing Nature Energy into the white markings as soon as the technique is initiated. The white markings serve as a “reservoir” for the Nature Energy absorbed from the user’s environment. The purpose of this additionally absorbed Nature Energy is the user’s ability to access and utilize it when striking. As the user of Black Seal strikes an opponent, they are capable of releasing bursts of Natural Energy from the seal to increase the impact and a damage behind their hits (+20). Once this natural energy is released, it is injected into the opponent's chakra system if the hit lands. By injecting Nature Energy into the opponent, their chakra system balance will be thrown off. As a result, the target's body will begin to petrify and turn into stone. After one strike, the target will become notably slower, moving at 75% of his top speed. After more than 60 chakra has been inserted, the target will become half as fast. Should more chakra be inserted through this, the target will become stone. Once activated, Black Seal will remain active for alone as Sage Mode is active for an additional -5 chakra drained per turn. (Turns -10 per turn to sustain SM into -15 per turn.) Black Seal can be used a total of three times per battle. Can only be Taught by Daemon.
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Vegeta

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Chalk Release
Custom element Japanese name:
Chōkuton

Custom element English name:

Chalk Release

The element is based on:
Earth + Water + Wind

Facts that prove the element to be possible (in the manga context):
The fact that this element is possible, and does exist is the fact that Natural chalk is found in aquatic conditions such as in underwater deposits, While Chalk is one of earth's minerals that can also be found in thick layers, both on and below the ground.. It is formed by the gradual build up of minute calcite plates that have been shed from micro-organisms called coccolithophores.. As in narutoverse we know that they have major seas, oceans, rivers and they form from under water. Calcium is a part of daily life being in alot of everyday materials Including chalk, For instance Unpurified water Etc. We have seen techniques such as quicklime from an Iwa Ninja, As Quicklime contains a some amount of calcium inside of it, we have seen killer bee use Ink which contains a percentage of calcium in it, We have seen painters inside naruto which paint contains a percentage of calcium. Thus makes me believe chalk is easily among the things that exist in naruto due to it having a large some of calcium inside of it. It was also seen on Part 1. Of naruto a chalk board and chalk on the chalk stand, with letters written on the chalk board, making me believe chalk indeed does exist

How it works:
The user will mix 3 elements, Water, Wind, and Earth into either the ground, a water source (Due to chalk forming in oceans etc) or the body. The user channel their earth chakra into the ground to manipulate the sedimentary rocks of the earth mixing their chakra into it while using shape manipulation. The wind and water act as the weathering property for the earth while manipulating it turning the rock into chalk. This will come to the creation of Chalk. The same application applies on a water source except the user use the water as the main source and channel earth and wind to create the weathering phase to create chalk. The same process would take place Due to chalk also being able to form underwater, the user can also manipulate and follow the same steps to making chalk on land on water, except the user will use less water chakra and more earth and wind to cause, and manipulate the weathering of the rock to form chalk. This will allow chalk to be able to form on/under water also. While creating chalk from the body, the user simply use a balanced portion of wind, water, and earth combining them creating chalk.

Primary Use:
This Element is use in versatile ways but mainly in the main way as Earth. For Strong Offensive, and Defensive purposes. When Chalk goes against something of harder substance it breaks down into chalk powder. The chalk powder can be manipulated (thru use of another jutsu), and can be used as a distraction for other uses such as an escape or even to cause coughing though it is not hazardous unless inhaled in excess

Secondary Use:
Chalk is use as writing material, thus allowing the user to use chalk in a animation type style similar to sais ink. But instead of drawing on a piece of paper, the user has to draw on a hard surface, thus creating the animation side of this element. By doing this, the user will create an animation and use the confirmation handseal pooling chakra into the creation.

Jutsu Usage Examples:
(Chōkuton: Chōku peretto) Chalk Release: Chalk Pellets
Type: Attack
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description:The user will do the tiger handseal and spit out several chalk pellets. (about 5 inches) thes chalk pellets launch from the user mouth towards the opponent in great haste. Causing minor damage if the attack lands
(Chōkuton: Anime soushi) Chalk Release: Animation Creation
Type: Sup/Attack
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will create a piece of chalk or use an existing piece of chalk and draw any animal in quick haste. Once they are finished drawing the animal the user will do 1 handsign . Once they handsign is done the animal will emerge from the chalk outline made out of chalk. The animal has no special abilitites but to simply do as it was created for.
(Chōkuton: Chōku kayaku) Chalk Release: Chalk Puff
Type: Sup
Rank: C
Range: Short-Long
Chakra: 20
Damage: N/a
Description: The user will utilize any chalk on the field and channel their chakra into it. By doing so they will simply crush the chalk creating chakra dust. This is used to blind the opponent temp. distract the opponent, or anything of that nature


Conditions to be able to use it:
-Must Master Earth
-Must Master Water
-Must Master Wind

Is weak to:
Earth & Any Element Strong to earth (Steel, Iron, Wood, etc)- Chalk is one of the weakest types of rock. Easily able to be broke apart
Lightning & Lightning Base Elements (Storm, etc) - Lightning much like its interaction with earth, is capable of ripping apart chalk with ease.

