Vincent's Arsenal

Vincent

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All submitted before the new rules

Summoning contract

1.
(Senzankou Kuchyose no jutsu:Chiberiusu)
Pangolin Summoning Technique: Tiberius
Type: Supplimentary
Rank:S
Range:n/a
Chakra Cost:40
Damage Points:n/a
Description: Tiberius is the leader of the pangolins, he is roughly the same height and length as Katsuyu's complete form, he is the oldest and largest of his species. His armoured scales are said to be stronger than any metal used by ninja and therefore can protect him from all S-rank or below techniques, however, his face and abdomen are not protected by these scales and are therefore vulneable to attack, Also, due to the nature of his scales, they are also vulnerable to fire attacks of A-rank or higher. A single S-rank technique to the stomach causes him to leave the field
Once per battle, Tiberius can curl up into his ball form, removing these vulneable areas from view, in this form he can roll at the enemy, causing considerable damage, howver, if the enemy has damaged his abdomen (hit it with one A-rank or above, or two b-rank) then he cannot roll into his ball form.
Also tiberius may choose to try and catch the enemy with his tongue that can extend to mid range and is highly adhesive, meaning thet if the enemy is hit, he will be stuck on his tongue, hover, this tongue is higly suseptible to lightning and fire attacks ( a hit from a c-rank or higher tech will damage it)
Tiberius has some skill in Doton techniques and can use up to B - rank Doton jutsus. He also has a brilliant sense of smell, allowing him to track food for miles around (he can also use this to track enemy ninja)
Restrictions:
1. Cannot attack at all the turn after he rolls up
2. Cannot use jutsu and tongue in the same turn
3. Stays on the field for 4 turns,
4. Can only be summoned by someone who has signed the pangolin contract and has been taught how to summon him by -Minato-

2.
(Senzankou Kuchyose no jutsu:Karigyura)
Pangolin Summoning Technique: Caligula
Type: Supplimentary
Rank:S
Range:n/a
Chakra Cost:40
Description: Caliguya is the son of Tiberius and is the second largest of his species, bieng 3/4 the size of his father. As he is smaller and younger than his father, he is less well protected by his scales and any technique above a rank will penetrate them, he can roll into a ball and attack like his father, though a single A rank technique to the stomach (or two B) will prevent him from doing so for the rest of the battle, and can also use his tongue to attack, extending out to mid range and as the tongue has an adhesive nature, if it hit the opponent it traps them, but is vulnerable to lightning and fire techniques, a single c-rank or above lightning or fire technique hitting the tongue will prevent its use for the rest of the battle. Caliguya is more skilled in elemental ninjutsu than his father and as a result can use up to A rank doton techniques
Restrictions:
1. Cannot attack at all the turn after he rolls up
2. Cannot use jutsu and tongue in the same turn
3. Cannot be summoned if user has used another summoning in the battle
4. Stays on the field for 4 turns or if hit twice by S-rank or above (once if hit in the stomach)
5. Cannot be summoned if his father has been summoned in the same battle
6. Cannot be summoned unless you have signed the pangolin contract and have been taught how to summon him by - Minato-

3.
(Senzankou Kuchyose no jutsu:U~iteriusu)
Pangolin Summoning Technique: Vitellius
Type: Supplimentary
Rank:A
Range:n/a
Chakra Cost: 30
Description: Vitellus is the Second son of Tiberius is the third largest of his kind bieng 5/8 the size of his father, bieng fairly young and small, his scales only protect him from upto B rank techniques, like his father he can roll up to attack, a single B rank or two C-rank hits to the stomach will prevent him from rolling up for the rest of the battle, or use his tongue, which can extend out to mid range, and has an adhesive nature, trapping the enemy if it his, however the tongue is vulnearble to lightning and fire, a single c-rank hit from either element will prevent its use for the rest of the battle. Vittellus is fairly competant at doton techniques but unlike his father and brother is more willing to learn from others, (he may use doton techniques to the same rank as the summoner- to a maximum of b-rank)
Restrictions
1. Cannot attack at all the turn after he rolls up
2. Cannot use jutsu and tongue in the same turn
3. Can be summoned if user has used another summoning in the battle
4. Stays on the field for 4 turns or if hit once by S-rank or above (twice by A rank)
5. Cannot be summoned if his father has been summoned in the same battle
6. Cannot be summoned unless you have signed the pangolin contract and have been taught how to summon him by -Minato-

4.
(Senzankou Kuchyose no jutsu:Augusuto~usu) Pangolin Summoning Technique: Augutsus
Type: Supplimentary
Rank:S
Range:n/a
Chakra Cost:40
Damage Points:n/a
Description: Augustus is a member of an offshoot of the main pangolin family that has adapted to the desert environment of their homeland, he is only slightly smaller that Tiberius when on all four legs, but unlike tiberius and the main family, he has the ability to stand on two legs. Augustus and his family have adapted over many long years to this bipedal existance, and as a result, their scales now cover the entireity of their bodies ( Augustus' plates afford him protection of up and including to A rank jutsu) Due to his long existance in the desert Augustus has become a highly skilled user of Earth and Wind techniques, able to use up to A-rank of both.
Like the main family he may roll up into a ball to attack, but as he can stand on two legs, the time it takes for him to do so is drastically reduces, and he is able to do it more than once a battle.
though, as he has adapted to live in the desert, his family no longer use their tongues to attack, as they would be damaged in the desert heat. He also has a brilliant sense of smell, allowing him to track food for miles around (he can also use this to track enemy ninja)
Restrictions.
1. Stays on the field for 4 turns
2. May be summoned if Tiberius, Caligula or Vittellius have been summoned
3. Can not Roll up and use jutsu in the same turn
4. Must have signed the pangolin contract and been taught how to summon him by -Minato-

5.
(Senzankou Kuchyose no jutsu: Nox)
Pangolin Summoning Technique: Nox
Type: Supplimentary
Rank:S
Range:n/a
Chakra Cost:40
Description: Nox is close to the same size as Vitellius. Both his plates and his skin underneath are completely black. His eyes are yellow and they glow in the darkness.His plates protect him from techniques up to C. A B-rank technique will pierce his plates. On his plates there are 4-foot long spikes that work as tread like on a tire. He has the ability to ball up and roll around like other Pangolins, though his spikes allow him to roll straight up mountain sides and continue to roll on ice or mud. Two C-rank attacks or one B-rank attack to an unprotected area will stop him from being able to roll for the rest of the battle. He can also use his tongue to fight, which extends to mid range. It has an acidic nature. If the opponent is hit, the opponent is burned severely. He also may (once per battle) create a cloud of extremely noxious gas, similar to a skunk's spray, that extends to mid range, that is extremely flammable, and can also be blown away by high rank wind techniques., and also forces the opponent to either retreat to long range or spend his turn covering his face to avoid the gas.He has considerable skill in Katon and can use Katon jutsu up to A-rank
Restrictions:
1. May not use tongue and katon in the same turn
2. May not attack the turn after he rolls up
3. Stays on the field for 4 turns
4. Can only be summoned if you have signed the pangolin contract

Zetsu Abilities:

6.
(Furubodi bunri no Jutsu) Full Body Separation Technique
Type: Supplementary
Rank: A
Range: Personal
Chakra: 30
Damage: N/A
Descritption: White Zetsu and Black zetsu split into two whole and separate bodies with all limbs and a full flytrap each
Note: Usable Once Per Battle

7.
(Haetorisou Doka no Jutsu) Flytrap Assimilation Technique
Type: Supplementary/Attack
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user sprouts (the fly trap grows from their flesh) a flytrap from their body, engulfing the desired target and closing, The flytap acts as a part of the users body and can be controlled in the manner of a limb, Once a target is engulfed, it is assimilated into the flytrap and is essentially now a part of the users body and can be released upon the desire of the user
Note: Usable once per battle
Note: Only Zetsu can use this
Note: The object/person is released upon the opening of the flytrap.

