1
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage: N/A (40)
Description: The concept of this style is supported by the laws of momentum, though supported with chakra in order to mold it's molecular structure in such shape, that it will allow energy and momentum of collisions to be conserved (negleting loss of energy by sound and heat). The user will channel chakra through his sword, giving two results: A coat of chakra that will work as the "bounce" mechanism, and the other small increments between the molecules of the sword, making the sword a little bigger and the mass a little lighter (as it will have a larger volume). By combining both enhancements together, the user is able to produce much more efficient and dangerous slashes. The secret behind the technique is the recoil of the exchange of clashes between the user's sword and the enemy's. The sword, being lighter, will gain more velocity from each slash in order to balance out the momentum gain and lost, thus making each strike accelerate even faster. The more the enemy defends against a slash, the slashes will hold much more force and speed. The user will also channel chakra through the arm (s) in which he is using the sword in order to prevent the wasting of the fiber muscle produced by the intense speed of this strikes.
Restrictions:
~Usable by Samurai and Shinobi.
~Once this technique is activated, the technique is able to sustain itself unless the user stops administrating chakra into the sword or the user releases the chakra somehow (such as a wave for example).
~This technique is only an enhament, though is able to defend against other sword enhancements of similar rank and below. User cannot defend against ninjutsu with this technique.
~Though elastic collisions occur when hitting a hard surface such an opponent's sword, the infused chakra will be able to cut through a person's flesh.
~Only lasts 3 turns after activating.
~Can only be taught by Gin-San and Xanthe.
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Type: Offensive
Rank: B
Range: Short-Long
Chakra Cost: 25
Damage: 50 (60 if absorbed a jutsu)
Description: The user will touch one of their hands to the ground while releasing Dark chakra at any location. At that location, a large claw will emerge out of the ground and will be controlled by the user. The claw can absorb C-Rank or lower jutsu and once it does, it grows much larger in size. It can emerge quickly and silently.
Restrictions:
~The claw cannot move from it's original position.
~Usable three times.
~Can only absorb one attack. Any B-rank and above technique will destroy it afterward.
Taught to: Délta
3
Type: Offensive / Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The user will focus their Dark Chakra and form 3 handseals. After finishing the three handseals, they form a large, floating body of Dark chakra with 10 extending arms of Dark Chakra that forms a fist on each one (Each fist having a destructive force that can break bones), a Dark Jellyfish. The body of the jellyfish moves slowly through the air but the arms can attack swiftly. The jellyfish's body can absorb C-Rank jutsu and after doing so, can burst in a large mass of blue fire that burns anything short-range of it.
Restrictions:
~Usable once.
~After absorbing 3 attacks, the jellyfish will vanish in thin air.
Looks like:
Taught to: Délta
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Type: Attack
Rank: A-Rank
Range: Short - Long
Chakra Cost: 30
Damage: 60
Description: The user will hold their palm outwards and a sword made out of dark chakra will come out of their meiton mark on their palm. This sword can be used to combat against other weaponry that utilizes chakra to increase their strength. If the user swings their sword, they can release the sword as a long blade of dark chakra at the target.*
Restrictions:
~Usable twice.
Taught to: Délta
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Type:Attack
Rank: C
Range: Short - Mid
Chakra Cost: 15
Damage Points: 30
Description: The user is able to release incredibly stealthy needles of water by from their mouth by utilizing their own saliva as ammunition. The water is incredibly small and difficult to see by normal ninjas but are still visible in most conditions. These needles can be used by a medical ninja to strike vital joints and disrupt the movement of their joints for a mere moment.
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Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 25 (+10 per turn)
Damage Points: N/A
Description: The user does 2 hand seals and is able to cause any small amount of water (C-rank and below) to harden temporarily. This only works on the user's water created water or manipulated water. This jutsu follows the same principle as the Water Sword of Draining in which it will harden the water so much so that it can match steel's hardness. However, it will only last a few moments, as chakra needs to be fueled into it to keep it harden.
Note: User can keep it harden for a maximum of 2 turns, as long as he keeps focusing chakra into it and doesn't perform other techniques.