Is strong against:

Wind and Wind Based Elements: Due to it's composition, wind cannot bypass the thickness of the element.
Water & Water based C: Chalk would act as Earth would when interacting with Water, overpowering the liquid.

Neutral:
Fire: Chalk normally doesn't melt unless heated to a very high degree.

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


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:

Vegeta, our loyal member, gave on the date January 6th 2018 a request for a Patent on his custom element (Chalk 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;

Hakuboku

Powered by Lord of Kaos

Copyright © 2018, Vegeta, NarutoBase.net







Link to

( Chōkuton - Rudī wa chōku ) Chalk Release - Rudy's Got the Chalk
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The user performs two hands seals and forms objects such as weapons, tools or constructs out of chalk to attack an opponent, or defend against other techniques with relative ease. These objects can be made of solid chalk. If the user is using an already formed source of chalk they can do so with slight motions of the hands or they can create chalk from their body or materialize it in short range and have it move outward to attack or defend. Forming a source outside of short range will require the two hand seals. At any time the user can form an additional hand seal forcing the chalk particles in a solid source to grind against one another breaking down solid chalk into it's dust-like form. Additionally when solid chalk from this technique clashes with another technique it has the potential to be broken down into it's dust-like nature.
Note: S rank can only be used once per turn

( Chōkuton - Ikiru ) - Chalk Release - Coming to Life
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The basis for the animation abilities of Chalk Release the user is able to either draw an object, creature or construct on a hard or solid surface or materialize chalk powder directly upon a solid or hard surface to create a drawing. Then by performing two hand seals the user can create animations allowing them to attack or defend as well as bind the opponent or even allow the user to fly. The major drawback of this technique is the fact that the user must draw or create the animation in battle thus for B to A rank animations this can be done merely with the two hand seals but S rank animations will require an additional hand seal. This is similar to ( Ninpou: Choujuu Giga ) - Ninja Art Beast Imitation and ( Ninpou: Chou Choujuu Giga ) - Ninja Art: Super Beast Imitation and like those techniques the animations are able to grow larger after being drawn with S rank's size limitations being that of the Great Stone Golem technique. Once created the animations can attack or defend at the will of the user and have substance until they are dispersed. They can disperse into a massive amount of chalk dust that can be used as a source for other techniques. Additionally the user can draw a word if they are less artistically inclined or if they are trying to hurry and these words will take the form of the animal or construct that was written. However these animations will seem malformed and will appear like a mixture between the word and the animal or construct. By combining the abilities into one construct the user is able to draw an animation and write the word explode, explosion, or detonate and upon attacking something the animation will explode in a puff of chalk dust with a decent amount of explosive force comparable to the damage that would have been dealt by a direct attack. Alternatively the word explode or similar words can be written on a surface and they themselves will just explode into a source of chalk dust.
Note: S rank can only be used once per turn with a one turn cool down
example of a word creation:
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( Chōkuton - Chōkuzōn ) Chalk Release - Chalkzone
Type: Supplemental
Rank: A
Range: Short-Long
Chakra Cost: 30 (-5 per turn)
Damage Points: N/A
Description: Using their Chōkuton the user will create fine, granules of chalk dust to rise from the ground and fill the air thru out the area. The chalk dust is near invisible to the air because of how small the granules are, and will not hinder anyone's sight, it's only purpose is to coat the area with the users chalk. Being linked to the user, it acts as a mini-map of sorts, allowing the user to sense any movement within the fine layer of chalk dust. Because of how spread out it is, simply blowing it away with a wind technique will not work, as the entire amount would need to be removed and can easily refill any area's cleared as it draws chakra from the user each turn creating more dust on its own and completing the repair without need for the user to act.
Note: Once activated lasts until the user ends it or can no longer give chakra for it to remain active, or is completely destroyed
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Oobleck Release
Is weak to: Lightning, Fire, Heating elements such as Temperature release that will boil off the water as well as cooling elements that could freeze the water
Is strong against: Wind, Water, Sound, any element that forces an outside pressure/stress/force onto the substance.
( Ekitai: Agashī no Yoroii ) - Oobleck Release: Armor of Agathys
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40 ( +20 to rebuild )
Damage points: 80
Description: The user begins by performing two hand seals and manipulating a source of oobleck or he creates a new source and from that he creates a set of pseudo-clothing made of oobleck. The oobleck is coated with a layer of chakra which lets the oobleck keep and retain a form around the user which can be different for each user. This is bound by their discretion as long as it takes the form of something roughly the size of actual clothing. The oobleck is able to defend against projectiles including kenjutsu and weapon ninjutsu, taijutsu and similar field like Jyuken as well as attacks that oobleck is strong against up to Forbidden rank. If it is a technique that oobleck is weak against the oobleck can be destroyed by an A rank of the element it is weak to. The armor will, however, be weakened to a certain degree by any technique that it is hit by however by performing an additional hand seal and spending a move slot they can rebuild the armor sustaining it through damage that would normal destroy it.
Additionally the armor can be used to attack an opponent by using it as an A rank construct with the constructs being able to travel up to mid range from them in any direction. This is done by creating appendages such as tentacles, hands or legs that whip out and strike at their opponents and just requires the user to manipulate the cloak to attack. It can be done passively upon creation but if used after the turn of creation it will cost a move slot but can happen in the same time frame as another technique as it's merely manipulating the armor slightly. These appendages can be used to travel by using them like arms and legs pushing the user up into the air and letting them move around. These constructs can be completely destroyed without hampering the armor itself. and can be used to avoid a technique within reason by moving the user out of the way counting as a move and only being usable twice per battle.
Note: Active for four turns unless destroyed.
Note: Can be created twice but must wait two turns in between
Note: Can only be used to attack as an S rank construct once per turn and costs a moveslot after the turn of creation

