Rank: A
Type: Attack/Supplementary/Defensive
Range: Mid to Long
Chakra cost: 30(+15 chakra points for each turn)
Damage points: N/A
Description: The user channels his chakra through his palm as he creating a strong friction with his fingers, by that, the user molds his chakra manipulating it creating a fireball, its similar to Fire style: Fireball technique, however, this fireball is not offensive at all. Using his chakra, the user keeps this fireball around himself. It can only be used as a heat or light source alone, however, it can be partly combined with other techniques, such as wind element techniques, turning them to Fire/Wind combination techniques.
~Can only be used twice per battle.
~Can stay for up to three turns per use.
~Co-Creator: Asskickulator
Rank: S
Type: Offensive/Defensive
Range: Short-long
Chakra: 40
Damage: 80 (-15)
Description: The user charges his fist with a large amount of wind chakra. He punches towards the target and releases it as a huge amount of destructive wind compressed into a large beam, blasting it away at a very high speed which makes it tough to block. It is used to punch a hole anything in its path like clouds, mist and, if possible, water waves and rock walls. When this jutsu is used to attack the opponent, it will cause major damage to him like large cuts and it blows him backwards, meaning that it will send him from short to mid, or from mid to long, and may even knock him out cold.
~ damages the user hand by -15 points and causes bleeding.
~can only be used twice per battle.
~This jutsu is owned by -Thoes.
Type: Attack
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40 (+10 at short range)
Description: By manipulating your lightning chakra through your hands and making a lightening saber in each one of them, you can fuse it together in one X like slash directed at your opponent, or if you hit it directly to your opponent it will be more effective.
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2.
Rank: S
Type: Attack/Defense
Range: short-long
Chakra Cost: 40 (- 15 for each turn its in use)
Damage Points: 80
Description: By charging the user's lightning chakra, he shall focus it in an blade like huge dragon shaped lightning from his hand (like a dragon chidori spear) but it can be moved like huge link to so that its flixable if the user want to, and can make huge damages to the opponent, and perfect against others earth jutsus.
~ Can only be user once times in a battle.
~ Can't stay more than two turns.
~ -10 for each time its in use for the user's health for it injures his hand.
Rank: S
Type: Supplementary/Defensive
Range: Mid
Chakra cost: 40
Damage points: N/A (+50 to fire techniques)
Description: After forming three handseals, the user placed his palm on the ground while sending chakra through the ground and use it to manipulate the ground from under the enemy to turn into sticky tar, raising up in a twister motion and imprison the enemy within it, this tar is very sticky that its really hard to break through, however lightening techniques such as Chidori Nagashi can easily break through it. This technique doesn't damage the enemy however it can make fire techniques very offensive.
~Can only be used twice per battle.
~No A rank or above earth techniques the following turn.
~Co-Creator: Asskickulator.
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2.
Rank: B
Type: Attack/Defense
Range: short-long
Chakra Cost: 20
Damage Points: 40
Description: After preforming the needed hand seals, a dragon made from rocks is created form the ground (it can be summoned form anywhere you want and from there its range will be in count) and used to attack others with eating them and clashes the ground again, or/and if it was created near you, it will protect you.
Rank: S
Range: Long
Type: Supplementary/Attack
Chakra cost: 40
Damage points: 80(-10 to the user)
Description:The user charges a large amount of water chakra into his leg, then with huge concentration, stomp the ground releasing a strong water driller that opens the path to a large river of water. this technique can be used to block underground fire techniques, and reduce lava's technique straight by half, also harming anyone or object that was in the driller's way, however, while using this technique, the user must remain his leg unmoved while using this technique, making him open to any incoming attacks and especially weak lightening.
-This technique is treated as a normal water technique, meaning its weakness to earth techniques is still treated the same.
-Can only be used twice per battle.
-Does not require water source.
-Causes damages to the user's leg for the weight it would suddenly left out and slows the user's speed.
-The user becomes vulnerable to lightning and power it by +10.