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Rank: C
Type: Supplementary
Range: Short-Long
Chakra cost: 15
Damage points: N/A
Description: This technique allows the user to manipulate an already falling rain so that it comes down at an angle towards the target while also increasing the size and speed of the rain through chakra. The rain is aimed so that it distracts the target while also distracting them and not allowing them to see easily due to the rain coming down onto their eyes. This jutsu also increases the speed of rain jutsu. Due to the increased speed, the sound of the rain hitting the ground is much louder and makes it difficult to hear in the rain as well as feel vibrations.
-The increase in speed makes it difficult, not impossible, for people without doujutsu or taijutsu specialization to follow. The speed increase isn't great.
-The angle and increased rate of descent only lasts for two turns.
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Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: This technique allows the user to manipulate an already present water source by forming the water into rain droplets that are forced into the sky and upon reaching a height, will eventually fall back down. This forms a rain that "falls up" and falls down regularly. This jutsu allows the user to form rain techniques that come from below the target as well as above the target. Since this jutsu seemingly produces rain from both below the opponent and above the target, they can't predict where a rain jutsu will come from. This jutsu works by lining the area just above the ground with a large amount of chakra so that it assumes control of water in that area and causes it to be launched into the air with great force and eventually falls back down. The lining doesn't take effect till the water hits the ground however so while it is raining, from a jutsu like Rain Tiger at Will, the rain will seemingly bounce off of the ground and head back up into the sky.
-Can only be used twice per battle
-The rain lasts two turns going up and down. Depending on the size of the water source, the rain will be heavier or lighter.
9
Type: Offensive
Rank: A
Range: Long
Chakra Cost: 30
Damage: 60
Description: The user summons an iron ball that has been wrapped up in explosive tags and suspends it in mid-air. The user then uses their magnetism release to launch the cannonball at the target and with a handseal, the explosive tags explode. Can be manipulated to move 45 degrees from it's original trajectory.
Restrictions:
~Usable once.
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Type: Offensive
Rank: A-Rank
Range: Mid-Range
Chakra Cost: 30
Damage: 60
Description: The user will summon 12 pellets made of iron that are already wrapped in explosive tags. The user then hovers them in front of his hand with their magnetism chakra and punches in a direction, releasing a small magnetic pulse. The pellets then shoot out and once they hit something or the user makes a click with their teeth, they set off the explosive tags. The pellets' trajectories can not be manipulated by the user after releasing them.
Restrictions:
~Usable Once.
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Rank: C-Rank*
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user does 2 hand seals and focuses their chakra to any point in where rain is falling and they begin to use the same principle as the Rain Capture Technique in which they will attract rain to that point. They are then able to form a small source of water where that point is. This can be combined with the Rain of Glue technique and cause that water to be sticky.
Restrictions:
~Only usable three times.
~Must be raining to use
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Type: Supplementary
Range: Short/Mid/Long
Chakra: 30 (-5 per turn)
Damage:N/A (60 or 40 depending on attack)
Description: After extracting some blood and performing the necessary handseals, the user is able to summon Kyu. Kyu is big enough to carry two people. He is able to fly and stay in the air. He is able to use three moves:
Fury Storm (Kyu swings his wings quickly creating two gusts of slashing winds) which equals to a B-rank wind technique; Feather Storm (Kyu swings his winds liberating wind-infused feathers which attack the opponent) which equals to a B-rank wind technique; and Cutter fury (Ryu dives to the opponent, cutting him in half by infusing wind sharpness in his wings
note: Ryu has to be in the air prior) which equals a A-rank wind technique
-Can only be summoned two times per battle
-Can only stay for five turns
-Attacks count as a move
-Summon is able to fly with the user in his back (companion included)
-Can only be used by someone who holds the Kea contract
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Rank: B
Type: Supplementary
Range: Short/Mid/Long
Chakra: 25 (-5 per turn, -10 if scanning still in play)
Damage:N/A
Description: After extracting blood and performing the necessary handseals, the user is able to summon Sampo. Sampo is a 5 inch tall bird. His purpose is to fly in the air while liberating some water chakra in his flight, doing this, he is able to locate an enemy's position, and inform it to the user. He flies fast enough to be unperceptive, for both the user and the opponent.