(Ekitai: Baindo) Oobleck Release: Bind
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 (+5 to make it solid again)
Damage points: 60 (+10 to coated technique)
Description: The user molds a mixture of water chakra and earth chakra forming a mass of Oobleck, or manipulates an already existing source of Oobleck. If creating the source, he must perform the boar hand seal allowing him to form the source of Oobleck into projectiles, nets, waves, tools or weapons. If he's manipulating an already existing source he is able to merely use slight motions of the hands to form sources into the above mentioned items.
As he manipulates the Oobleck he coats it in chakra giving it shape and making it retain a form until the user decides to release the chakra coating at that point the Oobleck loses it's solid properties covering the opponent in a thick gooey liquid that can impede movement making the opponent slowed due to the excess weight of the Oobleck as well as it's sticky properties. This will half the opponent's speed as long as the oobleck remains on the opponent. The user can also manipulate the Oobleck to constrict the opponent hardening it to a point that it can hold a person in place indefinitely unless defended adequately. This is done by calling upon the chakra inside the oobleck causing it to increase the viscosity of the substance to the point where it's a solid by creating an internal force that acts upon the oobleck. The aforementioned process is the same one that keeps the oobleck solid until impact. If the opponent tries to struggle against the oobleck that force is enough to activate the properties of oobleck without the need of chakra manipulation.
The user is also able to coat objects, constructs, other techniques, and weapons in a thick layer of oobleck or feed oobleck itself into the molding and mixture of the technique itself. This layer holds all of the properties of oobleck and makes hits dealt with the coated object, construct, technique or weapon stronger, and more devastating. This is exactly like the (Ekitai: Yoroi) Oobleck Release: Armor technique but instead of creating an armor for the user it is created for one of aforementioned things. When solid, liquid, or semisolid techniques are coated with a layer of oobleck they stand up to force, stress and elements oobleck is strong to as if the coated technique is strong to the opposing technique. However this is true for the opposite as well, if this technique is used to reinforce a technique and oobleck is weak to the element it is clashing with it even if the technique this was used on is strong to it, it will be considered weak to said technique.
Weapons, objects and constructs coated in oobleck become larger with a visible oobleck enlargement such as a kunai being completely enshrouded with oobleck, while techniques only change color slightly to a dull brown and become physically larger in size.
Notes:
The user can only form four constructs with a use of the jutsu But the power will be devided evenly between the constructs
The reinforcing ability will require the use of the hand signal and happens in the same timeframe as the technique it's modifying
The reinforcing ability can be used on oobleck jutsu without the seal, as the user is just pumping more oobleck into the technique to make it larger, and stronger. This also has the added benefit of increasing the rank of the oobleck technique as it becomes a quick combo. This does not work on S rank or Forbidden techniques.
The reinforcing ability can only be used three times per battle

(Ekitai: Ekitai Bunshin) Oobleck Release: Oobleck Clone
Type: Supplementary
Rank: B rank
Range: Short-Mid
Chakra cost: 20
Damage points: N/A
Description: The user pulls on a source of oobleck or creates a new source from this he forms clones that can use oobleck jutsu up to S rank. They cannot use any other jutsu besides Taijutsu that doesn't require chakra manipulation. The clones are able to absorb most physical attacks such as Taijutsu and projectiles like kunai and shuriken due to being made of oobleck. When the clones are dispersed they release oobleck onto the opponent which can weigh him down this would also make fast movements harder as the oobleck restricts movement slightly.