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Type: Offensive/Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: After preforming two hand signs, the user spew a torrent of water which takes the shape of an imperfect two-meters-radius cylinder that advance above the floor resembling a steam train without necessarily taking it's shape perfectly. The water torrent has a magnificent force which could push away obstacles. The torrent, itself, plow for a shallow steam of the remaining water to flow through. The jutsu earns its title for its ability to emit steams of water to the radius of 3-meters from it's circular surface forming a thick mist that hold a scent of the user's chakra within it. As long as the user remain spewing water, the cylinder will enlarge with a trajectory influenced by the user's manipulation, indicating it's changeability throughout the way. The mist produces is similar to that of the Hidden Mist technique in properties however it doesn't cover the entire battlefield but just the surrounding area of where the torrent has been.
-The user cannot mold chakra to form another technique while using this one.
-Can be used thrice per battle and requires a 2 turn cool down in between uses.
(Doton: Sonikku Yureru)-Doton: Sonic Sway
Type: Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: After molding chakra and releasing it throughout the body, the user will user their chakra to control their weight throughout parts of their body to cause them to sway in a direction in order to be able to avoid consecutive attacks in rapid succession by swaying out of the way of the attacks. For this technique to be effective, the user's movement speed would have to be at least 4 lvls higher then the opponent, which would make it effortless when it comes to tracking the opponents movements and avoiding it, though this will only work on small scale attacks like taijutsu or small projectiles.
Note: requires a 2 turn to cooldown
Note: taijutsu must be a specialty
Note: Must be taught by Wakizashi
Note: Usable 4 times
(Ama-no-Murakumo-no-Tsurugi)-Sword of the Gathering Clouds of Heaven
Type: Offensive
Rank:S-rank
Range:short-mid
Chakra:40
Damage:80
Description: This technique requires mastery of both the Samurai Sabre Technique and the Iado. The user invokes the samurai sabre technique while the Katana is within the scabbard before performing the fastest Iado to the point where it looks as if the sword was never drawn, however, creates a light hue around the opponent before its successful. That allows the samurai to release chakra that creates multiple razor sharp blades of chakra at the opponent's immediate location up to mid range from the user.
-note: must be samurai
-note: must know Samurai Sabre Technique
-note: must know Iado
-note: Usable three time per battle
-must be taught by Wakizashi
Custom Weapon
(Saiyajin Jakketo)-Saiyan Armor Type: Weapon Rank: S Range: Short-mid Chakra: 40 Damage: Description: The Saiyan Armor is fabled to comprised of both ninja wire and chakra metal which is the reason for being very light stretchy as the wire through out is in layers which give it manouvorability, yet, at the same time really durable. Because of the armor’s unique characteristics it makes the wearer Immune to C-rank taijutsu and immune to D-rank ninjutsu. The armour when forged was inlaid with doton chakra similar to the cannon light weight technique making it so it doesn't hinder the users speed while granting Another ability the Armor grants the user is that the armor can release an instant surge of S rank earth chakra into the users body for a split second similar to the (Doton: Chōkeijūgan no Jutsu) - Earth Release: Earth Release: Ultra Light-Weight Rock Technique, allowing the users speed to increase for a sudden movement in a linear direction up to mid range (2x speed), where their speed returns to normal. This ability activates instantly, lasting for one movement, and can be used only twice per battle. Another aspect of the armor is the user can release their chakra into it using it to harden the armor similar to the cannon B rank earth Hardening technique, increasing the defensive powers of the armor to that of A rank earth following the s/w of earth release.
Note: Reducing the weight costs a move, can be used twice, with two turns between uses and can only move up to mid range.
Note: Hardening the armor can be used 3 times, is A ranked, can be used once per turn, protecting the users body where the armor covers.