-Can only be summoned three times per battle
-Can stay for six turns
-scanning the area counts as a move, but scanning can be used during the six turns
-Can only be used by someone who holds the Kea contract
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Type: Summoning
Rank: S-Rank
Range: Short
Chakra Cost: 40
Damage: N/A
Description: The user either uses a summoning jutsu or their summoning tattoo to summon Firion. Firion is a large Kea that's wing spam outstretches the width of four men. He can only carry one person. Firion is very fast but when carrying someone, he is slowed down a bit more. Firion can use A-Rank or below Raiton jutsu that do not require handseals.
Restrictions:
~Firion only lasts three turns on the battlefield.
~Firion can use A-Rank Raiton that do not require handseals, counts as one the user's three moves.
~Firion can be summoned in mid-air with a summoning jutsu.
~Firion can only be used once per battle.*
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Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: After extracting some blood and performing the necessary handseals, the user is able to summon Rendan. Rendan is enable to carry at least one person. He is able to fly and stay in the air. Even though smaller in size than other boss summon seen, his speed totally compensates it's size.
Rendan is able to fly at extreme speed, and much faster if he isn't carrying anyone in his back. Rendan is able to do S-rank and below Wind techniques that require two handseal or less, this proves his mastery in wind style, though, any attacks of his count as a move.
-Can only be summoned once per battle
-Can only stay for five turns
-Must have signed the Kea contract
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Type: Summon
Rank: S
Range: Short
Chakra Cost: 50
Damage: N/A
Description: After extracting some blood and making the necessary handseals, the user can summon the Kea Sages. Both have been trained specifically in their element on affinity almost their entire lives, and have mastered even the most destructive jutsus. Sarah is able to use S-rank and below Wind jutsus, proving her vast knowledge in water jutsu. Meros is able to use S-rank and below Fire jutsus. Their wings are designed in such way, that they are able to make handseals (their wings have 5 feathers, this 5 feathers are used like fingers to make handseals). Even though they are masters in their own field, they are old, so their capacity to fly at high speeds have decade, and they are only able to fly in a slow-mid paced speed. The keas can be summoned in the user's shoulders. If the Keas are summoned in the user's shoulders, they will strongly close their claws in the user's skin, sticking them in place (by doing so, the user loses -5 of health, but does not affect his perfomance). The Keas are unable to fusion to the user, has they aren't able to combine genetically.
-Can only be used once per battle
-Can only stay in the battlefield for 4 turns
-Summoning them counts as two of the three moves in the turn they are summon.
-Each of their moves count as a move
-The user is unable to summon other Keas while they are still in the field, the user is unable to summon any Kea for two turns after they leave the battlefield.
-The user is unable to use higher than A-ranks for one turn after they leave the battlefield.
-The keas are unable to fly while doing handseals, or do handseals while flying
-Can only be summoned by those who hold the Kea contract
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Type: Supplementary
Rank: S
Range: Self
Chakra Cost: 50
Damage Points: N/A
Description: The opponent will cut drag some blood and slam his hands together, concentrating wind and Kea chakra into the user, entering Kea Mode. The user will have some feather-like tatoos in his elbows, representing wings, and his hair will grow larger and turn white. In Kea Mode, the user movements become much more fluid. The user will also gain sharper reflexes, comparable to Minato's. The user is unable to get caught in genjutsu B-rank and below because of the Kea chakra flowing in his body.
-The user has to have recolected chakra in the previous turn, meaning he can only do two moves in the turn prior of activation.