-Note: The clones are able to absorb the physical damage from B rank and below taijutsu, wind and water being unaffected by it due to their body structure (within reason)
-Note: Can only form four clones at max

(Ekitai: Konran no Arashi ) - Oobleck Release: Bog of Bemusement
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: N/A ( 20 if trapped in the oobleck )
Description: The user when in direct contact with water or earth will perform two hand seals and use their oobleck chakra to mold the water or earth into oobleck. This can rapidly turn the water or earth into oobleck creating a massive source of oobleck that takes the appearance of a large bog. Once created the user can control the consistency of the oobleck hardening it slightly allowing them to passively walk upon it's surface. If an opponent stands upon the bog or tries to walk or run on it they will quickly sink into the oobleck. Due to it's properties it will be hard to get out because as the opponent struggles to get out the oobleck takes on a solid property holding the opponent down. This additionally has the potential to cause damage to anyone stuck in it. This is because if they struggle against it can crush bones under the sheer weight of the substance as it shifts between liquid and solid from force or pressure. This source of oobleck can be used for other jutsu as well. However it can only support jutsu A rank and below. The bog can be as big as the user wants. Additionally when the bog is used as a source for oobleck techniques they have a passive empowerment increasing their damage by twenty damage and one rank up to A rank.
Note: Can only convert inanimate Earth or Water sources

( Ekitai: Mordenkainen no Oobleck ) - Oobleck Release: Mordenkainen’s Oobleck Grip
Type: Defensive/Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra cost: 30 (-10 per turn)
Damage points: 60
Description: The user quickly turns portions of his body or at times his whole body into oobleck. This can be used defensively to absorb the damage of taijutsu, and similar fields like Jyuken as well as projectiles such as kenjutsu or weapon based ninjutsu. It can also defend against water, wind and any other element oobleck is strong against or neutral to. For elements it is strong to this is up to S rank unless the oobleck is boosted in strength to defend from more. It can be used offensively through the user extending their arms or legs out to attack an opponent extending the range of certain taijutsu techniques. Due to the fact that the user is proliferating their body into oobleck thus this extension isn't their real body. This means the extended arms or legs can be destroyed completely without effecting the users body as they work like a buffer between the body and the thing the user is attacking. The arms and legs can be extended passively after the technique is activated. The user can also grab the opponent and surround his head in oobleck suffocating him or gripping a limb. When a limb is made of oobleck it can stretch out to mid range hitting an opponent from afar. If the user performs the Seal of Confrontation with his free hand while grabbing an opponent's limb the oobleck can be controlled to crush the limb with enough force to break bones. However while the user's body is made of oobleck he can only use earth, water and oobleck jutsu but can use his body as a source for oobleck techniques allowing him to proliferate oobleck from his body. This has the added benefit of passively adding more chakra ( ten chakra points ) into an oobleck attack that uses the body as a source compounding the damage by twenty damage and increasing the rank of the technique by one upto S rank where it only grants ten additional damage putting it on par with a forbidden rank(this application can only be used once per turn).
Note: The user can turn his entire body to oobleck but must perform two hand seals to do so. If he instead only turns a small portion of his body to oobleck he doesn't need the hand seals.
Note: If hit by a jutsu that oobleck is weak against the user reverts back to his normal form and takes any left over damage from the clash. However the arms or legs clashing with a technique doesn't instigate this process only the main body mass itself. The transformation lasts for three turns with a one turn cool down.

(Ekitai: Tenrai Souzoubutsu) Oobleck Release: Divine Creation
Type: Offensive/Defensive
Rank: S
Range: Short/Long
Chakra cost: 40 (-40 per turn to sustain)
Damage points: 80 (+15 for the constriction)
Description: The user performs two hand seals (Boar -> Serpent) while releasing a massive mixture of doton and suiton chakra into the atmosphere condensing a source of oobleck to form into large objects that can be used to attack or defend. The oobleck created is enough to create objects that are ten meters by five meters in length or height. If used to make more then one object their size diminishes over each use, so if two objects are made they can each be five meters squared if three are made they can be three meters squared however the rank of each object stays the same.
This can be used to create offensive weapons such as hammers, axes and various other constructs as well as more life-like constructs like golems and animals that can be moved throughout the field with relative ease. These objects all retain a shape and a form until they make contact with an opposing force in which time after causing damage to it they splatter into a mass of oobleck that covers whatever it hit in a thick mud-like mixture that binds them in place. At this point by performing the Seal of Confrontation the user can cause the oobleck to tightly adhere to whatever it hit constricting it with enough force to break bones and tree branches. It can be used defensively to create walls and platforms as well as hands that can catch or hold off certain jutsu. The constructs follow the strengths and weaknesses found in the element itself.
Notes:
-The constructs move about as fast as a Shinobi can run full sprint.
-Only three constructs can be made per use.
-Can only be used thrice per battle.
-Once released the oobleck can be used as a source for other oobleck techniques.
-Cannot use any other jutsu while the jutsu is active.
-The constructs can only be formed in a Short range but can be manipulated up to Long Range.
-They cost as much chakra per turn to sustain as they do to create them.