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customs created
customs learned
(Iaidō: Zen no Idō) - Art of Quick Draw and Re-sheathing the Sword: Moving Zen Rank: N/A Type: Supplementary Range: Short Chakra: N/A (-10 for each iaijutsu performed) Damage: N/A Description: Over the years, Samurai had often practiced Iaidō based on the understanding that it is an almost ritualistic form of combat, born from practices that strive to impart the morals of a classical warrior such as building a spiritually harmonious being possessed of high intellect, sensitivity, and resolute will. While this is correct, the root teachings of the art were lost over time; in truth, the purpose of Iai is founded on the principle of being in the psychological state of the present and responding to an attack before striking with speed. Thus, Zen no Idō reintroduces this concept into modern day Iaidoka. This is a skill that is taught to masters of the art who have completed all forms of Iai training and who have maximized their reflexes in regards to drawing and re-sheathing the sword. In essence, after training to increase their proficiency in applying rapid and sudden movements while performing iaijutsu, it allows the Iaidoka to inherently evade incoming techniques within reason while simultaneously executing any Iaidō techniques they use. By fueling more chakra into their movements during the ritual of Iaidō, they can move in any direction at a slightly increased speed (x2, equal to that of Leg Weight speed) prior to or during the use of Iaidō. The limitations are that they may only use this speed to travel in any direction within five meters of their original position, and once the Iaidō technique is complete or stopped, Zen no Idō immediately ceases. Restrictions: Note: May only be used by samurai who have attained the rank of Sage (unofficial or official). Note: Must be posted in the samurai's biography. Note: No other techniques besides those revolving around Iai can be used while Zen no Idō is active. Note: This is a passive trait that automatically activates prior to or during the execution of any Iaidō based technique; reserved only for those who hold true mastery over the art (must state Iaidō as a specialization in one's biography), once learned, Zen no Idō comes naturally and without thought, in a manner akin to the Shinobi's Water Walking skill.
(Bushidō: Saisho no Seijū: Yi no Shuiro Fenikkusu) - Way of the Warrior: First Holy Beast: Vermilion Phoenix of Yi Rank: S Type: Supplementary, Defensive Range: Short Chakra: 40 Damage: N/A Description: The Vermilion Phoenix is the first and supreme Holy Beast, said to manifest itself to worthy Samurai who have learned to harness the power of the three lesser beasts beforehand. Despite its alleged superiority, the type of role the Phoenix plays is that of a support-based one; additionally, unlike the other series of techniques, this is not initiated through any form of Iaidō or Samurai Saber technique. It is activated by exuding one's chakra along the entirety of the body, causing the Phoenix (wings, upper torso and head) to manifest itself from the back of the Samurai. Its total wingspan stretches up to three meters, granting the Samurai the ability of flight, along with increasing the damage of all other Holy Beast techniques by twenty during the turns in which this is active. The Samurai can further manipulate the Phoenix at will to shield them from simple projectile-based weapons or techniques; though it should be noted that because this technique is not created through the Samurai Saber, the Phoenix does not interact neutrally with the five basic elements, instead, it is weak to any of them similar to normal raw chakra. Staying true to the legends of the Phoenix being reborn from its "ashes", if it is prematurely destroyed, it can be reactivated on the following turn for half the initial chakra cost, although if this is done, it only remains active for that same turn before disappearing. Restrictions: Note: Can only be used once per battle. Note: Can only be used by Samurai biographies. Note: Lasts for three turns, after which the Samurai will be unable to use any A-rank and above Samurai-Saber based techniques for the following turn. If the Phoenix is reborn after being destroyed and ends on the same turn, this same restriction applies.
(Bushidō: Daini no Seijū: Echigo no Konpeki Tsuin Ryū) - Way of the Warrior: Second Holy Beast: Azure Twin Dragon of Echigo) Rank: S Type: Defensive, Offensive Range: Short - Mid Chakra: 40 Damage: 80 Description: A maneuver which employs the concept of Zettai Tōroku, or Absolute Inscription, along with the Samurai Saber technique using short-swords. The Samurai will begin by activating the Samurai Saber technique within both weapons (if not already activated prior), before they unsheathe both of the blades using the Art of Iaidō, utilizing shape manipulation to form the chakra coursing through the blades into the shape of semi-tangible dragons, one dragon head stemming from each of the two individual blades. From here, there are two ways in which this technique can be applied; in a defensive manner, using the concept of Absolute Inscription to slash all around oneself, as the dragons violently circle the immediate vicinity all around in an effort to protect its master. Not only is this capable of defending against physical based attacks, but energy based ones as well. This is possible due to the speed in which the Samurai has unsheathed and slashed around them self with Iaidō, creating compressed waves of wind that push away at all forms of attacks (this is not wind release -- an example of the concept of using speed and strength to achieve this particular affect can be seen in the Leaf Dragon God technique). In an offensive manner, the Samurai can control the dragons completely with blade movements in order to make them bite into their target(s) or defend from attacks that aren't in their immediate short range. The dragons are individually equivalent to A-rank in strength, combining as an S rank technique only when used together to defend from attacks or when attacking simultaneously with both dragon constructs. Restrictions: Note: Can only be used by Samurai biographies. Note: Can only be used twice per battle. Note: As with all forms of Iaidō, this requires that both short-swords be sheathed prior to initiating the technique. Note: Because the dragon constructs are formed from the Samurai Saber technique, the user is capable of sustaining its form continuously for only one turn following the initial activation of this technique as long as they fuel chakra into the blades (20 chakra for the following turn), or until the dragons have been destroyed.