-Can only be used by those who have sign the Kea contract
- In this mode, the user gains a boost of +10 in ninjutsu.*
-The mode only last 3 turns
-While this mode is active, the user is unable to perform genjutsu
-After this mode ends, the user will suffer a -5 damage to all Ninjutsu for 2 turns
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Rank: B
Range: Mid
Type: Offensive
Chakra Cost: 20
Damage: 40
Description: The user will infuse their chakra into one of their Kea summons and by focusing their chakra into the stomach of the bird, they will cause the kea to regurgitate out a large rock, the gizzard that birds naturally use to digest food. The rock's size is proportional to the size of the bird. When being regurgitated, the bird will infuse their mouth with a lining of chakra that causes the rock to be accelerated outwards when used. The rock can be heated with a fire jutsu to allow it to explode upon contact with an object.
~Usable three times in a match.
~Can only be used once by each Kea (ie. if Kea A uses this then Kea A cannot perform it again for the rest of the match but Kea B will be able to still).
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Custom Weapon
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Type: Weapon/Defensive
Rank: S
Range: Self
Chakra: N/A (40 to increase the mass of their armor) (-10 each time they use the speed increasing ability of the gauntlets)
Damage: N/A
Description: The Kemono no Yoroi is a set of armor that is made up of the same chakra-reactive alloy found in ordinary weaponry used in the Ninja World. The armor is made up of a set of chain mail which can be hidden below the user's clothes, two Sodes (the shoulder armor that is usually used by Samurai), and two gauntlets. The power of the armor comes from its ability to hold chakra to increase the user's Taijutsu and Kenjutsu abilities. The armor itself can be infused with chakra in order to increase the defensive capabilities, reducing the damage form attacks slightly, and increasing the mass of the armor suddenly in order to stop blades in their paths (the concept of Momentum can explain how the increase in mass is able to help defend against attacks, Momentum = Mass x velocity and when undergoing a transfer of momentum, the mass is increased so the velocity is reduced and the oncoming attack's affects are also reduced). The chain mail also slightly increases in volume so that when a blade comes in for a thrust, it can be used to block it without it going through the openings in the armor. The increase in volume is only slight however and won't block very small weaponry like needles. The defensive properties of the armor allow the user to become highly resistant to basic ninjutsu attacks, attacks from weaponry and taijutsu, and blunt attacks from Earth jutsu. The armor's gauntlets can also be infused with chakra to slightly increase the phsyical damage the user can deal with fist-based taijutsu, by increasing the velocity by exerting a small amount of chakra from the end of the gauntlets, as well as keep a better grip on their weaponry by applying chakra that causes the finger-wraps to become sticky to the hilt of the blade but also easily maneuverable for the user. The increase in fist-based taijutsu with the gauntlets plus being able to increase the mass allows the user to be able to break bones by exerting more Kinetic Energy on impact.*
~Usable by Samurai and Shinobi. It is usable by Samurai because they have been obviously trained in the usage of Chakra Control, being able to control the size and shapes of their Samurai Sabre blades, and also being able to exert chakra out of their blades.
~The increase in mass can only be used twice and lasts for a maximum of one turn but can be deactivated by the user at anytime.
~The increase in speed by the gauntlets can only be used four times (To be able to break the opponent's bones, they have to have both the increase in mass and the increase in speed active at the same time). The grip effect lasts as long as the user wears the gauntlets.
~The armor can be used to block blunt, physical attacks such as small earth, water, wood, and other jutsu (D-Rank). While its mass is increased, it can block physical, blunt C-rank of earth, water, wood, and other jutsu.
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(Zan'nin'na kōi no geijutsu: Hasen rikoiru no kyōka) - Ferocity Arts: Dashing Recoil EnhancementRank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage: N/A (40)
Description: The concept of this style is supported by the laws of momentum, though supported with chakra in order to mold it's molecular structure in such shape, that it will allow energy and momentum of collisions to be conserved (negleting loss of energy by sound and heat). The user will channel chakra through his sword, giving two results: A coat of chakra that will work as the "bounce" mechanism, and the other small increments between the molecules of the sword, making the sword a little bigger and the mass a little lighter (as it will have a larger volume). By combining both enhancements together, the user is able to produce much more efficient and dangerous slashes. The secret behind the technique is the recoil of the exchange of clashes between the user's sword and the enemy's. The sword, being lighter, will gain more velocity from each slash in order to balance out the momentum gain and lost, thus making each strike accelerate even faster. The more the enemy defends against a slash, the slashes will hold much more force and speed. The user will also channel chakra through the arm (s) in which he is using the sword in order to prevent the wasting of the fiber muscle produced by the intense speed of this strikes.