(Ekitai: Subeta) Oobleck Release: Sparda
Type: Supplementary
Rank: B
Range: Short/Mid
Chakra cost: 20
Damage points: 40
Description: The user releases oobleck as he punches, kicks or uses basic taijutsu motions which allows for blasts of oobleck to be incorporated into free-form taijutsu and Taijutsu use that does not incorporate chakra usage. The user can also create arm motions such as waving of the arms in an arc like motion or kicking of the legs in swift motions to release crescent arc-like blasts of oobleck allowing the user to attack the opponent from a moderate distance such as Mid Range. The blasts and arcs hold enough force behind them to knock the opponent back as well as possibly bruise the internal organs but isn't fatal or life threatening. The blasts of oobleck have a blunt force impact akin to an Earth Release technique able to break bones and bruise organs. This justsu is more of a way to create openings in the opponent's stance or exploit openings or weak points in the opponent's stance. Once the oobleck hits the opponent it clings to their body and is hard to remove. The oobleck follows the strengths and weaknesses found in the element itself.
Notes:
-Can be used five times per battle
-The user can only create four blasts, arcs or waves with each use, with the total power divided between them.

(Kuchiyose/Ekitai: Botsuraku) Summoning/Oobleck Release: Downfall
Type: Offensive
Rank: A
Range: Mid/Long
Chakra cost: 30 (-15 per turn to sustain)
Damage points: N/A (60 for first and second ability)
Description: The user opens a rift (5-10 meters in length) in the sky high above the opponent roughly Long range in height that like (Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop and summons fourth a massive amount of an element in this case Oobleck at a somewhat slower pace. Instead of all pouring out at once it rains down in the form of a dense torrential downpour of chakra infused oobleck drops. The oobleck rains down upon the field taking on the form of larger than usual drops of condensed oobleck roughly 3 inches cubed each. They pour down upon the area covering everything in a thick coating of oobleck that can be controlled and manipulated for jutsu A rank and below. This also comes with a few separate abilities besides the oobleck rain.

Using this ability the user can take hold of the oobleck manipulating their shape turning them into a rain of needles, shurikens, arrows, kunai and similar objects with which they can direct towards the opponent. Although not all of the oobleck drops will change their shape but only the ones which the user manipulates. This counts as an additional move and can only cause moderate damage such as slashes, gouges and cuts akin to sword or kunai strikes.
By performing the boar handseal the user can force the drops to take on a solid property being like stones that rain down from the sky causing blunt force damage before covering whatever they hit in dense oobleck.
The oobleck that doesn't hit the opponent when it strikes the ground will inch towards them somewhat slowly over the course of the three turns making its way toward them. Once it gets into short range it stops, this allows the oobleck source to pile up around the opponent for later use. To initiate this process the user must perform the ram hand seal.

Notes:
Its use is momentary
Can only be used 3 times per battle.
The user only controls the portal's opening not the flow of oobleck, he can however manipulate the oobleck that comes out however if he performs two additional hand seals he can summon fourth the entire source which is comparable in size to (Suiton: Bakusui Shōha) - Water Release: Exploding Water Colliding Wave

(Ekitai: Suteru) Oobleck Release: Forsaken
Type: Offensive/Supplementary
Rank: B
Range: Short - Long (short of oobleck)
Chakra cost: 20 (-10 per turn to sustain)
Damage points: 40
Description: The user can control oobleck already in play forcing it to move towards the opponent at a rapid pace through the air or across the ground. If it makes contact with the opponent it will cling to them forcing upon them a heavy weight restricting movement and holding them in place. This is enough force to restrict them holding their limbs in place but can be countered with a proper jutsu. This technique is initiated by performing the boar hand seal and during this time any and all oobleck in a 5 meter radius of the targeted area will move to and cling to it. The user can then clasp a hand creating an intense pressure solidifying the oobleck allowing for the ability to break and fracture bones while also still holding the opponent tightly.
Notes
-Constriction can last up to two turns
-While sustaining, the user cannot mold chakra for other techniques

to being taught

Lithos Release
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.
(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: 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.

(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: 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.


to being taught


Hellstone
crystal that houses pyroelectric properties that is capable of producing an electrical current through the crystal by experiencing a change in temperature of any type. It's created using Earth chakra refined to form a crystal that then is hit with your Fire/Lightning chakra changing it's properties into Hellstone. It's strong to Fire, Lava, Earth and Water and weak to Lightning, Sound, and Wind.
(Tourmarin: Babiron no Shōfu) - ₪ Hellstone: ***** of Babylon ₪
Type: Offensive/Defensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra cost: 10 - 40
Damage points: 20 - 80 (+20 if it undergoes a temperature change)
Description: ***** of Babylon is a technique that forces the user to generate Hellstone from their bodies or from the ground at a rapid rate and forming it into their needs. This most basic yet useful forms of creation allows the user to manipulate and conform it into various weaponry, platforms, buildings, etc. The hellstone generated by this technique is over an extremely dark crimson and jet black color that is spread erratically throughout the crystal itself. When produced from the body, ***** of Babylon does not require handseals and must be created short range from the user and can be shot at the opponent reaching up to and including long range. When created from the environment, Hellstone Chakra can be focused into that specific area and erected right then and there. The size of the jutsu will depend on the rank used. To create B rank constructs from the body it will require three handseals, or to create any construct from outside the body above B rank, it will require three handseals also. Due to the special properties of Hellstone, when it comes in contact or undergoes a temperature change, it gains a strong electric current. In this case, this technique gains +20 extra damage due to the powerful electrical current. An opponent in contact with ***** of Babylon can face intense numbing and third degree burns due to the power of the electrical current added on to the force of the impact of this technique. The S rank variant can be used 3 times per battle with two turns between uses.