8.
(Mokuton/Zetsu Ninpo: Dinātaimu) Wood Release/Zetsu's Ninja Art: Dinner Time!!!
Rank: S
Type: Attack
Range: Short- Mid
Chakra Cost: 40
Damage Points: 80
Description: Zetsu's appetite gets the better of his patience and he decides he doesnt want to wait till the opponent is dead before devouring them. Zetsu clasps his hands together and using mokuton restrains the opponents arms, legs, and mouth, and binds them onto a table made of mokuton with multiple spikes protruding from it, complete with a drainage system for the blood to be collected for later use.
Once the opponent is bound to the table, 2 white zetsu clones sprout from the table and begin the preparation of the meal (Do I have to go into detail here? O_O). Once the meal is prepared a chair of mokuton is formed at the head of the table for the original body to sit and enjoy the feast.
Note:
- Usable once per battle
- No mokuton above b rank the same and following turn after this technique
- No earth or water jutsu above a-rank for the same and next turn.
- User may not use mayfly next turn
- Only usable with a zetsu bio
- Counts as 2 moves out of the possible 3 per turn.

Sage Mode:

9.
(Seiji ketsugō) Sage binding
Rank: A
Type: Defensive
Range: short - mid
Chakra Cost: 30
Damage Points: N/A
Description: The user will gather and release a large amount of Sage Chakra into the ground beneath the target. The chakra will emerge, gushing upwards and bind the target by covering him almost completely.
Note: Useable twice
Note: Can only be used in Sage Mode
Note: Reduces sage mode by 2 turns
Note: Target must be on the ground.

Genjutsu

10. (Genjutsu: Konpyūta lu Īe) Illusion Technique: Computer says no
Type: Supplementary/Attack
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user triggers an illusion in the opponent, that every time they perform an action, an image appears in their mind of the video below, providing a constant distraction and irritation, reducing the opponent's reaction times (the opponent has the reaction time of a person 1 rank lower while this is in effect)
Note: Effect persists until properly dispelled


Custom Medical Jutsu

11. (Setsugō-ko Bunshin) Zygotic Clone
Type: Medical
Rank: Forbidden Rank
Range: N/A
Chakra: 70 (-10 per turn)
Damage: N/A (heals the damage done to the user)
Description:This amazing technique is a passive ability developed by extensive mastery over cell regeneration and medical ninjutsu and activates everytime its needed without the need for much control from the user. The main ability of this technique is to trigger stem cells located in the users bone marrow to differentiate via meiosis into the constituent haploid cells that originally created the user. These then form zygotes inside the marrow nurtured by chakra and held in stasis. This happens in all the bones of the user. Upon the severing of any body part from the main body, the chakra locking these chakra fueled zygotes expires, the zygote then rapidly, over the course of a few seconds, multiply, becoming a full perfect physical copy of the original user in perfect health. The body fragment that contains the user's head is designated the original user which regenerates the lost part very rapidly, reforming the user undamaged (i.e. If decapitated, the head becomes the original user and regrows a body and the body regrows a head and becomes the clone). The severed body part or fragment also regenerates whatever parts its missing needed to form the full body in the same amount of time. Any clone made from this process is unique in the fact that is is actually a corporeal, real body, made of flesh and fully functional. However, its an empty shell; a "meat vessel", with no spirit or chakra. It therefore needs to feed off the original users chakra flow to sustain itself and use techniques, and without it would simply be an inert, lifeless body. Its main advantage is that it can actually use forbidden rank abilities and summoning techniques due to its truly corporeal form and having a functioning cardiovascular system to draw blood from. It has all the physical characteristics of the original and has the same physical resilience to damage that the original has, meaning that whatever is capable of destroying the original will also destroy the clone. If the chakra link is severed or terminated, the clone will cease to function; the same will happen if the user is somehow unable to sustain it by being knocked unconscious or by being forced to terminate the flow of chakra. The chakra link between the user and the clone allows the user to know exactly what is happening with the clone and receive information from his senses. This is also a double edged sword as both will share Genjutsu casted on one of them. However, if one performs a release method, the illusion is released for both.
Notes and restrictions:
-This is a clone technique and counts therefore abides by the restrictions for clone jutsu described in the battle rules.
-This clone technique is usable once per battle and only to produce one clone
 
Last edited:

Vincent

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Customs Granted to me:

Medical:

Suiso Souran [Hydrogen Control]
Type: Attack
Rank: Medical/A
Range: Short - Long
Chakra Cost:150
Damage Points: 0
Description: This jutsu is used to controll the level of Hydrogen (H) in ones body; by controling the level of Hydrogen, the medical shinobi controls the persons pH (potentio Hydrogenium [literaly: the power of hydrogen]). If its lowered under 7.4 the person gets into acidozis (dyziness, blurry sight, head ache, pain in all muscles, faster breathing), if it gets higher then 7.4 the person gets into alcalozis (dyziness, blurry sight, slower breathing, deeper breathing, slow reactions, slow heart rate).
Lasts for 7 turns, level can be manipulated at will.
Can be used only by medical sensei.


Chakra Mayu [Chakra Cocoon]
Type: Supplementary/Defense
Rank: Medschool Mastery
Range: N/A
Chakra Cost: the same with the offensive jutsu used (if the damage is 80 the chakra loss will be 80 etc)
Damage Points: 0
Description: The medschool senseis/masters use this technique in the battle field. In order to heal someone in the middle of it, while there are offensive jutsus thrown all over the area the healer in order to heal self or any other will generate the medical chakra to create a cocoon made of pure chakra to cover -in a shape of a bubble- his/hers and the patient's body to heal them in peace. The cocoon is made by drawing a sign in the air and it is created instantly. The technique can also be used in wars as protection against offensive jutsus.

Doku Ame (Poison Rain)
Rank: Forbidden
Range: long range
Chakra cost: 50
Damage: 90
Description: The user focuses his/her poison chakra in his/her stomach. Then he/she takes a deep breath and fires purple flames from his/her mouth (same movements as the 'great fireball technique from the Uchiha's) and directs it on water. The water starts to condense rapidly and rises. Eventually it takes the condensed water form of purple clouds and then it starts to rain. Everything touched by the purple rain gets paralyzed for 3 rounds.
Side effects: Intoxication for the user (additional -10 chakra points for every use)

*There must be a water source nearby.
*Can only be used 3 times per battle*
*Must be trained by either Nexus or Rei to use.


Karada Youhin Fukkatsu(Body Parts Restoration)
Type: MedJutsu
Rank: Forbidden
Range: N/A
Chakra cost: 150

Description: This is one of the most dangerous and powerful med jutsus. The user can manipulate the elements around him/her and using his medjutsu techniques he can restore a burned, cut off, ripped off body part. From hands to eyes, the body parts return completely with no functional problems at all. The procedure lasts for 5 hours and after that Nexus or Rei are unable to use any medjutsu for the rest of the day.