Restrictions:
~Usable by Samurai and Shinobi.
~Once this technique is activated, the technique is able to sustain itself unless the user stops administrating chakra into the sword or the user releases the chakra somehow (such as a wave for example).
~This technique is only an enhament, though is able to defend against other sword enhancements of similar rank and below. User cannot defend against ninjutsu with this technique.
~Though elastic collisions occur when hitting a hard surface such an opponent's sword, the infused chakra will be able to cut through a person's flesh.
~Only lasts 3 turns after activating.
~Can only be taught by Gin-San and Xanthe.
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(Meiton: Kemono no tsume) - Dark Release: Claw of the BeastType: Offensive
Rank: B
Range: Short-Long
Chakra Cost: 25
Damage: 50 (60 if absorbed a jutsu)
Description: The user will touch one of their hands to the ground while releasing Dark chakra at any location. At that location, a large claw will emerge out of the ground and will be controlled by the user. The claw can absorb C-Rank or lower jutsu and once it does, it grows much larger in size. It can emerge quickly and silently.
Restrictions:
~The claw cannot move from it's original position.
~Usable three times.
~Can only absorb one attack. Any B-rank and above technique will destroy it afterward.
Taught to: Délta
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(Meiton: Kurai Kurage) - Meiton: Dark JellyfishType: Offensive / Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The user will focus their Dark Chakra and form 3 handseals. After finishing the three handseals, they form a large, floating body of Dark chakra with 10 extending arms of Dark Chakra that forms a fist on each one (Each fist having a destructive force that can break bones), a Dark Jellyfish. The body of the jellyfish moves slowly through the air but the arms can attack swiftly. The jellyfish's body can absorb C-Rank jutsu and after doing so, can burst in a large mass of blue fire that burns anything short-range of it.
Restrictions:
~Usable once.
~After absorbing 3 attacks, the jellyfish will vanish in thin air.
Looks like:
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Taught to: Délta
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(Meiton: Tsuji Giri) - Dark Release: Night SlashType: Attack
Rank: A-Rank
Range: Short - Long
Chakra Cost: 30
Damage: 60
Description: The user will hold their palm outwards and a sword made out of dark chakra will come out of their meiton mark on their palm. This sword can be used to combat against other weaponry that utilizes chakra to increase their strength. If the user swings their sword, they can release the sword as a long blade of dark chakra at the target.*
Restrictions:
~Usable twice.
Taught to: Délta
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(Suiton: Kakusareta Mizun no Hari) - Water Release: Hidden Water NeedlesType:Attack
Rank: C
Range: Short - Mid
Chakra Cost: 15
Damage Points: 30
Description: The user is able to release incredibly stealthy needles of water by from their mouth by utilizing their own saliva as ammunition. The water is incredibly small and difficult to see by normal ninjas but are still visible in most conditions. These needles can be used by a medical ninja to strike vital joints and disrupt the movement of their joints for a mere moment.
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(Suiton: Mizu-Yaki-Ire) - Water Release: Water HardeningType: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 25 (+10 per turn)
Damage Points: N/A
Description: The user does 2 hand seals and is able to cause any small amount of water (C-rank and below) to harden temporarily. This only works on the user's water created water or manipulated water. This jutsu follows the same principle as the Water Sword of Draining in which it will harden the water so much so that it can match steel's hardness. However, it will only last a few moments, as chakra needs to be fueled into it to keep it harden.
Note: User can keep it harden for a maximum of 2 turns, as long as he keeps focusing chakra into it and doesn't perform other techniques.