(Tourmarin :Akumajō Ririsu) - Hellstone Release/Fuuinjutsu: Lilith, Lament of the Underworld
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Based off of Body of the Behemoth, Lilith Lament of the Underworld(LLotU/LLU) is a technique that uses a similar kanji formula, having the same properties to seal away fire based elements/KG/CE (Volcanic Ash, Lava Release, Scorch etc), but instead of keeping the element sealed, it converts it into raw chakra that is then transferred to the user to either: enhance the power of the technique the user releases by 20 damage or Replenish the chakra reserves of the user equivalent to how much damage is sealed away. The user will perform two handseals focusing Hellstone chakra in an area within short range of the user causing the ground to splinter resulting a large branching structure of Hellstone, creating a dense crystalline forest of trees that uproot the ground and travel towards the opponent to crush them under its weight. If the forest comes in contact with a fire based KG/CE/element etc, the forest will seal the technique within its branches and roots. A red glow takes over the crystalline foliage as a powerful electrical current runs through it. The electrical current is strong enough to cause 3rd degree burns to the opponent and numb their movements. Once the technique is sealed, the user has the option of using the technique to either empower their next attack or replenish their chakra reserves as mentioned earlier in the technique. Lilith, Lament of the Underworld also has a supplementary effect when a technique is not sealed within itself. LLU can be used as a source for other Hellstone techniques. Hellstone techniques spawned from this technique gain the kanji formula of this technique. However, this removes Lilith's ability to use the kanji formula itself. Lament of the Underworld can be used three times per battle with a two turn cool down in between usages. No Fuuinjutsu above A rank can be used in the turn after this technique was used. The Kanji formula in this technique is B ranked but similar to the Fire/Water/Wind/Earth/Lightning Sealing Method Technique can seal techniques up to S rank

(Tourmarin: Babiron no Shōfu) - ₪ Hellstone Release: Ninth Circle ₪
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: Ninth Circle is a Hellstone Technique that converts any physical matter into a pyroelectric crystal, similar to crystal release, the user is able to convert weapons, buildings or the ground itself into hellstone through physical contact or through the use of a singular handseal. When the crystal undergoes a temperature change, naturally, a powerful electrical current runs through body of matter itself. Instead of damaging the opponent, it effects their movement. By injecting them with electrical discharges, it halves the current speed of the opponent until they break contact with the charged Hellstone. Alternatively, the user can used this now charged crystal as a source for other Hellstone techniques. When used in this way, the Hellstone techniques are generated with a current running through them. By doing this, these Hellstone techniques can achieve their alternate effects without having to undergo a temperature change. For example, if a Hellstone technique gains +20 damage when a change in temperature is applied to it, when using Ninth Circle as a source, the hellstone technique will be created with the extra damage already active. This technique can be used 3 times per battle. Each usage lasting 4 turns needing a 2 turn gap between usages. Lightning specialists would be unaffected by the electrical discharges.

(Tourmarin: Kyojin no karada ) - ₪ Hellstone Release/Sealing Technique: Body of the Behemoth ₪
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short (With long range reach)
Chakra cost: 40
Damage points: N/A (dependent)
Description: The user forms 3 handseals and focuses Hellstone chakra into his mouth. He then spews out a large 4 legged pyroelectric crystal beast. While being created, the user infuses the Hellstone beast with chakra giving it fuuinjutsu aspects. The A ranked fuuinjutsu the Behemoth is infused with enhances the ability to gain more power when hellstone interacts with heat based techniques/elements. Once the beast coming in contact with Fire based Elements/KG/CE (Volcanic Ash, Lava Release, Scorch etc), the seal thats within the beast triggers in response to the immense heat. The fire based attack is immediately absorbed into the body of the beast without the beast taking harm. Initially, the Beast carries no offensive damage, but after absorbing a heat based technique its lethality increases in proportion to the damage of the heat based technique absorbed. After absorbing this heat, the Behemoth begins to glow a crimson as steam emanates from its body. Like typical Hellstone techniques a powerful electrical current runs through the body of the beast often branching off to strike those around it. The Behemoth can absorb a maximum of two heat based techniques before reaching full capacity. However, if another technique is absorbed in addition to the first technique, which damage is higher will become the base damage of Body of the Behemoth. The Behemoth can be deactivated prematurely by forming a handseal. Once prematurely deactivated, the Behemoth will detonate and release an explosion while unsealing the techniques it absorbed. The damage done by this activation is equivalent to the sum of the damage of the absorbed techniques.
This technique can only be used one time per battle. Lasting a total of 4 turns on the field.
No Hellstone techniques can be used for two turns after this technique is used.