*Can only be used by Nexus & Rei and no other person until they reach the medical sensei rank.
*For a med student to be teached that he/she needs the agreement of both Nexus & Rei.
*Even after that, the med senseis will have to have the permission of both Nexus and Rei to use.
*To be able to use this, an elemental affinity of all elements is needed.
*Must be trained by either Nexus or Rei to use.



Toads:

Toads


(Kuchiyose: Hogama) - Summoning: Great Fire Toad
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Fire Toad. This toad was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest fire user of all the toads at Myobokuzan and can use all fire techniques up to A rank. Being the greatest fire user means that Kogamahi has great knowledge of fire jutsu and is unafected by B ranks and below.

Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the feild for 4 turns
Note: No other summonings for 2 turns
(Kuchiyose: Mizugama) - Summoning: Great Water Toad
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description:After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Water Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest water user of all the toads at Myobokuzan and can use all water techniques up to A rank. Being the greatest water user means that Kogamahi has great knowledge of water jutsu and is unafected by B ranks and below.

Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the feild for 4 turns
Note: No other summonings for 2 turns

(Kuchiyose: kazegama) - Summoning: Great Wind Toad
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Wind Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest wind user of all the toads at Myobokuzan and can use all wind techniques up to A rank. Being the greatest wind user means that Kogamahi has great knowledge of wind jutsu and is unafected by B ranks and below.

Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the feild for 4 turns
Note: No other summonings for 2 turns
(Kuchiyose: Tsuchigama) - Summoning: Great Earth Toad
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Earth Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest Earth user of all the toads at Myobokuzan and can use all Earth techniques up to A rank. Being the greatest Earth user means that Kogamahi has great knowledge of Earth jutsu and is unafected by B ranks and below.

Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the feild for 4 turns
Note: No other summonings for 2 turns
(Kuchiyose: Raigama) - Summoning: Great lightning Toad
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Lightning Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest Lightning user of all the toads at Myobokuzan and can use all lightning techniques up to A rank. Being the greatest Lightning user means that Kogamahi has great knowledge of Lightning jutsu and is unafected by B ranks and below.

Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the feild for 4 turns
Note: No other summonings for 2 turns


---

Allowed By Iwabi:

Earth Elemental Techniques:
(Doton: Hokori Koeda no Jutsu) - Earth Release: Dust Spray Technique
Rank: C
Type: Supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: (-15 due to minor damage from technique)
Description: By moulding their earth natured chakra into their mouth the user has shown to release a heavy dust - like spray at the Target. This technique will temporarily blind the target and afflict small wounds to the targets skin.

(Doton: Iwa no Ryūiki) - Earth Release: Earth River Basin
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will make a set of three hand seals and then create a section of earth to split open and form a river bed in which can be made to flow anywhere. This technique is primarily used to defend against opponents water techniques and re-direct their flow to the users desired location.

(Doton: Fūjikomeru Ori no Jutsu) - Earth Release: Containment Cell Technique
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra cost: 25
Damage points: N/A
Description: User infuses the ground beneath the target with his chakra. The farther away that target is, the more charge time is needed. After charging, the ground forms into a ball around the target, trapping them.

(Doton: Doro Meisai no Jutsu) - Earth Release: Mud Camoflauge Technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30 (+5 per turn active)
Damage points: N/A
Description: The user will make the snake hand seal and then they will begin excreeting earth chakra out their skin covering their body. This earth has special properties in which can mask chakra and heat signals being given from the users body, effectively masking their presences to sensory based ninja.
Note: Activation lasts 3 turns and must wait another 1 turn before activation again.

(Doton: Dai Iwa no Damu) - Earth Release: Great Earth Dam
Rank: A
Type: Supplementary, Defence
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: The user will make a set of 4 hand seals and then will create a large segment of earth to rise up with a large bowl like formation in the center inwhich can be used to trap an opponent or up to a very large water source.

(Doton: Tsuchi Uirusu no Jutsu) - Earth Release: Earth Virus Technique
Rank: A
Type: Offensive, Supplementary
Range: short - Mid
Chakra cost: 30
Damage points: 60
Description: After performing the Bird Hand Seal, the user will manipulate their chakra and fire a rock at the target from their palm or an extention of their body. If the rock hits the targets body it will then stick to them and over a period of several seconds it will begin spread across the targets body to eventually encase them in stone. However this technique can easily be counterd by administering a electrical current to negate the advance of the earth stone.
Note: Usable 3 times per battle

Fire Elemental Techniques

(Katon: Chīsana Bakuhatsu) - Fire Release: Microburst
Rank: C
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 30
Description: This technique allows a user to create a forward aimed and oxygen enhanced explosion. As this technique has been designed without the use of hand seals and to be performed at extremely close range, it has potential lethality if it strikes a solid hit on an opponent. It's explosive nature has been gauged to be roughly the same as an explosive tag with the explosion projected forward instead of the normal omnidirectional behavior.

Lightning Release Techniques

(Raiton: Raikou Jishaku no Jutsu) - Lightning Release: Lightning Magnet Technique
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: This jutsu creates electrical clouds around the area that attract metal, any metal projectiles thrown will be altered because of the clouds. This can be dangerous for both parties.
Note: Lasts for 3 turns, after the 3 turns are over, not new metal is attracted to the point.

Water Release Techniques

(Suiton: Gekiryuu Chikara no Jutsu) - Water Release: Raging River Force Technique
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user performs the following hand seals Horse -Snake - Hare to activate a similar to the Water Torrent technique, save for a few key differences. Firstly, the power of this technique is enough to tear down most stone walls and defenses, not to mention defenses made of weaker materials. Secondly, this technique produces enough water to flood a small area. This technique can floor an area of 200 square feet. This technique is also used from the users mouth.
Note: This technique can break through B rank and below Earth based jutsu.



Summoning Technique
(Kuchiyose: Ryōjin) - Summoning: Ryōjin
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: After performing the required hand seals the user will summon Ryōjin the Boss of the sub-species Thorny Lizard. He is the same size as Ibuse The Giant Salamander. Like all Thorny Devils his body is covered in spikes and he has sharp claws and strong iron like skin that acts as armor. Despite his size he is rather quick and can be very aggressive to anyone other than his personal summoner of the Lizard contract holder Riku. He is capable of using Fire and Earth based techniques up to A rank in Level and any techniques that require hand seals the user has to perform whilst standing upon Ryōjin's head.
Note: Can only be used by Shodaime Tsuchikage or Riku
Note: Lasts on the Field for 5 turns and can only be summoned twice a match with 2 turns before resummoning.
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(Raiton: Yasei no Ikazuchi Jutsu) - Lightning Release: Wild Lightning Technique
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will first concentrate their chakra and then holding their arm in out at the floor and and bracing their dominant arm with the other hand they release invisible lightning chakra that can only be seen through doujutsu. As this invisible lightning chakra hits the floor it then turns into a Vibrant array of lightning bolts that travel outwards across and through the ground. This can be used in conjunction with a water elemental technique to enhance the rank range of the attack to Long range.
Note: If used with a water technique of B rank or above this techniques power is then enhanced to A rank.