(Bushidō: Dai San Seijū: Kai no Byakko) - Way of the Warrior: Third Holy Beast: White Tiger of Kai Rank: S Type: Offensive Range: Mid-Long Chakra: 40 Damage: 80 Description: Kai no Byakko combines the concept of Iai Beheading with the Samurai Saber; it is part of a series of fabled samurai techniques based on the Four Holy Beasts. The user will activate the Samurai Saber technique (if not already activated prior) while simultaneously unsheathing it using Iaidō, gripping the sword with both hands as they swing it downward, releasing a torrent of chakra that takes the form of a massive tiger (slightly smaller than the Greater Stone Golem); the speed of the release is such that the tiger travels forward in the direction of the slash at the rate of a destructive sound release technique/slightly quicker than a wind release technique. The tiger crashes down onto the ground as it reaches the target, swiping its paw in a downward motion to cleave the opponent's head open and crush them. An alternate movement involves drawing the blade with Iaidō and pointing it directly in front with both hands in a forward thrusting motion, causing the tiger to materialize on the ground and sprint forward. The former maneuver is essentially used to contest against attacks that come from the sky or to drop down on the opponent, while the latter is used against incoming attacks that travel at ground level. From here, the Samurai can control the tiger's movements through their blade; these movements consist of moving the tiger to chase after its prey or swiping and biting into them. This technique is unique in that it cannot be used if the target is short range from the Samurai due to the sheer size of the tiger construct. Restrictions: Note: Can only be used by Samurai biographies. Note: Can only be used twice per battle. Note: Because the tiger is formed from the Samurai Saber, the user is capable of sustaining its form continuously for one turn following the initial activation of this technique as long as they fuel chakra into their blade (20 chakra for the following turn), or until the tiger has been destroyed. Note: For the alternate movement that creates the tiger at ground level; the same restriction of distance applies, meaning that it doesn't materialize into the construct until the torrent of chakra reaches five or more meters away from the Samurai.
(Bushidō: Dai Shi Seijū: Genbu no Kurogame) - Way of the Warrior: Fourth Holy Beast: Black Tortoise of Genbu Rank: S Type: Defensive Range: Short Chakra: 40 Damage: N/A Description: The Kurogame of Genbu is another renown Samurai technique, and the fourth Holy Beast. Similar to its counterpart techniques, this utilizes the concept of the Samurai Saber and Iaidō to create a construct that provides a near absolute defense. After evoking the Samurai Saber technique (if not activated prior) the user will unsheathe their blade using Iaidō, performing a 360 degree horizontal slash while simultaneously releasing chakra, which in turn forms a construct that takes the form of a tortoise encompassing the immediate vicinity of the Samurai. The size of the tortoise doesn't exceed past short range, and varies in height such that its user can stand within it comfortably regardless of their own height. Immediately following the rotational slash, the Samurai pierces the earth below them with their blade, completing the technique. The result is a defense that completely encases the Samurai in a "dome" of chakra; the earth below is also covered by the tortoise, protecting them from attacks that may come from directly underneath. Additionally, the density of the chakra in which the tortoise is formed from causes the opponent to completely lose sight of the Samurai from within the dome, preventing any genjutsu that requires visual contact from going through; this is a double-edged sword however, since the Samurai will also be unable to see their opponent while inside. Due to the speed in which this technique is released through Iaidō, the entire construct forms at a moment's notice. Restrictions: Note: Can only be used twice per battle. Note: Can only be used by Samurai biographies. Note: The amount of damage this technique can take is equivalent to its rank.