to training


Moondust
( Mūndasuton: Runaāsenaru ) | Moondust: Lunar Arsenal
Type: Attack / Defense / Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15 - 40
Damage: 30 - 80
Description: Using Mūndasuton chakra, the user will be able to create objects, tools and other creations composed of the unique dust with two handseals. These can be created directly from the user's body, from already existing Mūndasuton, created from a source of earth. The creations can be created in the form similar to a gaseous state, but in reality it is simply an abundance of Mūndasuton on a microscopic level gathered into a form. This can be shaped, being used as free flowing waves and such, or more compacted to become a solid to create swords, spears, shields or anything else, limited to the creator's imagination; While also being able to be shifted between the two states at the user's will (dust-like/solid) while also keeping the "grinding" effects of the element. Of course, numerous creations can be made with a single use, though the power of each creation will be split accordingly. These objects can differ in size according to rank, ranging from being small as a senbon (C) to being as big as an incomplete susanoo (S). A unique feature to this is, once in physical contact with a target/Technology) it will passively attract miniscule amounts of Mūndasuton to said objects and will disrupt the technology altogether and making it unusable. This works on anything 1 rank stronger than the Mūndasuton and lower. Should the Moondust be purged from the technology, the device will resume function after one turn.

Note: S-rank variants can only be used 3x maximum with a two turn cool down between uses
Note: A-rank can only be used 4x max with a one turn cooldown

( Mūndasuton: Ekuripusu ) | Moondust: Eclipse
Type: Defense | Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 (-5 per turn)
Damage: N/A (20 per turn)
Description: This is a simple technique used usually to disarm the use of technology. With the use of 2 hand seals the user has a light amount of Mūndasuton begin to rise from the ground. This causes a light mist like cloud to cover the terrain, but it doesn't effect the visuals of anyone nor damage anyone. The dust would instantly cling to any technology on the field bar the users (due to having control of it not sticking to our things) and render it useless if it is of 1 rank higher than this technique or lower. If the user chooses, he could use this technique with a higher chakra cost, becoming A-rank but becoming more of a violent technique. This variant causes more of a localized dust storm that does the same as the weaker version, but also eats away the technology and anything else the user chooses. On technology and other things weak to Mūndasuton, it would take direct A-rank damage from this technique, but on human/living flesh, it would eat away at them by 20 damage per turn, sticking to their bodies if not delt with. The A-rank variant can only be used 3x and only lasts 3 turns. It would also need a 2 turn cool down once used. In either variant, should the cloud be removed, technology will resume function after one turn.

( Mūndasuton: Nīru āmusutorongu ) | Moondust: Neil Armstrong
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: N/A [+10]
Damage: N/A [+20/Depends on Technique]
Description: This technique is a simple infusion type ability in which the infusion of Mūndasuton would supplement and strength future earthen techniques. By simply adding an additional hand seal to earth style techniques being used, the user will add an extra portion of chakra into them in order to apply a "shroud" of Moon dust to them. The Moon Dust would shroud the earthen technique in a way that it wouldn't actually touch it, floating along with it about a centimeter or so. This rough shroud would give the technique additional damage due to the aggressive nature of Mūndasuton, but also give off the effects of Mūndasuton; This includes shutting down technologies and sticking to things that comes into contact with it. When activated this way, it would last 3 turns, applying the additional chakra to earth techniques as needed, though can only be used 3x max. A second variant of this is used on non damaging or defensive style earth techniques. By adding the shroud of Mūndasuton to these type of techniques, the user is able to make the technique damaging. The damage given to said technique would be directory proportional to their rank; I.e. S-ranks will carry 80 damage. A-ranks 60 damage. Etc. This variant is A-rank and can only be used 4x, on 1 Technique per use and can't be used while the B-rank variant is active. Affected Earth techniques retain the S/W of regular Earth Release.

Link to CE Approval
 
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Vegeta

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(Jōkiton: Jōki tentou) - Steam Release: Steam heaven
Type: Supplmentary
Rank: Forbidden
Range: Entire field
Chakra cost: 80 (+10 per turn.)
Damage cost: N/A (-15 to the user per turn.) (+5 to all steam based jutsus.)
Description: After entering, or already activated ''(Jōkiton: Kuwashii Kitai Jōki Henkan!) - Steam Release: Full Throttle Steam Transformation!'' the user will raise his arms towards the skies, he will then release a huge amount of chakra throughout the entire field, causing masses of steam to erupt constantly, it's so thick that you barely can see your own body limbs. Due the masses of steam the user will recieve damage over time due the constant masses of steam which erupts. As the steam is infused with the users chakra he will be capable of senseing everything within the steam which contains chakra, though not it's nature type, if any. If the opponent stays within the steam for too long he will become completly exhausted and unable to continue on fightning.
~Can only be used once and lasts 4 turns.
~Whilist this jutsu is active any form for fire elements are rendered useless as the steam would just kill out the fire.
~Three turns inside of the steam will exhaust the opponent completly.