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(Ameton: Bōfūu) - Rain Release: Rain StormRank: C
Type: Supplementary
Range: Short-Long
Chakra cost: 15
Damage points: N/A
Description: This technique allows the user to manipulate an already falling rain so that it comes down at an angle towards the target while also increasing the size and speed of the rain through chakra. The rain is aimed so that it distracts the target while also distracting them and not allowing them to see easily due to the rain coming down onto their eyes. This jutsu also increases the speed of rain jutsu. Due to the increased speed, the sound of the rain hitting the ground is much louder and makes it difficult to hear in the rain as well as feel vibrations.
-The increase in speed makes it difficult, not impossible, for people without doujutsu or taijutsu specialization to follow. The speed increase isn't great.
-The angle and increased rate of descent only lasts for two turns.
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(Ameton: Gyaku Reinforu) - Rain Release: Reverse Rain FallRank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: This technique allows the user to manipulate an already present water source by forming the water into rain droplets that are forced into the sky and upon reaching a height, will eventually fall back down. This forms a rain that "falls up" and falls down regularly. This jutsu allows the user to form rain techniques that come from below the target as well as above the target. Since this jutsu seemingly produces rain from both below the opponent and above the target, they can't predict where a rain jutsu will come from. This jutsu works by lining the area just above the ground with a large amount of chakra so that it assumes control of water in that area and causes it to be launched into the air with great force and eventually falls back down. The lining doesn't take effect till the water hits the ground however so while it is raining, from a jutsu like Rain Tiger at Will, the rain will seemingly bounce off of the ground and head back up into the sky.
-Can only be used twice per battle
-The rain lasts two turns going up and down. Depending on the size of the water source, the rain will be heavier or lighter.
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(Jiton: Kyanonboru) - Magnetism Release: CannonballType: Offensive
Rank: A
Range: Long
Chakra Cost: 30
Damage: 60
Description: The user summons an iron ball that has been wrapped up in explosive tags and suspends it in mid-air. The user then uses their magnetism release to launch the cannonball at the target and with a handseal, the explosive tags explode. Can be manipulated to move 45 degrees from it's original trajectory.
Restrictions:
~Usable once.
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(Jiton: Bakuhatsu-tekina shottogan) - Magnetism Release: Explosive ShotgunType: Offensive
Rank: A-Rank
Range: Mid-Range
Chakra Cost: 30
Damage: 60
Description: The user will summon 12 pellets made of iron that are already wrapped in explosive tags. The user then hovers them in front of his hand with their magnetism chakra and punches in a direction, releasing a small magnetic pulse. The pellets then shoot out and once they hit something or the user makes a click with their teeth, they set off the explosive tags. The pellets' trajectories can not be manipulated by the user after releasing them.
Restrictions:
~Usable Once.
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(Ame no Miryoku) - Attraction of RainRank: C-Rank*
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user does 2 hand seals and focuses their chakra to any point in where rain is falling and they begin to use the same principle as the Rain Capture Technique in which they will attract rain to that point. They are then able to form a small source of water where that point is. This can be combined with the Rain of Glue technique and cause that water to be sticky.
Restrictions:
~Only usable three times.
~Must be raining to use
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(Kuchiose no Jutsu: Kyu )- Summoning Jutsu: KyuType: Supplementary
Range: Short/Mid/Long
Chakra: 30 (-5 per turn)
Damage:N/A (60 or 40 depending on attack)
Description: After extracting some blood and performing the necessary handseals, the user is able to summon Kyu. Kyu is big enough to carry two people. He is able to fly and stay in the air. He is able to use three moves:
Fury Storm (Kyu swings his wings quickly creating two gusts of slashing winds) which equals to a B-rank wind technique; Feather Storm (Kyu swings his winds liberating wind-infused feathers which attack the opponent) which equals to a B-rank wind technique; and Cutter fury (Ryu dives to the opponent, cutting him in half by infusing wind sharpness in his wings
note: Ryu has to be in the air prior) which equals a A-rank wind technique
-Can only be summoned two times per battle
-Can only stay for five turns
-Attacks count as a move
-Summon is able to fly with the user in his back (companion included)
-Can only be used by someone who holds the Kea contract
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(Kuchiose no Jutsu: Sampo )- Summoning Jutsu: SampoRank: B
Type: Supplementary
Range: Short/Mid/Long
Chakra: 25 (-5 per turn, -10 if scanning still in play)
Damage:N/A
Description: After extracting blood and performing the necessary handseals, the user is able to summon Sampo. Sampo is a 5 inch tall bird. His purpose is to fly in the air while liberating some water chakra in his flight, doing this, he is able to locate an enemy's position, and inform it to the user. He flies fast enough to be unperceptive, for both the user and the opponent.