(kuchiyose no jutsu: kyofu)-summoning jutsu: kyofu
Type: Summoning/Attack
Rank: S
Range:short
Chakra:40
Damage:80
Description:the user bites their thumb to draw blood weave the summoning jutsu hand signs and place their hands on the ground. When done a full grown Akamaru size toucan appears in a puff of smoke. This toucan has a blade located where his top beak should be, that is able to spin fast enough to when he sticks is beak to the ground he can easily dig into it, normal sized wings, and has razor sharp talon attachment to make them abnormally sharp. He is also able to use raiton to make his spinning blade beak and talons more penetrable when attacking.
-note: can only be summoned once
-note: summoning last three turns
-note: no other summons can be in play
-note: must sign toco toucan contract
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2.
(kuchiyose no jutsu: Okina Tsubasa) summoning technique: big wings
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: the user bites their thumb to draw blood weave the summoning jutsu hand signs and place their hands on the ground. When done a full grown Akamaru size toucan appears in a puff of smoke. This toucan has a double the wingspan than normal toucan with his wings made of razor sharp, strong metals, that allows him to create up to A-rank wind jutsu wind with only a flap of his wings, slash his enemies for melee combat, and makes him more agile in high speed flight.
-note: can only be summoned once
-note: summoning last three turns
-note: no other summons can be in play
-note: must sign toco toucan contract
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3.
(Kuchiyose no Jutsu: Tsuinto~ukan) - Summoning Technique: Twin toucans
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description:
The user will summon two generic, kunai sized Toucan. These toucan vary in appearance and serve only as basic warriors. For defensive purposes, they circle each other while releasing chakra to form a shield that's positioned between the user and the opposing jutsu to properly defend against large scale A-rank jutsu. For Offensive purposes the two toucans encircle the opponent releasing A-rank fire chakra . They can take up to B-Rank damage when performing the offensive technique.
Note: requires Toucan contract.
Note: can only be summoned once
note: has a 3 turn limit
Note: Each ability counts as move per turn and can be used once per turn
(Ten no ryū no tsume)-heavenly claw style Type:kenjutsu Background:masamune date, a warlord, after many war battles during the great ninja wars he himself was in, created his fighting style by advancing his chakra control abilities and kenjutsu abilities with the end result of being able to focus chakra while being able to hold 2 katana and 4 wakizashi(1 katana and 2 wakizashi in each hand). With the advance chakra control, Masamune discovered the ability to releasing chakra from the swords more ways that are possible with the traditional samurai sabre technique. With his developement of the new fighting style, its mainly used to take out many opponents in unison with the least of amount of strikes, and defend from large scale attacks that most ninja are able to use.
Description on the Abilities and Inner Workings of the Style: In the fighting style the user is would need at least 3-6 swords that he would be able to hold in between his fingers above the guard instead of by the handle. This discipline takes much practice with the swords to acquire the skill to catch a sword in between his fingers and focus in itself since it is easy to loose a grip of the sword this way. Being able to hold more than one sword in hand allows the samurai to channel more chakra than other samurai with just one sword, allowing their attacks to be stronger.
depending on the mastery of the style the user will be able to utilize the "dragon claws" in different ways, such as focused melee attacks, projectile attacks both large and small, and radial attacks in conjunction with the chakra that is stored within them. Since the samurai sabre technique is essential to the fighting style, shape manipulation combined with constant chakra flow in those attacks can cancel out ninjutsu of similar strength. the size and strength of the techniques depends on the length of usage and level of mastery of the fighting style.
visual of the 6 claw
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Additional effects and Restrictions:
-must be a samurai
-must have mastered samurai techs
-bio must have at least 3 swords to learn this style.
-can only be taught by wakizashi.
P a t e n t C e r t i f i c a t e
wakizashi, our loyal member, gave on the 13th of December 2014 a request for a Patent on custom fighting style Ten no ryū no tsume | Heavenly Claw Style. I, Kāos of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;
Ten no ryū no tsume | Heavenly Claw Style
Powered by Mādara Uchiha
Copyright 2014, wakizashi, NarutoBase.net
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1.