(Jōkiton: Jōki Kumite) - Steam Release: Steam Kata
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40 (+10 Each turn if it's activated.)
Damage Points: 80
Description: The user will coat his arms in higly compressed Steam, The user can use this Steam as an extension of their arms giving them longer reach within their taijutsu even if they do not directly connect. The user simply release the Steam around his arms in a form of Shockwave hitting the Target if he should miss and gradually burning wounds will appear on the target. New Steam will then extend on the users arms.
Notes:
~Can only be used twice and each time lasts 3 turns
~Can only be used by a Han Bio.
~The user is capable of performing Jutsus and form hand seals while this is active.

(Jōkiton: Jōki-muenjin) - Steam Release: Steam Engine
Rank: S
Type: Supplementary/Defence
Range: Short
Chakra: 40
Damage: 80 (if opponent is too close)
Description: With the Bijuu’s ability to heat water, the Jinchuuriki can heat the water within their own body safely without harming themselves. Heating their own mass to high temperatures, fire will be useless and any water that is near them will burst into steam on contact. Anyone that gets to close during this time will be burned by the severe temperatures admitting form their body.
~ Usable 2 Times
~ Last 3 Turns
~ Only useable by Han bio.

(Jōkiton: Kuwashii Kitai Jōki Henkan!) - Steam Release: Full Throttle Steam Transformation!
Type: A
Rank: Offensive/Defensive/Supplementary
Range: Self
Chakra Cost: 30
Damage Cost: N/A
Description: This technique allows the Five-tailed jinchuuriki, Han to freely manipulate his body into steam via releasing his steam-affiliated chakra from his pores. Though once active, Han retains his physical appearance, as opposed to looking like steam; it only becomes apparent when a physical object interacts with him. The composition of his body allows the user to be unharmed by any physical substance, like a kunai or a weapon. Another advantage of being in this state is that, because of the combination made to create steam, his fire and water techniques also become enhanced as well as his steam techniques. Not only is this technique suitable for offensive tactics but also defensive; as stated, the user is immune to physical interaction but this does not only apply for ninja weapons but also for elements such as lightning and earth or other solid-based elements. While in this state, Han is limited to what chakra he can utilise, mainly because of the constant release of steam; because of this, Han is only able to use Steam, Water and Fire while in this state.
Notes:
-Can be used once and lasts four turns.
-Water and Fire Jutsus gets +10 due steam is made out of fire and water, and steam jutsus gets +20.
-The user is unable to perform any earth, lightning or any wind jutsus in this state.
-The opponents earth and lightning jutsus will do no harm to the user due it will simply pass through him.
-No other modes while in this Form.

(Jōkiton: Ekitai no Henkou) Steam Release: Liquid Change
Rank: A
Type: Supplementary, Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Point: 60
Description: This technique allows the user to infuse their fire chakra into a water source and upon the command of the user clapping, his/her fire chakra is transferred to the water and alters it into steam which can be used as a medium for other Jōkiton techniques.
Notes:
-Can only be used by a Steam user.
-Can only be used two times.

(Jōkiton: Jōki Kankishafuto) – Steam Release: Steam Ventilation shaft
Rank: B
Type: Offensive, Supplementary
Range: Short – Mid
Chakra cost: 20
Damage points: 40
Description: The user will manipulate their chakra to cause a vent of steam to rise up from an undergound pocket and shoot out of the desired location which can cause severe burning on a targets skin.
Note: Can only be used by a Han Bio

(Jōkiton: Jōki Ryokou) Steam Release: Steam Travel
Rank: A
Type: Supplementary, Defensive
Range: Short-Long
Chakra Cost: 30
Damage Point: N/A
Description: The user gains the ability to merge himself into any kind Steam that is being on the Battlefield and capable of appearing out from anypart of the Steam to attack as he wishes.
Notes:
~Can only be used by a Han Bio.
~Can only be used three times per battle.
~This is similar to Kimimaro's technique: Sawarabi no Mai - Dance of the Young Ferns.
( Jōkito: Funsuiken ) - Steam Release: Erupting Propulsion Fist
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: After focusing a lot of his steam chakra, creating pressure within his armor, the user uses that pressure and delivers a massive steam-enhanced punch.

( Jōkito: Funsenwan ) - Steam Release: Erupting Revolving Arm
Type: Offensive
Rank: C
Range: Short
Chakra: 15
Damage: 30
Description: Han delivers a series of various Taijutsu strikes, aided by the steam to increase his movement speed and make harder movements easier. This allows him to deliver rotating punches and kicks in quick succession, aided by the steam's propulsion.

( Jōkito: Fungōkyaku ) - Steam Release: Eruption Kick
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Using a large amount of steam and pressure, the user is able to, through his steam armour, empower a single kick that delivers massive damage.

( Jōkito: Funkahō ) - Steam Release: Erupting Thrust Cannon
Type: Offensive
Rank: C
Range: Short
Chakra: 15
Damage: 30
Description: Han jumps into the air, and while spinning, lands an upwards kick to his opponent, launching him in the air. Once in the air and propelled by the steam to position himself above the opponent, the user ends with a steam blast directly on his target, sending them crashing to the ground.
 
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