(Doton: Idō Tsuchi no Jutsu) - Earth Release: Shifting Earth Technique
Rank: B
Type: Supplementart
Range: Short - Mid
Chakra cost: 20
Damage points: N/A
Description: When performing this jutsu the shinobi places his/her hands on the ground and causes it to move rapidly away as if it were a conveyor belt. As the shinobi increases in skill and rank the size, speed, and range of this jutsu all increase. This makes it a perfect defensive technique and a good means to gain distance from a target by forcibly moving them away.

(Futon: Kandakoro Kamui no Jutsu) - Wind Release: Possessor of the Sky Technique
Rank: A
Type: Supplementary, Defence
Range: Short - Mid
Chakra cost: 30
Damage point: N/A
Description: The user makes the ram hand seal and then releases their wind chakra into the air around them. By Forcing wind currents in the air to clash with each other they then cause a static type effect that forces the wind to become still thus negating wind techniques within the vicinity.
Note: Can only work on A rank and below wind techniques and can only be used every two turns and only 3 times per battle



(Katon: Mizumizushii Tenji no Honō no Jutsu) - Fire Release: Vibrant Show of Flame Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will expunge a powerful blast of fire from their mouth that first takes form of a flamethrower reaching out three meters infront and then is capable, capable of converging on a large area of 20 meters in length. This Technique works well in conjunction to Water Release: Spirited Mist Technique to create a scolding wave of water that scorches the area.
Note: Can only be used 3 times per match

(Mugen: Kagami Gazō no Jutsu) - Demonic Illusion: Mirror Image Technique
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: Once the genjutsu has been initiated the illusion traps the victim in a white empty room like space, once there a mirror will appear in front of the victim and then the victim looks at the reflection of his own image in the mirror, then suddenly the victim is then trapped inside the mirror. The user will then appear in this white room and with a snap of his finger the mirror will shatter pieces along with the victim. The victim will feel the sensation of their entire body being broken into hundreds of pieces, the purpose of this jutsu is to weaken a targets defense as well as to render their vision slightly so that they are unable to battle properly.
Note: Can only use every three turns and no genjutsu useage the following turn.
Note: Can only be used 3 times per match.

(Ninpo: Hissori Buki no Jutsu) - Ninja Art: Silent Weapon Technique
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 15
Damage points: N/A
Description: Using the Ram - Boar hand seals the user will project their voice similar to the empty cascada shell technique to a different location and can cause a enemy/s to to believe that a thrown ninja tool/s is comming from another location allowing to cover the ninja tool/s true tragectory.

(Doton: Numachi Kengen no Jutsu) - Earth Release: Swamp Manifestation Technique
Rank: C
Type: Supplementary
Range: Short - Mid
Chakra cost: 15
Damage points: N/A
Description: The user makes the ram hand seal and then releases from their mouth the same substance that creates the swamp of the underworld but on a much smaller scale and they can use this to restrain their targets movements as it weights down on their body.

(Katon: Chiratsuki-en no Jutsu) - Fire Release: Flickering Flames Technique
Rank: C
Type: Offensive, Supplementary
Range: Short - Mid
Chakra cost: 15
Damage points: 30
Desription: The user will perform the Tiger hand seal and release small flame embers that resemble flickers of fire that come off a campfire and the user can send these in multitude of ways, use as distractionary means by sending them into the face of the target or combine them with other techniques to enhance their power. This technique can also be used in conjunction with the Earth release: Dust Spray Technique or to ignite low rank (B-Rank and below) Wind jutsus.

(Futon: Shinkū Idō) -Wind Release: Vacuum Shifting Technique
Rank: B
Type: Supplementary, Defense
Range: Short
Chakra cost: 20
Damage points: N/A
Description: The user will make the ram - horse hand seals and then release wind chakra around their dominant arm that is then held out in any desired direction, creating a spinning vortex of wind. This wind vortex can be used as a defensive meassure against opponents as the wind vortex acts like a vacuum and drags them around the air in a circular fashion. The user may also use this ability to dodge certain techniques whos range isnt larger than the users general area.

(Raiton: Ikazuchi Akuma no Ibara) - Lightning Release: Lightning Devils Thorns
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user will perform the Dragon hand seal and release a large electrical burst of energy that takes the form of a Thorny Devil which then jumps into the air and into the ground. The Thorny Devil then travels along the earths surface with the thorns on its body projecting from the ground like concentrated blades of lightning causing damage to any who are underneath it in its travelling. If the thorny devil travels up to long range it will emerge from the ground and then roll up into a ball before slamming into its target and dispersing into a electrical discharge shocking the target.
Note: Can only be used by those who have signed the Thorny Devil summoning contract.

(Kuchiyose: Thor) - Summoning: Thor
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Thor is the King of the Red Panda. He is as tall as Ponta and he bears a large double headed war hammer that has been crafted from chakra metal which enables Thor to channel his elemental nature into the weapon for added power and he carries it on his back. he wields the hammer with his exceptionally large tail. He has an affinity for Lightning Element and can use the techniques up to what the user know's. He is capable of slamming his hammer onto the ground to activate the earth elemental techniques. He is also the largest Red Panda summoning and due to his size he can travel across terrain quite quickly. He has thick fur that prevents him from being harmed by C rank and below Ice ninjutsu. He also has good hearing and a kean sense of smell allowing him to find hidden targets even when his field of vision is blocked.
Note: Can only be used 2 times per match
Note: Can only remain on the field for 4 turns

(Kuchiyose: Tapian) - Summoning: Tapian
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A (+10 to regular taijutsu and Kenjutsu Techniques)
Description: The user will summon Tapian a red panda the size of Gamakichi. Hes not particulary large compared to the Boss summoning Thor but he is exceptionally fast and strong. He uses Fire elemental techniques up to the users rank, but he is more a taijutsu and kenjutsu user and can use the techniques that the user knows and due to his great physical strength he can increase the attacks by +10 damage. He wields his katana with his tail or bearing it in his mouth. Due to being a expect sword user he is capable of performing the silent killing technique with his sword which is a Odachi. Along with his natural gifts of hearing and smell which allows him to listen for the movement of the enemy and smell them out which aides in the silent killing technique useage when unable to see the target.
Note: Can only be summoned twice and must wait two turns before re-summoning.
Note: Can only remain on the field for 4 turns.


Allowed by Dj Malik


Mokuton

(Mokuton: Kyousei Moku Shichuurou) Wood Release: Great Four Pillars Prison
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Yamato performs an advnaced version of - Four Pillars Prison, where the opponent is completely blocked in by multiple walls of interlocking wooden pillars. The prison having no holes, cracks, or openings. The prison will then begin to absorb the opponents chakra, sucking him dry unless he is able to escape. The pillars that create the prison being greatly compacted and extremely dense, making it difficult for the opponent to escape.
Note:
-Can only be used twice per battle
-No S rank Wood techniques or above the following turn
-If the opponent doesn't get out within two turns they will be drained of all their chakra.
-This is NOT a way to replenish chakra and the user will not receive any of the drained chakra.

(Mokuton: MOKUZAI!) Wood Release: TIMBER!
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will quickly make three handsigns causing dozens of large trees to rise from the ground in front of the target. With the simple use of the "Dragon" handsign, the user will cause all of the trees to fall down onto the target, crushing them beneath them.

(Mokuton Nokogiri) Wood Saw
Rank: A
Type: Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user creates multiple circles of wood with sharp serrated edges, like a saw blade, in the ground and sends it towards the enemy. Each blade has a circumference of 1 meter. The user makes the wood rotate extremely rapidly, so that it could easily dig or break through earth and cause serious damage. About 1/3 of the blade is sticking out of the ground as it is sent towards the enemy.