(basaka tsume)-berserker claw
Type: offensive
Rank: A
Range: Short
Chakra:30
Damage: 60
Description: using chakra flow and sharpening both edges of the sword with the shape manipulation, the user focuses chakra to his 6 swords and release a barage of strikes in the six cardinal swinging directions, vertical, lateral, and diagonal before launching himself forward before thrusting the 6 swords for the final strike in the form of a focus consecutive melee attack.
Note: Can only be used 3 times.
2.
(Kussaku tsume)- Drilling Claw]
Type: Offensive
Rank: A
Range: Short-Mid
Chakra:30
Damage: 60
Description: After using chakra flow and shape manipulation, the user will release all the chakra that is focused in the 6 claws in two waves of three 5 meter tall jet of that rips thru the ground as it travels to the opponent, or 1 wave of six jets.
Note: must have 6 blades
Note: Can only be used 3 times
3.
(Doragonkurō arekuruu)-Raging Dragon Claw]
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description:After utilizing their chakra flow and shape manipulation, the swings their 3 sword in one hand laterally releasing 3 arcs of chakra in unison that expands up to 10 meters in width and height, allowing the user to attack in a radial fashion that takes out multiple opponents at once or combat against large ninjutsu.
Note:Can't perform techs higher than A-rank techniques for 2 turns.
4.
(Josho Tsume)-Rising Claw]
Type:Kenjutsu
Rank:A
Range:short-mid
Chakra:30
Damage:60
Description:the user will start the technique with his 6 "claws" out over their head crossing each other while the user coats them with chakra and uses shape manipulation to sharpen both the cutting and blunt edge of each claw. The user then swings all 6 claws outward while leaping in the air to release the chakra in a projectile wave to targets positioned above.
Note: Can only be used 3 times
5.
(Abare tsume)-Rampaging Claw]
Type:Kenjutsu
Rank:S
Range:short
Chakra:40
Damage:80
Description:The user draws all 6 "claws" before covering them with chakra and sharpening both the cutting and the blunt edge with shape manipulation before rapidly spinning while fully extending all 6 "claws" to create a wall with 3 razor sharp lines to both defend and attack all in one move but still leaving the area above the user open to attack. The user can spin in place or they can move in a linear motion to clear multiple enemies.
Note: can't perform techniques over A-rank for 2 turns.
Note: can only be used 2 times.
6.
(Kita no Ten no ryu)-Dragon of the North Heaven
Type: Supplementary/Defensive
Rank: S-rank
Range: short-long
Chakra: 40(-15 per turn to keep active)
Damage: 80
Description: This is the epitome of the fighting style. After charging the entire body with chakra with all 6 blades in hand. Using the mastery of shape manipulation of chakra the user covers himself in a great amount of chakra in the shape of an eastern style dragon 2 stories tall. This ethereal dragon made of raw chakra is able to stay active unless jutsu of the same rank counters it whether its elemental jutsu or not due to the shape manipulation. While the jutsu is active provides an A-rank defense and an S-rank attack with a sweep of it’s claws caused by the swinging motion of the users blades. Since this technique is performed by releasing chakra from the entire body it could be used to release A-rank genjutsu or lower.
note: jutsu last up to 3 turns
note: after jutsu deactivates user is no longer to utilize the Ten no ryu no Tsume.
note: user can’t use Kenjutsu A-rank or higher due to exhaustion since the techniques a great amount of chakra.
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7.
(Doragon no bōei)-Dragons defense
Type:defense/attack
Rank:S-rank
Range: Short
Chakra:40
Damage:N/A (equal damage to jutsu redirected)
Description: With both sets of claws in hand, the user would mold a large amount of chakra and utilize shape manipulation to cause the chakra to take the shape of 3 ethereal dragon claws that closes in the user and protects them from any opposing forces s-rank or below. Using the user's advanced chakra control, he could cause the claws to redirect the attack back to the opponent in the form of raw chakra waves from the claws.
Note: Can redirect attacks twice a battle, counting as a jutsu per turn.
Note: Can only be used 4 times per battle, counting as a jutsu per turn.