-Can only be summoned three times per battle
-Can stay for six turns
-scanning the area counts as a move, but scanning can be used during the six turns
-Can only be used by someone who holds the Kea contract
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(Kuchiyose: Kea-to - Firion) - Summoning technique: Kea - FirionType: Summoning
Rank: S-Rank
Range: Short
Chakra Cost: 40
Damage: N/A
Description: The user either uses a summoning jutsu or their summoning tattoo to summon Firion. Firion is a large Kea that's wing spam outstretches the width of four men. He can only carry one person. Firion is very fast but when carrying someone, he is slowed down a bit more. Firion can use A-Rank or below Raiton jutsu that do not require handseals.
Restrictions:
~Firion only lasts three turns on the battlefield.
~Firion can use A-Rank Raiton that do not require handseals, counts as one the user's three moves.
~Firion can be summoned in mid-air with a summoning jutsu.
~Firion can only be used once per battle.*
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(Kuchiyose no Justu: Bosu Rendan) - Summoning Technique: Boss RendanRank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description: After extracting some blood and performing the necessary handseals, the user is able to summon Rendan. Rendan is enable to carry at least one person. He is able to fly and stay in the air. Even though smaller in size than other boss summon seen, his speed totally compensates it's size.
Rendan is able to fly at extreme speed, and much faster if he isn't carrying anyone in his back. Rendan is able to do S-rank and below Wind techniques that require two handseal or less, this proves his mastery in wind style, though, any attacks of his count as a move.
-Can only be summoned once per battle
-Can only stay for five turns
-Must have signed the Kea contract
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(Kuchiyose: Kea Seijins: Meros and Sarah) Summoning: Kea Sages: Meros and SarahType: Summon
Rank: S
Range: Short
Chakra Cost: 50
Damage: N/A
Description: After extracting some blood and making the necessary handseals, the user can summon the Kea Sages. Both have been trained specifically in their element on affinity almost their entire lives, and have mastered even the most destructive jutsus. Sarah is able to use S-rank and below Wind jutsus, proving her vast knowledge in water jutsu. Meros is able to use S-rank and below Fire jutsus. Their wings are designed in such way, that they are able to make handseals (their wings have 5 feathers, this 5 feathers are used like fingers to make handseals). Even though they are masters in their own field, they are old, so their capacity to fly at high speeds have decade, and they are only able to fly in a slow-mid paced speed. The keas can be summoned in the user's shoulders. If the Keas are summoned in the user's shoulders, they will strongly close their claws in the user's skin, sticking them in place (by doing so, the user loses -5 of health, but does not affect his perfomance). The Keas are unable to fusion to the user, has they aren't able to combine genetically.
-Can only be used once per battle
-Can only stay in the battlefield for 4 turns
-Summoning them counts as two of the three moves in the turn they are summon.
-Each of their moves count as a move
-The user is unable to summon other Keas while they are still in the field, the user is unable to summon any Kea for two turns after they leave the battlefield.
-The user is unable to use higher than A-ranks for one turn after they leave the battlefield.
-The keas are unable to fly while doing handseals, or do handseals while flying
-Can only be summoned by those who hold the Kea contract
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(Kea Mo-do) Kea ModeType: Supplementary
Rank: S
Range: Self
Chakra Cost: 50
Damage Points: N/A
Description: The opponent will cut drag some blood and slam his hands together, concentrating wind and Kea chakra into the user, entering Kea Mode. The user will have some feather-like tatoos in his elbows, representing wings, and his hair will grow larger and turn white. In Kea Mode, the user movements become much more fluid. The user will also gain sharper reflexes, comparable to Minato's. The user is unable to get caught in genjutsu B-rank and below because of the Kea chakra flowing in his body.