Fuuton

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

Allowed by Xylon:

Lightning Style; Thunder Lance (Raiton; Rai-mori)
Rank S
Type; Attack
Range; Short-Long
Chakra; 40
Damage; 80(10 to the user himself)
Description; The user calls forth wide lightning in the form blades and structs the target. The lightning structs at a very fast speed and tilted angles from 60 degrees. 4 lightning blades struct the target but at different places the lightning never structs at the same place again. Each lightning struct is very powerful and forms a huge crater on the grounds where it hits.
Note; Must form clouds before usage.
Moonlight tempest(gekkou arashi)
Rank; A
Range; Short-Long
Type; Attack
Chakra Cost; 30
Damage; 60
Description; A sword art in which the user collects energy or transfers energy into the sword and slashes which gives an highly amplified swing that creates a shock wave which moves forward.
Note; The shock wave can cut almost anything in its way but moves straight forwards, which makes it difficult to hit the target, best used in short range.

Name: (Katon: Doragon kokyuu) Fire Style; Dragons Breath
Rank: S
Type: Attack
Range: Short/Long
Chakra cost;40
Damage points;85
Description: Using 2 clones; the user creates a massive wind burst, the other 2 clones will hit that wind burst with a fire jutsu to make a massive fire wave. So massive it will be hard to avoid. it even melts the rock underneath it
Note - UzumakiJake/Focususer's original, I'm the owner of this jutsu now. I allowed only Ali to use it.
Fire Style; Infernal prison (katon; inferunul keimusho)
Rank; S
Type; Attack
Range; Short-mid(on the ground where the glyph was formed)
Chakra;40
Damage; 80(10 to the user)
Description; The user summons flame in a circular glyph under the opponents feet. As long as the target is on the ground the attack is really difficult to avoid, The glyph can be moved and the flame comes from 4 corners of the glyph.. The flames are very voilent and harmful at contact.
Water Style; Blessed Drop (Suiton; keitaku tekika)
Rank; S
Type; Attack/Defense (can be both at the same time)
Chakra cost; 40
Damage points; 80
Description; The user collects moisture from the air into an orb shape, the user keeps on collecting water and condenses it into the orb, the friction upon condensing produces electricity, thus an orb of condensed electrified cold water, upon impact the orb releases large ammount of water capable enough of blocking strong wind/fire(combo) and lightning techniques.
Note; No water source needed to perform this technique, though a water source can increase the speed of forming the orb.

Allowed By Gobi:


(Suiton: Tobikomigouben Gufuu) Water Release: Plungepool Tornado.
Rank: Forbidden
Type: Defence/attack
Range: Short/Mid
Chakra Cost: 60
Damage Points: 100
Description: The user will create a votex of water either around themselves or there opponent combining there water chakra and earth chakra. This would would look like a tornado shape of water with rocks and boulders in due to the earth chakra, though due to the high speed rotation of the tornado, it would look like a giant mud vortex.
Note: Can only be used once.
Note: No A-Ranked or above in this turn or next turn.
Note: 20 Damage to the user itself.

(Suiton: Yari joutan) - Water Release: Spear tip
Type: Offensive, Defensive
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Cost: 80
Description: The user creates a orb of water besides his arm out of a water source near by which extend into a spinning tendril of water which gets shot at the opponent, upon the command of the user. The tendril is dangerous and capable of penetrating through concrete.
-Needs a water source near by
-Usable 3 times per battle

(Suiton: Fuka-sa no Himitsu) - Water Release: Secrets of the Depths
Rank: S
Type: Offensive, Supplmentary, Defensive
Range: Long
Chakra Cost: 40
Damage Cost: 80
Description: The user will put his hands together in a medium-sized hemi-sphere and stretch them backwards on either of his sides. As he stretch his arms backwards he will releases a giant amount of water chakra and materialize a heavy volume of water behind the user. He will then punch foward and the heavy volume of water rushes up in a tidel wave and pass by the user and continues with tremedous speed and strength at the target, crushing it.
~ Can only be used thrice
~ No A rank or above water techniques the following turn.

Allowed By Rin Okumura


( Doton | Te o shien ) Earth Style - Helping hand's.
Rank: A
Type: Defence - Supplementary.
Range: Sort, Mid.
Chakra cost: 30
Damage Point's: N/A
Description: The user perform's a total of five handseal's in this order - Ox, Rat, dog, boar, dragon. Shortly afterward depending on what the user want's and how much chakra they put into the technique, one to two arm's (Left & Right) with hand's will come from the ground. Depending on where the user direct's them from coming out of the ground, they can grab the target, or help the user out in a tight situation in a veriaty of different way's.
*Can only be used 3 times per battle.
*Because of the amount of chakra control it takes for this Doton technique, no earth based jutsu can be used in the next move.


(Doton: Shi Matsu) - Earth Style: Death Awaits.
R
ank: S
Type: Offensive/Defence.
Range: Short-Mid.
Chakra Chost: 40
Damage Points: N/A
Description: The user performs five handseals, and speaks the words (Death awaits you) and strikes the ground with one hand. Depending on how strong the user thinks his/her opponent is, one to five skeleton shaped figures condensed and made from the strongest earthly material will come out of the ground will come from the ground around the target, it is also th users decision in whether they come fully out of the ground or not. And the skeletons will quickly grab the target, usually before they have any time to react unless they have the ability to react quickly enough through either sensory or doujutsu style abilities. This will leave the target unable to move, and setup for a free and easy attack.
►This Jutsu can only be used once per battle.
►The Jutsu only lasts for one full turn.
►The user must be able to pinpoint the location of the target, so they have to see the target.
►Cannot perform A rank or above Earth techniques the following turn.

(Mayoko giri) - Side cut | X Slash.
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage Points: 60
Description: Using the art of Mayoko giri, the will first take a quick step forward, once the user get's close enough to the target, he/she will slash with massive speed and power horizontaly twice at the target's torso, in an X formation.


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

Allowed by The pervy sage

(Sennin rippou) – Sage cube
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will perform 2 handseals then holding their hands 10 inches apart. The user will then gather a large about of sage chakra between their hands into a compact cube. This cube is like the frog kata, but combining the chakra with shape manipulation to make it into a cube. Within a couple of seconds this cube will be ready. As soon as the cube is formed the user can launch it at its target at great speeds by thrusting their hands forward. After being released, the cube will expand to have a length of 1 meter making a large cube to hit the target. Upon impact, the preasure and power of the sage chakra will erupt blasting everything within mid range of the cube.
Note: useable twice
Note: Need to be in sage mode or hawk mode
Note: Reduces sage/hawk mode by 2 turns
Note: Must be taught by the pervy sage

(Sennin Arashi) - Sage storm
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will gather there sage chakra while in sage mode and release it into the sky around the battlefield. In doing so the user will be able to create storm clouds above the battle that they control, combining it with the power of nature. After using this technique, the clouds will take one turn to completely form. When the storm clouds have formed, the user can control their chakra within the clouds to call down a lightning bolt that is infused with sage chakra on any desired location at intense speeds. Due to the lightning being infused with sage chakra, wind isn’t as effective as it would usually be and so it takes the same ranked wind to stop the lightning bolt, if it’s fast enough.
Note: Useable twice
Note: Must be in sage mode or hawk mode
Note: Reduces sage/hawk mode by 1 turn
Note: Must be taught by the pervy sage

(Sennin hando) - Sage hand
Rank: S rank
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will gather their sage chakra into their hand and then, go to slap their opponent. This is no ordinary slap, as it is used when you expect the opponent to block. As you slap them, you release the sage chakra out of your palm sending a narutal energy wave blast out of you hand, traveling infront of you at high speeds. If the opponent doesn't dodge this, the energy is released onto the targets face hitting them harder than tsunade hits. This blast can blast back anything of A rank or below.