(Higan no Yakuza: Shodan Kaigan) - Yakuza Secret Compound: First Stage Enhancement]
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-10 per turn active)
Damage: (+15)
Description: One of the three main enhancements of the Yakuza Clan, which earned them the moniker of ''Human Enhanced Tools''. The Shodan Kaigan is the weakest of the three basic enhancements and thus, can be used by anyone who is at least a Yanguryu (Young Dragon). This compound contains a set amount of chakra, mixed with several drugs that were developed by the Yakuza, which, once administered into the organism, will stimulate their body tissues, muscles, and brain, granting them a minor temporary boost in strength (Less than half the damage increase the Chakra Enhanced Strength technique provides), reaction time (Equal to that of someone with a one-tomoe sharingan), and speed (In terms of the speed chart, equal to that of the user's total speed times 1.5). The user has several options on how to administer this compound within themselves; They may either imbibe it (Drink it from a vial), inject it via syringe, or consume it in pill form.
Restrictions:
Note: Can be taken twice per battle
Note: Lasts two turns if taken by a Yanguryu (Young Dragon)
Note: Lasts four turns if taken by a Fukuryu (Crouching Dragon)
Note: Lasts five turns if taken by a Giseiryu (Sacrificing Dragon)
Note: Lasts for the rest of the battle if taken by a Hitsuryu (Dragon Head)
2.
(Higan no Yakuza: Dai Ni-Dan Kyōka) - Yakuza Secret Compound: Second Stage Enhancement]Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-15 per turn active)
Damage: (+20 to regular Taijutsu)
Description: One of the three main enhancements of the Yakuza Clan, which earned them the moniker of ''Human Enhanced Tools''. The Dai Ni-Dan Kyōka is the second of the three and thus, can only used by anyone who is at least a Fukuryu (Crouching Dragon). This compound contains a slightly larger amount of stronger drugs than the first enhancement, which, once administered into the organism, will stimulate their body tissues, muscles and brain, granting them a temporary boost in strength (Only slightly below that of the Chakra Enhanced Strength technique), speed (In relation to the speed chart, the user will move twice as fast as he normally does) and reaction time (Equal to that of someone with a two tomoe sharingan). Taijutsu masters, 3 Tomoe Sharingan users and other opponents with abilities of the sort, will, however, be able to keep up with the speed of the user, though they might still be overpowered in terms of strength. The user can only administer this drug through an injection.
Restrictions:
Note: Can be taken twice per battle and only after having used (Higan no Yakuza: Shodan Kaigan) - Yakuza Secret Compound: First Stage Enhancement; its bonus don't add up with each other.
Note: Lasts four turns.
Note: If taken by a Fukuryu (Crouching Dragon), there must be a gap of two turns between usage after the effect has ended.
Note: If taken by a Giseiryu (Sacrificing Dragon), it can only be consumed again one turn after the effect has ended.
3.
Higan no Yakuza: Shin| Yakuza Secret Pill: Truth]
Type: Supplementary/Defense
Rank: N/A
Range: Self
Chakra points: N/A
Damage points: N/A
Description: The Yakuza Clan has developed a special type of pill designed to help the samurai break out of genjutsu or foreign chakra. The user is able to consume the pill prior to being caught or during the event (If is used prior to it, the effect will be activated when the user is put under genjutsu). The effects of the pill will be activated as soon as the user's minds comes in contact with foreign chakra. As soon as foreign chakra enters the user's body, the effects of the pill suddenly stop the user's chakra flow. As there is no chakra flow during those instances, the foreign chakra is expulsed from the body/the genjutsu is released
- The user most be able to consume the pill if he is under genjutsu in the moment, though he can consume it beforehand in order to prevent it.
- The effects of the pill can dispel up to S-ranked techniques.
- The fact that these pills expel foreign chakra, makes it extremely difficult for a medical ninja to help the user
- The user can only consume the pill twice per battle, with a gap of two turns between usage.
- Needs to be at least Fukuryu (Crouching Dragon) to take this pill. Fukuryu (Crouching Dragons) can only use it once per battle, while Giseiryu (Sacrificing Dragons) or above can use it twice
4.