-The user has to have recolected chakra in the previous turn, meaning he can only do two moves in the turn prior of activation.
-Can only be used by those who have sign the Kea contract
- In this mode, the user gains a boost of +10 in ninjutsu.*
-The mode only last 3 turns
-While this mode is active, the user is unable to perform genjutsu
-After this mode ends, the user will suffer a -5 damage to all Ninjutsu for 2 turns
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(Maunakea • atsu: Sano Shotto) - Kea Arts: Gizzard ShotRank: B
Range: Mid
Type: Offensive
Chakra Cost: 20
Damage: 40
Description: The user will infuse their chakra into one of their Kea summons and by focusing their chakra into the stomach of the bird, they will cause the kea to regurgitate out a large rock, the gizzard that birds naturally use to digest food. The rock's size is proportional to the size of the bird. When being regurgitated, the bird will infuse their mouth with a lining of chakra that causes the rock to be accelerated outwards when used. The rock can be heated with a fire jutsu to allow it to explode upon contact with an object.
~Usable three times in a match.
~Can only be used once by each Kea (ie. if Kea A uses this then Kea A cannot perform it again for the rest of the match but Kea B will be able to still).
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Custom Weapon
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(Kemono no Yoroi) - Armor of the BeastType: Weapon/Defensive
Rank: S
Range: Self
Chakra: N/A (40 to increase the mass of their armor) (-10 each time they use the speed increasing ability of the gauntlets)
Damage: N/A
Description: The Kemono no Yoroi is a set of armor that is made up of the same chakra-reactive alloy found in ordinary weaponry used in the Ninja World. The armor is made up of a set of chain mail which can be hidden below the user's clothes, two Sodes (the shoulder armor that is usually used by Samurai), and two gauntlets. The power of the armor comes from its ability to hold chakra to increase the user's Taijutsu and Kenjutsu abilities. The armor itself can be infused with chakra in order to increase the defensive capabilities, reducing the damage form attacks slightly, and increasing the mass of the armor suddenly in order to stop blades in their paths (the concept of Momentum can explain how the increase in mass is able to help defend against attacks, Momentum = Mass x velocity and when undergoing a transfer of momentum, the mass is increased so the velocity is reduced and the oncoming attack's affects are also reduced). The chain mail also slightly increases in volume so that when a blade comes in for a thrust, it can be used to block it without it going through the openings in the armor. The increase in volume is only slight however and won't block very small weaponry like needles. The defensive properties of the armor allow the user to become highly resistant to basic ninjutsu attacks, attacks from weaponry and taijutsu, and blunt attacks from Earth jutsu. The armor's gauntlets can also be infused with chakra to slightly increase the phsyical damage the user can deal with fist-based taijutsu, by increasing the velocity by exerting a small amount of chakra from the end of the gauntlets, as well as keep a better grip on their weaponry by applying chakra that causes the finger-wraps to become sticky to the hilt of the blade but also easily maneuverable for the user. The increase in fist-based taijutsu with the gauntlets plus being able to increase the mass allows the user to be able to break bones by exerting more Kinetic Energy on impact.*
~Usable by Samurai and Shinobi. It is usable by Samurai because they have been obviously trained in the usage of Chakra Control, being able to control the size and shapes of their Samurai Sabre blades, and also being able to exert chakra out of their blades.
~The increase in mass can only be used twice and lasts for a maximum of one turn but can be deactivated by the user at anytime.
~The increase in speed by the gauntlets can only be used four times (To be able to break the opponent's bones, they have to have both the increase in mass and the increase in speed active at the same time). The grip effect lasts as long as the user wears the gauntlets.
~The armor can be used to block blunt, physical attacks such as small earth, water, wood, and other jutsu (D-Rank). While its mass is increased, it can block physical, blunt C-rank of earth, water, wood, and other jutsu.
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