Note: Useable twice
Note: Must be in sage/hawk mode
Note: Reduces sage/hawk mode by 2 turns


(Sennin Dangan) - Sage art bullets
Type: Attack
Rank: Forbidden
Range: Short-long
Chakra Cost: 50
Damage Points: 90
Description: The user will perform in 2 hand seals as they breathe in. At the same time the user will gather there fire, wind and sage chakra into their gullet. Using rotation and shape manipulation, the user will spit out up to 3 balls of rotating spheres of fire wind and sage chakra balls. Simalar to the rasengan, these fire/wind balls are 6 inches in diamete as the user spits them out but expand to a 1 meter diameter after a second or 2. On impact these balls will expand in a cutting distructive dome burning and cutting withing a 5 meter radius, and then explode leaving a crater where they hit.

Note: Useable once
Note: Must be in sage mode
Note: Depletes sage modes length by 2 turns.
Note: User takes 40 damage in close range
Note: User takes 20 damage at mid range


(Sennin Fuuin: Ero Toki) - Sage Sealing art: Pervy time
Rank: S
Type: Seal breaking
Range: Short-mid
Chakra Cost: 20 (to break the seal)
Damage Points: 100
Description: Before the battle, the user will have placed a special seal on their body while in sage mode. As they did, the would have have sealed 100 chakra points worth of natural energy into this seal placed on their body (like how jiraiya sealed the black flames into the scroll). The user will then perform one quick handseal thrusting their hands outwards releasing the seal. Upon doing so, they will release the large blast of natural energy outwards in all directions from their body. This is purely for damage, the user can't use this natural energy for sage mode. (see video below)

Note: Useable once
Note: Must be placed on bio or stated at the begining of the battle.
Note: No fuuin jutsu for 2 turns
Note: Can only be used by those able to control natural energy.
Note: This takes up two of the users 3 jutsu for the turn.
Note: The natural energy acts purely as a blast of energy with no added characteristics.
Note: Can't use while in Sage Mode (or similar).

(Senning Iyoku ) - Sage's Will
Type: Attack/defence
Rank: A
Range: Short to Long
Chakra cost: 30
Damage points: +1 rank
Description: The user will focus their sage chakra as they perform a jutsu that isn't a sage jutsu. As they do so, they will gather their sage chakra (natural energy) and combine it with the jutsu they are using as they release it. In doing so, they will increate the power and size of the jutsu making it a sage jutsu. This increase will be enough to increase original attack by one rank.. This takes it's toll on the sage user as it draining a potion of their sage chakra reducing sage mode.

Note: Only works on A ranks and below
Note: Reduces sage mode by one turn
Note: Can only be used in sage mode/hawk mode
Note: Must have special permission from The Pervy Sage to use this


(Suiton: Kiri Kawarimi) - Mist replacement
Rank: S rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage Points: N/A
Description: The user can freely transform his body into mist like that of the hidden mist jutsu. This form allows him to avoid taking direct damage from many physical attacks but can not attack while in this form. The user can reform into there normal body at any time, but in this form the are vulnerable to lightning and fire attacks.

Note: Lasts for up to 2 turns
Note: Must know hidden mist jutsu
Note: Cant attack in the form
Note: useable Once.


Suraisu Kaze) - Slicing wind
Type: Attack/supplentry
Rank: A
Range: Short-Mid
Chakra Cost: 25
Damage Points: 45
Description: The user will stand like the picture shown below. Then the user will be begin to swing his front arm around in a slicing motion, but as they do, the users body will change to a blast of wind (in the same way suigetsu can replace his body with water) sending them selves at great speed as a slicing wind at the opponent. Though this leaves the user vulnerable to fire attacks if the opponent can see the user. This can also be used in avoiding attacks. The user can reform at any point. But if they dont, they become a slicing blade of wind and reform to their normal selves with their hand up in the air like they just slice the opponent across the chest, which they will have done in there wind form.

Note: Only doujutsu can see the wind.
Note: The user takes double damage in wind state from fire attacks
Note: Can he heard by sound users, can only be heard by non sound ninja when the battle field is near silent
Note: Only be used twice
Note: Cant use fire jutsu in same turn due to the concentration of wind chakra.


(Doton: Domayuhōden) - Earth Release: Earth Cocoon Discharge
Rank: B
Type: Defence
Range: Short
Chakra cost: 25
Damage Points: N/A
Description: This technique allows the user to release earth-based chakra much like Tsuchikage's 'Aggravated Rock Technique' but on a smaller scale. Instead of releasing rock or stone from the whole body, this technique releases it from a particular point and aid the user in a range of varieties. When the user releases the chakra from their body, any earth like substances within clone ranges will turn to a solid rock instantly. So if the user used this jutsu in a puddle of mud, the mud would harden to earth as soon as it is touched by the chakra exherted.

(Kaen Tatsumaki) - Blazing Tornado
Type: Attack/Defense
Rank: Forbidden
Range: Short-Long
Chakra Cost: 80
Damage Points: 100
Description: The user combines there wind and fire chakra together to create this ultimate attack. First the user will build up there chakra in the air quickly creating a high powered tornado, then by adding there fire chakra to it the tornado will be set ablaze creating a fire/wind combo thats very dangerrous. This attack can be created infront of or around the opponent, but if the user is withing short range of this attack they will take the same amount of damage.

Note: Can only be used once
Note: No s ranks or above the next turn
Note: User will take 30 damage too if its used at mid range

Allowed by Faust:

(Kouba Imodzuru)-Plant vines
Type: Attack
Rank:S
Range:Mid-Long
Chakra Cost:40
Damage Points:80
Description:The user puts his hands into the ground sending vines from his hands through the ground. When they reach the enemy they come out of the ground wrapping around his hands and legs, binding him to the ground. Then other vines come out and goes through his body.
*Note: Can only be used 2 times in battle.
*Note: The user can't use Mayfly next turn.
*Note: Only Zetsu can teach/use this jutsu.

(Genzon Yoroi)-Living Armor
Type: Attack/Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80 (If used as the attack.)
Description: If the user stands near a tree, the jutsu can be done. The user infuses the tree with chakra and the tree roots comes out of the ground and wraps around the user giving him water resistance feeding the roots, they can also be sent at the enemy at high speed through the ground.
*Note: The roots gives the user water resistance up to A-rank, feeding the roots, if they recieve water, next time they can block water jutsu's up to S-rank.
*Note: The user can't move if this is used as a defense, cause being trapped in the roots.
*Note: The roots last for two turns, unless sent at the enemy.
*Note: Usable only two times per battle.
*Note: Can only be used by Zetsu.