(Hijutsu no Yakuza: Saishū Dan Kyōka) - Yakuza Secret Compound: Last Stage Enhancement]
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-20 per turn active)
Damage: (+25 to regular Taijutsu/regular Kenjutsu)
Description: One of the three main enhancements of the Yakuza Clan, which earned them the moniker of ''Human Enhanced Tools''. The Saishū Dan Kyōka is the final enhancement of the basic three and thus, is only typically used by anyone who is at least a Giseiryu (Sacrificing Dragon). This technique contains the strongest of drugs and as a result must only be administered via direct injection into the blood stream. Once administered into the organism, it will stimulate the user's body tissues, muscles and brain to the absolute limit, granting them a temporary boost in strength (A strength equal to that of the Chakra Enhanced Strength technique), speed and reaction time (Equal to that of someone with a three tomoe sharingan), which almost reaches that of the 4th Raikage with his Lightning Armour on, though, not as much (In relation to the speed chart, this would be the equivalent of the user's total speed times three).
Restrictions:
Note: Can only be taken once per battle and while still under the effects of (Higan no Yakuza: Dai Ni-Dan Kyōka) - Yakuza Secret Compound: Second Stage Enhancement; it doesn't add up to the initial technique's bonus.
Note: Lasts four turns.
Note: Only two techniques can be used per turn while active.
Note: If used by a Fukuryu (Crouching Dragon): It's a last resort method. In this case, after three turns, the user will pass out and they will suffer from internal bleeding.
Note: If used by a Giseiryu (Sacrificing Dragon): No other medicine should be used for the rest of the battle with the exception of the "Renaissance" compound after this one is administered in the organism. After four turns, the user will suffer from internal bleeding.
Note: If used by a Hitsuryu (Dragon Head): Must stay two whole turns without using any kind of medicine after the effect has ended, because of the strain put on the user's body.
5.
Higan no Yakuza: Runessansu | Yakuza Secret Pill: Renaissance]
Type: Supplementary
Rank: N/A
Range: Self
Chakra points: 30 (-15 second turn)
Damage points: N/A (negates up to 150 damage)
Description: After several years of research, the Yakuza clan was able to create a pill which regenerates body cells at an increased rate. The pill has two main characteristics: one is the accelerated regeneration of cells and the second is the "disappearance" of any signs of pain or fatigue on the user's body. The advanced cell regeneration ability allows for deep wounds to close, bleeding (even internal) to stop and broken bones to regenerate. The broken bones need to be set before taking the pill and need to stay set through the healing process. The process takes 1 full turn to complete, meaning that at the end of the turn folowing consuption of the pill, any bleedings have stopped and the bones have mended. The pills though, cannot regenerate internal organs or severed limbs though the regeneration will burn chakra, healing the user for 2 turns.
- Fukuryu (Crouching Dragon), can only take this pill once per battle. Ranks above can take it twice per battle
- The user must wait three turns before consuming the pill again.
6.
Hijutsu no Yakuza: Soshipiru| Yakuza Secret Technique: Elemental Pills]
Type: Supplementary
Rank: A-Rank
Range: Self
Chakra: 30 (-20 per turn)
Damage: N/A
Description: These pills allow the user to temporarilly access their elemental chakra. They contain drugs to stimulate the user's chakra pathway system aswell as a pre-applied small amount of the respective elemental chakra to serve as a catalyst to make it easier for the user to access it. There are 5 kinds of pills, one for each of the basic elements: the red one allows access to fire chakra, the blue allows access to water chakra, the brown allows access to earth chakra, the yellow allows access to lightning chakra and the white allows access to wind chakra. This obviously doesn't allow the user's to perform any kind of ninjutsu or other type of techniques, it only allows them access to elemental chakra which can only be used in a very rudimentar way: by flowing it through their weapons and limbs, similar to other samurai techniques involving chakra. Although it gives their techniques, the unique proprieties of the respective elements, it does not make the techniques any stronger.
- If used by a Fukuryu (Crouching Dragon): 2 pills can be used per battle, however, they must be of the same element, meaning at this rank, it only gives access to one of the five basic elements. Lasts 5 turns
- If used by a Giseiryu (Sacrificing Dragon): This method can be used twice per battle, lasting 5 turns per use. At this rank, up to 2 pills can be taken per use (meaning a maximum of 4 pills), giving access to 2 different elemental natures.
- If used by a Hitsuryu (Dragon Head): This method can be used twice per battle, lasting 5 turns per use. At this rank, up to 3 pills can be taken per use (meaning a maximum of 6 pills), giving access to 3 different elemental natures.