Allowed by ben-sama

[Erai Shiyokubutsu Yousai | Great plant fortress]
Rank : Forbidden
Range : Short/Mid
Type : Supplementary
Chakra Cost : 50
Damage Points : N/A
Zetsu puts his hands onto the ground and will send chakra to the surrounding plants, the plants from throughout the entire battlefield will then be pulled towards zetsu himself and will stick to him, and form somewhat of a mountain on Zetsu's position, leaving zetsu somewhere deep within.
Whatever tries to come in contact with the fortress will be grabbed by veins from within it and pulled inside the fortress. Zetsu will be freely able to move through the fortress in a same way as ninjas go through ground using Underground Fish Projection technique, Zetsu will move throughout it the same way, but he will not need to use aditional chakra to do so. Zetsu will aswell be able to manipulate the plants within the fortress and rearange their position and duplicate them, aswell as create new plants using the ones that were gathered. Zetsu is aswell capable of using the chakra within the plants that he used to take control of them, to use the water gathered in by the plants to form a deffensive water layer on the fortress, that is capable of withstanding B rank or below fire techniques. Zetsu is aswell capable of manipulating the plants within the fortress to form tendrils that spin in a great speed and can pop out to pierce any earth technique of C rank and below. Zetsu can aswell infuse his chakra into the sides of the fortress, to use the plants to form artificial eyes that are linked to Zetsu's original eyes, like Gaara uses the Third eye technique with sand.
[Once per battle]
[Zetsu takes -20 damage due to chakra loss]
[Fortress consumes -20 chakra each turn]
[The water barrier effect can be used 3 times per battle]
[Only Zetsu can use this technique]
[The turn this technique is used Zetsu may only perform 2 techniques, this technique included.]


Allowed by Akisha


Water Release: Sea Wave (Suiton: Umi Nami)
Rank: A
Type: Offense/Deffense
Range: short-middle
Chakra cost: 40
Damage points: 40 (If used in conjuction with lighting - 60)
Description: The user releases his water chakra, creating a wave with height 5 meters. Then the user can decide whether he is going to use it for deffense or send it against the enemy. When send against the enemy the wave travels realy fast so it could be used almost imediatly after the previous jutsu. The damage increases if it's used in conjuction with lighting.
Note: Can only be taught by PowerOfDarkness.
Note Can only be used 2 times per battle.
Note: No water jutsu for the next turn.


Lightning Release: Lightning Rope = Raiton: Rai Sakujou
Type: Supplementary
Rank: A
Range: Short-Long
Chackra cost: 30
Damage ponts: N/a
Description: The user will perform 2 hand seals and then release little steams of lightning from his hands. The lightnings are very strong and influenced with chakra which makes it hard to cut through them with ordinary kunais and ninja tools, however they are vulnerble to wind attakcs. By using these steams of lightning the user can shot them at some tree and pull himself to the tree, thus avoiding attack. The user can also use them to move kunais and other ninja tools by attaching the steams to the kunais.
Note: Can only be taught by PowerOfDarkness
Note: Can only be used 3 times per battle.
Note: No S rank Raiton techniques while the ropes are in play.
Note: The Ropes stay on the field for 2 turns.


(Genjutsu: Kuroi Shin'en) - Illusion technique: Black Abyss
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: The user will cause the target to fall into an illusion where black shadows envelop the target from their feet and encase in complete darkness but then they fall into a endless pit. This technique is primarily used for the user to distract the opponent from the reality of the situation setting them up for a surprise attack on the target.
~ Only twice per battle


Allowed by Dei Dei - Custom element

Silicone Release Jutsus


Silicone Release: Body Shield (Shirikon: Bodi Toku)
Rank: A
Type: Defense
Range: Short
Chakra cost: 30 (30 per turn)
Damage points: N/A
Description: The user raises silicone sand over their body. The user can make the sand over the body, look like a knights armor or a different shape of armor(if the user makes a knights armor it will have flexibilty so the user can move still). It looks like the user is wearing a white(color of silicone sand) armor and it also weights down the user because it weights 75 lbs and lowers the user`s speed one rank.
-It can protect against B rank and below ninjutsu(elemental also) and B rank and below taijutsu.
-Only lasts four turns
-Only used three times per battle

Silicone Release: Extract (Shirikon: Ekisu)
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user slams his hand on the ground extracting silicone powder from the ground. This makes a layer of silicone sand all over the ground of the battlefield. This jutsu renders any earth jutsus that require the ground to be unuseble. Also the user can manipulate the silicone sand for jutsus.
-Only used twice per battle

Silicone Release: Explosion (Shirikon: Bakuha)
Rank: S
Type: Offense
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: The user concentrate their chakra into a silicone sand that they have made/control over. The user compresses the silicone sand in a desired area, making it have alot of pressure. The user releases the chakra and the silicone sand explodes making a very large explosion and anything in short range of it is hurt.
-Only used twice per battle
-The user is also hurt if caught in the blast.
-Only used on silicone sand the user has made/control over


Silicone Release: Labyrinth (Shirikon: Meiro)
Rank: A
Type: Suppelementary/Defense
Range: Short-Long
Chakra cost: 30 (-30 per turn it is activated)
Damage points: N/A
Description: The user manipulates the silicone sand on the ground all over the battlefield. Silicone sand raises all over the battlefield and makes a labyrinth(maze). The labyrinth`s paths are always different each time it is used. Even the user and sharingan(3T) users can`t find their way out. The labyrinth`s walls are two feet thick and seven foot tall there is a ceiling that is one foot thick. The labyrinth is solid(compressed) silicone sand.
-Only used twice per battle
-Only two jutsus per turn when the labyrinth is active.
-The labyrinth cost the user 30 chakra points per turn it is activated
-Labyrinth last for four turns
-Only used again in three turns after its four turn the first it has been used
-The user can`t use forbidden rank jutsus for the rest of the battle the first time the labyrinth is activated.
-The user can`t use S rank jutsus for the rest of the battle the second time the labyrinth is activated.
-Must have already used Silicone Release: Extract before hand

Silicon Release: Powder Storm (Shirikon: Kona Arashi)
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user raises silicone sand from the ground or an existing source of silicone sand. This creates a storm of silicone sand, which whirls around like a sand storm would. The storm makes it harder for the opponent to move, because of the great amounts of Silicon constantly hitting his body and slowing him/her down one rank. The storm makes it much harder for the opponent to use any of his senses, because of the masses amount of sand constantly disturbing every action. The silicone sand will not come any closer than half a meter to the user because of the chakra connection they share. The user can track the opponent and all beings inside the storm by using the chakra infused with the silicone sand to detect movements. The storm also acts as the Hidden Mist jutsu. The user has more visibility in the storm. The opponent and 3T sharingan sers can`t see through the storm because of all the chakra inside the strom.
-The storm lasts for four turns
-This technique can only be used three times per battle.


-Silicone Release Technique (Shirikon no Jutsu)
Rank: C
Type: Attack/Defense
Range: Short-Mid
Chakra cost: 20
Damage points: 30
Description: The user uses existing or drawing silicone sand from the ground to make the following: orbs, shurikens, spears, pillars, kunais, needles made of compressed(solid) silicone sand.
-Silicone Release: Tidal Wave (Shirikon: Tidal Nami)
Rank: A
Type: Attack
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user gathers a great amount of silicon sand from the ground, or from an existing source of silicone sand, and sends it towards the target as a eight foot tall and four foot wide wave of silicone

sand. The user can manipulate the form of the wave and slightly change it's trajectory, by using the chakra infused in the silicone sand.
-Only used four times per battle
-Used every other turn

 

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Custom Element​

(Fussuton: Gasu-dōri Taihō ) Fluorine Release: Gas Cannon
Rank:S
Type:Attack
Range: Mid -Long
Chakra Cost: 40
Damage Points: 80
Description: The user makes a single seal and creates a condensed blast of fluorine gas that travels in a perfectly straight line at the opponent.
Note: Usable Twice
Note: User may not use the container's free move ability for 2 turns (forming suiton into acid)


(Fussuton: Kangoku o yaku ) Fluorine Release: Burning Prison
Rank:S
Type:Attack
Range: Mid -Long
Chakra Cost: 40
Damage Points: 80
Description: The user makes the tiger seal and channels Fluorine chakra into the air around the opponent and creates a vortex of fluorine gas that forms at short range around the opponent (3 meters) and slowly closes in on the opponent.
Note: Usable once
Note: User may not use the container's free move ability for 2 turns (forming suiton into acid)

(Fussuton: Gasu-dōri kikō) Fluorine Release: Gas Vent
Rank:S
Type:Attack
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user forms the snake seal and channels his Fluorine chakra into the floor underneath the opponent, and creates a vent of fluorine from underneath the opponent, this gas then proceeds to violently react with the opponents skin and clothing severely injuring them
Note: usable twice
Note: User may not use the container's free move ability for 2 turns (forming suiton into acid)

(Fussuton: Taiki no henka) Fluorine Release: Atmospheric Alteration
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra Cost: 60
Damage: 100 (-20 to user due to chemical burn on the skin from exposure to the gas)
Description: Over the course of 3 turns, fluorine is slowly released into the atmosphere of the battlefield, kept there by the chakra of the user. The gas is not noticable to non dojutsu users. After the second turn the opponent begins to feel a slight burning in their chest as the fluorine reaches levels that are harmful and begins reacting with the mucous in their airways forming an acidic compound, upon the third turn this reaches fatal levels, killing the opponent
Note: Usable once and cannot use fluorine again in the battle
Note: user can only use one more technique in the turn this is used and 2 techs in the next 3 due to the need to concentrate on the fluorine
Note: The user has 1 turn to protect himself from the gas or suffers the same fate as the opponent


(Fussuton: Fusso no bakuhatsu) Fluorine Release: Fluorine Explosion
Rank: S
Type: Attack
Range: Mid -Long
Chakra Cost: 40
Damage: 80
Description: The user releases the chakra restraining the fluorine's reactive qualities, causing a previously used Fluorine technique to rapidly and violently combust (aka explode) in the atmosphere
Note: Must be used no later than 1 turn after the fluorine technique
Note: Usable twice

(Fussuton: Fusso Yoki) Flourine Release: Flourine Container
Rank: S
Type: Supplementary/Attack/Defence
Range: (on users back, can be controlled at all ranges)
Chakra Cost: 20 per turn
Damage Points: N/a
Description: The user Summons a metal cylinder containing 15 atmospheres of fluorine and carries it strapped on their back, allowing them to perform fluorine release techniques for the duration of the battle
Note: Usable once per battle

(Fussuton: Kitai sōsa) Flourine Release: Gaseous Manipulation
Rank: Forbidden
Type: Attack
Range: Mid - Long
Chakra Cost: 50
Damage: 100 ( - 20 to user)
Description: The user manipulates 5 atmospheres of fluorine from the container and spreads it in a ring that forms at mid range, he then forces it outwards to long range, this creates a huge cloud of fluorine that moves slowly but ignites and corrodes material it comes into contact with.
Note: The user will be exposed to the Fluorine and will therefore suffer first degree chemical burns
Note: Usable once and Depletes your Fluorine stock meaning no more Fluorine Release for the rest of the battle
Note: No Techniques above a rank for 3 turns after this jutsu is used

(Fussuton: Gasu-shìtsu) Fluorine Release: Gas Chamber
Rank:S
Type:Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user fills the confined space the opponent is in with fluorine gas
Note: Can only be used when the opponent is occupying an enclosed space
Note: Usable once per battle

Other Techniques I own but aren't tied into any above:

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.
[/SPOILER][/INDENT]
 
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Fighting style jeet Kune Do:

(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-

(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.

all learned here:
 

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Radiation release



Radiance(Kagayaki)
Rank; B
Range; Varying
Type; Supplementary
Chakra cost; 40
Damage points; N/a
Description; The name radiance covers all the simple purpose element radiation can perform. It makes use of the vast variety of abilities radiation has and makes use of different factors such as radioactive decay. It is capable of changing the atomic structure of an element, take away or give it chemical properties may render an attack useless on a medium scale. It can take the form of currents, waves or light up to usage.

Radiation Release: Andromeda (Hakkton: Hitoheki)
Rank: S
Type: Offensive/Alpha
Range: Mid-Long
Chakra Cost: 40
Damage Points: 20/turn (Death after battle if not treated)
Description: User channels chakra into his tenketsu and releases a burst in a shockwave like manner that spreads chakra into the atmosphere, chakra then slowly gets denser and radioactive nature of the chakra transform it into Radon, a colorless, tasteless and odorless gas. The gas is also non-reactive to other elements and 8 times denser then airs density, which makes it difficult to remove from the environment by making it react with other substances or blowing it away. Doses of radon causes acute radiation syndrome, which immediately takes effect over the targets body. Fever takes over and dampens the ability to think, react, and exert strength or energy. Targets arteries become visible immediately after exposure. 3rd degree burns appear after the first turn due to the ionization and partial body necrosis immediately afterwards, disabling the affected limbs. Even if the target survives the battle, due the effects of this technique a mutation occurs that kills the victims by affecting lungs with accelerated cancerous activity unless otherwise treated within 3 turns. Radon becomes visible when exposed to cold atmosphere(-71 degree Celsius) and freezes down if an A rank or above ice techniques are used over the gas.
Note: Usable twice per battle.
-The Effect range starts from mid-range to the user and extends as long the chakra wave could travel (Meaning, whichever the standard definition of long range is). User is affected if he moves inside the vicinity of the gas.

Radiation release: Orion’s Chain (Hakkton: Orion no kusari)
Rank: S
Type: Supplementary/Offensive
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: The technique is a long lasting self-sustaining chain process aimed to destroy a multitude of enemies in sequences. The user first picks a ‘host’ target and transfers radioactive chakra within the person either by direct physical contact or using another radiation release technique as an extension. This causes a radioactive contamination but does not carry the effect of acute radiation syndrome or reveal any symptoms that cause early detection. Instead the contamination leeches and builds up chakra from within the host’s body until sufficient energy is collected (3 turns), this causes the hosts body to explode spontaneously causing splash damage to an area of 50m. People within range suffer minor internal damage, but the blood and fumes released from the exploded body spreads the contamination across the air, soil and water. The mutated cells from the radiation acts as pathogen (being able to penetrate even the most dense articles of clothing) to spread the contamination across more targets who explode in the next 3 turns, resulting in a chain of events that sequentially spreads out and kills victims indifferently.
Restriction: Usable thrice per battle.
 

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Valentine clan techniques:

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

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.
Approved

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

Approved

(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 Galin 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. ( )
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.

Approved

(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.
-Crusaders and the Dark King can access all abilities
-Can only be used twice per battle.
-Can only use one emotion at a time.

Approved
 
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